Information processing device, information processing method, and program
By restricting game value exchanges during partial periods based on conditions, the system maintains user motivation in game events, addressing the issue of users losing interest after exchanging all points.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- MIXI INC
- Filing Date
- 2026-03-31
- Publication Date
- 2026-06-18
AI Technical Summary
Existing games fail to effectively maintain user motivation in game events due to users exchanging all awarded points for game objects, leading to a loss of interest in participating in such events.
Implement a system where game value earned during events can be exchanged for multiple game objects, with restrictions on exchange during partial periods if certain conditions are met, such as exchange frequency or specific object limitations, to encourage continued participation.
This approach maintains user motivation by ensuring players continue to engage in game events to maximize their game value exchanges, thereby enhancing engagement and enjoyment.
Smart Images

Figure 2026099832000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to an information processing apparatus, an information processing method, and a program.
Background Art
[0002] There is known a game in which a quest is cleared using a team composed of a plurality of characters called a deck. For example, Patent Document 1 discloses a game in which a player executes a quest using a player character possessed by the player.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In some of the above games, points are awarded by clearing a game event, and the collected points can be exchanged for game objects. In such games, it is beneficial for many users to continuously participate in the game event. However, if a user exchanges all of the awarded points for game objects, they may lose the motivation to participate in the game event thereafter.
[0005] Therefore, an object of the present invention is to provide a technology that enables maintaining the motivation of users participating in a game event.
Means for Solving the Problems
[0006] An information processing device according to one aspect of the present invention has a control unit that controls game value, which is granted to a user by playing a predetermined game event, to be exchangeable with a plurality of game objects, and the control unit restricts the exchange of the user's game value with the plurality of game objects when, for each partial period constituting a predetermined period in which the user's game value can be exchanged with the plurality of game objects, the exchange record of the user's game value being exchanged with at least one of the plurality of game objects satisfies a predetermined condition. [Effects of the Invention]
[0007] According to the present invention, it is possible to provide a technology that makes it possible to maintain the motivation of users participating in game events. [Brief explanation of the drawing]
[0008] [Figure 1] This figure shows an example of the system configuration of the game system according to this embodiment. [Figure 2] This figure shows an example of the hardware configuration of a game server and terminal. [Figure 3] This figure shows an example of the functional block structure of a game server. [Figure 4] This figure shows an example of the functional block configuration of a terminal. [Figure 5] This figure shows an example of a user management database and an exchange history database. [Figure 6] This flowchart shows an example of the processing procedure for awarding points to a user. [Figure 7] This flowchart shows an example of the processing procedure when exchanging points for game objects. [Figure 8] This figure shows an example of setting a partial period. [Figure 9] This figure shows an example of a game screen. [Figure 10] This figure shows an example of a game screen. [Modes for carrying out the invention]
[0009] Embodiments of the present invention will be described with reference to the attached drawings. In each drawing, components denoted by the same reference numerals have the same or similar configurations.
[0010] <System Configuration> Figure 1 shows an example of the system configuration of the game system 1 according to this embodiment. The game system 1 shown in Figure 1 comprises a game server 10 and a plurality of terminals 20. The game server 10 and the terminals 20 are connected to each other so as to be able to communicate via a communication network N such as the Internet, intranet, wireless LAN, or mobile communication.
[0011] The game server 10 is a device that performs some of the functions necessary for the terminal 20 to provide the game, such as managing various information about the user or executing some of the game's processing. The game server 10 may consist of one or more information processing devices or computers, or it may be configured using a virtual server (such as a cloud server).
[0012] Terminal 20 is an information processing device that provides games to the user, and the user can run the game according to this embodiment by operating Terminal 20. Terminal 20 is a computer such as a mobile phone (including a smartphone), tablet, personal computer, arcade game machine, or consumer game machine. Terminal 20 is GPS The system notifies the game server 10 of its own position, which has been detected using a Global Positioning System (GPS) or similar method.
[0013] <Game Overview> Next, an overview of the game provided by the game system 1 according to this embodiment will be described. In the game provided by the game system 1, game events are held that can be played for a predetermined period of time. A game event may include, for example, one or more quests that can be played for a predetermined period of time. In addition to the quests mentioned above, a game event may also include various events that take place in the game, such as a lottery game in which game objects are randomly selected and given to players, matchmaking for multiplayer in the game, deck building used in quests, and the synthesis and sale of game objects owned by players. In this embodiment, quests unrelated to game events are referred to as "normal quests" or "first quests." Quests associated with game events (i.e., quests provided within game events) are referred to as "event quests" or "second quests." When normal quests and event quests are not specifically distinguished, they are referred to as "quests." Furthermore, the game events in this embodiment may be called "predetermined game events" to distinguish them from the various game events provided in the game.
