Information processing device

A system that allows users to play or spend until reaching personalized limits in lottery games, addressing unfairness by ensuring equitable access to high rarity contents through personalized play limits and rewards.

JP2026063078APending Publication Date: 2026-04-10SEGA CORP
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SEGA CORP
Filing Date
2026-01-13
Publication Date
2026-04-10

AI Technical Summary

Technical Problem

Existing lottery games often result in unfairness among users due to differing play capabilities, with high rarity contents being difficult to obtain and uniform play limits favoring certain demographics.

Method used

Implementing a system where users can play or spend until reaching a personalized maximum number of plays or points, with rewards granted based on these limits, ensuring fairness by allowing selection from a varied set of contents.

Benefits of technology

Enhances fairness among users by allowing all to play or spend up to a personalized limit, ensuring equitable access to high rarity contents.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve fairness among users participating in the lottery game. [Solution] The present invention is an information processing device characterized by comprising: a content information storage unit that stores content information in which each content has a set lottery probability; a lottery game execution unit that determines the content to be acquired by the user based on the lottery probability of each content set in the content information each time the user performs a game operation; and a reward granting unit that grants the user a content set according to the maximum number of plays when the number of times the user has played the lottery game reaches the maximum number of plays set for each user.
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Description

Technical Field

[0001] The present invention relates to an information processing apparatus and a program.

Background Art

[0002] There is known an information processing apparatus that executes a lottery game for giving a user any one of a plurality of contents selected based on the lottery probability set for each content (character) (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In such a lottery game, generally, a low lottery probability is set for contents with high rarity value. Therefore, even if a user repeatedly plays the lottery game, it is difficult to obtain a content with high rarity value.

[0005] On the other hand, it is also possible to set a play limit for the lottery game and give a content with high rarity value as a privilege to a user who has played up to that limit. However, if a play limit is set uniformly, unfairness will occur between users who can easily play up to that limit (for example, working people) and users who cannot (for example, students).

[0006] The present invention has been made in view of such circumstances, and an object thereof is to enhance fairness among users who play a lottery game.

Means for Solving the Problems

[0007] The main invention of this invention for solving the above problems is: A content information storage unit stores content information for which each content item has a set probability of winning the lottery, Each time the user performs a game operation, a lottery game execution unit determines the content to be acquired by the user based on the lottery probability of each content set in the content information, A reward granting unit grants the user content set according to the maximum number of plays in the lottery game, when the number of plays by the user reaches the maximum number set for each user. This is an information processing device characterized by having the following features. According to this type of information processing device, users can play a lottery game until they reach a maximum number of plays set for each user, and in doing so, they can acquire content that is determined according to the maximum number of plays. This makes it possible to increase fairness among users playing the lottery game.

[0008] Furthermore, it is desirable that the reward granting unit grants the user the content selected by the user as a reward from among the content group set according to the maximum number of plays in the lottery game when the number of plays by the user reaches the maximum number of plays. This allows users to play the lottery game until they reach the maximum number of plays, and then select their desired content from a set of content available based on that maximum number of plays.

[0009] Furthermore, it is desirable that the reward granting unit grants content that is disadvantageous to the user, especially if the maximum number of plays the user can make in the lottery game is small. This will further enhance fairness among users with different maximum play counts.

[0010] Furthermore, it is desirable that the reward distribution unit varies the number of content items it provides as rewards depending on the maximum number of times the user can play the lottery game. This will further enhance fairness among users with different maximum play counts.

[0011] Furthermore, it includes a content information storage unit that stores content information, each with its own set lottery probability, Each time a user spends game points, a lottery game execution unit determines the content to be acquired by the user based on the lottery probability of each content set in the content information, A reward granting unit grants the user content set according to the maximum point consumption amount set for each user when the amount of points consumed by the user in the lottery game reaches the maximum point consumption amount set for each user, This is an information processing device characterized by having the following features. According to this type of information processing device, users can play a lottery game by spending points until they reach a maximum point consumption amount set for each user, and in return, they can acquire content set according to the maximum point consumption amount. This makes it possible to increase fairness among users playing the lottery game.

[0012] Furthermore, it is desirable that the reward granting unit grants the user a reward from a group of content selected by the user, based on the maximum amount of points consumed in the lottery game. This allows users to spend points until they reach the maximum spending limit and play a lottery game, after which they can select their desired content from a set of content options determined by the amount of points they spend.

[0013] Furthermore, it is desirable that the reward granting unit grants content that is disadvantageous to the user, the lower the maximum amount of points the user can spend in the lottery game. This will further enhance fairness among users with different maximum point consumption limits.

[0014] Furthermore, it is desirable that the reward granting unit varies the number of content items granted as rewards depending on the maximum amount of points that the user can spend in the lottery game. This will further enhance fairness among users with different maximum point consumption limits.

[0015] Also, computers, A content information storage means that stores content information for which each content item has a set lottery probability. A lottery game execution means that determines the content to be acquired by the user based on the lottery probability of each content set in the content information each time the user performs a game operation. A reward granting means that, upon reaching the maximum number of plays a user has made in a lottery game, grants the user content set according to the maximum number of plays, as a reward. This is a program designed to function as such. Such a program makes it possible to increase fairness among users participating in the lottery game.

[0016] Also, computers, A content information storage means that stores content information for which each content item has a set lottery probability. Each time a user spends game points, a lottery game execution means determines the content to be acquired by the user based on the lottery probability of each content set in the content information. Reward granting means for granting, as a privilege, content set according to the maximum point consumption amount to the user when the point consumption amount consumed by the user in the lottery game reaches the maximum point consumption amount set for each user. It is a program for causing [the system] to function as [such]. According to such a program, it becomes possible to enhance the fairness among users who play the lottery game.

Brief Description of the Drawings

[0017] [Figure 1] It is a configuration diagram showing an example of an information processing system according to the first embodiment. [Figure 2] It is a hardware configuration diagram showing an example of a computer according to the first embodiment. [Figure 3] It is a functional block diagram showing an example of a server device according to the first embodiment. [Figure 4] It is a functional block diagram showing an example of a client terminal according to the first embodiment. [Figure 5] It is a configuration diagram showing a first specific example of acquired character information. [Figure 6] It is a configuration diagram showing a second specific example of acquired character information. [Figure 7] It is a configuration diagram showing an example of character information. [Figure 8] It is a configuration diagram showing an example of evolution information. [Figure 9] It is an image diagram showing a first specific example of a setting operation screen. [Figure 10] It is a configuration diagram showing an example of user information. [Figure 11] It is an image diagram showing a second specific example of a setting operation screen. [Figure 12] It is an image diagram showing a third specific example of a setting operation screen. [Figure 13] It is an image diagram showing a fourth specific example of a setting operation screen. [Figure 14] It is a flowchart for explaining an operation example of the information processing system in the first embodiment. [Figure 15] This is a diagram illustrating a third specific example of acquired character information. [Figure 16] This is a diagram illustrating the fourth specific example of acquired character information. [Figure 17] This is a flowchart illustrating an example of the operation of the information processing system in the second embodiment. [Figure 18] This is a functional block diagram showing an example of a server device 20 according to the third embodiment. [Figure 19] This is a diagram illustrating the first specific example of lottery game information. [Figure 20] This is a diagram illustrating a second specific example of lottery game information. [Figure 21] This is a flowchart illustrating an example of the operation of the information processing system 1 in the third embodiment. [Figure 22] This is an image diagram showing an example of the first operation screen. [Figure 23] This is an image diagram showing an example of the second operation screen. [Figure 24] This is a diagram illustrating a third specific example of lottery game information. [Figure 25] This is a flowchart illustrating an example of the operation of the information processing system 1 in the fifth embodiment. [Modes for carrying out the invention]

[0018] The following describes in detail an information processing device, program, and information processing system according to an embodiment of the present invention. The present invention can be broadly applied to information processing devices, programs, and information processing systems that employ a mechanism for assigning content to users based on the probability of each content being selected.

[0019] [First Embodiment] <System Configuration> Figure 1 is a configuration diagram showing an example of an information processing system 1 according to the first embodiment. As shown in Figure 1, the information processing system 1 according to the first embodiment has one or more client terminals 10 and a server device 20 connected via a network N.

[0020] The client terminal 10 is a terminal device operated by a user, such as a PC, smartphone, or tablet, or a terminal device dedicated to home or business gaming. The server device 20 manages and controls the game played by the user on the client terminal 10, and handles in-game billing. The network N is the internet, etc., and includes mobile wireless base stations.

