Program and information processing apparatus

The program and device address the issue of involuntary continued payment for underutilized game benefits by tracking and notifying users about their usage, enabling informed decisions on membership continuation or cancellation.

JP2026034496APending Publication Date: 2026-02-27SEGA CORP
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Patent Information

Application Number
JP2025238252
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-12-08
Publication Date
2026-02-27

AI Technical Summary

Technical Problem

Users of paid membership in games are often forced to continue paying fees regularly, even if they do not fully utilize the benefits, leading to potential disadvantages.

Method used

A program and information processing device that includes a storage means to track paid membership status, a provision means for in-game preferential treatment, a management means to monitor usage frequency, and a notification means to inform users about their usage, offering options to cancel, change, or continue membership based on usage frequency.

Benefits of technology

Prevents users from suffering disadvantages by allowing informed decisions on continuing paid membership, ensuring fair usage of benefits, and encouraging full utilization of preferential treatments.

✦ Generated by Eureka AI based on patent content.

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Abstract

To prevent a user who is a pay member from suffering a disadvantage.SOLUTION: The program causes the computer to function as storage means 50 for storing whether or not the user is a paid member for a certain period of time, provision means 52 for providing the user who is a paid member with the preferential treatment in the game for the certain period of time, management means 54 for managing a frequency of use of the preferential treatment by the user who is a paid member for the certain period of time, and notification means 56 for notifying the user who is a paid member of notification information including the frequency of use of the preferential treatment as the certain period of time elapses.SELECTED DRAWING: Figure 4
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Description

[Technical Field]

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

[0002] 2. Description of the Related Art Conventionally, games have been known that provide preferential treatment to users who become paid members and pay a set fee (for example, a monthly fee) every certain period of time.

[0003] In this regard, Patent Document 1 discloses a technique for giving a login bonus or the like for a certain period of time in one lump sum to a user (player) who pays a set fee every certain period of time. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent No. 6168230 Summary of the Invention [Problem to be solved by the invention]

[0005] In such games, when a user registers (subscribes) as a paid member, the paid membership is often automatically renewed at regular intervals. In other words, a paid member continues to pay a set fee at regular intervals unless the user cancels the paid membership (stops the automatic renewal). For this reason, even if a paid member does not fully utilize the benefits offered, the user is forced to continue paying the fee at regular intervals, which can be detrimental.

[0006] The present invention has been made in view of the above-mentioned problems, and its object is to provide a program and an information processing device that can prevent users who are paid members from suffering any disadvantages. [Means for solving the problem]

[0007] In order to solve the above problem, the program according to the first aspect of the present invention causes a computer to function as a storage means for storing whether or not a user is a paid member for a certain period of time, a provision means for providing in-game preferential treatment to users who are paid members for the certain period of time, a management means for managing the frequency of use of the preferential treatment by users who are paid members for the certain period of time, and a notification means for notifying users who are paid members of notification information including the frequency of use of the preferential treatment as the certain period of time passes.

[0008] In a second aspect of the present invention, the notification means notifies the notification information to users whose frequency of use of the preferential treatment during part or all of the fixed period is less than a predetermined value.

[0009] In a third aspect of the present invention, the notification information includes statistical information regarding the frequency of use of the preferential treatment during part or all of the fixed period.

[0010] In addition, in a fourth aspect of the present invention, the notification information includes information for displaying a screen for instructing cancellation of paid membership.

[0011] In addition, in a fifth aspect of the present invention, the notification information includes information indicating that the preferential treatment provided in the next fixed period will be automatically changed.

[0012] In a sixth aspect of the present invention, the notification information includes information for displaying a screen that enables the user to arbitrarily change the preferential treatment to be provided in the next fixed period.

[0013] In addition, in a seventh aspect of the present invention, the notification information includes information for displaying a screen for the user to take advantage of the preferential treatment.

[0014] In addition, in an eighth aspect of the present invention, the notification information includes information indicating that the preferential treatment has been automatically utilized.

[0015] In addition, in a ninth aspect of the present invention, the computer functions as an updating means that automatically renews a user whose frequency of use of the preferential treatment during part or all of the fixed period is equal to or greater than a predetermined value to continue as a paid member for the next fixed period.

[0016] In addition, an information processing device according to a tenth aspect of the present invention comprises a storage means for storing whether or not a user is a paid member for a certain period of time, a provision means for providing in-game preferential treatment to users who are paid members for the certain period of time, a management means for managing the frequency of use of the preferential treatment by users who are paid members for the certain period of time, and a notification means for notifying users who are paid members of notification information including the frequency of use of the preferential treatment as the certain period of time passes. [Effects of the Invention]

[0017] According to the present invention, it is possible to prevent users who are paid members from suffering any disadvantages. [Brief explanation of the drawings]

[0018] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Figure 3] 2 is a diagram illustrating an example of a hardware configuration of a smartphone as the terminal device illustrated in FIG. 1. FIG. [Figure 4] FIG. 2 is a block diagram illustrating an example of a functional configuration of a server device. [Figure 5] 5 is a flowchart showing an example of the flow of processing performed by each functional unit shown in FIG. 4 in the game system according to the present embodiment. [Figure 6] FIG. 10 is a diagram illustrating an example of a notification screen according to the embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0019] Hereinafter, an embodiment of the present invention (hereinafter referred to as "the present embodiment") will be described with reference to the accompanying drawings. To facilitate understanding of the description, the same components and steps in each drawing will be denoted by the same reference numerals as much as possible, and duplicated descriptions will be omitted.

