Information processing system, information processing device, information processing method, and program
The information processing system enhances user motivation to access external web stores by providing rewards for accessing the store server, addressing the challenge of reduced motivation due to accessing difficulties.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- MIXI INC
- Filing Date
- 2024-11-12
- Publication Date
- 2026-05-22
Smart Images

Figure 2026085028000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to an information processing system, an information processing apparatus, an information processing method, and a program.
Background Art
[0002] Conventionally, in computer games such as communication-type (online) games, a system has been known in which game objects that can be used in the game can be purchased at a place other than the game, such as a web store. For example, Patent Document 1 discloses an item sales system including a game server that controls a game and a web server that sells game items used in the game. When a user purchases a game item on the web server, the purchased game item is given to the user after a predetermined period has elapsed.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In order to purchase a game object to be used in a game outside the game (for example, a web store different from the game), there is a trouble of accessing an external web store. In order to increase the opportunity to purchase game objects, it is desirable to improve the motivation of users to utilize the web store.
[0005] Therefore, one object of the present invention is to provide an information processing system, an information processing apparatus, an information processing method, and a program that can improve the motivation to access a store server where game objects can be purchased outside the game.
Means for Solving the Problems
[0006] An information processing system according to one aspect of the present invention includes a game server that provides games, a store server where game objects usable in the game can be purchased outside the game, and a terminal operated by a user. The terminal displays link information for accessing the store server on its display. The store server accepts access from the terminal based on the link information, and if the user meets predetermined conditions, stores the benefits available to the user in the game, associating them with the user without the user having to spend any money. The game server displays the benefits associated with the user on the terminal's display. [Effects of the Invention]
[0007] According to one aspect of the present invention, rewards can be granted to users who access the store server via specific link information. This can improve the incentive for users to access the store server where game objects can be purchased outside of the game. [Brief explanation of the drawing]
[0008] [Figure 1] This is a schematic diagram of an information processing system according to the first embodiment of the present invention. [Figure 2] This figure shows an example of a game object purchase screen in a web store. [Figure 3] This figure shows an example of the inbox screen. [Figure 4] This figure shows an example of a notification screen that guides users to the inbox screen when they purchase a game object from the web store. [Figure 5] This figure shows an example of a notification screen that guides users to the gacha play screen when they purchase a game object from the web store. [Figure 6] This figure shows an example of a notification screen that guides users to the inbox screen when they are unable to purchase a game object from the web store. [Figure 7]It is a diagram showing an example of a notification screen for guiding to a receiving box screen when the number of game objects in the receiving box reaches the second number. [Figure 8] It is a diagram showing the hardware configuration of a user terminal. [Figure 9] It is an explanatory diagram of the functions of an account management server. [Figure 10] It is a diagram showing an example of user information. [Figure 11] It is a diagram showing an example of game object purchase information. [Figure 12] It is an explanatory diagram of the functions of a game server. [Figure 13] It is a diagram showing an example of game object information. [Figure 14] It is an explanatory diagram of the functions of a store server. [Figure 15] It is a diagram showing an example of store information. [Figure 16] It is a diagram showing an information processing flow when purchasing a game object in a game. [Figure 17A] It is a diagram showing an information processing flow when purchasing a game object in a web store. [Figure 17B] It is a diagram showing an information processing flow when purchasing a game object in a web store. [Figure 18] It is a diagram showing an example of an information processing flow when purchasing a game object related to an event. [Figure 19] It is a diagram showing the flow of an information processing flow when guiding to a predetermined screen. [Figure 20] It is a schematic configuration diagram of an information processing system according to the second embodiment of the present invention. [Figure 21] It is an explanatory diagram of the functions of a store server. [Figure 22A] It is a sequence diagram showing an example of a processing procedure performed by the information processing system according to the second embodiment. [Figure 22B] It is a sequence diagram showing an example of a processing procedure performed by the information processing system according to the second embodiment. [Figure 23]This is a diagram showing an example of a first link information display screen in the first service. [Figure 24] This is a diagram showing an example of a login screen to a web store when passing through link information. [Figure 25] This is a diagram showing an example of an account linkage guidance screen. [Figure 26] This is a diagram showing an example of an account linkage setting screen. [Figure 27] This is a diagram showing an example of an account linkage completion screen. [Figure 28] This is a diagram showing an example of a privilege granting screen when passing through the first link information. [Figure 29] This is a diagram showing an example of a second link information display screen in the second service. [Figure 30] This is a diagram showing an example of a privilege granting screen when passing through the second link information. [Figure 31] This is a diagram showing an example of a login screen to a web store when not passing through link information.
Mode for Carrying Out the Invention
[0009] <Summary of the Present Invention> Hereinafter, specific embodiments of the information processing apparatus, information processing method, and program of the present invention will be described with reference to the accompanying drawings. In the following, for convenience of explanation, there may be cases where explanations are made from the viewpoint of a GUI (Graphic User Interface). However, since the basic data processing technologies (communication / transmission technology, data acquisition technology, data recording technology, data processing / analysis technology, image processing technology, and visualization technology, etc.) for realizing the content are known technologies, explanations regarding them will be omitted.
[0010] [First Embodiment] The information processing system (hereinafter referred to as "information processing system S") according to the first embodiment of the present invention (hereinafter referred to as "this embodiment") is a computer system capable of providing a user with game services, that is, an environment for playing games (including the management of accounts for playing games and the purchase of game objects used in games, etc.). As shown in Figure 1, the information processing system S is an information processing device composed of multiple server computers, such as a server computer for managing user accounts (hereinafter referred to as the account management server 10), a server computer for distributing game data (hereinafter referred to as the game server 20), and a server computer for managing a web store where goods including game objects can be bought and sold (hereinafter referred to as the store server 30), as well as a communication system including a user terminal 40.
[0011] In this embodiment, it is assumed that the game provider also manages the user's account, and that the game provider and the web store provider, which operates the web store and provides the environment for using the web store (web store service) to the user, are separate entities. That is, it is explained that each service is provided to the user by multiple different servers: an account management server 10 and a game server 20 managed by the game provider, and a store server 30 managed by the web store provider. However, the game provider and the web store provider may be considered the same entity, and each service may be provided to the user using a common server (information processing device) that has all the functions of the account management server 10, the game server 20, and the store server 30.
[0012] In this embodiment, a user is a person who utilizes the functions of the account management server 10, the game server 20, and the store server 30. More specifically, a user is a person who can enjoy the benefits (services) provided by the functions of the account management server 10, the game server 20, and the store server 30 by operating a predetermined device. In this embodiment, a user terminal 40 is used as an example of a predetermined device, but the predetermined device may be a device owned by the user, such as the user terminal 40, or it may be a device installed in a store, etc., that is not owned by the user but can be used by entering a PIN or password, or making a deposit, etc., when visiting the store, etc.
[0013] (Applications and Accounts) In this embodiment, in order to enjoy the game service and the web store service, which is a non-game service different from the game service, the user installs a dedicated application on the user terminal 40, obtains an account to use each service, and registers as a user (member registration). Specifically, the game can be played on the user terminal 40 by, for example, launching a gameplay application (hereinafter referred to as the game app) installed on the user terminal 40. On the other hand, the web store can be used to purchase products on the user terminal 40 by, for example, launching a web store application (hereinafter referred to as the web store app) installed on the user terminal 40. It should be noted that the web store is not limited to use with a dedicated web store app; it may also be accessible by accessing the web store on the internet from a general-purpose application with browser functionality.
[0014] Game apps and web store apps are separate application software, each launched individually to perform its own unique functions. Through the functions of each application, the user terminal 40 can play games provided by the game server 20 and utilize the web store managed by the store server 30. Specifically, based on information or data received from the game server 20 or the store server 30, the system displays, plays, or otherwise outputs that information or data to the user terminal 40, allowing the user to play the game on the gameplay screen while the game app is running, and to purchase items from the web store while the web store app is running. Services that can be used without using the game app are considered non-game services. For example, web store services that can be used with the web store app are included in non-game services.
[0015] In this embodiment, the game app and the web store app can cooperate with each other; in other words, the game play environment and the web store usage environment can be associated with each other. In this embodiment, the user registers a common account with the account management server 10 in order to enjoy the complex services provided by the information processing system S. The user then operates the user terminal 40 to perform predetermined settings (hereinafter referred to as linkage settings) in order to link the account obtained for playing games (hereinafter referred to as the game account) and the account obtained for using the web store (hereinafter referred to as the web store account) to the common account. As a result, the game application and the web store application can be linked, and the game account and the web store account can be associated. Furthermore, a game account corresponds to the "first account" of this invention, and a web store account corresponds to the "second account" of this invention.
[0016] Account linking can be performed at any time, and the specific procedure for linking is not particularly limited. In this embodiment, each account is linked to a common account, but it is also possible to directly link the game account and the web store account without using a common account. Furthermore, it is also possible to use a common account from the beginning without needing to obtain a game account and a web store account separately. In addition, the common account can be used for purposes other than games and the web store, and it is also possible to use the common account as the web store account without creating a separate web store account, and link the game account to the common account. Moreover, if a user who does not have a common account and only has a game account attempts to log in to the web store, the account management server 10 may work with the game server 20 or store server 30 to display a screen on the user terminal 40 prompting the user to create a common account. Furthermore, if there is a limit on the amount of game objects that can be purchased within a predetermined period for each game account, the purchase amount may be managed using the common account. By managing purchase amounts with a shared account, it is possible to prevent situations where users could effectively make unlimited purchases, such as owning multiple game accounts or creating new game accounts after deleting existing ones.
[0017] (game) A game is content that a user plays by operating a user terminal 40 while viewing a gameplay screen on the user terminal 40. In this embodiment, it is an online game (electronic game) provided using an information processing system S. Online games include browser games using a web browser, social games provided on SNS (Social Networking Service), games that can be played by downloading dedicated application software such as mobile games, and regularly updated online games such as play-by-web (PBW).
[0018] In this embodiment, when a user performs a game-play operation on the user terminal 40, the user terminal 40 receives game progression data distributed from the game provider's server computer, i.e., the game server 20. The user terminal 40 outputs video and audio corresponding to the received data, and the user proceeds with the game while confirming the outputted video and audio. The user terminal 40 also sends data indicating the user's operations to the game server 20, and the game server 20 sends game progression data corresponding to the user's operations. This data transmission and reception between the game server 20 and the user terminal 40 is repeated until the user finishes playing the game.
[0019] The game of this embodiment is a game in which the user plays by using or consuming (hereinafter sometimes referred to as "using, etc.") game objects (game media) that the user owns as game assets, including events such as gacha and quests, which are one of the constituent units of the game.