[0021] Furthermore, in addition to the client-server type information processing system 1 shown in Figure 1, the present invention can also be applied to a standalone game device by separately providing a mechanism for processing in-game charges. The information processing system 1 in Figure 1 is merely an example, and it goes without saying that there are various system configurations depending on the application and purpose. For example, the server device 20 in Figure 1 may be configured by distributing it across multiple computers.

[0022] <Hardware Configuration> Client terminals and server devices Figure 2 is a hardware configuration diagram showing an example of a computer 50 according to the first embodiment. The client terminal 10 and server device 20 according to the first embodiment are realized, for example, by a computer 50 with the hardware configuration shown in Figure 2. Note that the computer 50 is an example of an information processing device.

[0023] As shown in Figure 2, the computer 50 includes a CPU 51, RAM 52, ROM 53, communication interface 54, input device 55, display device 56, external interface 57, and HDD 58, and each is interconnected via bus line B. The input device 55 and display device 56 may be connected and used only when necessary.

[0024] The CPU 51 is a computing unit that controls and implements the functions of the entire computer by reading programs and data from storage devices such as ROM 53 and HDD 58 onto RAM 52 and executing various processes based on the read programs and data.

[0025] RAM52 is an example of volatile semiconductor memory (storage device) for temporarily holding programs and data, and is also used as a work area when the CPU51 performs various processes.

[0026] ROM53 is an example of non-volatile semiconductor memory (storage device) that can retain programs and data even when the power is turned off. ROM53 stores programs and data such as the BIOS, OS settings, and network settings that are executed when the computer 50 starts up.

[0027] The communication interface 54 is an interface for connecting the computer 50 to the network N. This allows the computer 50 to perform data communication via the communication interface 54.

[0028] The input device 55 is a device used by the user or administrator to input various signals. The input device 55 is, for example, an operating device such as a touch panel, operation keys or buttons, a keyboard or mouse.

[0029] The display device 56 is a device for displaying various information on a screen to the user or administrator. The display device 56 is, for example, a display such as a liquid crystal or organic EL.

[0030] The external interface 57 is an interface for connecting to an external device in a data communication manner. This allows the computer 50 to read and / or write to a recording medium via the external interface 57. The external device is a recording medium such as a flexible disk, CD, DVD, SD memory card, or USB memory.

[0031] The HDD58 is an example of a non-volatile storage device that stores programs and data. The programs and data stored include the operating system (OS), which is the basic software that controls the entire computer, and applications that provide various functions on the OS.

[0032] Alternatively, instead of the HDD58, a drive device that uses flash memory as a storage medium (for example, a solid-state drive: SSD) may be used.

[0033] The client terminal 10 and server device 20 according to this embodiment can perform various processes as described later by executing a program on the computer 50 with the hardware configuration described above.

[0034] <Software Configuration> Server equipment Figure 3 is a functional block diagram showing an example of a server device 20 according to the first embodiment. The server device 20 according to the first embodiment is realized by, for example, the functional blocks shown in Figure 3.

[0035] The server device 20 according to the first embodiment realizes a server control unit 200, a server storage unit 220, and a server communication unit 240 by executing a program.

[0036] The server control unit 200 has the function of executing various game-related processes. This server control unit 200 includes a lottery game execution unit 201, a reward granting unit 202, a combined game execution unit 203, a battle game execution unit 204, and a display control unit 205.

[0037] The lottery game execution unit 201 executes a lottery game that determines, by lottery, the content to be acquired by the user based on the game operations received from the user by the client terminal 10.

[0038] The reward distribution unit 202 distributes rewards to users who have played the lottery game up to its play limit.

[0039] For example, when a user reaches the maximum number of plays in a lottery game set for each user, the user is awarded a reward based on that maximum number of plays.

[0040] For example, if a user's points spent in a lottery game reach the maximum point consumption limit set for each user, the user will be granted a reward corresponding to that maximum point consumption limit.

[0041] The composite game execution unit 203 executes a composite game that combines two or more pieces of content owned by the user, based on game operations received from the user by the client terminal 10.

[0042] The competitive game execution unit 204 proceeds with the competitive game using content owned by the user, based on the operations received from the user by the client terminal 10.

[0043] The display control unit 205 controls the screen display of the client terminal 10 according to the progress of the lottery game, the synthesis game, and the battle game.

[0044] The server memory unit 220 has the function of storing information related to various games. This server memory unit 220 includes a character information storage unit 221, an acquired character information storage unit 222, and a user information storage unit 223.

[0045] The character information storage unit 221 stores character information (content information) related to characters as an example of content. The character information stored in the character information storage unit 221 includes various characters used in lottery games and synthesis games.

[0046] The Acquired Character Information Storage Unit 222 stores information about characters that the user can acquire. The Acquired Character Information Storage Unit 222 stores information about characters that can be acquired in the lottery game, characters that can be acquired as rewards, etc., which are set according to the maximum number of plays or the maximum amount of points consumed.

[0047] The user information storage unit 223 stores user information about the user. The user information stored in the user information storage unit 223 includes the maximum number of plays and maximum point consumption set for each user, the number of plays and points consumed by the user, the game points and various characters the user possesses, and the number of times the user's lottery process has been executed.

[0048] The server communication unit 240 has the function of communicating with the client terminal 10 via the network N.

[0049] 《Client terminal》 Figure 4 is a functional block diagram showing an example of a client terminal 10 according to the first embodiment. The client terminal 10 according to the first embodiment is implemented, for example, by the functional blocks shown in Figure 4.

[0050] The client terminal 10 according to the first embodiment realizes a client control unit 100, a client storage unit 120, a client communication unit 140, an operation reception unit 150, and a screen display unit 160 by executing a program. The client control unit 100 includes a request transmission unit 101 and a response reception unit 102.

[0051] The operation reception unit 150 receives operations from the user operating the client terminal 10. The client control unit 100 processes game-related operations on the client terminal 10. The request transmission unit 101 sends a request to the server device 20 based on the content of the operation received from the user by the operation reception unit 150. The response reception unit 102 receives responses such as processing results for the requests sent by the request transmission unit 101 to the server device 20.

[0052] Furthermore, the client storage unit 120 stores information necessary for the client terminal 10. The client communication unit 140 communicates with the server device 20. The screen display unit 160 displays information on the client terminal 10's screen according to the control from the server device 20.

[0053] As mentioned above, in the information processing system 1 according to the first embodiment, the server device 20 controls the progress and display of various games, but this may also be done by the client terminal 10. Specifically, at least one of the game execution unit and the display control unit for various games may be configured not to be provided in the server control unit 200 of the server device 20, while it may be provided in the client control unit 100 of the client terminal 10.

[0054] Furthermore, the client control unit 100 of the client terminal 10 is a browser type that receives page data written in HTML (Hyper Text Markup Language), scripts contained within the page data, etc., from the server device 20 and performs processing related to the game. In addition, the client control unit 100 of the client terminal 10 is an application type that performs processing related to the game based on the installed application.

[0055] <Game Overview> This section describes the overview of the game in the first embodiment. The game in the first embodiment includes at least a lottery game, a synthesis game, and a battle game.

[0056] The lottery game in the first embodiment is a game in which, upon receiving an operation from the user to perform a character lottery, the game assigns a character to the user that has been selected from a group of characters subject to the lottery based on the lottery probability.

[0057] In this lottery game, each user is given a maximum number of plays they can participate in. Therefore, this system ensures fairness among users compared to a system where a uniform maximum number of plays is set.

[0058] Users can repeatedly play the lottery game until they reach the maximum number of plays set for each user. Each time a user plays the lottery game, a predetermined amount of game points are consumed.

[0059] In other words, once a user plays the lottery game until they reach the maximum number of plays, the total points they spend in the lottery game will reach the maximum number of points they are allowed to spend in the lottery game.

[0060] In other words, the play limit for the lottery game in this embodiment is when the user's number of plays reaches the maximum number of plays, and also when the user's point consumption reaches the maximum point consumption.

[0061] Then, as a result of repeatedly playing the lottery game, when the number of plays reaches the maximum number, the user can receive a character as a reward, which is set according to the maximum number of plays.

[0062] In this embodiment, the fewer the maximum number of plays, the more disadvantageous the character setting will be for the user as a reward. This ensures that there is no unfairness between users with many maximum plays and those with few plays.

[0063] The number of times a user has played the lottery game will be reset once they reach the maximum number of plays. Even after their play count is reset, users can try the lottery game again.

