Information processing system, information processing device, and program

The information processing system with dual servers manages content ownership across platforms, enabling users to select the platform for receiving content, thus addressing gameplay continuity and convenience issues.

JP2026069384AActive Publication Date: 2026-04-23SEGA CORP
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SEGA CORP
Filing Date
2024-10-11
Publication Date
2026-04-23

AI Technical Summary

Technical Problem

Users playing the same game title on different platforms cannot seamlessly share or receive content across platforms, leading to inconvenience and limitations in game continuity and content possession.

Method used

An information processing system with first and second servers managing content ownership status on respective platforms, allowing users to be notified of their ownership status and enabling them to decide on the platform to receive distributed content.

Benefits of technology

Enhances convenience for multi-users by allowing them to choose the platform for receiving content based on their ownership status, facilitating seamless gameplay across platforms.

✦ Generated by Eureka AI based on patent content.

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Abstract

This enhances the convenience for multi-users playing the same game title on different platforms. [Solution] The information processing system according to the present invention includes a first server that manages the ownership status of first content for each first user playing the first game of the same title on a first platform, and a second server that manages the ownership status of second content for each second user playing the second game of the same title on a second platform. The first server distributes the first content available for use in the first game to the first user, notifies the multi-user (who is both the first and second user) of the ownership status of the first content, and saves the distributed first content as the first content owned by the multi-user in response to the operation of the multi-user who has been notified of the ownership status of the first content.
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Description

Technical Field

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

Background Art

[0002] An information processing system configured to enable a user to play games provided on each of a plurality of platforms is known (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] Games with the same title may be provided on different platforms. Generally, even for games with the same title, if the platforms are different, they must be played on each platform as independent games.

[0005] For example, when a game with the same title is provided on one platform (for example, the platform of a PC game) and also on another platform (for example, the platform of a mobile game), a user who only plays the game with the same title provided on one platform cannot play the continuation of the game on another platform, and another user who only plays the game with the same title provided on another platform cannot play the continuation of the game on one platform. Also, a multi-user who plays not only the game with the same title provided on one platform but also the game with the same title provided on another platform will play each game independently on each platform.

[0006] In a multi-user environment like this, if content (for example, a free item) is distributed on one platform, users must receive and possess it on that platform. Similarly, if content is distributed on other platforms, users must receive and possess it on those other platforms as well.

[0007] However, depending on factors such as content ownership and game status on other platforms, even if content is distributed on one platform, users may want to receive it on other platforms as if it were distributed on another platform. In such cases, multi-users cannot receive the content as if it were distributed on another platform; they must receive it on the single platform and use it in the game. This sometimes caused inconvenience for multi-users.

[0008] This invention was made in view of these circumstances, and its purpose is to improve the convenience of multiple users who play the same game title on different platforms. [Means for solving the problem]

[0009] The main invention of this invention for solving the above problems is: An information processing system configured to allow users to play the same game title offered on different platforms, The system includes a first server that manages the ownership status of the first content available in the first game for each first user playing the first game of the same title on the first platform, and a second server that manages the ownership status of the second content available in the second game for each second user playing the second game of the same title on the second platform. The aforementioned first server, The first server distribution unit distributes the first content to the first user in the first game on the first platform, A first server notification control unit that controls the notification of the ownership status of a first content owned by a multi-user who is both the first and second user, to the said multi-user, A first server storage unit that, in response to the actions of multiple users who have been notified of the ownership status of the first content, saves the distributed first content as the first content owned by the multiple users, It is an information processing system equipped with [a specific feature / ability]. Other features of the present invention will be made clearer by description in this specification and the accompanying drawings. [Brief explanation of the drawing]

[0010] [Figure 1] This is a schematic diagram showing the configuration of the information processing system 1 according to this embodiment. [Figure 2] This is a diagram showing an example of the information processing system 1 according to this embodiment. [Figure 3] This is a hardware configuration diagram showing an example of the computer 50 according to this embodiment. [Figure 4] This is a functional block diagram showing an example of the first server 10A according to this embodiment. [Figure 5] This is a diagram showing an example of character information according to this embodiment. [Figure 6] This is a diagram showing an example of item information according to this embodiment. [Figure 7] This is a diagram showing an example of event game information according to this embodiment. [Figure 8] This is a diagram showing an example of lottery game information according to this embodiment. [Figure 9] This is a diagram showing an example of schedule information according to this embodiment. [Figure 10] This is a configuration diagram showing an example of the first user information according to this embodiment. [Figure 11] This diagram shows an example of character information owned according to this embodiment. [Figure 12] It is a configuration diagram showing an example of the item information in this embodiment. [Figure 13] It is a configuration diagram showing an example of the multi-user information in this embodiment. [Figure 14] It is a functional block diagram showing an example of the second server 10B in this embodiment. [Figure 15] It is a functional block diagram showing an example of the client terminal 20 in this embodiment. [Figure 16] It is a flowchart showing an operation example regarding the content reception destination setting performed in the first game of the first platform P1. [Figure 17] It is a screen configuration diagram showing a first example of the hold box screen 500 in this embodiment. [Figure 18] It is a screen configuration diagram showing a second example of the hold box screen 500 in this embodiment. [Figure 19] It is a screen configuration diagram showing a third example of the hold box screen 500 in this embodiment. [Figure 20] It is a flowchart showing an operation example regarding the distribution of the first content in the first game of the first platform P1. [Figure 21] It is a screen configuration diagram showing a fourth example of the hold box screen 500 in this embodiment.

MODE FOR CARRYING OUT THE INVENTION

[0011] At least the following matters become clear from the description of this specification and the accompanying drawings. That is, an information processing system configured such that a user can play games of the same title provided on different platforms, a first server that manages the possession status of the first content available in the first game for each first user who plays the first game of the same title on the first platform, and a second server that manages the possession status of the second content available in the second game for each second user who plays the second game of the same title on the second platform. The aforementioned first server, The first server distribution unit distributes the first content to the first user in the first game on the first platform, A first server notification control unit that controls the notification of the ownership status of a first content owned by a multi-user who is both the first and second user, to the said multi-user, A first server storage unit that, in response to the actions of multiple users who have been notified of the ownership status of the first content, saves the distributed first content as the first content owned by the multiple users, It is an information processing system equipped with [a specific feature / ability]. According to this information processing system, multi-users playing the same game title on both the first and second platforms will be notified of their ownership status of the first content available in the first game on the first platform. Based on their ownership status of the first content, they can then decide whether or not to receive and possess the distributed first content on the first platform. In this way, multi-users can decide which platform to receive the distributed content on themselves, thereby increasing convenience.

[0012] Furthermore, in such an information processing system, The second server is, The second server distribution unit distributes the second content to the second user in the second game on the second platform, A second server notification control unit that controls the notification of the ownership status of the second content owned by a multi-user who is both the first and second user to the said multi-user, A second server storage unit that, in response to the actions of a multi-user who has been notified of the possession status of the second content, saves the distributed second content as the second content possessed by the multi-user, It may also be considered that it is equipped with [a certain feature]. According to this information processing system, multi-users playing the same game title on both the first and second platforms will be notified of their ownership status of the second content available for the second game on the second platform. Based on their ownership status of the second content, they can then decide whether or not to receive and possess the distributed second content on the second platform. In this way, multi-users can decide which platform to receive the distributed content on themselves, thereby increasing convenience.

[0013] Furthermore, in such an information processing system, The first server manages the ownership status of the first content owned by the multiple users, as well as the ownership status of the second content owned by the multiple users. The first server notification control unit performs control to notify the multi-user of the ownership status of the first content owned by the multi-user, as well as the ownership status of the second content owned by the multi-user. The first server storage unit may, in response to the operation of a multi-user who has been notified of the ownership status of the first and second content, either save the distributed first content as the first content owned by the multi-user, or configure the second server to save the distributed first content as the second content owned by the multi-user without saving it as the first content owned by the multi-user. According to this information processing system, multi-users playing the same game title on both the first and second platforms will be notified of their ownership status of the first content available in the first game on the first platform, and their ownership status of the second content available in the second game on the second platform. They can then compare their ownership statuses and decide whether or not to receive and possess the distributed first content on the first platform. In this way, multi-users can decide which platform to receive the distributed content on themselves, thereby increasing convenience.

[0014] Furthermore, in such an information processing system, The second server manages the ownership status of the first content owned by the multi-user, along with the ownership status of the second content owned by the multi-user. The second server notification control unit performs control to notify the multi-user of the ownership status of the second content owned by the multi-user, as well as the ownership status of the first content owned by the multi-user. The second server storage unit may, in response to the operation of a multi-user who has been notified of the ownership status of the first and second content, either save the distributed second content as second content owned by the multi-user, or configure the first server to save the distributed second content as first content owned by the multi-user without saving it as second content owned by the multi-user. According to this information processing system, multi-users playing the same game title on both the first and second platforms will be notified of their ownership status of the first content available in the first game on the first platform, and their ownership status of the second content available in the second game on the second platform. They can then compare their ownership statuses and decide whether or not to receive and possess the distributed second content on the second platform. In this way, multi-users can decide which platform to receive the distributed content on themselves, thereby increasing convenience.

