Information processing system, information processing apparatus, information processing method, and program

By requiring a confirmation operation within the game, users can verify that game objects purchased outside the game are usable, addressing the uncertainty of purchase confirmation.

JP2026028440APending Publication Date: 2026-02-20MIXI INC
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Patent Information

Application Number
JP2024130857
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-08-07
Publication Date
2026-02-20

AI Technical Summary

Technical Problem

Users are unable to confirm whether game objects purchased outside the game, such as from a web store, have actually been purchased and are ready for use within the game.

Method used

Associating game objects purchased outside the game with the user by requiring a confirmation operation on a specified screen within the game, such as a receiving box operation, to ensure the object is usable.

Benefits of technology

Enables users to confirm that purchased game objects from outside the game are available for use within the game after performing a confirmation operation, ensuring the purchase is acknowledged.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide an information processing system, an information processing device, an information processing method, and a program that allow a user to confirm that a game object purchased outside a game has actually been purchased.MEANS FOR SOLVING THE PROBLEM: When a predetermined game object to be used in a game is purchased via a screen displayed in the game, the information processing apparatus brings the predetermined game object into a state of being usable in the game in association with a user who has purchased the predetermined game object, and when the predetermined game object is purchased via a screen displayed outside the game, the information processing apparatus brings the predetermined game object into a state of being usable in the game in association with the user who has purchased the predetermined game object, in accordance with a predetermined operation on a predetermined screen displayed in the game on which content corresponding to the purchase of the predetermined game object is displayed.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

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

[0002] BACKGROUND ART Conventionally, in computer games such as online games, systems have been known that allow game objects that can be used in the game to be purchased at a location other than the game, such as a web store. For example, Patent Document 1 discloses an item sales system that consists of a game server that controls a game and a web server that sells game items used in the game, and when a user purchases a game item on the web server, the purchased game item is granted to the user after a predetermined period of time has passed. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-218689 Summary of the Invention [Problem to be solved by the invention]

[0004] However, if a game object to be used in a game is purchased outside the game (for example, from a web store separate from the game), and the game object is granted after a certain period of time and can be used in the game as is, the user may not know whether the object was actually purchased or when it was purchased.

[0005] Therefore, one object of the present invention is to provide an information processing system, an information processing device, an information processing method, and a program that enable a user to confirm that a game object purchased outside of a game has actually been purchased. [Means for solving the problem]

[0006] In one aspect of the information processing device of the present invention, when a specified game object to be used in a game is purchased via a screen displayed within the game, the specified game object is associated with the user who purchased it and made usable in the game, and when the specified game object is purchased via a screen displayed outside the game, the specified game object is associated with the user who purchased it and made usable in the game in response to a specified operation on a specified screen displayed within the game that displays content corresponding to the purchase of the specified game object. [Effects of the Invention]

[0007] According to one aspect of the present invention, a game object purchased outside the game can be made available for use in the game after the user performs a confirmation operation within the game, thereby allowing the user to confirm that the game object purchased outside the game has actually been purchased. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a schematic configuration diagram of an information processing system according to an embodiment of the present invention. [Figure 2] FIG. 10 is a diagram showing an example of a game object purchase screen in a web store. [Figure 3] FIG. 10 is a diagram showing an example of a receiving box screen. [Figure 4] FIG. 10 is a diagram showing an example of a notification screen for directing a user to an inbox screen when a game object is purchased from a web store. [Figure 5] FIG. 10 is a diagram showing an example of a notification screen for guiding a player to a gacha play screen when a game object is purchased from a web store. [Figure 6] FIG. 10 is a diagram showing an example of a notification screen for directing a user to an inbox screen when a game object cannot be purchased from the web store. [Figure 7]FIG. 10 is a diagram showing an example of a notification screen for guiding a user to a receiving box screen when the number of game objects in the receiving box reaches a second number. [Figure 8] FIG. 2 is an explanatory diagram of functions of an account management server. [Figure 9] FIG. 10 is a diagram illustrating an example of user information. [Figure 10] FIG. 10 is a diagram showing an example of game object purchase information. [Figure 11] FIG. 2 is an explanatory diagram of the functions of a game server. [Figure 12] FIG. 10 is a diagram illustrating an example of game object information. [Figure 13] FIG. 2 is an explanatory diagram of the functionality of a web store server. [Figure 14] FIG. 10 is a diagram illustrating an example of store information. [Figure 15] FIG. 10 is a diagram showing an information processing flow when purchasing a game object in a game. [Figure 16A] FIG. 10 is a diagram illustrating the information processing flow when purchasing a game object from a web store. [Figure 16B] FIG. 10 is a diagram illustrating the information processing flow when purchasing a game object from a web store. [Figure 17] FIG. 10 is a diagram illustrating an example of an information processing flow when a game object related to an event is purchased. [Figure 18] FIG. 10 is a diagram showing the flow of information processing when guiding to a predetermined screen. DETAILED DESCRIPTION OF THE INVENTION

[0009] <Summary of the Invention> The information processing device, information processing method, and program of the present invention will be described below with reference to specific embodiments and the accompanying drawings. For ease of explanation, the following description may be given from the perspective of a GUI (Graphical User Interface). However, since the basic data processing technologies (communication / transmission technologies, data acquisition technologies, data recording technologies, data processing / analysis technologies, image processing technologies, visualization technologies, etc.) required to realize the content are well-known technologies, their description will be omitted.

[0010] An information processing system (hereinafter, information processing system S) according to one embodiment of the present invention (hereinafter, this embodiment) is a computer system capable of providing users with game services, i.e., an environment for playing games (including management of accounts for playing games and the purchase of game objects to be used in games, etc.). As shown in FIG. 1, the information processing system S is a communication system including an information processing device composed of multiple server computers, such as a server computer for managing user accounts (hereinafter referred to as account management server 10), a server computer for distributing game data (hereinafter referred to as game server 20), and a server computer for managing a web store where products including game objects can be bought and sold (hereinafter referred to as web store server 30), as well as a user terminal 40.

[0011] In this embodiment, it is assumed that the game provider that provides the game also manages user accounts, and that the game provider and the web store provider that operates the web store and provides users with an environment for using the web store (web store service) are separate entities. That is, the following description will be given assuming that each service is provided to users by multiple different servers, namely, the account management server 10 and game server 20 managed by the game provider, and the web store server 30 managed by the web store provider. However, it is also possible to have the game provider and the web store provider be the same entity, and provide each service to users by using a common server (information processing device) that has all the functions of the account management server 10, game server 20, and web store server 30.

[0012] In this embodiment, a user is a person who uses the functions of the account management server 10, the game server 20, and the web store server 30, and more specifically, a person who can enjoy the benefits (services) provided by the functions of the account management server 10, the game server 20, and the web store server 30 by operating a predetermined device. In this embodiment, the predetermined device is described using the user terminal 40 as an example, but the predetermined device may be a device owned by the user, such as the user terminal 40, or a device installed in a store or the like that is not owned by the user but can be used by entering a PIN number, password, or making a deposit when visiting the store or the like.

[0013] (Applications and Accounts) In this embodiment, in order to enjoy the game service and the web store service, which is a different service from the game service, the user installs a dedicated application for each service on the user terminal 40, obtains an account to use each service, and registers as a user (member). Specifically, a game can be played on the user terminal 40 by, for example, launching a game playing application (hereinafter, game app) installed on the user terminal 40. On the other hand, a web store can be used to purchase products on the user terminal 40 by, for example, launching an application for using the web store (hereinafter, web store app) installed on the user terminal 40. Note that the web store is not limited to being used with a dedicated web store app, and may also be used by accessing the web store on the Internet from a general-purpose application with a browser function.

[0014] The game app and the web store app are different application software that are launched individually to perform their own functions. The functions of each application enable the user terminal 40 to play games provided by the game server 20 and use the web store managed by the web store server 30. Specifically, based on the information or data received from the game server 20 or the web store server 30, the information or data is displayed, played, or output in other manner to the user terminal 40, allowing the user to play the game on the game play screen while the game app is running, and to purchase products from the web store while the web store app is running.

[0015] In this embodiment, the game app and the web store app can be linked to each other; in other words, the game play environment and the web store usage environment can be associated with each other. In this embodiment, a user registers a common account in the account management server 10 in order to enjoy the multiple services provided by the information processing system S. Then, the user operates the user terminal 40 to perform predetermined settings (hereinafter, linkage settings) in order to link the account acquired for playing a game (hereinafter, game account) and the account acquired for using a web store (hereinafter, web store account) to the common account. This links the game app and the web store app, and enables the game account and the web store account to be associated with each other. The link setup can be performed at any time, and the specific procedure for the link setup is not particularly limited. In the present embodiment, each account is linked to a common account. However, the game account and the web store account may be directly linked without using a common account. Furthermore, the common account may be used from the beginning, eliminating the need to separately obtain a game account and a web store account. Alternatively, the common account may be used for purposes other than games and the web store. Instead of creating a web store account, the common account may be used as the web store account and the game account may be linked to the common account. Furthermore, when a user who does not own a common account but only owns a game account attempts to log in to the web store, the account management server 10, in cooperation with the game server 20 or the web store server 30, may display a screen on the user terminal 40 prompting the user to create a common account. Furthermore, if there is a limit on the amount of game objects that can be purchased within a certain period for each game account, the purchase amount may be managed using the common account. By managing purchase amounts using a common account, it is possible to prevent purchase amounts from becoming essentially unlimited, for example, by a user owning multiple game accounts or deleting a game account and then creating a new one.

[0016] (game) A game is content that a user plays by operating a user terminal 40 for gameplay while viewing a gameplay screen on the user terminal 40, and in this embodiment, it is an online game (electronic game) provided using the information processing system S. Online games include browser games that use a web browser, social games provided on SNS (Social Networking Service), games that can be played by downloading dedicated application software such as mobile games, and regularly updated online games such as play-by-web (PBW).

