Server equipment, program, and in-game currency refund method
A server device and program implement a banking system for in-game currency deposits with interest and refunds based on user actions, enhancing gameplay and user engagement.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- LY CORP
- Filing Date
- 2026-04-06
- Publication Date
- 2026-06-18
AI Technical Summary
Conventional game systems lack effective utilization of banking functions to enhance gameplay and user engagement.
A server device and program that allow users to deposit in-game currency, with interest rates and refunds determined by the amount deposited and user actions, enhancing gameplay through a banking system.
Enhances gameplay by providing a banking function that rewards user engagement and interaction, improving user experience and retention.
Smart Images

Figure 2026099938000001_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to a server device, a program, and a method for refunding in-game currency.
Background Art
[0002] Conventionally, games with banking functions have been known. For example, Patent Document 1 discloses a technique in which a player receives financing from a bank in the game, and an interest amount is collected from the in-game currency held by the user.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in the above-described conventional technique, there is room for improvement in enhancing the game properties by using the banking function.
[0005] The present disclosure has been made in view of the above circumstances, and an object thereof is to provide a server device, a program, and a method for refunding in-game currency that can enhance game properties by using a banking function.
Means for Solving the Problems
[0006] One aspect of the server device of the present disclosure includes a reception unit that receives a deposit of in-game currency from a user, and based on the amount of the in-game currency deposited, the interest rate on the deposited in-game currency, and the in-game actions of the user, determines the amount of the in-game currency to be refunded to the user and a refund unit that refunds the determined amount of currency.
[0007] One aspect of the program of this disclosure is a computer that functions as a receiving unit that accepts deposits of in-game currency from a user, and a refund unit that determines the amount of in-game currency to be refunded to the user based on the amount of the deposited in-game currency, the interest rate on the deposited in-game currency, and the user's in-game actions, and refunds the determined amount.
[0008] One aspect of the in-game currency refund method of this disclosure includes a receiving step in which a receiving unit accepts a deposit of in-game currency from a user, and a refund step in which a refund unit determines the amount of in-game currency to be refunded to the user based on the amount of the deposited in-game currency, the interest rate on the deposited in-game currency, and the user's in-game actions, and refunds the determined amount. [Effects of the Invention]
[0009] According to this disclosure, it is possible to provide a server device, program, and in-game currency refund method that can enhance gameplay by utilizing banking functions. [Brief explanation of the drawing]
[0010] [Figure 1] Figure 1 is a block diagram showing an example of the configuration of the game system of this embodiment. [Figure 2] Figure 2 is a block diagram showing an example of the hardware configuration of the server device and information processing device according to this embodiment. [Figure 3] Figure 3 is a block diagram showing an example of the functional configuration of the server device and information processing device according to this embodiment. [Figure 4] Figure 4 shows an example of the account selection screen in this embodiment. [Figure 5] Figure 5 shows an example of the account selection screen after interest rate fluctuations in this embodiment. [Figure 6] Figure 6 is a flowchart showing an example of a deposit process performed in the game system of this embodiment. [Modes for carrying out the invention]
[0011] Hereinafter, embodiments of the present disclosure (hereinafter simply referred to as "these embodiments") will be described in detail with reference to the drawings. However, this disclosure is not limited to the following embodiments. Furthermore, the following embodiments and modifications can be combined as appropriate.
[0012] First, the configuration of the game system in this embodiment will be described.
[0013] Figure 1 is a block diagram showing an example of the configuration of the game system 1 of this embodiment. As shown in Figure 1, the game system 1 comprises a server device 10 and information processing devices 20-1 to 20-n (where n is a natural number). The server device 10 and the information processing devices 20-1 to 20-n are connected via a network 2. The network 2 can be implemented, for example, by the Internet or a LAN (Local Area Network). In the following description, if it is not necessary to distinguish between the information processing devices 20-1 to 20-n, they may simply be referred to as information processing device 20.
[0014] Server device 10 is a game server device that manages the game implemented by game system 1 (hereinafter sometimes referred to as "the game of this embodiment"). Specifically, server device 10 manages game programs for installation and updates, and transmits these game programs to information processing device 20 in response to requests from information processing device 20. As a result, the game application is installed on the information processing device 20, and the game becomes playable.