[0015] Furthermore, in such an information processing system, The first server manages the ownership status of the first content owned by the multiple users, as well as the ownership status of the second content owned by the multiple users. The first server notification control unit controls the sending of a first notification to the multi-user, based on the possession status of the first and second content owned by the multi-user, to notify the multi-user that the distributed first content should be saved as the first content owned by the multi-user, or to notify the multi-user that the distributed first content should not be saved as the first content owned by the multi-user, but rather saved by the second server as the second content owned by the multi-user. The first server storage unit may, in response to the operation of the multi-user to which the first notification or second notification has been issued, either save the distributed first content as first content owned by the multi-user, or configure the second server to save the distributed first content as second content owned by the multi-user without saving it as first content owned by the multi-user. With this information processing system, multi-users playing the same game title on both the first and second platforms will receive a notification from either the first or second platform suggesting which platform to receive the content on. This makes it easier for them to choose whether to receive and possess the distributed first content on the first platform or as second content on the second platform. In this way, multi-users can decide which platform to receive the distributed content on themselves, thus increasing convenience.

[0016] Furthermore, in such an information processing system, The second server manages the ownership status of the first content owned by the multi-user, along with the ownership status of the second content owned by the multi-user. The second server notification control unit controls the multi-user to issue a third notification, based on the multi-user's possession status of the first and second content, informing the multi-user that the distributed second content should be saved as the second content owned by the multi-user, or a fourth notification, informing the multi-user that the distributed second content should not be saved as the second content owned by the multi-user, but rather saved by the first server as the first content owned by the multi-user. The second server storage unit may, in response to the operation of the multi-user to which the third or fourth notification has been made, either save the distributed second content as second content owned by the multi-user, or configure the first server to save the distributed second content as first content owned by the multi-user without saving it as second content owned by the multi-user. According to this information processing system, multi-users playing the same game title on both the first and second platforms will receive a third or fourth notification suggesting a platform to receive the content on. This makes it easier for them to choose whether to receive and possess the distributed second content on the second platform or as first content on the first platform. In this way, multi-users can determine the platform on which they will receive the distributed content, thereby increasing convenience.

[0017] Furthermore, an information processing system configured to allow users to play the same game title offered on different platforms, The system has a first server that manages the first game of the same title played by the first user on the first platform, and a second server that manages the second game of the same title played by the second user on the second platform. The aforementioned first server, A first server distribution unit that distributes the first content usable in the first game on the first platform to the first user, A first server notification control unit controls the sending of a first notification to a multi-user, who is both the first and second user, informing the multi-user that the distributed first content should be saved as first content owned by the multi-user, based on the game status of the first game being played by the multi-user. A first server storage unit that, in response to the operation of the multi-user to which the first notification was made, saves the distributed first content as the first content owned by the multi-user, It is an information processing system equipped with [a specific feature / ability]. According to this information processing system, multi-users playing the same game title on both the first and second platforms will be advised by the first notification that they should receive the content on the first platform. This makes it easier for them to decide whether or not to receive and possess the distributed content on the first platform. In this way, multi-users can decide which platform to receive the distributed content on through their own actions, thereby increasing convenience.

[0018] Furthermore, in such an information processing system, The second server is, The second server distribution unit distributes the second content to the second user in the second game on the second platform, A second server notification control unit controls the sending of a second notification to a multi-user, who is both the first and second user, informing the multi-user that the distributed second content should be saved as second content owned by the multi-user, based on the game status of the second game being played by the multi-user. A second server storage unit saves the distributed second content as second content owned by the multi-user in response to the operation of the second user to which the second notification was issued. It may also be considered that it is equipped with [a certain feature]. According to this information processing system, multi-users playing the same game title on both the first and second platforms will be advised by the second notification that they should receive the content on the second platform. This makes it easier for them to decide whether or not to receive and possess the distributed second content on the second platform. In this way, multi-users can decide which platform to receive the distributed content on themselves, thus increasing convenience.

[0019] Furthermore, an information processing device configured to allow users to play the same game title offered on different platforms, The system includes a first server that manages the ownership status of the first content available in the first game for each first user playing the first game of the same title on the first platform, and a second server that manages the ownership status of the second content available in the second game for each second user playing the second game of the same title on the second platform. The aforementioned first server, The first server distribution unit distributes the first content to the first user in the first game on the first platform, A first server notification control unit that controls the notification of the ownership status of a first content owned by a multi-user who is both the first and second user, to the said multi-user, A first server storage unit that, in response to the actions of multiple users who have been notified of the ownership status of the first content, saves the distributed first content as the first content owned by the multiple users, It is equipped with an information processing device. Such an information processing device makes it possible to improve the convenience for multiple users who play the same game title on different platforms.

[0020] Furthermore, an information processing device configured to allow users to play the same game title offered on different platforms, A program to be executed on an information processing device having a first server that manages the ownership status of first content available in the first game for each first user playing the first game of the same title on the first platform, and a second server that manages the ownership status of second content available in the second game for each second user playing the second game of the same title on the second platform, The aforementioned first server, A first server distribution means for distributing first content to first users in the first game on the first platform. A first server notification control means that controls the notification of the ownership status of a first content owned by a multi-user who is both a first user and a second user to the said multi-user, A first server storage means that, in response to the actions of multiple users who have been notified of the ownership status of the first content, saves the distributed first content as the first content owned by the multiple users. This is a program designed to function as such. Such programs can enhance the convenience for multi-users who play the same game title on different platforms.

[0021] Furthermore, an information processing device configured to allow users to play the same game title offered on different platforms, The system has a first server that manages the first game of the same title played by the first user on the first platform, and a second server that manages the second game of the same title played by the second user on the second platform. The aforementioned first server, A first server distribution unit that distributes the first content usable in the first game on the first platform to the first user, A first server notification control unit controls the sending of a first notification to a multi-user, who is both the first and second user, informing the multi-user that the distributed first content should be saved as first content owned by the multi-user, based on the game status of the first game being played by the multi-user. A first server storage unit that, in response to the operation of the multi-user to which the first notification was made, saves the distributed first content as the first content owned by the multi-user, It is equipped with an information processing device. Such an information processing device makes it possible to improve the convenience for multiple users who play the same game title on different platforms.

[0022] Furthermore, an information processing device configured to allow users to play the same game title offered on different platforms, A program to be executed on an information processing device having a first server that manages a first game of the same title played by a first user on a first platform, and a second server that manages a second game of the same title played by a second user on a second platform, The aforementioned first server, A first server distribution means for distributing first content usable in the first game on the first platform to the first user. A first server notification control means that controls the sending of a first notification to a multi-user, based on the game status of the first game played by the multi-user, who is both the first and second user, informing the multi-user that the distributed first content should be saved as first content owned by the multi-user. A first server storage means that, in response to the operation of a multi-user to which the first notification was made, saves the distributed first content as first content owned by the multi-user. This is a program designed to function as such. Such programs can enhance the convenience for multi-users who play the same game title on different platforms.

[0023] ===Implementation Method=== The following describes in detail an information processing system, information processing device, program, and information processing method according to an embodiment of the present invention. The present invention is broadly applicable to information processing systems, information processing devices, programs, and information processing methods configured to enable the play of the same game title provided on different platforms. A platform refers to a mechanism or underlying environment for operating services and systems related to games provided to users.

[0024] <System Configuration> Figure 1 is a schematic diagram showing the configuration of the information processing system 1 according to this embodiment. As shown in Figure 1, the information processing system 1 according to this embodiment is configured to allow the play of games provided on each of the multiple platforms P, and includes a game system built for each platform.

[0025] In this embodiment, the same game title is made playable on different platforms. Because the environment in which the game system operates differs for each platform, even if the game title is the same, users must play each game independently on different platforms.

[0026] In the following section, we will provide a specific explanation using the example of a case where the same game title is offered on two different platforms, Platform 1 P1 and Platform 2 P2, among several platforms P.

[0027] A game of the same title offered on the first platform P1 will be referred to as "Game 1," and a game of the same title offered on the second platform P2 will be referred to as "Game 2."

[0028] For example, Platform 1 P1 is assumed to be a PC game platform, and Platform 2 P2 is assumed to be a mobile game platform. In this case, Platform 1 is assumed to be a PC game, and Platform 2 is assumed to be a mobile game.

[0029] In this embodiment, the first game includes an event game (e.g., a competitive game) and a lottery game, and similarly, the second game in this embodiment also includes an event game (e.g., a competitive game) and a lottery game.

[0030] Furthermore, since the first and second games are games of the same title, it is assumed that the world setting within the event game, the characters appearing in the event game, and the items and characters that can be obtained and used in the event game and lottery game are the same.

[0031] Users who play the first game offered on the first platform P1 will be referred to as "first users," users who play the second game offered on the second platform P2 will be referred to as "second users," and users who are both "first users" and "second users" will be referred to as "multi-users."

[0032] A first user who plays only the first game provided on the first platform P1 cannot continue playing the second game on the second platform P2, and a second user who plays only the second game provided on the second platform P2 cannot continue playing the first game on the first platform P1. Multi-users can play the first game on the first platform P1 independently of the second game, and can also play the second game on the second platform P2 independently of the first game.

[0033] Figure 2 is a configuration diagram showing an example of the information processing system 1 according to this embodiment. As shown in Figure 2, the information processing system 1 according to this embodiment has a first game system 1A for operating a first game provided on a first platform P1 and a second game system 1B for operating a second game provided on a second platform P2, and a server device 10 and a client terminal 20 are connected via a network N.

