Programs, information processing systems

The program and system improve user engagement by using a lottery unit and assignment unit to ensure varied element distribution in lottery-based services, addressing the issue of duplicate assignments.

JP2026046606APending Publication Date: 2026-03-13COLOPL
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-03
Publication Date
2026-03-13

AI Technical Summary

Technical Problem

Existing systems for providing lottery-based services lack mechanisms to enhance user interest and engagement by preventing the assignment of duplicate elements to users.

Method used

A program and information processing system that includes a lottery unit to determine lottery targets and an assignment unit to assign different elements based on the user's service state, allowing for varied outcomes in lottery-based element distribution.

Benefits of technology

Enhances user interest and engagement by ensuring diverse element assignments, thereby improving the overall experience in lottery-based services.

✦ Generated by Eureka AI based on patent content.

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Abstract

To enhance interest. [Solution] The program causes the processor to function as a lottery unit capable of determining one lottery target from a plurality of lottery targets, which include one or more sets of elements related to a service, by lottery; and an assignment unit capable of assigning a first element to the user when the user's use of the service is in a first state, and assigning a second element to the user when the user's use of the service is in a second state, once a set of elements has been determined by lottery.
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Description

Technical Field

[0001] The present disclosure relates to a program and an information processing system.

Background Art

[0002] Conventionally, in a system configured to be able to provide a predetermined service to a user, there is a system configured to give various elements such as an object to the user according to the result of a lottery. For example, the various elements are elements for improving the satisfaction of the service. Thus, giving an element to a user according to the result of a lottery is, for example, called gacha (registered trademark), gasha (registered trademark), fukubiki, or summoning. In such a system, there may be a case where the giving of the same element as the element already given to the user is determined by lottery.

[0003] Patent Document 1 discloses that when an element already given to a user is determined by lottery, points are given to the user.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] Today, it is desired to further improve the interestingness of such a lottery.

Means for Solving the Problems

[0006] A program according to one aspect of the present disclosure causes a computer to function as a lottery unit capable of determining one lottery target by lottery from a plurality of lottery targets including one or more sets of a plurality of elements relating to a service; and an assignment unit capable of assigning a first element to a user when the user's use of the service is in a first state, and assigning a second element to a user when the user's use of the service is in a second state, provided that the set of a set of a service is determined by the lottery. [Effects of the Invention]

[0007] According to this disclosure, interest can be improved. [Brief explanation of the drawing]

[0008] [Figure 1] Figure 1 is a diagram illustrating the overview of the information processing system. [Figure 2] Figure 2 shows an example of the module configuration of a terminal. [Figure 3] Figure 3 shows an example of a server module configuration. [Figure 4] Figure 4 shows an example of screen transitions on the terminal shown in Figure 2. [Figure 5] Figure 5 shows an example of the process flow for executing an event. [Figure 6] Figure 6 shows an example of the process flow for setting up an avatar. [Figure 7] Figure 7 shows an example of the process flow for displaying the lottery screen. [Figure 8] Figure 8 shows an example of the process flow for presenting the determination ratio of those to be selected by lottery. [Figure 9] Figure 9 shows an example of the process flow for drawing lots. [Figure 10] Figure 10 shows an example of the process flow for drawing lots. [Figure 11] Figure 11 shows an example of the subjects to be drawn in a predetermined lottery and the percentage of the subjects to be determined. [Figure 12] Figure 12 shows an example of the home screen displayed on the device shown in Figure 2. [Figure 13] Figure 13 shows an example of the event screen displayed on the terminal in Figure 2. [Figure 14] Figure 14 shows an example of the settings screen displayed on the device shown in Figure 2. [Figure 15] Figure 15 shows an example of the settings screen displayed on the device shown in Figure 2. [Figure 16] Figure 16 shows an example of a lottery screen displayed on the terminal in Figure 2, illustrating the situation where the determination rate for each lottery target in a predetermined lottery is displayed. [Figure 17] Figure 17 shows an example of a lottery screen displayed on the terminal in Figure 2, illustrating a situation where multiple consecutive lotteries have been conducted. [Figure 18] Figure 18 is an example of a lottery screen displayed on the terminal shown in Figure 2, illustrating how the user's service usage changes during a series of consecutive lottery draws. [Figure 19] Figure 19 shows an example of the lottery targets and the determination ratio for the lottery targets in the second embodiment. [Modes for carrying out the invention]

[0009] The information processing system related to this disclosure will be explained with reference to the drawings. (First Embodiment) [System Overview] As shown in FIG. 1, the information processing system 10 includes a network 20, one or more terminals 100, and one or more servers 200. The information processing system 10 is provided as a home system or as a business system. The terminal 100 is configured to communicate with the server 200 via the network 20. As an example, the information processing system 10 is configured as a system that provides services to the user 11 of the terminal 100. As an example, the information processing system 10 is configured as a game system that provides a game as an example of a service. In the following description, when simply referred to as "game", it means the game provided by the information processing system 10. The terminal 100 can be used as a game terminal. The terminal 100 as a game terminal provides the user 11 with a function to play a game (hereinafter referred to as a game function). The user 11 of the terminal 100 can be a player of the game. The terminal 100 is an example of an information processing device (computer). The server 200 is an example of an information processing device (computer).

[0010] [Network] As an example, the network 20 is composed of the Internet and a mobile communication system including a wireless base station. As an example, the mobile communication system can be realized as a 3G, 4G, 5G mobile communication system, LTE (Long Term Evolution), or a wireless network connectable to the Internet by an access point.

[0011] [Hardware Configuration of Terminal] As an example, the terminal 100 is a smartphone. The terminal 100 may be a portable terminal device such as a feature phone, PDA (Personal Digital Assistant), smart glass, AR glass, wearable device, or tablet computer. The terminal 100 may be a fixed terminal device such as a personal computer (PC) or a workstation.

[0012] For example, terminal 100 includes a processor 110, memory 120, and storage 130. Terminal 100 may also include a communication interface 140 and an input / output interface 150. Terminal 100 may also include a microphone 160, a speaker 170, and a touchscreen 180. Each component of terminal 100 is connected to a communication bus 190.

[0013] The processor 110 executes a series of instructions contained in a program stored in the memory 120 or storage 130 in response to a signal given to the terminal 100, or in response to a predetermined condition being met. For example, the processor 110 can be implemented as a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), an MPU (Micro Processor Unit), an FPGA (Field-Programmable Gate Array), or other arithmetic unit.

[0014] Memory 120 temporarily stores programs and data. For example, programs are read from storage 130. Data includes data sent to terminal 100 and data generated by processor 110. For example, memory 120 can be implemented as RAM (Random Access Memory) or other volatile memory. Storage 130 permanently stores programs and data. For example, storage 130 can be implemented as ROM (Read-Only Memory), a hard disk drive, flash memory, or other non-volatile storage device. Storage 130 may also be implemented as a removable storage device, such as a memory card.

[0015] For example, storage 130 stores a game program and a communication program. For example, the game program implements game functions. The game program provides an environment for user 11 to play the game. The game program implements functions for executing events within the game. In the following description, when simply referred to as "event," it means an event executed within the game. The communication program implements functions for communicating with other computers. For example, the other computer is server 200. Storage 130 may also store an operating system, a simulation program, a user authentication program, and other programs.

[0016] For example, the data stored in storage 130 may include data for defining the virtual space, data defining various objects, and user information. Various objects may include user characters, equipment, items, and objects that constitute screens for various games. As an example, user information may include user ID, username, gender, age, and address. As an example, user information may include status information that shows the status of user 11's use of the game as an example of the service. As an example, status information may include user 11's game progress. As an example, status information may include user 11's ownership status of in-game objects. As an example, status information may include in-game currency, in-game user characters, in-game items, and various rewards that user 11 possesses (owns). In other words, the status of user 11's use of the service shows user 11's game progress and user 11's ownership status of in-game objects.

[0017] The communication interface 140 is connected to the network 20. The communication interface 140 communicates with other computers connected to the network 20. For example, the communication interface 140 can be implemented as a LAN (Local Area Network) or another wired communication interface. For example, the communication interface 140 can be implemented as Wi-Fi®, Bluetooth®, NFC (Near Field Communication), or another wireless communication interface. The communication interface 140 is not limited to those described above.

[0018] The input / output interface 150 communicates with an external input device 300. For example, the input / output interface 150 can be implemented as USB (Universal Serial Bus), DVI (Digital Visual Interface), HDMI® (High-Definition Multimedia Interface), or other wired communication interfaces. For example, the input / output interface 150 can be implemented as Bluetooth® or other wireless communication interfaces.

[0019] For example, the input device 300 is a controller. The controller has one or more operating components. For example, one or more operating components may include buttons, keys, switches, handles, bars, touchpads, or sticks. The controller transmits output values ​​to the terminal 100 based on the user 11's operation of the operating components. For example, the controller may include motion sensors such as an accelerometer and an angular velocity sensor. The controller may be configured to transmit output values ​​from the motion sensors to the terminal 100. The controller may be attachable to and detachable from the terminal 100.

[0020] The input device 300 is not limited to those described above. For example, the input device 300 may be a camera. The camera may be configured to transmit images of the user 11 to the terminal 100. For example, the input device 300 may be a distance measuring sensor. The distance measuring sensor may be configured to transmit output values ​​to the terminal 100 based on the detection of the user 11's hand or a marker, etc.

[0021] The microphone 160 converts the user 11's speech into an audio signal (electrical signal) and transmits it to the processor 110. The speaker 170 converts the audio signal back into sound and outputs it to the user 11. In addition to the speaker 170, or in place of it, the terminal 100 may be equipped with earphones or an earphone jack to which earphones can be connected.

[0022] The touchscreen 180 may include a monitor 181 and a touch sensor 182. The monitor 181 can be implemented as a transmissive or opaque display device. For example, the monitor 181 can be a liquid crystal monitor, an OLED (Electro-Luminescence) monitor, or other display device. The monitor 181 displays various images. The images displayed on the monitor 181 include various objects such as backgrounds, characters, windows, buttons, menus, lists, and icons. The monitor 181 is not limited to those described above. For example, the monitor 181 may be a 3D monitor including a sub-monitor for displaying an image for the left eye and a sub-monitor for displaying an image for the right eye.

[0023] The touch sensor 182 transmits output values ​​to the processor 110 based on user 11's operations on the monitor 181. For example, the touch sensor 182 can be implemented as a capacitive touch sensor, a resistive touch sensor, an ultrasonic touch sensor, or another type of touch sensor. The input surface of the touch sensor 182 is part or all of the display surface of the monitor 181. The touch sensor 182 can be used as an operating device configured to accept user 11's input operations. For example, if the operating device is the touch sensor 182, the processor 110 accepts the user 11's physical contact operation with the input surface of the touch sensor 182 as the user 11's input operation. For example, forms of input operations using the touch sensor 182 may include tapping, swiping, dragging, flicking, and other forms.

