Information processing device, information processing method, and program

The information processing device and method allow users to acquire game media through various game-related activities and conversions, addressing limitations in existing systems to enhance game entertainment value.

JP2026042903APending Publication Date: 2026-03-11MIXI INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2026-01-06
Publication Date
2026-03-11

AI Technical Summary

Technical Problem

In existing computer games, users are limited to obtaining game content through paid lotteries, which can reduce the entertainment value if they cannot afford or choose not to pay, limiting access to valuable game media.

Method used

An information processing device and method that allows users to obtain game media through multiple methods, including playing games that consume value and those that do not, with the option to convert lower-value game media into higher-value media using additional value.

Benefits of technology

Enables users to obtain game content through diverse methods, enhancing the entertainment value by providing multiple pathways to acquire valuable game media.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

An information processing device, an information processing method, and a program are provided that enable a user to obtain game media by a plurality of methods, thereby improving the entertainment value of the game. [Means for solving the problem] An information processing device includes a first providing unit that provides a first game medium to a user in response to playing a first game that can be executed by consuming a first value owned by the user, a second providing unit that provides a second game medium to a user in response to playing a second game that can be executed without consuming the first value, and a first conversion unit that converts the second game medium into the first game medium by the user consuming a second value.
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Description

[Technical Field]

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

[0002] Conventionally, in computer games such as online games, a lottery is held in response to a user's request, and the user is given game media (e.g., a character or item that can be used in the game) selected by the lottery.

[0003] For example, Patent Document 1 discloses that there are free lotteries and paid lotteries in which intangible assets (game media) such as items can be acquired, and that paid lotteries have a higher probability of acquiring game media that is more valuable to users than free lotteries, and that different game media can be acquired in free and paid lotteries. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Publication No. 2019-193878 Summary of the Invention [Problem to be solved by the invention]

[0005] However, in a lottery in which different game contents are awarded in a free lottery and a paid lottery as disclosed in Patent Document 1, a user cannot obtain the game contents awarded as a result of a paid lottery unless the user enters a paid lottery by paying a fee, etc. In this way, if the route for obtaining the game contents, i.e., the methods by which a user can obtain the game contents, is limited, there is a risk that the entertainment value of the game will be significantly reduced.

[0006] Therefore, an object of the present invention is to provide an information processing device, an information processing method, and a program that enable users to obtain game content through multiple methods, thereby improving the entertainment value of the game. [Means for solving the problem]

[0007] An information processing device according to one embodiment of the present invention includes a first providing unit that provides a first game medium to a user in response to playing a first game that can be executed by consuming a first value owned by the user, a second providing unit that provides a second game medium to the user in response to playing a second game that can be executed without consuming the first value, and a first conversion unit that converts the second game medium into the first game medium by the user consuming a second value. [Effects of the Invention]

[0008] According to one aspect of the present invention, it is possible for a user to obtain game content through a plurality of methods, thereby improving the entertainment value of the game. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a schematic configuration diagram of an information processing system including an information processing device according to an embodiment of the present invention. [Figure 2] FIG. 10 is a diagram illustrating an example of a game medium conversion screen. [Figure 3] FIG. 2 is an explanatory diagram of functions of an information processing device according to an embodiment of the present invention. [Figure 4] FIG. 10 is a diagram illustrating an example of user information. [Figure 5] FIG. 10 is a diagram illustrating an example of game content information. [Figure 6] FIG. 10 is a diagram showing an example of first set information. [Figure 7] FIG. 10 is a diagram showing an example of second set information. [Figure 8] 10 is a flowchart showing the flow of a first game medium provision process. [Figure 9] 10 is a flowchart showing the flow of a second game medium provision process. [Figure 10] 10 is a flowchart showing the flow of a first conversion process. [Figure 11] 10 is a flowchart showing the flow of a second conversion process. [Figure 12] 10 is a flowchart showing the flow of a first recommended process. [Figure 13] 10 is a flowchart showing the flow of a second recommended process. DETAILED DESCRIPTION OF THE INVENTION

[0010] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS An information processing device, an information processing method, and a program according to the present invention will be described in detail below with reference to preferred embodiments shown in the accompanying drawings. It should be noted that the embodiment described below is merely an example given to facilitate understanding of the present invention and is not intended to limit the present invention. That is, the present invention may be modified or improved from the embodiment described below without departing from the spirit of the present invention. Furthermore, it goes without saying that the present invention also includes equivalents thereof.

[0011] Furthermore, the examples of screens described in this specification and the drawings are merely examples, and the screen configuration and design, content of the displayed information, and GUI (Graphical User Interface), etc. can be freely designed according to the system design specifications and user preferences, and can also be changed as appropriate.

[0012] <About the game according to this embodiment> The communication system shown in Figure 1 (hereinafter referred to as information processing system S) is a communication system that includes an information processing device (hereinafter referred to as server 10) according to one embodiment of the present invention, and provides a game to a user (hereinafter referred to as user) who is a player of the game.

[0013] A game is content that a user plays by operating the user terminal 12 while viewing a game screen on the user terminal 12 for gameplay, 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). The genre (classification) of games is not particularly limited.

[0014] In this embodiment, when a user performs an operation for playing a game on the user terminal 12, the user terminal 12 receives data for progressing through the game distributed from a server computer of the game provider, i.e., the server 10. The user terminal 12 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 12 also transmits data indicating the user's operation to the server 10, and the server 10 transmits data for progressing through the game corresponding to the user's operation. This type of data transmission and reception between the server 10 and the user terminal 12 is repeated until the user finishes playing the game.

[0015] In a game, a user can acquire (obtain) and possess (own) game media, and can use or consume the game media they possess. Game media are game objects that a user can use to progress through the game, including playing quests and other games, such as characters, items, cards, and avatars used in the game. Game media also includes in-game currencies, such as points, coins, gold, or stones, which have value that can be exchanged for other game media, such as items or characters, in the game, or consumed to play games such as quests or lotteries. In-game currencies include paid in-game currencies that can be obtained by paying a fee, as described below, and free in-game currencies that can be obtained without paying a fee.

[0016] Each game medium (excluding in-game currency) has its own unique characteristics, and each medium is assigned a name, rarity, attributes, appearance, and various parameters (such as values ​​related to level, stamina, attack power, or special abilities) that indicate its abilities. These parameters are indicators that affect the progress of the game, and include those expressed numerically, those expressed as ranks using letters such as "A, B, C...", and those expressed by indicators such as gauges. Furthermore, some parameters change as the game progresses, while others remain constant and unchanging regardless of the progress of the game. Hereinafter, unless otherwise specified, parameters that change as the game progresses will simply be referred to as parameters.