[0034] The server device 10 includes a first server 10A that manages the first game playable on the first platform P1, and a second server 10B that manages the second game playable on the second platform P2.

[0035] The client terminal 20 includes a first client terminal 20A used by a first user playing the first game on the first platform P1, and a second client terminal 20B used by a second user playing the second game on the second platform P2.

[0036] When playing the first game on the first platform P1, the multi-user will use the first client terminal 20A to control the game, and when playing the second game on the second platform P2, the multi-user will use the second client terminal 20B to control the game.

[0037] As shown in Figure 2, the first game system 1A includes a first server 10A and one or more first client terminals 20A, and the first server 10A and the first client terminals 20A are connected via a network N.

[0038] The first server 10A manages and controls the first game played by the first user on the first client terminal 20A, and handles in-game billing, etc. The first client terminal 20A is a terminal device such as a PC operated by the first user. The network N is the internet, etc., and includes mobile radio base stations, etc.

[0039] As shown in Figure 2, the second game system 1B includes a second server 10B and one or more second client terminals 20B, with the second server 10B and the second client terminals 20B connected via a network N.

[0040] The second server 10B manages and controls the second game played by the second user on the second client terminal 20B, and handles in-game billing, etc. The second client terminal 20B is a mobile device such as a smartphone operated by the second user. The network N is the internet, etc., and includes mobile radio base stations, etc.

[0041] In this embodiment, first content (e.g., items usable in the first game) is distributed periodically or irregularly to a first user playing the first game on the first platform P1. Similarly, second content (e.g., items usable in the second game) is distributed periodically or irregularly to a second user playing the second game on the second platform P2.

[0042] In the case of a multi-user system, if the first content is distributed in the first game on the first platform P1, it must be received and possessed in the first game on the first platform P1. Similarly, if the second content is distributed in the second game on the second platform P2, it must be received and possessed in the second game on the second platform P2.

[0043] For example, a multi-user might want to receive content distributed in the second game on the second platform P2 as content distributed in the second game on the second platform P2, even if the first content was distributed in the first game on the first platform P1.

[0044] Even in such cases, multi-users could not receive the second content distributed in the second game on the second platform P2; they had to receive and use it directly in the first game on the first platform P1. This sometimes caused inconvenience for multi-users.

[0045] Therefore, based on the content ownership status in the first game on the first platform P1 or the second game on the second platform P2, multiple users can choose whether to receive the content distributed on one platform directly on that platform or as content on the other platform. As a result, multiple users can decide which platform to receive the distributed content on, thereby improving convenience.

[0046] Furthermore, even if multiple users can decide which platform they will receive distributed content on, it can still be difficult for them to determine whether it is better to receive content distributed on one platform directly on that platform, or to receive it as content on another platform.

[0047] Therefore, by notifying multi-users of at least one of their ownership status of the first content available in the first game on the first platform, and their ownership status of the second content available in the second game on the second platform, it becomes easier for them to select the platform on which they will receive the distributed content, thereby further enhancing convenience.

[0048] It goes without saying that the information processing system 1 shown in Figure 2 is just one example, and there are various system configurations depending on the application and purpose. For example, the server device 10 in Figure 2 may be configured by distributing it across multiple computers, or it may be configured by integrating what was previously configured across multiple computers into a single computer.

[0049] <Hardware Configuration> Server equipment and client terminals Figure 3 is a hardware configuration diagram showing an example of a computer 50 according to this embodiment. The server device 10 and client terminal 20 according to this embodiment are implemented by a computer 50 with the hardware configuration shown in Figure 3, for example. Note that computer 50 is an example of an information processing device.

[0050] As shown in Figure 3, the computer 50 is equipped with 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. In the server device 10, the input device 55 and display device 56 may be connected and used only when necessary.

[0051] 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.

[0052] 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.

[0053] 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.

[0054] 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.

[0055] The input device 55 is a device used by the game operator (administrator) or user to input various data. In this embodiment, the input device 55 is, for example, an operating device such as a touch panel, operation keys or buttons, keyboard or mouse.

[0056] The display device 56 is a device for displaying various information on the screen to the game operator (administrator) or user. In this embodiment, the display device 56 is, for example, a display such as a liquid crystal or organic EL.

[0057] 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.

[0058] HDD58 is an example of a non-volatile storage device that stores programs and data. The stored programs and data include the operating system (OS), which is the basic software that controls the entire computer, and applications that provide various functions on the OS. In this embodiment, the OS and applications that provide various functions on the OS are stored, depending on the platform.

[0059] 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.

[0060] The server device 10 and client terminal 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.

[0061] <Software Configuration> Server equipment Figure 4 is a functional block diagram showing an example of the first server 10A according to this embodiment. The first server 10A according to this embodiment is implemented, for example, by the functional blocks shown in Figure 4.

[0062] In this embodiment, the first server 10A implements a first server control unit 100A, a first server storage unit 120A, and a first server communication unit 140A by executing a program.

[0063] The first server control unit 100A has the function of executing various processes in the first server 10A. In this embodiment, the first server control unit 100A includes a first server distribution unit 101A, a first server setting unit 102A, a first server storage unit 103A, and a first server notification control unit 104A.

[0064] The first server distribution unit 101A distributes the first content usable in the first game. In this embodiment, the first server distribution unit 101A distributes the first content (for example, items usable in the first game) to the first user periodically or irregularly.

[0065] The first server configuration unit 102A configures settings for receiving the first content, which is distributed periodically or irregularly. In this embodiment, when the first content is distributed based on multi-user operation, the first server configuration unit 102A configures either possession settings (first content possession settings) for possessing the first content, or non-possession settings (first content non-possession settings) for possessing the first content as second content usable in the second game instead of possessing it.

[0066] The first server storage unit 103A stores the first content according to the settings regarding the receipt of the distributed first content. In this embodiment, if the setting is to possess the first content, the first server storage unit 103A stores the distributed first content as the first content possessed by the multi-user. If the setting is not to possess the first content, the first server storage unit 103A does not store the distributed first content as the first content possessed by the multi-user, but is configured to allow the second server to store it as the second content possessed by the multi-user.

[0067] The first server notification control unit 104A controls the notification of the first content to multiple users. In this embodiment, the first server notification control unit 104A controls the notification to the multiple users regarding the ownership status of the first content they possess, the ownership status of the second content available in the second game on the second platform, and so on.

[0068] The first server storage unit 120A has the function of storing programs and various information in the first server 10A. In this embodiment, as shown in Figure 4, the first server storage unit 120A includes a first character information storage unit 121A, a first item information storage unit 122A, an event game information storage unit 123A, a lottery game information storage unit 124A, a schedule information storage unit 125A, a first user information storage unit 126A, and a multi-user information storage unit 127A.

[0069] The first character information storage unit 121A is an example of the first content information storage unit and stores first character information (first content information) relating to the first character as an example of the first content. The first character information stored in the first character information storage unit 121A includes various characters used in event games, lottery games, character training, etc. The first character information stored in the first character information storage unit 121A consists of the various data shown below. The second character information stored in the second character information storage unit 121B of the second server, which will be described later, is similarly configured.

[0070] Figure 5 is a diagram showing an example of first character information according to this embodiment. The first character information shown in Figure 5 includes items such as first character ID, name, rarity, ability parameters, level, evolution character, evolution material character, material item, and draw probability.

[0071] The first character ID is information used to uniquely identify the first character usable in the first game. The name is information indicating the character's name.

[0072] Rarity is information indicating the scarcity (rarity) of the first character. Here, one of several rarity levels is initially set. In this embodiment, it is possible to set rarity levels from "1" to "5". However, the number of rarity levels is not limited to 5 levels; it may be 4 levels or less, or 6 levels or more.

[0073] Ability parameters are information indicating the abilities of the first character. Here, ability values ​​such as attack, defense, and HP are initially set. Level is a parameter indicating the level of development of the first character. An initial value is set here. In this embodiment, ability parameters and level are configured to increase from their initial values ​​as the first character is developed.

[0074] An evolved character is information indicating the evolved character that is pre-associated with the pre-evolution character. An evolved character is the first character you can acquire by performing evolution synthesis on the pre-evolution character. Evolution synthesis will be explained later, but it is one method of developing your first character.

[0075] Evolution material characters are characters used as materials for evolution synthesis, and are material characters that are pre-associated with the pre-evolution character. In this embodiment, one or more material characters are pre-associated with the pre-evolution character. Multiple material characters may be associated with multiple material characters of the same type, multiple material characters of different types, or a combination of these.

[0076] Material items are items used for limit breaking, and are pre-associated with characters. Limit breaking will be explained later, but it is one method of developing the first character.

[0077] The draw probability indicates the likelihood of the first character being selected in the draw game. Here, characters with higher rarity have lower draw probabilities.

[0078] The first item information storage unit 122A is an example of a first content information storage unit and stores first item information (first content information) relating to the first item as an example of the first content. The first item information stored in the first item information storage unit 122A consists of the various data shown below. The second item information stored in the second item information storage unit 122B of the second server, which will be described later, is similarly configured.

[0079] Figure 6 is a configuration diagram showing an example of first item information according to this embodiment. The first item information shown in Figure 6 includes items such as first item ID, name, function / effect, whether or not it is charged, drop rate, etc.