[0017] In this embodiment, when a user performs an operation for playing a game on the user terminal 40, the user terminal 40 receives data for progressing the game distributed from a server computer of the game provider, i.e., the game server 20. The user terminal 40 outputs video and audio corresponding to the received data, and the user progresses through the game while checking the output video and audio. The user terminal 40 also transmits data indicating the user's operation to the game server 20, and the game server 20 transmits data for progressing the game corresponding to the user's operation. This type of data transmission and reception between the game server 20 and the user terminal 40 is repeated until the user finishes playing the game.

[0018] The game of this embodiment is a game in which a user plays events including gacha and quests, which are one of the constituent units of the game, by using or consuming (hereinafter sometimes referred to as using, etc.) game objects (game media) that the user owns as game assets.

[0019] (Game Object) Game objects include, for example, characters, items, cards, and avatars used in the game. Game objects also include in-game currencies such as points, coins, gold, or stones, which have value as consideration that can be exchanged for other game objects such as items or characters in the game, or consumed to play gacha, quests, etc. Furthermore, in-game currencies include paid in-game currencies that can be acquired by paying, and free in-game currencies that can be acquired without paying. In addition, charging refers to a user paying a game usage fee to a game provider, etc. using electronic money, credit card, prepaid card, etc., for the purpose of purchasing and obtaining game objects such as in-game currency, or playing the game under other special conditions.

[0020] Game objects such as characters and items (excluding in-game currency) each have their own unique characteristics, and each game object has various parameters that indicate its name, attributes, appearance, and abilities (or effects in the case of items). These parameters are indicators that affect the progress of the game and include those expressed numerically, those expressed by letters such as "A, B, C...", and those expressed by indicators such as gauges. Furthermore, some parameters change (including both increases and decreases) as the game progresses, while others remain constant and unchanging regardless of the progress of the game. Furthermore, some parameters change when certain conditions are met, such as when an item is used in an associated quest.

[0021] In the game, the user can acquire (obtain) and own (possess) these game objects, and can use the owned game objects. Specifically, the user can use game objects to progress through the game, including playing events such as gacha and quests, which will be described later. In addition, users can acquire game objects by purchasing them from an in-game shop (in-game store) or by playing gacha in the game, or as rewards for completing quests in the game. Users can also purchase game objects to use in the game from a web store outside the game. Details regarding the purchase of game objects will be discussed later.

[0022] (Gacha) Gacha is one of the game's constituent elements, and is a lottery game in which game objects can be acquired by a random item provision method. Specifically, gacha is a mechanism that utilizes chance to provide game objects such as characters and items to users, and a predetermined number of game objects are selected randomly or according to a predetermined lottery probability from a set to which multiple game objects belong (a table in which multiple game objects are associated with their respective lottery probabilities). Gacha is performed in response to a user's request for the acquisition of a game object on a gacha play screen (not shown) while playing a game. When making the request, the user may need to consume parameters set as play conditions, i.e., game objects such as in-game currency and items required to play the gacha. Furthermore, the type and amount of parameters that need to be consumed may differ for each gacha, such as, for example, consuming one item A to play gacha A and consuming 100 coins, which are the in-game currency, to play gacha B.

[0023] (Quest) A quest is one of the game's constituent units, and is a game that is played with the objective of clearing it (in other words, achieving the clearing conditions). For example, a game may have multiple quests, and the content of each quest (for example, attributes, difficulty level, enemy characters that appear, play conditions, clearing conditions, clearing rewards, etc.) may differ. While playing a game, a user selects a quest to play on a quest selection screen (not shown) and can play that quest by consuming parameters set as play conditions, i.e., game objects such as in-game currency and items required to play the quest. The type and amount of parameters that must be consumed may vary for each quest. For example, to play quest A, 10 items A must be consumed, and to play quest B, 50 coins, the in-game currency, must be consumed. When a user clears a quest, they can obtain a game object, such as a character or item, associated with the cleared quest as a reward, or the right to play a special quest (for example, a quest that is not normally available).

[0024] Events such as gacha and quests are held according to a preset schedule based on time, day of the week, or specific seasons such as spring, summer, fall, and winter, and also include so-called collaboration gacha or collaboration quests (hereinafter referred to as collaboration events) that are held for a limited time in collaboration with other games, other copyrighted works such as manga or movies, other artists, or other companies. In these collaboration events, characters, items, etc. related to the collaboration partner will appear in the game as game objects.

[0025] (Purchase game objects) Next, a case where a user purchases and acquires a game object will be described. In this embodiment, at least two methods (purchasing locations) are provided for the user to purchase game objects to be used in the game. (1) Purchase through the screen displayed in the game (in-game store). Specifically, while playing a game in a game app, a user selects and specifies a desired game object on a game object purchase screen (not shown) provided within the game to purchase it. In this case, once payment (e.g., cashless payment using a credit card or a two-dimensional code) for the amount equivalent to the price of the game object is completed within the game app or on a payment site linked to the game app, the specified game object is granted to the user. The user can then use the purchased game object in the game. For game objects purchased from the in-game store, there is no need to perform the receiving operation in the receiving box described below. (2) Purchase via a screen displayed outside the game (web store). Specifically, in the web store app, a user selects and specifies a desired game object on a game object purchase screen provided outside the game, as shown in FIG. 2, to purchase it. In this case, the specified game object is granted to the user once payment (e.g., cashless payment using a credit card or a two-dimensional code) for the amount equivalent to the price of the game object is completed on the web store app or on a payment site linked to the web store app. However, when a game object is purchased on the web store, the user cannot use the purchased game object in the game as is, but must perform a receive operation on the inbox screen of the game app while playing the game, as shown in FIG. 3. In other words, after launching the game app and performing a receive operation on the in-game inbox screen, the user can use the game object purchased from the web store, which is outside the game, in the game. The receiving box screen corresponds to the "predetermined screen" of the present invention, and the receiving operation in the receiving box corresponds to the "predetermined operation" of the present invention.

[0026] For example, as shown in Fig. 2, a game object purchase screen on a web store displays game objects that can be purchased by the user. When the user selects a desired game object (e.g., item Z) and presses the purchase button 51 corresponding to item Z, the screen transitions from the game object purchase screen to a payment screen (not shown). Then, the user pays 1,000 yen as the price for item Z on the payment screen, i.e., once payment is complete, the user can obtain the purchased item Z. In this embodiment, a single purchase can include a single game object of one attribute (for example, 1 item Z), a set of game objects of one attribute (for example, 12 coins), or a set of game objects of multiple attributes (a bargain lucky bag pack = 1 character A, 1 item Z, 30 coins, etc.). Accordingly, the number of game objects in the inbox can be counted as 1 item (1 piece) for each purchase, or 1 game object can be counted as 1 item (1 piece).

[0027] 3, the receiving box screen that appears when the game app is launched clearly displays the maximum number of game objects that can be stored (accommodated) in the receiving box (five in this embodiment) and the number of game objects currently stored in the receiving box (two in this embodiment), as well as a list of the game objects currently stored in the receiving box. In this embodiment, the receiving box stores two game objects: one item Z just purchased from the web store and one item X previously purchased via the web store. When the user selects any game object (e.g., item Z) and presses the receive button 52 corresponding to item Z to perform the receive operation, the user can receive item Z and use item Z in the game, etc. On the other hand, if the user no longer needs item Z after purchasing it, they can cancel the purchase by pressing delete button 53 to perform a delete operation before performing the receiving operation. When the user performs a receiving operation or a delete operation for item Z through the above operation, the number of game objects stored in the receiving box changes from 2 to 1. Furthermore, if a predetermined period of time (for example, 2 months) passes without a receiving operation being performed, the purchased game object will automatically be canceled and deleted from the receiving box as the storage period has expired. On the receiving box screen, you can press the receive all button 54 to receive all game objects stored in the receiving box at once, or you can press the delete all button 55 to delete all game objects stored in the receiving box at once. Alternatively, when an item is stored in the receiving box, a message may be displayed to notify the user that the purchased game object has been stored, and the user may receive the purchased game object by reading the message. In this case, reading the message corresponds to the receiving operation, i.e., the "predetermined operation" of the present invention.

[0028] 4, when a game object is purchased from a web store outside the game, a purchase completion message 56 including content directing the user to an inbox screen may be displayed upon completion of payment. The purchase completion message 56 includes text notifying the user of the completion of the purchase and urging the user to open the inbox to receive the purchased item, as well as a inbox button 57 for launching the game app and displaying the inbox screen. When the user presses the inbox button 57, the game app is launched and the game object purchase screen transitions directly to the inbox screen as shown in FIG. Note that the purchase completion message 56 as shown in FIG. 4 may be displayed when the game app is launched, for example, when the game app is launched for the first time after purchasing a game object from a web store outside the game, and the purchased game object has not yet been received.

[0029] Furthermore, even if a game object is purchased from a web store outside the game, depending on the attributes and contents of the purchased game object, it may be possible to use it in the game without having to perform a receiving operation in the receiving box, just as if it were purchased from an in-game store. For example, game objects such as characters or items are rarely used immediately after purchase and are easily forgotten, so they require a receiving operation in the receiving box. On the other hand, game objects such as coins, which are in-game currency, are often used immediately after purchase and are easily forgotten, so they do not require a receiving operation in the receiving box. It should be noted that a game object such as a character or an item corresponds to a "first game object" of the present invention, and a game object such as coins, which are in-game currency, corresponds to a "second game object" of the present invention.