[0020] (Game object) Game objects include, for example, characters, items, cards, and avatars used within the game. Game objects also include in-game currencies such as points, coins, gold, or stones, which have value as payment for exchanging other items or characters within the game, or for playing gacha and quests. Furthermore, in-game currencies include paid in-game currencies that can be obtained through payment and free in-game currencies that can be obtained without payment. Furthermore, "charging" refers to the act of a user paying a game usage fee to a game provider, etc., using electronic money, a credit card, or a prepaid card, for the purpose of purchasing and acquiring game objects such as in-game currency, or playing the game under other special conditions.
[0021] Game objects such as characters and items (excluding in-game currency) each have their own unique characteristics, and each game object has various parameters that indicate its name, attributes, appearance, and abilities (effects in the case of items). These parameters are indicators that affect the progress of the game and include those expressed by numerical values, letters such as "A, B, C...", and indicators such as gauges. Furthermore, some parameters change as the game progresses (including both increases and decreases), while others remain constant and do not change regardless of the game's progress. In addition, some parameters change when certain conditions are met, such as when used in an associated quest.
[0022] Users can acquire and possess these game objects within the game, and use the game objects they possess. Specifically, users can use game objects to progress through the game, including playing games such as gacha and quests, as described later. Regarding acquisition, users can obtain game objects by purchasing them from the in-game shop (in-game store), playing gacha within the game, or as rewards for completing quests within the game. Users can also purchase game objects for use within the game from external web stores. Further details regarding the purchase of game objects will be discussed later.
[0023] (Gacha) Gacha is a component of a game, a lottery game in which game objects can be obtained through a random item provision method. Specifically, gacha is a mechanism that uses chance to provide game objects such as characters and items to users, in which a predetermined number of game objects are selected randomly or by predetermined probability from a set to which multiple game objects belong (a table in which multiple game objects are associated with their respective probability of being drawn). The gacha system is implemented during gameplay on a gacha play screen (not shown) in response to user requests for game objects. When making a request, the user may need to consume game objects such as in-game currency or items that are required to play the gacha, which are parameters set as play conditions. Furthermore, the type and amount of parameters that need to be consumed may differ from gacha to gacha. For example, to play gacha A, one item A must be consumed, and to play gacha B, 100 coins (in-game currency) must be consumed.
[0024] (Quest) A quest is a component of a game, and is played with the objective of completing it (in other words, achieving the completion conditions). For example, a game may have multiple quests, and each quest will have different content (e.g., attributes, difficulty level, enemy characters that appear, play conditions, completion conditions, or completion rewards). During gameplay, users can select a quest on a quest selection screen (not shown) and play the quest by consuming the parameters set as play conditions, i.e., in-game currency, items, and other game objects required to play the quest. The type and amount of parameters that need to be consumed may vary from quest to quest. For example, to play quest A, 10 units of item A must be consumed, and to play quest B, 50 coins (in-game currency) must be consumed. Upon completing a quest, users can obtain game objects such as characters or items associated with that quest as a reward, or acquire the right to play special quests (for example, quests that are not normally playable).
[0025] In addition, events such as gacha and quests are held according to a predetermined schedule based on time, day of the week, or specific seasons such as spring, summer, autumn, and winter. This also includes limited-time so-called collaboration gacha or collaboration quests (hereinafter referred to as "collaboration events, etc.") that are collaborations with other games, manga, movies, other copyrighted works, other artists, or other companies. In these collaboration events, characters, items, etc., related to the collaborating partner will appear in the game as game objects.
[0026] (Purchase game objects) Next, we will explain the case where a user purchases and acquires a game object. In this embodiment, at least two methods (sources of purchase) are provided for users to purchase game objects used in the game. (1) Purchase via the in-game screen (in-game store). Specifically, in a game app, while playing the game, the user selects and purchases a desired game object from an in-game game object purchase screen (not shown). In this case, once payment equivalent to the price of the game object is completed within the game app or on a payment site linked to the game app (for example, cashless payment using a credit card or QR code), the specified game object is granted to the user. The user can then use the purchased game object within the game. Please note that for game objects purchased from the in-game store, the receiving operation in the inbox described later is not necessary. (2) Purchases are made via a screen displayed outside the game (web store). Specifically, in the web store app, users select and purchase the desired game object on a game object purchase screen located outside the game, as shown in Figure 2. In this case, once payment equivalent to the price of the game object is completed on the web store app or on a payment site linked to the web store app (for example, cashless payment using a credit card or QR code), the specified game object is granted to the user. However, when purchasing a game object from the web store, the user cannot use the purchased game object directly within the game. Instead, they must perform a receiving operation on the inbox screen, as shown in Figure 3, while playing the game within the game app. In other words, after launching the game app and performing the receiving operation on the in-game inbox screen, the user can then use the game object purchased from the web store (which is outside the game) within the game.
[0027] For example, as shown in Figure 2, the game object purchase screen in the web store displays game objects that the user can purchase. When the user selects a desired game object (for example, item Z) and presses the purchase button 51 corresponding to item Z, the user transitions from the game object purchase screen to a payment screen (not shown). Then, when the user pays 1000 yen, the price for item Z, on that payment screen, i.e., when the payment is completed, the user can obtain the purchased item Z. In this embodiment, a single purchase can result in the purchase of a single game object with one attribute (e.g., Item Z x 1), a set of game objects with one attribute (e.g., Coins x 12), or a set of game objects with multiple attributes (e.g., a value pack containing Character A x 1, Item Z x 1, Coins x 30). Accordingly, the number of game objects in the receiving box may be counted as one purchase (1 item), or as one game object (1 item).
[0028] Furthermore, as shown in Figure 3, the inbox screen displayed when the game app is launched clearly shows the maximum number of game objects that can be stored (contained) in the inbox (5 in this embodiment) and the number of game objects currently stored in the inbox (2 in this embodiment), as well as a list of the contents of the game objects currently stored in the inbox. In this embodiment, the inbox contains a total of two game objects: one item Z purchased from the web store and one item X previously purchased via the web store. When a user selects any game object (for example, item Z) and presses the receive button 52 corresponding to item Z to receive it, the user can receive item Z and use it in the game. On the other hand, if you have purchased item Z but later decide you no longer need it, you can cancel the purchase by pressing the delete button 53 before performing the receive operation. When the user performs either a receive or delete operation on item Z as described above, the number of game objects stored in the inbox changes from 2 to 1. Furthermore, if a predetermined period (for example, 2 months) passes without the receive operation being performed, the purchased game object will be automatically canceled and deleted from the inbox due to its storage expiration. Additionally, on the inbox screen, you can press the bulk receive button 54 to receive all game objects stored in the inbox at once, or press the bulk delete button 55 to delete all game objects stored in the inbox at once. Alternatively, a message may be displayed to notify the player when an item is stored in their inbox, and reading this message may allow them to receive the purchased game object.
[0029] Furthermore, as shown in Figure 4, if a game object is purchased from an external web store, a purchase completion message 56 may be displayed immediately after payment is completed, which includes instructions to guide the user to the inbox screen. The purchase completion message 56 includes a notification of the purchase completion, a prompt to open the inbox and receive the purchased item, and an inbox button 57 to launch the game app and display the inbox screen. When the user presses the inbox button 57, the game app launches and transitions directly from the game object purchase screen to the inbox screen shown in Figure 3. Furthermore, the purchase completion message 56 shown in Figure 4 may be displayed when the game app is launched, for example, when the game app is launched for the first time after purchasing a game object from an external web store, or in other cases where the receipt process for the purchased game object has not yet been completed.
[0030] Furthermore, even if a game object is purchased from an external web store, depending on the attributes and content of the purchased game object, it may be possible to allow it to be used in the game without having to perform an in-game receiving operation, just as if it were purchased from the in-game store. For example, game objects such as characters or items are rarely used immediately after purchase and are easily forgotten, so they require a receiving operation in the inbox. On the other hand, game objects such as in-game currency, like coins, are often used immediately after purchase and are less likely to be forgotten, so a receiving operation in the inbox is not necessary.
[0031] Furthermore, as shown in Figure 5, if a second game object such as coins is purchased from an external web store, a purchase completion message 58 may be displayed immediately after payment is completed, which includes content that guides the user to a screen to play the associated event. The purchase completion message 58 includes content notifying the user of the purchase completion, text encouraging the user to play a related event such as a gacha or quest (in this embodiment, a gacha that can use coins, etc.), and an event play button 59 to launch the game app and display the related event play screen. When the user presses the event play button 59, the game app is launched and the user transitions directly from the game object purchase screen to a gacha play screen or the like (not shown). Furthermore, if the game object purchased from an external web store is a first-class game object such as a character, a purchase completion message (not shown) may be displayed immediately after payment is completed, including a question asking whether the user wants to play the associated event, such as a quest. If the user indicates YES, the game app may launch and transition from the game object purchase screen to a receiving box screen as shown in Figure 3. After the user completes the receiving operation in the receiving box, the app may then transition directly to a quest play screen (not shown).
[0032] Furthermore, in this embodiment, if the number of game objects currently stored in the inbox reaches the maximum number of game objects that can be stored in the inbox (5 in this embodiment), in other words, if the number of game objects that have been purchased but remain unusable in the inbox because the receiving operation has not been performed reaches the maximum number, the user will not be able to purchase any more game objects from the web store outside the game. This upper limit varies depending on the number or amount of game objects the user has purchased from the web store. For example, users who have a history of purchasing many game objects will have their limit increased from the initial setting, resulting in a higher limit than users who have never purchased game objects or who have purchased only a few.
[0033] For users who cannot access the web store outside the game, a purchase-disabled message 60 may be displayed, for example, as shown in Figure 6, which directs the user to the inbox screen when they access the web store. The purchase-disabled message 60 notifies the user that the web store is unavailable because the number of game objects in the inbox that have not yet been claimed has reached the maximum limit, and prompts the user to open the inbox, claim the purchased items, and free up space in the inbox. It also displays an inbox button 57 to launch the game app and display the inbox screen. When the user presses the inbox button 57, the game app launches and transitions directly from the game object purchase screen to the inbox screen as shown in Figure 3.
[0034] Furthermore, for users whose number of game objects currently stored in their inbox has not yet reached the maximum limit, but is close to the limit and is likely to reach the limit soon, such as a user who is just one item away from reaching the limit (in this embodiment, a user with 4 game objects in their inbox), an alert message 61 may be displayed, for example, as shown in Figure 7, which includes content that guides the user to the inbox screen when they access the web store. The alert message 61 notifies the user that the number of game objects in their inbox that have not yet been received will soon reach the limit and may make it impossible to use the web store, and prompts them to open their inbox, receive the purchased items, and free up space in their inbox, along with an inbox button 57 that launches the game app and displays the inbox screen. When the user presses the inbox button 57, the game app launches and transitions directly from the game object purchase screen to the inbox screen as shown in Figure 3.