[0014] A quest is a term that refers to an objective that can be completed by fulfilling certain predetermined conditions. Quests are also commonly referred to as explorations, challenges, events, and missions. Players who participate in a quest can complete it by fulfilling those conditions. Note that, as will be explained in more detail later, in this embodiment, the terms quest and mission will not be used interchangeably, but rather with different meanings.
[0015] A deck is a term that refers to a group of multiple game objects. When a user performs a quest, they assemble a deck of multiple game objects to perform the quest. The game objects that make up the deck may be, for example, characters or game cards owned by the player. In this embodiment, the act of a user performing a game or a quest may be referred to as playing the game or playing a quest.
[0016] In a game event, a plurality of tasks (hereinafter referred to as “missions”) that can be achieved by satisfying predetermined conditions are presented to the player. A mission may be a task that can be achieved while playing a quest. For example, missions such as “Defeat at least one monster within 3 turns” and “Defeat all monsters within 5 minutes” can be cited. Also, a mission may be a task that can be achieved by clearing a quest. For example, missions such as “Clear the XX quest” and “Clear the quest with a deck including the YY character” can be cited.
[0017] The player can obtain a game value corresponding to the number of missions achieved among the plurality of missions. The game value is a value (Value) that can be expressed numerically and may include, for example, points, scores, and scores. Also, the player can exchange the obtained game value for game objects that can be used in the game. Game objects that can be exchanged include, for example, items, characters, and game cards.
[0018] That is, the game value is given to the user who has achieved the mission in the game event. The user can obtain more game values by achieving more missions while playing the game event during the period when the game event is being held. Also, the user can exchange for more game objects by obtaining more game values.
[0019] Players can exchange game value earned in game events for game objects for a predetermined period. In this embodiment, this predetermined period is referred to as the "exchangeable period." The exchangeable period may be the same as the duration of the game event, or it may be longer than the duration of the game event. In other words, even after the game event has ended, players may be able to exchange game value earned in the game event for game objects for a certain period of time.
[0020] Furthermore, in this embodiment, the exchangeable period is divided into multiple periods. In this embodiment, each of the divided periods is referred to as a "partial period." The game server 10 restricts the user from exchanging game value for game objects in a partial period if the user's exchange record of exchanging game value for game objects satisfies predetermined conditions set for each partial period. In other words, users cannot unconditionally exchange game value for game objects during the exchangeable period; if the predetermined conditions set are met, they will not be able to exchange game value for game objects.
[0021] <Hardware Configuration> Figure 2 shows an example of the hardware configuration of the game server 10 and terminal 20. The game server 10 and terminal 20 consist of a processor 11 such as a CPU (Central Processing Unit) and a GPU (Graphical Processing Unit), a storage device 12 such as memory, an HDD (Hard Disk Drive) and / or an SSD (Solid State Drive), and a communication interface for wired or wireless communication. The interface (13) includes an input device 14 that accepts input operations and an output device 15 that outputs information. The input device 14 is, for example, a keyboard, a touch panel, a mouse, and / or a microphone. The output device 15 is, for example, a display, a touch panel, and / or a speaker.
[0022] <Functional Block Configuration> (Game Server) Figure 3 shows an example of the functional block configuration of the game server 10. The game server 10 includes a storage unit 100 and a game control unit 110. The storage unit 100 can be implemented using a storage device 12 provided by the game server 10. The game control unit 110 can be implemented by the processor 11 of the game server 10 executing a program stored in the storage device 12. This program can be stored in a storage medium. The storage medium on which the program is stored may be a non-transitory computer-readable medium. The non-transitory storage medium is not particularly limited, but may be, for example, a USB memory stick or a CD-ROM.
[0023] The memory unit 100 stores the game data necessary for the game server 10 to run the game. The game data includes various databases.
[0024] The game control unit 110 provides various functions necessary to run this game. The game control unit 110 includes an execution unit 111, a control unit 112, a notification unit 113, and a display control unit 114.
[0025] The execution unit 111 executes various game events (e.g., quests) provided within the game. It also grants the user game value corresponding to the missions they have completed.
[0026] The control unit 112 controls the game value awarded to the user by playing a game event (a predetermined game event) so that it can be exchanged for multiple game objects. Furthermore, for each sub-period that constitutes a predetermined period in which the user's game value can be exchanged for multiple game objects, the control unit 112 restricts the exchange of the user's game value for multiple game objects if the exchange record of the user's game value being exchanged for at least one of the multiple game objects satisfies predetermined conditions.
