Information processing device, program, and information processing method

The information processing device enables game media exchange to regenerate parameters, addressing the loss of utility due to saturation and maintaining player motivation.

JP2026083097APending Publication Date: 2026-05-19MIXI INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
MIXI INC
Filing Date
2026-02-24
Publication Date
2026-05-19

AI Technical Summary

Technical Problem

Game media with saturated parameter values lose their utility, leading to a decrease in player motivation to continue gameplay.

Method used

An information processing device that allows users to exchange first game media with second game media by consuming the first media's parameters, providing opportunities for parameter consumption and regrowth.

Benefits of technology

This approach maintains player motivation by offering continuous gameplay incentives through parameter exchange and regrowth, addressing the issue of parameter saturation.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present invention provides an information processing device, a program, and an information processing method that can suppress the decline in motivation to play games due to parameter saturation in the game medium. [Solution] According to the present invention, an information processing device is provided which includes an exchange unit, wherein when an exchange request is made by a user who possesses a first game medium that can be operated by the user in the game, the exchange unit grants the second game medium to the user in exchange for the consumption of a first parameter associated with the first game medium. An effect granting unit and a parameter setting unit may be further included.
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Description

Technical Field

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

Background Art

[0002] Patent Document 1 discloses a technique of converting a game medium (character) not intended for use into in-game currency by selling it. When sold, the game medium leaves the user's hands.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Each game medium such as a character may have parameters. With game play, the parameter values may eventually saturate. For a game medium with saturated parameter values, there is no meaning in using it in the game to additionally acquire parameters. Due to this, there is a problem that it becomes difficult for the user to have the motivation to continue game play.

[0005] The present invention provides an information processing apparatus, a program, and an information processing method capable of suppressing a decrease in the motivation to play a game due to parameter saturation of a game medium.

Means for Solving the Problems

[0006] An information processing device according to one aspect of the present invention is an information processing device comprising an exchange unit, wherein when an exchange request is made by a user who possesses a first game medium that can be operated by the user within a game, the exchange unit provides the second game medium to the user in exchange for the consumption of a first parameter associated with the first game medium.

[0007] According to one aspect of the present invention, the first parameter of the first game medium can be exchanged for the second game medium. Since opportunities for consuming and regrowing the first parameter are provided, the user can be continuously motivated to play the game. [Brief explanation of the drawing]

[0008] [Figure 1] This is a schematic diagram of the game provision system 1 according to the embodiment. [Figure 2] This is a block diagram showing the hardware configuration of server 10 according to the embodiment. [Figure 3] Block diagram showing the hardware configuration of terminal 20 according to the embodiment. [Figure 4] This block diagram shows the functional configuration of Server 10. [Figure 5] Figure 5A is an example of the first game media table TBL1 (character table), Figure 5B is an example of the second game media table TBL2, and Figure 5C is an example of the exchange setting table TBL3. [Figure 6] This is a sequence diagram illustrating the control flow of the control unit 11 (exchange unit 11a and effect application unit 11b) according to the embodiment. [Figure 7] This is a sequence diagram illustrating the control flow between the exchange unit 11a and the terminal 20 according to the embodiment. [Figure 8] This is an example of an exchange screen displayed on the display unit 24 of terminal 20. [Modes for carrying out the invention]

[0009] In this embodiment, "game medium" refers to any electronic data medium used by the user to advance the game. Specifically, the game medium may include, for example, characters, items, cards, or avatars.

[0010] In this embodiment, the "first game medium" and the "second game medium" are referred to as follows: The "first game medium" is a game medium that is user-operable and has a first parameter. It can be exchanged with the second game medium by consuming the first parameter. The "second game medium" is a game medium that can be exchanged with the first game medium by the "exchange unit" described later. Any game medium from all the game mediums can be set as the second game medium.

[0011] To describe the inclusion relationship, the second game medium may include all of the first game mediums, include only some of the first game mediums, or not include any first game mediums at all. When a game medium is both a first and second game medium, that game medium is user-operable, has a first parameter, and is interchangeable in the exchange unit. For example, if all game mediums in a game are interchangeable, then all game mediums are set as second game mediums. In this case, the first game mediums are included in the set of second game mediums, and one first game medium can be exchanged for another first game medium. In this case, all first game mediums may be included in the second game medium, or only some of the first game mediums may be second game mediums. As another example, the second game medium may consist of the remaining game mediums after excluding the first game mediums from all game mediums.

[0012] Specifically, the first game medium of the embodiment is a game medium that can be operated by the user within the game, and specifically includes characters (especially playable characters), cards, and avatars. "A game medium that can be operated by the user within the game" may include, for example, a game medium that can be incorporated into a deck, or a game medium that can be used in quests. "Operation" may include the user operating the first game medium in a game space corresponding to a user-specified quest using the first game medium that can be incorporated into a deck. "Operation" may also include operations that bring out game effects set on the first game medium. The specific form of "operable" varies depending on the game system. For example, in puzzle games, action games, role-playing games, shooting games, etc., the game may progress by the first game medium moving around on the game screen or acting or operating on the game screen in response to input operations on the user's terminal. Specifically, for example, in a puzzle game, the game may progress by the user performing an input operation on the game screen to place the first game medium (character) they possess in a designated frame (square). In the case of a simulation game, the game may progress by determining the actions of the first game medium in response to user input. Various types of user-operable game mediums are included in the first game medium. The first game medium has a first parameter. In the embodiment, the first parameter is increased by the processing of the "parameter setting unit" described later. In the embodiment, the first game medium may further have a second parameter. An example of the second parameter is a parameter representing the ability score of a character if the first game medium is a character, for example, it may be a character level (LV).