[0035] Thus, in this embodiment, in order to use a game object purchased from an external web store, it is necessary to perform a receiving operation on the inbox screen displayed within the game, which shows the contents corresponding to the purchase of the game object. Therefore, the user can remember to confirm that the game object purchased from the external web store has actually been purchased.
[0036] <Configuration of an information processing device and user terminal according to one embodiment of the present invention> Next, the configuration of the account management server 10, game server 20, and store server 30, as well as the user terminal 40, which constitute the information processing device according to one embodiment of the present invention, will be described. The account management server 10, game server 20, and store server 30 are examples of computers and, as shown in Figure 1, are connected to the user terminal 40 via network N, and together with the user terminal 40, they constitute an information processing system S. Network N is a communication network consisting of, for example, the internet or a mobile communication network, and may include LAN (Local Area Network), WAN (Wide Area Network), and intranet.
[0037] In the information processing system S of this embodiment, the game progresses through the cooperation of the game server 20 and the user terminal 40 with the above configuration. Specifically, part of the game progress processing is performed on the game server 20 side, and part of the graphics processing, etc., is executed on the user terminal 40 side. For example, the game server 20 side executes a program that includes certain rules, logic, and algorithms. On the other hand, the user terminal 40 side progresses the game in synchronization with the game server 20, using the same rules, logic, and algorithms as the program executed on the game server 20. That is, while playing the game, the user terminal 40 displays the game play screen, which is the display screen of the game, on a display 45 or the like, and also displays the display data sent from the game server 20 as it is received, and displays the images and text information etc. indicated by the display data on the game play screen.
[0038] Furthermore, in the information processing system S of this embodiment, the above configuration enables the user terminal 40 to purchase game objects used in the game from the web store through cooperation between the account management server 10, the game server 20, and the store server 30. Specifically, part of the linking process between the game account and the web store account is performed on the account management server 10 side, and part of the graphics processing is performed on the user terminal 40 side. In addition, part of the game object purchase process is performed on the store server 30 side, and part of the graphics processing is performed on the user terminal 40 side. Furthermore, part of the process to make game objects usable (available for use) in the game is performed on the game server 20 side, and part of the graphics processing is performed on the user terminal 40 side.
[0039] (Account management server, game server, and store server) The account management server 10, game server 20, and store server 30 are examples of the "information processing device" of the present invention, and are composed of computers that perform various information processing related to game progress, such as generating, storing, and transmitting / receiving data necessary for game progress (including acquisition of game objects), specifically, SNS servers or server computers for cloud services. Server computers for cloud services include server computers for ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). Furthermore, the account management server 10, game server 20, and store server 30 may be composed of a single computer, or they may be composed of multiple computers distributed in parallel. In this embodiment, a series of information processing steps related to game progress (excluding information input and display) are performed by the game server 20, the account management server 10, and the store server 30. Therefore, the user terminal 40 only needs to input information to be handed over to the account management server 10, the game server 20, and the store server 30, and display the information distributed by the account management server 10, the game server 20, and the store server 30.
[0040] As hardware, the account management server 10 includes a processor 10a, memory 10b, communication interface 10c, and storage 10d, as shown in Figure 1, and these devices are electrically connected via a bus 10e. Furthermore, the account management server 10 has an operating system (OS) and a dedicated program for processing information related to account management installed as software. These programs correspond to the "program" of the present invention. By the processor 10a operating according to the above program, the account management server 10 functions as an information processing device of the present invention and executes a series of processes related to the progress of the game. The program of the present invention may be obtained by reading it from a computer-readable recording medium (media), or it may be obtained (downloaded) via a network N such as the Internet or an intranet.
[0041] The processor 10a may consist of a CPU (Central Processing Unit), an MPU (Micro-Processing Unit), an MCU (Micro Controller Unit), a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), a TPU (Tensor Processing Unit), or an ASIC (Application Specific Integrated Circuit), etc.
[0042] The memory 10b may be composed of semiconductor memory such as ROM (Read Only Memory) and RAM (Random Access Memory).
[0043] The communication interface 10c may be configured, for example, by a network interface card or a communication interface board. The data communication standard using the communication interface 10c is not particularly limited and may include wireless LAN communication, 3G to 5G or later generation mobile communication systems, or LTE (Long Term Evolution) based communication.
[0044] The storage 10d only needs to be capable of storing and accumulating various types of information, and may consist of flash memory, HDD (Hard Disc Drive), SSD (Solid State Drive), FD (Flexible Disc), MO disk (Magneto-Optical disc), CD (Compact Disc), DVD (Digital Versatile Disc), SD card (Secure Digital card), or USB memory (Universal Serial Bus memory), etc. Furthermore, the storage 10d may be built into the game server 20, or it may be attached to the server body as an external device. Additionally, the storage 10d may consist of an external computer (for example, a database server or online storage) that is connected to the server body in a communicative manner. As a technology for recording various types of data, distributed ledger technology such as blockchain may be used to prevent unauthorized data tampering.
[0045] The game server 20, as hardware equipment as shown in Figure 1, includes a processor 20a, memory 20b, communication interface 20c, and storage 20d, and these devices are electrically connected via a bus 20e. The configuration and functions of each device in the game server 20 are the same as those of the account management server 10. Furthermore, the game server 20 has an operating system (OS) and a dedicated program for processing information related to the game installed as software. These programs correspond to the "program" of the present invention. By the processor 20a operating according to the above program, the game server 20 functions as an information processing device of the present invention and executes a series of processes related to the progress of the game. The program of the present invention may be obtained by reading it from a computer-readable recording medium (media), or it may be obtained (downloaded) via a network N such as the Internet or an intranet.
[0046] The store server 30, as hardware equipment as shown in Figure 1, includes a processor 30a, memory 30b, communication interface 30c, and storage 30d, and these devices are electrically connected via a bus 30e. The configuration and functions of each device in the store server 30 are the same as those of the account management server 10. Furthermore, the store server 30 has an operating system (OS) and a dedicated program for processing information related to the web store installed as software. These programs correspond to the "program" of the present invention. By the processor 20a operating according to the above program, the game server 20 functions as an information processing device of the present invention and executes a series of processes related to the progress of the game. The program of the present invention may be obtained by reading it from a computer-readable recording medium (media), or it may be obtained (downloaded) via a network N such as the Internet or an intranet.
[0047] (User terminal) The user terminal 40 is a client terminal used by the user to perform gameplay operations and operations associated with gameplay (such as purchasing game objects and linking accounts). The user terminal 40 can consist of, for example, a personal computer, smartphone, mobile phone, tablet device, game console, television receiver capable of inputting information, and wearable device. As shown in Figure 8, the user terminal 40 has hardware components including a processor 41, a storage device 42, a communication interface 43, an input device 44, and a display 45, all of which are electrically connected via a bus 46. Examples of input devices 44 on the user terminal 40 include a touch panel, a touchpad, buttons, a microphone, and various sensors. Although Figure 1 illustrates one user terminal 40, in reality, there are, of course, a number of user terminals 40 corresponding to the number of users.
[0048] The user terminal 40 has an operating system (OS) and applications such as game applications and web store applications installed. While the user is playing the game, the user terminal 40 receives game progress data from the game server 20 and displays the images (videos) indicated by the data on the user terminal 40's display 45 or on a display device such as a TV connected to the user terminal 40 (hereinafter referred to as "display 45, etc."), and outputs sound from a speaker, etc. Also, while the user is using the web store, the user terminal 40 receives various data from the store server 30 and displays the images (videos) indicated by the data on the user terminal 40's display 45, etc., and outputs sound from a speaker, etc. In other words, in this embodiment, the user terminal 40 functions as a display unit and an audio output unit. For example, the user terminal 40 displays a game play screen (inbox screen) as shown in Figure 3, as well as web store screens (game object purchase screens) as shown in Figures 2, 4 to 7, and other input operation screens, as well as notification screens that display various information.
[0049] Furthermore, the user terminal 40 receives the user's gameplay operations performed during and before / after gameplay, as well as operations associated with gameplay, and transmits information corresponding to the content of those operations to the account management server 10, game server 20, or store server 30. For example, the user performs operations on the user terminal 40 to specify game objects to be purchased from the in-game store or an external web store, to specify game objects to be received from among the game objects stored in the inbox, and to set up account linking, as well as other operations necessary to play the game, and transmits information based on those operations to the account management server 10, game server 20, or store server 30. In addition to the operations described above, the user may perform any other operations on the user terminal 40 necessary to enjoy the services provided by the information processing system S of this embodiment.
[0050] <Functions of the information processing device according to one embodiment of the present invention> (Account management server) The configuration of the account management server 10, which is one of the information processing devices according to this embodiment, will be explained again in terms of its functionality. As shown in Figure 9, the account management server 10 includes a storage unit 11, an information acquisition unit 12, a display control unit 13, and a communication control unit 14. Of these, the storage unit 11 is implemented by memory 10b or storage 10d, and the other functional units are implemented through the cooperation of the hardware devices constituting the account management server 10 and the programs installed on the account management server 10. If the account management server 10 is composed of multiple computers, the above functions may be distributed so that each of the multiple computers performs different functions from one another. The following sections will provide a detailed explanation of each functional component.
[0051] (Storage part) The memory unit 11 stores various types of information necessary for account management. Specifically, the memory unit 11 stores user information, game object purchase information, and various other information related to account management.
[0052] As shown in Figure 10, user information is stored for each user, with various pieces of information linked to an identification information (user ID), which is a common account that identifies each user. For example, user information includes linked game accounts (game ID), linked web store accounts (web store ID), user rank, game play history including game progress, types and number of game objects owned as game assets, types and number of game objects stored in the inbox, the maximum number of game objects that can be stored in the inbox (limit), current purchase status on the web store, and past purchase history of game objects. The game play history includes information about gameplay in general, such as gacha and quest play history. Game objects stored in the inbox also include information about the storage period calculated from the purchase date. The purchase history of game objects includes information about the purchase date and time, the type and number of game objects purchased, and the place of purchase. In addition, user information may also include other information, such as personal information of the user including contact details, payment information including card information, billing history information showing the number of times and amounts of charges made for the game, a flag indicating whether the game account and the web store account are linked, and access history to the web store.
[0053] Game object purchase information is generated each time a user purchases a game object from the web store. As shown in Figure 11, various pieces of information are linked to an identification information (purchase ID) that identifies the purchase details, and this information is stored for each individual purchase. For example, game object purchase information includes information to identify the user who purchased the game object (purchaser), the date and time of purchase, information to identify the purchased game object (purchased item), the price of the purchased game object, payment status, receipt status of the purchased game object, usability status of the purchased game object, and the deadline for receiving the purchased game object. If you complete the pickup operation at the receiving box, the pickup status will be updated from "Pending" to "Completed," and the availability status will be updated from "Unavailable" to "Available."