[0030] 5, when a second game object such as coins is purchased from a web store outside the game, a purchase completion message 58 including content guiding the user to a screen for playing the associated event may be displayed upon completion of the payment. The purchase completion message 58 displays content notifying the user of the completion of the purchase and text encouraging the user to play a related event such as gacha or a quest (in this embodiment, XX gacha for which coins can be used, etc.), along with an event play button 59 for launching the game app and displaying the related event play screen. When the user presses the event play button 59, the game app launches and the game object purchase screen transitions directly to a gacha play screen (not shown) or the like. In addition, if the game object purchased from a web store outside the game is a first game object such as a character, a purchase completion message (not shown) including content inquiring whether or not the user would like to play an associated event such as a quest may be displayed upon completion of payment, and if the user indicates YES, the game app may be launched and transition from the game object purchase screen to a receiving box screen such as that shown in Figure 3, and after performing a receiving operation in the receiving box, the screen may transition directly to a quest play screen not shown.

[0031] In addition, in this embodiment, if the number of game objects currently stored in the receiving box reaches the maximum number of game objects that can be stored in the receiving box (five in this embodiment), in other words, if the number of game objects that have been purchased but have not been received and are remaining unusable in the receiving box reaches the maximum number, the user will not be able to purchase any more game objects from a web store outside the game. This upper limit varies depending on the number of game objects the user has previously purchased from the web store, the amount of money spent on those objects, etc. For example, the upper limit may be increased from the initial setting for a user who has previously purchased many game objects, and may be set to a higher number than for a user who has never purchased game objects or who has purchased only a few game objects. The upper limit number of game objects that can be stored in the receiving box corresponds to the "first number" of the present invention.

[0032] For users who cannot use the web store outside the game, for example, as shown in Figure 6, when the user accesses the web store, a purchase-disabled message 60 including content directing the user to the inbox screen may be displayed. The purchase-disabled message 60 notifies the user that the web store is unavailable because the number of game objects in the inbox that have not yet been received has reached the upper limit, and urges the user to open the inbox to receive purchased items and free up space in the inbox. It also displays an inbox button 57 for launching the game app and displaying the inbox screen. When the user presses the inbox button 57, the game app launches and transitions directly from the game object purchase screen to the inbox screen as shown in Figure 3.

[0033] Furthermore, for a user whose current number of game objects stored in their inbox has not yet reached the upper limit but is close to reaching the upper limit and is likely to reach the upper limit soon, for example, a user who is one game object away from reaching the upper limit (in this embodiment, a user with four game objects in their inbox), an alert message 61 including content directing the user to the inbox screen may be displayed when the user accesses the web store, as shown in FIG. 7. The alert message 61 notifies the user that the number of game objects in their inbox that they have not yet received will soon reach the upper limit and may prevent them from using the web store, and urges the user to open their inbox, receive purchased items, and free up space in their inbox. It also displays an inbox button 57 for launching the game app and displaying the inbox screen. When the user presses the inbox button 57, the game app launches and the user transitions directly from the game object purchase screen to the inbox screen shown in FIG. 3. The number that is the reference for displaying the alert message 61 corresponds to the "second number" of the present invention, and is naturally a number smaller than the upper limit number.

[0034] In this embodiment, in order to use a game object purchased from a web store outside the game, the user must perform a receiving operation on the receiving box screen that displays the details of the game object purchase in the game, so that the user can remember to confirm that the game object purchased from the web store outside the game has actually been purchased.

[0035] <Configuration of an information processing device and a user terminal according to an embodiment of the present invention> Next, the configurations of the account management server 10, the game server 20, the web store server 30, and the user terminal 40 that constitute the information processing device according to one embodiment of the present invention will be described. The account management server 10, the game server 20, and the web store server 30 are examples of computers, and as shown in FIG. 1, are communicatively connected to a user terminal 40 via a network N, and together with the user terminal 40, form an information processing system S. The network N is a communication network consisting of, for example, the Internet or a mobile communication network, and may include a LAN (Local Area Network), a WAN (Wide Area Network), an intranet, etc.

[0036] In the information processing system S of this embodiment, the game progresses through cooperation between the game server 20 and the user terminal 40 due to the above configuration. Specifically, part of the game progress processing is performed on the game server 20 side, and part of the graphics processing, etc. is executed on the user terminal 40 side. For example, the game server 20 side executes a program including certain rules, logic, and algorithms. Meanwhile, the user terminal 40 side synchronizes with the game server 20 and progresses the game according to the same rules, logic, and algorithms as the program executed on the game server 20. That is, during game play, the user terminal 40 displays a game play screen, which is a display screen of the game, on a display or the like, and also expands display data transmitted from the game server 20 as needed, and displays images, text information, etc. indicated by the display data on the game play screen.

[0037] Furthermore, in the information processing system S of this embodiment, the above-described configuration allows the account management server 10, game server 20, and web store server 30 to cooperate with the user terminal 40, thereby enabling the purchase of game objects to be used in the game from the web store. Specifically, part of the linking process between the game account and the web store account is performed on the account management server 10 side, and part of the graphic processing, etc. is performed on the user terminal 40 side. Also, part of the game object purchasing process is performed on the web store server 30 side, and part of the graphic processing, etc. is performed on the user terminal 40 side. Furthermore, part of the process to make the game object available for use in the game is performed on the game server 20 side, and part of the graphic processing, etc. is performed on the user terminal 40 side.

[0038] (Account management server, game server, and web store server) The account management server 10, the game server 20, and the web store server 30 are examples of the "information processing device" of the present invention, and are configured as computers that perform various information processing related to game progress, such as generating, storing, and transmitting / receiving data necessary for game progress (including acquiring game objects), specifically, as SNS servers or cloud service server computers. Cloud service server computers include server computers for ASPs (Application Service Providers), SaaSs (Software as a Service), PaaSs (Platform as a Service), or IaaSs (Infrastructure as a Service). The account management server 10, the game server 20, and the web store server 30 may be configured as a single computer or as multiple computers distributed in parallel. In this embodiment, a series of information processing steps related to the progress of the game (excluding the input and display of information) are executed by the game server 20, the account management server 10, and the web store server 30. Therefore, the user terminal 40 only needs to input information to be handed over to the account management server 10, the game server 20, and the web store server 30, and display information distributed from the account management server 10, the game server 20, and the web store server 30.

[0039] As shown in FIG. 1, the account management server 10 has, as hardware devices, a processor 10a, a memory 10b, a communication interface 10c, and a storage 10d, which are electrically connected via a bus 10e. Additionally, the account management server 10 has installed therein, as software, an operating system (OS) and a dedicated program for processing information related to account management. These programs correspond to the "program" of the present invention. When the processor 10a operates in accordance with the above program, the account management server 10 functions as the information processing device of the present invention and executes a series of processes related to the progress of the game. The program of the present invention may be obtained by reading it from a computer-readable recording medium, or may be obtained (downloaded) via a network N such as the Internet or an intranet.

[0040] The processor 10a may be configured with a CPU (Central Processing Unit), an MPU (Micro-Processing Unit), an MCU (Micro Controller Unit), a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), a TPU (Tensor Processing Unit), or an ASIC (Application Specific Integrated Circuit), etc.

[0041] The memory 10b may be configured by semiconductor memories such as a ROM (Read Only Memory) and a RAM (Random Access Memory).

[0042] The communication interface 10c may be configured, for example, by a network interface card or a communication interface board, etc. The standard of data communication by the communication interface 10c is not particularly limited, and examples include communication by wireless LAN, communication by a 3G to 5G or later generation mobile communication system, or communication based on LTE (Long Term Evolution), etc.

[0043] The storage 10d may be configured to store and accumulate various types of information, and may be configured with a flash memory, a hard disc drive (HDD), a solid state drive (SSD), a flexible disc (FD), a magneto-optical disc (MO disc), a compact disc (CD), a digital versatile disc (DVD), a secure digital card (SD card), a universal serial bus memory (USB memory), or the like. The storage 10d may be built into the game server 20 or may be externally attached to the server main body. The storage 10d may also be configured with an external computer (e.g., a database server or online storage) communicably connected to the server main body. Note that a distributed ledger technology such as a blockchain may be used as a technology for recording various types of data in order to avoid unauthorized data tampering, etc.

[0044] 1, the game server 20 has, as hardware devices, a processor 20a, a memory 20b, a communication interface 20c, and a storage 20d, which are electrically connected via a bus 20e. The configuration and functions of each device on the game server 20 are the same as those of the account management server 10. Furthermore, the game server 20 has installed thereon, as software, an operating system (OS) and a dedicated program for processing information related to the game. These programs correspond to the "program" of the present invention. When the processor 20a operates in accordance with the above program, the game server 20 functions as the information processing device of the present invention and executes a series of processes related to the progress of the game. The program of the present invention may be obtained by reading it from a computer-readable recording medium, or may be obtained (downloaded) via a network N such as the Internet or an intranet.

[0045] As shown in Figure 1, the web-store server 30 has a processor 30a, a memory 30b, a communication interface 30c, and a storage 30d as hardware devices, which are electrically connected via a bus 30e. The configuration and functions of each device in the web-store server 30 are the same as those of the account management server 10. The web store server 30 also has installed therein an operating system (OS) and a dedicated program for processing information related to the web store. These programs correspond to the "program" of the present invention. When the processor 20a operates in accordance with the above program, the game server 20 functions as the information processing device of the present invention and executes a series of processes related to the progress of the game. The program of the present invention may be obtained by reading it from a computer-readable recording medium, or may be obtained (downloaded) via a network N such as the Internet or an intranet.

[0046] (user terminal) The user terminal 40 is a client terminal that allows a user to perform game play operations and operations associated with game play (such as purchasing game objects and linking accounts). The user terminal 40 may be, for example, a personal computer, a smartphone, a mobile phone, a tablet terminal, a game console, a television set that allows information input, or a wearable terminal. Note that while FIG. 1 shows one user terminal 40, in reality, there will naturally be as many user terminals 40 as there are users.