[0013] Specifically, the second game medium of the embodiment may include any game medium, and may include a wide variety of game media, including the first game medium described above. In addition to characters, cards, and avatars, the second game medium may specifically include items. The second game medium and the first game medium may be completely separate from each other with no information linking between them, or there may be some kind of information linking via a table or the like. An item is a game medium that a player character can obtain in some way during the game, and that, when used, produces some kind of game effect. There are no limitations on the type of item, and may include, for example, recovery, power-up, life recovery, key items necessary to clear a specific event, items that produce special effects beyond normal effects (e.g., bombs or wipe-out items), character equipment such as weapons, armor, and tools, character enhancement materials, character development materials, materials necessary for combining items, and various other items for other purposes. Items may be consumed when used by the user, or they may be items that can be reversibly switched between being used and not used, such as character equipment. The items may include lottery exchange items that allow users to obtain a chance to win a prize after using a predetermined number of them, or they may include stamps, etc.

[0014] Several embodiments of the present invention will be described below with reference to the drawings. The various features shown in the embodiments below can be combined with each other. Furthermore, each feature constitutes an independent invention.

[0015] <1. Embodiments> (1-1. Overview of Game Provisioning System 1) An information processing device according to an embodiment of the present invention is a server 10 that constitutes part of a game provision system 1 as shown in Figure 1. The game provision system 1 comprises a server 10 and a terminal 20. The server 10 and the terminal 20 communicate with each other via a communication line 2. In this embodiment, for the sake of explanation, it is assumed that user U01 is the owner of terminal 20.

[0016] (Hardware Configuration of Game Providing System 1) The hardware configuration of game providing system 1 will be described below. The configuration of server 10 will be described with reference to FIG. 2, and the configuration of terminal 20 will be described with reference to FIG. 3.

[0017] Server 10 in FIG. 2 includes a control unit 11, a storage unit 12, and a communication unit 13. Further, server 10 may include an operation input unit 14 and a monitor 15. The operation input unit 14 is composed of a keyboard, a mouse, etc. and accepts input of various operations. The monitor 15 may be, for example, a liquid crystal display device. The control unit 11 is, for example, a CPU (Central Processing Unit), a microprocessor, or a DSP (Digital Signal Processor). The control unit 11 controls the overall operation of server 10.

[0018] A part of the storage unit 12 is composed of, for example, a RAM (Random Access Memory), a DRAM (Dynamic Random Access Memory), etc. A part of the storage unit 12 is used as a work area during the execution of processing based on various programs by the control unit 11. Also, a part of the storage unit 12 is, for example, a non-volatile memory such as a ROM (Read Only Memory), or a HDD (Hard Disk Drive). A part of the storage unit 12 stores various data and programs used for the processing of the control unit 11.

[0019] The programs stored in the storage unit 12 are, for example, an OS (Operating System) for realizing the basic functions of server 10, drivers for controlling various hardware, and programs for realizing various functions. The programs stored in the storage unit 12 include computer programs according to the embodiments.

[0020] The communication unit 13 is, for example, a NIC (Network Interface Controller). The communication unit 13 has the function of connecting to the communication line 5. The communication unit 13 may have several functions in place of or together with the NIC. These functions may include one or more of the following: a wireless LAN connection function, a wireless WAN connection function, a short-range wireless communication function such as Bluetooth®, and an infrared communication function. The server 10 is connected to other information processing devices such as terminals 20 via the communication line 5.

[0021] These components, including the control unit 11, are electrically connected to each other via the system bus 16. Therefore, the control unit 11 can access the storage unit 12 and display images on the monitor 15. The control unit 11 can also understand the operation status of the player's operation input unit 14. The control unit 11 can also access various communication networks and other information processing devices via the communication unit 13.

[0022] The terminal 20 shown in Figure 3 is specifically a mobile device such as a smartphone or tablet. The terminal 20 comprises a control unit 21, a storage unit 22, and a communication unit 23. The terminal 20 may also include a display unit 24 such as a touch panel display, a speaker 25, a microphone 26, a camera 27, and operation buttons 28.

[0023] These components, including the control unit 21, are electrically connected to each other via the system bus 29. The control unit 21 can access the storage unit 22. The control unit 21 can also display images on the display unit 24. The control unit 21 can also understand the operation status of the player's touch panel display (display unit 24) and operation buttons 28. The control unit 21 can also access various communication networks and other information processing devices via the communication unit 23.

[0024] (1-3. Functional configuration of Server 10) As shown in Figure 4, the control unit 11 has a replacement unit 11a. The control unit 11 may further have an effect application unit 11b and a parameter setting unit 11c.

[0025] The exchange unit 11a will now be explained. As illustrated in Figure 1, suppose user U01, who possesses the first game medium M1, makes an exchange request that includes specifying the second game medium M2. When this exchange request is made, the exchange unit 11a grants the second game medium M2 to user U01 in exchange for the consumption of the first parameter Q associated with the first game medium M1. In this embodiment, the first parameter Q is different from in-game currency such as coins or in-game items (see Figure 1) associated with user U01. The exchange unit 11a may also present to user U01 the amount of the first parameter Q required for the exchange when user U01 specifies the second game medium M2. For example, the amount of consumption may be displayed on the screen of user U01's terminal 20 so that user U01 can understand it.

[0026] The effect granting unit 11b links the amount of the first parameter Q with the game effect of the first game medium M1. In this embodiment, as an example, the first game medium M1 owned by user U01 has a game effect of a first size when the first parameter Q is equal to or greater than the first threshold Qth1. There are no limitations on the specific content of the game effect, and various known game effects can be applied. One example of a game effect is an increase in the amount of quest rewards obtained in the game or an improvement in the quality of those rewards. Another example of a game effect is that the first game medium M1 acquires various special commands or various special attack and defense methods. When the first parameter Q falls below the first threshold Qth1 due to consumption by the exchange unit 11a in the first game medium M1 where the first parameter Q is equal to or greater than the first threshold Qth1, the effect granting unit 11b changes the game effect to a second size, which is smaller than the first size. Changing to the second size may also mean returning the game effect, which is currently at the first size, to an unactivated (unreleased) state. Alternatively, the game effect may be reduced to any size less than the first size.