[0027] The notification unit 113 provides the user with a predetermined notification. This notification may be made by displaying an icon or message on the game screen shown on the user's terminal 20. The notification unit 113 may also provide the user with a predetermined notification before the exchange of game value for game objects is restricted for a certain period of time.
[0028] The display control unit 114 displays various screens in the game on the terminal 20's display. The display control unit 114 may also display missions that the user can complete from among the multiple missions presented in the game event.
[0029] (terminal) Figure 4 shows an example of the functional block configuration of terminal 20. Terminal 20 includes a storage unit 200, a communication unit 201, a UI (User Interface) unit 202, and a game control unit 203. The storage unit 200 can be implemented using a storage device 12 provided by terminal 20. The communication unit 201, the UI unit 202, and the game control unit 203 can be implemented by the processor 11 of terminal 20 executing a program stored in the storage device 12. This program can be stored in a storage medium. The storage medium on which the program is stored may be a computer-readable non-temporary storage medium. The non-temporary storage medium is not particularly limited, but may be, for example, a USB memory or a CD-ROM.
[0030] The memory unit 200 stores the game data necessary for the game control unit 203 to run the game. The game data includes image data of objects, game scenarios, and the like.
[0031] The communication unit 201 has the function of performing various types of communication with the game server 10 using the communication IF 13.
[0032] The UI unit 202 has the function of receiving various inputs from the user and displaying various game screens on the display. The UI unit 202 also displays the game screen on the output device 15 (display) of the terminal 20 according to the instructions of the game server 10.
[0033] The game control unit 203 works in conjunction with the game server 10 to provide various functions necessary to run the game. For example, the game control unit 203 provides functions such as obtaining various information (icon image data, text data, etc.) from the game server 10 for drawing on the game screen.
[0034] Regarding the functional block configuration described above, it is also possible to configure the game control unit 203 of the terminal 20 to have all or part of the control unit 112, notification unit 113, and display control unit 114 included in the game server 10. In other words, the various processes according to this embodiment may be executed on the game server 10, on the terminal 20, or by the game server 10 and the terminal 20 working together.
[0035] <Processing Procedure> Next, we will explain the specific processing steps performed by Game System 1. In the following explanation, "game value" will be described as "points," but "game value" is not limited to this and may also be a game object (for example, a game item, in-game currency, etc.).
[0036] The memory unit 100 of the game server 10 stores a user management DB (Data Base) 100a that manages each user's game data, and an exchange history DB 100b that manages the history of each user's exchange of points for game objects.
[0037] Figure 5 shows an example of the user management DB 100a and the exchange history DB 100b. The user management DB 100a stores various parameters such as a user ID that uniquely identifies a user, a nickname used as a username in the game, a friend registration list showing other users with whom the user is friends, location information indicating the location of the terminal 20 used by the user, the user's experience points, rank, stamina, and the number of points the user possesses. The exchange history DB 100b stores various parameters such as a user ID that uniquely identifies a user, a timestamp indicating the date and time the user exchanged points for a game object, the number of points exchanged for the game object, and information indicating the exchanged game object (such as the identifier and name of the game object). For example, in the example in Figure 5, it is recorded that user (U100) exchanged 50 points for game object A at 10pm on October 1, 2021.
[0038] Figure 6 is a flowchart showing an example of the processing procedure when awarding points to a user.
[0039] In step S10, the execution unit 111 accepts from the user (from terminal 20) the selection of a quest to play and the deck to be used in that quest. For example, the execution unit 111 may accept the selection of one or more characters to be included in the deck from among the multiple characters the player possesses, or it may accept the deck to be used in the quest from among pre-set decks.
[0040] In step S11, the execution unit 111 executes the quest selected in the processing procedure of step S10.
[0041] In step S12, the execution unit 111 awards points to the user after the user has completed a quest, corresponding to the number of missions the user has completed (number of completed missions). Missions are set in association with event quests, and the number of missions completed by the user may be counted for each event quest. Furthermore, the missions set for each event quest may be identical or different. For example, missions 1-6 may be associated with event quest A, and missions 7-10 may be associated with event quest B.
[0042] Furthermore, missions are set for game events, and the number of missions completed by a user may be the cumulative number of missions completed by the user during the period in which the game event is playable. For example, missions 1 through 100 may be associated with a game event.
[0043] Figure 7 is a flowchart illustrating an example of the processing procedure when exchanging points for game objects. The processing procedure in Figure 7 is executed when the game server 10 receives an instruction from the user that they want to exchange points for game objects.
[0044] In step S20, the control unit 112 determines whether the exchange record of the user's points being exchanged for at least one of multiple game objects during the partial period satisfies predetermined conditions. If the exchange record satisfies the predetermined conditions, the process proceeds to step S21; otherwise, the process proceeds to step S22.