[0020] <Overall structure> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to this embodiment.

[0021] 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicatively connected via a communication network NT such as an intranet, the Internet, or a telephone line.

[0022] The server device 10 is an information processing device that provides the game execution results obtained by executing the game program 14, or the game program 14 itself, to users of the terminal devices 12 via the communication network NT. In this embodiment, the server device 10 provides the game program 14 itself to users of the terminal devices 12.

[0023] Each terminal device 12 is an information processing device owned by each user, and provides a game to each user by installing and executing a game program 14 received from the server device 10. These terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.

[0024] <Hardware configuration> FIG. 2 is a diagram illustrating an example of a hardware configuration of the server device 10. As shown in FIG.

[0025] 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured to include a CPU (Central Processing Unit) 22 and a memory 24.

[0026] In the control device 20, the CPU 22 executes predetermined programs stored in the memory 24 or the storage device 28, thereby functioning as various functional means. Details of these functional means will be described later.

[0027] The communication device 26 is configured with a communication interface for communicating with an external device, etc. The communication device 26 transmits and receives various information to and from the terminal device 12, for example.

[0028] The storage device 28 is configured with a hard disk, etc. The storage device 28 stores various programs and information necessary for executing processes in the control device 20, including the game program 14, as well as information on the results of the processes.

[0029] The server device 10 can be realized using an information processing device such as a dedicated or general-purpose server computer. The server device 10 may be configured with a single information processing device or multiple information processing devices distributed over a communication network NT. FIG. 2 shows only a portion of the main hardware configuration of the server device 10, and the server device 10 may also have other components that are generally included in a server. The hardware configuration of the multiple terminal devices 12 may also have the same configuration as the server device 10, except for including, for example, an operating means, a display device, and a sound output device.

[0030] FIG. 3 is a diagram showing an example of the hardware configuration of a smartphone as the terminal device 12 shown in FIG.

[0031] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42.

[0032] The main control unit 30 is configured to include a CPU, memory, etc. The main control unit 30 is connected to a touch panel 32 as a display input device, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. The main control unit 30 has a function to control these connection destinations.

[0033] The touch panel 32 has both a display function and an input function, and is composed of a display 32A that performs the display function and a touch sensor 32B that performs the input function. In this embodiment, the display 32A can display game images including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the user's input position on the game image.

[0034] The camera 34 has a function of taking still images and / or moving images and storing them in the storage unit 40.

[0035] The mobile communication unit 36 ​​has a function of connecting to a mobile communication network via an antenna 36A and communicating with other communication devices connected to the mobile communication network.

[0036] The wireless LAN communication unit 38 has a function of connecting to the communication network NT via an antenna 38A and communicating with other devices such as the server device 10 connected to the communication network NT.

[0037] The storage unit 40 stores various programs and data, such as the game program 14 and play data indicating the progress of the game and user information of the game program 14. The play data may be stored in the server device 10.

[0038] The speaker 42 has a function of outputting game sounds and the like.

[0039] <Game Overview> The game according to this embodiment includes a lottery game and a quest, which are examples of content, in which the user can acquire characters. The lottery game may be called gacha, lottery, summoning, etc. The quest may be called a fighting game, dungeon, exploration, mission, etc.

[0040] In this embodiment, there are one or more types of lottery games, each with a different name (title). The lottery games can be selected by the user on a lottery game menu screen or the like. In this embodiment, when the user selects one of the one or more types of lottery games, a screen is displayed that allows the user to select a single lottery in which the lottery game is executed once or a continuous lottery in which the lottery game is executed ten times in a row. This single lottery may be referred to as a single gacha, a single lottery, a single summon, or the like. Furthermore, this continuous lottery may be referred to as a 10-continuous gacha, a 10-time lottery, a 10-time summon, or the like. Then, based on an instruction (request) from the user to execute a single lottery or a continuous lottery, the user is provided with a character randomly selected from a group of lottery-eligible characters (a group of lottery-eligible content) corresponding to the one lottery game. This lottery game is executed by consuming a fee. More of this fee is consumed for continuous lotteries than for single lotteries. Examples of this compensation include paid items (in-game items) and free items (non-in-game items). Paid items are items that users can acquire through purchase procedures (payment with cash, electronic money, credit card payment, etc.). Examples of paid items include paid stones, paid gacha tickets, and paid coins. Free items are items that users can acquire through gameplay (playing various games). For example, free items can be acquired as rewards for logging in, clearing quests, completing missions, interacting with friends, etc. Examples of free items include free stones, free gacha tickets, stamina recovery items, game coins, and friend points. Paid items and free items can be used not only for playing lottery games, but also for various purposes such as stamina recovery and continuing quests. Paid items are more valuable than free items. For example, in lottery games that can be played by consuming only paid items, it is easier to acquire characters with higher rarity (rare value) than in lottery games that can be played by consuming free items. In addition, paid stones and unpaid stones are sometimes referred to as "stones."

