Programs and Use
The system enhances user engagement in online games by performing an initial lottery, recommending items based on user data, and allowing re-draws, addressing the challenge of unfamiliar users making informed decisions in gacha systems.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- COLOPL
- Filing Date
- 2026-04-22
- Publication Date
- 2026-06-25
AI Technical Summary
Users unfamiliar with online games featuring gacha systems struggle to determine whether to accept the first lottery result or perform a redraw, leading to a decrease in enjoyment and engagement.
A system that performs an initial lottery to dispense multiple game media, identifies and presents recommended items based on user game information, and allows for a re-draw upon user instruction, enhancing the presentation of items and enabling informed decision-making.
Improves user engagement by allowing users to efficiently acquire necessary items, understand item value, and progress through the game, thereby increasing enjoyment and interest.
Smart Images

Figure 2026105069000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program and a system.
Background Art
[0002] Conventionally, online games including content (so-called gacha) that enables acquisition of characters or items (game media) selected by lottery have been known. In addition, some online games allow users to perform a redraw lottery after checking the first lottery result (see, for example, Patent Document 1). In this type of online game, the result of the redraw lottery may be better or worse compared to the first lottery result. Therefore, users can enjoy the game of deciding whether to perform a redraw lottery after receiving the first lottery result.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the online game described in Patent Document 1, a user who is not familiar with the online game may not be able to determine whether the first lottery result is good or bad. Therefore, there is a problem that it is difficult for the user to decide whether to accept the first lottery or perform a redraw lottery. Therefore, there is room for improvement in terms of enhancing the趣味性.
[0005] The present invention has been made in view of the above circumstances, and an object thereof is to provide a program and a system capable of enhancing the趣味性.
Means for Solving the Problems
[0006] It should be noted that "趣味性" is a Japanese term, and in English, it can be translated as "interest", "entertainment value", "fun factor", etc. Here, a more general translation is used for the purpose of maintaining the overall meaning. If a more specific translation is required according to the context, it can be adjusted accordingly. To solve the aforementioned problems, the program according to the present invention is: The processor, A lottery method that performs a lottery to dispense multiple game media, The aforementioned lottery means functions as a presentation means for presenting the game medium dispensed by the user. The aforementioned presentation means is Identify the change in the number of game media owned by the user during a predetermined play period, From among the multiple game media dispensed by the lottery means, recommended information determined according to the change in the number of owned media is added and presented. The lottery means performs a re-draw in accordance with the user's instructions after the presentation by the presentation means. [Effects of the Invention]
[0007] According to the present invention, the enjoyment of games can be improved. [Brief explanation of the drawing]
[0008] [Figure 1] This is a diagram showing an overview of the system according to the first embodiment. [Figure 2] This is a hardware configuration diagram for the game server. [Figure 3] This is a hardware configuration diagram of the user terminal. [Figure 4] This is a functional block diagram of the game server. [Figure 5] (a) is the home screen of the game according to the first embodiment, and (b) is the gacha notification screen. [Figure 6] This is the summer vacation gacha screen. [Figure 7] This is a flowchart showing the lottery control process. [Figure 8] This is the initial lottery result screen. [Figure 9] Figure 8 is a magnified view of the display area for the items drawn in the initial lottery. [Figure 10] (a) is the pending result screen (1st time), and (b) is the re-draw result screen (1st time). [Figure 11] (a) is the hold result screen (second time), and (b) is the re-drawing result screen (second time). [Figure 12] (a) is the reward giving screen, and (b) is the reward giving screen according to Modification Example 1 of the first embodiment. [Figure 13] (a) is the quest screen of the game according to Modification Example 2 of the first embodiment, and (b) is the lottery result screen. [Figure 14] (a) is the quest screen of the game according to Modification Example 3 of the first embodiment, and (b) is the lottery result screen. [Figure 15] It is a functional block diagram of a game server according to the second embodiment. [Figure 16] It is a flowchart showing the lottery control process according to the second embodiment. [Figure 17] It is the first lottery result screen of the summer vacation gacha according to the second embodiment. [Figure 18] It is the re-drawing result screen (first time) according to the second embodiment. [Figure 19] It is the re-drawing result screen (second time) according to the second embodiment. [Figure 20] It is the re-drawing result screen (third time) according to the second embodiment. [Figure 21] It is the re-drawing result screen (third time) according to Modification Example 1 of the second embodiment. [Figure 22] It is the re-drawing result screen (third time) according to Modification Example 3 of the second embodiment.
Mode for Carrying Out the Invention
[0009] Hereinafter, embodiments of the present invention will be described with reference to the drawings. Note that the embodiments of the present invention described below show an example when embodying the present invention, and do not limit the scope of the present invention to the scope of the description of the embodiments. Therefore, the present invention can be implemented with various modifications to the embodiments. In addition, each of the following embodiments and modification examples can be combined in any combination without departing from the gist of the present invention.
