Electronic object assignment system, electronic object assignment program, and electronic object assignment method

The electronic object granting system addresses the lack of user engagement in gacha systems by allowing users to select and identify objects under specific conditions, enhancing anticipation and satisfaction through active participation.

JP2026057857AActive Publication Date: 2026-04-03THE POKEMON CO +1
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-24
Publication Date
2026-04-03

AI Technical Summary

Technical Problem

Conventional gacha systems lack user engagement and interest, as users are not actively involved in selecting desired electronic objects, leading to diminished anticipation and satisfaction.

Method used

An electronic object granting system that displays multiple objects in an unidentifiable state, allowing users to select and identify one or more objects under predetermined conditions, such as consuming a value or using items, while changing the object's placement and visibility to enhance anticipation.

Benefits of technology

Facilitates user access to desired electronic objects and enhances the sense of anticipation by involving users in the selection process, thereby increasing engagement and satisfaction.

✦ Generated by Eureka AI based on patent content.

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Abstract

This facilitates users' access to the electronic objects they wish to acquire and enhances their expectations when obtaining those electronic objects. [Solution] An electronic object granting system comprising: means for displaying multiple electronic objects in an unidentifiable state in which the type of each object cannot be determined; means for allowing the user to select at least one of the multiple electronic objects in an unidentifiable state and displaying the selected electronic object in an identifiable state in which the type of each object can be determined, if predetermined conditions are met before granting an electronic object to the user; and means for allowing the user to select at least one of the multiple electronic objects and granting the selected electronic object to the user.
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Description

Technical Field

[0006] ,

[0001] The present invention relates to an electronic object awarding system, an electronic object awarding program, and an electronic object awarding method.

Background Art

[0002] Conventionally, there is known a game in which a lottery called a gacha is executed契机 upon receiving a lottery request (so-called gacha request) by a user. In such a conventional gacha, when a user makes a lottery request, a game medium selected from a lottery list is given to the user. However, in this method, since it is simply determined which game medium the user can obtain, there is a problem that the gacha lacks interest.

[0003] Therefore, there is disclosed a technique in which a part of information of two lottery-selected game media is displayed, and when specific conditions are satisfied, additional information such as which medium has the highest parameter is notified to the user (Patent Document 1). It is said that this makes it possible to maintain the user's interest in the gacha and increase the satisfaction level.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] By the way, in a system for awarding an electronic object such as a card, a technique is desired that facilitates access to the electronic object that the user wants to obtain and further improves the user's sense of expectation when obtaining the electronic object.

Means for Solving the Problems

[0006] One aspect of the present invention is an electronic object granting system for granting electronic objects to a user, comprising: means for displaying a plurality of electronic objects in an unidentifiable state in which the types of objects cannot be identified; means for causing the user to select at least one of the plurality of electronic objects in the unidentifiable state and displaying the electronic object selected by the user in an identifiable state in which the type of electronic object can be identified, if predetermined conditions are met before granting the electronic object to the user; and means for causing the user to select at least one of the plurality of electronic objects and granting the electronic object selected by the user to the user.

[0007] In this case, it is preferable to return the display state of the electronic object from the identifiable state to the non-identifiable state before providing the electronic object to the user.

[0008] Furthermore, in the means for providing the electronic object to the user, it is preferable to display the electronic object that was not selected by the user in the identifiable state, then display the electronic object selected by the user in the identifiable state, and then provide the electronic object to the user.

[0009] Furthermore, it is preferable that the aforementioned predetermined conditions are conditions that are satisfied by consuming a predetermined value.

[0010] Furthermore, the predetermined value is preferably at least one of an electronic item or a charge to the user.

[0011] Furthermore, it is preferable that the number of times the electronic object is displayed in the identifiable state, which allows for the identification of the type of electronic object, differs depending on the amount of the predetermined value consumed.

[0012] Furthermore, it is preferable that the predetermined conditions be changed according to the rarity of the electronic object.

[0013] Furthermore, after displaying the electronic object in the identifiable state, it is preferable to perform a shuffle operation to change the placement position of the displayed electronic object before repeating the process of displaying the electronic object in the identifiable state.

[0014] Another aspect of the present invention is an electronic object granting program for granting electronic objects to a user, characterized in that the computer functions as: means for displaying a plurality of electronic objects in an unidentifiable state in which the types of objects cannot be identified; means for causing the user to select at least one of the plurality of electronic objects in the unidentifiable state and displaying the electronic object selected by the user in an identifiable state in which the type of electronic object can be identified, if predetermined conditions are met before granting the electronic object to the user; and means for causing the user to select at least one of the plurality of electronic objects and granting the electronic object selected by the user to the user.