[0015] When a game is executed on the information processing device 20, the server device 10 appropriately transmits data necessary for game progression to the information processing device 20. The server device 10 also manages user game data on an account basis. Accounts may be issued on a per-information processing device 20 basis, such as with the device ID (IDentification) of the information processing device 20, or they may be issued independently of the information processing device 20, such as with a user ID that identifies the user. In the former case, the device ID is used as an ID to identify the user who owns the information processing device 20. Accounts may consist of the aforementioned ID and password pair.
[0016] The information processing device 20 is a computer for executing the game implemented in the game system 1. The information processing device 20 can be any computer capable of executing games. The information processing device 20 is, for example, an information processing device capable of executing multiple types of applications, including game applications. These multiple types of applications may include not only game applications for games implemented in the game system 1, but also game applications for games implemented in game systems other than the game system 1. In this embodiment, the information processing device 20 is described as an electronic device such as a smartphone or tablet, but it is not limited to this.
[0017] For example, the information processing device 20 may be a gaming PC or a general-purpose PC, or it may be a dedicated game console, either stationary or portable. If the information processing device 20 is a dedicated game console, the game can be made playable by using a storage medium on which the game program is stored, instead of transmitting the game program from the server device 10 as described above.
[0018] The information processing device 20 executes a game based on a user's operation. Note that the information processing device 20 appropriately receives data necessary for game progress from the server device 10. Also, the information processing device 20 appropriately communicates with the server device 10 and transmits the user's game data. As a result, the server device 10 can manage the user's game data.
[0019] FIG. 2 is a block diagram showing an example of the hardware configuration of the server device 10 and the information processing device 20 of the present embodiment.
[0020] First, the hardware configuration of the server device 10 will be described. As shown in FIG. 2, the server device 10 includes a control device 11, a main storage device 12, an auxiliary storage device 13, a communication device 14, and various buses 15. The control device 11, the main storage device 12, the auxiliary storage device 13, and the communication device 14 are connected via the various buses 15. Thus, the server device 10 of the present embodiment has a general hardware configuration using a normal computer.
[0021] The control device 11 controls the overall operation of the server device 10. Examples of the control device 11 include at least one of a CPU (Central Processing Unit) and a GPU (Graphics Processing Unit), but are not limited thereto. The number of CPUs and GPUs may be one or more, and they may be single-core or multi-core.
[0022] Examples of the main storage device 12 include, but are not limited to, a ROM (Read Only Memory) and a RAM (Random Access Memory). The ROM stores various programs such as a program for controlling the server device 10 and a program for managing the game of the present embodiment. The RAM is used as a work area when the control device 11 performs various controls based on the programs stored in the ROM.
[0023] The auxiliary storage device 13 stores the various programs described above, as well as game programs for installing and updating the game of this embodiment, data necessary for game progression, and user game data. The various programs described above only need to be stored in at least one of the main storage device 12 and the auxiliary storage device 13. The auxiliary storage device 13 may be, but is not limited to, at least one of existing storage devices capable of magnetic, electrical, or optical storage, such as an HDD (Hard Disk Drive), SSD (Solid State Drive), and DVD (Digital Versatile Disc). The auxiliary storage device 13 may be built into the information processing device 10 or externally connected to the information processing device 10 via an interface such as USB (Universal Serial Bus). Furthermore, the auxiliary storage device 13 may be a NAS (Network Attached Storage) connected via a network such as a LAN (Local Area Network) or WAN (Wide Area Network).
[0024] The communication device 14 is used to communicate with the information processing device 20 via the network 2. Examples of the communication device 14 include, but are not limited to, a communication device for a wired LAN or a wireless communication device for a wireless LAN. The communication device 16 transmits the aforementioned game programs for installation and updates, as well as data necessary for game progression, to the information processing device 20, and receives user game data from the information processing device 20.
[0025] In addition to the above configuration, the server device 10 may also be equipped with hardwired circuits such as ICs (Integrated Circuits), ASICs (Application Specific Integrated Circuits), and FPGAs (Field-Programmable Gate Arrays) specific to the information processing server device 10 in order to realize game management functions.