[0045] In step S21, the control unit 112 restricts the user from exchanging points for game objects. Restricting the exchange of points for game objects may include, but is not limited to, prohibiting the exchange of points for game objects, increasing the number of points required to exchange points for game objects, and decreasing the types of game objects that can be exchanged.
[0046] In step S22, the control unit 112 exchanges points for game objects according to the user's instructions. The number of points required for exchange is predetermined for each game object. The control unit 112 also records that points have been exchanged for game objects in the exchange history DB 100b.
[0047] Figure 8 shows an example of setting sub-periods. Multiple sub-periods can be set within the interchangeable period. For example, the interchangeable period may be 8 days with a predetermined start time (e.g., 0:00 AM), and each sub-period may be 24 hours (i.e., 1 day) starting from the predetermined time (e.g., 0:00 AM). Note that the start time is just an example and can be set arbitrarily. For example, the start time could be 7:00 AM or 10:00 PM.
[0048] Furthermore, the sub-periods do not necessarily have to be equal intervals of the exchangeable period. For example, the sub-periods for the first and second halves of a game event may be set to different lengths.
[0049] <Specific example> Next, we will describe the more specific processing procedures for the embodiments described so far. Note that the multiple specific examples described below can be combined in any way.
[0050] (Specific examples of exchange records meeting prescribed conditions) [Specific examples] The exchange record may be considered to meet the specified conditions if, during a certain period, the number of times a user has exchanged points for game objects reaches a predetermined upper limit.
[0051] In other words, the control unit 112 may control the system so that, once the cumulative number of times a user has exchanged points for game objects in a certain partial period (first partial period) reaches the maximum number of times points can be exchanged for game objects, the user cannot exchange points for game objects in the same partial period (first partial period). Note that "controlling the system so that points cannot be exchanged for game objects" means that the exchange for points is restricted regardless of whether, for example, the game object has already been exchanged for in the first partial period. For example, if each of multiple game objects has a set number of exchangeable items, the system may control the system so that points can be exchanged for game objects with an exchangeable item count of 1 or more when the cumulative number of exchanges between points and at least one of the multiple game objects has not reached the maximum number of times. When the cumulative number of exchanges between points and at least one of the multiple game objects reaches the maximum number of times, the exchange for points will be restricted even for game objects with an exchangeable item count of 1 or more.
[0052] For example, suppose that the maximum number of times points can be exchanged for game objects is set to 3 for each sub-period. In this case, if the user wishes to exchange points for game objects, the control unit 112 will not exchange the points for game objects if the cumulative number of times the user has exchanged points for game objects in the sub-period corresponding to the current date and time is 3. On the other hand, if the user wishes to exchange points for game objects, the control unit 112 will exchange the points for game objects if the cumulative number of times the user has exchanged points for game objects in the sub-period corresponding to the current date and time is less than 3.
[0053] Since users cannot exchange points for game objects more than the maximum number of times set for each sub-period, they need to participate in game events during each sub-period in order to exchange their points for as many game objects as possible. This helps to maintain the motivation of users to participate in game events.
[0054] [Specific Example 2] In Specific Example 1, the predetermined upper limit may be variable. For example, the control unit 112 may increase the upper limit on the number of times points can be exchanged for game objects in a certain partial period (first partial period) or in a partial period following that partial period (second partial period) if the user meets the conditions for increasing the number of exchanges during that partial period (first partial period). The control unit 112 may also set the conditions for increasing the number of exchanges to be the same for all users, or it may set different conditions for the first user and the second user (i.e., different conditions may be set for at least some users).
[0055] The conditions for increasing the number of exchanges may include, for example, the number of times the user logs into the game or into a game event exceeding a predetermined number. Alternatively, the conditions for increasing the number of exchanges may include the cumulative number of times the user has exchanged items for game objects during a predetermined period (which may be a partial period or a period different from a partial period) reaching the upper limit. Or, the conditions for increasing the number of exchanges may include the user playing or completing a specific quest, the user achieving a specific mission, or the user using a specific item. Furthermore, the control unit 112 may determine whether or not the conditions for increasing the number of exchanges are met for each partial period.
[0056] Furthermore, the subsequent subperiod may be the single subperiod following the current subperiod, or it may be a series of consecutive (or non-consecutive) subperiods following the current subperiod. For example, in Figure 8, if the current period is subperiod 3, the subsequent subperiod may be the next subperiod (subperiod 4), subperiods 4 through 6, or all subperiods from subperiod 4 onward (subperiods 4 through 8), or subperiods 5 and 8.