[0024] The operating device is not limited to the configuration described above. For example, if the operating device is a communication interface 140, the processor 110 accepts signals transmitted from an operating device (not shown) connected via the network 20 as input operations of the user 11. For example, if the operating device is an input / output interface 150, the processor 110 accepts signals transmitted from an external input device 300 as input operations of the user 11. For example, if the input device 300 is a camera and a distance sensor, when the processor 110 detects the user 11's hand from the received captured image, it accepts a gesture detected based on the captured image and output value as input operations of the user 11. For example, if the input device 300 is a controller, the processor 110 accepts an output value transmitted from the controller as input operations of the user 11.

[0025] [Server Hardware Configuration] The server 200 may be a workstation or a general-purpose computer such as a PC. The server 200 comprises a processor 210, memory 220, storage 230, a communication interface 240, and an input / output interface 250. Each component of the server 200 is connected to the communication bus 290.

[0026] The processor 210 executes a series of instructions contained in a program stored in memory 220 or storage 230 in response to signals given to server 200 or when predetermined conditions are met. For example, the processor 210 can be implemented as a CPU, GPU, MPU, FPGA, or other arithmetic unit.

[0027] Memory 220 temporarily stores programs and data. For example, programs are read from storage 230. Data may include data sent to server 200 and data generated by processor 210. For example, memory 220 can be implemented as RAM or other volatile memory.

[0028] The storage 230 permanently stores programs and data. For example, the storage 230 can be implemented as ROM, a hard disk drive, flash memory, or other non-volatile storage device. The storage 230 may also be implemented as a removable storage device, such as a memory card. The server 200 may use programs stored in an external storage device instead of the storage 230. For example, in a scenario where multiple information processing systems 10 are used, such as in an amusement facility, program and data updates can be performed collectively.

[0029] Storage 230 stores game programs and communication programs. For example, the game programs implement game functions. The communication programs implement functions for communicating with other computers. For example, the other computers are one or more terminals 100. Storage 230 may also store distribution programs, operating systems, simulation programs, user authentication programs, and other programs. For example, storage 230 stores user information.

[0030] The communication interface 240 is connected to the network 20. The communication interface 240 communicates with other computers connected to the network 20. For example, the communication interface 240 can be implemented as a LAN or other wired communication interface. For example, the communication interface 240 can be implemented as Wi-Fi®, Bluetooth®, NFC, or other wireless communication interface. The communication interface 240 is not limited to those described above.

[0031] The input / output interface 250 communicates with external input / output devices (not shown). For example, the input / output interface 250 can be implemented as a USB, DVI, HDMI, or other wired communication interface. For example, the input / output interface 250 can be implemented as Bluetooth® or other wireless communication interface.

[0032] [Device Features] As shown in Figure 2, the components of the terminal 100 can be combined one or more to form functionally cohesive functional units (modules). For example, the terminal 100 may include a game control unit 101, a display unit 102, a notification unit 103, a display control unit 104, a storage unit 105, a communication unit 106, and an input / output unit 107. For example, the game control unit 101 and the display control unit 104 can be implemented by a processor 110. The display unit 102 and the notification unit 103 can be implemented by a processor 110 and a monitor 181. For example, the storage unit 105 can be implemented by a memory 120 and a storage 130. For example, the communication unit 106 can be implemented by a communication interface 140. For example, the input / output unit 107 can be implemented by a processor 110, a touch sensor 182, and an input / output interface 150.

[0033] The input / output unit 107 detects user 11's input operations to the touch sensor 182 and user 11's input operations to external operating devices via the input / output interface 150. For example, the input / output unit 107 can identify the type of input operation based on the user 11's input operation to the touch sensor 182. For example, the types of input operations that the input / output unit 107 can identify may include tapping, swiping, dragging, flicking, and other types. Hereinafter, when user 11's fingers or the like touch the touch sensor 182, it will simply be referred to as "touch."

[0034] When a touch is initiated on the touch sensor 182, the input / output unit 107 identifies the coordinates of the touch position (hereinafter referred to as the touch start position). When the touch on the touch sensor 182 is interrupted, the input / output unit 107 identifies the coordinates of the last touch position (hereinafter referred to as the touch end position). While the touch on the touch sensor 182 is ongoing, the input / output unit 107 identifies the coordinates of the touch position at that time (hereinafter referred to as the touch current position). Based on the touch time from the start to the end of the touch and the change in the touch position, the input / output unit 107 identifies the type of input operation performed by the user 11.

[0035] The communication unit 106 receives various types of information from one or more servers 200. For example, the information received by the communication unit 106 from the servers 200 may include game progress information and user information. Game progress information is information used to control the progress of the game. Game progress information may include various requests.

[0036] The communication unit 106 transmits various types of information to one or more servers 200. For example, the information that the communication unit 106 transmits to the servers 200 may include gameplay information and user information. Gameplay information is information that reflects the input operations of the user 11 in the progress of the game. Gameplay information is output in response to the input operations received by the input / output unit 107. Gameplay information may include various requests.

[0037] The game control unit 101 defines a virtual space that serves as the stage for events. The game control unit 101 places various objects in the virtual space. These various objects include objects that constitute a field. These various objects include user objects associated with user 11. For example, user objects are objects owned by user 11. For example, user objects are operable by user 11. The game control unit 101 identifies instructions from user 11 based on game progress information, touch positions received by the input / output unit 107, and the nature of the input operation. For example, the game control unit 101 can identify instructions to execute events in the game based on game progress information, touch positions received by the input / output unit 107, and the nature of the input operation. The game control unit 101 can perform various judgments regarding the progress of the game. The game control unit 101 can perform various judgments regarding the progress of events.

[0038] The game control unit 101 generates gameplay information according to game progress information, user 11 instructions, and various judgment results. The gameplay information generated by the game control unit 101 is transmitted to the server 200 by the communication unit 106. For example, the processor 110, as the game control unit 101, can perform functions corresponding to the steps for receiving various information. For example, the processor 110, as the game control unit 101, can perform functions corresponding to the steps for transmitting various information. For example, the processor 110, as the game control unit 101, can perform functions corresponding to the steps for advancing the game. For example, the processor 110, as the game control unit 101, can perform functions as a provider unit as a function corresponding to the steps for advancing events by executing steps for advancing events.

[0039] The display control unit 104 creates an image to be displayed on the monitor 181. The display control unit 104 creates a game screen image according to game progress information received via the communication unit 106. The display control unit 104 creates a game screen image according to gameplay information generated by the game control unit 101. The display control unit 104 displays the game screen image on the monitor 181. The display control unit 104 may be configured to display the game screen image on an external display device via the input / output interface 150. The display control unit 104 may be configured to display the game screen image on an external display device via the communication interface 140. The game screen is an image created by controlling and drawing 2D or 3D objects.

[0040] The display control unit 104 may control and draw objects (hereinafter referred to as UI objects) for constructing a user interface (hereinafter referred to as UI) necessary for user 11's input operations. UI objects are information that assists user 11's input operations necessary to advance the game. For example, UI objects include icons, buttons, lists, windows, and menus. The various UI objects shown in this disclosure are merely examples and are not limited to their forms. As an example, the processor 110, as the display control unit 104, can perform functions corresponding to steps for controlling the display content of the monitor 181. The processor 110 and the monitor 181 can perform functions corresponding to the display content by the processor 110 displaying an image on the monitor 181. In other words, the processor 110 and the monitor 181 can perform functions as a presentation unit 102 and a notification unit 103 by the processor 110 displaying an image on the monitor 181.

[0041] The steps that can be performed at terminal 100 can be realized by hardware and software (programs) executed by processor 110. The software may be pre-stored in storage 130. The software may be stored on a computer-readable non-volatile data storage medium such as a CD-ROM and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network such as the Internet. The software is read from the data storage medium by a data reading device, or downloaded from another computer such as server 200 via communication interface 140, and then stored in storage 130. The software is read from storage 130 by processor 110 and stored in memory 120 in the form of an executable program. Processor 110 executes the program.

[0042] [Server functions] As shown in Figure 3, the components of the server 200 can be combined one or more to form functionally cohesive functional units (modules). For example, the server 200 may include a game control unit 201, a lottery unit 202, an assignment unit 203, a storage unit 205, a communication unit 206, and an input / output unit 207. The server 200 may also include a display control unit (not shown). For example, the game control unit 201, the lottery unit 202, and the assignment unit 203 can be implemented by the processor 210. For example, the storage unit 205 can be implemented by memory 220 and storage 230. For example, the communication unit 206 can be implemented by a communication interface 240. For example, the input / output unit 207 can be implemented by the processor 210 and an input / output interface 250.

[0043] The communication unit 206 receives various types of information from the terminal 100. For example, the information received by the communication unit 206 from the terminal 100 includes game play information and user information. The communication unit 206 also transmits various types of information to the terminal 100. For example, the information transmitted by the communication unit 206 to the terminal 100 includes game progress information and user information. The input / output unit 207 may detect and accept input operations from the user 11 to an external input device via the input / output interface 250.

[0044] The game control unit 201 advances the game according to the gameplay information received by the communication unit 206 from the terminal 100. The game control unit 201 can perform various judgments regarding the progress of the game. The game control unit 201 advances events according to the gameplay information received by the communication unit 206 from the terminal 100. The game control unit 201 can perform various judgments regarding the progress of events. The lottery unit 202 can perform various lotteries to determine the elements to be assigned to the user 11. The assignment unit 203 can assign elements to the user 11 according to the results of the lottery performed by the lottery unit 202.

[0045] The game control unit 201, the lottery unit 202, and the assignment unit 203 generate game progress information according to the results of these processes. The game progress information is transmitted to the terminal 100 by the communication unit 206. For example, the processor 210, as the game control unit 201, can perform functions corresponding to the steps by executing steps for receiving various information. For example, the processor 210, as the game control unit 201, the lottery unit 202, or the assignment unit 203, can perform functions corresponding to the steps by executing steps for transmitting various information. For example, the processor 210, as the game control unit 201, can perform functions corresponding to the steps by executing steps for advancing the game. For example, the processor 210, as the game control unit 201, can perform functions as a provision unit as a function corresponding to the steps by executing steps for advancing events. For example, the processor 210, as the lottery unit 202, can perform functions corresponding to the steps by executing steps for conducting a lottery to determine the elements to be assigned to the user 11. As an example, the processor 210, as an assignment unit 203, can perform a function corresponding to the step of assigning an element to the user 11.