[0026] Next, the hardware configuration of the information processing device 20 will be described. As shown in Figure 2, the information processing device 20 comprises a control device 21, a main memory 22, an auxiliary memory 23, a communication device 24, a display device 25A, an input device 25B, an audio output device 26, a sensor group 27, and various buses 28. The display device 25A and the input device 25B constitute a touch panel display 25. The control device 21, main memory 22, auxiliary memory 23, communication device 24, display device 25A, input device 25B, audio output device 26, and sensor group 27 are connected via various buses 29. Thus, the information processing device 20 of this embodiment has a typical hardware configuration for electronic devices such as smartphones and tablets.
[0027] The control device 21 controls the overall operation of the information processing device 20. The implementation method of the control device 21 is the same as that of the control device 11. However, in order to perform rendering of the game space realized by CG (Computer Graphics) processing, playback and synthesis of game sound, etc., the control device 21 may also be further equipped with hardwired circuits such as ICs, ASICs, and FPGAs specific to the above processing.
[0028] The implementation method for the main memory 22 is the same as that for the main memory 12, so a detailed explanation will be omitted. The ROM of the main memory 22 stores various programs, including programs for controlling the information processing device 20.
[0029] The auxiliary storage device 23 stores various data, including the various programs mentioned above, the game program and data necessary for game progression transmitted from the server device 10, and the user's game data from the information processing device 20. The various programs mentioned above only need to be stored in at least one of the main storage device 22 and the auxiliary storage device 23. The implementation method for the auxiliary storage device 23 is the same as that for the auxiliary storage device 13, so a detailed explanation is omitted.
[0030] The communication device 24 is used to communicate with the server device 10 via the network 2. The implementation method of the communication device 24 is the same as that of the communication device 14, so a detailed explanation is omitted. The communication device 24 receives the game programs for installation and updates and data necessary for game progression from the server device 10, and transmits user game data to the server device 10.
[0031] The display device 25A displays various screens, such as game screens, generated by the control device 21, and serves as a user interface with the user. The input device 25B is used for various operation inputs, such as game operations, on the information processing device 10, and also serves as a user interface with the user. In this embodiment, as described above, the display device 25A and the input device 25B are described using the example of being implemented as touch panel displays, but are not limited to this. In the following, it is assumed that, unless otherwise specified, the display of various screens, such as game screens, is performed on the display device 25A, and user requests and operations for games running on the information processing device 10 are performed using the input device 25B.
[0032] The audio output device 26 outputs game audio generated by the control device 21, and can be implemented, for example, by a speaker.
[0033] The sensor group 27 detects various information about the information processing device 20 and the user using the information processing device 20. Examples of the sensor group 27 include, but are not limited to, a GPS (Global Positioning System) sensor for detecting the position of the information processing device 20, an accelerometer and gyroscope for detecting the tilt and acceleration of the information processing device 20, an image sensor (digital camera) for capturing images and videos of the surroundings of the information processing device 20, and a biosensor for detecting the user's biometric information.
[0034] Figure 3 is a block diagram showing an example of the functional configuration of the server device 10 and the information processing device 20 of this embodiment. As shown in Figure 3, the server device 10 includes a game management unit 101, and the information processing device 20 includes a game control unit 201. The game management unit 101 includes a variable unit 111, a reception unit 113, a refund unit 115, and a reward granting unit 117.
[0035] The game control unit 201 can be implemented, for example, by the control device 21 and main memory 22 described in Figure 1. For example, the control device 21 reads the game program distributed from the server device 10, which is acquired by the communication device 24, and loads it into the main memory 23 (RAM). The control device 21 implements the game control unit 201 by executing various processes according to the loaded program. Here, the example of implementing the game control unit 201 as software has been used, but at least a part of the game control unit 201 may be implemented as hardware. In this case, the functional part to be implemented as hardware can be implemented, for example, by the hardwired circuit described above. Alternatively, the game control unit 201 may be implemented through the cooperation of software and hardware.
[0036] The game management unit 101, the variable unit 111, the reception unit 113, the refund unit 115, and the reward granting unit 117 can be implemented, for example, by the control device 11 and main memory 12 described in Figure 1. For example, the control device 11 reads the program for managing the game of this embodiment stored in the main memory 12 (ROM) or auxiliary memory 13 and loads it into the main memory 13 (RAM). The control device 11 implements each of the above-mentioned functional units by executing various processes according to the loaded program. Here, the above-mentioned functional units have been explained using the example of implementation as software, but at least a part of each of the above-mentioned functional units may be implemented as hardware, or they may be implemented through the cooperation of software and hardware.