[0054] (Information acquisition department) The information acquisition unit 12 acquires information (data) based on operations performed by the user on the user terminal 40 by communicating with the user terminal 40. The information acquired by the information acquisition unit 12 includes, for example, linkage setting information based on linkage setting operations. In addition to the above information, the information acquired by the information acquisition unit 12 includes information based on various selections, specifications, instructions, requests, orders, permissions, denials, registrations, and other input operations performed by the user.
[0055] (Display Control Unit) The display control unit 13 controls the user terminal 40 and causes it to display information related to account management on the screen of the user terminal 40, such as the display 45. Specifically, the display control unit 13 communicates with the user terminal 40 via the network N and displays an account linking screen on the user terminal 40. In addition, the display control unit 13 also displays input operation screens for other input operations, and notification screens for various information on the user terminal 40.
[0056] (Communications Control Unit) The communication control unit 14 transmits and receives data between the game server 20 and the store server 30 via the network N. For example, data such as game play history, ownership status of game objects, and inbox status associated with the game account are sent and received between the game server 20 and the system. Additionally, data such as purchase history of game objects is sent and received between the system and the store server 30.
[0057] (Game Server) Next, we will explain the configuration of the game server 20, which is one of the information processing devices according to this embodiment, in terms of its functionality. As shown in Figure 12, the game server 20 includes a storage unit 21, an information acquisition unit 22, a display control unit 23, a communication control unit 24, a purchase control unit 25, and a game control unit 26. Of these, the storage unit 21 is implemented by memory 20b or storage 20d, and the other functional units are implemented by the cooperation of the hardware equipment constituting the game server 20 and the program installed on the game server 20. If the game server 20 is composed of multiple computers, the above functions may be distributed so that each of the multiple computers performs a different function from the others. The following sections will provide a detailed explanation of each functional component.
[0058] (Storage part) The memory unit 21 stores various information necessary for playing the game. Specifically, the memory unit 21 stores game object information and various other game-related information. Note that some user information (such as game-related content) may also be stored in the memory unit 21 of the game server 20.
[0059] As shown in Figure 13, game object information is stored for each game object, with various pieces of information linked to an identification information (game object ID) that identifies each game object that can be used in the game. For example, game object information includes information such as the name of the game object, the effects or content that are exhibited when the game object is used, various parameters that the game object possesses, events such as quests or gacha related to the game object, and the price set when purchasing the game object. Parameters include information such as rarity, attributes, and other values that improve when used. Related events include information about events in which the item can be used, as well as events that have an effect when used, such as compatible quests or gacha. Furthermore, the game object information may also include other information not mentioned above, such as the appearance design, how to obtain it, where to obtain it, the period during which it is available, the period during which it can be used, and information about other compatible game objects that produce synergistic effects when used together. Note that while Figure 13 shows an example of an item as a game object, if the game object is a character or the like, then in addition to some of the information mentioned above, parameters such as health, attack power, speed, and special abilities will be included.
[0060] (Information acquisition department) The information acquisition unit 22 acquires information (data) based on operations performed by the user on the user terminal 40 during gameplay by communicating with the user terminal 40. The information acquired by the information acquisition unit 22 includes, for example, specified operation information based on a specified operation that specifies a game object to be purchased in the in-game store, and received operation information based on a received operation that specifies a game object to be received from the receiving box. In addition to the above information, the information acquired by the information acquisition unit 22 includes information based on various selections, specifications, instructions, requests, commands, permissions, denials, registrations, and other input operations performed by the user in each scene of the game.
[0061] (Display Control Unit) The display control unit 23 controls the user terminal 40 and displays information for game progression on the screen of the user terminal 40, such as the display 45. Specifically, the display control unit 23 generates display data for displaying the results of information processing by the purchase control unit 25 and the game control unit 26, etc., which will be described later, and transmits the generated display data to the user terminal 40 via the network N. For example, as a result of information processing by the game control unit 26, the display control unit 23 works in cooperation with the game control unit 26 to display a game play screen (inbox screen) as shown in Figure 3 on the display 45 of the user terminal 40. In addition, the display control unit 23 also displays input operation screens for various input operations, notification screens for notifying various information, etc., on the display 45 of the user terminal 40.
[0062] (Communications Control Unit) The communication control unit 24 transmits and receives data between the account management server 10 and the store server 30 via the network N. For example, the communication control unit 24 sends and receives data with the account management server 10, including user information, particularly game play history associated with the game account, ownership status of game objects, status of the inbox, and game object purchase information. Meanwhile, the communication control unit 24 transmits and receives data with the store server 30 regarding game objects, the purchase status of game objects, and the status of the inbox. The information on game objects transmitted and received here includes information on events such as gacha or quests associated with the game object. The purchase information on game objects transmitted and received here includes information that identifies the game object specified in the web store, and information on the request to grant the game object when the game object is purchased in the web store. The information on the status of the inbox transmitted and received here includes the number of game objects still stored in the inbox, whether the number of game objects has reached the inbox's maximum capacity, whether the number of game objects has reached a second number that triggers an alert message, and information on game objects that have been deleted from the inbox.
[0063] (Purchasing Control Department) When the purchase control unit 25 receives a designation from a user for a game object to be purchased in the in-game store, it settles the payment for an amount equivalent to the price of the game object and grants the purchased game object to the user. Specifically, the purchase control unit 25 identifies the game object to be purchased based on the specified information obtained from the user by the information acquisition unit 22, and updates the user information (more precisely, owned game objects and purchase history) by associating the identified game object with the user. The purchase control unit 25 handles payment when a game object is purchased, but since the payment processing is based on conventionally known technology, a detailed explanation will be omitted.
[0064] (Game Control Unit) The game control unit 26 performs information processing necessary for the game to progress. Specifically, the game control unit 26 advances the game, such as gacha or quests, based on various information acquired from the user by the information acquisition unit 22. For example, in a quest that the user is playing, the game control unit 26 performs effects such as moving game objects such as characters owned by the user in response to the user's quest play operations, and generates game effects such as changing the parameters of game objects such as characters according to the progress of the game. Furthermore, the game control unit 26 updates user information related to the game play history according to the user's game play status. In addition, the game control unit 26 assigns game objects to the user according to the results of gacha draws or quest play results, etc. That is, it updates user information by associating game objects such as characters and items with the user.
[0065] The game control unit 26, when a game object is purchased through the in-game store, eliminates the need for the recipient to perform a receiving operation on the receiving box screen and sets it to a state where it can be used immediately within the game. On the other hand, if a game object is purchased through an external web store, that is, if a request for the granting of a game object is received from the store server 30, the game control unit 26 does not immediately set the purchased game object to a state where it can be used in the game. Instead, it sets the game object to a state where it can be used in the game when the user performs a receiving operation on the receiving box screen. In other words, the game control unit 26 changes the state of the game object that is the target of the receiving operation to a state where it can be used in the game, based on the receiving operation information obtained from the user by the information acquisition unit 22.
[0066] The game control unit 26 determines the attributes of the game object even when the game object is purchased through an external web store, that is, when it receives a request to grant the game object from the store server 30. If the purchased game object is in-game currency such as coins, it makes an exception to the above control, eliminating the need for the receiving operation on the receiving box screen, and sets it to a state where it can be used in the game immediately. On the other hand, if the attributes of a game object are those of a character or item, the game control unit 26 does not immediately set the purchased game object to a state where it can be used in the game, as described above. Instead, it sets the game object to a state where it can be used in the game when the user performs a receiving operation on the receiving box screen.
[0067] If a game object is purchased from any web store outside the game, and the purchased game object is not in-game currency such as coins, the game control unit 26 works with the display control unit 23 to display a screen on the user terminal 40 that guides the user to the inbox screen. In the above case, the game control unit 26 also works with the communication control unit 24 to display a screen on the user terminal 40 that guides the user to the inbox screen via the store server 30. Regardless of whether the game object was purchased from an in-game store or an external web store, if the purchased game object is related to a specific event such as a gacha or quest, the game control unit 26 works in cooperation with the display control unit 23 to display a screen on the user terminal 40 that guides the user to a screen where the event can be played. In the above case, the game control unit 26 also works in cooperation with the communication control unit 24 to display a screen on the user terminal 40 that guides the user to a screen where the event can be played via the store server 30.
[0068] The game control unit 26 sets an upper limit (first number) on the number of game objects that can be stored in the inbox, based on the user's purchase history, such as the number or amount of game objects they have purchased from the web store. The game control unit 26 deletes game objects for which a user has requested a cancellation of purchase, or game objects that have remained in the receiving box for a predetermined period of time (cancellation process).
[0069] (Store server) Next, we will explain the configuration of the store server 30, which is one of the information processing devices according to this embodiment, in terms of its functionality. As shown in Figure 14, the store server 30 includes a storage unit 31, an information acquisition unit 32, a display control unit 33, a communication control unit 34, and a purchase control unit 35. Of these, the storage unit 31 is implemented by memory 30b or storage 30d, and the other functional units are implemented through the cooperation of hardware devices constituting the store server 30 and programs installed on the store server 30. If the store server 30 is composed of multiple computers, the above functions may be distributed so that each of the multiple computers performs different functions from one another. The following sections will provide a detailed explanation of each functional component.
[0070] (Storage part) The memory unit 31 stores various types of information necessary for the management and operation of the web store. Specifically, the memory unit 31 stores store information and various other information related to products handled by the web store. Note that some user information (such as purchase history and information regarding eligibility for purchases on the web store) may also be stored in the memory unit 31 of the store server 30.
[0071] As shown in Figure 15, store information is stored for each web store, with various pieces of information linked to an identification piece (store ID) that identifies the web store. For example, store information includes the name of the web store, the products sold in the web store, the payment methods available in the web store, and the number of registered users of the web store. The products sold in the web store include not only game objects usable in the game of this embodiment, but also game objects usable in other games, and information on general products unrelated to games. Furthermore, store information may also include other information not mentioned above, such as transaction history for each user and statistical information such as rankings of popular products.
[0072] (Information acquisition department) The information acquisition unit 32 acquires information (data) based on operations performed by the user terminal 40 while the user is using the web store by communicating with the user terminal 40. The information acquired by the information acquisition unit 32 includes, for example, specified operation information based on a specified operation that specifies a game object to be purchased in the web store. In addition to the above information, the information acquired by the information acquisition unit 32 includes information based on various selections, specifications, instructions, requests, commands, permissions, denials, registrations, and other input operations performed by the user in each scene of the game.
[0073] (Display Control Unit) The display control unit 33 controls the user terminal 40 and displays information for game progression on the screen of the user terminal 40, such as the display 45. Specifically, the display control unit 33 generates display data for displaying the results of information processing by the purchase control unit 35, etc., which will be described later, and transmits the generated display data to the user terminal 40 via the network N. For example, as a result of information processing by the purchase control unit 35, the display control unit 33 works in cooperation with the purchase control unit 35 to display a web store screen (game object purchase screen) as shown in Figures 2, 4 to 7 on the user terminal 40. In addition, the display control unit 33 also displays input operation screens for various input operations, and notification screens for notifying various information on the user terminal 40.