[0041] In this embodiment, there are one or more types of quests, each with a different name (title). Quests can be selected by the user on a quest menu screen or the like. In this embodiment, the user selects one of the one or more types of quests based on an operation instruction (request) to select that one quest. This quest is executed by consuming a stamina consumption value associated with the quest from the user's current stamina value. If the stamina consumption value associated with the quest is greater than the user's current stamina value, the user cannot execute (play) the quest. This stamina may also be referred to as life, action points (AP), battle points (BP), etc. The user's current stamina value may be consumed when the quest ends (when cleared or retired).

[0042] In this embodiment, a quest is executed in which a team formed (composed) of one or more characters (owned characters) owned by a user is pitted against an enemy character. In this quest, for example, the user instructs the characters that form the team (team characters) to attack, etc. In this quest, the user's objective is to reduce the enemy character's hit points to 0 or less using the ability parameters and skills of each team character. If the quest is cleared, the user will earn a clear reward such as free items, game coins, characters, user experience points, etc. Note that free stones may not be earned for quests that the user has already cleared. If the quest is not cleared, the user can choose to continue the quest by consuming, for example, paid stones, free stones, a continue item, etc., or to retire from the quest. Continuing means giving the user the right to continue playing the quest if they were unable to clear the quest.

[0043] In addition, in the game according to this embodiment, when a user becomes a paid member who pays a set fee (e.g., a monthly fee) every certain period of time, the user is provided with preferential treatment. This preferential treatment is not provided to users who are not paid members (users who are general members). Examples of preferential treatment include providing the right to use (execute) various events for a small fee (e.g., an item or current stamina value) or for no fee, unlocking (increasing) a predetermined usage limit (usage quota) for non-paid members by a certain number of times, increasing rewards for clearing quests, and offering discounts or special benefits (bonuses) when purchasing or exchanging various items. Examples of events include special lottery games, special quests, and the recovery of current stamina value. These events can be used a certain number of times (e.g., once) within a certain period of time (e.g., 24 hours, one week, or one month). Examples of usage limits include the number of owned characters that can be owned (owned slot), the number of friends that can be registered (registered slot), the number of team formations that can be stored that include owned characters (formation slot), the number of points that can be earned in a given period of time (point slot), the number of times that items with benefits can be purchased or exchanged (number of times slot), the number of items or owned characters that can be transferred or loaned to other users (transfer slot or loan slot), and the number of commands or strategies (for example, priority actions for characters on a team) that a user can select when performing a quest (selection slot).

[0044] <Function means> FIG. 4 is a block diagram showing an example of the functional configuration of the server device 10. As shown in FIG.

[0045] 4, the server device 10 has, as its functional configuration, a storage means 50, a providing means 52, a management means 54, a notification means 56, and an update means 58. The storage means 50 is realized by one or more storage devices 28. The functional means other than the storage means 50 are realized by the control device 20 executing the game program 14 stored in the storage devices 28 or the like.

[0046] The storage means 50 is a functional means for storing user information 50A, character information 50B, enemy character information 50C, lottery game information 50D, quest information 50E, and the like.

[0047] The user information 50A is stored for each user in association with the user ID of the user. The user information 50A includes, for example, the user's name, age, owned character information, owned item information, stamina information, qualification information, and preferential treatment information. The owned character information includes the character ID and ability parameters of each character owned by the user (owned character). The ability parameters include, for example, the character's level, hit points, attack power, defense power, etc. The character's level increases when the character acquires character experience points through synthesis, etc. As the character's level increases, the hit points, attack power, defense power, etc. also increase. The owned item information includes the number of each item owned by the user, such as paid stones, paid gacha tickets, free stones, free gacha tickets, etc. The stamina information includes a current stamina value and a stamina upper limit value. The current stamina value is the value consumed when the user performs each type of quest. This current stamina value increases by a predetermined amount (for example, 1) over the course of time (for example, 3 minutes), recovering to the stamina upper limit value. In addition, this current stamina value can be recovered beyond the stamina upper limit value by the user consuming paid stones, free stones, stamina recovery items, etc. This stamina upper limit value increases as the user's user rank increases. The user rank increases, for example, when the user acquires user experience points by playing the game (for example, quests or missions). The qualification information includes the user's membership type and continuation information. The membership type includes a value (e.g., a flag) indicating whether the user is a paid member for a certain period of time. Examples of this membership type include paid membership and general membership. The continuation information includes a value (e.g., a flag) indicating whether the user will continue as a paid member for the next certain period of time. The preferential treatment information is stored when the user's membership type is a paid membership, and is stored for each preferential treatment in association with the preferential treatment ID of the preferential treatment. This preferential treatment information includes, for example, the frequency of use and the number of times it can be used. The frequency of use includes the number of times the user has used the preferential treatment within a certain period of time. For example, if the preferential treatment is the provision of the right to use (execute) an event, the frequency of use includes the number of times the user has used (executed) the event. For example, if the preferential treatment is the release of a predetermined number of upper limit usage numbers (usage quota), the frequency of use includes the number of times the user has used the released predetermined number (increase). For example, if the preferential treatment is the increase of a reward for completing a quest, the frequency of use includes the number of the increased reward for completing the quest. For example, if the preferential treatment is the granting of a special benefit (bonus), the frequency of use includes the number of times the special benefit has been granted. The number of times it can be used includes the number of times the user can use the preferential treatment (remaining number). In other words, if the number of times it can be used for a certain preferential treatment is 0, the user cannot use the certain preferential treatment. This available number is updated to an initial value (predetermined number of times) at predetermined time intervals, for example.