[0064] In the first embodiment, the synthesis game accepts an operation from the user to perform character synthesis, and by combining a base character with material characters, the player can either enhance the base character's abilities (enhancement synthesis) or evolve the base character to the next stage into a different character (evolved character) (evolution synthesis).

[0065] Users can select a base character and material characters from their owned characters (such as characters obtained through lottery games) and perform enhancement and evolution synthesis.

[0066] In enhancement synthesis, the material characters are removed from the user's possession, but the ability values ​​of the base character, which the user still possesses, can be improved.

[0067] In evolution synthesis, by using all the characters (related characters) that are pre-associated with the base character as material characters, all related characters are removed from the user's possession, but in return, the user can possess the evolved character that has grown from the base character.

[0068] The battle game in the first embodiment is a game in which a character that will be an opponent will appear for the user, and the user's characters will battle against that opponent character.

[0069] Users can select one of their own characters (such as characters obtained through a lottery game or characters evolved through a synthesis game) and challenge an opponent character to a battle.

[0070] <Operation> Setting the maximum number of plays (Specific example 1) Before the start of the lottery game, the lottery game execution unit 201 of the server device 20 requests the display control unit 205 to execute screen display control so that a setting operation screen for setting the user's maximum number of plays is displayed on the client terminal 10.

[0071] When the display control unit 205 receives a request from the lottery game execution unit 201 to execute screen display control, it controls the display of a setting operation screen on the screen display unit 160 of the client terminal 10 based on the acquired character information stored in the acquired character information storage unit 222.

[0072] Figure 5 is a diagram showing the first specific example of acquired character information. The acquired character information shown in Figure 5 includes items such as the maximum number of plays, the maximum amount of points consumed, the character that will be awarded as a bonus, the character level at the time of acquisition, and the characters that can be obtained in the lottery game.

[0073] The maximum number of plays indicates the maximum number of times a user can play the lottery game. The maximum points consumed indicates the maximum amount of game points a user can spend in the lottery game. Here, since 100 points are consumed per lottery game, the maximum points consumed is set to match the maximum number of plays.

[0074] The bonus characters are information indicating the characters that users can obtain as bonuses. Here, one or more bonus characters are set for each maximum number of plays.

[0075] Additionally, each bonus character is associated with a rarity level (indicated by the number of stars). Rarity is information that indicates scarcity and is set in multiple levels (for example, 10 levels).

[0076] The character level at the time of acquisition indicates the level set for the character that the user acquires as a bonus. The characters available in the lottery game indicate the group of characters that are eligible for the lottery. In this case, the bonus character is included in this group of characters.

[0077] In the lottery game of this embodiment, one of the characters included in this character group will be assigned to the user. Each character that makes up the character group is set based on the character information stored in the character information storage unit 221.

[0078] Figure 6 is a diagram showing a second specific example of acquired character information. The items in the acquired character information shown in Figure 6 are the same as those in the acquired character information shown in Figure 5. However, in the acquired character information shown in Figure 6, the character level at the time of acquisition decreases as the maximum number of plays decreases.

[0079] When character acquisition information is structured in this way, the fewer the maximum number of plays a user has, the more disadvantageous the character they will be given as a reward. This ensures fairness between users with many plays and those with few plays.

[0080] Furthermore, character settings that are disadvantageous to the user can be achieved not only by lowering the character level of the bonus character, but also by lowering the rarity of the bonus character. Additionally, as the maximum number of plays increases, evolved characters that have progressed to the next stage may be set as bonus characters.

[0081] Figure 7 is a diagram showing an example of character information. The character information shown in Figure 7 includes items such as character ID, name, rarity, draw probability, evolution information, maximum level, initial attack power, maximum attack power, initial HP, and maximum HP.

[0082] The character ID is information used to uniquely identify a character. The name is information indicating the character's name. The rarity is information indicating the character's rarity value.

[0083] The draw probability indicates the likelihood of a user obtaining a character in the draw game. Here, characters with higher rarity have lower draw probabilities. The evolution information provides details about the character after evolution.

[0084] Maximum Level indicates the maximum level a character can reach. Initial Attack Power indicates the initial value of a character's attack power. Maximum Attack Power indicates the maximum value of a character's attack power. Initial HP indicates the initial value of a character's HP. Maximum HP indicates the maximum value of a character's HP.

[0085] Figure 8 is a diagram illustrating an example of evolution information. The evolution information shown in Figure 8 includes at least two items: evolved character and material character. The evolved character is information indicating the character after evolution through evolution synthesis. The material character is information indicating the material characters required during evolution synthesis.

[0086] Figure 9 is an illustrative diagram showing the first specific example of the settings operation screen. This settings operation screen 500 displays a list of the maximum number of plays that the user can set based on the acquired character information, along with the maximum points consumed and the rarity and number of bonus characters.

[0087] When the settings screen 500 is displayed, the user can select one of the operation buttons 501 to perform a game operation on the client terminal 10 to set their desired maximum number of plays.

[0088] Furthermore, in the settings screen 500, in addition to allowing the user to select the maximum number of plays from a list, the user may also be allowed to input the maximum number of plays numerically.

[0089] When the user performs game operations on the settings screen 500 in this manner, the operation reception unit 150 of the client terminal 10 receives the operation details based on the user's game operations.

[0090] The request transmission unit 101 of the client terminal 10 requests the server device 20 to perform a setting process based on the operation content received from the user by the operation reception unit 150.

[0091] Subsequently, when the lottery game execution unit 201 of the server device 20 receives an operation from the client terminal 10, it sets and registers the maximum number of plays selected by the user on the setting operation screen 500 in the user information stored in the user information storage unit 223.

[0092] Figure 10 is a diagram showing an example of user information. The user information shown in Figure 10 includes items such as user ID, name, rank, age, number of plays, maximum number of plays, points held, characters held, and past point consumption (pt / month).

[0093] The User ID is information used to uniquely identify a user. The Name is information indicating the username. The Rank is information indicating the user's game level. The Age is information indicating the user's age.

[0094] The "Number of Plays" field indicates the current number of plays by the user. The corresponding point consumption is also set here. The "Maximum Number of Plays" field indicates the maximum number of plays set for the user. The corresponding maximum point consumption is also set here.

[0095] "Points Held" indicates the amount of points the user possesses. "Characters Held" indicates the various characters the user owns. "Past Points Spent (pt / month)" indicates the amount of points spent in the past month.

[0096] (Specific example 2) Figure 11 is an image diagram showing a second specific example of the settings operation screen. The settings operation screen 510 shown in Figure 11 displays a list of characters that will be awarded as bonuses based on the acquired character information.

[0097] If the settings screen 510 is displayed, the user can select one of the operation buttons 511 to perform a game operation on the client terminal 10 to set the maximum number of plays required to obtain the desired character as a reward.

[0098] In other words, in the case of the settings operation screen 510 shown in Figure 11, unlike the case where the user directly sets the maximum number of plays on the settings operation screen 500 shown in Figure 9, the maximum number of plays is set indirectly.

[0099] Then, when the user performs a game operation on this settings operation screen 510, the operation reception unit 150 of the client terminal 10 receives the operation content based on the user's game operation.

[0100] The request transmission unit 101 of the client terminal 10 requests the server device 20 to perform a setting process based on the operation content received from the user by the operation reception unit 150.

[0101] Subsequently, when the lottery game execution unit 201 of the server device 20 receives an operation from the client terminal 10, it selects and registers one of the maximum number of plays required to obtain the character that the user selected on the setting operation screen 510 into the user information stored in the user information storage unit 223.

[0102] Furthermore, on the settings screen 510, users may be allowed to select multiple characters as their desired rewards. In this case, the number of plays required may be set to be less than the maximum number of plays set in the character acquisition information.

[0103] For example, if a user selects character A and character B individually, and the maximum number of plays for the user is set to 300 based on the acquired character information, then when the user selects both character A and character B, the maximum number of plays for the user may be set to 600, or to a lower number such as 500.

[0104] Furthermore, the maximum number of plays set for the user may differ depending on whether the character selected as a bonus on the settings screen 510 is the same as a character already owned or a different character. For example, if a different character is selected as a bonus, the maximum number of plays may be set to 300, while if the same character is selected as a bonus, the maximum number of plays may be set to 350. On the other hand, if the character selected as a bonus by the user is the same as a character already owned, the maximum number of plays may be set according to the level of the character already owned, the current number of copies owned, the total number of times it has been acquired, the number of times it has been enhanced and synthesized, the number of times it has evolved, etc.