[0010] [First Embodiment] [Overview of System 1] Figure 1 is a diagram illustrating an overview of System 1 according to the first embodiment. As shown in Figure 1, System 1 comprises a game server 10 and user terminals 20A to 20D (hereinafter, these may be collectively referred to as "user terminals 20"). Although four user terminals 20 are shown in Figure 1, the examples of user terminals 20 included in System 1 are not limited to these. The game server 10 and the user terminals 20 are connected to communicate with each other via a communication network 2. The specific examples of the communication network 2 are not particularly limited, but for example, it may consist of the Internet, a mobile communication system (e.g., 4G, 5G, etc.), a wireless network such as Wi-Fi (registered trademark), or a combination thereof.
[0011] System 1 is a system that allows multiple users on user terminals 20A to 20D to play online games provided by game server 10. More specifically, user terminal 20 is provided with a monster battle game as an example of an online game via game server 10. A monster battle game is a game in which users cooperate with other users to defeat monsters.
[0012] Furthermore, the user terminal 20 transmits play data for the monster battle game to the game server 10 via the communication network 2. The game server 10 transmits the play data for the monster battle game received from the user terminal 20 to other user terminals 20 via the communication network 2. The other user terminals 20 then update their existing play data based on the play data received from the game server 10. In this way, the monster battle game progresses on the user terminal 20.
[0013] In this embodiment of the monster battle game, a so-called gacha system is implemented as content that allows players to acquire game media such as characters and items selected by lottery. As will be explained in detail later, this gacha system allows users to check the results of their first draw, reserve the desired characters and items, and perform a redraw. The gacha system includes a so-called single draw gacha and a 10-draw gacha, but the following explanation will use the 10-draw gacha as an example.
[0014] [Game Server 10 Configuration] Figure 2 is a hardware configuration diagram of the game server 10. The game server 10 is implemented on a general-purpose computer such as a workstation or personal computer. As shown in Figure 2, the game server 10 mainly comprises a processor 11, memory 12, storage 13, input / output interface 14, and communication interface 15. Each component of the game server 10 is connected to the communication bus 19.
[0015] The processor 11 performs the processing described later by executing a series of instructions contained in the server program 13P stored in memory 12 or storage 13. The processor 11 can be implemented as, for example, a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), an MPU (Micro Processor Unit), an FPGA (Field-Programmable Gate Array), or other device.
[0016] Memory 12 temporarily holds the server program 13P and data. The server program 13P is loaded, for example, from storage 13. The data includes data input to the game server 10 and data generated by the processor 11. For example, memory 12 can be implemented as RAM (Random Access Memory) or other volatile memory.
[0017] Storage 13 permanently holds the server program 13P and data. Storage 13 can be implemented as, for example, ROM (Read-Only Memory), a hard disk drive, flash memory, or other non-volatile storage device. Alternatively, storage 13 may be implemented as a removable storage device, such as a memory card. In yet another example, instead of being built into the game server 10, storage 13 may be connected to the game server 10 as an external storage device. With such a configuration, for example, in a scenario where multiple user terminals 20 are used, such as in an amusement facility, it becomes possible to update the server program 13P and data all at once.
[0018] The input / output interface 14 is an interface for connecting external devices such as monitors, input devices (e.g., keyboards, pointing devices), external storage devices, speakers, cameras, microphones, and sensors to the game server 10. The processor 11 communicates with external devices through the input / output interface 14. The input / output interface 14 can be implemented using, for example, USB (Universal Serial Bus), DVI (Digital Visual Interface), HDMI (High-Definition Multimedia Interface, registered trademark), or other terminals.
[0019] The communication interface 15 communicates with other devices (e.g., user terminal 20) connected to the communication network 2. The communication interface 15 can be implemented as a wired communication interface such as a LAN (Local Area Network), or a wireless communication interface such as Wi-Fi (Wireless Fidelity), Bluetooth (registered trademark), or NFC (Near Field Communication).
[0020] [Configuration of User Terminal 20] The user terminal 20 can be implemented as, for example, an HMD set, a tablet device, a smartphone, a feature phone, a laptop computer, or a desktop computer. In this embodiment, an example of the user terminal 20 as a tablet device is described, as shown in Figure 1.
[0021] Figure 3 is a hardware configuration diagram of the user terminal 20. As shown in Figure 3, the user terminal 20 mainly comprises a processor 21, memory 22, storage 23, communication interface 25, monitor 31, cameras 33 and 34, microphone 35, speaker 36, motion sensor 41, and operating device 42. Each component of the user terminal 20 is connected to the communication bus 29.
[0022] The processor 21 performs the processing described later by executing a series of instructions contained in the terminal program 23P stored in memory 22 or storage 23. The processor 21 can be implemented as, for example, a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), an MPU (Micro Processor Unit), an FPGA (Field-Programmable Gate Array), or other device.