[0017] In the game, users play game units called quests. A quest is played with the goal of clearing it (i.e., meeting the clearing conditions). In this embodiment, multiple quests are set, each with different content (e.g., attributes, difficulty level, enemy characters that appear, clearing conditions, clearing rewards, etc.). Quests are categorized into multiple categories, such as quests that are always available, quests that are held on a pre-set schedule for each day or time (limited-time quests with a set playable period), and quests that have special play conditions (e.g., level XX or higher). Each quest has one or more stages according to difficulty level. Therefore, when selecting a quest to play, a user selects any quest from multiple quests. If the selected quest has multiple stages, the user selects the stage according to the desired difficulty level. When a user clears a quest, the user can obtain game content, such as a character or item, associated with the cleared quest as a clearing reward. A predetermined value, such as in-game currency, may be consumed when playing a quest.

[0018] In addition to being able to obtain game media as rewards for completing quests, users can also obtain game media through a lottery game (hereinafter simply referred to as a lottery), which is a random item-providing system known as gacha. A lottery is a component of a game and one of the in-game events through which game media can be obtained. It is conducted in response to a user's request for game media (lottery application) while playing the game. Specifically, a lottery is a mechanism that utilizes chance to provide game media such as items to a user. Multiple game media are prepared as candidates, and one or a predetermined number of game media are selected from a set to which the multiple candidate game media belong, either randomly or with a predetermined probability (winning probability), and the selected game media (hereinafter referred to as a predetermined game media) are granted to the user. Note that in this embodiment, a predetermined value such as in-game currency must be consumed when applying for a lottery; however, a lottery may be conducted without consuming the predetermined value.

[0019] The game media awarded to users as a result of the lottery include rare game media (rare items) that are provided for the purpose of attracting users and that may be the highlight of the lottery. In other words, the set includes game media of different rarities, and rare items appear in the lottery with a low probability (e.g., a probability of 1-2%), and users primarily enter the lottery with the goal of obtaining the rare items. Therefore, generally, if a rare item is selected in the lottery, it is considered a "win," and if a rare item is not selected in the lottery, it is considered a "lose."

[0020] A rare item is a game medium that is extremely difficult to obtain because the number of items provided, the period of provision, or the conditions for provision, etc., are limited, or the probability of winning is set low, and is therefore highly valuable and has a low amount of circulation in the game or a low amount of past use by users.However, in addition to the above game medium, rare items also include game medium such as a powerful character with high parameters, a character with characteristics that are suited to clearing each quest, a useful item that has a significant effect such as changing abilities when used, or a character or item that is in high demand (high popularity) among users, regardless of the probability of winning.

[0021] In addition to lotteries that are held continuously, there are also time-limited lotteries with set periods, and various of these lotteries are held as the game progresses. That is, lotteries occur sequentially over time, and users can enter the lotteries by submitting lottery applications for those lotteries during the holding period. In lotteries, the winning probability of each candidate game medium and the type and number of game mediums (including rare items) included in the set may vary depending on the holding period of the lottery. Therefore, depending on the holding period of the lottery, a certain game medium may have a high winning probability and be easily selected as a predetermined game medium, or a certain game medium may not be included at all in the set as a candidate.

[0022] Each user is assigned a rank (level), and the user's rank improves according to the game play history (number of logins, game play time, number of characters owned, number of quests played or cleared, etc.) or the amount of money charged. As the user's rank increases, advantageous effects arise for the user when playing the game, such as the ability to play special quests or draws, an increase in the number of game media that can be owned, and the ease of improving the parameters of game media.

[0023] Charging refers to a user paying a game usage fee to a game provider or the like for the purposes of purchasing and obtaining in-game currency, converting game content as described below, and playing the game under other special conditions. In other words, in this embodiment, users can generally enjoy all functions free of charge, but some functions are limited and can be used 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 in playing the game. For example, paying users may be able to obtain game content that is difficult to obtain depending on the amount of their payment. This usage fee may be a pay-as-you-go system, or it may be a subscription-like system in which a one-time payment is valid for the user for a certain period of time (e.g., one month or one year).

[0024] In this embodiment, the game media include a first game media and a second game media that are obtained by different methods (acquisition routes). By playing a first game that can be executed by consuming a first value, a user can obtain the first game media depending on the results of playing the first game, and by playing a second game that can be executed without consuming the first value, a user can obtain the second game media depending on the results of playing the second game. Below, a lottery will be used as an example of the first game and the second game. Note that the first game and the second game may be games in which game media can be obtained, and are not limited to lotteries, but may also be quests. For example, both the first game and the second game may be quests, or one of the first game and the second game may be a lottery and the other a quest.

[0025] The first game is a lottery (paid lottery) in which a first value is consumed as a predetermined value when applying for the lottery. The first value usable in the first game is an asset that has the potential to obtain a first game medium, such as in-game currency that can be obtained for a fee. In the lottery for the first game, a first game medium corresponding to a rare item (winner) or a game medium other than the first game medium (loser) is selected as a predetermined game medium from among multiple game media belonging to a first set. The first game medium is a rare game medium among the multiple game media belonging to the first set, and includes game media that can only be obtained in the first game.

[0026] The second game is a lottery (free lottery) that can be played without consuming the first value as a predetermined value. The second game may be played by consuming a value other than the first value, i.e., a third value, when entering the lottery, or may be played without consuming the predetermined value. The third value that can be used in the second game is an asset that has the potential to obtain the second game medium, such as an in-game currency that can be obtained free of charge through a login bonus, viewing a video advertisement, or a reward for completing a game. Therefore, the first value, which is a paid in-game currency, is relatively more valuable than the third value, which is a free in-game currency. In the lottery for the second game, a second game medium corresponding to a rare item (winner) or a game medium other than the second game medium (loser) is selected as the predetermined game medium from among the multiple game media belonging to the second set. The second game medium is a rare game medium among the multiple game media belonging to the second set and includes game media that can only be obtained in the second game. Furthermore, in the first game and the second game, the first game medium and the second game medium are different game media, but the other game media (losing game media) included in the first set and the second set may be game media that are common in whole or in part between the first set and the second set.

[0027] In this embodiment, the first game medium and the second game medium are different game media, and the first game medium is a game medium with higher rarity or higher parameters than the second game medium. In other words, because the first value is more valuable than the third value, the first game medium obtained by consuming the first value will also be more valuable than the second game medium obtained by consuming the third value. Furthermore, even if the first game medium and the second game medium are the same type of game medium, their parameters indicating their performance, etc., may be different, such as when the first game medium is a finished product and the second game medium is a defective product. For example, if the first game medium is a "helmet (finished product)," the second game medium may be a "helmet (defective product) with a missing part." Although the parameters will be lower than those of the finished product, the defective product may still be usable.