[0080] The Item ID is information used to uniquely identify the Item 1 available for use in the first game. The Name is information indicating the item's name. The Function / Effect section contains information about the function and effect of the Item 1.

[0081] The "Paid / Charged" section indicates whether the first item is obtainable through payment or free. The "Drop Rate" section indicates the probability of obtaining the first item within the event game.

[0082] In this embodiment, among the multiple first items set in the first item information, there are gems that are consumed when the first user plays a lottery game or the like. These gems are set to include those that can be obtained for a fee (so-called paid gems) and those that can be obtained for free (so-called free gems).

[0083] Paid gems (first paid item) can be obtained by purchasing them within the game. Free gems (first free item) can be obtained as rewards for clearing the game, and may also be distributed periodically as a daily login bonus, or irregularly as compensation for system failures, maintenance delays, etc.

[0084] The event game information storage unit 123A stores event game information for event games with a defined playable period. The event game information stored by the event game information storage unit 123A consists of the various data shown below. This explanation focuses on the case where the event game is a competitive game. The event game information stored by the event game information storage unit 123B of the second server, which will be described later, is structured similarly.

[0085] Figure 7 is a diagram showing an example of event game information according to this embodiment. The event game information shown in Figure 7 includes items such as stage ID, name, playable period, difficulty level, enemy characters, obtainable characters, and clear rewards.

[0086] The Stage ID is information used to uniquely identify a game stage included in an event game. The Name is information indicating the name of the game stage. The Playable Period is information indicating the period during which the first user can play the game stage.

[0087] The difficulty level is information indicating the pre-set difficulty level for each game stage. In this case, one of several difficulty levels is pre-set, and the difficulty level of each game stage is configured not to change.

[0088] The enemy character is information that indicates one or more characters that may appear as opponents in a game stage, from among the first characters set in the first character information stored in the first character information storage unit 121A. In this embodiment, the higher the difficulty of the game stage, the higher the various parameters of the enemy character, such as HP (health points) and strength level.

[0089] The obtainable characters are information indicating one or more characters that can be obtained in a game stage from among the first characters set in the first character information stored in the first character information storage unit 121A. Note that the obtainable characters in a game stage and enemy characters may be the same character. In this embodiment, a drop rate is also set in association with the obtainable characters. The drop rate is information indicating the probability of obtaining a character in a game stage.

[0090] The clear reward refers to information about the reward given to the first user who clears a game stage. Here, one or more first items are set as the clear reward. Note that characters or other items may be set as the clear reward in place of or in addition to items.

[0091] The lottery game information storage unit 124A stores lottery game information related to the lottery game. The lottery game information stored by the lottery game information storage unit 124A consists of the various data shown below. The lottery game information stored by the lottery game information storage unit 124B of the second server, which will be described later, is similarly structured.

[0092] Figure 8 is a diagram showing an example of lottery game information according to this embodiment. The lottery game information shown in Figure 8 includes items such as lottery ID, name, playable period, stones consumed, and obtainable characters.

[0093] The lottery ID is information used to uniquely identify the lottery game. The name is information indicating the name of the lottery game. The playable period is information indicating the period during which the first user can play the lottery game.

[0094] "Consumed Gems" indicates the amount of gems consumed when playing a lottery game. In other words, to play a lottery game, a user must consume the amount of gems corresponding to the "Consumed Gems" value. If a user does not have enough gems, they cannot play the game. When playing a lottery game, users can choose to consume only paid gems, only free gems, or a combination of paid and free gems.

[0095] The obtainable characters are information indicating one or more characters that can be obtained as a result of the lottery from among the first characters set in the first character information stored in the first character information storage unit 121A.

[0096] The schedule information storage unit 125A stores schedule information related to the distribution schedule of login bonuses. The schedule information stored by the schedule information storage unit 125A consists of the following types of data. Note that this information may be shared with the schedule information stored by the schedule information storage unit 125B of the second server, which will be described later.

[0097] Figure 9 is a diagram showing an example of schedule information according to this embodiment. The schedule information shown in Figure 9 includes items such as schedule ID, login bonus distribution date, and login bonus distribution details.

[0098] The Schedule ID is information used to uniquely identify a series of dates on which login bonuses are distributed. The Login Bonus Distribution Date is information indicating the day on which the login bonuses are distributed. The Login Bonus Distribution Content is information indicating the content of the login bonus to be distributed. In this embodiment, free gems, as an example of first content, are scheduled to be distributed as a login bonus once a day.

[0099] The first user information storage unit 126A stores first user information about the first user playing the first game. The first user information stored in the first user information storage unit 126A consists of the various data shown below. The second user information stored in the second user information storage unit 126B of the second server, which will be described later, is similarly structured.

[0100] Figure 10 is a configuration diagram showing an example of first user information according to this embodiment. The first user information shown in Figure 10 includes items such as first user ID, name, multi-user ID, distribution settings, owned character information, owned item information, etc.

[0101] The first user ID is information used to uniquely identify the first user. The name is information indicating the username. The multi-user ID is information used to uniquely identify a multi-user who is both the first user and the second user. In other words, if the first user is a multi-user, the multi-user ID is associated with the first user ID.

[0102] Distribution settings are information indicating the settings for receiving the first content to be distributed. In this embodiment, the first user, who is a multi-user, can set either "Owned" (first content owned) or "Not Owned" (first content not owned). If no setting operation has been performed yet, it will show "No setting".

[0103] The "possession" setting is a pre-setting to receive and possess the first content in the first game when it is distributed. The "non-possession" setting is a pre-setting to receive and possess the first content in the second game when it is distributed, instead of receiving and possessing it in the first game, but instead receiving and possessing it as second content that can be used in the second game.

[0104] The owned character information is information about one or more characters currently owned by the first user from among the first characters set in the first character information stored in the first character information storage unit 121A. The owned item information is information about one or more items currently owned by the first user from among the first items set in the first item information stored in the first item information storage unit 122A. In this way, the ownership status of first characters and first items for each first user is managed by the first server 10A.

[0105] Figure 11 is a diagram showing an example of owned character information according to this embodiment. The owned character information shown in Figure 11 includes items such as owned character, date of ownership, ability parameters, level, training status, and number of uses.

[0106] The "Owned Character" field is information that uniquely identifies the first character currently owned by the first user. The "Owned Date" field indicates the date (timing) when the first user acquired the character. The "Level" field indicates the current level of the owned character.

[0107] The training status is flag information indicating whether or not the training of the owned character is complete. In this embodiment, the character is set to be considered trained when its level reaches a predetermined value. The usage count is information indicating the number of times the first user has used the owned character in the game.

[0108] Figure 12 is a diagram showing an example of the possessed item information according to this embodiment. The possessed item information shown in Figure 12 includes items such as possessed item, name, and quantity.

[0109] The "possessed items" information indicates one or more items currently possessed by the first user from among the first items set in the first item information stored in the first item information storage unit 122A. The "name" information indicates the name of the first item currently possessed by the first user. The "quantity" information indicates the quantity of the first item currently possessed by the first user.

[0110] The multi-user information storage unit 127A stores multi-user information about the multi-users playing the first and second games. The multi-user information stored by the multi-user information storage unit 127A consists of the following types of data.

[0111] Figure 13 is a diagram showing an example of multi-user information according to this embodiment. The multi-user information shown in Figure 13 includes items such as multi-user ID, first user ID, number of first game gems (free) held, second user ID, number of second game gems (free) held, hold box information, and receipt status information.

[0112] The Multi-User ID is information used to uniquely identify a multi-user who is both the first and second user. The First User ID is information used to identify the multi-user as the first user (the first user ID linked to the Multi-User ID). The number of first game gems (free) held indicates the multi-user's possession status regarding gems (free), which are the first free item.

[0113] The Second User ID is information used to identify a multi-user as a second user (the second user ID linked to the multi-user ID). The number of Second Game Gems (Free) held indicates the multi-user's possession status regarding the free second item, gems (free).

[0114] The pending box information contains information about pending content (content on hold) that has been distributed in the first and second games and whose receipt by multiple users is currently on hold. This information includes details about the pending content, such as the game on the platform from which it was distributed (e.g., the first game), the content of the distribution (e.g., gems (free)), the distribution date, and the receipt deadline. The receipt status information shows the receipt status of the pending content by multiple users.

[0115] The first server communication unit 140A has the function of communicating with the first client terminal 20A via the network N.

[0116] Figure 14 is a functional block diagram showing an example of the second server 10B according to this embodiment. The second server 10B according to this embodiment is implemented, for example, by the functional blocks shown in Figure 14.

[0117] Although the first server 10A and the second server 10B have different configurations, such as different target users for the first and second users, different target games for the first and second games, and different distribution targets for the first and second content, their basic configurations are the same. Therefore, the functional blocks shown in Figure 14 are almost identical to the functional blocks shown in Figure 4, and the explanation of the second server 10B will be omitted as appropriate below.

[0118] In this embodiment, the second server 10B implements a second server control unit 100B, a second server storage unit 120B, and a second server communication unit 140B by executing a program.

[0119] The second server control unit 100B has the function of executing various processes in the second server 10B. In this embodiment, the second server control unit 100B includes a second server distribution unit 101B, a second server setting unit 102B, a second server storage unit 103B, and a second server notification control unit 104B.