[0057] For example, if the cumulative number of times user A has exchanged items for game objects during partial periods 2 and 5 reaches the upper limit (i.e., the conditions for increasing the number of exchanges are met during partial periods 2 and 5), the control unit 112 may exchange items for game objects up to the upper limit + 1 times in partial period 3 (which follows partial period 2) and partial period 6 (which follows partial period 5).
[0058] Furthermore, for example, if the cumulative number of times user B has exchanged items for game objects in partial period 3 and partial period 7 reaches the upper limit (i.e., if the conditions for increasing the number of exchanges are met in partial period 3 and partial period 7), the control unit 112 may exchange items for game objects up to the upper limit + 1 times in partial period 4, which is from partial period 3 onwards, and in partial period 8, which is from partial period 7 onwards.
[0059] [Specific Example 3] The exchange record may satisfy a predetermined condition if, during a certain partial period, the cumulative value of points exchanged by the user for game objects reaches a predetermined value. In other words, the control unit 112 may, after the cumulative value of game value exchanged by the user for game objects during a certain partial period (first partial period), control the system so that game value cannot be exchanged for game objects during that partial period (first partial period).
[0060] For example, let's assume that the maximum number of points that can be exchanged for game objects is set to 100 for each sub-period. In other words, let's assume that the user can exchange up to 100 points for game objects for each sub-period. Let's also assume that the sub-period is set to 24 hours starting at midnight. In this case, if the user wishes to exchange 10 points for game object D, the control unit 112 will not exchange the points for game object D if the user has already exchanged 100 points for game objects in the sub-period corresponding to the current date and time. On the other hand, if the user wishes to exchange points for game objects, and the user has already exchanged 50 points for game objects in the sub-period corresponding to the current date and time, the control unit 112 will exchange 10 points for game object D.
[0061] Since users cannot exchange points for game objects beyond a predetermined number for each time period, they need to participate in game events during each time period in order to exchange their points for as many game objects as possible. This helps maintain the motivation of users to participate in game events.
[0062] [Specific Example 4] For an exchange record to satisfy a predetermined condition, it may be that during a certain partial period, the user exchanges points for a specific game object from among multiple game objects. That is, the control unit 112 may control the system so that after the user has exchanged game value for a specific game object from among multiple game objects during a certain partial period (the first partial period), the user cannot exchange game value for game objects during that same partial period (the first partial period). On the other hand, the control unit 112 may control the system so that the user can exchange game value for any game object from among multiple game objects during a certain partial period (the first partial period) until the user has exchanged game value for a specific game object during that partial period (the first partial period).
[0063] For example, let's assume that a specific game object is game object X. Let's also assume that game object X is a rare item that is difficult to obtain. In this case, if the user wishes to exchange points for game object X, the control unit 112 will control the system so that the user cannot exchange points for game object X if the user has already exchanged points for game object X in the partial period corresponding to the current date and time. On the other hand, if the user wishes to exchange points for game object X, and the user has not already exchanged points for game object X in the partial period corresponding to the current date and time, the control unit 112 will control the system so that the user can exchange points for game object X.
[0064] Furthermore, if the user wishes to exchange points for game object A, the control unit 112 will control the system so that the points cannot be exchanged for game object A if the user has already exchanged points for game object X during the partial period corresponding to the current date and time. On the other hand, if the user wishes to exchange points for game object A, the control unit 112 will control the system so that the points can be exchanged for game object A if the user has not already exchanged points for game object X during the partial period corresponding to the current date and time.
[0065] Once a user has exchanged points for game object X, they cannot exchange points for game objects again until the next sub-period begins. Therefore, to exchange their points for as many game objects X as possible, they need to continue participating in the game event beyond the next sub-period. This helps maintain the motivation of users to participate in the game event.
[0066] In Specific Example 4, the specific game object may be selected (by lottery or change) from among multiple game objects for each partial period. Furthermore, the specific game object may be selected for each user. Also, information that could identify the specific game object may not be displayed on the game screen (i.e., it may not be recognizable to the user). This prevents the user from knowing that they have exchanged points for a specific game object before the exchange, thus adding an element of luck to how many game objects they can exchange points for during a partial period, thereby improving the game's appeal.
[0067] (Specific examples regarding notifications) [Specific Example 5] In specific examples 1 and 2, if the cumulative number of times a user has exchanged points for game objects has not reached the maximum number of times, the user may be notified of certain information.
[0068] For example, if the cumulative number of times the user has exchanged points for game objects during a certain partial period (first partial period) has not reached the upper limit, and the notification conditions are met, the notification unit 113 may notify the user of predetermined information at a predetermined point before the end of that partial period (first partial period).