[0046] The steps that can be performed on server 200 can be realized by hardware and software (programs) executed by processor 210. The software may be pre-stored in storage 230. The software may be stored on a computer-readable non-volatile data storage medium such as a CD-ROM and distributed as a program product. The software may be provided as a downloadable program product by an information provider connected to a network such as the Internet. The software is read from the data storage medium by a data reading device, or downloaded from another computer such as an external storage device via the communication interface 240, and then stored in storage 230. The software is read from storage 230 by processor 210 and stored in memory 220 in the form of an executable program. Processor 210 executes the program.

[0047] [Game Overview] For example, the game relating to this disclosure includes multiple parts. For example, the parts of the game include an event part and a preparation part. The game may consist of three or more parts, or it may consist of one part.

[0048] [Event Part] This section will explain an example of the specific specifications for the event part. In the event part, events are executed.

[0049] For example, an event may involve achieving a predetermined task. For example, the task may be defeating an enemy object such as a monster. An event may involve user 11 manipulating a user object. A user object is an object owned by user 11. For example, a user object is a character. A user object is not limited to a character; it may also be a symbol or an icon. In an event, the user object that user 11 manipulates is user 11's avatar. The avatar may be a user object that user 11 has selected in advance from among several user objects.

[0050] For example, an event may be executed with the content of a battle between one or more user objects and a single enemy object. One or more user objects may include user objects (avatars) that are controlled by user 11 and user objects that are not controlled by user 11. For example, user objects that are not controlled by user 11 are companion characters that are allies of the avatar. In other words, an event can be executed with the content of a battle between a single avatar and a single enemy object. Alternatively, an event can be executed with the content of a battle between a single avatar and one or more companion characters and a single enemy object.

[0051] For example, enemy objects are monsters. For example, events employ a real-time system where all objects act according to the flow of time in the real world. For example, actions may include attacks using weapons, attacks using magic, and attacks using skills. The avatar's hit points (hereinafter referred to as HP) decrease when hit by a monster's attack. HP is one of the avatar's parameters (ability scores). The HP of companion characters decreases when hit by a monster's attack. The monster's HP decreases when hit by an attack from the avatar or a companion character. An event is not completed if the avatar's HP reaches 0 before the monster's HP reaches 0. An event is completed if the monster's HP reaches 0 before the avatar's HP reaches 0. For example, in an event, if a companion character's HP reaches 0, that companion character becomes unable to act. The target of combat in an event is one of several types of monsters. The difficulty of completion may vary depending on the type of monster being targeted.

[0052] For example, when multiple user objects participate in an event, those multiple user objects may include multiple user objects (avatars) that are the target of user 11's actions. For example, the event may be something that multiple users 11 can participate in. In other words, multiple user objects may include multiple avatars that are the target of each of the multiple users' actions. Also, the event may consist of a battle between a single user object and multiple enemy objects, or a battle between multiple user objects and multiple enemy objects.

[0053] Events are not limited to those described above. For example, an event may be a sport such as soccer, tennis, table tennis, boxing, or basketball. For example, an event may be a race such as a car race, yacht race, ski race, or air race. Events are not limited to competitive events. Events may be cooperative events in which multiple users or groups work together to complete a task. In this case, the task may be raising a character, or building a city or structure.

[0054] [Preparation Part] Here is an example of a specific specification for the preparation phase. For example, User 11 can set up a user object to be used as an avatar as preparation for an event. In other words, User 11 can set up a user object that will be manipulated in the event. For example, each user object has parameters set up. Parameters may include, for example, HP, MP, attack power, defense power, speed, and dexterity. Attack power may include, for example, physical attack power and magical attack power. Defense power may include, for example, physical defense power and magical defense power. For example, parameters may include skills that the user object can use. Skills may include active skills that can be used by User 11's actions and passive skills that can be used regardless of User 11's actions.

[0055] Event preparation includes adding, exchanging, and deleting equipment, items, and skills. Equipment can be equipped in equipment slots provided for the avatar (the user object being configured). For example, equipment may include first equipment that can be equipped in the first equipment slot and second equipment that can be equipped in the second equipment slot. First equipment can be classified into categories such as weapons, armor, and accessories. For example, armor can be classified into categories such as head armor, torso armor, and leg armor. The avatar is provided with one first equipment slot for each category of first equipment. User 11 can set one first equipment belonging to the corresponding category in each first equipment slot. By setting first equipment in each first equipment slot, User 11 can equip that first equipment to the avatar.

[0056] For example, an avatar has multiple secondary equipment slots. Multiple secondary equipment slots constitute one group of secondary equipment slots. For example, user 11 can combine and set multiple secondary equipment items in one group of secondary equipment slots. For example, user 11 can set one secondary equipment item in one or more secondary equipment slots in the group of secondary equipment slots. For example, secondary equipment items have a defined shape for being set in one or more secondary equipment slots. For example, user 11 can combine and set secondary equipment items in a puzzle-like arrangement within a group of secondary equipment slots that resembles a puzzle board. By setting one or more secondary equipment items in a group of secondary equipment slots, user 11 can equip those secondary equipment items to their avatar.

[0057] For example, each piece of equipment can change the parameters of an avatar by equipping it to the avatar. In other words, by equipping each piece of equipment to the avatar, user 11 can change parameters such as HP, MP, attack power, defense power, speed, and dexterity. Furthermore, by equipping each piece of equipment to the avatar, user 11 can make the skills corresponding to each piece of equipment available to the avatar.

[0058] For example, an avatar may have one or more item slots and one or more skill slots. For example, user 11 can make an item usable by the avatar in an event by setting an item in an item slot. In other words, by setting an item in an avatar, the avatar's parameters can be changed to a state where the item can be used. For example, user 11 can make a skill usable by the avatar by setting a skill in a skill slot. In other words, by setting a skill in an avatar, the avatar's parameters can be changed to a state where the skill can be used.

[0059] [Overview of screen transitions on the device] This section describes the overview of screen transitions on terminal 100. As shown in Figure 4, the monitor 181 of terminal 100 may display various screens depending on the game progress and the user's instructions. For example, these screens may include a home screen 40, an event screen 50, a settings screen 60, and a lottery screen 70.

[0060] [Home screen] Home screen 40 may be displayed during the preparation phase. For example, home screen 40 is the initial screen. Home screen 40 is a screen that accepts instructions to display the event screen 50 or the settings screen 60.

[0061] [Event screen] Event screen 50 may be displayed during the event part. Event screen 50 is a screen for displaying the progress of an event. Event screen 50 may also include a screen for displaying the results of the event. The results of the event may include information indicating whether or not the event was achieved. When the event ends, home screen 40 is displayed on event screen 50.

[0062] [Settings screen] Settings screen 60 may be displayed during the preparation phase. For example, settings screen 60 is a screen for setting (changing) a user object as an avatar. For example, settings screen 60 is a screen for setting (changing) the avatar's equipment, items, and skills. For example, settings screen 60 is a screen for receiving instructions to display the lottery screen 70.

[0063] [Lottery Screen] The lottery screen 70 may be displayed in the preparation part. For example, the lottery screen 70 is a screen for displaying information related to the grant lottery. The grant lottery is a lottery to determine the elements to be granted to user 11. The lottery screen 70 may include, for example, a screen for receiving instructions to execute the grant lottery and a screen for displaying the results of the grant lottery. The grant lottery can also be described as an event to determine the elements to be granted to user 11. In other words, the lottery screen 70 can also be described as a screen for displaying the progress and results of a second event, which is different from the first event, where the progress and results are displayed on the event screen 50. In this case, the lottery screen 70 can also be described as being displayed in the event part in which the second event, which is different from the first event, is executed.

[0064] [An example of the process flow for executing an event] As shown in Figure 5, in step S100, the processor 110 of terminal 100 accepts an event start operation when the home screen 40 is displayed. An event start operation is an operation to request the start of an event (first event). In step S101, the processor 110 of terminal 100 sends an event start request to the server 200 via the communication interface 140. The event start request may include information requesting the start of an event. It may include information that can identify the type of event to be requested to start. The event start request may include information that can identify the user ID associated with user 11.

[0065] In step S102, the processor 210 of the server 200 receives an event start request via the communication interface 240. The processor 210 identifies the type of event from the event start request and starts an event of the identified type. The processor 210 identifies the user ID from the event start request and allows user 11, indicated by the user ID, to participate in the event. In step S103, the processor 210 of the server 200 sends an event start notification to the terminal 100 via the communication interface 240. The event start notification may include information that identifies the start of an event. The event start notification may include information that identifies the type of event that has been started.

[0066] In step S104, the processor 110 of terminal 100 receives an event start notification via the communication interface 140. For example, the processor 110 may identify the type of event from the event start notification and determine whether the identified event type matches the type of event that was requested to start. If the event types do not match, the processor 110 may send an event cancellation request to the server 200 via the communication interface 140, requesting the cancellation of the event, and may also cancel the process that executes the event. For example, when the processor 210 of server 200 receives the event cancellation request, it may cancel the event and also cancel the process that executes the event.

[0067] In step S105, the processor 110 of terminal 100 displays the event screen 50 on the monitor 181. For example, the processor 110 defines a virtual space and places a virtual camera in that virtual space, thereby displaying the event screen 50 on the monitor 181 that includes the area within the shooting range of the virtual camera. As an example, the avatar of user 11 is placed in the virtual space.

[0068] In step S106, the processor 110 of terminal 100 performs terminal-side event processing. For example, in terminal-side event processing, the processor 110 sends and receives various information with the server 200 via the communication interface 140. For example, when the processor 110 receives an operation that instructs the action of a user object (hereinafter referred to as an action instruction operation), it sends play information indicating the content of that operation to the server 200. For example, the processor 110 receives game progress information from the server 200. The processor 110 updates the event screen 50 of the monitor 181 according to the game progress information. The processor 110 that performs terminal-side event processing functions as an event provider.

[0069] In step S107, the processor 210 of the server 200 executes server-side event processing. For example, in server-side event processing, the processor 210 sends and receives various information with the terminal 100 via the communication interface 240. For example, the processor 210 may receive play information from the terminal 100. The processor 210 manages the actions of the user object according to the play information. For example, the processor 210 determines whether the user object's attack with a weapon, magic, or skill hit an enemy object. If the processor 210 determines that the user object's attack hit, it reduces the enemy object's HP. The processor 210 sends game progress information indicating the result of the user object's actions to the terminal 100. The processor 210 manages the actions of the enemy object through a predetermined action lottery. When an enemy object attacks, the processor 210 determines whether the attack hit the user object. If the processor 210 determines that the attack hit, it reduces the user object's HP. The processor 210 sends game progress information indicating the result of the enemy object's actions to the terminal 100. When the event termination condition is met, the processor 210 proceeds to step S108. For example, the event termination condition is when the HP of either the user object or the enemy object becomes 0. The processor 210, which executes server-side event processing, functions as a provider unit that delivers events.