[0015] Another aspect of the present invention is an electronic object granting method for granting electronic objects to a user, characterized in that the computer is caused to perform the following processes: a process of displaying a plurality of electronic objects in an unidentifiable state in which the types of objects cannot be identified; a process of causing the user to select at least one of the plurality of electronic objects in the unidentifiable state and displaying it in an identifiable state in which the type of electronic object selected by the user can be identified, if predetermined conditions are met before granting the electronic object to the user; and a process of causing the user to select at least one of the plurality of electronic objects and granting the electronic object selected by the user to the user. [Effects of the Invention]

[0016] According to the present invention, it is possible to facilitate access to the electronic object that the user desires to acquire and to further improve the user's sense of anticipation when obtaining the electronic object. Other objects of the embodiments of the present invention will become apparent by referring to the entire specification.

Brief Description of the Drawings

[0017] [Figure 1] It is a diagram showing the configuration of an electronic object granting system in an embodiment of the present invention. [Figure 2] It is a diagram showing the configuration of a server in an embodiment of the present invention. [Figure 3] It is a diagram showing the configuration of a client in an embodiment of the present invention. [Figure 4] It is a flowchart showing the electronic object granting process in an embodiment of the present invention. [Figure 5] It is a diagram showing an example of a user database in an embodiment of the present invention. [Figure 6] It is a diagram showing an example of a card database in an embodiment of the present invention. [Figure 7] It is a diagram showing an example of a card group database in an embodiment of the present invention. [Figure 8] It is a diagram showing an example of the display of an object group selection screen in an embodiment of the present invention. [Figure 9] It is a diagram showing an example of the display of an object group selection screen in an embodiment of the present invention. [Figure 10] It is a diagram showing an example of the display of a shuffle screen in an embodiment of the present invention. [Figure 11] It is a diagram showing an example of the display of an object selection screen in an embodiment of the present invention. [Figure 12] It is a diagram showing the arrangement position of the card image on the object selection screen in an embodiment of the present invention. [Figure 13] It is a diagram showing an example of a card group database in an embodiment of the present invention. [Figure 14]This figure shows an example of the display of an object selection screen where a peeping opportunity is given in an embodiment of the present invention. [Figure 15] This figure shows an example of the display of an object selection screen where a peeping opportunity is given in an embodiment of the present invention. [Figure 16] This figure shows an example of the display of an object selection screen where a peeping opportunity is given in an embodiment of the present invention. [Figure 17] This figure shows an example of the display of the object selection screen in a viewing state according to an embodiment of the present invention. [Figure 18] This figure shows an example of the display of the object selection screen in an embodiment of the present invention. [Figure 19] This figure shows an example of the display of the object selection screen in an embodiment of the present invention. [Figure 20] This figure shows an example of the display of the object selection screen when selecting an electronic card to acquire in an embodiment of the present invention. [Figure 21] This figure shows an example of the display of the object selection screen when selecting an electronic card to acquire in an embodiment of the present invention. [Figure 22] This figure shows an example of the display of the object assignment screen in an embodiment of the present invention. [Figure 23] This figure shows an example of the display of the object assignment screen in an embodiment of the present invention. [Modes for carrying out the invention]

[0018] [System Configuration] As shown in Figure 1, the electronic object assignment system 100 in an embodiment of the present invention is configured to include a server 102 and a client 104. The client 104 may be single or multiple. The server 102 and the client 104 are connected to each other via an information and communication network 106 such as the Internet, enabling them to exchange information.

[0019] The information and communication network 106 is not limited to the Internet, but can be any network that enables communication between the server 102 and the client 104. For example, it may be a dedicated line, a public line (telephone line, mobile communication line, etc.), a wired LAN (Local Area Network), a wireless LAN, or a combination of the Internet and these.

[0020] As shown in Figure 2, the server 102 is configured to include a processing unit 10, a storage unit 12, an input unit 14, an output unit 16, and a communication unit 18. The processing unit 10 includes means for performing arithmetic processing such as a CPU. The processing unit 10 realizes the function of assigning electronic objects to the client 104 in the electronic object assignment system 100 of this embodiment by executing the electronic object assignment server program stored in the storage unit 12. The storage unit 12 includes storage means such as semiconductor memory or a memory card. The storage unit 12 is connected to the processing unit 10 in an accessible manner and stores the electronic object assignment server program and information necessary for its processing. The input unit 14 includes means for inputting information. The input unit 14 includes, for example, a keyboard, touch panel, buttons, etc., for receiving input from an administrator. The output unit 16 includes means for outputting the processing results of the server 102, such as a user interface screen (UI) for receiving input information from an administrator. The output unit 16 includes, for example, a display for presenting images to an administrator. The communication unit 18 is configured to include an interface for communicating information with the client 104 via the information communication network 106. Communication by the communications unit 18 may be wired or wireless.

[0021] Server 102 receives access from each user's client 104 via the information and communication network 106 to receive the electronic object assignment service, stores and manages information about each user in a storage device such as a database, and provides the service to each user via the information and communication network 106.