[0047] An operating system (OS) and apps such as game apps and web store apps are installed on the user terminal 40. While the user is playing the game, the user terminal 40 receives data for game progress from the game server 20, and displays images (video) represented by the data on the display of the user terminal 40 or on a display device such as a TV connected to the user terminal 40 (hereinafter referred to as a display, etc.), and outputs audio from a speaker, etc. Also, while the user is using the web store, the user terminal 40 receives various data from the web store server 30, and displays images (video) represented by the data on the display, etc. of the user terminal 40, and outputs audio from a speaker, etc. That is, in this embodiment, the user terminal 40 functions as a display unit and an audio output unit. For example, the user terminal 40 displays a game play screen (receiving box screen) as shown in FIG. 3, a web store screen (game object purchase screen) as shown in FIGS. 2, 4 to 7, as well as an input operation screen for performing other input operations, and a notification screen for notifying various information.

[0048] The user terminal 40 also accepts the user's game play operations performed during, before, and after game play, as well as operations associated with game play, and transmits information corresponding to the operations to the account management server 10, the game server 20, or the web store server 30. For example, the user performs a designation operation to designate a game object to be purchased in an in-game store or a web store outside the game, a receiving operation to designate a game object to be received from game objects stored in the receiving box, a link setting operation to set up account linkage, and other operations required to play the game on the user terminal 40, and transmits information based on these operations to the account management server 10, the game server 20, or the web store server 30. In addition to the above operations, the user appropriately performs operations on the user terminal 40 that are necessary to enjoy the services provided by the information processing system S of this embodiment.

[0049] <Functions of an information processing device according to one embodiment of the present invention> (account management server) The configuration of the account management server 10, which is one of the information processing devices according to this embodiment, will be explained again from the functional standpoint. 8, the account management server 10 has a storage unit 11, an information acquisition unit 12, a display control unit 13, and a communication control unit 14. Of these, the storage unit 11 is realized by the memory 10b or the storage 10d, and the other functional units are realized by the cooperation of the hardware devices that make up the account management server 10 and the programs installed on the account management server 10. Note that when the account management server 10 is made up of multiple computers, the above functions may be distributed so that each of the multiple computers performs a different function. Each functional unit will be described in detail below.

[0050] (Storage part) The storage unit 11 stores various types of information required for account management. Specifically, the storage unit 11 stores user information, game object purchase information, and various other information related to account management.

[0051] As shown in FIG. 9, the user information is stored for each user, with various information linked to identification information (user ID) that is a common account that identifies each user. For example, the user information includes information such as a game account (game ID) that has been linked, a web store account (web store ID) that has been linked, user rank, game play history including game progress, the types and number of game objects owned as game assets, the types and number of game objects stored in the inbox, the maximum number of game objects that can be stored (upper limit) set in the inbox, current purchase status on the web store, and the history of game object purchases. The game play history includes information about the game play history of the game in general, including play history of gacha, quests, etc. Game objects stored in the inbox also include information about the storage period calculated from the purchase date. The game object purchase history includes information about the purchase date and time, the type and number of game objects purchased, and the place of purchase. In addition, the user information may also include information other than the above, such as the user's personal information such as contact details, and billing history information indicating the number of times and amounts of charges made for the game.

[0052] Game object purchase information is information generated each time a user purchases a game object from a web store. As shown in Figure 10, various information is linked to identification information (purchase ID) that identifies the purchase details, and is stored for each purchase. For example, game object purchase information includes information for identifying the user who purchased the game object (purchaser), the purchase date and time of the game object, information for identifying the purchased game object (purchased item), the price of the purchased game object, payment status, receipt status of the purchased game object, whether the purchased game object can be used, and the deadline for receiving the purchased game object. If you perform a receiving operation in the receiving box, the receiving status will be updated from not yet received to completed, and the availability will be updated from not available to available.

[0053] (Information acquisition department) The information acquisition unit 12 acquires information (data) based on an operation performed by a user on the user terminal 40 by communicating with the user terminal 40. The information acquired by the information acquisition unit 12 includes, for example, cooperation setting information based on cooperation setting operations. In addition to the above information, the information acquired by the information acquisition unit 12 includes information based on various selections, specifications, instructions, requests, commands, permission, refusal, registration, and other input operations performed by the user.

[0054] (Display control unit) The display control unit 13 controls the user terminal 40 to display information related to account management on a screen such as a display of the user terminal 40. Specifically, the display control unit 13 communicates with the user terminal 40 via the network N, and causes the user terminal 40 to display an account link screen (not shown) on the user terminal 40. In addition, the display control unit 13 also causes the user terminal 40 to display an input operation screen for performing other input operations, a notification screen for notifying various pieces of information, and the like.

[0055] (Communication control unit) The communication control unit 14 transmits and receives data to and from the game server 20 and the web store server 30 via the network N. For example, data related to the game play history, game object ownership status, and inbox status associated with the game account is transmitted and received with the game server 20. Data related to the game object purchase history is transmitted and received with the web store server 30.

[0056] (game server) Next, the configuration of the game server 20, which is one of the information processing devices according to this embodiment, will be explained again from the functional standpoint. 11, the game server 20 has a memory unit 21, an information acquisition unit 22, a display control unit 23, a communication control unit 24, a purchase control unit 25, and a game control unit 26. Of these, the memory unit 21 is realized by memory 20b or storage 20d, and the other functional units are realized by cooperation between the hardware devices constituting the game server 20 and programs installed on the game server 20. Note that when the game server 20 is made up of multiple computers, the above functions may be distributed so that each of the multiple computers performs a different function. Each functional unit will be described in detail below.

[0057] (Storage part) The storage unit 21 stores various information necessary for playing the game. Specifically, the storage unit 21 stores game object information and various other information related to the game. Note that part of the user information (content related to the game, etc.) may be stored in the storage unit 21 of the game server 20.

[0058] As shown in FIG. 12, the game object information is stored for each game object, with various pieces of information linked to identification information (game object ID) that identifies each game object that can be used in the game. For example, game object information includes information such as the name of the game object, the effect or content that is exerted when the game object is used, various parameters that the game object has, events such as quests or gacha related to the game object, and the price set when purchasing the game object. The parameters include information about rarity, attributes, and other numerical values ​​that improve when used, etc. The related events include information about events that can be used, as well as events that will be effective when used, such as compatible quests or gachas. In addition, the game object information may include information other than the above, such as the appearance design, how to obtain it, where to obtain it, the period during which it can be obtained, the period during which it can be used, and information about other game objects that are compatible with it, such as those that produce a synergistic effect when used together. In Figure 12, an item is used as an example of a game object, but if the game object is a character, etc., parameters such as values ​​related to stamina, attack power, speed, and special abilities will be included instead of (in addition to) some of the information described above.

[0059] (Information acquisition department) The information acquisition unit 22 acquires information (data) based on operations performed by the user on the user terminal 40 while playing a game, by communicating with the user terminal 40. The information acquired by the information acquisition unit 22 includes, for example, designation operation information based on a designation operation that designates a game object to be purchased in an in-game store, and receiving operation information based on a receiving operation that designates a game object to be received from within the receiving box. In addition to the above information, the information acquired by the information acquisition unit 22 includes information based on various selections, specifications, instructions, requests, commands, permissions, refusals, registrations, and other input operations performed by the user at each scene during the game.

[0060] (Display control unit) The display control unit 23 controls the user terminal 40 to display information for game progress on a screen such as a display of the user terminal 40. Specifically, the display control unit 23 generates display data for displaying results of information processing by the purchase control unit 25 and game control unit 26, which will be described later, and transmits the generated display data to the user terminal 40 via the network N. For example, as a result of information processing by the game control unit 26, the display control unit 23 cooperates with the game control unit 26 to cause the user terminal 40 to display a game play screen (received box screen) as shown in Fig. 3. In addition, the display control unit 23 also causes the user terminal 40 to display an input operation screen for performing various input operations, a notification screen for notifying various pieces of information, and the like.

[0061] (Communication control unit) The communication control unit 24 transmits and receives data to and from the account management server 10 and the web store server 30 via the network N. For example, between the account management server 10, the communication control unit 24 sends and receives data regarding user information, particularly game play history associated with the game account, game object ownership status, inbox status, and game object purchase information. Meanwhile, the communication control unit 24 transmits and receives data regarding game objects, game object purchase status, and inbox status with the web-store server 30. The game object information transmitted and received here includes information regarding events, such as gacha or quests, associated with the game objects. The game object purchase information transmitted and received here includes information identifying the game object specified in the web store and information regarding a request for the game object when the game object is purchased in the web store. The inbox status information transmitted and received here includes information regarding the number of game objects remaining stored in the inbox, whether the number of game objects has reached the inbox's upper limit, whether the number of game objects has reached a second number that serves as a criterion for issuing an alert message, and information regarding game objects that have been deleted from the inbox.

[0062] (Purchase Control Unit) When the purchase control unit 25 receives a designation of a game object to be purchased from a user in the in-game store, it performs payment for an amount equivalent to the price of the game object and grants the purchased game object to the user. Specifically, the purchase control unit 25 identifies the game object to be purchased based on the specified information acquired from the user by the information acquisition unit 22, and updates the user information (strictly speaking, the game objects owned and the purchase history) by associating the identified game object with the user. The purchase control unit 25 performs payment when purchasing a game object, but as payment processing is a conventionally known technique, a detailed description thereof will be omitted.

[0063] (Game control unit) The game control unit 26 executes information processing required for the progress of the game. Specifically, the game control unit 26 progresses a game such as a gacha or a quest based on various information acquired from the user by the information acquisition unit 22. For example, in a quest that the user is playing, the game control unit 26 performs effects such as moving a game object such as a character owned by the user in accordance with the user's quest play operation, and generates game effects such as changing the parameters of a game object such as a character in accordance with the progress of the game. The game control unit 26 also updates user information related to the game play history according to the user's game play status. Furthermore, the game control unit 26 grants game objects to the user according to the results of a gacha lottery, the results of a quest, etc. In other words, the game control unit 26 updates the user information by associating game objects such as characters and items with the user.