[0120] The second server storage unit 120B according to this embodiment has the function of storing programs and various information in the second server 10B.

[0121] The second server storage unit 120B includes a second character information storage unit 121B, a second item information storage unit 122B, an event game information storage unit 123B, a lottery game information storage unit 124B, a schedule information storage unit 125B, a second user information storage unit 126B, and a multi-user information storage unit 127B.

[0122] In this embodiment, the second server 10B has a multi-user information storage unit 127B, similar to the first server 10A, and shares the multi-user information stored in the multi-user information storage unit 127B with the first server 10A.

[0123] The second server communication unit 140B has the function of communicating with the second client terminal 20B via the network N.

[0124] Client terminal Figure 15 is a functional block diagram showing an example of a client terminal 20 according to this embodiment. The client terminal 20 according to this embodiment is implemented, for example, by the functional blocks shown in Figure 15.

[0125] Although the first client terminal 20A and the second client terminal 20B have different configurations because the target users differ between the first and second users, and the target games differ between the first and second games, their basic configurations are the same. Therefore, in the following explanation, the first client terminal 20A and the second client terminal 20B will not be distinguished, but will be described together as functional blocks of client terminal 20.

[0126] In this embodiment, the client terminal 20 implements a client control unit 200, a client storage unit 220, a client communication unit 240, an operation input reception unit 250, and a screen display unit 260 by executing a program.

[0127] The client control unit 200 has the function of executing various processes on the client terminal 20. In this embodiment, the client control unit 200 includes at least a game control unit 201, a server access unit 202, and a display control unit 203.

[0128] The game control unit 201 controls the progress of various games. In this embodiment, the game control unit 201 controls event games (versus games), lottery games, character development, etc., based on game operations received from the user by the client terminal 20.

[0129] In this embodiment, the game control unit 201 determines the winner and loser of the battle between the user's character and the enemy character for each game stage. The game control unit 201 also randomly selects a character for the user to possess from among the candidate characters for each random game. Furthermore, the game control unit 201 uses the material characters and material items possessed by the user to train the character that the user has selected from among their owned characters.

[0130] In this embodiment, character development is carried out, for example, by using material items owned by the user to gradually increase the upper limit of the level set for the character being developed (limit break), by performing synthesis using material characters owned by the user to increase the ability parameters set for the character being developed (enhancement synthesis), or by performing synthesis using material characters owned by the user to evolve the character being developed into an evolved character (evolution synthesis).

[0131] In other words, in limit breaking and enhancement synthesis, which are methods of character development, the user does not possess the material items or material characters (they are made to not possess them), but in return, they can continue to strengthen the character they are developing. Also, in evolution synthesis, which is another method of character development, the user does not possess the material characters (they are made to not possess them), but in return, they can possess the evolved character that has grown.

[0132] The server access unit 202 sends requests for various processes to the server device 10 when access to the server device 10 is required during the process of various processes executed by the game control unit 201 or the display control unit 203, and receives processing results and other information from the server device 10 as a response.

[0133] The display control unit 203 controls the screen display of the client terminal 20 according to the progress of various games. In this embodiment, the display control unit 203 controls the screen display of the client terminal 20 by generating data for various screens according to the progress of event games (versus games) or lottery games controlled by the game control unit 201.

[0134] The client storage unit 220 stores various programs and data necessary for installed applications (such as game apps) and client terminals 20 (for example, character information, item information, event game information, lottery game information, schedule information, individual user information, etc., similar to the server device 10).

[0135] In other words, the client memory unit 220 also functions as a character information memory unit, an item information memory unit, an event game information memory unit, a lottery game information memory unit, a schedule information memory unit, and a user information memory unit for each of these.

[0136] The client communication unit 240 communicates with the server device 10 via a wired or wireless communication network. The operation input reception unit 250 receives operation input from the user operating the client terminal 20. The screen display unit 260 displays information on the client terminal 20 screen according to the control from the display control unit 203.

[0137] As described above, in the information processing system 1 according to this embodiment, game control and display control are performed on the client terminal 20, but they may also be performed on the server device 10. Specifically, at least one of the game control unit and the display control unit may be configured not to be provided in the client control unit 200 of the client terminal 20, while it may be provided in the server control unit 100 of the server device 10. Also, notification control is performed on the server device 10, but it may also be performed on the client terminal 20. Specifically, the notification control unit may be configured not to be provided in the server control unit 100 of the server device 10, while it may be provided in the client control unit 200 of the client terminal 20.

[0138] Furthermore, the client control unit 200 of the client terminal 20 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 10 and performs processing related to the game. In addition, the client control unit 200 of the client terminal 20 is an application type that performs processing related to the game based on the installed application. Figure 15 shows an example of the application type.

[0139] <System Operation> The operation of the information processing system 1 in this embodiment will now be described. First, an example of operation for setting the platform to which content distributed to multiple users will be received when multiple users play the first game on the first platform P1 using the first client terminal 20A will be described. Next, an example of operation for distributing the first content to multiple users in the first game on the first platform P1 will be described. Note that these operation examples can also be applied by the same procedure when multiple users play the second game on the second platform P2 using the second client terminal 20B, so the explanation for that case will be omitted.

[0140] 《Setting the recipient》 When multiple users play the first game on the first platform P1 using the first client terminal 20A, an example of the operation for setting the platform to which content distributed to multiple users will be received will be explained with reference to Figures 16 to 19. Figure 16 is a flowchart showing an example of the operation related to setting the content receiving destination in the first game on the first platform P1. Figure 17 is a screen configuration diagram showing a first example of the hold box screen 500 in this embodiment. Figure 18 is a screen configuration diagram showing a second example of the hold box screen 500 in this embodiment. Figure 19 is a screen configuration diagram showing a third example of the hold box screen 500 in this embodiment.

[0141] First, as shown in Figure 16, when a multi-user performs a predetermined operation, the display control unit 203 of the first client terminal 20A displays the hold box screen 500 on the screen display unit 260 (step S11).

[0142] Specifically, the display control unit 203 of the first client terminal 20A requests the server access unit 202 to access the first server 10A based on the operation content received from the multi-user by the operation reception unit 250. Upon receiving the request from the display control unit 203, the server access unit 202 of the first client terminal 20A retrieves the multi-user ID of that multi-user from the first user information stored in the client storage unit 220, and sends a data notification request to the first server 10A for displaying the hold box screen 500, along with the retrieved multi-user ID.

[0143] When the first server notification control unit 104A of the first server 10A receives a data notification request from the first client terminal 20A, it performs control to notify the multi-user of the status of their possession of gems (free) in the first game. Specifically, it refers to the pending box information set in the multi-user information shown in Figure 13 and obtains the status of gems (free) in the first game, the status of gems (free) in the second game, and pending box information, etc., associated with the multi-user ID sent along with the data acquisition request. Then, it sends the various notification data obtained to the first client terminal 20A of that multi-user.

[0144] In this case, the first server notification control unit 104A may, based on the possession status of gems (free) in the first game and the possession status of gems (free) in the second game, send notification data to the first client terminal 20A indicating that the gems (free) distributed in the first game should be received and held as gems (free) in the first game (first notification), or it may send notification data to the first client terminal 20A indicating that the gems (free) should not be received as gems (free) in the first game, but should be received and held as gems (free) in the second game (second notification).

[0145] For example, if the number of gems required to play the first game (a lottery game) is "10", and the number of gems required to play the second game (a lottery game) is also "10", the first server notification control unit 104A may compare the number of gems (free) held for the first game and the number of gems (free) held for the second game and notify the first server notification control unit 104A that the user should receive and hold the gems (free) from the game with the smaller remaining number in units of 10. To give a specific example, if the user has "7" gems (free) from the first game and "1" gem from the second game, the first server notification control unit 104A may send notification data to the first client terminal 20A stating that the user should receive and hold the gems (free) from the first game, which has 3 remaining out of 10. Alternatively, if the user has "11" gems (free) from the first game and "19" gems (free) from the second game, the first server notification control unit 104A may send notification data to the first client terminal 20A stating that the user should receive and hold the gems (free) from the second game, which has 1 remaining out of 20.

[0146] Furthermore, when applied to the second server 10B, the second server notification control unit 104B of the second server 10B will, instead of the first and second notifications described above, send to the second client terminal 20B a notification that the gems (free) distributed in the second game should be received and held as gems (free) for the second game (third notification), or send to the second client terminal 20B a notification that the gems (free) should not be received as gems (free) for the second game, but should be received and held as gems (free) for the first game (fourth notification).

[0147] Subsequently, when the server access unit 202 of the first client terminal 20A receives various notification data transmitted from the first server 10A, it passes the received notification data to the display control unit 203. Based on the passed notification data, the display control unit 203 of the first client terminal 20A displays the hold box screen 500 on the screen display unit 260.

[0148] The pending box screen 500 shown in Figure 17 is an example of a game screen where only the possession status of gems (free) in the first game is notified to multiple users on the screen.

[0149] As shown in Figure 17, this hold box screen 500 displays a hold content list 501, a receive button 502, a settings operation area 503, a first setting button 504, a second setting button 505, and a notification area 506 that notifies the user of the status of gems (free) in the first game.

[0150] The pending content list 501 lists the pending content (distributed content on hold) that was distributed in the first and second games, according to the pending box information of the multi-user, and whose receipt by that multi-user is currently pending. A receive button 502 is also placed corresponding to each pending content.