[0070] In step S108, the processor 210 of the server 200 transmits event result information to the terminal 100 via the communication interface 240. The event result information may include information that can determine whether or not the event has been achieved. For example, when the termination condition of the event is met, the processor 210 determines whether or not the achievement condition of the event has been met. For example, the achievement condition of the event is met when the HP of the enemy object becomes 0 before the HP of the avatar becomes 0. In other words, the achievement condition of the event is not met when the termination condition of the event is met because the HP of the avatar becomes 0.

[0071] In step S109, the processor 110 of terminal 100 receives event result information via the communication interface 140. In step S110, the processor 110 of terminal 100 displays the event result on the monitor 181. For example, the processor 110 displays an identifiable result object on the monitor 181. Then, in step S111, the processor 110 of terminal 100 displays the home screen 40 on the monitor 181.

[0072] [An example of the process flow for setting up an avatar] As shown in Figure 6, in step S200, the processor 110 of terminal 100 accepts a setup start operation when the home screen 40 is displayed. The setup start operation is an operation that requests the start of displaying the settings screen 60. In other words, the setup start operation is an operation that requests switching to the settings screen 60. In step S201, the processor 110 of terminal 100 sends a setup start request to the server 200 via the communication interface 140. The setup start request may include information that requests the start of displaying the settings screen 60. In other words, the setup start request may include information that requests switching to the settings screen 60. The setup start request may include information that can identify the user ID associated with user 11.

[0073] In step S202, the processor 210 of the server 200 receives a configuration start request via the communication interface 240. The processor 210 identifies the user ID from the configuration start request. In step S203, the processor 210 of the server 200 sends user information, including the identified user ID, to the terminal 100 via the communication interface 240. For example, the processor 210 reads user information, including the identified user ID, from the storage 230.

[0074] For example, user information may include configuration information. For example, configuration information may include information indicating the avatar (the user object being configured). Information indicating the avatar may include, for example, the type of avatar and the avatar's parameters. Configuration information may include information indicating the equipment being configured. Information indicating the equipment being configured may include information indicating the type of equipment being configured and the parameters that change depending on the equipment being configured. Configuration information may include information indicating the type of item being configured. Configuration information may include information indicating the type of skill being configured.

[0075] Configuration information may include information indicating configurable user objects. Configuration information may include information indicating configurable equipment. Configuration information may include information indicating configurable items. Configuration information may include information indicating configurable skills. The user objects, equipment, items, and skills indicated by the configuration information are the user objects, equipment, items, and skills owned by user 11.

[0076] In step S204, the processor 110 of terminal 100 receives configuration information via the communication interface 140. In step S205, the processor 110 of terminal 100 displays the configuration screen 60 on the monitor 181 based on the configuration information. As an example, the processor 110 displays the user objects, equipment, items, and skills owned by user 11 based on the configuration information. Note that all of the user objects, equipment, items, and skills owned by user 11 may be displayed simultaneously, or they may be displayed one by one.

[0077] In step S206, the processor 110 of terminal 100 executes terminal-side configuration processing. For example, in terminal-side configuration processing, the processor 110 sends and receives various information with the server 200 via the communication interface 140. For example, when the processor 110 receives an operation to instruct the setting (change) of an avatar (hereinafter referred to as an avatar setting operation), it sends play information to the server 200 indicating the user object to be newly set as an avatar. For example, when the processor 110 receives an operation to instruct the setting (change) of a first piece of equipment (hereinafter referred to as a first piece of equipment setting operation), it sends play information to the server 200 indicating the first piece of equipment to be newly set. For example, when the processor 110 receives an operation to instruct the setting (change) of a second piece of equipment (hereinafter referred to as a second piece of equipment setting operation), it sends play information to the server 200 indicating the second piece of equipment to be newly set. For example, when processor 110 receives an operation to instruct the setting (change) of an item (hereinafter referred to as an item setting operation), it sends play information indicating the newly set item to server 200. For example, when processor 110 receives an operation to instruct the setting (change) of a skill (hereinafter referred to as a skill setting operation), it sends play information indicating the newly set skill to server 200. For example, processor 110 receives setting information from server 200. Processor 110 updates the setting screen 60 of monitor 181 according to the setting information.

[0078] In step S207, the processor 210 of the server 200 executes server-side configuration processing. For example, in server-side configuration processing, the processor 210 sends and receives various information with the terminal 100 via the communication interface 240. For example, the processor 210 may receive play information from the terminal 100. The processor 210 sets (changes) the avatar, equipment, items, or skills according to the play information. The processor 210 sends user information, including configuration information indicating the result of the settings, to the terminal 100.

[0079] In step S208, the processor 110 of terminal 100, while displaying the settings screen 60, receives a setting termination operation requesting the termination of the display of the settings screen 60. In step S209, the processor 110 of terminal 100 sends the setting termination request to the server 200 via the communication interface 140. As an example, the setting termination request may include information requesting the termination of the display of the settings screen 60.

[0080] In step S210, the processor 210 of the server 200 receives a configuration completion request via the communication interface 240. In step S211, the processor 210 of the server 200 sends a configuration completion notification to the terminal 100 via the communication interface 240. For example, the configuration completion notification may include information indicating the end of the display of the configuration screen 60. For example, the configuration completion notification may include configuration information (user information) indicating the current settings of the avatar, equipment, items, and skills.

[0081] In step S212, the processor 110 of terminal 100 receives a configuration completion notification via the communication interface 140. In step S213, the processor 110 of terminal 100 terminates the display of the configuration screen 60 on the monitor 181. The processor 110 then displays the home screen 40 on the monitor 181. In other words, requesting the termination of the display of the configuration screen 60 is equivalent to requesting the start of the display of the home screen 40.

[0082] [An example of the process flow for displaying the lottery screen] As shown in Figure 7, in step S300, the processor 110 of terminal 100 accepts a lottery display start operation when displaying the home screen 40. The lottery display start operation is an operation to request the start of displaying the lottery screen 70. In step S301, the processor 110 of terminal 100 sends a lottery display start request to the server 200 via the communication interface 140. The lottery display start request may include information requesting the start of displaying the lottery screen 70.

[0083] In step S302, the processor 210 of the server 200 receives a request to start displaying the lottery via the communication interface 240. In step S303, the processor 210 of the server 200 transmits lottery type information to the terminal 100. As an example, the lottery type information may include information indicating one or more types of lottery awards. The lottery type information may include information indicating some or all of the types of lottery targets that can be determined in each lottery award.

[0084] In step S304, the processor 110 of terminal 100 receives lottery type information via the communication interface 140. In step S305, the processor 110 of terminal 100 displays the lottery screen 70 on the monitor 181 based on the lottery type information. As an example, the processor 110 presents one or more lottery prizes identified from the lottery type information, including their type and some or all of the types of lottery targets that can be determined. The one or more lottery prizes may be presented all at once, or they may be presented one by one.

[0085] [An example of a process flow for displaying the percentage of participants selected for the lottery] As shown in Figure 8, in step S400, the processor 110 of terminal 100 accepts a presentation request operation when displaying the lottery screen 70. The presentation request operation is an operation to request the presentation of the determination ratio for each lottery target in a predetermined award lottery. In step S401, the processor 110 of terminal 100 sends the presentation request to the server 200 via the communication interface 140. As an example, the presentation request may include information indicating the type of award lottery for which the presentation of the determination ratio has been requested.

[0086] In step S402, the processor 210 of the server 200 receives a presentation request via the communication interface 240. In step S403, the processor 210 of the server 200 transmits presentation information to the terminal 100 via the communication interface 240. For example, the presentation information may include information indicating the lottery target and the determination rate in the award lottery for which the presentation of the determination rate has been requested. For example, the processor 210 identifies the type of award lottery for which the presentation of the determination rate has been requested from the presentation request, and reads information indicating the lottery target and the determination rate in the award lottery from the storage 230. For example, the presentation information may be the information read from the storage 230 itself, or it may be information processed by the processor 210 based on the information read from the storage 230.

[0087] In step S404, the processor 110 of terminal 100 receives presentation information via the communication interface 140. In step S405, the processor 110 of terminal 100 updates the lottery screen 70 to present the determination ratio of the lottery targets based on the presentation information. For example, the processor 110 updates the lottery screen 70 to show the lottery targets in the grant lottery for which the presentation of the determination ratio has been requested, and the determination ratio for each lottery target. For example, when the presentation termination condition is met, the processor 110 updates the lottery screen 70 to terminate the presentation of the determination ratio of the lottery targets.

[0088] [Example of the process flow for awarding prizes through a lottery] As shown in Figure 9, in step S500, the processor 110 of terminal 100 accepts a lottery request operation when displaying the lottery screen 70. A lottery request operation is an operation that requests the execution of a predetermined number of grant lotteries. For example, a lottery request operation may include a first lottery request operation that requests the execution of one grant lottery and a second lottery request operation that requests the execution of multiple grant lotteries (for example, 10 times). In step S501, the processor 110 of terminal 100 sends a lottery request to the server 200 via the communication interface 140. The lottery request may include information requesting the execution of a grant lottery. The lottery request may include information indicating the type of grant lottery to be requested. The lottery request may include information indicating the number of grant lotteries (number of executions).

[0089] In step S502, the processor 210 of the server 200 receives a lottery request via the communication interface 240. In step S503, the processor 210 of the server 200 executes a lottery process in response to the lottery request. The lottery process is a process for performing a predetermined grant lottery. The processor 210 executes the lottery process to perform the grant lottery of the type specified in the lottery request for the number of times specified in the lottery request. In step S504, the processor 210 of the server 200 sends a lottery result notification to the terminal 100 via the communication interface 240. The lottery result notification may include information indicating the lottery target determined by the lottery. The lottery result notification may include information indicating the result of the lottery. In other words, the lottery result notification may include information indicating the element to be granted to the user 11 as a result of the lottery.

[0090] In step S505, the processor 110 of terminal 100 receives a lottery result notification via the communication interface 140. In step S506, the processor 110 of terminal 100 updates the lottery screen 70 to show the lottery result based on the lottery result notification. For example, the processor 110 updates the lottery screen 70 to show the lottery target determined by the lottery. For example, the processor 110 updates the lottery screen 70 to show the element assigned to user 11 as a result of the lottery.