[0028] In this embodiment, the second game medium can be converted into a first game medium of higher value by consuming the second value. For example, repairing a defective product to make it a finished product also constitutes conversion. The second value consumed when converting the second game medium into the first game medium includes currency that has exchange value for goods or services in general society, but may be the same type of value as the first value, or a portion of the first value may overlap with the second value. For example, both the first value and the second value may include in-game currency that can be obtained for a fee. Consumption of the second value also includes both a direct conversion of the game medium by charging cash, electronic money, a credit card, a prepaid card, etc. in response to a charging request, and an indirect conversion of the game medium using paid in-game currency purchased by charging cash, electronic money, a credit card, a prepaid card, etc.

[0029] In this embodiment, the second value required for conversion is limited to currency or paid in-game currency, and consumption of the second value does not include consumption of game media such as characters and items. Consuming such game media to obtain a first game media from a second game media, i.e., using a character or item, etc., which is the second game media, and another character or item, etc., which is a third game media serving as material, is referred to as synthesis. Unlike conversion, synthesis does not require consumption of the second value, but the third game media that can be used as material are limited to third game media that are pre-associated with the second game media. The third game media used as material in synthesis may be a finished product or a defective product.

[0030] In this embodiment, the amount (amount) of the second value that needs to be consumed upon conversion is not always uniform, but varies according to, for example, the following conditions (a)-(h).

[0031] (a) Determine based on the number of times the user plays the first game. Specifically, the number of times the user plays the first game, i.e., the number of lottery applications for the first game, is counted, and the amount of second value is determined based on that number. For example, if the first game medium cannot be obtained despite repeatedly playing the first game, the amount of second value required for conversion is reduced according to the number of plays. Furthermore, at this time, if a predetermined condition is met, the amount of second value may be returned to a default value, such as an initial setting value before the change, i.e., the amount of second value may be increased. Conversely, the amount of second value required may be increased or may be changed randomly as the number of times the first game is played increases.

[0032] In addition, cases where a specified condition is met include when the game medium is converted (when converted by the first conversion unit 35 described below), when the number of times the game medium has been converted reaches a specified number of times (e.g., 5 times), when a specified time period (e.g., 48 hours, etc.) has passed, when the number of times the first game has been played reaches a specified number of times (e.g., 10 times, etc.), or when the number of times the game medium has been used reaches a specified number of times (e.g., 3 times, etc.), etc.

[0033] (b) The timing of the conversion is determined based on whether or not the conversion is taking place during the first game period (during the provision period of the first game media). Specifically, after the first game's event period ends, other first games may be held or other powerful game media may appear over time, causing the importance of the first game media to decline relatively, or the performance of the first game media to weaken relatively, resulting in a decrease in demand for that first game media. Therefore, the amount of second value is reduced over time after the first game's event period ends. On the other hand, during the first game's event period, there is a possibility that the first game media can be obtained by playing the first game, so the amount of second value may be reduced. Outside the first game's event period, the first game cannot be played and there is no route to obtain the first game media, so the amount of second value may be increased. Note that during the first game's event period, the first game media may be obtainable only by playing the first game.

[0034] (c) Determined based on the number of plays by a plurality of users who played the first game (the number of lottery applications executed by all game-playing users), or the number of users who played the first game. Specifically, the number of plays of the first game, i.e., the number of lottery applications for the entire game (total number of plays), which indicates demand for the first game medium, is measured, and the amount of the second value is determined based on that number. For example, if the total number of plays of the first game is a predetermined number (e.g., 10,000 times) or more for the entire game, it is determined that demand for the first game medium is high, and the amount of the second value is increased. In particular, it is advisable to measure the number of lottery applications after the provision period of the first game medium has ended, and to determine the amount of the second value after the provision period of the first game medium has ended.

[0035] (d) Determined based on the attributes of the second game medium or play conditions such as usage status, number of uses, or frequency of use. A second game medium that is used frequently is likely to be a game medium that the user feels attached to and has a high demand for conversion, so the amount of second value is reduced to stimulate the user's desire to convert it. On the other hand, since a second game medium that is used frequently is likely to be converted to a first game medium in the first place due to the user's attachment to it, the amount of second value may be increased. Note that the number of uses may be calculated by directly counting the number of times the game medium is brought to a quest and the game is played, or, if the number of uses cannot be counted and the usage situation cannot be grasped, the number of uses may be calculated by determining that the second game medium is being used based on changes in the attributes and parameters of the second game medium.

[0036] (e) Determined based on the number of conversions. Specifically, the number of conversions over a predetermined period (e.g., monthly) is counted, and the amount of second value is increased based on the number of conversions. For example, by increasing the amount of second value, the number of users who acquire the first game medium is reduced, and the first game medium is not excessively increased throughout the game, thereby maintaining game balance. In this case, the amount of second value may be returned to its original amount the following month. The number of conversions may be the number of conversions for an individual user or the number of conversions for all game-playing users.

[0037] (f) Determined based on the number of first game media used in the game (the number owned by all game-playing users) or the number of users who own the first game media. Specifically, the number of first game media or the number of users who own the first game media is counted, and the amount of second value is increased based on that number. For example, by increasing the amount of second value, the number of users who acquire the first game media is reduced, and the first game media is controlled so as not to increase excessively throughout the game, thereby maintaining game balance.

[0038] (g) Determined based on the total number of first game media owned by the user. Specifically, for users who own a large amount of first game media, the amount of second value is increased to prevent already strong users from becoming even stronger, thereby maintaining game balance.

[0039] (h) Determine based on whether the user owns the first game medium. Specifically, since the first game medium not owned by the user is likely to be in high demand for conversion, the amount of second value may be reduced to stimulate the user's desire to convert it. On the other hand, since the first game medium not owned by the user is likely to be converted in the first place, the amount of second value may be increased.

[0040] In this embodiment, conversion of the second game medium to the first game medium may be restricted according to the same conditions exemplified in (a)-(h) above. Specific restriction methods include direct restriction by prohibiting the user from converting game media, as well as indirect restriction by increasing the amount of second value required for conversion to discourage payment.

[0041] For example, conversion of game media may be restricted until the first game is played within a predetermined period (e.g., within two hours), and the restriction on conversion of game media may be lifted if the first game has been played, or if the first game media has not been obtained despite the first game being played. Conversion of game media may be restricted during the first game period, and the restriction on conversion of game media may be lifted outside the first game period. Conversion of game media may be restricted if the number of times multiple users have played the first game or the number of users who have played the first game exceeds a predetermined number (e.g., 10,000 times) or a predetermined number (e.g., 10,000 people). Conversion of game media may be restricted until the second game media is used. Conversion of game media may be restricted if the number of conversions exceeds a predetermined number (e.g., 10,000 times). Conversion of game media may be restricted if the number of first game media used in the game or the number of users owning the first game media exceeds a predetermined number (e.g., 10,000 units or 10,000 people). Conversion of game media may be restricted if the total number of first game media owned by users exceeds a predetermined number (e.g., 100 units). The system checks whether the user owns the first game medium, i.e., if the user owns the first game medium, the system restricts conversion of the game medium, and if the user does not own the first game medium, the system lifts the restriction on conversion of the game medium.