[0105] (Specific example 3) Figure 12 is an illustrative diagram showing a third specific example of the settings operation screen. The settings operation screen 520 shown in Figure 12 displays a list of the range of the maximum number of plays, based on the acquired character information, along with the corresponding range of the maximum points consumed.

[0106] If the settings operation screen 520 is displayed, the user can select any of the operation buttons 521 to perform a game operation on the client terminal 10 to set one of the maximum number of plays within the range of maximum number of plays.

[0107] In other words, in the case of the settings operation screen 520 shown in Figure 12, unlike the case where the user plans and sets the maximum number of plays in the settings operation screen 500 shown in Figure 9, the maximum number of plays is set incidentally.

[0108] Then, when the user performs a game operation on this settings operation screen 520, the operation reception unit 150 of the client terminal 10 receives the operation content based on the user's game operation.

[0109] The request transmission unit 101 of the client terminal 10 requests the server device 20 to perform a setting process based on the operation content received from the user by the operation reception unit 150.

[0110] Subsequently, when the lottery game execution unit 201 of the server device 20 receives an operation from the client terminal 10, it selects one of the maximum number of plays from the range of maximum plays selected by the user on the setting operation screen 520 and registers it as a setting in the user information stored in the user information storage unit 223. This registered maximum number of plays may be notified to the client terminal 10 immediately after registration, or it may not be notified until predetermined conditions are met. For example, the maximum number of plays may be notified to the client terminal 10 when the number of plays reaches 40% of the maximum number of plays.

[0111] (Specific example 4) Figure 13 is an image diagram showing a fourth specific example of the settings operation screen. In the settings operation screen 530 shown in Figure 13, the user's age is listed by rank based on the acquired character information.

[0112] In this case, the user's age category will be added as an item to the acquired character information shown in Figure 5 or Figure 6 for each maximum number of plays.

[0113] If the settings screen 530 is displayed, the user can select one of the operation buttons 531 to perform a game operation on the client terminal 10 to set the maximum number of plays corresponding to the age group in which they belong.

[0114] In other words, in the case of the settings operation screen 530 shown in Figure 13, unlike the case where the user directly sets the maximum number of plays on the settings operation screen 500 shown in Figure 9, the maximum number of plays is set indirectly.

[0115] Then, when the user performs a game operation on this settings operation screen 530, the operation reception unit 150 of the client terminal 10 receives the operation content based on the user's game operation.

[0116] The request transmission unit 101 of the client terminal 10 requests the server device 20 to perform a setting process based on the operation content received from the user by the operation reception unit 150.

[0117] Subsequently, when the lottery game execution unit 201 of the server device 20 receives an operation from the client terminal 10, it sets and registers the maximum number of plays corresponding to the age group selected by the user on the setting operation screen 530 in the user information stored in the user information storage unit 223.

[0118] In addition, on this settings screen 530, instead of displaying a list of users by age, it is also possible to display a list of users by rank, such as the user's rank, the user's past point consumption (pt / month), and the user's login days.

[0119] (others) In addition to the examples mentioned above, the maximum number of plays could also be set based on the average rarity of the characters owned by the user. Alternatively, the maximum number of plays could be set based on whether or not the user already owns the bonus character.

[0120] Furthermore, the maximum number of plays is not limited to before the start of the lottery game. For example, it may be possible for the user to change the maximum number of plays after the start of the lottery game but before the current maximum number of plays is reached.

[0121] 《Benefits will be granted》 Figure 14 is a flowchart illustrating an example of the operation of the information processing system 1 in this embodiment.

[0122] When the lottery game execution unit 201 of the server device 20 receives a request from the client terminal 10, it requests the display control unit 205 to execute screen display control so that the lottery game screen is displayed on the client terminal 10 (step S11).

[0123] Next, when the display control unit 205 receives a request from the lottery game execution unit 201 to execute screen display control, it performs control to display the lottery game screen on the screen display unit 160 of the client terminal 10.

[0124] When the lottery game screen is displayed on the screen display unit 160 of the client terminal 10, the user performs a game operation on the client terminal 10 to start the lottery game.

[0125] When the user performs game operations on the lottery game screen in this manner, the operation reception unit 150 of the client terminal 10 receives the operation content based on the user's game operations (step S12).

[0126] The request transmission unit 101 of the client terminal 10 requests the server device 20 to perform a lottery process based on the operation content received from the user by the operation reception unit 150.

[0127] Next, when the lottery game execution unit 201 of the server device 20 receives an operation from the client terminal 10, it updates the user information stored in the user information storage unit 223 and consumes a predetermined amount of game points held by the user (step S13).

[0128] Next, the lottery game execution unit 201 of the server device 20 performs a lottery process to determine which character the user will acquire, based on the lottery probability of each character set in the character information (step S14).

[0129] Specifically, the lottery game execution unit 201 obtains the maximum number of plays set by the user from the user information shown in Figure 10. Then, the lottery game execution unit 201 obtains the group of characters to be drawn that correspond to the user's maximum number of plays obtained from the acquired character information shown in Figure 5 or Figure 6. Here, the "characters that can be obtained in the lottery game" set in the acquired character information are obtained.

[0130] Subsequently, the lottery game execution unit 201 refers to the character information shown in Figure 7 and, based on the lottery probability set for each character constituting the acquired character group, determines and assigns a character to the user from that group.

[0131] At this point, the lottery game execution unit 201 updates the user information shown in Figure 10 and sets the character assigned by the lottery as the user's owned character.

[0132] Next, the lottery game execution unit 201 of the server device 20 updates the user information stored in the user information storage unit 223 and increments the user's play count by one after executing one lottery process (step S15).

[0133] In addition, as the number of plays increases, the amount of points consumed by the user also increases by a predetermined amount (for example, 100 points at a time).

[0134] Next, the lottery game execution unit 201 of the server device 20 refers to the user information stored in the user information storage unit 223 to determine whether the user's number of plays has reached the maximum number of plays (step S16).

[0135] If, as a result of this determination, the user's number of plays has not reached the maximum number of plays, the process returns to step S11 described above, and the user's game input is accepted again on the lottery game screen. On the other hand, if the user's number of plays has reached the maximum number of plays, the process proceeds to the next step, S17.

[0136] Next, the lottery game execution unit 201 of the server device 20 requests the reward granting unit 202 to execute the reward granting process when the user's number of plays reaches the maximum number of plays (step S17).

[0137] When the reward granting unit 202 of the server device 20 receives a request from the lottery game execution unit 201 to grant a reward, it obtains the maximum number of plays set by the user from the user information shown in Figure 10. Then, the lottery game execution unit 201 refers to the acquired character information shown in Figure 5 or Figure 6 and grants the user a character that corresponds to the maximum number of plays obtained by the user.

[0138] Here, it is also possible to grant users bonus characters using the character acquisition information shown below.

[0139] Figure 15 is a diagram illustrating a third specific example of acquired character information. The acquired character information shown in Figure 15 includes items such as the maximum number of plays, the maximum amount of points consumed, characters obtainable through bonus and lottery games, the highest rarity of characters obtainable as bonuses, and the number of selectable characters.

[0140] Unlike the character acquisition information shown in Figure 5 or Figure 6, the character acquisition information in Figure 15 has "characters that can be obtained through bonuses and lottery games" set for each maximum number of plays.

[0141] Here, the characters obtainable as rewards and the characters obtainable through the lottery game are the same, and the characters consist of a group of multiple characters set in the character information.

[0142] Furthermore, the character acquisition information shown in Figure 15 differs from the character acquisition information shown in Figure 5 or Figure 6 in that the "highest rarity of characters obtainable as a bonus" and the "number of selectable characters" are set for each maximum number of plays.

[0143] "Highest rarity of characters obtainable as a bonus" indicates the maximum rarity level set for each character obtainable as a bonus. "Number of selectable characters" indicates the number of bonus characters that the user can select from the group of characters.

[0144] Figure 16 is a diagram illustrating a fourth specific example of acquired character information. The items included in the acquired character information shown in Figure 16 are the same as those in the acquired character information shown in Figure 15. However, in the acquired character information shown in Figure 16, the number of selectable bonus characters increases as the maximum number of plays increases.

[0145] Therefore, the number of characters that can be obtained as rewards can be varied depending on the maximum number of plays. This ensures fairness between users with a high maximum number of plays and those with a low maximum number of plays.

[0146] Furthermore, while the character acquisition information shown in Figure 15 uses the same "characters obtainable through bonus and lottery games" (character group) for each maximum number of plays, the character acquisition information shown in Figure 16 allows for different "characters obtainable through bonus and lottery games" (character group) for each maximum number of plays.