[0064] When a game object is purchased via an in-game store, the game control unit 26 does not require a receiving operation on the receiving box screen, and sets the game object to a state where it can be used in the game as is. On the other hand, when a game object is purchased via a web store outside the game, i.e., when a request for granting a game object is received from the web store server 30, the game control unit 26 does not set the purchased game object to a usable state in the game as it is, but sets the game object to a usable state in the game when the user performs a receiving operation on the receiving box screen. That is, based on the receiving operation information acquired from the user by the information acquisition unit 22, the game control unit 26 changes the game object that is the target of the receiving operation to a usable state in the game.

[0065] Even when a game object is purchased via a web store outside the game, i.e., when a request for granting a game object is received from the web store server 30, the game control unit 26 determines the attributes of the game object, etc., and, as an exception to the above control, if the purchased game object is in-game currency such as coins, the game control unit 26 does not require a receiving operation on the receiving box screen and sets the game object to a state where it can be used in the game as is. On the other hand, if the attribute of the game object is a character, an item, etc., the game control unit 26 does not set the purchased game object to a state where it can be used in the game as is, as described above, but sets the game object to a state where it can be used in the game when the user performs a receiving operation on the receiving box screen.

[0066] When a game object is purchased from any web store outside the game and the purchased game object is not an in-game currency such as coins, the game control unit 26 cooperates with the display control unit 23 to cause the user terminal 40 to display a screen that guides the user to the inbox screen. In the above case, the game control unit 26 cooperates with the communication control unit 24 to cause the user terminal 40 to display a screen that guides the user to the inbox screen via the web store server 30. Regardless of whether the game object is purchased from an in-game store or an external web store, if the purchased game object is an object related to an event such as a specific gacha or quest, the game control unit 26 cooperates with the display control unit 23 to cause the user terminal 40 to display a screen that guides the user to a screen where the event can be played. In the above case, the game control unit 26 cooperates with the communication control unit 24 to cause the user terminal 40 to display a screen that guides the user to a screen where the event can be played via the web store server 30.

[0067] The game control unit 26 sets an upper limit (first number) for the number of game objects that can be stored in the inbox based on the purchase history, such as the number or price of game objects that the user has previously purchased from the web store. The game control unit 26 deletes a game object for which a purchase cancellation instruction has been received from the user, or a game object that has been stored in the inbox for a predetermined period of time (cancellation process).

[0068] (Webstore Server) Next, the configuration of the web store server 30, which is one of the information processing devices according to this embodiment, will be explained again from the functional standpoint. As shown in Figure 13, the web-store server 30 has a memory unit 31, an information acquisition unit 32, a display control unit 33, a communication control unit 34, and a purchase control unit 35. Of these, the memory unit 31 is realized by the memory 30b or the storage 30d, and the other functional units are realized by the cooperation of the hardware devices constituting the web-store server 30 and the programs installed on the web-store server 30. If the web-store server 30 is composed of multiple computers, the above functions may be distributed so that each of the multiple computers performs a different function. Each functional unit will be described in detail below.

[0069] (Storage part) The storage unit 31 stores various information necessary for managing and operating the web store. Specifically, the storage unit 31 stores store information and various other information related to products handled in the web store. Note that part of the user information (purchase history, details regarding whether or not a product can be purchased in the web store, etc.) may also be stored in the storage unit 31 of the web store server 30.

[0070] As shown in FIG. 14, the store information is stored for each web store, with various information linked to identification information (store ID) that identifies the web store. For example, the store information includes information such as the name of the web store, the products sold at the web store, the payment methods available at the web store, and the number of registered users of the web store. In addition to game objects that can be used in the game of this embodiment, the products sold in the web store also include information about game objects that can be used in other games, and general products that are not related to games. In addition, the store information may also include information other than the above, such as transaction history for each user and statistical information such as rankings of popular products.

[0071] (Information acquisition department) The information acquisition unit 32 acquires information (data) based on operations performed on the user terminal 40 by the user while using the web store, by communicating with the user terminal 40. The information acquired by the information acquisition unit 32 includes, for example, designation operation information based on a designation operation that designates a game object to be purchased in the web store. In addition to the above information, the information acquired by the information acquisition unit 32 includes information based on various selections, specifications, instructions, requests, commands, permissions, denials, registrations, and other input operations performed by the user at each stage of the game.

[0072] (Display control unit) The display control unit 33 controls the user terminal 40 to display information for game progress on a screen such as a display of the user terminal 40. Specifically, the display control unit 33 generates display data for displaying the results of information processing by the purchase control unit 35 (described later) and the like, and transmits the generated display data to the user terminal 40 via the network N. For example, as a result of information processing by the purchase control unit 35, the display control unit 33 cooperates with the purchase control unit 35 to cause the user terminal 40 to display a web store screen (game object purchase screen) such as those shown in FIGS. 2 and 4 to 7. In addition, the display control unit 33 also causes the user terminal 40 to display an input operation screen for performing various input operations and a notification screen for notifying the user of various information.

[0073] (Communication control unit) The communication control unit 34 transmits and receives data to and from the account management server 10 and the game server 20 via the network N. For example, the communication control unit 34 transmits and receives user information, particularly data related to the web store purchase history associated with the web store account, to and from the account management server 10. Meanwhile, the communication control unit 34 transmits and receives data regarding game objects, game object purchase status, and inbox status with the game server 20. The game object information transmitted and received here includes information regarding events, such as gacha or quests, associated with the game objects. The game object purchase information transmitted and received here includes information identifying the game object specified in the web store and information regarding a request for granting the game object when the game object is purchased in the web store. The inbox status information transmitted and received here includes information regarding the number of game objects remaining stored in the inbox, whether the number of game objects has reached the inbox's upper limit, whether the number of game objects has reached a second number that serves as a criterion for issuing an alert message, and information regarding game objects that have been deleted from the inbox.

[0074] (Purchase Control Unit) When the purchase control unit 35 receives a designation of a game object to be purchased from a user at the web store, it settles the amount equivalent to the price of the game object and grants the purchased game object to the user (strictly speaking, it has the game server 20 grant it). Specifically, the purchase control unit 35 identifies the game object to be purchased based on the specified information acquired from the user by the information acquisition unit 32, and in cooperation with the communication control unit 34, notifies the game server 20 of a request to grant the identified game object. The purchase control unit 35 performs payment when purchasing a game object, but as payment processing is a conventionally known technique, detailed explanation will be omitted.

[0075] If the number of game objects stored in the receiving box has reached the upper limit set for the receiving box, i.e., if the purchase control unit 35 receives a notification from the game server 20 indicating the above content, or if the purchase control unit 35 receives a notification from the game server 20 of the number of game objects stored in the receiving box and makes the above-mentioned judgment, the purchase control unit 35 controls the user so that they cannot purchase game objects from the web store. When the number of game objects stored in the receiving box reaches the second number that is the standard for issuing an alert message, i.e., when the purchase control unit 35 receives a notification from the game server 20 indicating the above content, or when the purchase control unit 35 receives a notification from the game server 20 of the number of game objects stored in the receiving box and makes the above-mentioned judgment, the purchase control unit 35 works in cooperation with the display control unit 33 to display on the user terminal 40 a screen that guides the user to the receiving box screen via the game server 20.

[0076] When a game object is purchased from the web store, the purchase control unit 35 cooperates with the communication control unit 34 to cause the user terminal 40 to display a screen that guides the user to the inbox screen via the game server 20. If the game object purchased from the web store is an object related to a specific event such as a gacha or quest, the purchase control unit 35 cooperates with the communication control unit 34 to display on the user terminal 40, via the game server 20, a screen that guides the user to a screen where the event can be played.

[0077] The above describes the configurations of the account management server 10, the game server 20, the web store server 30, and the user terminal 40. Generally, the account management server 10, the game server 20, the web store server 30, and the user terminal 40 have various functions in addition to those described above. However, only the characteristic functions that provide the operational effects of the information processing system S of the present invention will be described here, and illustrations and descriptions of other known functions will be omitted.

[0078] <Information processing method according to one embodiment of the present invention> Next, the flow of information processing (hereinafter referred to as information processing flow) executed in the information processing system S configured as described above will be described with reference to Figures 15 to 18. The information processing flow employs the information processing method of the present invention and is realized by using the information processing system S functioning as a computer system. In other words, each step in the information processing flow corresponds to a component of the information processing method of the present invention. The information processing flow described below is merely an example, and unnecessary steps may be deleted, new steps may be added, or the order in which steps are performed may be changed, without departing from the spirit of the present invention.

[0079] (Information processing flow when purchasing a game object in the in-game store) First, we will explain the information processing flow when purchasing a game object in an in-game store, among the information processing executed in the information processing system S. This information processing flow is processing executed mainly in the game server 20, and progresses, for example, along the flow shown in FIG. The payment process is a known technique and will not be described in detail here.

[0080] As shown in FIG. 15, the processor 20a first displays a game object purchase screen (not shown) in the in-game store on the user terminal 40 during game play (S101), acquires designation operation information based on the designation operation performed by the user for the desired game object, and when it determines that it has received the designation of the game object to be purchased from the user (S102: YES), it performs payment for the price set for that game object (S103). Then, when the payment is completed, the processor 20a associates the game object with the user who purchased it and sets it to a state where the user can use it in the game (S104), displays a purchase completion screen (not shown) on the user terminal 40 notifying the user that the purchase of the game object has been completed (S105), and terminates the processing. If the processor 20a determines that the designation of a game object has not been received from the user (S102: NO), the processor 20a ends the process. The above is an example of the information processing flow when purchasing a game object in an in-game store.