[0042] Furthermore, to motivate users to exchange game media and stimulate exchange, users who meet certain conditions may be encouraged to exchange their game media. Specifically, users who do not own the first game media or who do not own a certain amount of first value and therefore cannot play the first game may be encouraged to exchange the second game media for the first game media after obtaining the second game media. Not owning the certain amount of first value includes not only cases where the amount of first value owned is zero, but also cases where the amount of first value required to play the first game is not owned.

[0043] Here, a screen displayed on the user terminal 12 when converting game media will be described with reference to Fig. 2. Fig. 2 is an example of a screen displayed on the user terminal 12 operated by the user during game play, which screen accepts a conversion instruction from the user.

[0044] As shown in FIG. 2 , the game medium conversion screen G is a screen transitioned from a second game medium designation screen (not shown) (a screen on which the user designates the second game medium to be converted), and includes a first game medium display area 51, a second game medium display area 52, and a price display area 53. The first game medium display area 51 displays information about the first game medium after conversion from the second game medium, such as the appearance and parameters of the first game medium. The second game medium display area 52 displays information about the second game medium to be converted, such as the appearance and parameters of the second game medium. The price display area 53 displays the amount of second value that needs to be consumed upon conversion, i.e., the required charge amount. The game medium conversion screen G also displays a conversion button 54. When the user taps the conversion button 54, the second game medium is converted into the first game medium.

[0045] In the game of this embodiment, not only can a user play alone, but so-called multiplay (hereinafter referred to as cooperative play) is also possible, in which multiple users operate their own user terminals 12 to simultaneously play a common quest. Cooperative play is performed through the communication function of each user's user terminal 12, and once a cooperative relationship is formed, the progress of play is synchronized between the users playing cooperatively. Cooperative play may be either a cooperative play game in which multiple users cooperate, or a competitive game in which players compete against each other. Furthermore, members who play cooperatively are not particularly limited, and may play cooperatively with other users who have friendships with the user and who have mutually approved relationships between the users (hereinafter referred to as friends). In cooperative play, a user can cooperate with a friend to progress through the game, or borrow characters owned by a friend.

[0046] <Configuration of information processing device and user terminal according to this embodiment> Next, the configurations of an information processing device and a user terminal 12 according to one embodiment of the present invention will be described. The information processing device according to this embodiment is configured by a computer for distributing game data, specifically a server computer (hereinafter referred to as server 10). The server 10 is an example of a computer, and as shown in FIG. 1, is communicatively connected to a plurality of user terminals 12 via a network 14, and together with the user terminals 12, forms an information processing system S for games. The network 14 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, Ethernet (registered trademark), etc.

[0047] In the information processing system S of this embodiment, the server 10 and the user terminal 12 cooperate with each other to progress the game due to the above-described configuration. Specifically, part of the game progress processing is performed on the server 10 side, and part of the graphics processing and the like is executed on the user terminal 12. For example, the server 10 side executes a program including certain rules, logic, and algorithms. Meanwhile, the user terminal 12 side synchronizes with the server 10 and progresses the game according to the same rules, logic, and algorithms as the program executed on the server 10.

[0048] The server 10 is an example of an "information processing device" of the present invention, and is a computer that performs various information processing related to the progress of the game, such as generating and transmitting and receiving data necessary for the game progress. More specifically, in this embodiment, the server 10 is an SNS server. The server 10 may be configured as a single computer or multiple computers distributed in parallel. The server 10 may also be a server computer for an ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). In this case, a series of information processing steps related to the progress of the game (excluding information input and display) are performed by the server 10, and the user terminal 12 only needs to input information to be transferred to the server 10 and display information distributed from the server 10.

[0049] As shown in FIG. 1, the server 10 has, as hardware devices, a processor 21, a memory 22, a communication interface 23, and a storage 24, which are electrically connected via a bus 25. The server 10 also 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 21 operates in accordance with the program, the 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 acquired by reading it from a computer-readable recording medium, or may be acquired (downloaded) via a network 14 such as the Internet or an intranet.

[0050] The processor 21 may be configured by a CPU (Central Processing Unit), MPU (Micro-Processing Unit), MCU (Micro Controller Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), TPU (Tensor Processing Unit), or ASIC (Application Specific Integrated Circuit), etc.

[0051] The memory 22 may be configured by semiconductor memories such as a ROM (Read Only Memory) and a RAM (Random Access Memory).

[0052] The communication interface 23 may be configured by, for example, a network interface card, a communication interface board, etc. The standard of data communication by the communication interface 23 is not particularly limited, and examples include communication by a wireless LAN based on Wi-fi (registered trademark), communication by a 3G to 5G or later generation mobile communication system, or communication based on LTE (Long Term Evolution).

[0053] The storage 24 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 24 may be built into the server 10 or may be attached to the server main body in an external format. The storage 24 may also be configured with an external computer (e.g., a database server) 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 data in order to avoid unauthorized data tampering, etc.

[0054] The server 10 distributes information necessary for the progress of the game to each user and also collects and stores information from each user. The information stored by the server 10 includes information about each user (e.g., user identification information and information about game play history, etc.) and information about the game (e.g., game media information such as characters and items, and quest information, etc.). The server 10 also executes various other information processes related to the progress of the game.

[0055] The user terminals 12 are client terminals operated by users to play the game, and are configured, for example, by personal computers, smartphones, mobile phones, tablet terminals, game consoles, television sets capable of inputting information, wearable terminals, etc. Note that, for convenience of illustration, four user terminals 12 are shown in Fig. 1, but of course, in reality, there will be as many user terminals 12 as there are users playing the game.

[0056] The user terminal 12 receives data for game progression from the server 10, displays images (video) represented by the data on the display of the user terminal 12 or on a display device such as a TV connected to the user terminal 12, and outputs audio from a speaker or the like. That is, in this embodiment, the user terminal 12 functions as a display unit and an audio output unit. For example, the user terminal 12 displays a quest play screen and a lottery play screen (not shown), as well as a game media conversion screen G as shown in FIG. 2.

[0057] The user terminal 12 also accepts user operations performed while playing the game, and transmits information corresponding to the operation content to the server 10. For example, the user performs a lottery play operation to play a lottery, i.e., a grant request operation (lottery application operation) to request the granting of game media, a conversion instruction operation to convert the second game media into the first game media, and a combination instruction operation to combine the second game media with a third game medium as a material, on the user terminal 12, and transmits information based on these operations to the server 10. In addition to the above operations, the user also performs a quest designation operation to designate a quest to play from playable quests, a quest play operation to play the designated quest, and the like on the user terminal 12.