[0037] In this embodiment, it is not necessary to include all of the above-mentioned functional units as essential components, and at least some of the functional units can be omitted. For example, the reward-granting unit 117 may be omitted, or the variable unit 111 may be omitted in place of the reward-granting unit 117.
[0038] The game of this embodiment is primarily realized through the cooperation of the game management unit 101 and the game control unit 201. The following description will use, as an example, a game consisting of in-game and out-of-game elements, but the invention is not limited to this configuration.
[0039] "In-game" refers to the portion of the game that the user actually plays. For example, this includes, but is not limited to, the games themselves within various genres such as action games, puzzle games, simulation games, RPGs (Role-Playing Games), shooting games, racing games, music games, and card games.
[0040] Furthermore, in this embodiment, we will explain using the example of a quest part in which the in-game is composed of multiple quests, but we are not limited to this. A quest corresponds to a stage, which is a constituent unit of a game, but one quest does not have to be one stage; one quest may consist of multiple stages. Therefore, a quest may be one stage or multiple stages in each of the game genres mentioned above.
[0041] Furthermore, quests may have various missions, and users may receive rewards for completing these missions. Examples of missions include main missions that require completing the quest, and sub-missions that require completing the quest in a specific way, but these are not the only examples. For example, in an action game, main missions might be "defeat all enemy characters" or "defeat the boss character," while sub-missions might be "defeat at least one enemy character in one hit."
[0042] Out-game refers to the preparation phase for in-game activities, including but not limited to the gacha (loot box) part. The gacha part is the lottery phase for game items, where one of several types of game items is selected and given to the user. Game items are so-called in-game items used within the game, including but not limited to player characters usable in the game, weapons and armor used by player characters, and various tickets usable in the game.
[0043] When the game of this embodiment is executed by the game control unit 201 based on the game program transmitted from the server device 10, the game management unit 101 receives an account authentication request from the game control unit 201 and performs account authentication. The game control unit 201 receives the account authentication result from the game management unit 101 and starts the game if authentication is successful, or terminates the game if authentication fails.
[0044] Furthermore, if the game management unit 101 successfully authenticates an account and the conditions for granting a login bonus are met, it will grant the login bonus to the user of that account, manage it as the user's game data, and notify the game control unit 201 that the login bonus has been granted.
[0045] When the game starts, the game control unit 201 receives data necessary for game progression from the server device 10 and proceeds with the game of this embodiment based on user operations.
[0046] For example, when the user requests to execute a quest, the game control unit 201 receives display data for the quest selection screen from the game management unit 101 and displays the quest selection screen. When the user selects a quest to be executed on the quest selection screen, the game control unit 201 consumes stamina to execute the selected quest and notifies the game management unit 101 of this. The game management unit 101 then manages the remaining stamina after consumption as part of the user's game data and distributes data to the game control unit 201 to execute the selected quest. Stamina is a cost in the game, a parameter that is consumed to run the game and recovers over time.
[0047] When the game control unit 201 receives data for executing a quest, it generates a game space for executing the quest, in which player characters and various objects are placed. The game control unit 201 generates and displays game images of the game space, captured frame by frame from a predetermined viewpoint using a virtual camera, and controls the actions of the player character within the game space and executes the quest based on user input.
[0048] For example, when the user requests to execute the gacha part, the game control unit 201 receives display data for the gacha selection screen from the game management unit 101 and displays the gacha selection screen. When the user selects the gacha to be executed and the payment for executing the gacha on the gacha selection screen, the game control unit 201 consumes the payment and notifies the game management unit 101 of this. The payment for executing the gacha can be in-game items such as gacha tickets or in-game currency, but is not limited to these. In-game currency can be paid or free. The game management unit 101 then manages the consumption of the payment as the user's game data, executes the selected gacha (lottery), and notifies the game control unit 201 of the execution result.
[0049] The control of the game management unit 101, which is unique to this embodiment, will be explained below using the variable unit 111, the reception unit 113, the refund unit 115, and the reward granting unit 117.
[0050] The game management unit 101 provides a deposit function as a bank function for the in-game currency used in the game of this embodiment. The deposit function allows users to deposit the in-game currency they possess with the operator, and after a certain period of time, the principal and interest in the deposited in-game currency are refunded to the user. Withdrawals may be prohibited until a certain period of time has elapsed, like a time deposit, or they may be allowed to be withdrawn at any time, like a regular savings account.