[0023] Memory 22 temporarily holds the terminal program 23P and data. The terminal program 23P is loaded, for example, from storage 23. The data includes data input to the user terminal 20 and data generated by the processor 21. For example, memory 22 can be implemented as RAM (Random Access Memory) or other volatile memory.
[0024] The storage 23 permanently holds the terminal program 23P and data. The storage 23 can be implemented as, for example, ROM (Read-Only Memory), a hard disk drive, flash memory, or other non-volatile storage device. Alternatively, the storage 23 may be implemented as a removable storage device, such as a memory card. In yet another example, instead of being built into the user terminal 20, the storage 23 may be connected to the user terminal 20 as an external storage device. With such a configuration, for example, in situations where multiple user terminals 20 are used, such as in an amusement facility, it becomes possible to update the terminal program 23P and data all at once.
[0025] The communication interface 25 communicates with other devices connected to the communication network 2 (for example, the game server 10). The communication interface 25 can be implemented as a wired communication interface such as a LAN (Local Area Network), or a wireless communication interface such as Wi-Fi (Wireless Fidelity), Bluetooth (registered trademark), or NFC (Near Field Communication).
[0026] The monitor 31 is mounted on the surface of a flat casing, as shown in Figure 1, for example. The monitor 31 is a display device (display unit) that displays images or videos. The camera 33 is mounted on the surface of the flat casing and is a so-called in-camera that captures the face of the user viewing the monitor 31. The camera 34 is mounted on the back of the flat casing (the side opposite the monitor 31) and is a so-called out-camera that captures the surroundings.
[0027] The microphone 35 converts the user's speech into an audio signal (electrical signal) and outputs it to the computer 26. The speaker 36 converts the audio signal output from the computer 26 back into speech and outputs it to the user. The user terminal 20 may include earphones instead of the speaker 36.
[0028] The motion sensor 41 detects the movement of the housing (for example, rotation around three mutually orthogonal axes). The motion sensor 41 may be implemented as, for example, an angular velocity sensor, a geomagnetic sensor, or an acceleration sensor.
[0029] The operating device 42 receives commands (operations) from the user to the user terminal 20. The operating device 42 is, for example, a touch panel superimposed on the monitor 31 that receives various touch operations from the user. That is, the monitor 31 according to this embodiment is a touch panel type display unit. However, the specific hardware configuration of the user terminal 20 is not limited to the example described above.
[0030] [Functional block diagram of game server 10] Figure 4 is a functional block diagram of the game server 10. As shown in Figure 4, the server program 13P loaded into memory 12 causes the game server 10 (processor 11) to function as a lottery execution means 110, a presentation means 120, a granting means 130, a holding means 140, and a management means 150.
[0031] When the user terminal 20 receives an instruction from the user to perform a 10-pull gacha on the gacha screen (see Figure 6), the lottery execution means 110 performs an initial lottery that dispenses 10 game media (first step). Here, game media may be characters controlled by the user in the game, or items consumed or equipped by the user. In this embodiment, the number of game media M placed in one initial lottery is set to 10, but the value of M is not limited to 10 as long as it is an integer of 2 or greater.
[0032] Furthermore, some of the 10 game media may be reserved by the reservation means 140. In this case, the lottery execution means 110 performs a re-draw to dispense game media in place of the game media that were not reserved (third step). That is, the number of game media dispensed in the re-draw matches the number of game media that were not reserved.
[0033] The lottery (initial draw, re-draw) is the process of selecting and distributing game media from a predetermined list according to predetermined probabilities. The lists and probabilities used in the initial draw and re-draw may be the same or different.
[0034] The presentation means 120 obtains information about the user's game from the user terminal 20. Here, information about the user's game refers to information accumulated as a result of the user running the game on the user terminal 20 (so-called game log). Information about the game is stored, for example, in the storage 13 of the game server 10 or in the storage 23 of the user terminal 20. Information about the user's game includes, for example, game media owned by the user in the game (e.g., characters and items), game media not owned by the user in the game, content executed by the user in the game (e.g., quests currently being completed or quests the user plans to complete in the future), game media frequently used by the user in the game, or game media rarely used by the user in the game. Note that the user does not execute the above content while the lottery execution means 110 is performing the lottery, but after the lottery execution means 110 has performed the lottery, for example, the user will equip the items obtained in the lottery and then execute the above content.
[0035] The presentation means 120 then identifies a game medium to recommend to the user from among the multiple game mediums dispensed by the lottery execution means 110, based on the user's game information. Here, the presentation means 120 identifies such game mediums as, for example, game mediums that are stronger than the game mediums the user owns, game mediums that the user does not own, game mediums that are advantageous in the content the user plays, or game mediums that the user uses frequently. The presentation means 120 then marks the identified game mediums in a way that makes them easily visible to the user (second step). In this embodiment, the recommended game mediums are presented to the user by surrounding them with a rectangular frame. However, the specific presentation method is not limited to this.