[0058] <Functions of the information processing device according to one embodiment of the present invention> The configuration of the server 10, which is an information processing device according to this embodiment, will now be described from a functional perspective. As shown in FIG. 3, the server 10 includes a memory unit 30, an information acquisition unit 31, a display control unit 32, a first provision unit 33, a second provision unit 34, a first conversion unit 35, a second conversion unit 36, a first recommendation unit 37, a second recommendation unit 38, and a game progression unit 39. Of these, the memory unit 30 is implemented by the memory 22 or the storage 24, and the other functional units are implemented by cooperation between hardware devices that constitute the server 10 and programs installed on the server 10. Note that when the server 10 is configured by multiple computers, the above functions may be distributed, with each of the multiple computers performing a different function. Each functional unit will be described in detail below.

[0059] (Storage part) The storage unit 30 stores information necessary for playing the game, specifically, information about the user, information about game media, information about a first set and a second set that are collections of multiple game media, etc. It also stores other information such as information about quests and information about lotteries.

[0060] As shown in Fig. 4, information about users (user information) is stored for each user, with various pieces of information linked to identification information (such as an identification ID or a game account name) that identifies each user. For example, items of user information include the user's rank, the game media (first game media and second game media) owned, the in-game currency (paid and free), a lottery history indicating the number of lottery applications and lottery results, a game media conversion history, and a billing history indicating the number of charges and total charges. In addition, the user information may include information other than the above, such as the user's personal information such as contact information, identification information of other users who are friends with the user, and other game play history such as login date and time, number of logins, total game play time, number of quests played, number of quests completed, and number of times the game media has been used.

[0061] As shown in FIG. 5, information about game media (game media information) is stored for each game medium, with various information linked to identification information (such as an identification ID) that identifies each game medium. For example, game media information items include various parameters indicating the name, rarity, attributes, abilities, effects, etc., a provision method for distinguishing the first game medium from the second game medium, a provision period, a usage history indicating the number of uses, etc., a conversion history indicating the number of conversions, etc., and, if there is associated game media that can be used as materials during synthesis, identification information indicating that game medium (third game media). Here, the various parameters include not only current values ​​but also initial values ​​and upper limits. The game media information may also include information other than the above, such as the appearance design, identification information indicating the user who owns the game media, and identification information indicating a quest associated as a reward for completion.

[0062] Information relating to the first set (first set information) is information in which multiple game media, including the first game medium, are associated with each other, and in the lottery for the first game, a predetermined game medium is selected from among the game media belonging to this first set. As shown in FIG. 6, various information is linked to identification information (such as an identification ID) that identifies each set, and is stored for each set. For example, items in the first set information include the duration of the first game (start date and time, end date and time), the amount of the first value to be consumed, the first game medium corresponding to the winning combination, and other game media corresponding to the losing combination.

[0063] Information relating to the second set (second set information) is information in which multiple game media, including the second game medium, are associated, and in the lottery for the second game, a predetermined game medium is selected from the game media belonging to this second set. As shown in Figure 7, various information is linked to identification information (such as an identification ID) that identifies each set, and is stored for each set. For example, items in the second set information include the duration of the second game (start date and end date and time), the type and amount of value to be consumed, the second game medium corresponding to the winning combination, and other game media corresponding to the losing combination.

[0064] In addition, information about quests (not shown) (quest information) is stored for each quest, with various information such as the quest name, attributes, difficulty level, playable period, play conditions, the type and number of enemy characters that appear, and rewards for clearing the quest linked to identification information (identification ID, etc.) that identifies each quest. Also, information about lotteries (lottery information) is stored for each lottery, with various information such as the lottery name, duration, play conditions, and identification information indicating the associated set linked to identification information (identification ID, etc.) that identifies each lottery.

[0065] (Information acquisition department) The information acquisition unit 31 acquires information (data) based on operations performed by the user on the user terminal 12 while playing the game by communicating with the user terminal 12. The information acquired by the information acquisition unit 31 includes lottery application information based on a lottery application operation, conversion instruction information based on a conversion instruction operation, synthesis instruction information based on a synthesis instruction operation, quest designation information based on a quest designation operation, and quest play information based on a quest play operation. In addition to the above information, the information acquired by the information acquisition unit 31 also includes information based on various selections, designations, instructions, requests, commands, permission or denial, registration, and other input operations performed by the user at each stage of the game.

[0066] (Display control unit) During the game, the display control unit 32 controls the user's user terminal 12 to display information for game progression on the screen of the user terminal 12. Specifically, the display control unit 32 generates display data for displaying results of information processing by the first providing unit 33, second providing unit 34, first converting unit 35, second converting unit 36, first recommending unit 37, second recommending unit 38, and game progression unit 39 (described below), and transmits the generated display data to the user terminal 12 via the network 14. For example, when the user converts the second game medium into the first game medium, the display control unit 32 causes the user terminal 12 to display a screen (game medium conversion screen G) reflecting the results of information processing by the first converting unit 35.

[0067] (1st provision part) The first providing unit 33 executes information processing in the first game, triggered by lottery application information for the first game medium acquired by the information acquiring unit 31 during the provision period of the first game medium, to consume the first value, select a predetermined game medium from among the multiple game media belonging to the first set, and grant the selected predetermined game medium (including the first game medium) to the user. Specifically, the first providing unit 33 consumes paid in-game currency equivalent to the first value stored in association with the user in the user information stored in the storage unit 30 by reducing it, selects a predetermined game medium (the first game medium or a game medium other than the first game medium) from among the multiple game media belonging to the first set randomly or according to a predetermined probability, associates the selected game medium with the user, updates the user information, and stores the selected game medium in the storage unit 30. Note that the first providing unit 33 may execute information processing to grant the first game medium to the user as a reward for completing a quest, rather than by lottery.

[0068] (Second provision part) The second providing unit 34 executes information processing to select a predetermined game medium from among multiple game media belonging to a second set and grant the selected predetermined game medium (including the second game medium) to the user in a second game that can be played without consuming the first value, triggered by lottery application information for the second game medium acquired by the information acquiring unit 31 during the provision period of the second game medium. Specifically, the second providing unit 34 consumes the free in-game currency equivalent to the third value associated with the user in the user information stored in the storage unit 30 by reducing it, selects a predetermined game medium (the second game medium or a game medium other than the second game medium) from among the multiple game media belonging to the second set randomly or according to a predetermined probability, associates the selected game medium with the user, and stores the user information in the storage unit 30. Note that the second providing unit 34 may execute information processing to grant the first game medium to the user as a reward for completing a quest, without being limited to a lottery. Furthermore, the free in-game currency equivalent to the third value and other value do not need to be consumed when playing the second game.