[0027] The parameter setting unit 11c will now be described. In this embodiment, other game media that have a predetermined relationship with the first game media M1 owned by user U01 are provided to user U01 by various methods of provision. In this case, the parameter setting unit 11c increases the first parameter Q of the owned first game media M1. The increase in the first parameter Q may be, for example, by adding a predetermined value (e.g., +1). An example of a provision method may be an arbitrary lottery, or a quest or event in the game, and it is not a matter of whether these are time-limited or not. Another example of a provision method may be a transfer (gift) from another user. The predetermined relationship includes the first game media M1 and the other game media being identical or corresponding. An example of an "identical" relationship is that the game media ID (character ID) or character name is the same. An example of a "corresponding" relationship is what is called character synthesis or evolution in the game, and for example, the character IDs before and after synthesis or the character IDs before and after evolution may be linked.

[0028] The functional configuration described above may be implemented by software (including so-called applications) appropriately installed on the server 10, or by hardware. When implemented by software, the control unit 11 can implement various functions by executing programs that constitute the software. This is also true for the table configuration and processing sequence described later.

[0029] If implemented by executing a program, the program may be stored in the storage unit 12 built into the server 10, or in a non-temporary recording medium readable by a computer. Alternatively, the program may be read from an external storage device and implemented through so-called cloud computing. Or, if implemented by hardware, it can be implemented by various circuits such as ASICs, SOCs, FPGAs, or DRPs. Furthermore, some of the functional configurations described above may be processed by software or hardware on a terminal 20 or the like. The same applies to the table configuration and processing sequence described later.

[0030] (1-4. Table structure and processing flow) The following describes specific examples of tables and processes in the embodiment. Figures 5A to 5C illustrate various tables TBL1 to TBL3 stored in the storage unit 12, and the control examples in Figures 6 and 7 will be described with reference to these tables.

[0031] (1-4-1. Overall routine flow) In step S100 of Figure 6, the exchange unit 11a receives an exchange request from terminal 20. Referring to Figure 7, in step S200, user U01 sends an exchange request to terminal 20, specifying the second game medium M2. As an example, the second game medium E002 is specified, and the specific content of the second game medium E002 is item Itm002 as shown in Figure 5B.

[0032] Next, in step S102 of Figure 6, the exchange unit 11a reads a table according to the exchange request. In this embodiment, the exchange unit 11a refers to table TBL1 in Figure 5A and reads the ID of the first game medium M1 held by user U01 and various information associated with it (see dashed box S1). The various information read includes first parameter information, second parameter information, rarity, and threshold Qth1. The exchange unit 11a also refers to table TBL2 in Figure 5B and reads game medium information (dashed box S2) for the second game medium E002 specified in the exchange request. The game medium information includes a content type ID that defines the specific content of the second game medium M2, Qptex which is the consumption point required for exchange, and an exchange target ID that groups the first game mediums M1 that can be exchanged for each second game medium M2. Furthermore, the exchange unit 11a refers to the table TBL3 in Figure 5C and reads the exchange setting information (dashed box S3) associated with the exchange target ID (G002) in Figure 5B. The exchange setting information includes the ID of the first game medium M1, the rate RQP which defines the exchange value of the first parameter Q, and the upper limit of the number of exchanges.

[0033] Next, in this embodiment, as an example, in step S103, the replacement unit 11a performs a power consumption reduction setting. Details of the power consumption reduction setting will be explained later.

[0034] Next, in step S104, the exchange unit 11a accepts the consumption of the first parameter Q. Referring to Figure 7, in step S202, characters C001 and C070 are displayed on the screen of the terminal 20. Characters C001 and C070 are the IDs (see dashed frame S3 in Figure 5C) of the first game medium M1 (see dashed frame S1 in Figure 5A) owned by user U01 that can be exchanged for the second game medium E002. In this embodiment, a consumption slider 34 is provided as a means for accepting the consumption amount operation of the first parameter Q. A consumption slider 34 is provided for each character C001 and C070, and individual operation is possible. Further details of step S104 will be described later with reference to Figure 7.

[0035] Next, in step S106 of FIG. 6, the exchange unit 11a determines whether the exchange consumption points are sufficient based on the consumption amount of the first parameter Q received by the slider operation in step S104. In the embodiment, as an example, the first parameter Q is converted into exchange consumption points, and the exchange consumption points are allocated to the exchange of the second game medium M2. For example, for the second game medium E002, the exchange consumption points Qptex per unit are 30 points. If the number of exchanges increases, the exchange consumption points increase accordingly. The process loops back to step S104 until the exchange consumption points are sufficient in step S106. When they are sufficient, in the next step S108, the exchange unit 11a performs the first notification (exchange confirmation). The details of the first notification will be described later.

[0036] Next, in step S1**0, the exchange unit 11a determines whether the exchange is finalized. As a specific example, in step S108, first, an exchange confirmation button for final confirmation is displayed on the terminal 20, and when this exchange confirmation button is tapped, the exchange is finalized. When the exchange is finalized, in step S112, the exchange unit 11a consumes the first parameter Q. Further, in step S114, the exchange unit 11a performs result registration. By the result registration, the item Itm002, which is the second game medium E002 specified this time, is registered in the holding item table (not shown) of the user U01.

[0037] Next, in step S120, the effect application unit 11b determines whether the first parameter Q of each first game medium M1 after the consumption in step S112 is below the first threshold value Qth1. If there is a first game medium M1 where Q < Qth1, then as an example, in step S122, the game effect of that first game medium M1 is stopped. The processes of steps S120 and S122 are performed for each first game medium M1 for which the first parameter Q is consumed in step S112 (that is, for characters C001 and C070 respectively).

[0038] Through the above process, the first parameter Q of the first game medium M1 can be exchanged for the second game medium M2. For example, situations may arise where the first parameter Q becomes saturated in many of the first game mediums M1 owned by each user, or where the first parameter Q becomes saturated in several of the first game mediums M1 that each user likes. In this regard, according to the embodiment, opportunities for consumption and reclamation of the first parameter Q are provided, thus continuously providing each user with an incentive to play the game.