[0069] The notification condition may be the existence of exchangeable game objects. For example, the notification unit 113 may notify the user of predetermined information (such as a message encouraging the exchange of game value) when there are game objects that can be exchanged for the user's points. In this case, the predetermined information may be, for example, a message indicating that there are game objects that can be exchanged for points, or a message indicating the name of the game object that can be exchanged for points. This allows the user to become aware that there are exchangeable game objects within a certain period and to avoid forgetting to exchange the game objects.
[0070] Furthermore, the notification condition may also be that there is an event quest in which points can be obtained. For example, the notification unit 113 may notify the user of predetermined information (such as a message encouraging the acquisition of game value) if there is an event quest in which points can be obtained, even if there are no game objects that can be exchanged for the user's points. The existence of an event quest in which points can be obtained may be an event quest that the user can play and in which points can be obtained. Furthermore, a playable event quest may be a quest that satisfies the condition that the user possesses at least a predetermined amount of game value that is consumed when playing the event quest.
[0071] In this case, the specified information could be, for example, a message indicating the existence of an event quest where points can be earned, or a message indicating the name of the event quest where points can be earned. This would allow users to earn more points and increase their motivation to participate in game events.
[0072] The predetermined time point may be, for example, the time when half of the partial period has elapsed. For example, if the partial period is 24 hours, the notification unit 113 may notify the predetermined information when 12 hours have elapsed. Furthermore, there may be multiple predetermined time points. For example, the notification unit 113 may notify the predetermined information when 12 hours have elapsed and when 18 hours have elapsed.
[0073] (Providing benefits by exchanging more game objects) [Specific Example 6] The control unit 112 may update the set of game objects that the user can exchange points for based on the number of times the user has exchanged points for game objects during a predetermined period.
[0074] For example, the control unit 112 may enable exchange for a game object of higher value when the number of exchanges is greater than when the number of exchanges is less. More specifically, the control unit 112 may, during a predetermined period, control the exchange of points for a first game object if the number of times the user has exchanged points for a game object is the first time, and control the exchange of game value for a second game object if the number of times the user has exchanged points for a game object is the second time during the same predetermined period, and the second game object may be of higher value than the first game object.
[0075] The high value of a game object may be due to, for example, its high rarity, the large values of its game parameters (e.g., attack power, defense power, HP, skill, luck, experience points, etc.), the large number of points required to exchange for the game object, and / or the short period during which the game object can be obtained.
[0076] The specified period may be the same as a partial period, the same as a series of consecutive partial periods, or the same as the period during which the game event is offered.
[0077] For example, suppose that over a predetermined period, User A exchanges points for game objects three times, and User B exchanges points for game objects ten times. In this case, User B may be able to exchange points for game objects of greater value.
[0078] This allows players to collect more points and exchange them for more game objects, thereby increasing their motivation to play event quests and continuously exchange points.
[0079] [Specific Example 7] The control unit 112 may change the points required to exchange for a predetermined game object based on the number of times the user has exchanged points for a game object during a predetermined period.
[0080] For example, the control unit 112 may make it possible to exchange points for game objects at a lower cost the more exchanges are made. More specifically, the control unit 112 may, in a predetermined period, if the number of times a user has exchanged points for game objects is the third time, set the points required to exchange for a predetermined game object as the third point (third game value), and if the number of times a user has exchanged points for game objects is the fourth time during the same predetermined period, set the points required to exchange for that predetermined game object as the fourth point (fourth game value), and the fourth number of exchanges may be greater than the third number of exchanges, and the fourth point value may be less than the third point value (the fourth game value is less valuable than the third game value).
[0081] The specified period may be the same as a partial period, the same as a series of consecutive partial periods, or the same as the period during which the game event is offered.
[0082] For example, suppose that during a predetermined period, User A exchanges points for game objects three times, and User B exchanges points for game objects ten times. In this case, User B may be able to exchange points for game objects with fewer points. For example, User A may need 50 points to exchange for game object A, while User B may only need 30 points to do so.
[0083] This allows players to collect more points and exchange them for more game objects, making it cheaper to obtain game objects and thus increasing their motivation to play event quests.
[0084] <Screen display example> Figure 9 shows an example of a game screen. The display control unit 114 may display missions that the user has completed and missions that have not yet completed during or after playing an event quest. The completed mission list screen M10 is a screen that shows whether the user has completed each mission provided for the game event. For example, the display control unit 114 may display the completed mission list screen M10 when a predetermined button is pressed on the event quest screen, or after the event quest has ended. In addition, if there are any newly completed missions, the display control unit 114 may display the number of points the user will earn for completing the mission (in the example in Figure 9, 2 points are earned for completing Mission 1).