[0051] In-game currency can be any currency used within the game, and may be either paid or free. Furthermore, in-game currency may be divided into paid and free versions within the same currency type, or the distinction may be made by differentiating the currency types. In this embodiment, we will explain using the example where in-game currency is divided into paid and free versions within the same currency type. The game management unit 101 manages in-game currency as user data, distinguishing between paid and free.
[0052] Game Management Unit 101 prepares accounts for providing the deposit function. The accounts can be, for example, deposit accounts with set interest rates and deposit periods. In addition, a maximum deposit amount may be set for each account. The maximum deposit amount may be set uniformly for all accounts, set by the user, set for each account, or set differently for each user based on the user's user rank, billing history (history of paid in-game currency purchases), and amount of in-game currency held. When setting a maximum deposit amount for each account, the maximum deposit amount may be set according to the interest rate of each account. For example, the higher the interest rate, the lower the maximum deposit amount may be set. The maximum deposit amount may also be set for the total deposit amount across multiple accounts. In addition, setting a maximum deposit amount for each account is not mandatory, and it is not required to set a maximum deposit amount for each account.
[0053] Accounts may be set up with a uniform interest rate for all users, or they may be set up with different interest rates for each user. For example, the game management unit 101 may set different interest rates for each user depending on the user's user rank, billing history (history of purchasing paid in-game currency), and the amount of in-game currency held. For example, the higher the user rank, the more billing history a user has, or the larger the amount of in-game currency held, the more favorable the interest rate may be.
[0054] The game control unit 201 runs the game based on user input. For example, when the user requests the display of an account selection screen to select an account, the game control unit 201 receives data from the game management unit 101 to display the account selection screen and displays the account selection screen.
[0055] Figure 4 shows an example of the account selection screen 301 of this embodiment. In the example shown in Figure 4, the account selection screen 301 is displayed on the display device 25A, and the parameter display screen 311 is superimposed on the top of the account selection screen 301. The parameter display screen 311 includes a ruby display field 313, a rank display field 315, an experience point display field 317, and a stamina display field 319. Each parameter displayed on the parameter display screen 311 is managed as user data by the game management unit 101.
[0056] The in-game currency display area 313 shows the amount of "Ruby," the in-game currency, that the user possesses. In the in-game currency display area 313, "Ruby" is displayed separately as paid and free. The rank display area 315 shows the user rank. User rank is an indicator of the user's level, and the user ranks up when the experience points described below reach the rank-up threshold. When the user rank increases, the deposit limit to the account is removed, new accounts that were previously unavailable (locked) become available, new quests that were previously unavailable (locked) become available, the stamina limit increases, and stamina is restored to the maximum value. The experience point display area 317 shows the user's experience points. In the experience point display area 317, the current experience points are displayed relative to the experience point threshold, but the method of displaying experience points is not limited to this. Experience points can be obtained, for example, by clearing quests (completing missions).
[0057] The stamina display area 319 displays the user's stamina. As mentioned above, stamina is a cost in the game, a parameter that is consumed to perform quests and recovers to its upper limit over time. The stamina display area 319 displays the current value relative to the upper limit in text and bar format, but the method of displaying stamina is not limited to this. The game control unit 201 manages the consumption of stamina and its automatic recovery to the upper limit over time. The game control unit 201 automatically recovers stamina over time regardless of whether the game application for running the game of this embodiment is running (launched).
[0058] The game control unit 201 also manages the recovery of stamina using in-game items such as stamina tickets and recovery items purchased with in-game currency. For example, when recovering stamina using in-game currency directly or indirectly, the system may recover stamina beyond the upper limit.
[0059] On the account selection screen 301, accounts 303, 305, and 307 are displayed as selectable accounts. Account 303 is a deposit account with an interest rate of 0.5% per day and a deposit period of 7 days. Account 305 is a deposit account with an interest rate of 1% per day and a deposit period of 14 days. Account 307 is a deposit account with an interest rate of 2% per day and a deposit period of 30 days.