[0039] (1-4-2. Coordination process with terminal 20) Next, we will explain in detail some of the processes in Figure 6 with reference to Figures 7 and 8. In step S202 of Figure 7, an example of the display screen (user interface) of the display unit 24 is also shown.

[0040] In the routine shown in Figure 7, as an example, in step S199, the exchange screen 24a shown in Figure 8 is first displayed on the display unit 24 of the terminal 20. The display of the exchange screen 24a may, as an example, be performed in response to user U01 pressing a predetermined exchange display icon (not shown) on the game screen of the terminal 20.

[0041] Figure 8 shows an example of the exchange screen 24a in step S199 of Figure 7. User U01 can select the second game medium M2 they wish to exchange via the exchange screen 24a. The exchange screen 24a may display multiple second game mediums M2 and the exchange consumption points Qptex for each second game medium M2. For example, it may be possible to identify whether user U01 can acquire any of the multiple second game mediums M2. For example, second game mediums M2 to which user U01 cannot currently use exchange consumption points Qptex (in the example of Figure 8, this corresponds to E004=C085) may be displayed in a way that allows user U01 to use them. The display of identification is optional, but as an example, in Figure 8, E001~E003 are displayed with solid lines, and only E004 is displayed with a dashed line. Other examples of identifiable displays include changing the color, thickness, or decoration of each frame, changing the background color within the frame, highlighting character names, or adding notification text such as "Materials insufficient."

[0042] As an example, in the exchange screen 24a of Figure 8, if user U01 selects a second game medium M2 for which exchange consumption points Qptex cannot be consumed (in the example of Figure 8, this corresponds to E004=C085), information regarding the first game medium M1 associated with the selected second game medium M2 may be displayed. The information regarding the first game medium M1 may include, for example, how to obtain it, and the method of acquisition may include, for example, information on quests or information on lotteries (so-called gacha). Figure 8 also shows a display unit 24a displaying an example of this information display screen 24b. Thus, the exchange unit 11a according to this embodiment may notify the user of how to obtain the first game medium M1 for which the first parameter Q can be consumed in order to obtain the specified second game medium M2. On the other hand, if user U01 selects a second game medium M2 for which exchange consumption points Qptex can be consumed (in the example of Figure 8, this corresponds to E001~E003), the screen shown in S202 of Figure 7 may be displayed on the display unit 24 (for example, as a pop-up display).

[0043] Next, as shown by the arrow extending from step S200 to S100 in Figure 7, the exchange unit 11a accepts the selection of the second game medium M2 by user U01. As an example, Figure 7 illustrates the case where user U01 specifies the second game medium M2 with ID E002 via the exchange screen 24a in Figure 8. In this case, among the second game mediums M2 defined in table TBL2 in Figure 5B, the second game medium E002 (specifically item Itm002) is specified by user U01. The exchange unit 11a selects one or more first game mediums M1 (in this case characters C001 and C070) that are interchangeably associated with the selected second game medium M2 from among multiple game mediums. In step S202 in Figure 7, the consumption slider 34 is displayed on the display unit 24. Based on the amount of operation of the consumption slider 34 for each first game medium M1 by user U01, the exchange unit 11a accepts the consumption operation of the first parameter Q for each first game medium M1.

[0044] As illustrated in Figure 7, the "number of exchanges remaining" may be displayed for each character C001 and C070, for example, in the form of "X more exchanges possible" or "X more exchanges possible". This number of exchanges remaining is deducted each time an exchange is performed, up to the upper limit of the number of exchanges defined in table TBL3 in Figure 5C.

[0045] As illustrated in step S202, the exchange unit 11a sums the consumption of the first parameter Q of one first game medium M1(C001) with the consumption of the first parameter Q of one or more other first game mediums M1(C070). The exchange unit 11a provides the second game medium M2 in exchange for the summed consumption amount Qptsum. One example of "summing" in this embodiment is to add the points Qpt1 and Qpt2 after converting them using different rates RQP, as shown in step S104 of Figure 7. For example, as illustrated in Figure 7, Qpt1 and Qpt2 are calculated for each character C001 and C070 by multiplying the rate RQP by the consumed Q, and these are added together to calculate the summed consumption amount Qptsum. As a variation, the consumption amounts of the first parameter Q may simply be summed without performing point conversion.

[0046] In one embodiment, the exchange unit 11a sets the exchange value per unit of the first parameter Q, when consumed in exchange for the second game medium M2, to a different value for one first game medium M1 and another first game medium M1. In one embodiment, the "exchange value per unit" is defined as the rate RQP in the table TBL3 of Figure 5C, and the same or different rates can be arbitrarily set for each first game medium M1. How the "exchange value per unit of the first parameter Q" for each first game medium M1 is defined is arbitrary. For example, the above exchange value (specifically the rate RQP) may be set to a different value among multiple first game mediums M1 depending on parameters such as the "rarity of the first game medium M1 (see table TBL1 in Figure 5A)". For example, the rate RQP may be set higher for characters with high rarity. However, it is not necessary to make the above exchange value different for all first game mediums M1, and the same exchange value may be set for some first game mediums M1.

[0047] (1-4-3. Details of the first report) Next, the first notification in step S108 in Figure 6 will be explained in detail.

[0048] When the first parameter Q is consumed in accordance with the instructions of user U01 in step S104, there may be a first game medium M1 in which the remaining first parameter Q falls below the first threshold Qth1. In this case, the exchange unit 11a gives user U01 a first notification (S108) regarding the game effect before consuming the first parameter Q. Specifically, the first notification regarding the game effect may be, for example, a notification message that the game effect will be lost if the amount of consumption currently specified by user U01 is consumed. The first game medium M1 may be presented and simply notified that its game effect will be lost, or the content of the lost game effect may be written in the notification message, etc. As an example, if the remaining first parameter Q does not fall below the first threshold Qth1, the first notification (S108) may not be given, and the process may proceed to step S110 and the exchange process may be executed.