[0074] (Communications Control Unit) The communication control unit 34 transmits and receives data between the account management server 10 and the game server 20 via the network N. For example, the communication control unit 34 transmits and receives user information, particularly data related to the purchase history of the web store associated with the web store account, to and from the account management server 10. Meanwhile, the communication control unit 34 transmits and receives data with the game server 20 regarding game objects, the purchase status of game objects, and the status of the inbox. The information on game objects transmitted and received here includes information on events such as gacha or quests associated with the game object. The purchase information on game objects transmitted and received here includes information that identifies the game object specified in the web store, and information on the request to grant the game object when the game object is purchased in the web store. The information on the status of the inbox transmitted and received here includes the number of game objects still stored in the inbox, whether the number of game objects has reached the inbox's maximum capacity, whether the number of game objects has reached a second number that triggers an alert message, and information on game objects that have been deleted from the inbox.
[0075] (Purchasing Control Department) When the purchase control unit 35 receives a designation of a game object to be purchased from a user in the web store, it settles the payment for an amount equivalent to the price of the game object and grants the purchased game object to the user (more precisely, grants it to the game server 20). Specifically, the purchase control unit 35 identifies the game object to be purchased based on the specified information obtained from the user by the information acquisition unit 32, and, in cooperation with the communication control unit 34, notifies the game server 20 of the request to grant the identified game object. The purchase control unit 35 handles payment when a game object is purchased, but since the payment processing is based on conventionally known technology, a detailed explanation will be omitted.
[0076] The purchase control unit 35 controls the user so that they cannot purchase game objects from the web store if the number of game objects stored in the inbox reaches the upper limit set for the inbox, that is, if it receives a notification from the game server 20 indicating the above, or if it receives a notification from the game server 20 regarding the number of game objects stored in the inbox and makes the above determination. When the purchase control unit 35 determines that the number of game objects stored in the receiving box has reached a second number which is the criterion for issuing an alert message, that is, when it receives a notification from the game server 20 indicating the above, or when it receives a notification from the game server 20 regarding the number of game objects stored in the receiving box and makes the above determination, it works in cooperation with the display control unit 33 to display a screen on the user terminal 40 that guides the user to the receiving box screen via the game server 20.
[0077] When a game object is purchased from the web store, the purchase control unit 35 works in cooperation with the communication control unit 34 to display a screen on the user terminal 40 that guides the user to the receiving box screen via the game server 20. If the game object purchased from the web store is an object related to a specific gacha or quest or other event, the purchase control unit 35 works in cooperation with the communication control unit 34 to display a screen on the user terminal 40 that guides the user to a screen where they can play that event via the game server 20.
[0078] The configurations of the account management server 10, game server 20, store server 30, and user terminal 40 have been described above. Generally, the account management server 10, game server 20, store server 30, and user terminal 40 have various other functions besides those described above, but here only the characteristic functions that have an effect in the information processing system S of the present invention will be described, and other known functions will not be shown or described.
[0079] <Information processing method relating to one embodiment of the present invention> Next, with reference to Figures 16 to 19, the flow of information processing performed in the information processing system S with the above configuration (hereinafter referred to as the information processing flow) will be described. The information processing flow employs the information processing method of the present invention and is realized by using the information processing system S, which functions as a computer system. In other words, each step in the information processing flow corresponds to a component of the information processing method of the present invention. The information processing flow described below is merely an example, and unnecessary steps may be deleted, new steps added, or the order of steps rearranged, without departing from the spirit of the present invention.
[0080] (Information processing flow when purchasing game objects from the in-game store) First, we will explain the information processing flow when purchasing game objects in the in-game store, which is one of the information processing operations performed in the information processing system S. This information processing flow is mainly performed on the game server 20 and proceeds according to the flow shown in Figure 16, for example. Regarding payment processing, since it involves previously known technology, a detailed explanation will be omitted.
[0081] As shown in Figure 16, the processor 20a first displays a game object purchase screen (not shown) in the in-game store on the user terminal 40 during gameplay (S101), obtains specified operation information based on the user's specified operation for the desired game object, and determines that it has received the user's specification of the game object to be purchased (S102: YES), then settles the payment for the price set for that game object (S103). Then, once the payment is complete, the processor 20a associates the game object with the user who purchased it and sets it to a state where the user can use it in the game (S104), displays a purchase completion screen (not shown) on the user terminal 40 notifying that the purchase of the game object has been completed (S105), and terminates the process. Furthermore, if processor 20a determines that it has not received a game object specification from the user (S102:NO), it will terminate processing. The above is an example of the information processing flow when purchasing game objects from the in-game store.
[0082] (Information processing flow when purchasing game objects from a web store) Next, we will describe the information processing flow when purchasing game objects from an external web store, which is one of the information processing operations performed in the information processing system S. This information processing flow is mainly performed by the game server 20 and the store server 30, and proceeds, for example, according to the flow shown in Figure 17. Please note that the following explanation assumes that the game account and web store account have already been linked. Also, as with the above, detailed explanations regarding payment processing will be omitted as it involves previously known technology.
[0083] As shown in Figure 17, the processor 30a of the store server 30 first displays a game object purchase screen in the web store, as shown in Figure 2, on the user terminal 40 (S201). After obtaining the specified operation information based on the user's specified operation for the desired game object, and determining that it has received the user's specification of the game object to be purchased (S202:YES), it notifies the game server 20 via the network N that it has received the user's specification of the game object to be purchased (S203).
[0084] When the processor 20a of the game server 20 receives the above notification from the store server 30 and accepts the user's inquiry, it checks the number of game objects for which a predetermined operation has not been performed, that is, the number of game objects on the receiving box screen as shown in Figure 3 for which the user has not yet performed a receiving operation, and notifies the store server 30 of this number via the network N (S204).
[0085] When the processor 30a of the store server 30 receives the above notification from the game server 20, it determines whether the number of game objects stored in the inbox is less than or equal to a first number, that is, whether the maximum number set for the inbox has been reached (S205). If it determines that the number is less than or equal to a first number (S205:YES), it determines that the specified game object can be purchased and settles the payment set for that game object (S206). After the payment is completed, it notifies the game server 20 via the network N of a request to grant the game object to the user who purchased it (S207). On the other hand, if processor 30a determines that the number of game objects stored in the receiving box is greater than the first number (S205: NO), it controls the web store to make the game object unpurchasable (S208), displays an unpurchasable screen as shown in Figure 6 on the user terminal 40 (S209), and then terminates the process. Note that when processor 30a displays the unpurchasable screen, it may also display the receiving box screen via the game server 20.
[0086] When the processor 20a of the game server 20 receives a request to grant a game object from the store server 30, it determines whether the game object purchased from the web store is a first game object, that is, in this embodiment, a game object that requires a receiving operation such as a character or an item (S210). If it determines that the game object is a first game object (S210:YES), it launches the game application and displays a predetermined screen, that is, a receiving box screen as shown in Figure 3, on the user terminal 40 (S211).
[0087] Then, on the receiving box screen, the processor 20a obtains receiving operation information based on a predetermined operation by the user, namely, a receiving operation for a purchased game object stored in the receiving box, and determines that it has received a receiving operation for a game object from the user (S212:YES). It then associates the game object with the user who purchased it and sets it to a state where the user can use it in the game (S213). It then displays a purchase completion screen (not shown) on the user terminal 40 via the store server 30 to notify the user that the purchase of the game object has been completed (S214), and terminates the process. At this time, the processor 20a may, instead of the purchase completion screen, or together with the purchase completion screen, display a screen on the web store screen on the user terminal 40 that guides the user to the receiving box screen, as shown in Figure 4, via the store server 30. Furthermore, if the processor 20a determines that the game object purchased from the web store is not the first game object (S210: NO), it associates the game object with the user who purchased it and sets it to a state where the user can use it in the game (S213). It then displays a purchase completion screen on the user terminal 40 via the store server 30, notifying the user that the purchase of the game object has been completed (S214), and terminates the process.
[0088] On the other hand, if the processor 20a determines that it has not received a game object from the user on the receiving box screen (S212: NO), it increases the number of game objects in the receiving box that have not been received (S215). Furthermore, if it determines that a predetermined period has elapsed since the purchase of a game object (S216: YES), it notifies the store server 30 via the network N that a predetermined period has elapsed without a receipt operation being performed (S217). Furthermore, if processor 20a determines that it has not received a game object designation from the user (S202:NO), or if it determines that a predetermined period has not yet elapsed since the game object was purchased and stored in the receiving box, without the user performing the receiving operation (S216:NO), it terminates the process.
[0089] When the processor 30a of the store server 30 receives the above notification from the game server 20, it cancels the purchase of the game object purchased from the web store (S218) and terminates processing. The payment cancellation process also utilizes previously known technology. The above is an example of the information processing flow when purchasing game objects from a web store.
[0090] (Information processing flow when purchasing game objects related to an event) Next, we will explain the information processing flow when a game object related to an event is purchased, which is one of the information processing steps performed in the information processing system S. This information processing flow is mainly performed on the game server 20, and it is a process that can be executed in place of the subsequent processing if it is determined in step S210 of Figure 17 that the game object purchased from the web store is not the first game object. For example, it proceeds according to the flow shown in Figure 18.
[0091] As shown in Figure 18, first, when a game object other than the first game object, i.e., in-game currency such as coins, is purchased from the web store, the processor 20a of the game server 20 associates the game object with the user who purchased it and sets it to a state where the user can use it in the game (S301), and displays a purchase completion screen (not shown) on the user terminal 40 to notify that the purchase of the game object has been completed (S302). Then, the processor 20a determines whether the purchased game object is related to a specific event such as a gacha or quest, that is, whether it is a game object used to play a specific event (S303). If it determines that it is related to an event (S303:YES), it causes the user terminal 40 to display a screen on the web store screen that guides the user to a screen where the associated event can be played, as shown in Figure 5, via the store server 30 (S304), and then terminates the process. Furthermore, if processor 20a determines that the game object is not associated with an event (S303:NO), it terminates processing. The above is an example of the information processing flow when purchasing game objects related to an event.
[0092] (Information processing flow when displaying alert messages) Next, we will describe the information processing flow for displaying an alert message, which is one of the information processing steps performed in the information processing system S. This information processing flow is mainly performed in the game server 20 and the store server 30, and can be performed in place of the processing from step S204 onwards in Figure 17. For example, it proceeds according to the flow shown in Figure 19.