[0069] (First conversion part) The first conversion unit 35 executes information processing to consume the second value and convert the specified second game medium into the first game medium, based on the conversion instruction information acquired by the information acquisition unit 31. Specifically, the first conversion unit 35 consumes the second value by reducing paid in-game currency equivalent to the second value stored in association with the user in the user information in the storage unit 30, deletes the second game medium from the user information by disassociating the second game medium designated by the user from the user, and updates the user information by associating the new first game medium converted from the second game medium with the user, and stores the updated user information in the storage unit 30. Furthermore, the information processing executed by the first conversion unit 35 may include processing to consume, by reducing, paid in-game currency equivalent to the second value stored in association with the user in the user information in the storage unit 30, delete the second game medium and the third game medium from the user information by disassociating the second game medium and the third game medium designated by the user from the user, and associate a new first game medium generated by combining the second game medium and the third game medium with the user to update the user information and store the updated user information in the storage unit 30. Note that, instead of paid in-game currency, second value such as cash may be consumed by charging.

[0070] In addition, the first conversion unit 35 varies the amount (amount) of second value consumed when converting the second game medium into the first game medium based on the following (a)-(h), and also limits the conversion from the second game medium to the first game medium. (a) The number of times the user played the first game (b) Timing of conversion (whether or not the conversion is within the period during which the first game media is available) (c) The number of times the first game was played by all game-playing users or the number of users who played the first game (d) The attributes of the second game media or the usage status of the second game media (e) Number of conversions (f) The number of first game media used in the game or the number of users who own the first game media (g) Total number of first game media owned by the user (h) Whether the user owns the first game medium

[0071] (Second conversion part) The second conversion unit 36 ​​executes information processing to generate a first game medium by combining the specified second game medium with a third game medium serving as a material, based on the combination instruction information acquired by the information acquisition unit 31. Specifically, the second conversion unit 36 ​​deletes the second game medium and the third game medium from the user information stored in the storage unit 30 by canceling the association between the second game medium and the third game medium specified by the user and the user, and updates the user information by associating the first game medium generated by combining the second game medium and the third game medium with the user, and stores the updated user information in the storage unit 30.

[0072] (First recommendation part) The first recommendation unit 37 executes information processing to recommend to a user who does not own the first game medium that they convert the second game medium to the first game medium after acquiring the second game medium. Specifically, the first recommendation unit 37 generates notification data for recommending the conversion from the second game medium to the first game medium, and transmits the generated notification data via the network 14 to the user terminal 12 of the user who meets the conditions for the recommendation.

[0073] (Second recommendation part) The second recommendation unit 38 executes information processing to recommend to a user who does not possess a predetermined amount of first value and is therefore unable to play the first game that the second game medium be converted to the first game medium after the user acquires the second game medium. Specifically, the second recommendation unit 38 generates notification data for recommending the conversion of the second game medium to the first game medium, and transmits the generated notification data via the network 14 to the user terminal 12 of the user who meets the conditions for the recommendation.

[0074] (Game Progression Department) The game progression unit 39 executes information processing necessary for the progression of the game, and specifically, progresses the game based on various information acquired by the information acquisition unit 31. For example, the game progression unit 39 performs effects in response to user operations, such as moving game media such as characters in response to user operations during a quest that the user is playing. The game progression unit 39 also changes parameter settings (more specifically, current states or current values, etc.) of game media such as characters in response to the progress of the game, etc.

[0075] The above has described the configurations of the server 10 and the user terminal 12. Generally, the server 10 and the user terminal 12 have various functions other than those described above, but here, only the characteristic functions that produce the effects in the information processing system S of the present invention will be described, and illustrations and descriptions of other known functions will be omitted.

[0076] <Information processing flow 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 8 to 13. 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. Note that 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.

[0077] (First game media provision processing) First, an example of the first game content provision process will be described with reference to FIG. The first game medium provision process is a process executed by the server 10 (mainly the first provision unit 33), and is an information process in which a lottery is held in response to a lottery application for the first game received from a user within the provision period of the first game medium, and the first game medium is provided to the user.

[0078] 8, first, during the period in which the first game is held, i.e., during the period in which the first game medium is provided, the server 10, which is a computer, acquires lottery application information for the first game through communication with the user terminal 12 operated by the user and accepts a lottery application from the user (S101), then consumes the first value owned by the user by reducing a first value (paid in-game currency) stored in association with the user (S102), and performs a lottery for predetermined game media, i.e., selects one or a predetermined number of predetermined game media from the multiple game media included in the first set randomly or based on a predetermined probability of winning (S103). Note that the predetermined game medium selected may be the first game medium or a game medium other than the first game medium, and the first game medium is not necessarily selected.

[0079] The server 10 then stores the selected predetermined game media in association with the user, thereby granting the predetermined game media to the user (S104). Furthermore, the server 10 generates lottery result display data indicating the granted predetermined game media (S105), and transmits the generated lottery result display data to the user terminal 12 operated by the user through communication with the user terminal 12, thereby causing the user terminal 12 to display the lottery result (S106), and ends the process. The above is an example of the first game content provision process.

[0080] (Second game media provision processing) Next, an example of the second game media provision process will be described with reference to FIG. The second game medium provision process is a process executed by the server 10 (mainly the second provision unit 34), and is an information process in which a lottery is held in response to a lottery application for the second game received from a user within the provision period of the second game medium, and the second game medium is provided to the user.

[0081] As shown in FIG. 9 , first, during the second game period, i.e., during the period during which the second game medium is provided, the server 10, which is a computer, acquires lottery application information for the second game through communication with the user terminal 12 operated by the user and accepts the lottery application from the user (S201). Then, the server 10 consumes the third value (free in-game currency) owned by the user by reducing the third value (free in-game currency) stored in association with the user (S202). Then, the server 10 performs a lottery for predetermined game media, i.e., selects one or a predetermined number of predetermined game media from the plurality of game media included in the second set randomly or based on a predetermined probability of winning (S203). Note that the predetermined game media selected may be the second game medium or a game medium other than the second game medium; the second game medium is not necessarily selected. Alternatively, the lottery may be performed without consuming the free in-game currency equivalent to the third value. In other words, the processing of step S202 may be omitted.

[0082] The server 10 then stores the selected predetermined game media in association with the user, thereby granting the predetermined game media to the user (S204). Furthermore, the server 10 generates lottery result display data indicating the granted predetermined game media (S205), and transmits the generated lottery result display data to the user terminal 12 operated by the user through communication with the user terminal 12, thereby causing the user terminal 12 to display the lottery result (S206), and ends the process. The above is an example of the second game media provision process.

[0083] (First conversion process) Next, an example of the first conversion process will be described with reference to FIG. The first conversion process is a process executed by the server 10 (mainly the first conversion unit 35), and is information processing that consumes the second value and converts the second game media into the first game media based on a conversion instruction from the user.