[0049] When the exchange unit 11a makes the first notification (S108), it may present another first game medium M1 (for example, C002) that can consume the first parameter Q, which is different from the first game medium M1 (C001, C070 in the example of Figure 7) that has been selected as the target for consumption of the first parameter Q. To give a specific example, first, in the Q consumption stage of step S104, user U01 has specified the first game medium M1 (C001, C070 in the example of Figure 7) as the target for consumption of the first parameter Q, and these are displayed in step S202 of Figure 7. At this time, the other first game medium M1 (C002) that has not been selected by user U01 is either hidden from the screen in step S202, or if it is displayed, it is displayed in a way that makes it clear that it is not selected. The first notification in step S108 may present this other unselected first game medium M1 (C002) to user U01. There are no limitations on the specific presentation methods, and various variations are possible. For example, the first game media M1 for which the user wants to encourage the consumption of the first parameter Q may be listed using a pop-up display or similar method. Another example is the list of first game media M1 for which the first parameter Q can be consumed, as shown in the display unit 24 of Figure 7, where the first game media M1 for which the user wants to encourage the consumption of the first parameter Q may be highlighted (for example, by changing the frame color or making it blink). There are also various ways to select other first game media M1 to present. For example, first game media M1 for which the current first parameter Q exceeds the first threshold Qth1, and thus has a surplus, may be presented preferentially, or first game media M1 with the largest surplus may be presented first. Another example is that first game media M1 with the lowest rarity may be presented first. Yet another example is that first game media M1 for which the consumption slider 34 has been manipulated to zero (i.e., user U01 has not performed any operation to consume the first parameter Q) may be presented preferentially.

[0050] In this embodiment, the effect application unit 11b can set a first threshold Qth1 for one first game medium M1 and a first threshold Qth1 for another first game medium M1 to different values. As a specific example, in the table TBL1 of Figure 5A, different first threshold Qth1s are set for several first game mediums M1 (characters). As shown in records No. 004 and No. 099, there may be multiple first game mediums M1 having the same threshold Qth1.

[0051] (1-4-4. Processing related to automatic settings, etc.) In one embodiment, as an example, an automatic setting button 34a is provided on the screen of the terminal 20, as shown in step S202 of Figure 7.

[0052] When a predetermined operation is performed by user U01, the exchange unit 11a displays the consumption amount of the first parameter Q within a range where the first parameter Q does not fall below the first threshold Qth1. One example of a predetermined operation is tapping the automatic setting button 34a in Figure 7.

[0053] The exchange unit 11a sets the amount of the first parameter Q consumed for each first game medium M1 when there are multiple first game mediums M1 that can consume the first parameter Q, within a range where the first parameter Q does not fall below the first threshold Qth1 for each first game medium M1. A specific example will be explained by referring to step S202. For example, the exchange unit 11a first reads the number of exchanges for the second game medium E002 specified by user U01. As an example of specifying the number of exchanges, the number of exchanges is specified by user U01 operating the quantity setting slider 35. Next, the exchange unit 11a calculates the "total required points" necessary for the exchange. The "total required points" are calculated by multiplying the exchange consumption points Qptex per unit (see Figure 5B) by the number of exchanges specified by the quantity setting slider 35. Automatic setting button 34a is pressed. When tapped, the exchange unit 11a automatically sets the amount of the first parameter Q to be used to cover the calculated required points (300 points in the example in Figure 7) so as not to fall below the first threshold Qth1 of each of the multiple first game media M1.

[0054] As another example, in the automatic setting process described above, the user U01 does not need to specify the number of exchanges. Specifically, for example, first, user U01 presses the automatic setting button 34a without specifying the number of exchanges, or presses another automatic setting button (for example, the maximum exchange automatic setting button). Next, the maximum required points are calculated within the range that does not fall below the first threshold Qth1 for each of the multiple first game media M1. The maximum required points correspond to the total amount of consumption of the first parameter Q used for exchange. To illustrate with the example in Figure 7, the surplus that character C001 can consume without falling below the first threshold Qth1 is multiplied by character C001's rate RQP to obtain the surplus points that character C001 can consume. The same applies to other characters such as C070. The maximum required points are obtained by summing the surplus points that each character can consume. Automatic setting is performed based on these maximum required points. For example, the consumption amount of each character's first parameter Q is set by adjusting the consumption slider 34 for each character to the maximum gauge within a range that does not fall below the first threshold Qth1. A process is also performed to calculate the number of exchanges that can be made using the total consumption amount of the automatically set first parameter Q. The method for calculating the number of exchanges may be, for example, by dividing the total consumption amount of the automatically set first parameter Q by the exchange consumption points Qptex of the second game medium M2 that is to be exchanged. The calculated number of exchanges is displayed on the display unit 24 (for example, by automatic adjustment of the quantity setting slider 35).

[0055] In the various processes of the embodiments described above, a plurality of first threshold values Qth1 having different sizes may be set for each of the first game media M1. For example, a certain first game media M1 may have one first threshold value Qth1a and another first threshold value Qth1b, and the value of Qth1a may be smaller than the value of Qth1b (Qth1a < Qth1b). In this case, Qth1a and Qth1b are respectively set in the table TBL of FIG. 5A. In this case, various processes of the embodiment (for example, the first notification and the processes of the automatic setting button 34a, etc.) may be applied to at least one of Qth1a and Qth1b. As an example, various processes of the embodiment may be performed on both Qth1a and Qth1b. In that case, for example, the first notification may be individually performed for each of the first threshold values. As a specific example, the notification contents for each of the first threshold values may be jointly noted in one message box. Also, when the processes of the automatic setting button 34a, etc. are performed in the above example, it may be automatically set so as not to fall below the first threshold value that the current first parameter Q exceeds. For example, when Qth1a < current Q < Qth1b at the current time, the consumption amount may be set within a range that does not fall below the first threshold value Qth1a. When Qth1b < current Q, the consumption amount may be set within a range that does not fall below the first threshold value Qth1b. As another example, for only one of the first threshold values of Qth1a and Qth1b, the processes of the first notification and the automatic setting button 34a, etc. may be performed. In that case, the other first threshold value may be ignored.