[0093] As shown in Figure 19, first, the processor 20a of the game server 20 checks the number of game objects for which a predetermined operation has not been performed, that is, game objects for which the user has not yet performed a pickup operation on the inbox screen as shown in Figure 3 (S401), and determines whether the number of game objects stored in the inbox has reached a second number, that is, whether it has reached a number that serves as the criterion for issuing an alert message, even though it has not reached the upper limit set for the inbox (S402). If it determines that the number has reached a second number (S402: YES), it notifies the store server 30 via the network N that the number of game objects stored in the inbox has reached a second number (S403).
[0094] When the processor 30a of the store server 30 receives the above notification from the game server 20, it displays a screen on the web store screen on the user terminal 40 that guides the user to the receiving box screen, as shown in Figure 7 (S404), and then terminates processing. Furthermore, if the processor 20a of the game server 20 determines that the number of game objects stored in the receiving box has not reached the second number (S402: NO), it will terminate processing. The above is an example of the information processing flow when displaying an alert message.
[0095] [Second Embodiment] Next, a second embodiment of the present invention will be described. In the following description, we will primarily focus on the differences between the second embodiment and the first embodiment described above, and will simplify or omit the explanation of aspects common to both embodiments. Furthermore, hardware components and functional parts common to both embodiments will be denoted by the same reference numerals as in the first embodiment.
[0096] (System Configuration) An information processing system according to a second embodiment of the present invention (hereinafter referred to as "information processing system S") is a computer system capable of providing game services to a user, and as shown in Figure 20, is an information processing device composed of a plurality of server computers, for example, an account management server 10 for managing user accounts, a game server 20 for distributing game data, a store server 30 for managing a web store where goods including game objects can be bought and sold, a first service provider server 70 for providing first services such as SNS, and a second service provider server 80 for providing second services which are different from the first services, as well as a communication system including a user terminal 40.
[0097] In the second embodiment, it is assumed that the first service provider that manages the first service server 70 and provides users with an environment for using the first service, and the second service provider that manages the second service server 80 and provides users with an environment for using the second service, are separate businesses. Furthermore, it is assumed that these first and second service providers are also separate businesses from the game provider and the web store provider. However, the first and second service providers may be the same business, or these first and second service providers may be the same business from the game provider or the web store provider. In the second embodiment, two different services are described as examples: a first service (for example, an SNS that allows posting and sharing of text, photos, or videos) and a second service (for example, an SNS that primarily features chat and calling functions). However, the information processing system S may consist of one SNS or three or more services.
[0098] (Granting of benefits) In the second embodiment, within the services (first service or second service) provided by the service provider server (first service provider server 70 or second service provider server), specific link information (first link information or second link information) that allows access to the web store is distributed periodically, irregularly, or randomly by the game provider. When a user accesses the web store via the specific link information displayed on the user terminal 40 that they operate, and if predetermined conditions are met, the user can obtain a reward that can be used in the game. The user does not need to spend any price equivalent to the reward and can obtain the reward for free.
[0099] Link information is information that specifies the destination using HTML, and is a URL for transitioning to a page with special parameters set within the web store. In the second embodiment, the URL specifies a destination different from the first link information provided by the first service and the second link information provided by the second service. Furthermore, in the second embodiment, the link information is a common URL for all users, but it may be written differently for each user, or it may lead to a different page. In addition, the link information has an expiration period, and each user can access it only once, but there may be no expiration period, or one user may be allowed to access it multiple times (for example, once a day for up to 5 days). Note that the expiration period includes not only the period during which the link information is accessible, but also the period during which the benefits are granted (benefit distribution period).
[0100] Rewards are game objects that users can use within the game, and include characters, items, and in-game currency (free in-game currency). Furthermore, the first reward (e.g., Item A) obtained via the first link information provided by the first service and the second reward (e.g., Item B) obtained via the second link information provided by the second service are different game objects. In addition, even when using the same link information, the content of the reward may change depending on when it is obtained. Furthermore, while the rewards are granted to users free of charge, it is preferable that they be game objects with high rarity or other parameters, or special game objects that can only be obtained through this specific link information.
[0101] Similar to purchasing game objects from the web store, users cannot directly use acquired rewards within the game. Instead, they must perform a claim operation within the game app while playing the game, on a receiving box screen as shown in Figure 3 of the first embodiment. In other words, after launching the game app and performing the claim operation on the in-game receiving box screen, users can then use the game objects acquired for free as rewards from the web store (which is outside the game) within the game.
[0102] The specified conditions include, for example, any of the following conditions (a) to (c): (a) Account linking Users will receive benefits when they link their game account and web store account. This can be done by directly linking the game account and web store account, or by linking each account to a common account and linking them through that common account. Furthermore, if a user whose account is not linked accesses the web store via a specific link, they will receive a notification directing them to an account linking screen to receive benefits. (b) Account linking + registration of payment information Users will receive benefits when they link their game account and web store account and register payment information such as credit card details. Furthermore, if a user who has not registered their payment information accesses the web store via a specific link, they will receive a notification prompting them to register their payment information in order to receive benefits. (c) Account linking + registration of payment information + purchase of game objects from the web store If a user links their game account with their web store account, registers payment information such as credit card details, and actually purchases game objects such as in-game items from the web store, they will be granted a reward. In this case, conditions such as a minimum number of purchases or a minimum purchase amount (total amount, etc.) of game objects previously purchased from the web store may be set. Alternatively, the reward may be limited to cases where a game object is purchased after accessing the web store via a specific link. Furthermore, if a user who has not yet purchased a game object from the web store accesses the web store via a specific link, they will receive a notification prompting them to purchase a game object from the web store in order to receive a bonus.
[0103] Furthermore, even if a user accesses the web store via a specific link and meets the specified conditions, they will not be able to obtain the reward if they access it more than the specified number of times. For example, if the specified number of accesses is set to 1, the reward can only be obtained upon the first login (once per user). Also, if the specified number of accesses is set to 1 per day, the reward cannot be obtained even if the user accesses the site multiple times on the same day.
[0104] (Store server) In the second embodiment, as shown in Figure 21, the store server 30 includes a storage unit 31, an information acquisition unit 32, a display control unit 33, a communication control unit 34, a purchase control unit 35, and a reward granting unit 36. Of these, the storage unit 31 is implemented by a memory 30b or storage 30d, and the other functional units are implemented by the cooperation of hardware devices constituting the store server 30 and programs installed on the store server 30. The following describes the reward granting unit 36, one of the functional units of the store server 30. Note that the functions of the storage unit 31, information acquisition unit 32, display control unit 33, communication control unit 34, and purchase control unit 35 are substantially the same as those of the first embodiment, and therefore their descriptions will be omitted.
[0105] (Benefits Distribution Department) The reward granting unit 36 works in cooperation with the information acquisition unit 32, the display control unit 33, and the communication control unit 34 to accept access from the user terminal 40 based on specific link information. If the user meets the predetermined conditions as described in (a) to (c) above, the reward granting unit stores (grants) a game object that the user can use in the game, associating it with the user, without requiring the user to spend any money. Specifically, the reward granting unit 36 associates the game object granted as a reward with the user and updates the user information (more precisely, the game objects owned). Furthermore, if the reward granting unit 36 receives access from a user terminal 40 that does not go through specific link information, it will not associate (grant) a game object to the user as a reward.
[0106] At this time, the reward granting unit 36 receives access from the user terminal 40 based on the first link information provided in the first service, and if the user meets predetermined conditions, it stores (grants) a game object (for example, item A) that the user can use in the game as a first reward, associating it with the user without requiring the user to consume any payment. On the other hand, the reward granting unit 36 receives access from the user terminal 40 based on the second link information provided in the second service, and if the user meets predetermined conditions, it stores (grants) a game object (for example, item B) different from the first reward that the user can use in the game, as a second reward, associating it with the user without requiring the user to consume any payment.
[0107] Furthermore, at this time, the reward granting unit 36 stores access history based on specific link information in the account management server 10 for each web store account. If the access history is less than a predetermined number of times, it grants a game object as a reward to the user and displays a screen indicating that the reward has been granted on the user's terminal 40. On the other hand, if the access history is more than the predetermined number of times, it does not grant a game object as a reward to the user, and naturally, it does not display a screen indicating that the reward has been granted on the user's terminal 40. Furthermore, the information displayed on the screen indicating that a benefit has been granted corresponds to the "first information" of this invention.
[0108] (First service server, and second service server) The first service provider server 70 and the second service provider server 80 are also examples of computers, and as shown in Figure 20, they are connected to the account management server 10, game server 20, store server 30, and user terminal 40 via network N, and together with these computers, they constitute the information processing system S. The first service provider server 70 and the second service provider server 80, like other servers, have hardware components such as a processor (not shown), memory, a communication interface, and storage, which are electrically connected via a bus. Furthermore, the first service provider server 70 and the second service provider server 80 also have software installed, including an operating system (OS) and a dedicated program for information processing to manage services such as SNS. Functionally, the first service provider server 70 and the second service provider server 80 also have a storage unit (not shown), an information acquisition unit, a display control unit, and a communication control unit. Of these, the storage unit is implemented by memory or storage, while the other functional units are implemented through the cooperation of the hardware components constituting the first service provider server 70 or the second service provider server 80 and the programs installed on the first service provider server 70 or the second service provider server 80.
[0109] (How benefits are granted) Next, with reference to Figure 22, the flow of information processing performed in the information processing system S of the second embodiment (hereinafter referred to as the information processing flow) will be described. The information processing flow employs the information processing method of the present invention and is realized by using the information processing system S, which functions as a computer system. In other words, each step in the information processing flow corresponds to a component of the information processing method of the present invention. The information processing flow described below is merely an example, and unnecessary steps may be deleted, new steps added, or the order of steps rearranged, without departing from the spirit of the present invention.
[0110] The following describes the information processing flow in the information processing system S of the second embodiment, specifically the case where benefits are granted to users who access the web store via specific link information. This information processing flow is mainly performed by the account management server 10, game server 20, store server 30, user terminal 40, and first service provision server 70, and proceeds, for example, according to the flow shown in Figure 22. In the following explanation, we will assume that linking your game account and web store account is a prerequisite. Furthermore, we will use in-game items as an example of game objects that may be granted as a reward.
[0111] As shown in Figure 22A, the processor of the first service provider server 70 provides link information to the user terminal 40 via the network N (S501), and the processor 41 of the user terminal 40, upon receiving the link information, causes the display 45 to display a first link information display screen 100 on which the first link information for the first service is displayed, as shown in Figure 23 (S502).
[0112] When the processor 41 of the user terminal 40 obtains operation information that the user has performed to access the first link information, it transmits the operation information to the store server 30 via the network N (S503). When the processor 30a of the store server 30 receives the operation information and accepts access from the user terminal 40 via the first link information (S504), it sends information to the user terminal 40 via the network N to display the login screen 200 for logging into the web store (S505).