[0081] (Information processing flow when purchasing a game object from the web store) Next, we will explain the information processing flow when purchasing a game object from a web store outside the game, among the information processing executed in the information processing system S. This information processing flow is mainly executed in the game server 20 and the web store server 30, and proceeds, for example, along the flow shown in FIG. In the following description, it is assumed that the game account and the web store account are already linked. As with the above, the payment process is a well-known technique and will not be described in detail.

[0082] As shown in FIG. 16, the processor 30a of the web store server 30 first displays a game object purchase screen for the web store, as shown in FIG. 2, on the user terminal 40 (S201). When the processor 30a determines that the designation of a game object to be purchased from the user has been accepted by acquiring designation operation information based on the designation operation performed by the user for the desired game object (S202: YES), the processor 30a notifies the game server 20 via the network N that the designation of a game object to be purchased from the user has been accepted (S203).

[0083] When the processor 20a of the game server 20 receives the notification from the web-store server 30 and accepts the user's inquiry, it checks the number of game objects for which the specified operation has not been performed, i.e., the number of game objects for which the user has not yet performed a receiving operation on the receiving box screen as shown in Figure 3, and notifies the web-store server 30 of information regarding the number via the network N (S204).

[0084] When the processor 30a of the web store server 30 receives the notification from the game server 20, it determines whether the number of game objects stored in the receiving box is equal to or less than the first number, i.e., whether the upper limit number set for the receiving box has been reached (S205). If it determines that the number is equal to or less than the first number (S205: YES), it determines that the specified game object is available for purchase and makes payment for the price set for the game object (S206). After payment is completed, it notifies the game server 20 via the network N of a request to grant the game object to the user who purchased it (S207). On the other hand, if the processor 30a determines that the number of game objects stored in the receiving box is greater than the first number (S205: NO), it controls the game object so that it cannot be purchased in the web store (S208), causes the user terminal 40 to display a purchase unavailable screen as shown in Fig. 6 (S209), and then ends the processing. Note that when the processor 30a displays the purchase unavailable screen, it may also cause the receiving box screen to be displayed as is via the game server 20.

[0085] When the processor 20a of the game server 20 receives a request to grant a game object from the web store server 30, the processor 20a determines whether the game object purchased from the web store is a first game object, i.e., in this embodiment, a game object that requires a receiving operation such as a character or an item (S210).If the processor 20a determines that the game object is a first game object (S210: YES), it launches the game app and displays a predetermined screen, i.e., a receiving box screen as shown in Figure 3, on the user terminal 40 (S211).

[0086] Then, when the processor 20a determines that the user has performed a predetermined operation on the inbox screen, i.e., by acquiring receiving operation information based on the receiving operation for the purchased game object stored in the inbox, and has received a receiving operation for the game object from the user (S212: YES), the processor 20a associates the game object with the user who purchased it and sets it to a state where the user can use it in the game (S213), and causes the user terminal 40 to display, via the web-store server 30, a purchase completion screen (not shown) notifying the user that the purchase of the game object has been completed (S214), and terminates the processing. Note that at this time, the processor 20a may also cause the user terminal 40 to display, via the web-store server 30, a screen that guides the user to the inbox screen, as shown in FIG. 4, instead of or together with the purchase completion screen. Furthermore, if the processor 20a determines that the game object purchased from the web store is not the first game object (S210: NO), it associates the game object with the user who purchased it and sets it to a state where the user can use it in the game (S213), and displays a purchase completion screen on the user terminal 40 via the web store server 30 to notify that the purchase of the game object has been completed (S214), and terminates the processing.

[0087] On the other hand, if the processor 20a determines that no game object receiving operation has been received from the user on the receiving box screen (S212: NO), it increases the number of game objects in the receiving box for which no receiving operation has been performed (S215).Furthermore, if it determines that a predetermined period of time has passed since the purchase of the game object (S216: YES), it notifies the web store server 30 via the network N that the predetermined period of time has passed without any receiving operation being performed (S217). In addition, if processor 20a determines that it has not received a game object designation from the user (S202: NO), or if it determines that a predetermined period of time has not yet elapsed since the game object was purchased and stored in the receiving box without any receiving operation being performed (S216: NO), it terminates the processing.

[0088] When the processor 30a of the web store server 30 receives the notification from the game server 20, it cancels the purchase of the game object purchased at the web store (S218) and ends the process. Note that the payment cancellation process also uses a conventionally known technique. The above is an example of the information processing flow when purchasing a game object from a web store.

[0089] (Information processing flow when purchasing a game object related to an event) Next, we will explain the information processing flow when a game object related to an event is purchased, among the information processing executed in the information processing system S. This information processing flow is processing executed mainly in the game server 20, and is processing that can be executed in place of the subsequent processing when it is determined in step S210 of Figure 16 that the game object purchased from the web store is not the first game object. For example, the processing proceeds along the flow shown in Figure 17.

[0090] As shown in FIG. 17, first, when a game object that is not a first game object, i.e., in-game currency such as coins, is purchased from a web store, the processor 20a of the game server 20 associates the game object with the user who purchased it and sets it to a state where the user can use it in the game (S301), and displays a purchase completion screen (not shown) on the user terminal 40 to notify that the purchase of the game object has been completed (S302). Then, the processor 20a determines whether the purchased game object is related to a specific event such as gacha or a quest, i.e., whether it is a game object that can be used to play a specific event (S303). If it determines that the purchased game object is associated with an event (S303: YES), the processor 20a causes the user terminal 40 to display, via the web store server 30, a screen that guides the user to a screen on the web store screen where the associated event can be played, as shown in FIG. 5 (S304), and ends the processing. If the processor 20a determines that the game object is not associated with an event (S303: NO), the processor 20a ends the process. The above is an example of the information processing flow when a game object related to an event is purchased.

[0091] (Information processing flow when displaying an alert message) Next, we will explain the information processing flow when displaying an alert message among the information processing executed in the information processing system S. This information processing flow is mainly executed in the game server 20 and the web store server 30, and can be executed instead of the processing from step S204 onwards in Figure 16. For example, it proceeds along the flow shown in Figure 18.

[0092] As shown in FIG. 18, first, the processor 20a of the game server 20 checks the number of game objects for which a predetermined operation has not been performed, i.e., the number of game objects for which the user has not yet performed a receiving operation on the receiving box screen as shown in FIG. 3 (S401), and determines whether the number of game objects stored in the receiving box has reached a second number, i.e., whether the number has reached the threshold number for issuing an alert message, even if it has not reached the upper limit set for the receiving box (S402). If it determines that the number has reached the second number (S402: YES), the processor 20a notifies the web store server 30 via the network N that the number of game objects stored in the receiving box has reached the second number (S403).

[0093] When the processor 30a of the web store server 30 receives the notification from the game server 20, it causes the user terminal 40 to display a screen on the web store screen, such as that shown in FIG. 7, which guides the user to the inbox screen (S404), and then ends the processing. If the processor 20a of the game server 20 determines that the number of game objects stored in the receiving box has not reached the second number (S402: NO), the processor 20a ends the process. The above is an example of the information processing flow when an alert message is displayed.

[0094] <Other embodiments> Although specific embodiments of the present invention have been described above, the above embodiments are merely examples given to facilitate understanding of the present invention and are not intended to limit the present invention. In other words, the present invention may be modified or improved from the above embodiments without departing from the spirit of the present invention. Furthermore, the present invention includes equivalents thereof.

[0095] For example, the screen examples shown in the drawings referenced in the description of the above embodiments are merely examples, and the screen configuration examples, the content of the information displayed, and the GUI (Graphical User Interface), etc. can be freely designed according to the system design specifications and user preferences, and can be changed as appropriate.

[0096] Furthermore, in the above-described embodiment, the manner in which an image is displayed on the user terminal 40 includes a manner in which the image is displayed on a display device (display) provided in the terminal itself, and a manner in which the image is displayed on a display device connected to the terminal in a wired or wireless manner. Similarly, the manner in which sound or music is emitted from the user terminal 40 includes a manner in which the sound or music is emitted from a player (speaker) provided in the terminal itself, and a manner in which the sound or music is emitted from an audio device connected to the terminal in a wired or wireless manner. Note that the display device or audio device connected to the user terminal 40 may include a general stationary user speaker, as well as an HMD (Head Mounted Display) such as VR goggles.

[0097] Furthermore, in the above embodiment, when processor 30a determines that there are more game objects stored in the receiving box than the first number, it controls the game objects so that they cannot be purchased at the web store. However, when processor 30a determines that there are more game objects stored in the receiving box than the first number at the time of purchasing a first game object, it may control the first game object so that it cannot be purchased at the web store, and when processor 30a determines that there are more game objects stored in the receiving box than the first number at the time of purchasing a second game object, it may control the second game object so that it can be purchased at the web store.

[0098] Furthermore, in the above embodiment, when the processor 20a determines that a predetermined period of time has elapsed since the purchase of a game object, it notifies the web store server 30 via the network N that the predetermined period of time has elapsed without a receiving operation being performed, and when the processor 30a receives the above notification from the game server 20, it cancels the purchase of the game object purchased at the web store. However, the purchase of the game object purchased at the web store may also be canceled if, in addition to the predetermined period of time having elapsed since the purchase of the game object, the number of game objects in the receiving box is equal to or greater than a predetermined number.

[0099] In the above embodiment, the prices of game objects purchased in the web store and in the game may be the same or may differ in price. Furthermore, when the same amount is paid in the web store and in the game, the number of game objects that can be obtained by purchase may differ.

[0100] In the above embodiment, all or part of the functions of the account management server 10, the game server 20, or the web store server 30 may be provided in another server or the user terminal 40. In this case, the information processing device of the present invention is configured by cooperation between the account management server 10, the game server 20, or the web store server 30, and the user terminal 40. For example, all or part of the functions of the display control units 13, 23, and 33 or the communication control units 14, 24, and 34 of each server may be provided in the user terminal 40.