[0056] (1-4-5. Processing of Consumption Suppression Setting) Next, a specific example of step S103 (consumption suppression setting) in FIG. 6 will be described.

[0057] The exchange unit 11a suppresses the consumption of the first parameter Q for the first game medium M1 if the second parameter (LV) associated with the first game medium M1 is equal to or greater than the third threshold. Let's assume that this "third threshold" is, for example, level 30. In this case, for character C099 whose second parameter (character level LV) is level 30 or higher in table TBL1 in Figure 5A, even if user U80 who owns this character tries to consume the first parameter Q through the exchange unit 11a, the consumption will be suppressed in step S103. "Suppressing consumption" may be done, for example, by displaying a warning banner on the screen, by highlighting the consumption slider 34 in Figure 7 to make the user aware of the disadvantage, or by locking the operation of the consumption slider 34 to prohibit consumption. Note that consumption for the first game medium M1 whose second parameter (LV) is less than the third threshold does not need to be suppressed. The second parameter is, for example, the character's level (LV), but it could be any other character ability score, or even the value of an item (for example, the in-game selling price of an item).

[0058] The exchange unit 11a suppresses the consumption of the first parameter Q for the first game medium M1 that user U01 intends to use to consume the first parameter Q, if the first game medium M1 belongs to a game medium group configured by user U01. The game medium group may be, for example, a so-called "deck" or "party," and the storage unit 12 may store, for example, each user's deck formation table (not shown) or party formation table (not shown). As another example, the game medium group may be a consumption lock group, and a consumption lock may be set so that the first parameter Q is not consumed for any first game medium M1. In this case, for example, the storage unit 12 may store a consumption lock table (not shown). Note that consumption does not need to be suppressed for first game medium M1 that does not belong to a game medium group (i.e., not registered in the deck formation table, etc.).

[0059] <2. Other embodiments and variations, etc.> While embodiments of the present invention have been described above, the application of this disclosure is not limited to the above.

[0060] As a variation, when the exchange unit 11a receives a "specification of the amount of consumption of the first parameter Q" from the user U01, if there is a first game medium M1 in which the remaining first parameter Q falls below the first threshold Qth1 after consuming the first parameter Q according to the specified consumption amount, the first notification (S108) may be given. Here, "specification of the amount of consumption of the first parameter Q" specifically means, for example, adjusting the amount of consumption using a consumption slider 34. The operation of the consumption slider 34 is the stage before the final confirmation of consumption. In this variation, for example, when the amount of Q consumption is gradually increased by moving the consumption slider 34 little by little to the right, the first notification may be given when the remaining first parameter Q falls below the first threshold Qth1. For example, a warning of the first notification may be displayed on the screen, or the color or frame of the consumption slider 34 may change.

[0061] As a variation, the exchange unit 11a may, when the first parameter Q of the first game medium M1 in which user U0 intends to consume the first parameter Q is below the first threshold Qth1, give a second notification if the difference between the first parameter Q and the first threshold Qth1 is less than or equal to the second threshold. The "second threshold" can be set arbitrarily. As an example, let's assume the second threshold is set to "5". In table TBL1 in Figure 5A, the current first parameter Q of character C002 is 13, and the first threshold Qth1 is "15", so the difference is "2". Therefore, the second notification is given for character C002. The "second notification" may, as an example, display a warning banner. The message in the warning banner may, as an example, be "You are 2 away from acquiring a game effect". The "second notification" could, for example, involve changing the display of the consumption slider 34 or character icons (e.g., color) in step S202 of Figure 7, or it could involve displaying a pop-up window prompting the consumption of another first game medium M1. The timing of the second notification can be set in various ways; for example, it could be during step S104 in Figure 6, or simultaneously with or around step S108.

[0062] As a variation, for a first game medium M1 where the amount of the first parameter Q is greater than or equal to the fourth threshold, the amount of the first parameter Q consumed in exchange for the second game medium M2 may be reduced compared to when the amount of the first parameter Q is less than the fourth threshold. This "fourth threshold" may be set arbitrarily, but for example, it may be the same value as the first threshold Qth1 for each first game medium M1, or it may be a value set based on the first threshold Qth1, or it may be set to a different value from the first threshold Qth1 (a value greater than or less than the first threshold Qth1). When the fourth threshold is set based on the first threshold Qth1, as an example, the fourth threshold may be obtained by adding, subtracting, multiplying, or dividing the first threshold Qth1 by a predetermined value. As an example of a means to reduce the amount of the first parameter Q consumed in exchange for the second game medium M2, in this embodiment, the value of the rate RQP may be set variably. Specifically, for example, assuming that the fourth threshold is the same as the first threshold Qth1, the rate RQP may be increased for C001, etc., in table TBL1 in Figure 5A, where the current first parameter Q is Qth1 or greater. Increasing the rate RQP reduces the amount of the first parameter Q required to exchange for the second game medium M2.

[0063] For example, in the above embodiment, a configuration was described in which the server 10 mainly provides each function, but it is also possible for the terminal 20 to provide some functions, or for both the server 10 and the terminal 20 to provide them.

[0064] Furthermore, the information processing device such as server 10 may include not only a single physical device, but also multiple devices connected via wired or wireless communication that function as a single information processing device.

[0065] Furthermore, each step described in the above embodiment as being performed by the server 10 may be implemented in a manner in which it is performed by the terminal 20.

[0066] <3. Features of the Embodiment> The following summarizes some of the features included in the embodiments and modifications of the present invention.