[0113] When the processor 41 of the user terminal 40 receives information from the store server 30 to display the login screen 200, it displays the login screen 200 for logging into the web store on the display 45, as shown in Figure 24 (S506). The login screen 200 displays that a campaign is underway in which items can be obtained, and shows buttons to select either log in (if the user already has a web store account) or register a new account (if the user does not yet have a web store account). When the processor 41 of the user terminal 40 obtains login information for the web store (such as the ID and password for the web store account) based on the operations performed by the user, it transmits the login information to the store server 30 via the network N (S507).
[0114] When the processor 30a of the store server 30 receives the login information and executes the login process to the web store (S508), it then determines whether the web store account has been linked to a game account (S509). If the processor 30a of the store server 30 determines that the web store account is not linked to the game account (S509: NO), it executes a linking notification process (S601) which sends linking notification information to the user terminal 40 via the network N, informing the user to link the web store account and the game account.
[0115] When the processor 41 of the user terminal 40 receives linking notification information from the store server 30, it displays a notification screen (account linking guidance screen 300) on the display 45 to guide the user to link accounts as shown in Figure 25 (S602). The account linking guidance screen 300 notifies the user that linking a web store account and a game account is necessary to obtain items, and displays a button to launch the game application. The processor 41 of the user terminal 40, upon receiving access request information to launch the game application and access the game, and linking request information to set up the linking of the game account and the web store account in response to user operations, transmits the access and linking request information based on the user operations to the game server 20 via the network N (S603).
[0116] When the processor 20a of the game server 20 receives access and linking request information from the user terminal 40 and accepts the request (S604), it sends information to the user terminal 40 via the network N to display the account linking settings screen 400 for linking the game account and the web store account (S605).
[0117] When the processor 41 of the user terminal 40 receives information from the store server 30 to display the account linking settings screen 400, it displays the account linking settings screen 400 on the display 45 as shown in Figure 26 (S606). The account linking settings screen 400 displays a login button for entering the game account and password to be linked and logging in. When the processor 41 of the user terminal 40 obtains linkage information (such as the ID and password of the game account) based on the operations performed by the user, it transmits the linkage information to the account management server 10 via the network N (S607).
[0118] When the processor 10a of the account management server 10 receives the linking information from the user terminal 40 (S608), it executes a linking process to link the specified web store account and game account, and sends linking configuration information to the game server 20 indicating that the linking has been configured (S609). When the processor 20a of the game server 20 receives the linked settings information from the account management server 10, it executes a linking process to send linking completion information to the user terminal 40 via the network N in order to display the account linking completion screen 500 (S610).
[0119] When the processor 41 of the user terminal 40 receives information from the game server 20 indicating that the account linking is complete, it displays the account linking completion screen 500 on the display 45 as shown in Figure 27 (S611). The account linking completion screen 500 displays a notification that the linking is complete and information about the linked web store account. Subsequently, the processor 41 of the user terminal 40 accesses the store server 30 via the network N based on the user's operation to access the web store (S612).
[0120] Meanwhile, if the processor 30a of the store server 30 determines that the web store account is linked to the game account (S509:YES), or if the linkage is completed by the above process, it executes an item granting process (S510) which grants an item usable in the game to the user as a reward and sends granting notification information to the user terminal 40 via the network N to display a reward granting notification screen 600 that the user has been granted an item usable in the game as a reward. Furthermore, the processor 20a of the game server 20, in conjunction with the processing of the store server 30, executes an item granting process that stores items that can be used by the user in the game as a reward, without requiring the user to spend any money, and associates them with the user (S511).
[0121] When the processor 41 of the user terminal 40 receives grant notification information from the store server 30 to display the grant notification screen 600, it displays the grant notification screen 600 on the display 45 as shown in Figure 28 (S512). The grant notification screen 600 displays information that a reward (in this case, item A) has been granted and prompts the user to launch the game application (in this case, game A) and receive the reward from the inbox. Subsequently, the processor 41 of the user terminal 40 accesses the game server 20 via the network N based on the user's operation to launch the game application (S513). The information displayed on the benefit granting notification screen 600 corresponds to the "first information" of the present invention.
[0122] When the processor 20a of the game server 20 receives access from the user terminal 40 (S514), it sends item grant notification information to the user terminal 40 via the network N to notify the user of an item associated with them as a reward (S515). When the processor 41 of the user terminal 40 receives item grant notification information from the game server 20, it displays the granted items on the display 45 in the game application (S516). For example, the items granted as rewards are displayed on the receiving box screen, as shown in Figure 3 of the first embodiment, in a manner that allows them to be distinguished from other items.
[0123] The above describes an example where a user accesses a web store via first link information provided by the first service. For example, if link information is provided by the second service (second link information), the processor of the second service provider server 80 provides the link information to the user terminal 40 via the network N. The processor 41 of the user terminal 40, upon receiving the link information, displays a second link information display screen 700 on the display 45, which contains the second link information from the second service, as shown in Figure 29.
[0124] Furthermore, if a reward is granted via the second link information, the processor 41 of the user terminal 40 will display a reward grant notification screen 800 on the display 45, as shown in Figure 30. The reward grant notification screen 800 displays information indicating that a different reward (in this case, item B) has been granted compared to when accessing the web store via the first link information, and prompts the user to launch the game application (in this case, game A) and receive the reward from the inbox.
[0125] If a user accesses the web store without going through a link, the processor 41 of the user terminal 40 receives information from the store server 30 to display the login screen 900, and displays the login screen 900 for logging into the web store on the display 45, as shown in Figure 31. The login screen 900 does not display any indication that a campaign is underway in which items can be obtained, but simply displays buttons to select either Log in (if the user already has a web store account) or Register a new account (if the user does not yet have a web store account).
[0126] <Other Embodiments> Although specific embodiments of the present invention have been described above, the first and second embodiments (hereinafter referred to as "the above embodiments") are merely examples given to facilitate understanding of the present invention and do not limit it. That is, the present invention can be modified or improved from the above embodiments without departing from its spirit. Furthermore, the present invention includes equivalents thereof.
[0127] For example, the screen examples shown in the drawings referenced in the above embodiment are merely examples, and the screen configuration, the content of the displayed information, and the GUI (Graphical User Interface) can be freely designed and modified according to the system design specifications and user preferences.
[0128] Furthermore, in the above embodiment, the modes of displaying an image on the user terminal 40 include displaying it on a display (display 45) built into the terminal itself, and displaying it on a display connected to the terminal by wire or wirelessly. Similarly, the modes of emitting sound or music from the user terminal 40 include emitting it from a player (speaker) built into the terminal itself, and emitting it from an audio device connected to the terminal by wire or wirelessly. Note that the display or audio device connected to the user terminal 40 may include not only general stationary disuser speakers, but also HMDs (Head Mounted Displays) such as VR goggles.
[0129] Furthermore, in the above embodiment, when the processor 20a determines that a predetermined period has elapsed after the purchase or granting of a game object, it notifies the store server 30 via the network N that the predetermined period has elapsed without a receiving operation being performed. When the processor 30a receives the above notification from the game server 20, it cancels the purchase of the game object purchased from the web store or the granting of the game object as a reward. However, in addition to the predetermined period having elapsed after the purchase or granting of the game object, the purchase or granting of the game object purchased from the web store may also be canceled if the number of game objects in the receiving box exceeds a predetermined number.
[0130] Furthermore, in the above embodiment, all or part of the functions of the account management server 10, the game server 20, or the store server 30 may be provided on other servers or the user terminal 40. In that case, the information processing device of the present invention will be configured through cooperation between the account management server 10, the game server 20, or the store server 30 and the user terminal 40. For example, all or part of the functions of the display control units 13, 23, 33, or the communication control units 14, 24, 34 of each server may be provided on the user terminal 40.
[0131] Furthermore, in the above embodiment, user information is stored in the account management server 10, but this is not limited to this. For example, information related to game play may be stored in the game server 20 together with the game account, and information related to the use of the web store may be stored in the store server 30 together with the web store account. Alternatively, a separate database server (not shown) may be provided, and the information may be stored collectively in the database server, or it may be stored on the user terminal 40. In this case, the database server or the user terminal 40, etc., also constitute the information processing system S of the present invention.
[0132] Furthermore, in the above embodiment, the payment processing performed on the game server 20 or store server 30 when a game object is purchased utilizes conventionally known payment processing (cashless payment processing using credit cards or QR codes, etc.) that is performed in normal commercial transactions, and the example given is that the payment processing is performed within the game server 20 or store server 30, respectively. However, the invention is not limited to this, and for example, information may be sent and received with an external payment server (not shown) managed by a partner payment processing company, and the payment processing may be performed on that external payment server.
[0133] Furthermore, although the above embodiments do not specifically describe the genre or content of the game, the genre and content of the game are not particularly limited and can be applied to any game. For example, it can be applied to action games, word games, fighting games, sports games, shooting games, racing games, puzzle games, card games, board games, role-playing games, or simulation games. The game may be a free-for-all or a team competition. Furthermore, it may be a competition between human users, or between a human and a computer (e.g., AI or a robot).
[0134] Furthermore, although the above embodiment does not specifically describe the game's play style, for example, quests can be played by a single user, or multiple users can operate their respective user terminals 40 to play a common quest simultaneously in so-called multiplayer (hereinafter referred to as cooperative play). In cooperative play, users can cooperate with participating users such as friends to progress through quests, or borrow characters owned by participating users or characters used in quests. Cooperative play is conducted through the communication function of each user's user terminal 40, and once a cooperative relationship is formed, the progress of the game is synchronized among the users playing cooperatively. Cooperative play may be of either type: a cooperative game in which multiple users cooperate, or a competitive game in which users compete against each other.
[0135] Furthermore, in the above embodiment, the user will play events such as quests using a designated character. However, when playing a quest, the user may also designate two or more characters from the characters available for quest play that they own as game assets, and form a deck that includes these designated characters. The deck is a team or group consisting of N characters designated by the user before the start of the quest.
[0136] Furthermore, in the above embodiment, users can, in principle, enjoy all functions free of charge, but some functions may be limited, and users may be able to use those limited functions by paying a predetermined usage fee. In addition, various other conditions may be set to give paying users an advantage when playing the game or purchasing game objects. For example, paying users may be allowed to reserve and purchase game objects, or they may be allowed to purchase game objects that are unavailable to non-paying users. Furthermore, this usage fee may be based on a pay-per-use system, or it may be a subscription model where a one-time payment is valid for a certain period (for example, one month or one year) for that user.
[0137] <Summary> [General tasks] One of the objectives of the present invention is to improve the motivation to access store servers where game objects can be purchased outside of the game.