[0036] The granting means 130 grants the user 10 game media from among the game media dispensed by the lottery execution means 110 in at least one of the initial lottery and the re-lottery (step 4). If the user does not accept the result of the initial lottery, a re-lottery is performed. If a re-lottery is performed, the 10 game media will include the game media that the user has chosen to keep and the game media dispensed in the re-lottery in place of the game media that were not kept. On the other hand, if the user accepts the result of the initial lottery, the 10 game media dispensed in the initial lottery will be granted without a re-lottery being performed.
[0037] The holding means 140 holds a game medium selected by the user from among the multiple game mediums dispensed by the lottery execution means 110, based on the user's instructions. More specifically, the holding means 140 stores the game medium held by the user in the memory 22. The holding means 140 may also display the held game medium and the unheld game medium differently. For example, the holding means 140 may make the held game medium easier to see by changing the background color of the game medium that the user has chosen to hold, changing the color of the game medium itself, or making the game medium blink.
[0038] The management means 150 manages the progress of the entire monster battle game. For example, on the home screen of the monster battle game, the management means 150 instructs the processor 21 of the user terminal 20 to display, for example, the gacha screen on the monitor 31, based on the user terminal 20 having received user input. The processor 21 of the user terminal 20 then displays the gacha screen on the monitor 31 upon receiving this instruction. The management means 150 also receives information from the user terminal 20 regarding whether the processor of the user terminal 20 has received confirmation from the user regarding the holding of the game medium, pressing the re-draw button, or pressing the confirm button, and transmits the received information to the granting means 130 or the holding means 140.
[0039] Furthermore, the management means 150 processes game accounts (save data). Here, an account is identification information assigned to each user, and save data is created for each piece of identification information. The management means 150 stores the save data in memory 12 for each user account. When the game is started on the user terminal 20, the management means 150 identifies the save data corresponding to the user account and starts the game by reading the identified save data. Also, when updating save data, the management means 150 obtains the information to be updated (for example, information that the game has progressed, information that the user has acquired an item, etc.) from the user terminal 20 and updates the save data by saving it in the corresponding memory 13. Note that the configuration is not limited to the management means 150 storing save data in memory 12 for each user account; the user terminal 20 itself may have a memory for storing and updating game save data.
[0040] Next, the monster battle game according to this embodiment will be described with reference to Figures 5 to 11. Figure 5(a) is the home screen of the monster battle game. Based on a command from the game server 10 (e.g., management means 150), the processor 21 of the user terminal 20 displays a predetermined screen on the monitor 31 and notifies the game server 10 of the operation received from the user by the user terminal 20.
[0041] As shown in Figure 5(a), the management means 150 displays the home screen on the monitor 31 of the user terminal 20. The home screen includes a coins display area A1, a main area A2, and an event information display area A3.
[0042] Area A1, which displays the amount of coins and gems a user possesses, as well as the user's rank, is used to display this information. Coins and gems are items that users can acquire by playing battles (versus-player battles in the monster battle game). However, gems can also be acquired by users through in-app purchases. The rank indicates the user's position within the monster battle game and can be increased by playing battles.
[0043] Main area A2 is an area for displaying the character used by the user and its name (Hanako in this example), a button to transition to Battle Play, and a button to transition to the Item Exchange screen. When the user terminal 20 receives a press of the button to transition to Battle Play, the management means 150 switches the monitor 31 to the Battle Play mode screen. Also, when the user terminal 20 receives a press of the button to transition to the Item Exchange, the management means 150 switches the monitor 31 to the Item Exchange screen.
[0044] The event information display area A3 is an area for displaying buttons to transition to the event information screen and buttons to transition to the gacha screen. When the user terminal 20 presses the button to transition to the event information screen, the management means 150 transitions the monitor 31 to the event information screen. Also, when the user terminal 20 presses the button to transition to the gacha screen, the management means 150 transitions the monitor 31 to the gacha notification screen.
[0045] Figure 5(b) shows the gacha notification screen. As shown in Figure 5(b), the gacha notification screen is a screen used to inform users about the gacha currently implemented in the monster battle game. In this example, the gacha notification screen displays the Summer Vacation Gacha, September Gacha, and Daily Gacha, among others.
[0046] The Summer Vacation Gacha is a special gacha implemented during a designated period in the summer. The September Gacha is a gacha implemented in September. The Daily Gacha is a gacha implemented every day. When the user terminal 20 receives a press for any of the gachas, the management means 150 switches the monitor 31 to the corresponding gacha screen. At the bottom of the gacha announcement screen, there is a gem purchase button to buy gems and a home button to return to the home screen. In the following, we will assume that the user terminal 20 has received a press for the Summer Vacation Gacha and the management means 150 has switched the monitor 31 to the Summer Vacation Gacha screen.