[0060] Furthermore, the interest rate on in-game currency deposited by users may be set to fluctuate according to the user's in-game actions. Examples of user in-game actions include, but are not limited to, at least one of the following: in-game actions involving payment, in-game actions that are continuous, in-game actions that yield positive results, and consumption of game media. Examples of in-game actions involving payment include purchasing paid in-game currency or performing gacha using paid in-game currency. Examples of continuous in-game actions include how many consecutive days login bonuses have been received. Examples of in-game actions that yield positive results include completing quests or missions. Examples of consumption of game media include consuming interest rate preferential tickets to receive preferential interest rates.
[0061] The variable unit 111 changes the interest rate on in-game currency deposited by the user in response to the user's in-game actions. For example, if the in-game actions described above occur, the variable unit 111 changes the interest rate set in the account. The interest rate change may be preferential or the opposite. Furthermore, the timing of the interest rate change may be before or after the user deposits in-game currency. In other words, the variable unit 111 may change the interest rate on in-game currency that has already been deposited based on in-game actions performed after the user has deposited in-game currency.
[0062] Figure 5 shows an example of the account selection screen 301 after the interest rate change in this embodiment. In the example shown in Figure 5, the interest rate of account 303 is increased from 0.5% per day to 5% per day, significantly improving the attractiveness of account 303. The accounts subject to interest rate changes by the variable unit 111 may be set randomly, all accounts associated with the user may be set, or they may be associated with the type of in-game action. Furthermore, the preferential range of interest rate changes by the variable unit 111 may be set randomly or associated with the type of in-game action. For example, the preferential range of interest rate changes may be increased for actions involving charges or for larger charges.
[0063] In the account selection screen 301 shown in Figures 4 and 5, when a user selects an account, the reception unit 113 accepts the deposit of in-game currency from the user. For example, when a user selects account 303 on the account selection screen 301 and sets a deposit amount, the game control unit 201 subtracts the set deposit amount from the balance of in-game currency and notifies the reception unit 113. As a result, the reception unit 113 accepts the deposit of in-game currency equal to the deposit amount from the user and manages it as user data.
[0064] The reception unit 113 may either prioritize paid currency when accepting deposits of in-game currency from users, or prioritize free currency when accepting deposits of in-game currency from users. For example, as shown in Figures 4 and 5, suppose a user possesses "300" paid rubies and "100" free rubies, and wants to deposit "200" rubies. In this case, if the reception unit 113 prioritizes paid currency, it will accept "200" paid rubies; if it prioritizes free currency, it will accept "100" free rubies and "100" paid rubies.
[0065] Furthermore, the reception unit 113 may prioritize accepting deposits of in-game currency from users for categories other than those in which in-game currency is preferentially consumed in in-game actions. For example, if paid in-game currency is preferentially consumed in gacha, the reception unit 113 may prioritize accepting deposits of in-game currency from users for free categories.
[0066] The refund unit 115 refunds the user the amount of in-game currency equivalent to the deposited amount plus the interest amount once the deposit period has elapsed. If the interest rate has changed, the interest amount will be the amount of in-game currency equivalent to the changed interest rate. In the case of a regular savings account where no deposit period is set, the refund unit 115 refunds the user the amount of in-game currency equivalent to the deposited amount plus the interest amount once the user has completed or canceled the deposit. Regardless of the deposit category, the refund unit 115 may refund the user in the paid category, in the free category, or in a mixed format of paid and free categories.
[0067] For example, the refund unit 115 may refund the user the in-game currency equivalent to the interest in the free category, and the in-game currency equivalent to the deposited amount in the deposit category. Alternatively, the refund unit 115 may refund the user the in-game currency equivalent to the deposited amount and the in-game currency equivalent to the interest in the free category, regardless of the deposit category.
[0068] Alternatively, for example, the reception unit 113 may accept in advance whether the refund should be made in the paid or free category, and the reception unit 113 may refund the in-game currency deposited in the category accepted by the user. In this case, the variable unit 111 may adjust the interest rate according to the refund category. For example, the variable unit 111 may adjust the interest rate so that the interest rate is higher for refunds in the free category than for refunds in the paid category.
[0069] The reward distribution unit 117 provides users with rewards different from interest, based on the total amount of in-game currency deposited. The total amount of in-game currency deposited may be the deposit amount of a single account or the sum of deposit amounts of multiple accounts. Furthermore, the total amount may be the sum of deposit amounts or the sum of interest. In addition, the reward distribution unit 117 provides users with rewards different from interest, based not on the total amount of in-game currency deposited, but on the cumulative deposit period or the amount increased by interest. The rewards may be of any kind, but are not limited to, for example, in-game items or other game-related media. The reward distribution unit 117 may also provide users with rewards that offer preferential interest rates based on the total amount of in-game currency deposited.