[0022] As shown in Figure 3, client 104 is composed of a processing unit 20, a storage unit 22, an input unit 24, an output unit 26, and a communication unit 28. Client 104 is also referred to as a communication terminal. The processing unit 20 includes means for performing arithmetic processing such as a CPU. The processing unit 20 realizes the function of a client terminal in the electronic object assignment system 100 in this embodiment by executing the electronic object assignment client program stored in the storage unit 22. The storage unit 22 includes storage means such as semiconductor memory or a memory card. The storage unit 22 is connected to the processing unit 20 in an accessible manner and stores the electronic object assignment client program and the information necessary for its processing. The input unit 24 includes means for inputting information. The input unit 24 includes, for example, a keyboard, touch panel, buttons, motion sensor, etc., for receiving input from the user. The output unit 26 includes means for outputting information necessary for processing in client 104, such as a display that shows image information such as a screen for receiving input information from the user or a user interface screen (UI). The communication unit 28 is composed of an interface that communicates information with server 102 via the information communication network 106. Communications by the communications unit 28 may be wired or wireless.

[0023] Client 104 can be any information processing device capable of executing a client program for providing electronic object assignment services. For example, Client 104 can be a stationary or portable game console, a personal computer (PC), a tablet computer, a smartphone, a mobile phone terminal, a PHS (Personal Handy-phone System) terminal, a personal digital assistant (PDA), or a multi-functional television receiver with information processing capabilities (so-called smart TV).

[0024] [Service Overview] In this embodiment, a service is provided that grants users electronic objects. In this embodiment, an electronic card is described as an example of an electronic object. However, the electronic object is not limited to an electronic card, and any form that can be treated as an electronic medium to which the present invention can be applied is acceptable. Furthermore, the electronic object may be one that can be used for other purposes such as electronic games.

[0025] Each electronic card will have its own unique design. For example, an electronic card related to a particular anime will feature the designs of the characters appearing in that anime. Electronic cards may also be associated with various attributes. For example, an electronic card may be associated with the card's strength when used in an electronic gate, the type of special move it possesses, its health (hit points / HP), etc. Furthermore, an electronic card may be associated with a rarity attribute, indicating the likelihood of obtaining it.

[0026] In this embodiment, multiple electronic cards are associated with an electronic card pack, and the electronic cards associated with the electronic card pack are granted to the user by performing the process of opening the electronic card pack.

[0027] There are no particular limitations on how electronic card packs can be obtained. They may be given to users free of charge as a reward, or users may be required to pay for them, such as by making a purchase. For example, electronic card packs may be available for purchase through an online shop. Alternatively, electronic card packs may be awarded through a random lottery, either free or paid. Another option is to award electronic card packs for joining a fan club. Furthermore, electronic card packs may be awarded for participating in an event on a designated social networking service (SNS). Finally, users may be able to receive electronic card packs from other users. However, the method of obtaining electronic card packs is not limited to these methods; any method of acquisition is acceptable.

[0028] Furthermore, various series of electronic card packs may be established. For example, electronic card packs containing electronic cards related to characters appearing in each anime series may be offered. Alternatively, for example, a series of rare card packs may be established that offer a higher chance of obtaining high-rarity electronic cards.

[0029] In this embodiment, users can acquire electronic cards using a method called Get Challenge. In Get Challenge, multiple card groups are generated by combining a predetermined number (for example, 5 cards) from multiple types of electronic cards belonging to an electronic card pack. The user acquires an electronic card by selecting one of these card groups and then selecting one of the electronic cards included in the selected card group.

[0030] [Electronic card issuance process] Figure 4 is a flowchart of the electronic card issuance process. The electronic card issuance process in this embodiment will be described below with reference to the flowchart in Figure 4.

[0031] In the following process, the image data necessary for displaying an image on client 104 is stored in the storage unit 12 of server 102 and is transmitted from server 102 to client 104 as needed. In addition, the image data necessary for displaying dynamic images that change over time on client 104 may be generated in advance and stored in the storage unit 12 of server 102, or it may be generated by image processing from the original image data on server 102 or client 104 as needed.

[0032] Step S10 discloses the initial processing for assigning an electronic card. First, a login process is performed. Through the processing in this step, the electronic object assignment system 100 functions as a login processing means. The user inputs the information necessary for the login process using the input unit 24 of the client 104. The information necessary for the login process preferably includes a user ID and username to identify the user. Security information such as a password may also be entered as needed. The entered login information is transmitted to the server 102 via the communication unit 28. The server 102 receives the login information via the communication unit 18. The server 102 permits the user to log in if the login information contains the information necessary to permit the login. For example, if the login ID received from the client 104 matches a user ID registered in the user database pre-stored in the storage unit 12 of the server 102, the login is permitted. When the login process is completed, a message to that effect is sent from the server 102 to the client 104 via the communication unit 18 and the communication unit 28.