[0147] Furthermore, in this information on obtainable characters, instead of using "the highest rarity of characters obtainable as a bonus," the average or expected value of the rarity set for characters obtainable as a bonus may be used.

[0148] When using the character acquisition information shown in Figure 15 or Figure 16, the reward granting unit 202 of the server device 20 acquires a group of "characters that can be obtained in the reward and lottery games" corresponding to the user's maximum number of plays, and grants the user one of the characters from this group as a reward.

[0149] Here, the reward distribution unit 202 may award a character selected by the user from this group of characters as a reward. Alternatively, the reward distribution unit 202 may award a character selected from the highest rarity characters that make up the group of characters, based on a random probability, as a reward.

[0150] At this point, the reward granting unit 202 updates the user information shown in Figure 10 and sets the character granted as a reward as one of the user's owned characters.

[0151] Returning to Figure 14, the lottery game execution unit 201 of the server device 20 then resets the user's play count by returning the play count set in the user information shown in Figure 10 to its initial value, once the reward granting unit 202 has granted the user a reward (step S18).

[0152] In addition, along with this reset of the play count, the point consumption amount set in the user information shown in Figure 10 will be reset to its initial value, thereby also resetting the user's point consumption.

[0153] (others) In addition, the reward granting unit 202 may, instead of determining whether the user's number of plays has reached the maximum number of plays in step S16 described above, determine whether the user's point consumption has reached the maximum point consumption. If, as a result of this determination, the user's number of plays has not reached the maximum number of plays, the process returns to step S11 described above, and the user's game operation is accepted again on the lottery game screen. On the other hand, if the user's number of plays has reached the maximum number of plays, the process proceeds to the next step, S17.

[0154] [Second Embodiment] In the first embodiment described above, as explained in step S15, the user's play count is incremented by one by performing a single lottery process.

[0155] However, even if a user repeatedly plays the lottery game after setting a maximum number of plays per user, the number of plays may not reach the maximum, potentially decreasing the user's motivation to play.

[0156] Therefore, in the second embodiment, the number of plays to be increased is varied by executing a single lottery process. This reduces the number of plays required to reach the maximum number of plays, thereby increasing the user's motivation to play.

[0157] <Operation> 《Benefits will be granted》 Figure 17 is a flowchart illustrating an example of the operation of the information processing system 1 in the second embodiment.

[0158] The processes in steps S21 to S24 in the flowchart shown in Figure 17 are the same as the processes in steps S11 to S14 in the flowchart shown in Figure 14. Therefore, the processes from step S25 onward will be explained below.

[0159] The lottery game execution unit 201 of the server device 20 determines the number of plays to be increased by executing one lottery process in step S24 (step S25).

[0160] Specifically, the lottery game execution unit 201 determines by lottery the number of plays to be increased. For example, candidate counts (1 to 10) may be set in advance, and the number of plays may be increased by the number determined by lottery. As a result, executing one lottery process may increase the user's play count by one, or by two or more.

[0161] Furthermore, the lottery game execution unit 201 can also determine how many times to increase the play count depending on the character awarded to the user as a result of executing a lottery process. For example, if a character of high rarity is awarded as a result of the lottery, the user's play count may be increased by 1. On the other hand, if a character of low rarity is awarded, the user's play count may be increased by 2.

[0162] Conversely, for characters with lower rarity, the play count may be increased by one, while for characters with higher rarity, the play count may be increased by two.

[0163] Furthermore, the lottery game execution unit 201 can also determine how many plays to increment based on the number of plays at the time of execution of the lottery process and the number of times the lottery process has been executed up to that point. For example, if the number of plays at the time of execution of the lottery process is 0, or if it is the first time the lottery process is executed, the user's play count may be incremented by 10. If the number of plays at the time of execution of the lottery process is 10, or if it is the 10th time the lottery process has been executed, the user's play count may be incremented by 1. In this way, the more plays at the time of execution of the lottery process, and the more times the lottery process has been executed up to that point, the smaller the number of plays to increment. Conversely, the fewer plays at the time of execution of the lottery process, and the fewer times the lottery process has been executed up to that point, the larger the number of plays to increment.

[0164] Furthermore, if the lottery game execution unit 201 determines that the character with the highest rarity from the character group is assigned as a result of the lottery process, it may, in subsequent lottery processes, not increment the user's play count by one for each lottery process performed, but instead increment the user's play count by two or more.

[0165] Next, once the number of plays to be increased is determined, the lottery game execution unit 201 of the server device 20 updates the user information stored in the user information storage unit 223 to set the number of plays after the count-up.

[0166] In this process, the user's point consumption is also increased in line with the increase in the number of plays. Here, whether the number of plays increases by one as a result of one lottery process, or increases by two or more as a result of one lottery process, the user's point consumption is increased by a predetermined amount (for example, 100 points).

[0167] Furthermore, if the number of plays increases by two or more as a result of executing a single lottery process, the number of points consumed may be adjusted accordingly.

[0168] Next, the lottery game execution unit 201 of the server device 20 refers to the user information stored in the user information storage unit 223 and determines whether the user's number of plays has exceeded the maximum number of plays (step S26).

[0169] If, as a result of this determination, the user's number of plays has not reached the maximum number of plays, the process returns to step S21 described above, and the user's game input is accepted again on the lottery game screen. On the other hand, if the user's number of plays has reached the maximum number of plays, the process proceeds to the next step, S27.

[0170] Next, the lottery game execution unit 201 of the server device 20 requests the reward granting unit 202 to execute the reward granting process when the user's number of plays reaches the maximum number of plays (step S27).

[0171] When the server device 20 receives a request from the lottery game execution unit 201 to execute the reward distribution, the reward distribution unit 202 of the server device 20 distributes reward characters to the user according to the user's maximum number of plays.

[0172] Next, when the reward granting unit 202 grants a reward to the user, the lottery game execution unit 201 of the server device 20 resets the user's play count by returning the play count set in the user information shown in Figure 10 to its initial value (step S28).

[0173] In this case, if the lottery game execution unit 201 counts up the user's number of plays and the number of plays exceeds the maximum number of plays, it may carry over the excess number of plays to the next round.

[0174] In addition, along with this reset of the play count, the point consumption amount set in the user information shown in Figure 10 will be reset to its initial value, thereby also resetting the user's point consumption.

[0175] (others) Furthermore, the lottery game execution unit 201 can also change the number of plays to be increased by factors other than the lottery game, not just by executing a single lottery process. For example, the number of plays to be increased may be increased as a login bonus. Alternatively, the number of plays to be increased may be increased by winning a competitive game. Alternatively, the number of plays to be increased may be changed by interacting with friends (other users).

[0176] Furthermore, the lottery game execution unit 201 can also vary the number of plays counted incremented according to the amount of points consumed by the user. For example, if 100 points are consumed to play one lottery game, the user's play count will be increased by 1, but if 50 points are consumed to play one lottery game, the play count may be increased by only 0.5. It is also possible to increase the play count by 1 even when 50 points are consumed to play one lottery game.

[0177] Furthermore, when the lottery game execution unit 201 awards multiple characters in a single lottery, it may not only increment the user's play count by multiple times, but may also increment it by more than the number of times the characters are awarded. For example, when awarding 10 characters in a single lottery, it may not only increment the play count by 10 times, but by 12 times.

[0178] Furthermore, if the lottery execution unit 201 determines that the character with the highest rarity from the character group is assigned as a result of the lottery, it may, in subsequent lottery processes, not increment the user's play count by one for each lottery process performed, but instead increment the user's play count by two or more.

[0179] Furthermore, the lottery game execution unit 201 can also increase the number of plays counted for increasing the play count for users who acquire many low-rarity characters in the lottery game (or users whose average rarity of characters acquired in the lottery game is low).

[0180] Furthermore, the lottery game execution unit 201 can also increase the number of plays counted for a user who has used characters obtained in the lottery game as material characters many times (i.e., a user who has sold characters obtained in the previous lottery game many times).

[0181] [Third Embodiment] The third embodiment describes a case where a user can play multiple types of lottery games.

[0182] In the first embodiment described above, the number of times a user has played a single lottery game is counted, and when that number of plays reaches the maximum number of plays a user has made for that single lottery game, the user is awarded a reward.

[0183] However, when there are multiple lottery games, setting a maximum number of plays for each lottery game makes it cumbersome for users to manage the number of plays for each game individually.