[0070] Furthermore, if the deposit into the account is in the form of a time deposit, early withdrawal may be impossible, or it may be possible to withdraw on the condition that the interest is lost, or it may be possible to withdraw on the condition that the principal is lost. However, these disadvantages may be mitigated by using in-game items that allow early withdrawal, such as early withdrawal tickets.
[0071] The matters described above (in particular, interest rate fluctuations, the distinction between paid and unpaid deposits and withdrawals, and rewards based on the total deposit amount) can each be implemented independently.
[0072] Figure 6 is a flowchart showing an example of a deposit process performed in the game system 1 of this embodiment.
[0073] First, the game control unit 201 causes the user to perform an action within the game (step S101).
[0074] Next, the variable unit 111 changes the interest rate on the in-game currency deposited by the user in accordance with the user's actions in the game (step S103).
[0075] Next, when the user selects an account and makes a deposit of in-game currency, the reception unit 113 accepts the deposit of in-game currency from the user (step S105).
[0076] Next, the reward distribution unit 117 checks whether the total amount of deposited in-game currency meets the reward distribution conditions (step S107). If the reward distribution conditions are met (Yes in step S107), the reward is distributed to the user (step S109). If the reward distribution conditions are not met (No in step S107), the process in step S109 is not performed.
[0077] Next, the refund unit 115 waits until the deposit period has elapsed and it is time for a refund (No in step S111), and when it is time for a refund (Yes in step S111), it refunds the deposited in-game currency, including the interest, to the user (step S113).
[0078] As described above, this embodiment allows for the enhancement of gameplay by utilizing banking functions.
[0079] (modified version) In the above embodiment, the interest rate on the deposited in-game currency was varied according to the user's in-game actions. However, in a modified example, the amount of in-game currency to be refunded to the user (refund amount) may be determined based on the amount of deposited in-game currency, the interest rate on the deposited in-game currency, and the user's in-game actions.
[0080] In other words, the refund unit 115 may determine the amount of in-game currency to refund to the user based on the amount of in-game currency deposited, the interest rate on the deposited in-game currency, and the user's in-game actions, and refund the determined amount. For example, the refund unit 115 may refund to the user the amount of in-game currency equivalent to the deposited amount, the in-game currency equivalent to the interest, and the in-game currency equivalent to the reward for the in-game actions. The in-game currency equivalent to the reward for the in-game actions could be, for example, an amount of in-game currency equivalent to 1% of the interest rate, but is not limited to this, and the amount of in-game currency equivalent to the reward can be determined independently of the interest rate.
[0081] Furthermore, the variable unit 111 may offer preferential interest rates or bonus rewards the shorter the period between a user purchasing paid in-game currency and depositing it. This would encourage users to purchase paid in-game currency.
[0082] Alternatively, for example, the account could be a regular savings account, and the shorter the period between depositing and withdrawing / spending in-game currency, the higher the interest rate, with the interest being credited to the user retroactively (after consumption).
[0083] Alternatively, for example, when a user purchases paid in-game currency, they may be given a bonus that expires or decreases in value within a short period of time.
[0084] Alternatively, for example, the account could be set up as a time deposit account, and if the funds are not withdrawn on the scheduled date of the deposit period, the interest portion could be reduced.
[0085] (program) The programs executed by the server device and information processing device of the above embodiments and each of the above modifications are provided as installable or executable files stored on a computer-readable storage medium such as a CD-ROM, CD-R, memory card, DVD, or flexible disk (FD).
[0086] Furthermore, the programs executed by the server device and information processing device of the above embodiments and their respective modifications may be stored on a computer connected to a network such as the Internet and provided by allowing download via the network. Alternatively, the programs executed by the server device and information processing device of the above embodiments and their respective modifications may be provided or distributed via a network such as the Internet. Furthermore, the programs executed by the server device and information processing device of the above embodiments and their respective modifications may be pre-installed in ROM or the like and provided.
[0087] The programs executed in the server devices and information processing devices of the above embodiments and their respective modifications are configured as modules for realizing the above-described parts on a computer. In actual hardware, for example, the CPU reads the learning program from the HDD into RAM and executes it, thereby realizing the above-described parts on the computer.