[0048] Character information 50B is stored for each character in association with the character ID of that character. This character information 50B includes, for example, the character's name, image (design), rarity, initial values ​​of ability parameters (e.g., hit points, attack power, defense power, etc. at level 1) and maximum values ​​(e.g., hit points, attack power, defense power, etc. at level 100), skills, etc. The rarity may be a number ranging from 1 to 6. This number may be expressed as a number of stars, for example. Characters with high rarity have ability parameters and skills that are advantageous in the game (e.g., quests and missions).

[0049] The enemy character information 50C is stored for each enemy character in association with the character ID of the enemy character. This enemy character information 50C includes, for example, the name and image of the enemy character, ability information, reward information, and the like. The ability information includes ability parameters and skills. The reward information is information about the reward for clearing a quest. This reward information includes user experience points, game coins, and drop information. The drop information includes the character ID of the character that the user will acquire as a clear reward, and the drop rate. The drop rate is the probability that the user will acquire that character.

[0050] The lottery game information 50D is stored for each lottery game in association with the lottery game ID of the lottery game. The lottery game information 50D includes, for example, the name (title), lottery object information, and lottery consideration. The lottery information includes the character ID of each character constituting the lottery character group that is the lottery target of the lottery game, and the appearance frequency (weight) associated with the character ID. The appearance frequency includes, for example, a numerical value ranging from 0 to 10. A lower numerical value is assigned to a character with a higher rarity, and a higher numerical value is assigned to a character with a lower rarity. Characters of the same rarity may be designated as featured characters that appear more frequently than other characters. The probability of a given lottery character being selected is calculated by dividing the appearance frequency assigned to that character by the sum of the appearance frequencies assigned to each of the lottery characters. Specifically, if the appearance frequency assigned to a given lottery character is 2 and the sum of the appearance frequencies assigned to each of the lottery characters is 400, the probability of that character being selected is 2 / 400 (0.5%). For example, in a regular lottery game available to both regular and paid members, the appearance frequency of each lottery character is set so that a character with a lower rarity has a higher probability of being selected. Also, for example, in a special lottery game that can only be played by paid members, the appearance frequency of each lottery target character is set so that the probability of winning a lottery target character with a high rarity is high. The lottery consideration includes the number of consumable items required to enter the lottery. The lottery consideration is less for the special lottery game that can only be played by paid members than for the regular lottery game that can be played by general members and paid members. For example, the lottery consideration for the special lottery game does not require the consumption of items.

[0051] The quest information 50E is stored for each quest in association with the quest ID of the quest. The quest information 50E includes, for example, the name (title), character appearance information, quest payment, and quest reward. The character appearance information includes the character IDs of enemy characters that appear in each stage of the quest. The quest fee includes the amount of stamina consumed to complete the quest. For example, the quest fee is lower for special quests that can only be completed by paid members than for regular quests that can be completed by both regular and paid members. Specifically, the quest fee for a regular quest is 10 stamina. On the other hand, the quest fee for a special quest is 5 stamina. Quest rewards include rewards for clearing a quest. These quest rewards include free items (free stones), characters, and the right to use a lottery game (e.g., a free gacha ticket). For example, if the quest is a regular quest that can be completed by both regular members and paid members, the quest reward includes one free stone. Also, for example, if the quest is a special quest that can only be completed by paid members, the quest reward includes one free stone and one free gacha ticket.

[0052] The provision means 52 is a functional means for providing one or more preferential treatments to users who are paid members. In this embodiment, the provision means 52 provides preferential treatments in the game to users who are paid members for a certain period of time. For example, the provision means 52 sets the number of available points for each preferential treatment in the preferential treatment information of the user information 50A. The provision means 52 also updates the number of available points to an initial value (predetermined number) at predetermined time intervals. As a result, the provision means 52 can provide a user who has paid the monthly fee for May with the right to use (play) a special lottery game only once during the month of May, or increase the upper limit of the number of points that can be earned per day during the month of May from 100 points to 200 points. On the other hand, the provision means 52 does not provide preferential treatments to users who are general members.