[0085] The point exchange screen M29 is used to exchange points for game objects. The number of exchanges available today indicates the number of exchanges possible within the current partial period. In the example in Figure 9, the partial period is set to 24 hours from midnight to midnight the following day (meaning the number of exchanges resets at midnight). When the user presses the "Exchange" button for the game object they wish to exchange, the points they possess will be exchanged for the game object.
[0086] Figure 10 shows an example of a game screen. For example, the display control unit 114 may display missions that can be achieved in a quest specified by the user within a game event. The quest selection screen M30 is a screen that accepts the user's selection of an event quest. When the display control unit 114 receives the user's selection of an event quest on the quest selection screen M30, it displays the list of achievable missions screen M40. The list of achievable missions screen M40 displays one or more missions that the user can achieve in the specified event quest. The list of achievable missions screen M40 may also display the specific details of each mission. This makes it easy for the user to understand which missions can be achieved in which event quests, thus motivating the user to play event quests in which they can achieve missions.
[0087] <Summary> According to the embodiment described above, the game server 10 restricts the exchange of a user's game value for at least one of the multiple game objects if the exchange record for each partial period satisfies predetermined conditions. This makes it possible to maintain the motivation of users participating in game events over multiple partial periods.
[0088] The embodiments described above are provided to facilitate understanding of the present invention and are not intended to limit its interpretation. The flowcharts, sequences, elements of the embodiments, and their arrangement, materials, conditions, shapes, and sizes described in the embodiments are not limited to those exemplified and can be modified as appropriate.
[0089] <Note> <Note 1> It has a control unit that controls the game value granted to the user by playing a predetermined game event, making it interchangeable with multiple game objects. The control unit restricts the exchange of the user's game value between the user and the multiple game objects if, for each partial period constituting a predetermined period during which the user's game value can be exchanged for the multiple game objects, the exchange record of the user's game value being exchanged for at least one of the multiple game objects satisfies a predetermined condition. Information processing device.
[0090] According to Appendix 1, it will be possible to provide technology that can help maintain the motivation of users participating in game events.
[0091] <Note 2> The control unit controls the system so that, once the cumulative number of times a user has exchanged game value for game objects during a first partial period reaches the maximum number of times game value can be exchanged for game objects, the user cannot exchange game value for game objects during the first partial period. The information processing device described in Appendix 1.
[0092] According to Appendix 2, once the cumulative number of times game value has been exchanged for game objects reaches the upper limit, it will no longer be possible to exchange game value for game objects within the current time period. This makes it possible to maintain the user's motivation to continue playing the game in subsequent time periods.
[0093] <Note 3> The control unit, if the user meets the conditions for increasing the number of exchanges during the first partial period, increases the upper limit number of exchanges during the first partial period or during a second partial period following the first partial period. The information processing device described in Appendix 2.
[0094] According to Appendix 3, if the conditions for increasing the number of exchanges are met, the maximum number of exchanges possible will increase, which will motivate users to collect more game value and exchange it for game objects.
[0095] <Note 4> The control unit sets the conditions for increasing the number of exchanges to different conditions for the first user and the second user. The information processing device described in Appendix 3.
[0096] According to Appendix 4, it will be possible to set different conditions for increasing the number of exchanges for at least some users.
[0097] <Note 5> In the first partial period, if the cumulative count has not reached the upper limit and the notification conditions are met, the system has a notification unit that notifies the user of predetermined information at a predetermined point in time before the end of the first partial period. An information processing device as described in any one of the items 2 to 4 of the appendix.
[0098] According to Appendix 5, it becomes possible to notify users who are eligible to exchange game value for game objects during a given period before that period ends. This makes it less likely for users to miss the opportunity to exchange game value for game objects.
[0099] <Note 6> The notification unit notifies the user of the predetermined information when there is a game object that can be exchanged for the user's game value, as a notification condition. The information processing device described in Appendix 5.
[0100] According to Appendix 6, it becomes possible to make users aware that there are game objects that can be exchanged for game value.
[0101] <Note 7> The notification unit notifies the user of the predetermined information when, as a notification condition, there are no game objects that can be exchanged for the user's game value, but there are game events from which game value can be acquired. The information processing device described in Appendix 5 or 6.
[0102] According to Appendix 7, it becomes possible to make users aware that, although there are no interchangeable game objects, there are game events from which game value can be acquired.
[0103] <Note 8> The aforementioned game value is awarded to the user by completing a mission in the predetermined game event. The system includes a display control unit that displays missions that can be achieved in a designated quest among the predetermined game events, An information processing device as described in any one of the appendices 1 to 7.
[0104] According to Appendix 8, it will be possible to display the missions that can be achieved in the specified game event.