[0184] Furthermore, the sheer number of different lottery games may cause users to give up on playing each game before reaching the maximum number of plays. As a result, the plays they have accumulated up to that point will be wasted.

[0185] In contrast, in the third embodiment, the number of plays by users who have played multiple lottery games is counted together, and a reward is granted to a user when their total number of plays reaches their maximum number of plays.

[0186] This allows users to more easily manage their play counts in one place, as the maximum number of plays for each lottery game is standardized, and also reduces the likelihood of previously accumulated play counts going to waste.

[0187] <Software Configuration> Server equipment Figure 18 is a functional block diagram showing an example of a server device 20 according to the third embodiment. The functional block diagram of the third embodiment has a configuration in which a lottery game information storage unit 224 is added in place of the acquired character information storage unit 222 that constitutes the functional block diagram of the first embodiment.

[0188] The lottery game information storage unit 224 stores lottery game information related to various lottery games. The structure of the lottery game information stored in this lottery game information storage unit 224 is as follows.

[0189] Figure 19 is a diagram illustrating the first specific example of lottery game information. The lottery game information shown in Figure 19 includes items such as lottery game ID, count, rewards, characters obtainable in the lottery game, points consumed, and the average rarity of characters obtainable as rewards.

[0190] The lottery game ID is information used to uniquely identify the lottery game. The count indicates the number of plays increased by executing one lottery process. The count can be used for the transition rate.

[0191] Here, the more points consumed, the higher the count. Therefore, the more disadvantageous the situation is for the user, the fewer plays are needed to reach the maximum number of plays (making it easier to reach the maximum number of plays).

[0192] The section on characters obtainable through rewards and lottery games indicates the characters that can be obtained as rewards and through lottery games.

[0193] Here, the characters obtainable as rewards and the characters obtainable through the lottery game are the same, and the characters consist of a group of multiple characters set in the character information.

[0194] "Consumption Points" indicates the amount of points consumed when a user plays one lottery game. "Average Rarity of Characters Obtainable as Rewards" indicates the average rarity set for each character obtainable as a reward.

[0195] Alternatively, instead of using the average rarity, it is also possible to use the expected rarity value set for each character obtainable as a bonus.

[0196] Figure 20 is a diagram illustrating a second specific example of lottery game information. The items included in the lottery game information shown in Figure 20 are the same as those in the lottery game information shown in Figure 19. However, in the lottery game information shown in Figure 20, the count is set to increase as the average rarity of the characters obtainable as rewards decreases.

[0197] Therefore, the lower the rarity of the character offered as a bonus, the easier it is for users to reach the maximum number of plays. Conversely, the higher the rarity of the character offered as a bonus, the harder it is for users to reach the maximum number of plays.

[0198] <Operation> 《Benefits will be granted》 Figure 21 is a flowchart illustrating an example of the operation of the information processing system 1 in the third embodiment.

[0199] The processes in steps S31 to S34 in the flowchart shown in Figure 21 are performed in common regardless of the type of lottery game, and are the same as the processes in steps S21 to S24 in the flowchart shown in Figure 17. Therefore, the processes from step S35 onwards will be explained below.

[0200] In step S34, the lottery game execution unit 201 of the server device 20 performs a lottery process once for one of the types of lottery games based on the lottery game information, and determines the number of plays to be increased according to the type of lottery game for which the lottery was performed (step S35).

[0201] Specifically, the lottery game execution unit 201 obtains a count corresponding to the type of lottery game in which the draw was conducted by referring to the lottery game information shown in Figure 19 or Figure 20, and increases the user's play count (i.e., the play count common to each lottery game) by the obtained count.

[0202] In this way, users can increase the number of plays common to each lottery game, regardless of the type of lottery game they play. Here, the maximum number of plays common to each lottery game is set in the user information, making it easier to manage the number of plays for each user in one place.

[0203] Next, the lottery game execution unit 201 of the server device 20 refers to the user information stored in the user information storage unit 223 and determines whether the user's number of plays (the number of plays common to each lottery game) has become equal to or greater than the user's maximum number of plays (i.e., the maximum number of plays common to each lottery game) (step S36).

[0204] If, as a result of this determination, the total number of plays does not reach the total maximum number of plays, the process returns to step S31 described above, and the user's game input is accepted again on the lottery game screen. On the other hand, if the total number of plays reaches the total maximum number of plays, the process proceeds to the next step, S37.

[0205] Next, the lottery game execution unit 201 of the server device 20 requests the reward granting unit 202 to grant a reward when the common number of plays reaches the common maximum number of plays (step S37).

[0206] When the server device 20 receives a request from the lottery game execution unit 201 to execute the awarding of rewards, the reward awarding unit 202 of the server device 20 retrieves a group of characters corresponding to the lottery game when the common maximum number of plays is reached, from the lottery game information shown in Figure 19 or Figure 20. Here, the "rewards and characters obtainable in the lottery game" set in the lottery game information are retrieved as a group of characters.

[0207] The reward distribution unit 202 then distributes a character from the acquired character group that has the average rarity set in the lottery game information as a reward to the user. At this time, the reward distribution unit 202 may also distribute a character selected by the user from this character group as a reward.

[0208] Next, when the reward granting unit 202 grants a reward to a user, the lottery game execution unit 201 of the server device 20 resets the user's play count (a play count common to all lottery games) set in the user information shown in Figure 10 back to its initial value (step S38).

[0209] (others) Furthermore, in the processing of step S37 described above, the reward granting unit 202 may grant special characters (such as limited-time characters) that have been previously granted in any type of lottery game as rewards.

[0210] Furthermore, in the processing of step S37 described above, the reward granting unit 202 may select a group of characters corresponding to any type of lottery game, in addition to the group of characters corresponding to the lottery game when the maximum number of plays is reached, and grant the user the characters included in the selected group of characters as a reward. In addition, it may select a group of characters corresponding to one or more lottery games from among the multiple types of lottery games in which a lottery was performed at least once before the maximum number of plays was reached, and grant the user the characters included in the selected group of characters as a reward.

[0211] [Fourth Embodiment] In the fourth embodiment, similar to the third embodiment, we will describe a case where the user can play multiple types of lottery games.

[0212] In the third embodiment described above, when a user plays multiple types of lottery games, the number of plays by the user is shared and managed collectively. In contrast, in the fourth embodiment, when a user plays multiple types of lottery games, the number of plays by the user is managed individually for each lottery game.

[0213] However, when users' play counts are managed individually for each lottery game, they may want to manage the play counts for each lottery game collectively, depending on the lottery status, etc.

[0214] Therefore, in the fourth embodiment, the number of plays by a user counted in one type of lottery game can be transferred to the number of plays by a user counted in another type of lottery game. This allows users to consolidate the number of plays they have accumulated in each lottery game as needed.

[0215] <Operation> Transfer of play count The lottery game execution unit 201 of the server device 20 requests the display control unit 205 to execute screen display control so that a first operation screen for transferring the number of plays in the lottery game is displayed on the client terminal 10.

[0216] When the display control unit 205 receives a request from the lottery game execution unit 201 to execute screen display control, it performs control to display the first operation screen on the screen display unit 160 of the client terminal 10 based on the lottery game information stored in the lottery game information storage unit 224.

[0217] Figure 22 is an illustrative diagram showing an example of the first operation screen. On the first operation screen 550, an operation is performed to transfer the number of plays of one of the lottery games B to D to the number of plays of lottery game A.

[0218] This first operation screen 550 displays the user's play count and maximum play count for each of the lottery games A to D, based on the user information. In this embodiment, the user information is set to associate the user with the play count and maximum play count for each lottery game.

[0219] Here, it is shown that for lottery game A, the number of plays is 82, and the maximum number of plays is 300. For lottery game B, the number of plays is 25, and the maximum number of plays is 200. For lottery game C, the number of plays is 80, and the maximum number of plays is 300. For lottery game D, the number of plays is 16, and the maximum number of plays is 100.

[0220] Furthermore, the first operation screen 550 displays the transition rate for each of the lottery games B to D, based on the lottery game information. In this embodiment, the count number set in the lottery game information is used for the transition rate.

[0221] Here, it is shown that the transition rate for lottery game B is 2.0. For lottery game C, it is shown that the transition rate is 3.0. For lottery game D, it is shown that the transition rate is 0.5.

[0222] The transfer rate is determined by the ratio of the number of counts in the destination lottery game to the number of counts in the source lottery game.