[0053] The providing unit 52 also automatically uses a special offer for a user whose frequency of use of the special offer over a certain period of time is less than a predetermined value. Examples of the predetermined value include a predetermined number of times (e.g., once) and a value based on statistical information (e.g., average, median, mode, etc.) of use frequency associated with the special offer for each user who is a paid member. The predetermined value may vary depending on the user who is a paid member. For example, a higher value may be set for a user who has been a paid member for a long period of time, and a lower value may be set for a user who has been a paid member for a short period of time. For example, the providing unit 52 automatically uses (executes) a special lottery game and provides the user with a character drawn in the special lottery game. In the automatically used special lottery game, the probability of drawing some characters (e.g., characters of the highest rarity) may be lowered or the prize money may be higher than in a special lottery game used in response to a user's instruction. In addition, for example, the providing unit 52 automatically uses (executes) a special quest and provides the user with a reward for completing the special quest. Note that the amount of reward for completion of this automatically used special quest may be less than that of a special quest used in response to a user instruction.

[0054] The management means 54 is a functional means for managing information related to user benefits. In this embodiment, the management means 54 manages the use frequency and available number of benefits provided to users who are paid members in the benefit information in the user information 50A. For example, the management means 54 changes the managed use frequency every time the benefit provided to the user is changed. Also, for example, every time the user uses a benefit, the management means 54 increases the use frequency corresponding to the benefit and decreases the available number of benefits corresponding to the benefit. Specifically, when the user uses (executes) a special lottery game once, the management means 54 increases the use frequency associated with the special lottery game by one time and decreases the available number of times by one time.

[0055] Furthermore, the management means 54 calculates statistical information on the frequency of use associated with the preferential treatment of each user who is a paid member. For example, the management means 54 calculates statistical information (e.g., average value, median value, mode, etc.) on the frequency of use (number of times used) of the special lottery game during part or all of a certain period.

[0056] The notification means 56 is a functional means for notifying a user of notification information. In this embodiment, the notification means 56 notifies a user who is a paid member of notification information including the frequency of use of preferential treatments as a certain period of time passes. Examples of timing for this notification include before the user pays the fee set for the next certain period (before the paid membership is renewed) or when payment of the fee set for the next certain period can be canceled. For example, the notification means 56 notifies the user of notification information including the frequency of use of preferential treatments by the user during a part of the certain period (e.g., from May 1 to May 25) before the end of a certain period (e.g., the month of May) (e.g., May 26). Furthermore, for example, the notification means 56 notifies the user of notification information including the frequency of use of preferential treatments by the user during the entire certain period (e.g., the month of May) after the end of the certain period (e.g., the month of May) (e.g., June 1).

[0057] Furthermore, the notification means 56 notifies notification information to users whose frequency of use of preferential treatment is less than a predetermined value during part or all of a certain period. For example, the notification means 56 notifies notification information including the frequency of use to users whose frequency of use of special quests during part of a certain period (e.g., the one month of May) is less than 10 times before the end of the certain period (e.g., May 26th). Furthermore, for example, the notification means 56 notifies notification information including the frequency of use to users whose frequency of use of special quests during the entirety of a certain period (e.g., the one month of May) is ended after the end of the certain period (e.g., June 1st). Specific examples of various types of information included in the notification information will be described below. Note that these specific examples may be combined with each other.

[0058] (1) Statistical information For example, the notification information may include statistical information regarding the frequency of use of the preferential treatment during a certain period or the entire period, such as values ​​based on the average, median, mode, etc. of the frequency of use associated with each paid member user (e.g., rounded values).

[0059] (2) Cancel button For example, the notification information includes information for displaying a screen for instructing the user to cancel their paid membership. This information may include, for example, a code (e.g., a URL) for transitioning to a screen (cancellation screen) for canceling the paid membership after the next fixed period (e.g., one month in June), or a cancellation button (instruction area) including a code for displaying a pop-up of the screen. When the user presses this cancellation button, a screen for the user to cancel their paid membership is displayed.

[0060] (3) Continue button For example, the notification information includes information for displaying a screen for instructing the user to continue their paid membership. This information may include, for example, a code (e.g., a URL) for transitioning to a screen (continuation screen) for the user to continue their paid membership after the next fixed period (e.g., one month in June), or a continuation button (instruction area) including a code for displaying a pop-up of the screen. When the user presses this continuation button, a screen for the user to continue their paid membership is displayed.

[0061] (4) Information on preferential treatment changes For example, the notification information includes information indicating that the privileges provided in the next fixed period will be automatically changed without any instruction from the user. Specifically, if the privileges provided in the fixed period (for example, one month in May) are the right to use a special lottery game and a special quest, the notification information includes privilege change information indicating that the privileges provided in the next fixed period (for example, one month in June) will be the right to use a special quest and to recover the current stamina value.

[0062] (5) Change preferential treatment button For example, the notification information includes information for displaying a screen (change screen) that allows the user to arbitrarily change (select) the benefits provided in the next fixed period. Specifically, the notification information includes information for displaying a screen for selecting one or more benefits (e.g., the right to use a special lottery game, the right to use recovery of current stamina value, an increase in various usage limits, etc.) that will be provided in the next fixed period (e.g., the month of June). This information includes, for example, a code (e.g., a URL) for transitioning to a screen (selection screen) for the user to select a benefit, or a benefit selection button (instruction area) that includes a code for popping up the screen. When the user presses this benefit selection button, a screen for the user to select a benefit is displayed.