[0033] Figure 5 shows an example of a user database. The user database stores information such as username, billing information, challenge power, peeking items, and owned cards, associated with a user ID that identifies the user using the electronic object granting system 100. Billing information is information used when purchasing electronic card packs, challenge power, peeking items, etc., and includes, for example, credit card numbers and bank account numbers. Challenge power is points consumed when performing a Get Challenge to acquire electronic cards. Peeping items are items consumed when performing the peeking process described later. Owned cards are card IDs that identify the electronic cards owned by each user.

[0034] Furthermore, information about the electronic cards assigned to users in the electronic object assignment system 100 is stored as a card database in the storage unit 12 of the server 102. As shown in Figure 6, the card database stores information such as the series of electronic card packs to which the electronic card belongs, the rarity of the electronic card pack, the probability of obtaining an electronic card by opening an electronic card pack belonging to that series, and other attributes related to the electronic card, associated with a card ID uniquely assigned to the electronic card.

[0035] Each electronic card belongs to a series, and each series has at least one type of electronic card pack. Series can be defined according to the characteristics of each electronic card, such as the manga or anime series featuring the characters depicted on the electronic card, or the team to which the sports player depicted on the electronic card belongs. Users can select the series to which the electronic card they want to acquire belongs. If a series has multiple types of electronic card packs, the user can select and open one type of electronic card pack from the electronic card packs of the selected series.

[0036] Each electronic card has a set probability of being obtained by opening an electronic card pack. This probability corresponds to the probability of each electronic card being included in each type of electronic card pack. When performing a Get Challenge, multiple card groups are generated, each containing a predetermined number (e.g., 5 cards) of various electronic cards belonging to a series of electronic card packs purchased by the user or received from other users. At this time, the card groups are generated so that each electronic card is included with the probability corresponding to the probability of obtaining each electronic card belonging to that electronic card pack series.

[0037] Other attributes related to electronic cards include attributes for use in electronic games, various parameters (Hit Points (HP), Magic Points (MP), rarity, etc.), and special abilities. Additionally, image data for displaying the electronic card may be associated and saved.

[0038] Once the login process is complete and the user starts the Get Challenge to acquire an electronic card, a process is performed to generate a card group from the electronic card pack. Through this process, the electronic object assignment system 100 functions as an object group processing means.

[0039] Server 102 generates multiple card groups by combining various electronic cards belonging to an electronic card pack in predetermined quantities. At this time, the series of electronic card packs to be processed may be selected by the user for a fee, such as by paying a charge, as described above, or they may be selected by a free or paid random draw, or they may be provided by other users. Furthermore, the method of selecting electronic card packs is not limited to these.

[0040] Server 102 stores information about the types of electronic cards belonging to each card group in the storage unit 12 as a card group database. Figure 7 shows an example of a card group database. The card group database stores information relating to a group ID uniquely assigned to each card group, a card ID that identifies the type of electronic card combined with each card group, and information indicating the placement location of the cards. The placement location of the cards will be described later.

[0041] Server 102 sends information about multiple card groups stored in the card group database and information about the logged-in user to client 104. Client 104 stores the received information in storage unit 22. Based on this information, client 104 displays the object group selection screen 200 in output unit 26.

[0042] Figure 8 shows an example of the display of the object group selection screen 200. The object group selection screen 200 consists of a challenge power display unit 202 and a card group display unit 204.

[0043] The Challenge Power display unit 202 is an area that displays the Challenge Power owned by the user. The Challenge Power image display unit 202a of the Challenge Power display unit 202 displays an image showing the amount of Challenge Power owned by the user. By checking the Challenge Power image display unit 202a, the user can understand the amount of Challenge Power they own.

[0044] Furthermore, the Challenge Power display unit 202 may also be provided with a Challenge Power acquisition button 202b. When a user selects (for example, clicks or taps) the Challenge Power acquisition button 202b, a process to increase the Challenge Power is executed. The process to increase the Challenge Power can be, for example, a process that grants the Challenge Power to the user by charging them. Alternatively, the Challenge Power may be restored over time. However, the process is not limited to these, and any process that can increase the Challenge Power is acceptable.

[0045] The card group display unit 204 is an area that displays one of the card groups generated in the server 102. The card group display unit 204 consists of a user display area 204a, an electronic card pack display area 204b, a card display area 204c, and a required challenge power display area 204d. Each card group display unit 204 and the electronic card information displayed in that card group display unit 204 are associated with each other.

[0046] User display area 204a is an area for displaying the name of another user if the electronic card pack was provided by that user. If the electronic card pack was not provided by another user, other information may be displayed in user display area 204a. Electronic card pack display area 204b is an area for displaying information that identifies the electronic card pack that is the target of the Get Challenge. For example, the series name of the electronic card pack that is the target of the Get Challenge may be displayed in electronic card pack display area 204b.

[0047] The card display area 204c is an area for displaying electronic cards included in one of the card groups. In this embodiment, five electronic cards are combined as one card group, so the images of the five electronic cards are displayed in the card display area 204c. The image data of the electronic cards can be obtained from the server 102.