[0047] Figure 6 shows the Summer Vacation Gacha screen. As shown in Figure 6, the Summer Vacation Gacha screen displays the gacha name "Summer Vacation Gacha," and below it are an illustration of a watermelon and a button that takes you to a screen showing the probability of obtaining items from the Summer Vacation Gacha. This Summer Vacation Gacha has a button to draw the gacha once (the so-called single draw button), a button to draw the gacha 10 times (the so-called 10-draw button), and a button to draw the gacha 10 times using a special gacha ticket. In this embodiment, in the gacha using a special gacha ticket (hereinafter referred to as the special gacha), 10 items are dispensed in the first draw, and after the user checks the draw results, a redraw can be performed.
[0048] The following describes the lottery control process of the game server 10 when a special gacha ticket is used, referring to Figures 7 to 12. Figure 7 is a flowchart of the lottery control process. The lottery control process is the process related to the lottery of the special gacha that is executed by the game server 10 based on the user terminal 20 pressing the button to use the special gacha ticket. The following description of the lottery control process will use "items" as the game medium.
[0049] When the user terminal 20 presses the button to use a special gacha ticket on the summer vacation gacha screen shown in Figure 6, the lottery execution means 110 performs the initial lottery (step S10). At this time, the lottery execution means 110 randomly dispenses 10 items. Based on the fact that the lottery execution means 110 has dispensed 10 items, the management means 150 switches the monitor 31 to the initial lottery results screen.
[0050] Figure 8 shows the initial draw result screen for the summer vacation gacha. As shown in Figure 8, the initial draw result screen is a screen for displaying the results of the first draw. The draw result screen displays the 10 items A to J that were drawn in the first draw. At this time, the presentation means 120 performs a recommended item identification process (step S20).
[0051] First, the presentation means 120 acquires information about the user's monster battle game (items owned by the user, items not owned by the user, content the user performs, items frequently used by the user, or items rarely used by the user, etc.). Then, based on the acquired information about the monster battle game, the presentation means 120 identifies items C, E, and I, which are recommended to the user from among the 10 game media dispensed by the lottery execution means 110 in the initial lottery.
[0052] Next, the presentation means 120 surrounds items C, E, and I, which were identified in the recommended item identification process (step S20), with a rectangular frame from among items A to J displayed on the initial draw result screen. Then, the presentation means 120 displays the initial draw result screen (Figure 8), which shows the results of the initial draw, on the monitor 31 of the user terminal 20 (step S30). The initial draw result screen displays a list of the 10 items A to J that were dispensed in the initial draw. In addition, items C, E, and I, which were identified in the recommended item identification process, are marked with a rectangular frame.
[0053] Figure 9 is a magnified view of the display area for the items drawn in the initial draw. As shown in Figure 9, the presentation means 120 has attached a speech bubble labeled "Recommended" to item C, a speech bubble labeled "New" to item E, and a speech bubble labeled "Strong" to item I. The presentation means 120 also displays a rectangular frame around these items C, E, and I to encourage the user to acquire them.
[0054] In contrast, as shown in Figure 9, the presentation means 120 places a speech bubble labeled "Acquired" next to item A, a speech bubble labeled "Weak" next to item F, and a speech bubble labeled "Acquired" next to item H. Furthermore, the presentation means 120 does not display anything around these items A, F, and H, and does not recommend that the user acquire these items A, F, and H.
[0055] In Figure 8, below the 10 items drawn in the initial draw, the message "Please select the items you wish to keep" is displayed, and below that, a redraw button and a confirm button are shown.
[0056] Next, the management means 150 determines whether or not the confirmation button has been pressed (step S40). If the management means 150 determines that the confirmation button has been pressed (Yes in step S40), the granting means 130 grants the user the 10 items A to J that were drawn in the initial draw (step S50), and terminates the draw control process. The items granted by the granting means 130 can be used in subsequent games (content, quests).
[0057] On the other hand, if the management means 150 determines that the re-draw button has been pressed (Yes in step S60), the holding means 140 executes the processing from step S70 onward. The user can hold an item by selecting the item they want to acquire (for example, by tapping the item's location) before pressing the re-draw button. In other words, the user can hold an item acquired from items A to J based on the information presented by the presentation means (Figure 9). On the other hand, if the user wants to re-draw (replace) all items A to J, the user can press the re-draw button without selecting any items.
[0058] If the re-draw button is pressed while items to be held (for example, items C, E, and I) are selected (Yes in step S60 and Yes in step S70), the holding means 140 holds the selected items C, E, and I (step S80). The management means 150 also displays the holding result screen (first time) on the monitor 31 (step S90). On the other hand, if the re-draw button is pressed without selecting any items to be held (Yes in step S60 and No in step S70), the process proceeds to step S100 without executing steps S80 and S90.
[0059] Figure 10(a) shows the first pending results screen. As shown in Figure 10(a), the first pending results screen is a screen for displaying the items that the user has pending. The first pending results screen displays that items C, E, and I have been pending. Below that, the message "The pending period is until [date], 2023" is displayed. After the first pending results screen is displayed for a predetermined period, the process proceeds to step S100.