[0063] (6) Preferential Use Button For example, the notification information includes information for displaying a screen for the user to use a special offer. Specifically, the notification information includes information for displaying a screen for using a special offer (e.g., a special lottery game) whose usage frequency within a certain period of time is less than a predetermined value. This information may include, for example, a code (e.g., a URL) for transitioning to a screen for the user to use the special offer (e.g., a screen for executing the special lottery game), or a special offer use button (instruction area) including a code for popping up the screen. When the user presses this special offer use button, a screen for the user to use the special offer is displayed.

[0064] (7) Automated Usage Information For example, the notification information includes information indicating that a special offer has been automatically used. Specifically, the notification information includes automatic use information indicating that a special offer (e.g., a special lottery game or a special quest) has been automatically used (executed). This automatic use information includes information indicating the characters and clear rewards that the user has acquired through the automatic use of the special offer.

[0065] The update means 58 is a functional means for updating whether or not to continue a paid membership. In this embodiment, the update means 58 automatically renews a user whose frequency of use of preferential treatments during part or all of a certain period is equal to or greater than a predetermined value, so that the user will continue to be a paid member for the next certain period, regardless of an instruction from the user. For example, the update means 58 automatically renews a user whose frequency of use of the special lottery game is equal to or greater than once and whose frequency of use of the special quest is equal to or greater than 10 times during a certain period (e.g., the month of May), so that the user will continue to be a paid member for the next certain period (e.g., the month of June). Specifically, the update means 58 sets a value (e.g., a flag) in the continuation information of the qualification information in the user information 50A to indicate that the user will continue to be a paid member for the next certain period.

[0066] Furthermore, if the user instructs the cancellation of the paid membership or if the frequency of use of the preferential treatment by the user for part or all of a certain period is less than a predetermined value, the update means 58 will not continue the paid membership from the next certain period onwards and will make the user a general member. Specifically, the update means 58 sets a value in the continuation information of the qualification information in the user information 50A that indicates that the user will not continue the paid membership for the next certain period.

[0067] <Processing flow> Fig. 5 is a flowchart showing an example of the flow of processing performed by each functional unit shown in Fig. 4 in the game system according to this embodiment. The processing of the following steps is started, for example, at the end of a certain period (for example, the month of May) (for example, at midnight on June 1st). The order and content of the following steps can be changed as appropriate.

[0068] (Step SP10) The management means 54 refers to the preferential treatment information in each user information 50A and calculates statistical information on the use frequency associated with the preferential treatment of each user who is a paid member. For example, the management means 54 refers to the use frequency (number of times used) of the special lottery game and the special quest by each user who is a paid member throughout a certain period and calculates statistical information on each of the use frequencies. Then, the processing proceeds to the processing of step SP12.

[0069] (Step SP12) The management means 54 assigns 0 to the integer n for identifying each user who is a paying member, and then the process proceeds to step SP14.

[0070] (Step SP14) The management means 54 increments the integer n, and then the process proceeds to step SP16.

[0071] (Step SP16) The management means 54 acquires the usage frequency associated with the preferential treatment of the user who is the nth paid member. Specifically, the management means 54 acquires the usage frequency (number of times used) of the special lottery game and the special quest by the user over the entire fixed period. Then, the processing proceeds to the processing of step SP18.

[0072] (Step SP18) The management means 54 determines whether the usage frequency acquired in step SP16 is less than a predetermined value. For example, the management means 54 determines whether the usage frequency is less than the statistical information (e.g., average value) calculated in step SP10. Specifically, the management means 54 makes a positive determination if the usage frequency of the special lottery game by a user who is the nth paid member is less than once, or if the usage frequency of the special quest by that user is less than 10 times. If the determination is positive, the process proceeds to step SP20. On the other hand, if the determination is negative, the process proceeds to step SP24.

[0073] (Step SP20) The providing means 52 automatically uses the preferential treatment when the frequency of use by the user who is the nth paid member is less than a predetermined value. For example, if the frequency of use of the special lottery game by the user is less than once, the providing means 52 uses (executes) the special lottery game without an instruction from the user, and provides the user with the drawn character. Then, the processing proceeds to the processing of step SP22.

[0074] (Step SP22) The notification means 56 notifies the user who is the nth paid member of the notification information including the usage frequency etc. acquired in step SP16. For example, the notification means 56 displays a notification screen 60 on the touch panel 32 of the terminal device 12 owned by the user who is the nth paid member.

[0075] FIG. 6 is a diagram showing an example of a notification screen 60 according to this embodiment.

[0076] As shown in FIG. 6, the notification screen 60 has a usage frequency information area 62, an automatic usage information area 64, a cancel button 66, and a continue button 68. The usage frequency information area 62 displays information indicating the frequency of use of special offers by users over a certain period of time, and statistical information regarding the frequency of use of the special offers. This statistical information is information calculated in step SP10. The automatic usage information area 64 displays information indicating the results of automatically using special offers whose usage frequency is less than a predetermined value. The cancel button 66 is a button for issuing an instruction to transition to a screen for canceling paid membership after the next certain period (cancellation screen). The continue button 68 is a button for issuing an instruction to transition to a screen for continuing paid membership after the next certain period of time (continuation screen).