[0151] In the hold box screen 500 of this embodiment, when a multi-user selects the receive button 502, they can receive the "gem (free)" (hold content) corresponding to that receive button 502 within the first game on the first platform P1. Once the "gem (free)" (hold content) is received, the receipt status information set in the multi-user information shown in Figure 13 is updated to "received".

[0152] Furthermore, if the "Gems (Free)" (Pending Content) received by the multi-user via the receive button 502 is the same "Gems (Free)" (First Content) distributed in the first game on the first platform P1, it will be added as owned content (First Content) to the owned item information set in the multi-user's first user information, and the number of Gems (Free) from the first game set in the multi-user information will be incremented. Similarly, if the "Gems (Free)" (Second Content) is the same as the same "Gems (Free)" distributed in the second game on the second platform P2, it will be added as owned content (First Content) to the owned item information set in the multi-user's first user information, and the number of Gems (Free) from the first game set in the multi-user information will be incremented.

[0153] The settings operation area 503 is an operation area for multiple users to perform settings operations related to receiving the first content distributed in the first game on the first platform P1, and includes a first settings button 504, a second settings button 505, and a notification area 506.

[0154] When a multi-user selects the first setting button 504, they can pre-configure the system to receive and possess the first content distributed in the first game on the first platform P1 as the first content. Alternatively, by selecting the second setting button 505, they can pre-configure the system to receive the first content distributed in the first game on the first platform P1 as the second content distributed in the second game on the second platform P2, instead of receiving it as the first content.

[0155] Furthermore, by viewing the number of gems (free) in the first game in the notification area 506, the multi-user can more easily decide whether to select the first setting button 504 or the second setting button 505. For example, if the multi-user already knows that it takes "10 gems" to play one of the first game's lottery games, and is notified that they have "7" gems (free) in the first game, the multi-user will know that they only need to collect 3 more gems (free) to play the first game, making it easier to decide whether or not to select the first setting button 504.

[0156] The hold box screen 500 shown in Figure 18 is an example of a game screen that notifies multiple users on the screen of their gem (free) possession status for the first game and the gem (free) possession status for the second game.

[0157] As shown in Figure 18, this hold box screen 500 displays a hold content list 501, a receive button 502, a settings operation area 503, a first setting button 504, a second setting button 505, and a notification area 506 that notifies the user of the gems (free) held in the first game and the gems (free) held in the second game.

[0158] By viewing the number of free gems held for the first game and the second game in the notification area 506, multi-users can more easily decide whether to select the first setting button 504 or the second setting button 505. For example, if a multi-user already knows that 10 gems are required to play one lottery game in the first game and 10 gems are required to play one lottery game in the second game, and is notified that they have 7 free gems for the first game and 1 free gem for the second game, the multi-user will understand that they only need to collect 3 more free gems for the first game to play, which is easier than collecting the remaining 9 free gems for the second game. Therefore, it becomes easier for the multi-user to decide whether to select the first setting button 504 or the second setting button 505.

[0159] The pending box screen 500 shown in Figure 19 is an example of a game screen that notifies multiple users on the screen of their gem (free) holding status for the first game and the second game, as well as recommendations for where to receive the gems.

[0160] As shown in Figure 19, the pending box screen 500 displays a pending content list 501, a receive button 502, a settings operation area 503, a first setting button 504, a second setting button 505, and a notification area 506 that notifies the user of the status of gems (free) held in the first game and the second game, as well as recommends a recipient.

[0161] For multi-users, seeing the notification area 506, which recommends receiving the item, "We recommend receiving it in the first game!", makes it easier to decide whether to select the first setting button 504 or the second setting button 505. For example, if the number of gems required to play one lottery game as the first game is "10", and the number of gems required to play one lottery game as the second game is also "10", then the number of free gems in the first game is "7", and the number of free gems in the second game is "1". Therefore, according to the notification data from the first server notification control unit 104A, it is automatically notified that the free gems in the first game, which have 3 remaining out of 10, should be received. As a result, multi-users can easily decide whether to select the first setting button 504 or the second setting button 505.

[0162] Next, returning to Figure 16, the first server setting unit 102A of the first server 10A receives multi-user operation information from the first client terminal 20A via the network and determines whether or not the multi-user has performed a setting operation by selecting the first setting button 504 on the hold box screen 500 shown in Figures 17 to 19 (step S12).

[0163] Next, when the first server setting unit 102A of the first server 10A determines that a setting operation has been performed by multiple users to select the first setting button 504 (step S12: YES), it performs an ownership setting to receive the first content in the first game on the first platform P1 and possess it as the first content (step S13).

[0164] In other words, the first server setting unit 102A of the first server 10A updates and registers the "possession setting" to the distribution setting set in the first user information shown in Figure 10, thereby performing a preliminary setting for when the first content is distributed to multiple users in the first game on the first platform P1, so that the first content can be received and possessed in the first game.

[0165] In response, if the first server setting unit 102A of the first server 10A determines that there is no setting operation by the multi-user to select the first setting button 504 (step S12: NO), it determines whether or not the multi-user has performed a setting operation to select the second setting button 505 on the hold box screen 500 shown in Figures 17 to 19 (step S14).

[0166] Next, when the first server setting unit 102A of the first server 10A determines that a setting operation has been performed by a multi-user to select the second setting button 505 (step S14: YES), it sets a non-possession setting so that, when the first content is distributed in the first game on the first platform P1, the content will not be received in the first game, but will instead be received and possessed in the second game on the second platform P2 as the second content distributed in that second game (step S15).

[0167] In other words, the first server setting unit 102A of the first server 10A updates the distribution settings set in the first user information shown in Figure 10 with a "non-possession setting," thereby pre-configuring that when the first content is distributed to multiple users in the first game on the first platform P1, the first content will not be received in the first game, but will instead be received and possessed in the second game on the second platform P2 as second content distributed in the second game.

[0168] For example, if the distribution setting in the first user information of a multi-user is set to "possession setting," then if "Gems (Free)" (First Content) is distributed to the multi-user in the first game on the first platform P1, the multi-user will be able to receive and possess those "Gems (Free)" (First Content) in the first game without having to perform any receiving operation. In other words, "Gems (Free)" (First Content) can be automatically added as owned content (First Content) to the owned item information set in the multi-user's first user information, and the number of gems (free) in the first game set in the multi-user's multi-user information will be automatically counted up.

[0169] In contrast, if the distribution setting in the first user information of a multi-user is set to "not owned," then if "Gems (Free)" (First Content) is distributed to the multi-user in the first game on the first platform P1, the multi-user will not receive the "Gems (Free)" (First Content) in the first game, but will instead receive and own the "Gems (Free)" (Second Content) distributed in the second game on the second platform P2 without performing any receiving operation. In other words, the same "Gems (Free)" (Second Content) that was distributed in the first game will be automatically added as owned content (Second Content) in the owned item information set in the multi-user's second user information, and the number of gems (free) in the second game set in the multi-user's multi-user information will be automatically counted up.

[0170] Thus, according to the information processing system 1 of this embodiment, multi-users who play the same game title provided on the first platform P1 and the second platform P2 respectively can easily choose whether to receive and possess the first content distributed on the first platform P1 as is on the first platform P1 (first content possession setting) or to receive and possess it as second content on the second platform P2 (first content non-possession setting) by viewing at least one of the gem (free) possession status of the first game, the gem (free) possession status of the second game, and the recommended recipient in the notification area 506 of the hold box screen 500.

[0171] Similarly, when applied to the second server 10B, this multi-user will see a pending box screen in the second game on the second platform P2, and in the notification area of ​​that pending box screen, they will be able to see at least one of the following: the status of their gems (free) in the first game, the status of their gems (free) in the second game, and a recommended recipient. This will make it easier for them to choose whether to receive and possess the second content distributed on the second platform P2 directly on the second platform P2 (second content possession setting), or to receive and possess it as first content on the first platform P1 (second content non-possession setting).

[0172] Distribution of Content 1 Figure 20 illustrates an example of how to distribute the first content to multiple users in the first game on the first platform P1. Figure 20 is a flowchart illustrating an example of how to distribute the first content in the first game on the first platform P1.

[0173] The first server distribution unit 101A of the first server 10A distributes the first content, which can be used in the first game on the first platform P1, to the multi-user, who is also the first user (step S31).

[0174] In this embodiment, the first server distribution unit 101A periodically distributes "gems (free)" (first content) usable in the first game on the first platform P1 as a daily login bonus, according to the schedule information shown in Figure 9. It is also possible to distribute "gems (free)" (first content) irregularly in response to apologies for system failures, maintenance delays, etc. In this embodiment, there are both paid and free "gems," but only the free ones are distributed.

[0175] Next, when "gems (free)" (first content) are distributed to multiple users as a login bonus in the first game on the first platform P1, the first server storage unit 103A of the first server 10A refers to the distribution setting set in the first user information shown in Figure 10 and determines whether the distribution setting for that multi-user is "possessed" (step S32).

[0176] Next, the first server storage unit 103A of the first server 10A determines that the distribution setting for the multi-user is "possession setting" (step S32: YES), and receives the distributed "gems (free)" (first content) in the first game on the first platform P1 and saves it as first content owned by the multi-user (step S33).