[0091] Let me explain the lottery process. As shown in Figure 10, in step S600 of the lottery process, the processor 210 of the server 200 determines at least one lottery target from multiple lottery targets by allocation lottery. In other words, it performs the allocation lottery requested by the user 11. Here, we will explain the case in which the processor 210 determines one lottery target from multiple lottery targets by allocation lottery. Note that if the system is configured to determine multiple lottery targets from multiple lottery targets by allocation lottery, the processor 210 should perform the subsequent processing in the lottery process for each lottery target that has been determined.

[0092] As shown in Figure 11, in this embodiment, the grant lottery includes a predetermined grant lottery that includes a set of multiple elements that can be granted to user 11 as some or all of the lottery targets among a plurality of lottery targets. For example, in the predetermined grant lottery, a first set may be determined as a lottery target with a 20% determination rate. The first set is associated with a result identifier a1. The result identifier is information for identifying the lottery target determined by the grant lottery. The first set consists of, for example, a user character A corresponding to a first element and equipment A corresponding to a second element. For example, user character A is a user object that, when set in the preparation part, becomes the avatar of user 11 in the event part. For example, equipment A is a second piece of equipment. For example, when equipment A is equipped to user character A, it improves the parameters more than when it is equipped to other user characters. In other words, among the elements that are granted as a result of the granting lottery, equipment A is an element that has a higher correlation with user character A, which is an element that can be granted when the same set is determined, compared to other user characters.

[0093] Here, relevance can refer to the degree to which associating two or more elements makes the game progress more favorable. For example, an element with high relevance to a given element makes the game progress more favorable when associated with that element compared to when other elements are associated with that element. On the other hand, an element with low relevance to a given element does not make the game progress more favorable when associated with that element compared to when other elements are associated with that element. Among the elements that can be associated with a given element, there may be elements that do not make the game progress more favorable when associated with that element. In this case, elements that do not make the game progress more favorable when associated with that element can be said to have low relevance to that element compared to elements that do make the game progress more favorable when associated with that element. Elements that cannot be associated with a given element can be said to be elements that have no relevance to that element. Elements that cannot be associated with a given element are, for example, elements that are different in type or attributes from the given element. Equipping an avatar with equipment is one example of associating elements.

[0094] For example, in a given lottery, a second set may be determined as the target of the lottery with a 20% probability. The second set is associated with result identifier a2. The second set consists, for example, user character B corresponding to the first element and equipment B corresponding to the second element. For example, user character B is a user object that, when set in the preparation part, becomes the avatar of user 11 in the event part. For example, equipment B is the second piece of equipment. For example, when equipment B is equipped to user character B, it improves the parameters more than when it is equipped to other user characters. In other words, among the elements that are granted as a result of the grant lottery, equipment B is an element that has a higher correlation with user character B, which is an element that can be granted when the same set is determined, compared to other user characters.

[0095] For example, in a predetermined lottery, a third set may be determined as the target of the lottery with a 20% probability. The third set is associated with the result identifier b1. The third set consists of, for example, a user character C corresponding to the first element and a companion character corresponding to the second element. For example, user character C is a user object that, when set in the preparation part, becomes the avatar of user 11 in the event part. Companion character is a user object that, for example, does not become the avatar of user 11 in the event part. For example, if a companion character is assigned to user 11 as the second element, the companion character will participate in battle with enemy objects in the event part. Among the elements assigned as a result of the assignment lottery, the companion character is an element in which there is no difference in relationship between user character C, which is an element that can be assigned when the same set is determined, and user characters, which are elements that can be assigned when other sets are determined. The second element assigned when a third set is determined is an element that has a higher correlation with the first element assigned when a different set is determined, compared to the second element assigned when a first or second set is determined. In the event part, making companion characters who are allies of the avatar participate in battle is one example of linking elements.

[0096] For example, in a given lottery, there is a 40% chance that a lottery target consisting of one element (hereinafter referred to as a "single") may be determined. The single is associated with the result identifier c1. The single is, for example, composed of a predetermined item as one element. The predetermined item can be used in at least one of the event part and the preparation part. For example, the predetermined item is an item that, when used, changes the appearance of a user character that can be set as an avatar. For example, the predetermined item is an item that changes the hairstyle of an avatar. In other words, among the elements that are granted as a result of the grant lottery, the predetermined item is an element that does not cause differences in relevance depending on the type of user character, which is an element that can be granted when other lottery targets (collections) are determined. Using an item on an avatar is an example of associating elements.

[0097] Returning to the explanation of the lottery process, as shown in Figure 10, in step S601, the processor 210 of the server 200 determines whether the 1 lottery target determined by the allocation lottery is a set. In other words, in the process of step S600, the processor 210 determines whether it has determined a first set, a second set, or a third set by a predetermined allocation lottery. As an example, the processor 210 determines whether it has determined a first set, a second set, or a third set based on the type of result identifier determined by a predetermined allocation lottery.

[0098] If the set has not been determined (step S601: NO), in step S602, the processor 210 of the server 200 assigns user 11 one element that constitutes a unit corresponding to the result identifier. That is, the processor 210 assigns a predetermined item to user 11 as an assignment of one element. For example, the processor 210 updates the user information of user 11 stored in the storage 230, which indicates the number of predetermined items owned, to show the number obtained by adding a predetermined number to the number owned. The predetermined number is the number of predetermined items assigned by the assignment lottery. The predetermined number is a positive number. For example, the predetermined number is 1. Note that there may be an upper limit on the number of predetermined items owned. For example, if the upper limit for predetermined items is 1, in step S602, the processor 210 may update the user information of user 11 stored in the storage 230 to indicate that the predetermined item is owned. If the number of a given item that a user possesses has reached its limit, the processor 210 does not have to grant the user 11 an element, and may grant the user 11 a different element. The different element may be, for example, an item other than the given item, or it may be in-game currency. The other item may or may not have a limit on the number of times it can be possessed. In other words, the other element may include elements that have a limit on the number of times they can be granted and elements that do not have a limit on the number of times they can be granted.

[0099] If a set has been determined (step S601: YES), in step S603, the processor 210 of the server 200 determines whether the situation regarding the use of the service by user 11 is the first situation. As an example, the processor 210 reads the status information of user 11 stored in the storage 230 and determines whether the situation regarding the use of the service by user 11 is the first situation based on this status information.

[0100] The first situation may include, for example, a predetermined first situation and a specific first situation. The predetermined first situation is, for example, a situation in which the user character corresponding to the first element of the set determined by the current allocation lottery has not yet been allocated to user 11. In other words, the first situation may include a situation in which user 11 does not own user character A when the first set is determined by the predetermined allocation lottery. Furthermore, the predetermined first situation may include a situation in which user 11 does not own user character B when the second set is determined by the predetermined allocation lottery. Furthermore, the predetermined first situation may include a situation in which user 11 does not own user character C when the third set is determined by the predetermined allocation lottery.

[0101] On the other hand, a specific first situation is, for example, a situation in which user 11 owns a user character corresponding to the first element of a set determined by a grant lottery. Another specific first situation is, for example, a situation in which some or all of the parameters (ability values) of the user character owned by user 11 are not at the default value. For example, the specific parameter of each user character may increase according to the number of times each user character has been enhanced. The number of enhancements may increase when the corresponding element is granted to user 11 through a predetermined grant lottery or the like. In other words, in a situation in which a predetermined user character has already been granted to user 11, when the element corresponding to the predetermined user character is granted, the number of enhancements for the predetermined user character increases, and the specific parameter rises. A specific first situation can be said to be a situation in which the number of times the first element of a set determined by a grant lottery has been granted has not reached the upper limit. For example, a second situation is a situation in which the specific parameter of the user character corresponding to the first element of a set determined by a grant lottery is at the default value. In other words, the second situation is when the number of times the first element of the set, determined by the allocation lottery, has been allocated has reached its maximum limit.

[0102] For example, the processor 210 reads the status information of user 11 from the storage 230 and determines whether the status information indicates that the user owns a user character corresponding to the first element of the set determined by the assignment lottery. If it indicates that the user owns a user character, the processor 210 also determines whether the status information indicates that a specific parameter of the user character is at a default value.

[0103] If the first situation is present (step S603: YES), that is, if it is a predetermined first situation or a specific first situation, in step S604, the processor 210 of the server 200 determines whether or not it is a predetermined first situation. That is, the processor 210 reads the status information of user 11 from the storage 230 and determines whether or not the status information indicates that user 11 possesses a user character corresponding to the first element of the set determined by the assignment lottery.

[0104] If the predetermined first situation is met (step S604: YES), in step S605, the processor 210 of the server 200 assigns a predetermined first element to the user 11. For example, as an assignment of a predetermined first element, the processor 210 assigns the user character corresponding to the first element of the set determined by the assignment lottery to the user 11. That is, if the processor 210 determines the first set, it assigns user character A to the user 11 as an assignment of a predetermined first element. If the processor 210 determines the second set, it assigns user character B to the user 11 as an assignment of a predetermined first element. If the processor 210 determines the third set, it assigns user character C to the user 11 as an assignment of a predetermined first element. For example, the processor 210 updates the status information of the user 11 stored in the storage 230 to indicate that the user possesses a user character corresponding to the first element of the set determined by the assignment lottery.

[0105] If the predetermined first situation is not met (step S603: NO), that is, if a specific first situation is met, in step S606, the processor 210 of the server 200 assigns a specific first element to the user 11. As an example, as the assignment of a specific first element, the processor 210 increases the specific parameter of the user character corresponding to the first element of the set determined by the assignment lottery. That is, if the processor 210 determines the first set, as the assignment of a specific first element, it increases the specific parameter of user character A owned by user 11. Also, if the processor 210 determines the second set, as the assignment of a specific first element, it increases the specific parameter of user character B owned by user 11. Also, if the processor 210 determines the third set, as the assignment of a specific first element, it increases the specific parameter of user character C owned by user 11. As an example, the processor 210 updates the information indicating the specific parameters of the user character corresponding to the set determined by the assignment lottery, which is stored in the storage 230, to indicate the specific parameters after the increase.