[0060] Next, the lottery execution means 110 performs a re-draw on the seven items other than the three that were held in reserve (step S100), and then proceeds to the process in step S20. The re-draw according to the first embodiment is a process of dispensing new items to replace the items that were not held in reserve. Next, the management means 150 displays the re-draw result screen (first time) on the monitor 31. The basic layout of the re-draw result screen (first time) is the same as that of the initial draw result screen.
[0061] Figure 10(b) shows the re-draw results screen (1st time). As shown in Figure 10(b), the re-draw results screen (1st time) is a screen for displaying the results of the first re-draw. On the re-draw results screen (1st time), instead of items A, B, D, F, G, H, and J that were not reserved, the seven items A1, B1, D1, F1, G1, H1, and J1 that were dispensed in the re-draw are displayed. A detailed explanation is omitted, but similar to Figure 9, the presentation means 120 identifies items B1, F1, and G1 from the above seven items (step S20), and adds a callout to these items B1, F1, and G1, and displays a rectangular frame to recommend that the user acquire them (step S30).
[0062] Meanwhile, the reserved items C, E, and I continue to be displayed on the re-draw results screen (1st time). Furthermore, the reservation means 140 may make the display pattern (background color) of the already reserved items C, E, and I on the re-draw results screen (1st time) shown in Figure 10(b) different from the display pattern of the items A1, B1, D1, F1, G1, H1, and J1 that were dispensed in the most recent re-draw (i.e., not yet reserved).
[0063] Next, the management means 150 determines whether or not the confirmation button shown in Figure 10(b) has been pressed (step S40). If the management means 150 determines that the confirmation button has been pressed (Yes in step S40), the granting means 130 grants the user the three items C, E, and I that were dispensed and held in the initial draw, and the seven items A1, B1, D1, F1, G1, H1, and J1 that were dispensed in the second draw (1st time) (step S50), and then terminates the draw control process.
[0064] On the other hand, if the management means 150 determines that the re-draw button in Figure 10(b) has been pressed (No in step S40 and Yes in step S60), the holding means 140 determines whether or not an item to be held has been selected (step S70).
[0065] If the re-draw button is pressed while items to be held (for example, items B1, F1, and G1) are selected (Yes in step S70), the holding means 140 newly holds the selected items B1, F1, and G1 (step S80). The management means 150 also displays the holding result screen (second time) on the monitor 31 (step S90).
[0066] Figure 11(a) shows the pending results screen (second time). As shown in Figure 11(a), the pending results screen (second time) displays that items B1, F1, and G1 have been put on hold as a pending result. Next, the lottery execution means 110 performs a re-draw on the four items other than the six items (3 + 3) currently on hold (step S100) and proceeds to the process in step S20. Next, the management means 150 displays the re-draw results screen (second time) on the monitor 31.
[0067] Figure 11(b) shows the re-draw result screen (second draw). As shown in Figure 11(b), the re-draw result screen (second draw) displays the four items A2, D2, H2, and J2 that were drawn in the second re-draw. Although a detailed explanation is omitted, the presentation means 120 identifies the items A2, D2, H2, and J2 that it recommends to the user (step S20), adds callouts to these items A2, D2, H2, and J2, and surrounds them with a rectangular frame (step S30). In addition, the holding means 140 may make the display manner (background color) of the already held items C, E, I, B1, F1, and G1 on the re-draw result screen (second draw) shown in Figure 11(b) different from the display manner of the items A2, D2, H2, and J2 that were drawn in the most recent re-draw (second draw).
[0068] Next, if the management means 150 determines that the confirmation button in Figure 11(b) has been pressed (Yes in step S40), the granting means 130 grants the user the three items C, E, and I that were dispensed and held in the initial draw, the three items B1, F1, and G1 that were dispensed and held in the second draw (1st time), and the four items A2, D2, H2, and J2 that were dispensed in the second draw (2nd time) (step S50), and then terminates the draw control process.
[0069] Figure 12(a) is the reward distribution screen. As shown in Figure 12(a), the reward distribution screen is a screen for displaying the items to be given to the user as a reward in the summer vacation gacha lottery. Ten items A2, B1, C, D2, E, F1, G1, H2, I, and J2 are displayed on the reward distribution screen, and below them the message "You have obtained the above 10 items." is displayed. Below the message, a confirmation button is displayed, and when the user terminal 20 accepts the press of the confirmation button, the distribution means 130 distributes the above 10 items to the user, and the management means 150 switches the monitor 31 to the summer vacation gacha screen (see Figure 6).
[0070] [Effects of the First Embodiment] According to the first embodiment described above, an initial draw is performed to dispense 10 items (game media), and based on information about the monster battle game owned by the user, the system recommends that the user acquire from among the 10 dispensed items. Therefore, even users who are not familiar with the monster battle game can appropriately judge whether the items dispensed in the initial draw are necessary and decide whether or not to perform a redraw. Thus, the level of interest can be improved.