[0223] Therefore, if the count for lottery game A is 2, the count for lottery game B is 4, the count for lottery game C is 6, and the count for lottery game D is 1, then the rate for lottery game B when transitioning from lottery game B to lottery game A will be 2.0, the rate for lottery game C when transitioning from lottery game C to lottery game A will be 3.0, and the rate for lottery game D when transitioning from lottery game D to lottery game A will be 0.5.

[0224] When the first operation screen 550 is displayed, the user performs a game operation on the client terminal 10 by selecting one of the operation buttons 551 to specify another lottery game to proceed to lottery game A.

[0225] The following describes a case where the user specifies lottery game D, and the number of plays for lottery game D is transferred to the number of plays for lottery game A.

[0226] When the user performs game operations on the first operation screen 550 in this manner, the operation reception unit 150 of the client terminal 10 receives the operation details based on the user's game operations.

[0227] The request transmission unit 101 of the client terminal 10 requests the server device 20 to perform a transition process based on the operation content received from the user by the operation reception unit 150.

[0228] Then, when the lottery game execution unit 201 of the server device 20 receives an operation from the client terminal 10, it executes a transition process to transfer the number of plays for lottery game D to the number of plays for lottery game A.

[0229] In this transition process, the transition rate for lottery game D when transitioning from lottery game D to lottery game A is 0.5. Therefore, the number of plays in lottery game D is converted from 16 to 8 and added to the number of plays in lottery game A. As a result, the number of plays in lottery game A increases from 82 to 90.

[0230] Subsequently, the lottery game execution unit 201 of the server device 20 requests the display control unit 205 to execute screen display control so that a second operation screen is displayed on the client terminal 10 for the user to confirm the change in the number of plays.

[0231] When the display control unit 205 receives a request from the lottery game execution unit 201 to execute screen display control, it performs control to display the second operation screen on the screen display unit 160 of the client terminal 10 based on the result of the transition process.

[0232] Figure 23 is an illustrative diagram showing an example of the second operation screen. The second operation screen 560 shows that when the number of plays for lottery game D is transferred to the number of plays for lottery game A, the number of plays for lottery game A will be updated to 90.

[0233] Then, when the user presses the operation button 561, the lottery game execution unit 201 confirms the transition of the number of plays between lottery games, and sets in the user information that the number of plays for lottery game A has become 90 and the number of plays for lottery game D has become 0.

[0234] In this way, users can consolidate the play counts they have accumulated separately for each lottery game as needed. Furthermore, users can play lottery games with a high count to accumulate play counts, and then transfer those accumulated play counts to lottery games with a lower count.

[0235] [Fifth Embodiment] In the third and fourth embodiments described above, we explained the case where there are multiple lottery games for a single game (game title). In the fifth embodiment, we will explain the case where a lottery game is set for each of the multiple games (each game title).

[0236] Even if there are lottery games for each of the multiple games, if a maximum number of plays is set for each game title, it becomes cumbersome for users to manage the number of plays for each game title individually.

[0237] Therefore, in the fifth embodiment, similar to the third embodiment described above, the number of plays by users who have played the lottery game for each game title is managed collectively, and when the total number of plays reaches the user's maximum number of plays, the user is granted a reward.

[0238] Furthermore, in the fifth embodiment, similar to the fourth embodiment described above, when the number of plays by users who played the lottery game for each game title is managed individually, the number of plays by a user counted in the lottery game for one game title can be transferred (added) to the number of plays by a user counted in the lottery game for another game title.

[0239] Figure 24 is a diagram illustrating a third specific example of lottery game information. The lottery game information shown in Figure 24 has various data set for each game title, and is structured in the same way as the lottery game information shown in Figure 19, with the addition of a game ID. The game ID is information used to uniquely identify the game title.

[0240] <Operation> 《Benefits will be granted》 Figure 25 is a flowchart illustrating an example of the operation of the information processing system 1 in the fifth embodiment.

[0241] The processes from steps S41 to S44 in the flowchart shown in Figure 25 are executed in common for all game titles' lottery games, and are the same as the processes from steps S31 to S34 in the flowchart shown in Figure 21. Therefore, the processes from step S45 onwards will be explained below.

[0242] In step S44, the lottery game execution unit 201 of the server device 20 performs a lottery process once for a lottery game of any game title based on the lottery game information, and determines the number of plays to be increased according to the type of game title for which the lottery was performed (step S45).

[0243] Specifically, the lottery game execution unit 201 refers to the lottery game information shown in Figure 24, obtains a count corresponding to the type of game title for which the lottery was conducted, and increases the user's play count (i.e., the play count common to all games) by the obtained count.

[0244] In this way, users can increase their play count across all games, regardless of which game title they play in the lottery game. Here, a common maximum number of plays for each game is set in the user information, making it easier to manage the number of plays for each user in one place.

[0245] Next, the lottery game execution unit 201 of the server device 20 refers to the user information stored in the user information storage unit 223 and determines whether the user's number of plays (number of plays common to all games) has become equal to or greater than the user's maximum number of plays (i.e., the maximum number of plays common to all games) (step S46).

[0246] If, as a result of this determination, the total number of plays for all games has not reached the maximum number of plays for all games, the process returns to step S41 described above, and the user's game input is accepted again on the lottery game screen. On the other hand, if the total number of plays for all games has reached the maximum number of plays for all games, the process proceeds to the next step, S47.

[0247] Next, the lottery game execution unit 201 of the server device 20 requests the reward granting unit 202 to grant a reward when the total number of plays for each game reaches the maximum number of plays for each game (step S47).

[0248] When the server device 20 receives a request from the lottery game execution unit 201 to execute the awarding of rewards, the reward awarding unit 202 of the server device 20 retrieves a group of characters corresponding to the game title when the maximum number of plays common to all games is reached, from the lottery game information shown in Figure 24. Here, the "rewards and characters obtainable in the lottery game" set in the lottery game information are retrieved as a group of characters.

[0249] The reward distribution unit 202 then distributes a character from the acquired character group that has the average rarity set in the lottery game information as a reward to the user. At this time, the reward distribution unit 202 may also distribute a character selected by the user from this character group as a reward.

[0250] Next, when the reward granting unit 202 grants a reward to a user, the lottery game execution unit 201 of the server device 20 resets the user's play count (a play count common to all games) set in the user information shown in Figure 10 back to its initial value (step S48).

[0251] Transfer of play count In the fifth embodiment, the lottery game execution unit 201 of the server device 20 can transfer the number of times of playing the lottery game in a certain game title to the number of times of playing the lottery game in another game title by executing the transfer process in the same manner as in the fourth embodiment described above.

[0252] As a result, the user can aggregate the number of play times separately accumulated by playing the lottery game in each game title as needed.

[0253] [Other Embodiments] The above embodiments are for facilitating the understanding of the present invention and are not for limiting the interpretation of the present invention. The present invention can be changed and improved without departing from its gist, and equivalents thereof are also included in the present invention. In particular, the following embodiments are also included in the present invention.

[0254] <Content> In the above embodiments, the content was the character set in the character information, but the content is not limited to this. For example, the content may be various data such as items, cards, figures, avatars, images, music, scenarios, quests, etc., or programs such as apps.

[0255] <Game Points> In the above embodiments, the game points may be data obtained by quantifying (numeralizing) the quantities of items, coins, tickets, virtual currencies, cash currencies, etc. possessed by the user, and whether the items, etc. are paid or free is not a concern.

[0256] <Next Lottery Game> In the above embodiments, after the number of play times of the user is reset, the lottery game execution unit 201 re-sets a new maximum number of play times for the user who replays the lottery game. In this case, if the same conditions as the previous time (for example, the maximum number of play times) are set again, it may be a burden for the user and may reduce the play motivation.

[0257] Therefore, after reset, the lottery game execution unit 201 may set the user's new maximum number of plays to a maximum number of plays less than the previous one. Also, the characters that can be obtained in the bonus or lottery game may be characters with a higher rarity, or the number of characters that can be obtained in the bonus may be increased.

[0258] For example, for a user who obtained many characters with a low rarity in the previous lottery game (or a user whose average rarity of the characters obtained in the previous lottery game is low), the lottery game execution unit 201 may set a maximum number of plays less than the previous one, or it is also possible to increase the count number of the number of plays to be increased.

[0259] Also, for example, for a user who has used the characters obtained in the previous lottery game as material characters many times (a user who has sold the characters obtained in the previous lottery game many times), the lottery game execution unit 201 may set a maximum number of plays less than the previous one, or it is also possible to increase the count number of the number of plays to be increased.