[0067] (Feature 1) In one aspect of the present invention, the server 10, as an information processing device, includes an exchange unit 11a. When a user U01 who possesses a first game medium M1 that can be operated by the user U01 in the game makes an exchange request that includes the specification of a second game medium M2, the exchange unit 11a grants the second game medium M2 to the user U01 in exchange for the consumption of a first parameter Q associated with the first game medium M1. According to this aspect, the first parameter Q of the first game medium M1 can be exchanged for the second game medium M2. Since the user is provided with an opportunity to consume and regain the first parameter Q, the user U01 can be continuously provided with an incentive to play the game.

[0068] (Feature 2) The server 10 as an information processing device may include an effect application unit 11b. When user U01 possesses a first game medium M1 having a game effect of a first size when the first parameter Q is equal to or greater than the first threshold Qth1, the effect application unit 11b may reduce the game effect to a second size, which is smaller than the first size, when the first parameter Q falls below the first threshold Qth1 due to consumption by the exchange unit 11a in the first game medium M1 where the first parameter Q is equal to or greater than the first threshold Qth1. This provides a mechanism that maintains the game effect as long as the consumption of the first parameter Q does not fall below the first threshold Qth1.

[0069] (Feature 3) The server 10 as an information processing device may include a parameter setting unit 11c. The parameter setting unit 11c may increase the first parameter Q of the first game medium M1 owned by user U01 when another game medium that has a predetermined relationship with the first game medium M1 owned by user U01 is assigned to user U01. This makes it possible to acquire the first parameter Q when game mediums with a predetermined relationship are assigned to the user multiple times. Although it may be difficult to utilize related game mediums in the game even if they are assigned to the user multiple times, the above embodiment can suppress such problems.

[0070] (Feature 4) The exchange unit 11a may accept the selection of a second game medium M2 by the user U01. The exchange unit 11a may select one or more first game mediums M1 from among multiple game mediums that are interchangeably associated with the selected second game medium M2, and may accept the operation to consume the first parameter Q of the selected first game medium M1. As a result, the exchange unit 11a selects an interchangeable first game medium M1 according to the second game medium M2 actively specified by the user U01. The user U01 can individually decide to consume the first parameter Q for each first game medium M1.

[0071] (Feature 5) The exchange unit 11a may provide a second game medium M2 in exchange for a combined consumption amount Qptsum, which is the sum of the consumption amount of the first parameter Q of one first game medium M1 and the consumption amount of the first parameter Q of one or more other first game mediums M1. This makes it possible to compensate for the consumption amount of the first parameter Q required for exchange using multiple first game mediums M1.

[0072] (Feature 6) The exchange unit 11a may set the exchange value per unit of the first parameter Q (specifically, the rate RQP) when consumed in exchange for the second game medium M2 to a different value for one first game medium M1 and another first game medium M1. This makes it possible to set the exchange value to a different value according to the in-game value and characteristics of each first game medium.

[0073] (Feature 7) If the exchange unit 11a consumes the first parameter Q in accordance with the instructions of user U01 and there is a first game medium M1 in which the remaining first parameter Q falls below the first threshold Qth1, it may give the user U01 who gave the instructions a first notification (S108) regarding the game effect before consuming the first parameter Q. This prevents the game effect currently obtained from being impaired in a way that the user did not expect.

[0074] (Feature 8) The effect-granting unit 11b may be able to set the first threshold Qth1 for one first game medium M1 and the first threshold Qth1 for another first game medium M1 to different values. This makes it possible to set the first threshold for each first game medium M1 while taking into account the differences in the game effects exhibited by each first game medium M1.

[0075] (Feature 9) When the exchange unit 11a performs the first notification (S108), it may present another first game medium M1 that can consume a first parameter Q different from the first game medium M1 selected as the target for consumption of the first parameter Q. This makes it possible to encourage the consumption of a different first game medium in order to suppress the consumption of the first parameter Q that falls below the first threshold Qth1.

[0076] (Feature 10) When a predetermined operation is performed by the user U01, the exchange unit 11a may present the amount of consumption of the first parameter Q within a range in which the first parameter Q does not fall below the first threshold Qth1. This improves the convenience when setting the amount of consumption of the first parameter Q.

[0077] (Feature 11) When there are multiple first game media M1 capable of consuming the first parameter Q, the exchange unit 11a may set the amount of the first parameter Q consumed for each first game media M1 within a range in which the first parameter Q in each first game media M1 does not fall below the first threshold Qth1. This improves the convenience of setting the consumption amount when attempting to consume the first parameter Q with multiple first game media M1.

[0078] (Feature 12) The exchange unit 11a may provide a second notification if, with respect to the first game medium M1 in which user U01 intends to consume the first parameter Q, the first parameter Q is below the first threshold Qth1, and the difference between the first parameter Q and the first threshold Qth1 is less than or equal to the second threshold. This allows the user to refrain from consuming the first parameter Q when the amount of the first parameter Q required to obtain the game effect is relatively small.

[0079] (Feature 13) The exchange unit 11a may suppress the consumption of the first parameter Q for the first game medium M1 if the second parameter (LV) associated with the first game medium M1 is equal to or greater than the third threshold. This makes it possible to suppress the consumption of the first parameter Q for first game medium M1 whose second parameter is above a certain level and is likely to have high in-game value.

[0080] (Feature 14) The exchange unit 11a may suppress the consumption of the first parameter Q for the first game medium M1 that belongs to the game medium group configured by user U01, if the first game medium M1 that user U01 intends to use to consume the first parameter Q belongs to the game medium group. This allows the first game medium M1 that the user has assigned to the game medium group to be estimated to be of higher importance than other first game mediums M1 that do not belong to the group, and thus the consumption of the first parameter Q can be suppressed.

[0081] (Feature 15) For the first game medium M1 where the amount of the first parameter Q is equal to or greater than the fourth threshold, the amount of the first parameter Q consumed in exchange for the second game medium M2 may be reduced compared to when the amount of the first parameter Q is less than the fourth threshold. This can encourage the consumption of the surplus first parameter Q in relation to the game effect.