[0084] As shown in FIG. 10, first, when conversion from the second game medium to the first game medium is possible, i.e., when conversion is not restricted, the server 10, which is a computer, acquires conversion instruction information including content specifying the second game medium to be converted through communication with the user terminal 12 operated by the user and accepts a conversion instruction from the user (S301), and then determines the amount of second value (cash or paid in-game currency, etc.) that needs to be consumed for the conversion in accordance with the above conditions (a)-(h) (S302).

[0085] Next, the server 10 consumes the second value owned by the user by reducing the second value stored in association with the user according to the determined amount of second value (S303).The server 10 then cancels the association between the second game medium designated by the user and the user, thereby consuming the second game medium from the user information (S304), converting the second game medium into the first game medium (S305), and storing the converted first game medium in a new association with the user, thereby granting the first game medium to the user (S306).

[0086] Furthermore, the server 10 generates conversion result display data indicating the converted first game medium (S307), and transmits the generated conversion result display data to the user terminal 12 operated by the user through communication with the user terminal 12, thereby causing the user terminal 12 to display the conversion result (S308), and terminates the processing. The above is an example of the first conversion process.

[0087] (Second conversion process) Next, an example of the second conversion process will be described with reference to FIG. The second conversion process is a process executed by the server 10 (mainly the second conversion unit 36), and is an information process that combines the second game medium with the third game medium that serves as the material and converts it into the first game medium based on a combination instruction from the user.

[0088] 11 , first, the server 10, which is a computer, receives a combining instruction from a user through communication with the user terminal 12 operated by the user, by acquiring combining instruction information including information specifying the second game medium to be combined and the third game medium to be used as materials (S401). The server 10 then consumes the third game medium from the user information by disassociating the user from the third game medium specified by the user (S402). The server 10 also consumes the second game medium from the user information by disassociating the user from the second game medium specified by the user (S403). The server 10 then combines the second game medium and the third game medium to generate a first game medium (S404), and assigns the generated first game medium to the user by newly associating and storing the first game medium with the user (S405).

[0089] Furthermore, the server 10 generates synthesis result display data showing the synthesized first game medium (S406), and transmits the generated synthesis result display data to the user terminal 12 operated by the user through communication with the user terminal 12, thereby causing the user terminal 12 to display the synthesis result (S407), and terminates the processing. The above is an example of the second conversion process.

[0090] (First recommended solution) Next, an example of the first recommended process will be described with reference to FIG. The first recommendation process is a process executed by the server 10 (mainly the first recommendation unit 37), and is an information process that recommends to a user who does not own the first game medium that they convert from the second game medium to the first game medium after acquiring the second game medium.

[0091] 12, first, the server 10, which is a computer, determines that the user has acquired the second game medium in the second game (S501: YES), and then, if it determines that the user does not possess the first game medium corresponding to the converted second game medium (S502: YES), it generates notification data recommending conversion from the second game medium to the first game medium (S503), transmits the generated notification data to the user terminal 12 operated by the user through communication with the user terminal 12 to notify the user (S504), and terminates the processing. On the other hand, if it determines that the user has not acquired the second game medium (S501: NO) or if it determines that the user possesses the first game medium corresponding to the converted second game medium (S502: NO), it terminates the processing. The above is an example of the first recommended process.

[0092] (Second recommended solution) Next, an example of the second recommended process will be described with reference to FIG. The second recommendation process is a process executed by the server 10 (mainly the second recommendation unit 38), and is information processing that recommends to a user who does not possess a predetermined amount of first value and is therefore unable to play the first game that they convert the second game medium into the first game medium after acquiring the second game medium.

[0093] 13, first, the server 10, which is a computer, determines that the user has acquired the second game medium in the second game (S601: YES), and then, if it determines that the user does not yet possess a predetermined amount of first value (paid in-game currency) sufficient to play the first game to acquire the first game medium equivalent to the converted second game medium (S602: YES), it generates notification data recommending the conversion of the second game medium to the first game medium (S603), transmits the generated notification data to the user terminal 12 operated by the user through communication with the user terminal 12 to notify the user (S604), and terminates the processing. On the other hand, if it determines that the user has not acquired the second game medium (S601: NO) or if it determines that the user possesses the predetermined amount of first value (S602: NO), it terminates the processing. The above is an example of the second recommended process.

[0094] <Other embodiments> Up to this point, we have explained the information processing device, information processing method, and program of the present invention using specific examples, but the above embodiments are merely examples, and the present invention is not limited to the above embodiments, and other embodiments may also be considered.

[0095] In the above embodiment, the server computer for distributing game data (i.e., the server 10) functions as the information processing device of the present invention, but this is not limited to this, and some of the functions of the server 10 may be provided in the user terminal 12. For example, some or all of the functions of the first conversion unit 35, the second conversion unit 36, or the game progression unit 39 may be provided in the user terminal 12.

[0096] In the above embodiment, user information, etc. is stored in a server computer for distributing game data (i.e., server 10), but it is also possible to provide a separate database server (not shown) and store all the information in that database server, or to store the information on the user terminal 12 side.

[0097] In the above embodiments, no specific game content is mentioned, but an example of a game is a game in which a user controls a character to fight an enemy character. Other examples of games include word games, fighting games, sports games, shooting games, racing games, puzzle games, card games, board games, role-playing games, and simulation games. Games may be individual or team games. Games may be games in which humans compete against each other as users, or games in which humans compete against a computer (e.g., AI or a robot).

[0098] <Summary> The main features of the information processing device, information processing method, and program according to the above-described embodiment are as follows.

[0099] [1] The information processing device of this embodiment includes a first providing unit that provides a first game medium to a user in response to playing a first game that can be executed by consuming a first value owned by the user, a second providing unit that provides a second game medium to a user in response to playing a second game that can be executed without consuming the first value, and a first conversion unit that converts the second game medium into the first game medium by the user consuming a second value. According to the information processing device, even if the method of obtaining a game medium is limited, the user can obtain the game medium through multiple methods (routes), thereby improving the entertainment value of the game. That is, even if the first game medium would normally require consuming first value to obtain, it can be obtained without consuming first value, so that the user has the opportunity to obtain the first game medium even if he or she does not have enough first value (including if he or she does not own it at all).

[0100] [2] The information processing device further includes a second conversion unit that converts the second game medium into the first game medium by combining the third game medium set as the second game medium with the third game medium as a material. This allows users to convert the second game medium into the first game medium by consuming the second value, or to combine the second game medium with the third game medium and convert the second game medium into the first game medium, regardless of whether or not the second value is consumed. This allows users to obtain game media in multiple ways, further enhancing the entertainment value of the game.