[0260] <Bonus Award> In the above embodiment, before the number of plays of the user reaches the maximum number of plays when the user repeatedly plays the lottery game, the "character serving as a bonus" that was to be given to the user when the number of plays reaches the maximum number of plays may be changed to another different character.

[0261] For example, when character A is scheduled to be given as a bonus when the number of plays reaches the maximum number of plays, before the number of plays reaches the maximum number of plays, it may be changed to the evolved character of character A by lottery.

[0262] Furthermore, the number of "bonus characters" may be increased or decreased without changing them. For example, an evolved version of character A may be added, and the user may be able to choose either character A or the evolved version of character A when they reach the maximum number of plays.

[0263] Furthermore, in the above embodiment, after the user has reached the maximum number of plays and has been granted a reward character, the reward granting unit 202 can also increase the rarity of the next reward character to be granted, or increase the number of selectable reward characters to be granted.

[0264] Furthermore, in the above embodiment, after the user has reached the maximum number of plays and has awarded the user a character as a reward, the reward granting unit 202 can also change the group of characters set in the acquired character information shown in Figure 15 or Figure 16 ("characters that can be obtained in the reward and lottery games") to different content.

[0265] Furthermore, in the above embodiment, the reward granting unit 202 may grant a character of higher rarity as a reward to a user who acquired many characters of low rarity in the previous lottery game (or a user whose average rarity of characters acquired in the previous lottery game was low).

[0266] <Character included as a bonus> It is unfair to users who receive their desired character through a lottery before reaching the maximum number of plays, compared to users who receive their desired character as a bonus after reaching the maximum number of plays.

[0267] Therefore, in the above embodiment, the reward granting unit 202 may increase the parameters (level, experience points, etc.) set for the reward character each time the lottery game execution unit 201 performs a lottery process, before the user's number of plays reaches the maximum number of plays. In this case, the parameters (level, experience points, etc.) are accumulated each time the lottery game is played, and the accumulated amount can be notified to the client terminal 10.

[0268] For example, suppose both User A and User B have a maximum number of plays set to 300. User A wins "Character X" on their 280th draw, before reaching their maximum number of plays, while User B plays up to their maximum of 300 draws but fails to win "Character X," instead winning "Character X" as a bonus.

[0269] In this case, if the level increases by 1 point with each draw, user B's "Character X" will reach "Level 300" after 300 draws, while user A's "Character X" will reach "Level 280".

[0270] Therefore, while playing until the maximum number of times is required, the lottery will consume more points, but it will also increase the chances of obtaining a high-level character. This provides an incentive to play until the maximum number of times is reached, and also increases fairness among users.

[0271] In the example above, user A's "Character X" was obtained in the 280th draw before reaching the maximum number of plays, so it could be set to "Level 140" instead of "Level 280".

[0272] Conversely, since User B's "Character X" was awarded as a reward for reaching the maximum number of plays, it would be acceptable to set its level to "Level 600," double the "Level 300."

[0273] In addition to increasing parameters such as experience points, for users who have played up to the maximum number of plays, all or some of the material characters necessary for evolving the bonus character may be given.

[0274] Also, the accumulated parameters (level, experience points, etc.) may be set to be valid only when the user has played up to the maximum number of plays. For example, when the maximum number of plays is 300, even if "Character X" is obtained in the 280th lottery before reaching that number, a character at "Level 280" cannot be obtained.

[0275] <Maximum number of plays> In the above embodiment, the maximum number of plays that a user can play the lottery game is set for each user, but it is not limited to this. For example, a uniform maximum number of plays may be set for users, and by changing the initial number of plays and the count of the number of plays to increase for each user, unfairness may be avoided. That is, it is sufficient if the number of plays and the point consumption amount for each user to reach the maximum number of plays can be set.

[0276] <Granting the same character as a bonus> In the above embodiment, when different maximum numbers of plays are set for each user, the character to be granted as a bonus may be set to the same character. In this case, since the maximum number of plays until the same character can be obtained differs for each user, there is a lack of fairness.

[0277] Therefore, in the above embodiment, the lottery game execution unit 201 may set a limit on the number of executions of the lottery game for each certain period.

[0278] For example, if User A's maximum number of plays is set to 100, User B's to 200, and User C's to 300, and all three are offered the same "Character X" as a reward, then the number of draws User A can perform per day may be limited to 4, User B to 10, and User C to 30. This would increase fairness among users, as the fewer the maximum number of plays required to reliably obtain the same "Character X," the longer it will take to obtain it. [Explanation of symbols]

[0279] 1. Information Processing System 10 client terminals 20 Server Devices 50 Computers 51 CPU 52 RAM 53 ROM 54 Communication Interfaces 55 Input device 56 Display device 57 External Interfaces 58 HDD 100 Client Control Unit 101 Request transmission unit 102 Response receiving unit 120 Client Storage Unit 140 Client Communications Department 150 Operation reception unit 160 Screen display section 200 Server Control Unit 201 Lottery Game Execution Department 202 Special Offer Department 203 Synthetic Game Execution Unit 204 Competitive Game Execution Department 205 Display Control Unit 220 Server Storage Units 221 Character Information Storage Unit 222 Acquired Character Information Storage Unit 223 User Information Storage Unit 240 Server Communications Department 500 Settings Operation Screen 501 Operation Buttons 510 Settings Operation Screen 511 Operation Buttons 520 Settings Operation Screen 521 Operation Buttons 530 Settings Operation Screen 531 Operation Buttons 530 Settings Operation Screen 531 Operation Buttons 550 1st operation screen 551 Operation Buttons 560 2nd operation screen 561 Operation Buttons B Bus Line N Network

Claims

1. A content information storage unit stores content information for which each content item has a set probability of winning the lottery, Each time the user performs a game operation, a lottery game execution unit determines the content to be acquired by the user based on the lottery probability of each content set in the content information, A reward granting unit grants the user content set according to the maximum number of plays in the lottery game, when the number of plays by the user reaches the maximum number set for each user. An information processing device characterized by having the following features.

2. An information processing apparatus according to claim 1, The aforementioned reward granting unit is characterized in that, when the number of times a user plays a lottery game reaches the maximum number of plays, it grants the user a reward from a group of content set according to the maximum number of plays, which the user has selected.

3. An information processing apparatus according to claim 1 or 2, The aforementioned reward granting unit is characterized in that, the fewer the maximum number of plays the user can make in the lottery game, the less content the user is granted with content settings that are disadvantageous to the user, according to the maximum number of plays.

4. An information processing apparatus according to any one of claims 1 to 3, The aforementioned reward granting unit is characterized in that it varies the number of content items granted as rewards according to the maximum number of plays the user can make in the lottery game.

5. A content information storage unit stores content information for which each content item has a set probability of winning the lottery, Each time a user spends game points, a lottery game execution unit determines the content to be acquired by the user based on the lottery probability of each content set in the content information, A reward granting unit grants the user content set according to the maximum point consumption amount set for each user when the amount of points consumed by the user in the lottery game reaches the maximum point consumption amount set for each user, An information processing device characterized by having the following features.

6. An information processing device according to claim 5, The reward granting unit is characterized in that, when the amount of points consumed by the user in the lottery game reaches the maximum amount of points consumed, it grants the user a reward from a group of content set according to the maximum amount of points consumed, which the user has selected.

7. An information processing device according to claim 5 or 6, The reward granting unit is characterized in that, the less the maximum amount of points the user can spend in the lottery game, the more the content set according to the maximum amount of points spent is granted with content settings that are disadvantageous to the user.

8. An information processing apparatus according to claim 1 or 2, The aforementioned reward granting unit is characterized in that it varies the number of content items granted as rewards according to the maximum amount of points that the user can spend in the lottery game.

9. Computers A content information storage means that stores content information for which each content item has a set lottery probability. A lottery game execution means that determines the content to be acquired by the user based on the lottery probability of each content set in the content information each time the user performs a game operation. A reward granting means that, upon reaching the maximum number of plays a user has made in a lottery game, grants the user content set according to the maximum number of plays, as a reward. A program designed to function as such.

10. Computers A content information storage means that stores content information for which each content item has a set lottery probability. Each time a user spends game points, a lottery game execution means determines the content to be acquired by the user based on the lottery probability of each content set in the content information. A reward granting means that, when the amount of points a user has spent in a lottery game reaches the maximum point consumption amount set for each user, grants the user content set according to the maximum point consumption amount as a reward. A program designed to function as such.

Citation Information

Patent Citations

  • Character recognition system

    JP1982045682A