[0177] Specifically, in this embodiment, the first server storage unit 103A refers to the first user information shown in Figure 10 to identify the item information owned by that multi-user, receives the distributed "gems (free)" (first content) in the first game on the first platform P1, and adds it as owned content (first content) to the identified multi-user item information shown in Figure 12.

[0178] Next, if the first server storage unit 103A of the first server 10A determines that the distribution setting for that multi-user is not "possessed" (step S32: NO), it refers to the distribution setting set in the first user information shown in Figure 10 and determines whether or not the distribution setting for that multi-user is "not possessed" (step S34).

[0179] Next, if the first server storage unit 103A of the first server 10A determines that the distribution setting for that multi-user is "not owned" (step S34: YES), instead of receiving the distributed "gems (free)" (first content) in the first game on the first platform P1 and saving it as first content owned by that multi-user, it configures the second server 10B to receive the "gems (free)" (second content) distributed in the second game on the second platform P2 and save it as second content owned by that multi-user (step S35).

[0180] Specifically, in this embodiment, the first server storage unit 103A sets the multi-user, who is both the first and second user, to have been given "Gems (Free)" (the same second content as the first content) in the second game on the second platform P2, and requests the second server storage unit 103B of the second server 10B to receive the same "Gems (Free)" (second content) in the second game on the second platform P2 and save it as second content owned by that multi-user.

[0181] Then, the second server storage unit 103B of the second server 10B, based on the storage request from the first server storage unit 103A, refers to the second user information, which has a similar configuration to the first user information shown in Figure 10, to identify the item information of the multi-user who is also the second user, and adds the same "gem (free)" (second content) that was distributed and set to be that multi-user as owned content (second content).

[0182] Next, if the first server storage unit 103A of the first server 10A determines that the distribution setting for that multi-user is not "not owned" (step S34: NO), it suspends receiving and saving the distributed "gems (free)" (first content) in the first game on the first platform P1, because the distribution setting for that multi-user is "not set", and adds it to the hold box as the multi-user's held content (step S36).

[0183] Specifically, in this embodiment, the first server storage unit 103A refers to the multi-user information shown in Figure 13 to identify the hold box information of that multi-user, and then adds the "gems (free)" (first content) distributed as a login bonus in the first game on the first platform P1 as hold content to the identified multi-user's hold box information. At the same time, it updates the receipt status information to "holding" in association with the added hold content.

[0184] In this embodiment, the first server storage unit 103A requests the second server storage unit 103B of the second server 10B to update the multi-user information stored in the multi-user information storage unit 127B of the second server 10B in the same manner as the multi-user information stored in the multi-user information storage unit 127B of the second server 10B is updated.

[0185] As described above, according to the information processing system 1 of this embodiment, multi-users who play the same game title provided on the first platform P1 and the second platform P2 can pre-set a "possession setting" (first content possession setting) to receive and possess the first content distributed on the first platform P1 directly on the first platform P1. Then, when the first content ("gems (free)") is actually distributed in the first game on the first platform P1, the multi-users can automatically receive, possess, and save the first content ("gems (free)") directly in the first game without having to perform any receiving operation. Furthermore, by pre-setting a "non-possession setting" (non-possession setting for first content) so that the first content distributed on the first platform P1 is received and possessed as second content on the second platform P2, when the first content ("Gems (Free)") is actually distributed in the first game on the first platform P1, the multi-user will not receive the first content ("Gems (Free)") in the first game. Instead, without any receiving operation, the multi-user will automatically receive, possess, and save it as second content ("Gems (Free)") distributed in the second game on the second platform P2.

[0186] Similarly, this multi-user can pre-configure a "possession setting" (second content possession setting) to receive and possess second content distributed on the second platform P2 directly on the second platform P2. As a result, when the second content ("Gems (Free)") is actually distributed in the second game on the second platform P2, the multi-user will automatically receive, possess, and save the second content ("Gems (Free)") in the second game without having to perform any receiving operation. Furthermore, by pre-setting the "non-possession setting" (non-possession setting for second content) so that the second content distributed on the second platform P2 is received and possessed on the first platform P1 as first content, when the second content ("Gems (Free)") is actually distributed in the second game on the second platform P2, the multi-user will not receive the second content ("Gems (Free)") in the second game. Instead, without any receiving operation, the multi-user will automatically receive, possess, and save it in the first game on the first platform P1 as first content ("Gems (Free)") distributed in the first game.

[0187] Furthermore, if this multi-user does not set either "Owned" or "Not Owned" in either the first or second game, they can postpone receiving the first content ("Gems (Free)") distributed on the first platform P1 in the first game on the first platform P1 and add it to their hold box, and they can also postpone receiving the second content ("Gems (Free)") distributed on the second platform P2 in the second game on the second platform P2 and add it to their hold box. After this postponement, this multi-user can display the hold box screen 500 in the first game on the first platform P1 or the second game on the second platform P2 and perform the receiving operation to receive and save the postponed first content ("Gems (Free)") and second content ("Gems (Free)") in the first game on the first platform P1 or the second game on the second platform P2.

[0188] ===Other Embodiments=== The embodiments described above are for the purpose of facilitating understanding of the present invention and are not intended to limit its interpretation. The present invention can be modified and improved without departing from its spirit, and equivalents thereof are also included. In particular, embodiments described below are also included in the present invention. That is, the present invention can also be constructed by appropriately combining the embodiments described above and the embodiments described below.

[0189] Furthermore, it is possible to construct various inventions by appropriately combining the multiple inventive features disclosed in the above-described embodiments. For example, an invention may be constructed by deleting some of the inventive features disclosed in the above-described embodiments, or an invention may be constructed by appropriately combining the inventive features disclosed in the above-described embodiments with the inventive features disclosed in the embodiments described below.

[0190] Furthermore, while the claims of this application describe the present invention using claims that selectively reference two or more other claims (referred to as "multi-claims"), the invention is not limited thereto. For example, the present invention also includes claims that describe the invention using multi-claims that reference at least one of the multi-claims described in the claims of this application (referred to as "multi-multi-claims").

[0191] <Hold Box Screen> In the embodiments described above, examples were given of cases in which the first server notification control unit 104A of the first server 10A performs control to notify multiple users of the possession status of gems (free) in the first game, and cases in which it performs control to notify users that they should receive and possess the gems (free) distributed in the first game as gems (free) in the first game, based on the possession status of gems (free) in the first game and the possession status of gems (free) in the second game. However, the present invention is not limited to these examples.

[0192] For example, the first server notification control unit 104A of the first server 10A may perform control to issue a first notification based on the game status of the first game played by multiple users, informing that the gems (free) distributed in the first game should be received and saved as gems (free) for that first game.

[0193] In this case, for example, it is also possible to display a hold box screen 500, as shown in Figure 21, on the screen display unit 260. Figure 21 is a screen configuration diagram showing a fourth example of the hold box screen 500 in this embodiment.

[0194] The hold box screen 500 shown in Figure 21 is an example of a game screen that notifies multiple users on the screen of the game status of the first game, as well as recommendations for recipients.

[0195] As shown in Figure 21, the hold box screen 500 displays a hold content list 501, a receive button 502, a settings operation area 503, a first setting button 504, a second setting button 505, and a notification area 506 that notifies the game status of the first game and also notifies the recipient of recommendations.

[0196] For multi-users, seeing the notification area 506, which recommends receiving the item, "We recommend receiving it in the first game!", makes it easier to decide whether to select the first setting button 504 or the second setting button 505. For example, according to the lottery game information shown in Figure 8, if the current game status of the lottery game as the first game is a special event (for example, a situation where a special character can be drawn for a limited time), it is more advantageous to spend the gems (free) in the special event of the first game. Therefore, the notification data from the first server notification control unit 104A automatically notifies the user that they should receive the gems (free) from the first game. As a result, multi-users can easily decide whether to select the first setting button 504 or the second setting button 505.

[0197] Furthermore, when applying this to the second server 10B, the second server notification control unit 104B of the second server 10B may similarly perform control to issue a second notification based on the game status of the second game played by multiple users, informing that the gems (free) distributed in the second game should be received and saved as gems (free) for that second game.

[0198] <Hold Box> In the embodiment described above, when distributing the first content ("Gems (Free)") to multiple users in the first game on the first platform P1, if the distribution setting for the multi-user in the first user information is neither "Owned" nor "Not Owned" (i.e., "No Setting"), the receipt of the distributed first content ("Gems (Free)") in the first game on the first platform P1 is put on hold and added to the hold box as held content for that multi-user was explained as an example, but the present invention is not limited to this.

[0199] For example, when distributing the first content ("Gems (Free)") to multiple users in the first game on the first platform P1, if the distribution setting for multiple users in the first user information is set to "None," it is possible to save the distributed first content ("Gems (Free)") as first content owned by the multi-user in the first game on the first platform P1 without adding it to the hold box.

[0200] Similarly, when distributing the second content ("Gems (Free)") to multiple users in the second game on the second platform P2, if the distribution setting for the multi-user in the second user information is set to "None," it is possible to receive the distributed second content ("Gems (Free)") in the second game on the second platform P2 and save it as second content owned by the multi-user, without adding it to the hold box.