[0101] In the above embodiment, the user information is stored in the account management server 10, but this is not limiting. For example, information about game play may be stored in the game server 20 together with the game account, and information about web store usage may be stored in the web store server 30 together with the web store account. Alternatively, a separate database server (not shown) may be provided and all the information may be stored in the database server, or the information may be stored in the user terminal 40. In this case, the database server or the user terminal 40 also constitutes the information processing system S of the present invention.

[0102] In the above embodiment, the payment process executed by the game server 20 or the web store server 30 when a game object is purchased is explained as an example in which the payment process is executed within the game server 20 or the web store server 30 using a conventionally known payment process executed in normal commercial transactions (cashless payment process using a credit card or a two-dimensional code, etc.). However, this is not limited to this, and for example, information may be sent and received to an external payment server (not shown) managed by an affiliated payment agency, etc., and the payment process may be executed by the external payment server.

[0103] Furthermore, although the above embodiment does not specifically describe the genre or content of the game, the genre or content of the game is not particularly limited and the present invention can be applied to any type of game, such as action games, word games, fighting games, sports games, shooting games, racing games, puzzle games, card games, board games, role-playing games, or simulation games. The game may be an individual or team game, and may be a game in which humans compete against each other as users, or a game in which humans compete against a computer (e.g., AI or a robot).

[0104] Furthermore, while the above embodiment does not specifically describe the play style of the game, for example, a quest can be played by a user alone, or multiple users can operate their own user terminals 40 to simultaneously play a common quest in what is known as multiplay (hereinafter referred to as cooperative play). In cooperative play, users can cooperate with participating users such as friends to progress through a quest, or can borrow characters owned by participating users or characters to be used in a quest. Cooperative play is performed through the communication function of each user's user terminal 40, and once a cooperative relationship is formed, the progress of play is synchronized between users playing cooperatively. Cooperative play may be either a cooperative play game in which multiple users cooperate, or a competitive game in which users compete against each other.

[0105] In the above embodiment, the user plays events such as quests using a specified character, but when playing a quest, the user may specify two or more characters from among the characters that the user owns as game assets and that can be used in quest play, and organize a deck that includes those specified characters. Note that a deck is a team / group consisting of N characters specified by the user before the start of quest play.

[0106] Furthermore, in the above embodiment, users can generally enjoy all functions free of charge, but some functions may be limited and available by paying a specified usage fee. Furthermore, various other conditions may be set for paying users who have paid a specified usage fee to give them an advantage when playing the game or purchasing game objects. For example, paying users may be allowed to pre-purchase game objects or to purchase game objects that are unavailable to non-paying users. The usage fee may be a pay-as-you-go system, or may be a subscription-like system in which a one-time payment is valid for the user for a certain period of time (for example, one month or one year).

[0107] <Summary> [General-purpose assignment] One of the purposes of the present invention is to allow a user to confirm that game objects purchased outside of a game have actually been purchased.

[0108] Issues regarding [Appendix 1] One of the objects of the present invention is to make a game object purchased outside the game available for use in the game after the user has performed a confirmation operation within the game. [Appendix 1] An information processing system in which, when a predetermined game object to be used in a game is purchased via a screen displayed within the game, the predetermined game object is associated with the user who purchased it and made available for use in the game, and, when the predetermined game object is purchased via a screen displayed outside the game, the predetermined game object is associated with the user who purchased it and made available for use in the game in response to a predetermined operation on a predetermined screen displayed within the game, which displays content corresponding to the purchase of the predetermined game object. According to the information processing system described above, in order to use a game object purchased outside the game, a user must perform a predetermined operation on a predetermined screen that displays details corresponding to the purchase of the game object in the game. Therefore, the game object purchased outside the game can be made available for use in the game after the user performs a confirmation operation in the game. This allows the user to confirm that the game object purchased outside the game has actually been purchased.

[0109] Issues regarding [Appendix 2] One of the objects of the present invention is to not impair user convenience when using game objects purchased in a game. [Appendix 2] An information processing system as described in Appendix 1, in which, when a specified game object is purchased in a game, the specified game object is associated with the user who purchased it and made available for use in the game without the need for a specified operation on a specified screen. According to the information processing system described above, unlike game objects purchased outside of a game, there is no need to worry about whether a game object purchased in-game has actually been purchased, and so the game object is immediately associated with the user who purchased it and becomes usable in the game, eliminating the need for a specific operation on a specific screen. This means that the convenience of the user is not impaired when using a game object purchased in-game in the game.

[0110] Issues regarding [Appendix 3] One of the objects of the present invention is to reduce the load on the server. [Appendix 3] An information processing system as described in Appendix 1, which controls the game so that specified game objects cannot be purchased outside the game when the number of specified game objects that have been purchased outside the game and for which a specified operation has not been performed reaches a first number. According to the information processing system, when the number of game objects for which a predetermined operation has not been performed, i.e., game objects that have been purchased but are not yet associated with a user and therefore cannot be used in the game, reaches a first number, the system prevents further purchase of game objects outside the game, thereby preventing excessive burden on the server's storage area for storing game objects purchased outside the game, thereby reducing the burden on the server.

[0111] Issues regarding [Appendix 4] One of the objects of the present invention is to prompt a player to perform a predetermined operation when a game object is purchased outside of the game. [Appendix 4] An information processing system as described in Appendix 3, which displays a screen guiding the user to a predetermined screen when the number of predetermined game objects for which a predetermined operation has not been performed reaches a second number that is smaller than the first number. According to the information processing system, when the second number is reached, a screen guiding the player to a predetermined screen is displayed before the first number is reached. Therefore, if a game object is purchased outside the game, the player can be prompted to perform a predetermined operation.

[0112] Issues regarding [Appendix 5] One of the goals of the present invention is to facilitate the purchase of game objects outside of the game. [Appendix 5] 4. The information processing system of claim 3, wherein the first number is set for each user based on the user's purchase history outside of the game. According to the information processing system described above, the first number is set high for users who have purchased a large number of game objects outside the game or who have spent a large amount of money on such purchases, making it easier for them to purchase game objects outside the game.

[0113] Issues regarding [Appendix 6] One of the goals of the present invention is to allow users to confirm within a game that they have purchased a game object outside of the game. [Appendix 6] An information processing system as described in Appendix 1, which notifies a user that a specified game object has been purchased in a game when the specified game object is purchased outside the game. According to the information processing system described above, when a game object is purchased outside the game, the user is notified within the game, thereby allowing the user to confirm within the game that the game object was purchased outside the game.

[0114] Issues regarding [Appendix 7] One of the objects of the present invention is to enable game objects purchased outside the game to be smoothly usable in the game. [Appendix 7] An information processing system as described in Appendix 1, which controls a first game object and a second game object so that they can be used in the game, and when the first game object is purchased outside the game, associates the first game object with the user who purchased it and makes it usable in the game in response to a specified operation on a specified screen, and when the second game object is purchased outside the game, associates the second game object with the user who purchased it and makes it usable in the game without a specified operation on a specified screen. According to the information processing system described above, even if a game object is purchased outside the game, unlike a second game object, the first game object does not require a predetermined operation on a predetermined screen and is immediately associated with the user who purchased it and made available for use in the game. Therefore, even if a game object is purchased outside the game, it can be smoothly made available for use in the game.

[0115] Issues regarding [Appendix 8] One of the objects of the present invention is to improve user convenience when using game objects purchased outside the game in a game. [Appendix 8] An information processing system as described in Appendix 1, in which, if a specified game object purchased outside the game is an object related to a specified event within the game, after the purchase of the specified game object is completed, a screen is displayed guiding the user who purchased the specified game object to the specified event. According to the information processing system, when a user purchases a game object related to a predetermined event in a game outside the game, the system guides the user to the related predetermined event to facilitate the use of the game object, thereby improving user convenience when using a game object purchased outside the game in the game.

[0116] Issues regarding [Appendix 9] One of the objects of the present invention is to prompt a player to perform a predetermined operation when a game object is purchased outside of the game. [Appendix 9] An information processing system as described in Appendix 1, which, when a specified game object is purchased outside the game, displays a screen that guides a user who has purchased the specified game object to a specified screen. According to the information processing system, when a game object is purchased outside of a game, a screen is displayed that guides the player to a predetermined screen where a predetermined operation is to be performed. Therefore, when a game object is purchased outside of a game, the player can be prompted to perform a predetermined operation.

[0117] Issues regarding [Appendix 10] One of the objectives of the present invention is to mitigate the potential consequences of certain game objects being purchased outside of the game. [Appendix 10] An information processing system as described in Appendix 1, in which, if a specified game object is purchased outside the game, payment is made outside the game before the specified game object becomes available for use in the game. According to the above information processing system, when canceling the purchase of a game object due to a payment failure or the like, it is possible to prevent the game from being affected (for example, the game object being already consumed or transferred to another player, etc.).

[0118] Issues regarding [Appendix 11] One of the purposes of the present invention is to cancel purchases of game objects that are unlikely to be used, such as those purchased by mistake. [Appendix 11] An information processing system as described in Appendix 10, which cancels the purchase of a specified game object before performing a specified operation. According to the above information processing system, the purchase of a predetermined game object in the receiving box is cancelled, so that the receiving box can be prevented from becoming full.

[0119] Issues regarding [Appendix 12] One of the objects of the present invention is to make a game object purchased outside the game available for use in the game after the user has performed a confirmation operation within the game. [Appendix 12] An information processing system including one or more user terminals operated by users and one or more server computers capable of communicating with the user terminals via a network, wherein the one or more server computers control predetermined game objects so that they can be used in a game, and the one or more server computers control predetermined game objects so that they can be purchased at a web store outside the game, and when the predetermined game object is purchased via a screen displayed within the game, the one or more server computers associate the predetermined game object with the user who purchased it and make it usable in the game, and when the predetermined game object is purchased via the web store, associate the predetermined game object with the user who purchased it and make it usable in the game in response to a predetermined operation on a predetermined screen displayed within the game that displays content corresponding to the purchase of the predetermined game object. According to the information processing system described above, in order to use a game object purchased from a web store outside the game, a user must perform a predetermined operation on a predetermined screen that displays details of the game object purchase in the game. Therefore, the game object purchased outside the game can be made available for use in the game after the user performs a confirmation operation within the game. This allows the user to confirm that the game object purchased outside the game has actually been purchased.