[0048] The required challenge power display area 204d is an area that indicates the amount of challenge power consumed when performing a Get Challenge on the card group displayed on the card group display unit 204. In other words, when an electronic card is acquired in a Get Challenge, the challenge power displayed in the required challenge power display area 204d is consumed.

[0049] Furthermore, the amount of Challenge Power consumed when acquiring an electronic card in Get Challenge may be changed according to the rarity of the electronic card pack series. Specifically, for example, it is preferable to consume more Challenge Power for Get Challenge in electronic card packs that have a higher chance of producing high-rarity electronic cards. For example, the amount of Challenge Power consumed for Get Challenge in electronic card packs of normal rarity could be set to 3, while the amount of Challenge Power consumed in electronic card packs of higher rarity could be set to 5.

[0050] In the object group selection screen 200, multiple card group display units 204 are displayed. That is, a card group display unit 204 is displayed for each of the multiple card groups generated on the server 102. If the output unit 26 of the client 104 cannot secure a display area to simultaneously display multiple card group display units 204, the user can use functions such as screen scrolling to view each of the multiple card group display units 204 generated by the user.

[0051] In step S12, a card group selection process is performed. Through the processing in this step, the electronic object assignment system 100 functions as an object group selection processing means.

[0052] The user selects a card group display unit 204 that displays the card group containing the electronic card they wish to acquire on the object group selection screen 200 displayed on the output unit 26 of the client 104. For example, when the user selects (clicks or taps, etc.) one of the card group display units 204 displayed on the object group selection screen 200, a selection confirmation button 206 is displayed, as shown in Figure 9. It is preferable that the selection confirmation button 206 display a message to confirm the user's intention, such as "Do you want to take on the Get Challenge?". When the user selects (clicks or taps, etc.) the selection confirmation button 206, the Get Challenge is disclosed for the electronic card included in the card group displayed on the selected card group display unit 204.

[0053] Furthermore, if the user lacks sufficient Challenge Power for the selected card group, it is preferable to display an image indicating the lack of Challenge Power in the output unit 26. For example, it may be possible to show that Challenge Power can be acquired through in-app purchases or other means, encouraging the user to acquire the missing Challenge Power.

[0054] When the Get Challenge begins, the electronic cards included in the selected card group are turned face down and shuffled so that the arrangement of each electronic card is not visible.

[0055] For example, as shown in Figure 10, a shuffle screen 210 is displayed. On the shuffle screen 210, it is preferable to display a shuffle video 212, which is an animation of mixing face-down electronic cards. After that, as shown in Figure 11, an object selection screen 220 is displayed, which shows card images 222 representing face-down electronic cards.

[0056] Each of the card images 222 of the electronic cards in the object selection screen 220 is assigned a card placement position that specifies its location. For example, as shown in Figure 12, placement positions P1 to P5 are assigned sequentially from the top left card image 222 to the bottom right card image 222. By shuffling, the placement positions of the card images 222 that display the electronic cards included in the selected card group are changed. For example, the placement positions of the card images 222 that display the electronic cards included in the selected card group are changed randomly.

[0057] Figure 13 shows examples of the placement positions of the card images 222 for each electronic card before shuffling and after shuffling. As shown in Figure 13, the placement positions of each card image 222 displayed on the object selection screen 220 and the information of the electronic card corresponding to that card image 222 are stored in the storage unit 22 in an associated state. In other words, each card image 222 and the electronic card corresponding to that card image 222 are associated on a one-to-one basis.

[0058] In step S14, it is determined whether or not to give the user a chance to peek. Through the processing in this step, the electronic object assignment system 100 functions as a means for determining whether or not to peek. A chance to peek means the process of giving the user a chance to flip over one of the electronic cards displayed on the object selection screen 220 and peek at the front of the electronic card.

[0059] The peeking opportunity can be determined probabilistically for each get challenge. For example, there could be a 10% chance of getting a peeking opportunity for each get challenge.

[0060] Here, the probability of generating a peeping opportunity may be changed. For example, the probability of generating a peeping opportunity may be changed according to the rarity of the series of electronic card packs. Specifically, for example, it is preferable to set the probability of generating a peeping opportunity to be lower for electronic card packs that have a higher appearance rate of high-rarity electronic cards. For example, the probability of generating a peeping opportunity could be set to 10% for electronic card packs of normal rarity, and to 5% for electronic card packs of higher rarity.

[0061] Furthermore, the opportunity to peek may be granted for a limited time only. For example, a start date and end date may be set for granting the opportunity to peek, and the opportunity to peek may be granted only during the period from the start date to the end date. In this case as well, the opportunity to peek may be granted probabilistically.