[0138] Issues related to [Appendix 1] One of the objectives of the present invention is to provide benefits to users who access the store server via specific link information. [Note 1] An information processing system comprising a game server that provides games, a store server where game objects usable in the game can be purchased outside the game, and a terminal operated by the user, wherein the terminal displays link information for accessing the store server on its display, the store server accepts access from the terminal based on the link information, and, if the user meets predetermined conditions, stores in association with the user the benefits available to the user in the game without the user consuming any payment, and the game server displays the benefits associated with the user on the terminal's display. According to the above information processing system, if a user who accesses the store server via link information displayed on the user's terminal meets predetermined conditions, the system stores and associates the user with available rewards in the game without requiring the user to spend any money, and displays those rewards on the user's terminal display. Therefore, rewards can be granted to users who access the store server via specific link information.
[0139] Issues related to [Appendix 2] One of the objectives of this invention is to incentivize users to link multiple accounts. [Note 2] The store server is an information processing system as described in Appendix 1, which associates and stores benefits with a user when a first account that identifies a user on the game server and a second account that identifies a user on the store server are linked. According to the information processing system described above, benefits are granted to users who access the store server via specific link information and who link multiple accounts. Therefore, it can incentivize users to link multiple accounts.
[0140] Issues related to [Appendix 3] One of the objectives of this invention is to incentivize users to link multiple accounts and register payment information. [Note 3] The store server is an information processing system as described in Appendix 1, in which a first account that identifies users on the game server and a second account that identifies users on the store server are linked, and when a user's payment information is registered, the system associates and stores the benefits with the user. According to the information processing system described above, rewards are granted to users who access the store server via specific link information and register payment information by linking multiple accounts. Therefore, it is possible to incentivize users to link multiple accounts and register payment information.
[0141] Issues related to [Appendix 4] One of the objectives of this invention is to link multiple accounts, register payment information, and incentivize users to purchase game objects. [Note 4] The store server is an information processing system as described in Appendix 1, in which a first account that identifies the user on the game server and a second account that identifies the user on the store server are linked, the user's payment information is registered, and when the user purchases a game object usable in the game, the system associates the reward with the user and stores it. According to the information processing system described above, rewards are granted to users who access the store server via specific link information, register payment information by linking multiple accounts, and purchase game objects from the store server. Therefore, it is possible to incentivize users to link multiple accounts, register payment information, and purchase game objects.
[0142] Issues related to [Appendix 5] One of the objectives of this invention is to incentivize users to link multiple accounts. [Note 5] The store server is an information processing system described in any one of the appendices 2 to 4, which displays the conditions for granting benefits on the terminal when the first account used to identify the user on the game server and the second account used to identify the user on the store server are not linked. According to the information processing system described above, users whose first and second accounts are not linked will be prompted to link them in order to receive benefits. Therefore, it is possible to incentivize users to link multiple accounts.
[0143] Issues related to [Appendix 6] One of the objectives of this invention is to prevent excessive rewards from being given and to maintain game balance. [Note 6] The store server stores the access history of the second account based on link information, and when the first account and the second account are linked, displays the first information indicating the benefits associated with the user on the terminal if the access history of the second account is less than a predetermined number of times, and does not display the first information on the terminal when the access history of the second account is equal to or greater than a predetermined number of times, as described in Appendix 2 of the information processing system. According to the information processing system described above, if the access history of the second account is below a predetermined number of times, the user will be granted a reward. This prevents excessive reward distribution and helps maintain game balance.
[0144] Issues related to [Appendix 7] One of the objectives of the present invention is to provide different benefits corresponding to each link to a user who accesses a store server via multiple different link information. [Note 7] The terminal is capable of displaying on its display first link information for accessing a store server provided by the first service and second link information for accessing a store server provided by the second service, and the store server accepts access from the terminal based on the first link information, and if the user meets predetermined conditions, stores the first benefit available to the user in the game, associating it with the user without the user consuming any payment, and the terminal accesses the store server based on the second link information, and if the user meets predetermined conditions, stores the second benefit available to the user in the game, associating it with the user without the user consuming any payment, and the first benefit and the second benefit are different, as described in Appendix 1. According to the information processing system described above, users who access the store server via the first link information provided by the first service are granted the first benefit, and users who access the store server via the second link information provided by the second service are granted the second benefit. Therefore, it is possible to grant different benefits corresponding to each link to users who access the store server via multiple different link information.
[0145] Issues related to [Appendix 8] One of the objectives of this invention is to grant benefits only when accessing the store server via specific link information. [Note 8] The store server accepts access from terminals that do not go through link information, and if the user meets the specified conditions, the information processing system described in Appendix 1 does not associate the benefits with the user. According to the information processing system described above, users who access the store server without going through the link information will not be granted any benefits, even if they meet the specified conditions. Therefore, benefits can only be granted when users access the store server via specific link information.
[0146] Issues related to [Appendix 9] One of the objectives of the present invention is to provide benefits to users who access the store server via specific link information. [Note 9] An information processing device that is communicatively connected to a game server that provides a game and a terminal operated by a user, and which allows game objects usable in the game to be purchased outside the game, and which, when a user operating a terminal accessed based on specific link information meets predetermined conditions, stores in association with the user the benefits available to the user in the game without the user having to spend any money. According to the above information processing device, benefits can be granted to users who access the store server via specific link information.
[0147] Issues related to [Appendix 10] One of the objectives of the present invention is to provide benefits to users who access the store server via specific link information. [Note 10] An information processing method comprising: a store server capable of communicating with a game server that provides games; receiving access from a user's terminal based on link information for accessing a store server where game objects usable in the game can be purchased outside the game; the store server, when the user meets predetermined conditions, associating and storing with the user the benefits available to the user in the game without the user consuming any payment; and the game server displaying the benefits associated with the user on the terminal's display. According to the above information processing method, benefits can be granted to users who access the store server via specific link information.
[0148] Issues related to [Appendix 11] One of the objectives of the present invention is to provide benefits to users who access the store server via specific link information. [Note 11] A program that, when a user meets predetermined conditions, accesses a game server that provides a game, a store server where game objects usable in the game can be purchased outside the game, and a computer capable of communication with the store server based on link information for accessing the store server displayed on the screen, and in the store server, stores the benefits available to the user in the game without the user having to spend any money, and displays the benefits associated with the user in the game on the screen. According to the program described above, benefits can be granted to users who access the store server via specific link information. [Explanation of symbols]
[0149] 10 Account Management Server 10a processor 10b memory 10c communication interface 10d storage 10e bus 11 Storage section 12 Information acquisition department 13 Display Control Unit 14. Communication Control Unit 20 game servers 20a Processor 20b memory 20c communication interface 20d storage 20e bus 21 Memory section 22 Information Acquisition Department 23 Display Control Unit 24 Communication Control Unit 25 Purchase Control Unit 26 Game Control Unit 30 Store Servers 30a Processor 30b memory 30c communication interface 30d storage 30e bus 31 Storage section 32 Information Acquisition Department 33 Display Control Unit 34 Communication Control Unit 35. Purchase Control Unit 36. Special Offer Section 40 User terminals 41 processors 42 Storage device 43 Communication Interfaces 44 Input devices 45 displays 46 bus 51 Purchase button 52 Receive button 53 Delete button 54. Bulk Receive Button 55 Batch Delete Button 56 Purchase completion message 57 Receipt Box Button 58 Purchase completion message 59 Event Play Button 60 Unavailable for Purchase Message 61 Alert Messages 70. First Service Provider Server 80 Second Service Provider Server 100 First Link Information Display Screen 200 Login Screen 300 Account Linking Guidance Screen 400 Account Linking Settings Screen 500 Account linking complete screen 600 Reward Grant Notification Screen 700 Second Link Information Display Screen 800 Reward Grant Notification Screen 900 Login screen N Network S Information Processing System
Claims
1. The system includes a game server that provides the game, a store server where game objects usable in the game can be purchased outside the game, and a terminal operated by the user. The aforementioned terminal is The display shows link information for accessing the aforementioned store server. The aforementioned store server The system accepts access from the terminal based on the link information, and if the user meets predetermined conditions, it stores the benefits available to the user in the game in association with the user without the user having to spend any money. The aforementioned game server is The benefits associated with the user are displayed on the terminal's display. Information processing system.
2. The aforementioned store server When a first account that identifies the user on the game server and a second account that identifies the user on the store server are linked, the benefits are stored in association with the user. The information processing system according to claim 1.
3. The aforementioned store server A first account that identifies the user on the game server and a second account that identifies the user on the store server are linked, and when the user's payment information is registered, the benefits are associated with the user and stored. The information processing system according to claim 1.
4. The aforementioned store server A first account that identifies the user on the game server and a second account that identifies the user on the store server are linked, the user's payment information is registered, and when the user purchases a game object usable in the game, the benefits are associated with the user and stored. The information processing system according to claim 1.
5. The aforementioned store server If the first account that identifies the user on the game server and the second account that identifies the user on the store server are not linked, the conditions for granting the reward are displayed on the terminal. The information processing system according to any one of claims 2 to 4.
6. The aforementioned store server The access history of the second account based on the link information is stored, When the first account and the second account are linked, and the access history of the second account is less than a predetermined number of times, the terminal displays the first information indicating the benefits associated with the user. When the first account and the second account are linked, if the access history of the second account exceeds a predetermined number of times, the first information will not be displayed on the terminal. The information processing system according to claim 2.
7. The aforementioned terminal is The display can show, first link information for accessing the store server provided by the first service and second link information for accessing the store server provided by the second service. The aforementioned store server The system accepts access from the terminal based on the first link information, and if the user meets predetermined conditions, it stores the first benefit available to the user in the game, associating it with the user without the user having to spend any money. Based on the second link information, the terminal accesses the store server, and if the user meets predetermined conditions, the second benefit available to the user in the game is stored in association with the user without the user consuming any payment. The first and second benefits mentioned above are different. The information processing system according to claim 1.
8. The aforementioned store server The system accepts access from the terminal that does not go through the aforementioned link information, and if the user meets predetermined conditions, it does not store the aforementioned benefit in association with the user. The information processing system according to claim 1.
9. An information processing device that is connected to a game server that provides a game and a terminal operated by a user, and which allows the purchase of game objects usable in the game outside of the game, When a user who operates the terminal accessed based on specific link information meets predetermined conditions, the game will store the benefits available to the user in association with the user without the user having to spend any money. Information processing device.
10. The store server is capable of communicating with the game server that provides the game, and accepts access from a user's terminal based on link information for accessing the store server where game objects usable in the game can be purchased outside the game. The store server, when the user meets predetermined conditions, stores the benefits available to the user in the game, associating them with the user without the user having to spend any money. The game server causes the benefits associated with the user to be displayed on the terminal's display. Information processing methods.
11. A game server that provides the game, a store server where game objects usable in the game can be purchased outside the game, and a computer capable of communication, Based on the link information for accessing the store server displayed on the screen, when the user meets predetermined conditions, the store server is accessed and stored in association with the user, without the user having to spend any money. In the aforementioned game, the benefits associated with the user are displayed on the display. A program that executes a process.