[0101] [3] In the above information processing device, the first conversion unit determines the amount of the second value required for conversion for each user depending on the number of times the first game has been played. This allows a user to exchange second game media for first game media with different amounts of second value according to the number of times the user has played the first game. For example, if the amount of second value required for exchange is reduced as the number of times the first game has been played increases, the user is less likely to be dissatisfied even if they are unable to obtain the first game media despite having played the first game multiple times by consuming first value. This allows the user to obtain game media through multiple methods, further enhancing the appeal of the game.

[0102] [4] In the above information processing device, the first conversion unit reduces the amount of the second value required for conversion depending on the number of times the first game has been played, and increases the amount of the second value when a predetermined condition is satisfied. This allows a user to exchange second game media for first game media by playing the first game with a small amount of second value corresponding to the number of times the user has played the first game. On the other hand, since the amount of second value is increased when a predetermined condition is met, the amount of second value required for exchange is not excessively reduced, and the game balance can be maintained in an appropriate state. This allows a user to obtain game media through multiple methods, further enhancing the appeal of the game.

[0103] [5] In the above information processing device, the first conversion unit sets the amount of the second value to a specified value when the second game medium is converted into the first game medium. This allows a user to exchange second game media for first game media with different amounts of second value according to the number of times the user has played the first game. On the other hand, when the second game media are exchanged for the first game media, the amount of second value required for exchange is set to a default value, so that the amount of second value required for exchange does not change too drastically, and the game balance can be maintained in an appropriate state. Furthermore, the user can enjoy bargaining over the timing of exchanging the second game media for the first game media. This allows the user to obtain game media through multiple methods, further enhancing the entertainment value of the game.

[0104] [6] In the above information processing device, the first providing unit is capable of providing the first game medium during a specified providing period, and the first conversion unit is capable of converting the second game medium into the first game medium outside the specified providing period. This allows users to exchange second game media for the first game media even outside of a specified distribution period during which the first game media cannot be acquired through the first game. This not only motivates users to exchange second game media for the first game media, but also allows users to acquire game media through multiple methods, further enhancing the appeal of the game.

[0105] [7] In the above information processing device, the first providing unit is capable of providing the first game medium during a specified providing period, and the first conversion unit changes the amount of second value required for conversion depending on whether the conversion is within the specified providing period or outside the specified providing period. This allows users to exchange second game media for first game media with a small amount of second value depending on whether the first game media is available in the first game or not during a predetermined provision period. For example, if demand for the first game media decreases outside the predetermined provision period, reducing the amount of second value required for exchange outside the predetermined provision period will motivate users to exchange the second game media for first game media outside the predetermined provision period. On the other hand, if demand for the first game media increases outside the predetermined provision period, reducing the amount of second value required for exchange within the predetermined provision period will motivate users to exchange the second game media for first game media within the predetermined provision period. This allows users to obtain game media through multiple methods, while further enhancing the appeal of the game.

[0106] [8] In the above information processing device, the first conversion unit determines the amount of second value required for conversion based on information that changes depending on the attributes of the second game medium or the playing situation. This allows users to exchange second game media for first game media with a small amount of second value depending on their play status, such as the frequency of use of the second game media, etc. This not only motivates users to exchange second game media that require a small amount of second value for first game media, but also allows users to obtain game media through multiple methods, further improving the appeal of the game.

[0107] [9] In the above information processing device, the first conversion unit limits the conversion from the second game medium to the first game medium when the number of times the second game medium has been converted to the first game medium reaches a predetermined number. This makes it possible to prevent the number of users who can obtain the first game media or the total number of first game media in the entire game from increasing too much, and maintain an appropriate game balance, thereby further improving the appeal of the game while allowing users to obtain game media through multiple methods.

[0108]

[10] In the above information processing device, the first conversion unit limits conversion from second game media to first game media based on the number of first game media owned by the user. This makes it possible to prevent the number of users who can obtain the first game media or the total number of first game media in the entire game from increasing too much, and maintain an appropriate game balance, thereby further improving the appeal of the game while allowing users to obtain game media through multiple methods.

[0109]

[11] The information processing device further includes a first recommendation unit that recommends to a user who does not own the first game medium that they convert from the second game medium to the first game medium after obtaining the second game medium. This not only encourages users to convert, but also increases the likelihood that users will be able to efficiently access the information they need, thereby motivating users who do not own the first game medium to convert their second game medium into the first game medium, and enabling users to obtain game media through multiple methods, further enhancing the appeal of the game.

[0110]

[12] The information processing device further includes a second recommendation unit that recommends to a user who does not possess a predetermined amount of first value that the second game medium be converted into the first game medium after the user acquires the second game medium. This not only encourages users to convert, but also increases the likelihood that users will be able to efficiently access the information they need. This particularly motivates users who are unable to obtain the first game medium because they do not possess a predetermined amount of first value to convert their second game medium into the first game medium, and further enhances the appeal of the game by enabling users to obtain game media through multiple methods.

[0111]

[13] Furthermore, according to the information processing method of this embodiment, a computer provides a first game medium to a user in response to playing a first game that can be executed by consuming a first value owned by the user, and the computer provides a second game medium to the user in response to playing a second game that can be executed without consuming the first value, and the computer converts the second game medium into the first game medium by the user consuming a second value. According to the above information processing method, even if the game medium has limited acquisition methods, it is possible for the user to acquire the game medium through multiple methods, thereby improving the entertainment value of the game.

[0112]

[14] Furthermore, according to the program of this embodiment, a computer is caused to provide a first game medium to a user in response to playing a first game that can be executed by consuming a first value owned by the user, to provide a second game medium to the user in response to playing a second game that can be executed without consuming the first value, and to convert the second game medium into the first game medium by the user consuming a second value. According to the above program, even if the game medium has limited acquisition methods, the user can acquire the game medium through multiple methods, thereby improving the entertainment value of the game. [Explanation of symbols]

[0113] 10 Servers 12 User terminal 14 Network 21 processors 22 Memory 23 Communication Interface 24 Storage 25 Bus 30 Storage section 31 Information Acquisition Department 32 Display control unit 33 1st provision part 34 2nd provision part 35 First conversion unit 36 Second conversion unit 37 First Recommendation 38 Second Recommendation Section 39 Game Progression Section 51 First game media display area 52 Second game media display area 53 Amount display area 54 Convert button G Game Media Conversion Screen S Information Processing System

Claims

[Claim 1] a first providing unit that provides a first game medium to a user in response to playing a first game that can be executed by consuming a first value owned by the user; a second providing unit that provides a second game medium to a user in response to playing a second game that can be executed without consuming the first value; a first conversion unit that converts the second game medium into the first game medium by a user consuming a second value; Information processing device.

Citation Information

Patent Citations

  • Information processing device, program, and game processing system

    JP2019193878A