[0062] Alternatively, a user may be given a chance to peek by using an item. For example, a user may be given a chance to peek by consuming a peek item they own. Specifically, for example, a peek button 224 may be displayed on the object selection screen 220, and a user may be given a chance to peek by selecting (clicking or tapping, etc.) the peek button 224. When a user selects the peek button 224, the amount of peek items required is sent from the client 104 to the server 102, and the server 102 subtracts the amount of peek items used from the amount of peek items associated with the user in the user database. After that, a chance to peek is given.

[0063] Here, the amount of peeking items consumed to grant one peeking opportunity may be changed according to the rarity of the series of electronic card packs. Specifically, for example, it is preferable to increase the amount of peeking items consumed to grant a peeking opportunity for electronic card packs that have a higher appearance rate of high-rarity electronic cards.

[0064] Additionally, users may be given the opportunity to peek by paying for services or consuming coins used in electronic games, etc. In this case, the number of opportunities to peek may be set to multiple times depending on the amount of payment or coins consumed.

[0065] When a peeping chance is triggered, a chance trigger image 226 is displayed on the object selection screen 220, as shown in Figure 14. For example, the chance trigger image 226 is displayed superimposed on the object selection screen 220 along with a message such as "peeping chance".

[0066] In step S16, a viewing process is performed. Through the processing in this step, the electronic object assignment system 100 functions as a viewing processing means. As shown in Figure 15, the client 104 displays an explanation area 228 on the object selection screen 220 prompting the user to select a card to view. The explanation area 228 displays a message prompting the user to select a card to view, such as "You can check the contents only once. Please select the card you want to check."

[0067] The user selects (by clicking or tapping, etc.) the card image 222 corresponding to the electronic card whose surface they want to check. At this time, as shown in Figure 16, it is preferable to display the card image 222 of the selected electronic card as a different card image 230 from the electronic cards that have not been selected.

[0068] When an electronic card is selected, the "Confirm Spying" button 232 is displayed on the object selection screen 220. The user selects (clicks or taps, etc.) the "Confirm Spying" button 232 if they wish to spy on the selected electronic card.

[0069] When the "Confirm Spying" button 232 is selected, the client 104 refers to the card group database to obtain the placement position of the card image 222 of the selected electronic card, and displays the card image 234 showing the surface of the electronic card associated with that placement position, as shown in Figure 17.

[0070] Furthermore, it is preferable for client 104 to display the card image 234 showing the front of the electronic card for a predetermined period of time, and then return the display to the original object selection screen 220 as shown in Figure 11. The predetermined period of time is preferably, for example, 1 to 10 seconds. At this time, an animation may be displayed in which the electronic card is flipped over from the card image 222 showing the back of the electronic card, the card image 234 showing the front of the electronic card is displayed, the card image 234 is displayed for a predetermined period of time, and then the electronic card is flipped over from the card image 234 showing the front of the electronic card back to the card image 222 showing the back of the electronic card.

[0071] Furthermore, processing may be performed to give the player multiple opportunities to peek. After performing the processing related to the opportunity to peek in step S16, the process returns to step S14 to determine whether or not to give the opportunity to peek again.

[0072] For example, as shown in Figure 18, an item usage confirmation image 236 may be superimposed on the object selection screen 220 to ask the user whether they want to use the peeping item again. If the user selects the use button 236a in the item usage confirmation image 236 (by clicking or tapping, etc.), the process should proceed to step S16 again by consuming the peeping item owned by the user, thereby giving the user another chance to peek. On the other hand, if the user selects the do not use button 236b in the item usage confirmation image 236 (by clicking or tapping, etc.), the process should proceed to step S18.

[0073] Furthermore, if multiple peeking opportunities are given depending on the amount of charges or coins consumed, the system may also be configured to confirm whether or not to use the peeking opportunities multiple times. For example, as shown in Figure 19, a chance execution confirmation image 238 may be superimposed on the object selection screen 220 to confirm whether or not to take another peeking opportunity. If the user selects the play button 238a (click or tap, etc.) in the chance execution confirmation image 238, the process should proceed back to step S16, and the user should be given another peeking opportunity. On the other hand, if the user selects the non-play button 238b (click or tap, etc.) in the chance execution confirmation image 238, the process should proceed to step S18.

[0074] Furthermore, if multiple opportunities to peek are granted to the same card group, a shuffling process may be performed on the placement of the card images 222 that display the electronic cards included in that card group. In this case, as with the start of the Get Challenge, it is preferable to display a shuffling screen 210 that shows a shuffling video 212 that mixes the face-down electronic cards, as shown in Figure 10.

[0075] By giving the user multiple opportunities to peek, they have the potential to identify the types of multiple electronic cards included in the card group. On the other hand, by applying a shuffling process, it is possible to prevent the user from determining the placement of two or more electronic cards even if multiple opportunities to peek are performed.

[0076] In step S18, a card selection process is performed. Through the processing in this step, the electronic object granting system 100 functions as an object selection processing means. As shown in Figure 20, the client 104 displays a card selection display image 240 on the object selection screen 220, prompting the user to select the card image 222 of the electronic card they wish to acquire.