[0106] If the situation is not the first (step S603: NO), that is, the second situation, the processor 210 of the server 200 grants the second element to the user 11 in step S607. Specifically, if the processor 210 determines the first set through a predetermined grant lottery, it grants equipment A to the user 11 as the second element. If the processor 210 determines the second set through a predetermined grant lottery, it grants equipment B to the user 11 as the second element. If the processor 210 determines the third set through a predetermined grant lottery, it grants a companion character to the user 11 as the second element. As an example, the processor 210 updates the user 11's status information stored in the storage 230 to indicate that the user 11 possesses an object corresponding to the second element of the set determined by the grant lottery. For example, if user 11 already owns an object corresponding to the second element of a set determined by the allocation lottery, the processor 210 updates the information indicating the number of objects owned in the user 11 status information stored in the storage 230 to show the number owned plus a predetermined number. If user 11 already owns an object corresponding to the second element of a set determined by the allocation lottery, the specific parameter of that object may increase. In this case, if the specific parameter is at a default value, user 11 may be newly granted an object corresponding to the second element of a set determined by the allocation lottery. Alternatively, for example, if the specific parameter is at a default value, user 11 may be granted another element. The other element may be, for example, an object different from equipment and companion characters. There may or may not be an upper limit on the number of other objects that can be owned.

[0107] [Example of a display screen on a device and the processing flow related to the display] [Home screen] As shown in Figure 12, when the game program is launched and the game starts, the home screen 40 is displayed. The home screen 40 includes various objects. For example, the home screen 40 may include an avatar window 41, an event start button 42 that instructs the player to move to the event screen 50, and a settings button 43 that instructs the player to move to the settings screen 60. For example, tapping the area where the event start button 42 is displayed can instruct the player to move to the event screen 50. For example, tapping the area where the settings button 43 is displayed can instruct the player to move to the settings screen 60.

[0108] For example, Avatar 80 is displayed in Avatar Window 41. The appearance of Avatar 80 may change depending on the Avatar's settings. For example, the appearance of Avatar 80 should change depending on the first equipped item. For example, if the Avatar is equipped with a long sword, Avatar Window 41 will display Avatar 80 holding the long sword. For example, if the Avatar is equipped with leather armor, Avatar Window 41 will display Avatar 80 wearing the leather armor.

[0109] [Event screen] As shown in Figure 13, when an event starts, the event screen 50 is displayed. The event screen 50 includes various objects. For example, the event screen 50 may include a field object 51 that constitutes the stage of the event. The event screen 50 may include an avatar 80. The event screen 50 may include an enemy object 81. The event screen 50 may include a status icon 52 that indicates the state of the avatar 80. For example, in step S106, when the processor 110 of the terminal 100 receives an action instruction operation, it causes the avatar 80 to act according to the content of that operation.

[0110] [Settings screen] As shown in Figure 14, when the change start operation is performed, the settings screen 60 is displayed. For example, the settings screen 60 includes various objects.

[0111] For example, the settings screen 60 may include a home icon 61 that instructs the user to proceed to the home screen 40. For example, tapping the area where the home icon 61 is displayed can be used to instruct the user to proceed to the home screen 40. For example, the settings screen 60 may include a lottery icon 62 that instructs the user to proceed to the lottery screen 70. For example, tapping the area where the lottery icon 62 is displayed can be used to instruct the user to proceed to the lottery screen 70.

[0112] For example, the settings screen 60 may include character icons 63 that indicate user characters that can be set as avatars. Each character icon 63 is displayed separately for each user character owned by the user 11. For example, by tapping the area where the character icon 63 is displayed, the user can perform an operation that instructs the user character corresponding to that character icon 63 to be set as an avatar. The character icon 63 may include a count object 63a that indicates the number of times the user character corresponding to that character icon 63 has been strengthened, and a level object 63b that indicates the level. The level is information that indicates the degree of development of the corresponding user character. The level increases, for example, according to the experience points given to the user character set as an avatar when an event is completed. The level increases, for example, in the order of 1 < 2 < 3 < 4 < 5. When the level increases, some or all of the user character's parameters increase. For example, when the level increases, parameters other than specific parameters increase for the user character.

[0113] For example, the settings screen 60 may include an avatar icon 64 that indicates the avatar being configured. The avatar icon 64 may include a count object 64a that indicates the number of times the user character corresponding to the avatar icon 64 has been strengthened, and a level object 64b that indicates the level. For example, by tapping the area where the avatar icon 64 is displayed, the user can instruct the display of the first settings window 65.

[0114] The first settings window 65 displays equipment icons 65a indicating the equipped first equipment. Equipment icons 65a are displayed separately for each of the multiple first equipment slots. For example, an equipment icon 65a may include an object indicating the level of the corresponding first equipment. For example, an equipment icon 65a may include an object indicating that the corresponding user character can equip it, but other user characters cannot. First equipment that can be equipped by the corresponding user character but not by other user characters can be said to be first equipment exclusive to that user character.

[0115] For example, by tapping the area where the equipment icon 65a is displayed, the user can instruct the display of the first equipment window (not shown) for the category corresponding to the equipment icon 65a. The first equipment window displays first equipment icons (not shown) that represent the first equipment belonging to the category corresponding to the currently displayed first equipment window, from among the first equipment owned by user 11. Each first equipment icon is displayed individually to correspond to the first equipment belonging to the category corresponding to the currently displayed first equipment window, from among the first equipment owned by user 11. By tapping the area where the first equipment icon is displayed, the user can instruct the setting (equipment) of the first equipment corresponding to that first equipment icon.

[0116] For example, the first settings window 65 displays a settings icon 65b that instructs the display of the second settings window. For example, by tapping the area where the settings icon 65b is displayed, the display of the second settings window 66 can be instructed.

[0117] As shown in Figure 15, for example, the second settings window 66 displays a puzzle board 66a that shows a group of second equipment frames composed of multiple second equipment frames. For example, the puzzle board 66a is composed of multiple second equipment frame icons, each corresponding to a second equipment frame. For example, the second settings window 66 displays second equipment icons 66b that indicate second equipment. For example, the second equipment icons 66b are displayed to correspond to each second equipment owned by user 11. For example, by dragging from the area where the second equipment icons 66b are displayed to the area where the puzzle board 66a is displayed, it is possible to perform an operation that instructs the user to set (equip) the second equipment corresponding to the second equipment icon 66b in one or more second equipment frames corresponding to the second equipment frame icons displayed at that position.

[0118] [Lottery Screen] As shown in Figure 16, when the lottery transition operation is performed, the lottery screen 70 is displayed. For example, the lottery screen 70 includes various objects.

[0119] For example, the lottery screen 70 may include a back button 71 and a lottery window 72. For example, by tapping the area where the back button 71 is displayed, an operation can be performed to instruct the user to return to the settings screen 60. For example, the lottery window 72 displays a lottery machine 72a, a switch button 72b, a provide button 72c, a first lottery request button 72d, and a second lottery request button 72e. For example, the lottery machine 72a is an object that resembles a capsule toy. For example, the lottery machine 72a is displayed in a manner corresponding to the type of lottery.

[0120] For example, by tapping the area where the toggle button 72b is displayed, a type change operation can be performed to instruct the user to change the type of lottery. For example, the types of lotteries are changed in a predetermined order according to the type change operation. For example, by tapping the area where the offer button 72c is displayed, an operation can be performed to instruct the user to display the offer window 73. For example, the offer window 73 displays a presentation object that shows multiple lottery targets that can be determined by the lottery, and the determination rate for each lottery target. For example, the presentation object shows the elements that are assigned in each situation. For example, the offer window 73 displays an exit button. For example, by tapping the area where the exit button is displayed, an operation can be performed to instruct the user to exit the display of the offer window 73. For example, the offer window 73 is displayed in place of the lottery window 72. In other words, by tapping the area where the exit button is displayed, an operation can be performed to instruct the user to display the lottery window 72.

[0121] As shown in Figure 17, for example, the lottery screen 70 may include a results window 74 that displays the lottery results. The results window 74 is displayed when a lottery is held. In other words, the results window 74 is displayed when a lottery is requested. For example, by tapping the area where the first lottery request button 72d is displayed, an operation can be performed to request one lottery. For example, by tapping the area where the second lottery request button 72e is displayed, an operation can be performed to request multiple lotteries. The results window 74 displays result objects corresponding to the lottery results. If multiple lotteries are held, the result objects are displayed separately for each lottery. For example, the result object is an object that resembles a capsule. For example, the result object is displayed in a manner that suggests the result of the lottery. In other words, the result object can be displayed in different manners depending on whether a first set is determined, a second set is determined, or a third set is determined in a predetermined allocation lottery. For example, the result object may be displayed in a manner that suggests the elements that will be awarded as a result of a predetermined award lottery.

[0122] As shown in Figure 18, the results window 74 displays element objects indicating the elements to be assigned to user 11 as a result of the lottery. If multiple lotteries are performed, and the status of user 11's use of the service changes as a result of a predetermined lottery, the next lottery will be performed based on the changed status. In this way, if the status of user 11's use of the service corresponding to the user character changes from the first status to the second status in a predetermined assignment lottery, and the first set is determined as a result of the next predetermined assignment lottery, then equipment A will be assigned to user 11 as the second element.

[0123] The effects of this disclosure will be explained. (1-1) Even if the same lottery target is determined by a predetermined lottery, elements can be added according to the circumstances of the user 11's use of the service. This makes it easier to make the user 11 want to have a chance to win the lottery each time the circumstances of the user 11's use of the service change.

[0124] (1-2) Because the type of first element that can be assigned to user 11 differs between a predetermined first situation and a specific first situation, it is easy to make user 11 want to have a chance to participate in the lottery. (1-3) The relationships between the elements that can be assigned to user 11 differ depending on whether the first set is determined by a predetermined assignment lottery or whether the second set is determined. Therefore, each time the circumstances of user 11's use of the service change, users 11 who wish to be assigned elements based on the first set and the second set, respectively, can be made to want to take part in the lottery.

[0125] (1-4) When the third set is determined by a predetermined allocation lottery, the object that user 11 is allocated will differ depending on the user's usage of the service, and will be either an object that user 11 can manipulate or an object that user 11 cannot manipulate. This makes it easier to encourage user 11 to want to take part in the lottery when the user's usage of the service changes to the second state.

[0126] (1-5) The circumstances of user 11's use of the service may change depending on the results of the predetermined grant lottery. Therefore, it is easy to make user 11 want to have a stronger chance of winning the lottery.

[0127] (1-6) Depending on the result of the predetermined grant lottery, the parameters of a predetermined object owned by user 11 change. Therefore, it is easy to make users 11 who want to change the parameters of a predetermined object want to have a chance to participate in the lottery. Also, since a second element may be granted when the parameters of a predetermined object reach a predetermined value, it is easy to make users 11 who want to be granted a second element want to have a chance to participate in the lottery.