[0105] <Note 9> The control unit updates the set of game objects that the user can exchange for game value based on the number of times the user has exchanged game value for game objects during the predetermined period. An information processing device as described in any one of the appendices 1 to 8.
[0106] According to Appendix 9, it will be possible to update the game events that users can exchange for game value based on the number of times they have exchanged game value for game objects.
[0107] <Note 10> The control unit, If the number of times the user has exchanged game value for a game object during the predetermined period is the first time, the game value is controlled to be exchangeable for the first game object. If the number of times the user has exchanged game value for game objects during the predetermined period is the second time, the game value is controlled to be exchangeable for a second game object. The second number is greater than the first number. The second game object has a higher value than the first game object. An information processing device as described in any one of the appendices 1 to 9.
[0108] According to Appendix 10, the more times you exchange game value for game objects, the more likely you are to exchange it for game objects of higher value than if you do so less frequently.
[0109] <Note 11> The control unit changes the amount of game value required to exchange for a predetermined game object based on the number of times the user has exchanged game value for a game object during the predetermined period. An information processing device as described in any one of the appendices 1 to 10.
[0110] According to Appendix 11, it becomes possible to change the amount of game value required to exchange for a game object based on the number of times game value has been exchanged for a game object.
[0111] <Note 12> The control unit, If the number of times a user has exchanged game value for game objects during the predetermined period is the third time, the game value required to exchange for the predetermined game object shall be defined as the third game value. If the number of times a user has exchanged game value for game objects during the predetermined period is the fourth time, the game value required to exchange for the predetermined game object shall be defined as the fourth game value. The aforementioned fourth number is greater than the aforementioned third number. The value of the aforementioned game 4 is lower than the value of the aforementioned game 3. The information processing device described in Appendix 11.
[0112] According to Appendix 12, the more times game value is exchanged for game objects, the more it becomes possible to reduce the amount of game value required for each exchange compared to the case where game value is exchanged for game objects.
[0113] <Note 13> The control unit controls the system so that, after the cumulative value of game value exchanged for game objects by the user during the first partial period reaches a predetermined value, the user cannot exchange game value for game objects during the first partial period. The information processing device described in Appendix 1.
[0114] According to Appendix 13, it becomes possible to restrict the exchange of game value for game objects based on the cumulative value of game value exchanged for game objects.
[0115] <Note 14> The control unit controls the system so that, after the user has exchanged game value for a specific game object among the plurality of game objects during the first partial period, the user cannot exchange game value for a game object during the first partial period. The information processing device described in Appendix 1.
[0116] According to Appendix 14, it becomes possible to restrict the exchange of game value for game objects based on whether the user has exchanged game value for a specific game object.
[0117] <Note 15> The information processing device controls the game value that is given to the user by playing a predetermined game event, in a way that makes it interchangeable with multiple game objects. The information processing device includes the step of restricting the exchange of the user's game value between the user and the plurality of game objects if, for each partial period constituting a predetermined period during which the user's game value can be exchanged between the plurality of game objects, the exchange record of the user's game value being exchanged between at least one of the plurality of game objects satisfies a predetermined condition. An information processing method having
[0118] According to Appendix 15, it will be possible to provide technology that can help maintain the motivation of users participating in game events.
[0119] <Note 16> The steps include controlling the game value granted to the user by playing a predetermined game event in a way that makes it interchangeable with multiple game objects, The process includes the step of restricting the exchange of the user's game value between the user and the multiple game objects if, for each partial period constituting a predetermined period during which the user's game value can be exchanged for the multiple game objects, the exchange record of the user's game value being exchanged for at least one of the multiple game objects satisfies predetermined conditions, A program that causes a computer to execute something.
[0120] According to Appendix 16, it will be possible to provide technology that can help maintain the motivation of users participating in game events. [Explanation of symbols]
[0121] 1...Game system, 10...Game server, 11...Processor, 12...Storage device, 13...Communication interface, 14...Input device, 15...Output device, 20...Terminal, 100...Storage unit, 100a...User management DB, 100b...Exchange history DB, 110...Game control unit, 111...Execution unit, 112...Control unit, 113...Notification unit, 114...Display control unit, 200...Storage unit, 201...Communication unit, 202...UI unit, 203...Game control unit
Claims
[Claim 1] It has a control unit that controls the game value granted to the user by playing a predetermined game event, making it interchangeable with multiple game objects. The control unit restricts the exchange of the user's game value between the user and the multiple game objects if, for each partial period constituting a predetermined period during which the user's game value can be exchanged for the multiple game objects, the exchange record of the user's game value being exchanged for at least one of the multiple game objects satisfies a predetermined condition. Information processing device.