[0071] Furthermore, according to the above embodiment, after presenting items recommended for the user to acquire, a re-draw is performed according to the user's instructions, and 10 items are awarded to the user from the items drawn in the initial draw and the re-draw. Therefore, users who are not familiar with monster battle games can efficiently acquire the items they should acquire by performing a re-draw according to the presented recommended items. Thus, the level of enjoyment can be improved.
[0072] Furthermore, according to the above embodiment, the user can reserve items selected from the 10 items dispensed in the initial and re-draws. A re-draw is also performed to dispense items that the user did not reserve, and the user is given both the reserved items and the items dispensed in the re-draw. Therefore, the user can acquire more of their desired items by reserving the items they want when they are dispensed and then performing a re-draw. Thus, the level of interest can be further enhanced.
[0073] Furthermore, according to the above embodiment, the game presents items that are stronger than the items the user already owns as items that the user is recommended to acquire. Therefore, useful information is presented to users who are not familiar with monster battle games. Consequently, the user will be able to more easily understand which items to acquire, further enhancing their enjoyment of the game.
[0074] Furthermore, according to the above embodiment, items that the user does not own are presented as items that the user is recommended to acquire. Therefore, even users who are proficient in monster battle games will find it difficult to know all the items they do not own, and thus useful information will be presented to them. Consequently, it is possible to attract the user's interest in monster battle games and further enhance their enjoyment.
[0075] Furthermore, according to the above embodiment, items that are advantageous in the content the user is playing are presented as items that the user is recommended to acquire. Therefore, if the user acquires these items and then uses them in the content, they can progress through the monster battle game more advantageously. Thus, it is possible to attract the user's interest in the monster battle game and further enhance its appeal.
[0076] Content refers to mini-games (sometimes called missions, quests, etc.) that are cleared by achieving a predetermined objective (for example, defeating enemy characters or acquiring items). The online game according to this embodiment may include multiple contents. Furthermore, the order in which the multiple contents are played may be predetermined. "Items that are advantageous in the contents" refers to items that have an effect that will be a weakness of enemy characters in content that the user will play in the near future (for example, fire attribute, water attribute, etc.), or items that are likely to be necessary in the process of acquiring the target item (for example, items that cure abnormal status conditions such as poison or paralysis).
[0077] Furthermore, according to the above embodiment, the items recommended for the user to acquire are those that the user frequently uses. Therefore, for users who are proficient in the monster battle game, acquiring frequently used items will help prevent them from running out of those items. Consequently, the user can progress through the monster battle game smoothly, further enhancing its enjoyment.
[0078] Furthermore, according to the above embodiment, a method can be provided that includes: a first step of performing an initial draw to dispense multiple game media; a second step of presenting the game media recommended to the user from among the multiple game media dispensed in the first step, based on the user's game information; a third step of performing a re-draw to dispense new game media according to the user's instructions after the presentation in the second step; and a fourth step of providing the user with the game media dispensed in the first or third step. Therefore, even users unfamiliar with monster battle games can appropriately judge whether the items dispensed in the initial draw are necessary and decide whether or not to perform a re-draw. In addition, a re-draw is performed according to the user's instructions after presenting the items recommended for the user to acquire, and 10 items are given to the user from the items dispensed in the initial draw and the re-draw. Therefore, users unfamiliar with monster battle games can efficiently secure the items they should acquire by performing a re-draw according to the presented recommended items. Thus, the level of enjoyment can be improved.
[0079] [Modification 1 of the First Embodiment] In the monster battle game described in Modification 1, we will explain how to handle the situation if the user does not press the confirm button and acquire 10 items within the holding period. Furthermore, the following explanation will focus on the situation where the lottery results remain as shown in Figure 10(b) and the holding period, "Month XX, 2023," has passed.
[0080] Figure 12(b) shows the reward granting screen for Modification Example 1. As shown in Figure 12(b), the reward granting screen displays the message, "The holding period has expired." The reward granting screen also displays 10 items A1, B1, C, D1, E, F1, G1, H1, I, and J1, with the message, "You have obtained the above 10 items." displayed below them. These items reflect the items the user obtained in the initial draw and subsequent draws (i.e., the most recent draw results).
[0081] In this case, the granting means 130 determines whether or not it has granted the user the items indicated by the results of the initial or re-draw during the holding period. If the granting means 130 determines that it has not granted the user the items drawn in the initial and re-draws during the holding period, it grants the user the 10 items drawn in the initial and re-draws.
[0082] According to Variation 1, if the user does not press the confirm button and acquire 10 items within the holding period, they will be given 10 items that reflect the most recent lottery results. Therefore, it is possible to reflect the user's most recent intentions, making it easier to consider the user's wishes even if the holding period has passed.