[0201] <Platform> In the embodiments described above, the example was given of a case where the same game title is offered on the first platform P1 and the second platform P2, respectively, among a plurality of platforms P. However, the present invention is not limited to these two platforms and can be applied to three or more platforms. For example, it can be applied when the same game title is offered on the first platform P1, the second platform P2, and the third platform P3, respectively, among a plurality of platforms P.

[0202] <Content> In the embodiments described above, characters and items were used as examples of content, but the present invention is not limited thereto. For example, the content may be various types of data such as cards, figures, avatars, images, music, scenarios, quests, or programs such as applications. [Explanation of Symbols]

[0203] 1. Information Processing System 10 Server devices 10A Server 1 10B Second Server 20 client terminals 20A First Client Terminal 20B Second Client Terminal 50 Computers 51 CPU 52 RAM 53 ROM 54 Communication Interfaces 55 Input device 56 Display device 57 External Interfaces 58 HDD 100A First Server Control Unit 101A First Server Distribution Unit 102A First Server Configuration Section 103A First Server Storage Unit 104A First Server Notification Control Unit 120A First Server Storage Unit 121A First Character Information Storage Unit 122A First Item Information Storage Unit 123A Event Game Information Storage Unit 124A Lottery Game Information Storage Unit 125A Schedule Information Storage Unit 126A First User Information Storage Unit 127A Multi-user information storage unit 140A First Server Communication Unit 100B Second Server Control Unit 101B Second Server Distribution Section 102B Second Server Configuration Section 103B Second Server Storage Unit 104B Second Server Notification Control Unit 120B Second Server Storage Unit 121B Second Character Information Storage Unit 122B Second Item Information Storage Unit 123B Event Game Information Storage Unit 124B Lottery Game Information Storage Unit 125B Schedule Information Storage Unit 126B Second User Information Storage Unit 127B Multi-user information storage unit 140B Second Server Communication Unit 200 Client Control Unit 201 Game Control Unit 202 Server Access Section 203 Display Control Unit 220 Client Storage Unit 240 Client Communications Department 250 Operation Input Reception Unit 260 Screen display section 500 Hold Box Screen 501 Pending Content List 502 Receive button 503 Setting operation area 504 First setting button 505 Second setting button 506 Notification area B Bus Line N Network

Claims

1. An information processing system configured to allow users to play the same game title offered on different platforms, The system includes a first server that manages the ownership status of the first content available in the first game for each first user playing the first game of the same title on the first platform, and a second server that manages the ownership status of the second content available in the second game for each second user playing the second game of the same title on the second platform. The first server is, The first server distribution unit distributes the first content to the first user in the first game on the first platform, A first server notification control unit that controls the notification of the ownership status of a first content owned by a multi-user who is both a first user and a second user, A first server storage unit that, in response to the actions of multiple users who have been notified of the ownership status of the first content, saves the distributed first content as the first content owned by the multiple users, An information processing system equipped with [the following features].

2. The second server is, A second server distribution unit that distributes second content to second users in the second game on the second platform, A second server notification control unit that controls the notification of the ownership status of the second content owned by a multi-user who is both the first and second user to the said multi-user, A second server storage unit that, in response to the actions of a multi-user who has been notified of the possession status of the second content, saves the distributed second content as the second content possessed by the multi-user, The information processing system according to claim 1, comprising:

3. The first server manages the ownership status of the first content owned by the multiple users, as well as the ownership status of the second content owned by the multiple users. The first server notification control unit performs control to notify the multi-user of the ownership status of the first content owned by the multi-user, as well as the ownership status of the second content owned by the multi-user. The first server storage unit, in response to the operation of a multi-user who has been notified of the ownership status of the first and second content, either saves the distributed first content as the first content owned by the multi-user, or configures the second server to save the distributed first content as the second content owned by the multi-user, without saving it as the first content owned by the multi-user. The information processing system according to claim 1.

4. The second server manages the ownership status of the first content owned by the multi-user, along with the ownership status of the second content owned by the multi-user. The second server notification control unit performs control to notify the multi-user of the ownership status of the second content owned by the multi-user, as well as the ownership status of the first content owned by the multi-user. The second server storage unit, in response to the operation of a multi-user who has been notified of the ownership status of the first and second content, either saves the distributed second content as second content owned by the multi-user, or configures the first server to save the distributed second content as first content owned by the multi-user, without saving it as second content owned by the multi-user. The information processing system according to claim 2.

5. The first server manages the ownership status of the first content owned by the multiple users, as well as the ownership status of the second content owned by the multiple users. The first server notification control unit controls the multi-user to send a first notification to notify the multi-user that the distributed first content should be saved as the first content owned by the multi-user, or a second notification to notify the multi-user that the distributed first content should not be saved as the first content owned by the multi-user, but rather saved by the second server as the second content owned by the multi-user, based on the multi-user's possession status of the first and second content. The first server storage unit, in response to the operation of the multi-user to which the first notification or second notification has been made, either saves the distributed first content as first content owned by the multi-user, or configures the second server to save the distributed first content as second content owned by the multi-user, without saving it as first content owned by the multi-user. The information processing system according to claim 1.

6. The second server manages the ownership status of the first content owned by the multi-user, along with the ownership status of the second content owned by the multi-user. The second server notification control unit controls the multi-user to send a third notification to notify the multi-user that the distributed second content should be saved as the second content owned by the multi-user, or a fourth notification to notify the multi-user that the distributed second content should not be saved as the second content owned by the multi-user, but rather saved by the first server as the first content owned by the multi-user, based on the multi-user's possession status of the first content and the second content owned by the multi-user. The second server storage unit, in response to the operation of the multi-user to which the third or fourth notification has been made, either saves the distributed second content as second content owned by the multi-user, or configures the first server to save the distributed second content as first content owned by the multi-user, without saving it as second content owned by the multi-user. The information processing system according to claim 2.

7. An information processing system configured to allow users to play the same game title offered on different platforms, The system includes a first server that manages the first game of the same title played by the first user on the first platform, and a second server that manages the second game of the same title played by the second user on the second platform. The first server is, A first server distribution unit that distributes first content usable in the first game on the first platform to the first user, A first server notification control unit controls the sending of a first notification to a multi-user, who is both the first and second user, informing the multi-user that the distributed first content should be saved as first content owned by the multi-user, based on the game status of the first game played by the multi-user. A first server storage unit that, in response to the operation of the multi-user to which the first notification was made, saves the distributed first content as the first content owned by the multi-user, An information processing system equipped with [the following features].

8. The second server is, A second server distribution unit that distributes second content to second users in the second game on the second platform, A second server notification control unit controls the sending of a second notification to a multi-user, who is both the first and second user, informing the multi-user that the distributed second content should be saved as second content owned by the multi-user, based on the game status of the second game being played by the multi-user. A second server storage unit saves the distributed second content as second content owned by the multi-user in response to the operation of the second user to which the second notification was issued. The information processing system according to claim 7, comprising:

9. An information processing device configured to allow users to play the same game title offered on different platforms, The system includes a first server that manages the ownership status of the first content available in the first game for each first user playing the first game of the same title on the first platform, and a second server that manages the ownership status of the second content available in the second game for each second user playing the second game of the same title on the second platform. The first server is, The first server distribution unit distributes the first content to the first user in the first game on the first platform, A first server notification control unit that controls the notification of the ownership status of a first content owned by a multi-user who is both a first user and a second user, A first server storage unit that, in response to the actions of multiple users who have been notified of the ownership status of the first content, saves the distributed first content as the first content owned by the multiple users, Equipped with, information processing device.

10. An information processing device configured to allow users to play the same game title offered on different platforms, A program to be executed on an information processing device having a first server that manages the ownership status of first content available in the first game for each first user playing the first game of the same title on the first platform, and a second server that manages the ownership status of second content available in the second game for each second user playing the second game of the same title on the second platform, The first server is A first server distribution means for distributing first content to a first user in a first game on a first platform. A first server notification control means that controls the notification of the ownership status of a first content owned by a multi-user who is both a first user and a second user to the said multi-user, A first server storage means that, in response to the actions of multiple users who have been notified of the ownership status of the first content, saves the distributed first content as the first content owned by the multiple users. A program designed to function as such.

11. An information processing device configured to allow users to play the same game title offered on different platforms, The system includes a first server that manages the first game of the same title played by the first user on the first platform, and a second server that manages the second game of the same title played by the second user on the second platform. The first server is, A first server distribution unit that distributes first content usable in the first game on the first platform to the first user, A first server notification control unit controls the sending of a first notification to a multi-user, who is both the first and second user, informing the multi-user that the distributed first content should be saved as first content owned by the multi-user, based on the game status of the first game played by the multi-user. A first server storage unit that, in response to the operation of the multi-user to which the first notification was made, saves the distributed first content as the first content owned by the multi-user, Equipped with, information processing device.

12. An information processing device configured to allow users to play the same game title offered on different platforms, A program to be executed on an information processing device having a first server that manages a first game of the same title played by a first user on a first platform, and a second server that manages a second game of the same title played by a second user on a second platform, The first server is A first server distribution means for distributing first content usable in the first game on the first platform to a first user. A first server notification control means that controls the sending of a first notification to a multi-user, based on the game status of the first game played by the multi-user, who is both the first and second user, informing the multi-user that the distributed first content should be saved as first content owned by the multi-user. A first server storage means that, in response to the operation of a multi-user to which the first notification was made, saves the distributed first content as first content owned by the multi-user. A program designed to function as such.

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