[0128] (1-7) The determination ratio of multiple lottery targets in a predetermined lottery can be presented to the user 11, and when each lottery target is determined, the type of element that will be awarded according to the user 11's circumstances regarding the use of the service is also presented. Therefore, it is easy for the user 11 to recognize which element will be awarded depending on their circumstances regarding the use of the service. In addition, since the user 11 can recognize in advance the element that will be awarded when their circumstances regarding the use of the service change, it is easy to encourage users 11 who want to be awarded the changed element to change their circumstances regarding the use of the service.

[0129] (1-8) When the first set is determined by a predetermined assignment lottery, and when the second set is determined, the determination of the set can be notified in different ways. Therefore, it is easy to recognize in advance which set has been determined, and even if the process for assigning elements is complex, it is easy for the user 11 to recognize which elements will be assigned.

[0130] (1-9) When multiple grant lotteries are performed consecutively, the status of user 11's use of the service may change from the first status to the second status depending on the results of the intermediate grant lotteries. Even in such cases, in grant lotteries after the change to the second status, if a set is determined, elements corresponding to the changed status will be granted. For this reason, it is easy for user 11 to request multiple grant lotteries.

[0131] (Second Embodiment) A second embodiment will now be described. In the following description, redundant explanations may be omitted or simplified by using the same reference numerals for the same configurations and controls as in the embodiments already described.

[0132] In the second embodiment, when a predetermined set is determined by a predetermined allocation lottery, one or more first elements can be selected from a group of first elements, which includes one or more first elements, and allocated to the user 11.

[0133] As shown in Figure 19, in the predetermined assignment lottery of the second embodiment, if the first set is determined, and the situation regarding the use of the service by user 11 is the first situation, then one first element is assigned from the first element group. For example, in the predetermined assignment lottery of the second embodiment, if the first set is determined, and the situation regarding the use of the service by user 11 is the first situation, then user character A1 or user character A2 may be assigned.

[0134] For example, in the lottery process of the second embodiment, in steps S603 and S604, when a first set is determined in a predetermined allocation lottery, the processor 210 of the server 200 determines from the status information of user 11 read from storage 230 that user 11 does not possess both user character A1 and user character A2, which is a predetermined first situation. Then, in step S605, the processor 210 of the server 200 can decide which of user character A1 or user character A2 to allocate to user 11, depending on the situation regarding user 11's use of the service. For example, the processor 210 of the server 200 allocates user character A1 to user 11 when the situation regarding user 11's use of the service is a specific situation. On the other hand, the processor 210 of the server 200 allocates user character A2 to user 11 when the situation regarding user 11's use of the service is not a specific situation. A specific situation is, for example, when user 11's game progress is such that user 11 has achieved a specific event.

[0135] In step S606, the processor 210 of the server 200 may increase the specific parameters of the user character assigned in step S605.

[0136] (2-1) According to this embodiment, the number of first elements included in the first element group differs between a predetermined first situation and a specific first situation. This makes it easier to assign elements that are appropriate to the situation regarding the user 11's use of the service.

[0137] The above embodiment can be implemented with the following modifications. The above embodiment and the following modifications can be combined with each other to the extent that they do not contradict each other technically. [Example of change 1] In the second embodiment, the processor 210 of the server 200 may, in step S605, assign either user character A1 or user character A2 to user 11 if the situation regarding user 11's use of the service is a specific situation. In this case, which of user character A1 or user character A2 is assigned may be selected by selection lottery. For example, the selection lottery may have different selection ratios depending on the situation regarding user 11's use of the service. If the system is configured so that the first element to be assigned is selected by selection lottery, the predetermined first situation may include not owning both user character A1 and user character A2, as well as not owning one of user character A1 or user character A2, and the specific parameter of the other user character A1 or user character A2 being at a predetermined value. In other words, after one of user character A1 or user character A2 is assigned, the other user character may not be assigned until the specific parameter of the assigned user character reaches a predetermined value. Alternatively, a first element to be assigned may be selected by random selection, and if the user does not already possess a user character corresponding to that first element, that user character may be assigned to user 11.

[0138] [Example of change 2] In the second embodiment, even if a second set is determined by a predetermined assignment lottery, or if a third set is determined, in the first situation, one or more first elements selected from the first element group may be assigned to the user 11.

[0139] [Example of change 3] If a predetermined set is determined by a predetermined allocation lottery, and the user 11's service usage status is in the second state, it may be possible to select one or more first elements from a group of second elements, which includes one or more second elements, and assign them to the user 11.

[0140] [Example of change 4] The first situation to which the first element is assigned, and the second situation to which the second element is assigned, may be arbitrarily changed. Furthermore, the predetermined first situation to which a predetermined first element is assigned, and the specific first situation to which a particular first element is assigned, may also be arbitrarily changed. For example, if it is possible to assign elements according to the user 11's game progress, then in a situation where user 11 has achieved a particular event, the character that appeared in that particular event may be assigned to user 11 as a user character.

[0141] [Example of change 5] Each element that may be granted when a predetermined grant lottery is performed may be arbitrarily changed. For example, a user character may be granted as a specific first element or second element. For example, when a first set is determined by a predetermined grant lottery, user character A1 may be granted in a predetermined first situation, while user character A2 may be granted in a specific first situation. In this case, user character A2 may be granted to user 11 in place of user character A1. In other words, user 11 may only be able to own one of user character A1 or user character A2. User character A1 and user character A2 may have different attributes, for example. Attributes may be fire attribute, water attribute, wind attribute, etc. A user character may be able to perform actions corresponding to their attribute. For example, a user character may be able to perform attacks corresponding to their attribute.

[0142] Furthermore, for example, elements that can be assigned in a specific first or second situation may include consumable items usable by user characters that can be assigned according to a predetermined first situation. These consumable items may, for example, be items that change the parameters of a user character (e.g., specific parameters). As an example, consumable items may be unusable by some or all of the other user characters.

[0143] [Example of change 6] The set may include predetermined elements different from the first and second elements. For example, the predetermined elements may be able to be applied under any predetermined circumstances. There may be multiple predetermined elements and multiple predetermined circumstances under which the predetermined elements are applied.

[0144] [Example of change 7] In a single predetermined award lottery, multiple elements may be awarded.

[0145] [Example of change 8] The grant lottery can include any grant lottery that includes one or more sets as the target of the lottery, and the number of sets as the target of the lottery and the number of elements included in the sets can be set arbitrarily. For example, the grant lottery may include only multiple sets as the target of the lottery, or it may include a grant lottery that does not include sets as the target of the lottery (a grant lottery that includes only a single item as the target of the lottery).

[0146] [Example of change 9] There may be no upper limit on the number of times a second element can be assigned. For example, a specific parameter of an object assigned as a second element may increase without limit each time it is assigned.

[0147] [Example of change 10] In the above embodiment, a game was used as an example of a service, but it is not limited to this. The service provided by the information processing system 10 may be a service other than a game. For example, the service may be a health support service related to training or fitness. As an example, the service may be an advertising service for commercial facilities, etc. As an example, the service may be a transportation guidance service. As an example, the service may be an educational service.

[0148] [Example of change 11] The execution order of the processes and steps described above is merely an example and is not limited thereto. The execution order of the processes and steps can be arbitrarily changed as long as it does not deviate from the embodiments and modifications.

[0149] [Example of change 12] One or more modules or functions provided by terminal 100 and server 200 may be implemented by circuits such as ASIC (Application Specific Integrated Circuit), PLD (Programmable Logic Device), FPGA (Field-Programmable Gate Array), and MCU (Micro Control Unit).

[0150] [Example of change 13] One or more modules or functions provided by terminal 100 and server 200 may be implemented by software using a processor. The computer comprises a processor, memory, and storage. The above-mentioned programs and various data are recorded in the storage so that they can be read by the processor. The programs are loaded into memory. The processor then reads the above-mentioned programs from the storage and executes them, thereby realizing the functions of this disclosure. The storage may be implemented as a non-volatile storage device, as already described.

[0151] [Example of change 14] The program may be supplied to the computer via any transmission medium capable of transmitting it (such as a communication network or broadcast waves).

[0152] [Example of change 15] The program may be recorded on a storage medium such as a magnetic disk (floppy disk, hard disk, etc.), an optical disk (CD-ROM, DVD, MO, etc.), or a semiconductor memory (ROM, RAM, flash memory, etc.).

[0153] [Example of change 16] The game program on server 200 and the game program on terminal 100 can be perceived as a single program, or they can be perceived as separate programs. Alternatively, server 200 may perform all processing, and the results of this processing may be displayed as an image on the monitor 181 of terminal 100.

[0154] [Example of change 17] All of the processes and steps described in the embodiments and modifications may be performed by the processor 210 of the server 200 or by the processor 110 of the terminal 100. For example, some or all of the processes and steps that the processor 210 of the server 200 executes as the game control unit 201, lottery unit 202, or assignment unit 203 in the embodiments and modifications described above may be performed by the processor 110 of the terminal 100 as the game control unit 101, lottery unit, or assignment unit. For example, some or all of the processes and steps that the processor 110 of the terminal 100 executes as the game control unit 101 in the embodiments and modifications described above may be performed by the processor 210 of the server 200 as the game control unit 201.

[0155] [Example of change 18] Optional processes and steps described in the embodiments and modifications may be executed by the processor 210 of the server 200, while processes and steps different from those described in the embodiments and modifications may be executed by the processor 110 of the terminal 100. In other words, in the information processing system 10, the computer may consist of one or more terminals 100 and one or more servers 200. For example, all of the various means and functions that can be realized by the processor 210 of the server 200 may be realized by the processor 110 of the terminal 100. For example, some of the various means and functions that can be realized by the processor 210 of the server 200 may be realized by the processor 210 of the server 200, and the remainder may be realized by the processor 110 of the terminal 100.

[0156] [Example of change 19] The various functions that can be realized by the game control unit 201, the lottery unit 202, and the allocation unit 203 are not limited to being composed of one processor 210, but may be composed of one server 200 or multiple processors included in multiple servers 200. The various functions that can be realized by the game control unit 101, the presentation unit 102, the notification unit 103, and the display control unit 104 are not limited to being composed of one processor 110, but may be composed of one terminal 100 or multiple processors included in multiple terminals 100. Furthermore, the various functions may be composed of one or more processors included in one or more terminals 100 and one or more servers 200. Thus, the computer may be composed of one or more terminals 100, one or more servers 200, or may include one or more terminals 100 and one or more servers 200.