[0120] Issues regarding [Appendix 13] One of the objects of the present invention is to prompt a player to perform a predetermined operation when a game object is purchased outside of the game. [Appendix 13] An information processing system including one or more user terminals operated by users and one or more server computers capable of communicating with the user terminals via a network, wherein the one or more server computers display a screen on the user terminals that allows the user to purchase a predetermined game object to be used in a game, and after the purchase of the predetermined game object is completed, the one or more server computers notify another server computer that manages the game of the predetermined game object and identification information of the user who purchased the predetermined game object, and after receiving the notification, the other server computer displays a predetermined screen on the user terminal of the user playing the game to associate the predetermined game object with the user who purchased it in accordance with a predetermined operation by the user and make it usable in the game. According to the information processing system, multiple server computers are linked together, and a predetermined screen is displayed on the user's terminal to prompt the user to perform a predetermined operation to make a game object purchased outside the game usable. Therefore, when a game object is purchased outside the game, the user can be prompted to perform the predetermined operation. This allows the user to confirm that the game object purchased outside the game has actually been purchased.

[0121] Issues regarding [Appendix 14] One of the objects of the present invention is to make a game object purchased outside the game available for use in the game after the user has performed a confirmation operation within the game. [Appendix 14] An information processing device having one or more processors, which, when a predetermined game object to be used in a game is purchased via a screen displayed within the game, associates the predetermined game object with the user who purchased it and makes it usable in the game, and, when the predetermined game object is purchased via a screen displayed outside the game, associates the predetermined game object with the user who purchased it and makes it usable in the game in response to a predetermined operation on a predetermined screen displayed within the game that displays content corresponding to the purchase of the predetermined game object. According to the information processing device described above, in order to use a game object purchased outside the game, a user must perform a predetermined operation on a predetermined screen that displays in the game content corresponding to the purchase of the game object. Therefore, the game object purchased outside the game can be made usable in the game after the user performs a confirmation operation in the game. This allows the user to confirm that the game object purchased outside the game has actually been purchased.

[0122] Issues regarding [Appendix 15] One of the objects of the present invention is to make a game object purchased outside the game available for use in the game after the user has performed a confirmation operation within the game. [Appendix 15] An information processing method in which, when a specified game object to be used in a game is purchased via a screen displayed within the game, a processor associates the specified game object with the user who purchased it and makes it usable in the game, and, when the specified game object is purchased via a screen displayed outside the game, the processor associates the specified game object with the user who purchased it and makes it usable in the game in response to a specified operation on a specified screen displayed within the game that displays content corresponding to the purchase of the specified game object. According to the above information processing method, in order to use a game object purchased outside the game, a user must perform a predetermined operation on a predetermined screen that displays in the game content corresponding to the purchase of the game object. Therefore, the game object purchased outside the game can be made usable in the game after the user performs a confirmation operation in the game. This allows the user to confirm that the game object purchased outside the game has actually been purchased.

[0123] Issues regarding [Appendix 16] One of the objects of the present invention is to make a game object purchased outside the game available for use in the game after the user has performed a confirmation operation within the game. [Appendix 16] A program that causes a processor to, when a predetermined game object to be used in a game is purchased via a screen displayed within the game, associate the predetermined game object with the user who purchased it and make it usable in the game, and, when the predetermined game object is purchased via a screen displayed outside the game, associate the predetermined game object with the user who purchased it and make it usable in the game in response to a predetermined operation on a predetermined screen displayed within the game that displays content corresponding to the purchase of the predetermined game object. According to the above program, in order to use a game object purchased outside the game, a user must perform a predetermined operation on a predetermined screen that displays details corresponding to the purchase of the game object in the game. Therefore, the game object purchased outside the game can be made usable in the game after the user performs a confirmation operation in the game. This allows the user to confirm that the game object purchased outside the game has actually been purchased. [Explanation of symbols]

[0124] 10 Account Management Server 10a processor 10b memory 10c communication interface 10d Storage 10e bus 11 Storage section 12 Information acquisition department 13 Display control unit 14 Communication control section 20 Game Servers 20a processor 20b memory 20c communication interface 20d Storage 20e bus 21 Memory section 22 Information Acquisition Department 23 Display control unit 24 Communication control section 25 Purchase Control Unit 26 Game control unit 30 Web Store Server 30a processor 30b memory 30c communication interface 30d Storage 30e bus 31 Storage section 32 Information Acquisition Department 33 Display control unit 34 Communication control section 35 Purchase Control Unit 40 User terminals 51 Purchase Button 52 Receive button 53 Delete button 54 Bulk receipt button 55 Bulk delete button 56 Purchase completion message 57 Inbox button 58 Purchase completion message 59 Event Play Button 60 Unavailable for purchase message 61 Alert Messages N Network S Information Processing System

Claims

1. When a predetermined game object to be used in a game is purchased via a screen displayed in the game, the predetermined game object is associated with the user who purchased the game and made available for use in the game; When the predetermined game object is purchased via a screen displayed outside the game, the predetermined game object is associated with the user who purchased it and made available for use in the game in response to a predetermined operation on a predetermined screen displayed within the game, which displays content corresponding to the purchase of the predetermined game object. Information processing system.

2. When the predetermined game object is purchased within the game, the predetermined game object is associated with the user who purchased the game and made available for use in the game without the predetermined operation on the predetermined screen. The information processing system according to claim 1 .

3. When the number of the predetermined game objects that have been purchased outside the game and for which the predetermined operation has not been performed reaches a first number, control is performed so that the predetermined game objects cannot be purchased outside the game. The information processing system according to claim 1 .

4. When the number of the predetermined game objects for which the predetermined operation has not been performed reaches a second number that is smaller than the first number, a screen guiding the player to the predetermined screen is displayed. The information processing system according to claim 3 .

5. the first number is set for each user in accordance with the user's purchase history outside the game; The information processing system according to claim 3 .

6. If the predetermined game object is purchased outside the game, notify the user that the predetermined game object has been purchased in the game. The information processing system according to claim 1 .

7. controlling a first game object and a second game object usable in the game; if the first game object is purchased outside the game, in response to the predetermined operation on the predetermined screen, associate the first game object with the user who purchased it and make the first game object usable in the game; When the second game object is purchased outside the game, the second game object is associated with the user who purchased the second game object and made available for use in the game without the predetermined operation on the predetermined screen. The information processing system according to claim 1 .

8. If the predetermined game object purchased outside the game is an object related to a predetermined event in the game, after the purchase of the predetermined game object is completed, a screen is displayed to guide the user who purchased the predetermined game object to the predetermined event. The information processing system according to claim 1 .

9. If the predetermined game object is purchased outside the game, a screen is displayed to guide the user who purchased the predetermined game object to the predetermined screen. The information processing system according to claim 1 .

10. If the predetermined game object is purchased outside the game, payment is made outside the game before the predetermined game object becomes available for use in the game. The information processing system according to claim 1 .

11. canceling the purchase of the predetermined game object before the execution of the predetermined operation; The information processing system according to claim 10.

12. An information processing system including one or more user terminals operated by users and one or more server computers capable of communicating with the user terminals via a network, one or more server computers for controlling predetermined game objects for use in the game; one or more server computers control the availability of the predetermined game objects in a web store outside the game; one or more server computers, when the predetermined game object is purchased via a screen displayed within the game, associate the predetermined game object with the user who purchased it and make it available for use in the game; and, when the predetermined game object is purchased via the web store, associate the predetermined game object with the user who purchased it and make it available for use in the game in response to a predetermined operation on a predetermined screen displayed within the game that displays content corresponding to the purchase of the predetermined game object. Information processing system.

13. An information processing system including one or more user terminals operated by users and one or more server computers capable of communicating with the user terminals via a network, the one or more server computers display a screen on the user's terminal that allows the user to purchase a predetermined game object to be used in the game; After the purchase of the predetermined game object is completed, one or more server computers notify the other server computers managing the game of the predetermined game object and identification information of the user who purchased the predetermined game object; After receiving the notification, the other server computer displays a predetermined screen on the user terminal of the user playing the game in response to a predetermined operation by the user, for associating the predetermined game object with the user who purchased the game and making the predetermined game object available for use in the game. Information processing system.

14. One or more processors, When a predetermined game object to be used in a game is purchased via a screen displayed in the game, the predetermined game object is associated with the user who purchased the game and made available for use in the game; When the predetermined game object is purchased via a screen displayed outside the game, the predetermined game object is associated with the user who purchased it and made available for use in the game in response to a predetermined operation on a predetermined screen displayed within the game, which displays content corresponding to the purchase of the predetermined game object. Information processing device.

15. The processor: When a predetermined game object to be used in a game is purchased via a screen displayed in the game, the predetermined game object is associated with the user who purchased the game and made available for use in the game; When the predetermined game object is purchased via a screen displayed outside the game, the predetermined game object is associated with the user who purchased it and made available for use in the game in response to a predetermined operation on a predetermined screen displayed within the game, which displays content corresponding to the purchase of the predetermined game object. Information processing methods.

16. The processor When a predetermined game object to be used in a game is purchased via a screen displayed within the game, the predetermined game object is associated with the user who purchased the game and made available for use in the game; When the predetermined game object is purchased via a screen displayed outside the game, the predetermined game object is associated with the user who purchased it and made available for use in the game in response to a predetermined operation on a predetermined screen displayed within the game, which displays content corresponding to the purchase of the predetermined game object. program.

Citation Information

Patent Citations

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    JP2016218689A