[0077] The user selects the electronic card they wish to acquire by selecting (clicking, tapping, etc.) the card image 222 corresponding to that electronic card on the object selection screen 220. At this time, by being able to understand the types of electronic cards presented in the "Peeking Chance," the user can select an electronic card knowing whether the electronic card they wish to acquire is included in the card group. In particular, for the electronic card that was last viewed in the "Peeking Chance," not only the type of electronic card but also the location of the corresponding card image 222 is known, so if the user wishes to acquire that electronic card, they can reliably select that electronic card. When a card image 222 is selected, it is preferable to display the selected card image 222 as a card image 244 in a display mode that distinguishes it from the card images 222 of other electronic cards, as shown in Figure 21.

[0078] If you do not wish to acquire an electronic card from the current card group, you can select (click or tap, etc.) the back button 242 to return to the object group selection screen 200.

[0079] In step S20, the card assignment process is performed. Through the processing in this step, the electronic object assignment system 100 functions as an object assignment means. The client 104 refers to the card group database and sends to the server 102 the card ID of the electronic card associated with the placement position of the card image 222 selected in step S18. At this time, the user ID of the user who performed the Get Challenge and information on the amount of Challenge Power consumed that was required for the Get Challenge in the card group selection process in step S12 are also sent to the server 102.

[0080] When server 102 receives information sent from client 104, it accesses the user database and reduces the Challenge Power associated with the received user ID by the amount of Challenge Power consumed for the Get Challenge. At the same time, it adds the card ID of the received electronic card as a newly owned card, associated with that user ID. This allows the user to acquire the electronic card of their choice.

[0081] Furthermore, when assigning an electronic card to a user, the client 104 may perform image effects. For example, as shown in Figure 22, it is preferable to display the object assignment screen in such a way that the card images 222, each showing the back side, are sequentially opened to reveal the front side. That is, it is preferable to display an animation in the object selection screen 220 that sequentially opens the card images 222 of electronic cards not selected by the user (from Figure 22(a) to Figure 22(d)), and finally opens the card image 222 of the electronic card selected by the user (from Figure 22(e) to Figure 22(f)). After that, as shown in Figure 23, it is preferable to display an enlarged object assignment screen 250 so that the user can clearly see the electronic card they have acquired.

[0082] By sequentially opening images of electronic cards with their backs displayed, and finally opening the image of the electronic card selected by the user, the process of acquiring the electronic card can be made more enjoyable by creating a sense of anticipation for the user as they wait to understand the type of electronic card they will acquire.

[0083] [Structure of the invention] [Configuration 1] An electronic object granting system that grants electronic objects to users, A means for displaying multiple electronic objects in an unidentifiable state where their types cannot be determined, If predetermined conditions are met before the electronic object is provided to the user, means for allowing the user to select at least one of the multiple electronic objects that are in an unidentifiable state, and displaying the electronic object selected by the user in an identifiable state in which the type of electronic object can be identified, Means for allowing the user to select at least one of a plurality of electronic objects, and for granting the electronic object selected by the user to the user, An electronic object assignment system characterized by comprising the following features. [Configuration 2] The electronic object assignment system described in Configuration 1, An electronic object granting system characterized by returning the display state of the electronic object from the identifiable state to the non-identifiable state before granting the electronic object to the user. [Configuration 3] An electronic object assignment system as described in configuration 1 or 2, An electronic object granting system characterized by, in a means for granting the electronic object to a user, first displaying the electronic object not selected by the user in an identifiable state, then displaying the electronic object selected by the user in an identifiable state, and then granting the electronic object to the user. [Structure 4] An electronic object assignment system as described in any one of configurations 1 to 3, An electronic object granting system characterized in that the aforementioned predetermined condition is a condition that is satisfied by consuming a predetermined value. [Composition 5] The electronic object assignment system described in configuration 4, An electronic object granting system characterized in that the predetermined value is at least one of an electronic item or a charge to a user. [Composition 6] An electronic object granting system as described in configuration 4 or 5, An electronic object granting system characterized in that the number of times the electronic object is displayed in an identifiable state that allows the type of electronic object to be identified differs depending on the amount of the predetermined value consumed. [Composition 7] An electronic object assignment system described in any one of items 1 to 6 of the configuration, An electronic object assignment system characterized in that the predetermined conditions are changed according to the rarity of the electronic object. [Structure 8] An electronic object assignment system as described in any one of items 1 to 7, An electronic object assignment system characterized by performing a shuffle process to change the placement position of the displayed electronic object after displaying the electronic object in the identifiable state, and before performing the process of displaying the electronic object in the identifiable state again. [Composition 9] An electronic object granting program that grants electronic objects to a user, On the computer, A means for displaying multiple electronic objects in an unidentifiable state where their types cannot be determined, If predetermined conditions are met before the electronic object is provided to the user, means for allowing the user to select at least one of the multiple electronic objects that are in an unidentifiable state, and displaying the electronic object selected by the user in an identifiable state in which the type of electronic object can be identified, Means for allowing the user to select at least one of a plurality of electronic objects, and for granting the electronic object selected by the user to the user, An electronic object assignment program characterized by functioning as such. [Configuration 10] A method for assigning electronic objects to a user, On the computer, A process that displays multiple electronic objects in an unidentifiable state where their types cannot be determined, If predetermined conditions are met before granting the electronic object to the user, the process involves having the user select at least one of the multiple electronic objects that are in an unidentifiable state, and displaying the electronic object selected by the user in an identifiable state in which the type of object can be identified. A process that allows the user to select at least one of a plurality of electronic objects, and grants the electronic object selected by the user to the user, A method for assigning an electronic object, characterized by causing it to execute. [Explanation of Symbols]