[0082] (Feature 16) In another aspect of the present invention, a program is provided. When a user U01 who possesses a first game medium M1 that can be operated by the user U01 in the game makes an exchange request that includes the designation of a second game medium M2, the program causes the computer to grant the second game medium M2 to user U01 in exchange for the consumption of a first parameter Q associated with the first game medium M1.

[0083] (Feature 17) In another aspect of the present invention, an information processing method is provided. In this information processing method, when a user U01 who possesses a first game medium M1 that can be operated by the user U01 in the game makes an exchange request that specifies a second game medium M2, the computer grants the second game medium M2 to the user U01 in exchange for the consumption of a first parameter Q associated with the first game medium M1.

[0084] While various embodiments of the present invention have been described, these are presented as examples only and are not intended to limit the scope of the invention. These novel embodiments can be implemented in a variety of other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the invention. These embodiments and their variations are included within the scope and spirit of the invention, as well as within the scope of the invention and its equivalents as described in the claims. [Explanation of symbols]

[0085] 1: Game provision system, 2: Communication line, 5: Communication line, 10: Server, 11: Control unit, 11a: Exchange unit, 11b: Effect application unit, 11b: Exchange unit, 11c: Parameter setting unit, 12: Memory unit, 13: Communication unit, 14: Operation input unit, 15: Monitor, 16: System bus, 20: Terminal, 21: Control unit, 22: Memory unit, 23: Communication unit, 24: Display unit, 24a: Exchange screen, 24b: Information display screen, 25: Speaker, 26: Microphone, 27: Camera, 28: Operation buttons, 29: System bus, 34: Consumption slider, 34a: Automatic setting button, 35: Quantity setting slider, M1: First game medium, M2: Second game medium, Q: First parameter, Qth1: Threshold (First threshold)

Claims

1. An information processing device equipped with an exchange unit, The aforementioned replacement part is When a user who possesses a first game medium that can be controlled within the game requests an exchange for a second game medium, the second game medium is granted to the user in exchange for the consumption of the first parameter associated with the first game medium. Information processing device.

2. An information processing apparatus according to claim 1, Equipped with an effect-granting unit, The effect-granting unit is an information processing device that, when a user possesses a first game medium having a game effect of a first size when the first parameter is equal to or greater than a first threshold, and when the first parameter falls below the first threshold due to consumption by the exchange unit in the first game medium where the first parameter is equal to or greater than the first threshold, the effect-granting unit reduces the game effect to a second size, which is smaller than the first size.

3. An information processing apparatus according to claim 1 or claim 2, Equipped with a parameter setting unit, The parameter setting unit is an information processing device that increases the first parameter of the first game medium owned by the user when another game medium that has a predetermined relationship with the first game medium owned by the user is provided to the user.

4. An information processing device according to any one of claims 1 to 3, The aforementioned replacement part is The system accepts the user's selection of the second game medium, Select one or more first game media from among multiple game media, which are interchangeably associated with the selected second game media, and accept the operation to consume the first parameter of the selected first game media. Information processing device.

5. An information processing apparatus according to any one of claims 1 to 4, The exchange unit is an information processing device that provides the second game medium in exchange for a combined consumption amount obtained by adding the consumption amount of the first parameter of one first game medium and the consumption amount of the first parameter of one or more other first game mediums.

6. An information processing device according to any one of claims 1 to 5, The exchange unit is an information processing device that sets the exchange value per unit of the first parameter, when consumed in exchange for the second game medium, to a different value for one first game medium and another first game medium.

7. An information processing apparatus according to claim 2, The exchange unit, if there is a first game medium in which the remaining first parameters fall below a first threshold after consuming the first parameters in accordance with the user's instructions, provides a first notification regarding the game effect to the user who gave the instructions before consuming the first parameters.

8. An information processing apparatus according to claim 7, The effect-granting unit is an information processing device capable of setting the first threshold value for one first game medium and the first threshold value for another first game medium to different values.

9. An information processing apparatus according to claim 7 or claim 8, The exchange unit, when performing the first notification, presents another first game medium capable of consuming the first parameter, which is different from the first game medium selected as the target for consuming the first parameter.

10. An information processing device according to claim 2, or any one of claims 7 to 9, The exchange unit is an information processing device that, when a predetermined operation is performed by the user, presents the amount of consumption of the first parameter within a range in which the first parameter does not fall below the first threshold.

11. An information processing device according to claim 2, or any one of claims 7 to 10, The exchange unit is an information processing device that, when there are multiple first game media capable of consuming the first parameter, sets the amount of the first parameter consumed for each of the first game media within a range in which the first parameter does not fall below the first threshold for each of the first game media.

12. An information processing device according to claim 2, or any one of claims 7 to 11, The exchange unit is an information processing device that, when the first parameter is below a first threshold for the first game medium in which the user intends to consume the first parameter, provides a second notification when the difference between the first parameter and the first threshold is less than or equal to a second threshold.

13. An information processing apparatus according to any one of claims 1 to 12, The exchange unit is an information processing device that suppresses the consumption of the first parameter for the first game medium when the second parameter associated with the first game medium is equal to or greater than a third threshold.

14. An information processing apparatus according to any one of claims 1 to 13, The exchange unit is an information processing device that, when the first game medium on which the user intends to consume the first parameter belongs to a game medium group configured by the user, suppresses the consumption of the first parameter for the first game medium belonging to the game medium group.

15. An information processing apparatus according to any one of claims 1 to 14, An information processing device that, for the first game medium in which the amount of the first parameter is greater than or equal to a fourth threshold, reduces the amount of the first parameter consumed in exchange for the second game medium compared to the case in which the amount of the first parameter is less than the fourth threshold.

16. When a user who possesses a first game medium that can be controlled within the game requests an exchange for a second game medium, the computer is instructed to grant the second game medium to the user in exchange for consuming the first parameter associated with the first game medium. program.

17. When a user who possesses a first game medium that can be controlled within the game requests an exchange for a second game medium, the computer grants the second game medium to the user in exchange for the consumption of a first parameter associated with the first game medium. Information processing methods.