[0088] As described above, according to the above embodiment and the above modification, the gameplay can be enhanced by utilizing the banking function.
[0089] The above embodiments and modifications are merely examples of how this disclosure may be implemented, and they do not restrict the technical scope of this disclosure. Therefore, this disclosure can be implemented in various ways without departing from its gist or its main features. For example, the above embodiments and modifications may be combined as appropriate on a component basis. Also, for example, some components may be removed from the total components in the above embodiments and modifications.
[0090] This disclosure includes the following aspects:
[0091] (1) A reception area that accepts deposits of in-game currency from users, A refund unit that determines the amount of in-game currency to be refunded to the user based on the amount of in-game currency deposited, the interest rate on the deposited in-game currency, and the user's in-game actions, and refunds the determined amount of currency, A server device equipped with the following features.
[0092] (2) The system further comprises a variable unit that changes the interest rate in accordance with the in-game actions, The refund unit refunds to the user the amount of in-game currency equivalent to the deposited currency amount and the amount of in-game currency equivalent to the fluctuating interest. The server device described in (1) above.
[0093] (3) The variable unit shall give preferential treatment to the interest rate if the in-game action is at least one of the following: an in-game action involving payment, an in-game action that is continuous, an in-game action that yields a positive result, and consumption of game media. The server device described in (2) above.
[0094] (4) The refund unit refunds to the user the amount of in-game currency equivalent to the deposited amount, the in-game currency equivalent to the interest, and the in-game currency equivalent to the reward for the in-game actions. The server device described in (1) above.
[0095] (5) The system further comprises a reward granting unit that grants the user a reward different from the interest rate in proportion to the total amount of the in-game currency deposited, The server device described in (2) above.
[0096] (6) The in-game currency is classified as either paid or free, The refund unit refunds the in-game currency equivalent to the interest amount to the user in the free category, and refunds the in-game currency equivalent to the amount deposited to the user in the category at the time of deposit. The server device described in (5) above.
[0097] (7) The in-game currency is classified as either paid or free, The refund unit refunds the user, regardless of the deposit category, the amount of in-game currency equivalent to the deposited currency and the amount of in-game currency equivalent to the interest, in the free refund category. The server device described in (5) above.
[0098] (8) The in-game currency is classified as either paid or free, The reception unit further receives from the user whether to refund the deposited amount of in-game currency as paid currency or as free currency. The variable unit further varies the interest rate according to the selection result. The server device described in (5) above.
[0099] (9) The in-game currency is classified as either paid or free, The reception desk accepts deposits of in-game currency from the user, prioritizing the paid category. The server device described in (6) above.
[0100] (10) The in-game currency is classified as either paid or free, The reception unit will prioritize the free category when accepting deposits of the in-game currency from the user. The server device described in (6) above.
[0101] (11) The in-game currency is classified as either paid or free, The reception unit accepts deposits of in-game currency from the user, prioritizing categories other than those in which the in-game currency is preferentially consumed in the in-game actions. The server device described in (6) above.
[0102] (12) A reception area that accepts deposits of in-game currency from users, A refund unit that determines the amount of in-game currency to be refunded to the user based on the amount of in-game currency deposited, the interest rate on the deposited in-game currency, and the user's in-game actions, and refunds the determined amount of currency, A program that makes a computer function.
[0103] (13) The reception department accepts deposits of in-game currency from users in a reception step, A refund unit determines the amount of in-game currency to be refunded to the user based on the amount of in-game currency deposited, the interest rate on the deposited in-game currency, and the user's in-game actions, and refunds the determined amount. In-game currency refund methods, including those mentioned. [Explanation of Symbols]
[0104] 1. 1001 Game System 2 Network 10 Server devices 20, 20-1, 20-2, 20-n, 1020 Information Processing Device 101 Game Management Department 111 Variable section 113 Reception Department 115 Refund Department 117 Reward Distribution Department 201 Game Control Unit
Claims
[Claim 1] A reception desk that accepts deposits of in-game currency from users, A refund unit that determines the amount of in-game currency to be refunded to the user based on the amount of in-game currency deposited, the interest rate on the deposited in-game currency, and the user's in-game actions, and refunds the determined amount of currency, A server device equipped with the following features.