[0084] 10 Processing unit, 12 Storage unit, 14 Input unit, 16 Output unit, 18 Communication unit, 20 Processing unit, 22 Storage unit, 24 Input unit, 26 Output unit, 28 Communication unit, 100 Electronic object assignment system, 102 Server, 104 Client, 106 Information communication network, 200 Object group selection screen, 202 Challenge power display unit, 202a Challenge power image display unit, 202b Challenge power acquisition button, 204 Card group display unit, 204a User display area, 204b Electronic card pack display area, 204c Card display area, 204d Required Challenge Power display area, 206 Selection confirmation button, 210 Shuffle screen, 212 Shuffle video, 220 Object selection screen, 222 Card image, 224 Peek button, 226 Chance activation image, 228 Explanation area, 230 Card image, 232 234 Confirm peeking button, 236 Card image, 236 Item usage confirmation image, 236a Use button, 236b Do not use button, 238 Chance execution confirmation image, 238a Play button, 238b Do not play button, 240 Card selection display image, 242 Back button, 244 Card image, 250 Object assignment screen.

Claims

1. An electronic object granting system that grants electronic objects to users, A means for displaying multiple electronic objects in an unidentifiable state where their types cannot be determined, If predetermined conditions are met before the electronic object is provided to the user, means for allowing the user to select at least one of the multiple electronic objects that are in an unidentifiable state, and displaying the electronic object selected by the user in an identifiable state in which the type of electronic object can be identified, Means for allowing the user to select at least one of a plurality of electronic objects, and for granting the electronic object selected by the user to the user, An electronic object assignment system characterized by comprising the following features.

2. An electronic object assignment system according to claim 1, An electronic object granting system characterized by returning the display state of the electronic object from the identifiable state to the non-identifiable state before granting the electronic object to the user.

3. An electronic object assignment system according to claim 1, An electronic object granting system characterized by, in a means for granting the electronic object to a user, first displaying the electronic object not selected by the user in an identifiable state, then displaying the electronic object selected by the user in an identifiable state, and then granting the electronic object to the user.

4. An electronic object assignment system according to claim 1, An electronic object granting system characterized in that the aforementioned predetermined condition is a condition that is satisfied by consuming a predetermined value.

5. The electronic object assignment system according to claim 4, An electronic object granting system characterized in that the predetermined value is at least one of an electronic item or a charge to a user.

6. The electronic object assignment system according to claim 5, An electronic object granting system characterized in that the number of times the electronic object is displayed in an identifiable state that allows the type of electronic object to be identified differs depending on the amount of the predetermined value consumed.

7. An electronic object assignment system according to claim 1, An electronic object assignment system characterized in that the predetermined conditions are changed according to the rarity of the electronic object.

8. An electronic object assignment system according to claim 1, An electronic object assignment system characterized by performing a shuffle process to change the placement position of the displayed electronic object after displaying the electronic object in the identifiable state, and before performing the process of displaying the electronic object in the identifiable state again.

9. An electronic object granting program that grants electronic objects to a user, On the computer, A means for displaying multiple electronic objects in an unidentifiable state where their types cannot be determined, If predetermined conditions are met before the electronic object is provided to the user, means for allowing the user to select at least one of the multiple electronic objects that are in an unidentifiable state, and displaying the electronic object selected by the user in an identifiable state in which the type of electronic object can be identified, Means for allowing the user to select at least one of a plurality of electronic objects, and for granting the electronic object selected by the user to the user, An electronic object assignment program characterized by functioning as such.

10. A method for assigning electronic objects to a user, On the computer, A process that displays multiple electronic objects in an unidentifiable state where their types cannot be determined, If predetermined conditions are met before granting the electronic object to the user, the process involves having the user select at least one of the multiple electronic objects that are in an unidentifiable state, and displaying the electronic object selected by the user in an identifiable state in which the type of object can be identified. A process that allows the user to select at least one of a plurality of electronic objects, and grants the electronic object selected by the user to the user, A method for assigning an electronic object, characterized by causing it to execute.

Citation Information

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