[0157] [Example of change 20] When terminal 100 performs all of the processes and steps described in the embodiments and modifications, terminal 100 may be configured not to communicate with other devices when performing these processes and steps. Furthermore, the computer is not limited to being composed of terminal 100 and server 200, or both. The computer may be a device that does not communicate with other devices. For example, the computer may be a stationary device for home or business use, or it may be a portable device.

[0158] [Note] This disclosure encompasses the following embodiments. Reference numerals are used for components of the embodiments not for limitation but to aid understanding.

[0159] (Challenge) For example, the objective is to improve interest. (Note 1) A program that causes a computer (100,200) to function as a lottery unit (202,S600) capable of determining one lottery target from a plurality of lottery targets including one or more sets of multiple elements relating to a service by lottery, and an assignment unit (203,S603~S607) capable of assigning a first element to the user (11) when the user's use of the service is in a first state, and assigning a second element to the user (11) when the user's use of the service is in a second state.

[0160] For example, even if the same set is drawn, elements can be assigned according to the user's (11) situation. This makes it easier to make the user (11) want to have another chance to draw each time their situation changes. Therefore, the level of interest can be improved.

[0161] (Note 2) The program as described in Note 1, wherein the type of first element that can be assigned to the user (11) differs depending on whether the user's use of the service is in a predetermined first state or in a specific first state (S604~S606).

[0162] For example, because the type of first element that can be assigned to the user (11) differs between a predetermined first situation and a specific first situation, it is easier to make the user (11) want to have a chance to win the lottery in the first situation.

[0163] (Note 3) The granting unit (203) can select one or more first elements from a group of first elements including one or more first elements and grant them to the user (11) when the user's use of the service is a predetermined first situation, and when the user's use of the service is a specific first situation, and the number of first elements included in the group of first elements differs depending on whether the user's use of the service is a predetermined first situation or a specific first situation, as described in Note 1 or Note 2.

[0164] For example, because the number of first elements included in the first element group differs between a predetermined first situation and a specific first situation, it is easier to make the user (11) want to have a chance to participate in the lottery in the first situation.

[0165] (Note 4) The program described in any of Notes 1 to 3, wherein the set comprises a first set and a second set, and the elements that can be assigned to the user (11) when the first set is determined by the lottery include elements that have less relevance to the elements that can be assigned to the user (11) when the second set is determined by the lottery, compared to other elements that can be assigned to the user (11) when the first set is determined by the lottery, or elements that are not related to the elements that can be assigned to the user (11) when the second set is determined by the lottery.

[0166] For example, it is easier to make a user (11) who wants to be assigned elements based on both the first and second sets each time the situation changes, want to have a chance to participate in the lottery. (Note 5) The computer (100, 200) functions as a service, providing an event that the user (11) can play, and the granting unit (203) can, when the set is determined by the lottery, grant a predetermined object to the user (11) as the first element when the situation regarding the user's use of the service is the first situation, and grant a specific object to the user (11) as the second element when the situation regarding the user's use of the service is the second situation, and one of the predetermined object and the specific object is an object that the user (11) can operate in the event, and the other of the predetermined object and the specific object is not an object that the user (11) can operate in the event, as described in any of Notes 1 to 4.

[0167] For example, depending on the situation, the object assigned to the user (11) in the event changes whether it is an object that the user (11) can interact with or an object that the user (11) cannot interact with. This makes it easier to make the user (11) want to take part in the lottery more strongly in the changed situation.

[0168] (Note 6) The granting unit (203) is capable of granting a predetermined object as the first element to the user (11) when the set is determined by the lottery, and the situation regarding the user's use of the service is the first situation, wherein the first situation includes a situation in which the situation regarding the user's use of the service indicates that the predetermined object has not been granted to the user (11), as described in any of Notes 1 to 5.

[0169] For example, the user's (11) situation may change depending on the lottery results. This makes it easier to make the user (11) want to have a stronger chance of winning the lottery. (Note 7) The program as described in Note 6, wherein when the set is determined by the lottery, the granting unit (203) can grant a predetermined object to the user (11) as the first element when the situation regarding the user's use of the service is the first situation, the first situation includes a specific first situation in which the situation regarding the user's use of the service indicates that the predetermined object has been granted to the user (11), the granting unit (203) changes the parameters of the predetermined object granted to the user (11) as the granting of the first element when the set is determined by the lottery and the situation regarding the user's use of the service is the specific first situation, and the second situation is a situation in which the situation regarding the user's use of the service indicates that the parameters of the predetermined object granted to the user (11) have reached a specified value.

[0170] For example, the parameters of a predetermined object assigned to a user (11) change depending on the lottery result. This makes it easier to motivate a user (11) who wants to change the parameters of the predetermined object to want more opportunities to participate in the lottery. Also, since a second element may be assigned when the parameters of the predetermined object reach a predetermined value, this makes it easier to motivate a user (11) who wants to be assigned the second element to want more opportunities to participate in the lottery.

[0171] (Note 8) The program described in any of Notes 1 to 7, wherein the second element includes a consumable object that can be consumed by the user (11), and the first element includes a non-consumable object.

[0172] For example, since the first element is a non-consumable object, it is easy to make the user (11) want to have a chance to draw in the first situation. Also, since the second element is a consumable object, even if the situation changes to the second situation and the second element is assigned, and then the second element is assigned again, it is still easy to make the user (11) want to have a chance to draw in the second situation.

[0173] (Note 9) The computer (100,200) functions as a display unit that displays the probability of the set being determined in the lottery, and the display is executed in a manner that indicates that when the set is determined by the lottery, the first element is assigned when the user's use of the service is in the first state, and the second element is assigned when the user's use of the service is in the second state, as described in any of Notes 1 to 8.

[0174] For example, a user (11) can easily recognize which element will be assigned depending on their situation. Also, because they can recognize the element that will be assigned when the situation changes, it is possible to motivate a user (11) who wants to be assigned the changed element to change their situation.

[0175] (Note 10) The computer (100, 200) is configured to function as a notification unit capable of notifying when the group is determined by the lottery, wherein the group consists of a first group and a second group, and the notification is provided in a manner different depending on whether the first group is determined by the lottery or the second group is determined by the lottery, as described in any of Notes 1 to 9.

[0176] For example, because it is easy to recognize which set has been assigned, even if the process of assigning elements is complex, it is easy to recognize which elements will be assigned. (Note 11) The lottery unit (202) is capable of performing the lottery multiple times based on one lottery request from the user (11), and the granting unit (203) is capable of granting the first element or the second element to the user (11) according to the changed user usage of the service, when the set is determined by the next lottery.

[0177] For example, if multiple draws are performed, even if the situation changes due to the results of intermediate draws, the user (11) is more likely to request multiple draws because subsequent draws of the set will assign elements corresponding to the changed situation.

[0178] Furthermore, the configurations described in Appendices 1 to 11 may be adapted as appropriate to the fields of apparatus, systems, methods, and media. It will be apparent to those skilled in the art that the present invention may be embodied in other specific forms without departing from its technical spirit. For example, some of the components described in the embodiments (or one or more of the embodiments thereof) may be omitted, or some components may be combined. The same applies to the procedures. The scope of the present invention should be determined by referring to the appended claims, along with the entire scope of equivalents to which the claims are granted. [Explanation of Symbols]

[0179] 10…Information Processing System 11…User 20…Network 40…Home Screen 41…Avatar Window 42…Event Start Button 43…Settings Button 50…Event Screen 51…Field Object 52…Status Icon 60…Settings Screen 61…Home Icon 62…Lottery Icon 63…Character Icon 63a…Count Object 63b…Level Object 64…Avatar Icon 64a…Count Object 64b…Level Object 65…First Settings Window 65a…Equipment Icon 65b…Settings Icon 66…Second Settings Window 66a…Puzzle Board 66b…Second Equipment Icon 70…Lottery Screen 71…Button 72…Lottery Window 72a…Lottery Machine 72b…Switch Button 72c…Provide Button 72d…First Lottery Request Button 72e…Second Lottery Request Button 73…Provide Window 74…Results Window 80…Avatar 81…Enemy Object 100…Terminal 101…Game Control Unit 102…Presentation Unit 102…Provision Unit 103…Notification Unit 104…Display Control Unit 105…Memory Unit 106…Communication Unit 107…Input / Output Unit 110…Processor 120…Memory 130…Storage 140…Communication Interface 150…Input / Output Interface 160…Microphone 170…Speaker 180…Touchscreen 181…Monitor 182…Touch Sensor 190…Communication Bus 200…Server 201…Game Control Unit 202…Lottery Unit 203…Assignment Unit 205…Memory Unit 206…Communication Unit 207…Input / Output Unit 210…Processor 220…Memory 230…Storage 240…Communication Interface 250…Input / Output Interface 290…Communication Bus 300…Input Device

Claims

1. Computers A lottery unit capable of determining at least one lottery target by lottery from a plurality of lottery targets, which include one or more sets of multiple elements related to a service, A program that functions as an assigning unit, which, when the set is determined by the aforementioned lottery, can assign a first element to the user when the user's use of the service is in a first state, and can assign a second element to the user when the user's use of the service is in a second state.

2. The program according to claim 1, wherein the type of first element that can be assigned to the user differs depending on whether the user's use of the service is in a predetermined first state or in a specific first state.

3. The granting unit can select one or more first elements from a group of first elements, including one or more first elements, and grant them to the user if the user's use of the service is in a predetermined first state, or if the user's use of the service is in a specific first state. The program according to claim 1, wherein the number of first elements included in the first element group differs depending on whether the user's use of the service is in the predetermined first state or in the specific first state.

4. The aforementioned aggregate consists of a first aggregate and a second aggregate. The program according to claim 1, wherein the elements that can be assigned to the user when the first set is determined by the lottery include elements that have less relevance to the elements that can be assigned to the user when the second set is determined by the lottery, or elements that are not related to the elements that can be assigned to the user when the second set is determined by the lottery, compared to other elements that can be assigned to the user when the first set is determined by the lottery.

5. The computer is configured to function as a service provider, offering events that the user can play. When the set is determined by the lottery, the granting unit can grant a predetermined object to the user as the first element when the user's use of the service is in the first state, and can grant a specific object to the user as the second element when the user's use of the service is in the second state. One of the predetermined object and the specific object is an object that the user can manipulate in the event. The program according to claim 1, wherein the predetermined object and the other of the specific object are not objects that the user can manipulate in the event.

6. An information processing system comprising: a lottery unit capable of determining one lottery target by lottery from a plurality of lottery targets, including one or more sets of multiple elements relating to a service; and an assignment unit capable of assigning a first element to a user when the user's use of the service is in a first state, and assigning a second element to a user when the user's use of the service is in a second state, if the set of elements is determined by the lottery.

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