[0077] Returning to FIG. 5, the process proceeds to step SP26.

[0078] (Step SP24) The update means 58 automatically updates the n-th paid member user to remain a paid member for the next fixed period, and then the process proceeds to step SP26.

[0079] (Step SP26) The management means 54 determines whether or not the processing of step SP16 etc. has been performed for all users who are paid members during a certain period. If the determination is affirmative, the processing ends the series of steps shown in Fig. 5. On the other hand, if the determination is negative, the processing proceeds to step SP14.

[0080] <Effects> As described above, in this embodiment, the computer functions as a storage means 50 that stores whether or not a user is a paid member for a certain period of time, a provision means 52 that provides in-game preferential treatment to users who are paid members for a certain period of time, a management means 54 that manages the frequency of use of preferential treatment by users who are paid members for a certain period of time, and a notification means 56 that notifies users who are paid members of notification information including the frequency of use as the certain period of time passes.

[0081] According to this configuration, since the frequency of use of preferential treatment by a paid member user is notified, the user can check the frequency of use of the preferential treatment and use it as a basis for deciding whether or not to continue as a paid member. Therefore, it is possible to prevent a paid member user from suffering any disadvantages.

[0082] In this embodiment, the notification means 56 notifies notification information to users whose frequency of use of preferential treatment during part or all of a certain period is less than a predetermined value.

[0083] According to this configuration, a notification including the frequency of use is sent to a user who has not made sufficient use of preferential treatment within a certain period of time, so that the user is prevented from suffering any disadvantages.

[0084] In this embodiment, the notification information also includes statistical information regarding the frequency of use of preferential treatment during part or all of a certain period of time.

[0085] According to this configuration, statistical information regarding the frequency of use of preferential treatment is notified, so that users who have not made full use of preferential treatment can compare their own frequency of use with the statistical information, making it easier for them to decide whether or not to continue as paid members.

[0086] In this embodiment, the notification information includes information for displaying a screen for instructing cancellation of paid membership.

[0087] According to this configuration, the notification screen includes information that allows the user to cancel the paid membership, so the user can cancel the paid membership without any hassle.

[0088] In this embodiment, the notification information also includes information indicating that the preferential treatment provided in the next fixed period will be automatically changed.

[0089] According to this configuration, the user is notified that the benefits provided in the next fixed period will be automatically changed, which can motivate the user to continue being a paid member.

[0090] In this embodiment, the notification information also includes information for displaying a screen that allows the user to arbitrarily change the preferential treatment to be provided in the next fixed period.

[0091] According to this configuration, the notification screen includes information that allows the user to freely change the preferential treatment provided in the next fixed period, which can motivate the user to continue as a paid member.

[0092] In this embodiment, the notification information includes information for displaying a screen for the user to take advantage of the preferential treatment.

[0093] According to this configuration, the notification screen includes information about the availability of preferential treatment, so that users who are paid members can be encouraged to take advantage of the preferential treatment.

[0094] In this embodiment, the notification information also includes information indicating that the preferential treatment has been automatically utilized.

[0095] According to this configuration, preferential treatment is automatically utilized, thereby ensuring fairness with users who are making full use of the preferential treatment.

[0096] In addition, in this embodiment, the computer functions as an update means 58 that automatically updates a user whose frequency of use of preferential treatment during part or all of a certain period is equal to or exceeds a predetermined value to continue as a paid member for the next certain period.

[0097] According to this configuration, a user who has made full use of the preferential treatment can automatically continue as a paid member for the next fixed period, thereby reducing the effort required for the user to give instructions to continue as a paid member.

[0098] <Modification> The present invention is not limited to the above-described specific examples. In other words, designs that are appropriately modified by a person skilled in the art from the above-described specific examples are also included within the scope of the present invention as long as they include the features of the present invention. Furthermore, the elements of the above-described embodiments and the modifications described below can be combined to the extent technically possible, and such combinations are also included within the scope of the present invention as long as they include the features of the present invention.

[0099] For example, in the above embodiment, the usage frequency was described as the number of times a user used preferential treatment over a certain period of time, but it may also be a value obtained by dividing the number of uses by the number of available uses (remaining number) (for example, usage ratio or usage rate).

[0100] In the above embodiment, the management unit 54 acquires the usage frequency associated with the user's preferential treatment in step SP16. However, the management unit 54 may acquire the number of available times associated with the preferential treatment. In this case, the management unit 54 determines whether the number of available times for the preferential treatment acquired in step SP18 is equal to or greater than a predetermined value. This predetermined value may be a predetermined number of times (e.g., 0 times) or a value based on statistical information (e.g., average, median, mode, etc.) of the number of available times associated with the preferential treatment for each user who is a paid member.

[0101] In the above embodiment, the preferential treatment includes the right to participate in events such as a special lottery game or a special quest. However, the content of these events may change depending on the length of time a user has been a paid member. For example, the special lottery game or the special quest may be modified to be more advantageous to the user the longer the user has been a paid member. Specifically, the providing unit 52 may provide a special lottery game in which high-rarity characters appear less frequently if the user has been a paid member for a short period of time, and a special lottery game in which high-rarity characters appear more frequently if the user has been a paid member for a long period of time. Furthermore, the providing unit 52 may provide a special quest with a low value or quantity of rewards for completing the game if the user has been a paid member for a short period of time, and a special quest with a high value or quantity of rewards for completing the game if the user has been a paid member for a long period of time. For example, the providing unit 52 may provide a special lottery game, a special quest, or the like to a user on the condition that the user has been a paid member for multiple periods of time.

[0102] In the above embodiment, the notification means 56 notifies the user of notification information including a cancel button for instructing the user to cancel the paid membership, but if the continuation information of the qualification information in the user information 50A includes a value indicating that the paid membership will not be continued, the notification information may not include a cancel button. In other words, if the user has already instructed the user to cancel the paid membership within a certain period of time, the notification means 56 may not include a cancel button in the notification information.

[0103] In the above embodiment, it has been described that there are two types of user membership: paid membership and general membership. However, there may be multiple types of paid membership. For example, a first paid membership has a lower fee set for each fixed period, so the value and quantity of benefits provided during that period are lower. On the other hand, a second paid membership has a higher fee set for each fixed period, so the value and quantity of benefits provided during that period are higher. In this case, the notification means 56 may notify notification information including information for issuing an instruction to change the type of paid membership (a type change button).

[0104] In the above embodiment, the notification means 56 notifies notification information to users whose frequency of use of preferential treatment is less than a predetermined value, but notification information may also be notified to users whose frequency of use is equal to or greater than a predetermined value. In this case, the notification means 56 notifies users whose frequency of use is equal to or greater than a predetermined value of notification information including automatic renewal information indicating that the paid membership will continue after the next fixed period, statistical information regarding the frequency of use of preferential treatment, a cancel button for instructing the user to cancel the paid membership, a continue button for instructing the user to continue the paid membership, etc.

[0105] Furthermore, in the above embodiment, the notification means 56 notifies the user of notification information including preferential treatment change information that automatically changes the preferential treatment provided for the next fixed period (for example, the one month of June), but this preferential treatment change information may also be information that automatically changes the preferential treatment provided for a fixed period (for example, the one month of May). Similarly, the notification means 56 notifies the user of notification information including a preferential treatment change button that allows the user to arbitrarily change the preferential treatment provided for the next fixed period, but this preferential treatment change button may also be a button (information) that arbitrarily changes the preferential treatment provided for the fixed period. In these cases, it is preferable that the notification means 56 notifies the user of the notification information within the fixed period.

[0106] Furthermore, in the above embodiment, the content is mainly a character, but it may also be an item such as a weapon or protective gear, a card, an avatar, coins, points, or the like. [Explanation of symbols]

[0107] 10...server device (computer), 12...terminal device, 50...storage means, 52...provision means, 54...management means, 56...notification means, 58...update means

Claims

1. Computer, a storage means for storing information indicating whether a user is a paying member for a certain period of time; providing means for providing in-game preferential treatment to users who are paying members during the certain period; a management means for managing the frequency of use of the preferential treatment by users who are paid members during the certain period; a notification means for notifying a user who is a paying member of notification information including the frequency of use of the preferential treatment as the certain period of time elapses; A program that functions as a

2. the notification means notifies the notification information to users whose frequency of use of the preferential treatment during part or all of the fixed period is less than a predetermined value; The program according to claim 1.

3. The notification information includes statistical information regarding the frequency of use of the preferential treatment during part or all of the certain period. The program according to claim 2.

4. The notification information includes information for displaying a screen for instructing the user to cancel the paid membership. The program according to claim 2 or 3.

5. The notification information includes information indicating that the preferential treatment provided in the next certain period will be automatically changed. The program according to claim 2 or 3.

6. The notification information includes information for displaying a screen for the user to arbitrarily change the preferential treatment to be provided in the next certain period. The program according to claim 2 or 3.

7. The notification information includes information for displaying a screen for the user to use the preferential treatment. The program according to claim 2 or 3.

8. The notification information includes information indicating that the preferential treatment has been automatically utilized. The program according to claim 2 or 3.

9. Computer, a renewal means for automatically renewing the user whose frequency of use of the preferential treatment during part or all of the fixed period is equal to or greater than a predetermined value to continue as a paid member for the next fixed period; To function as, The program according to any one of claims 1 to 8.

10. a storage means for storing whether or not a user is a paying member for a certain period of time; providing means for providing in-game preferential treatment to users who are paying members during the certain period; a management means for managing the frequency of use of the preferential treatment by users who are paid members during the certain period; a notification means for notifying a user who is a paying member of notification information including the frequency of use of the preferential treatment as the certain period of time elapses; An information processing device comprising:

Citation Information

Patent Citations

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