[0083] In the above modified example 1, if the user did not press the confirm button and acquire 10 items within the holding period, 10 items reflecting the most recent lottery results were awarded, but this is not limited to this. For example, if the user does not press the confirm button and acquire 10 items within the holding period, 10 items could be randomly selected from the previous lottery results. This would pique the user's interest in what items will be awarded after the holding period, thereby further enhancing the game's appeal.
[0084] [Modification 2 of the First Embodiment] The second modified example describes a monster battle game in which a user obtains a predetermined item in a quest within the game, and then draws from a special gacha. A quest is a mission assigned to a user in a monster battle game, such as defeating a monster.
[0085] Figure 13(a) shows the quest screen. The quest screen displays that the user has acquired item C (for example, a recovery item). Suppose the user completed this quest and then performed a Summer Vacation Gacha. Figure 13(b) shows the initial draw result screen of the Summer Vacation Gacha. As shown in Figure 13(b), items A to J are displayed on the initial draw result screen. Here, the user acquired item C in the quest before performing the special gacha. Therefore, since the number of item C owned has increased, the display means 120 displays an "×" mark superimposed on the dispensed item C to indicate that it is not recommended for the user to acquire it.
[0086] According to variation 2, if the user has acquired item C in a quest prior to performing a special gacha, an "X" mark will be superimposed on item C obtained from the special gacha to indicate that the user is not advised to acquire it. Therefore, the user can efficiently avoid selecting items that they have acquired and increased their possession of through quests.
[0087] [Modification 3 of the First Embodiment] In the monster battle game described in Modification 3, we will explain the case where a user uses a predetermined item in a quest within the game and then draws from a special gacha.
[0088] Figure 14(a) shows the quest screen. The quest screen shows that the user has used item C (for example, a recovery item). Suppose the user has completed this quest and then performed a Summer Vacation Gacha. Figure 14(b) shows the initial draw result screen of the Summer Vacation Gacha. As shown in Figure 14(b), items A to J are displayed on the initial draw result screen. Here, the user used item C in the quest before performing the special gacha. Therefore, the number of item C owned has decreased, so the presentation means 120 displays a square frame around the dispensed item C to recommend that the user acquire it.
[0089] According to Variation 3, if the user has used item C in a quest before performing a special gacha, a square frame will appear around item C obtained from the special gacha, indicating that the user should acquire it. This allows the user to efficiently acquire items whose quantity has been reduced by using them in quests.
[0090] [Second Embodiment] Next, with reference to Figures 15 to 19, a monster battle game according to the second embodiment will be described.
[0091] Figure 15 is a functional block diagram of the game server 10 according to the second embodiment. In Figure 15, the functions of the holding means 140 and the selection means 160 differ from those of the first embodiment, so below, only the holding means 140 and the selection means 160 will be described, and the descriptions of the other means will be omitted.
[0092] The holding means 140 holds the 10 items dispensed by the lottery execution means 110 as a single lottery result. The holding means 140 can hold up to two lottery results, and when a third lottery result is to be held, the oldest lottery result is deleted. However, the number of lottery results that the holding means 140 can hold in a single gacha is not limited to two.
[0093] The selection means 160 allows the user to select one of the one or more lottery results held by the holding means 140, and the result of the most recent re-lottery executed by the lottery execution means 110. The granting means 130 grants the user 10 items related to the lottery result selected by the selection means 160.
[0094] Figure 16 is a flowchart of the lottery control process according to the second embodiment. As shown in Figure 16, when the lottery execution means 110 receives an instruction from the user to perform a 10-pull gacha on the summer vacation gacha screen (see Figure 6), it performs the initial lottery (step S110). At this time, the lottery execution means 110 dispenses 10 items randomly. Based on the fact that the lottery execution means 110 has dispensed 10 items, the management means 150 switches the monitor 31 to the initial lottery result screen.
[0095] Figure 17 shows the initial draw result screen for the summer vacation gacha. As shown in Figure 17, the draw result screen displays the 10 items A to J that were drawn in the initial draw. At this time, the presentation means 120 performs a recommended item identification process (step S120). The recommended item identification process has already been explained, so it will be omitted here.
[0096] Next, the presentation means 120 surrounds the items identified in the recommended item identification process (step S120) with a rectangular frame (step S130) on the initial draw result screen in Figure 17. Then, the presentation means 120 displays the initial draw result screen (Figure 17) on the monitor 31, showing the results of the initial draw. In Figure 17, ten items A1 to J1 are displayed with items C1 and J1 surrounded by rectangular frames. Also, as shown in Figure 17, the initial draw result screen displays a selection button associated with the result of the initial draw and a redraw button.
[0097] Next, the management means 150 determines whether or not the selection button in Figure 17 has been pressed (step S140). If the management means 150 determines that the selection button has been pressed (Yes in step S140), the granting means 130 grants the user the 10 items A1 to J1 that were drawn in the initial draw (step S150), and terminates the draw control process.
[0098] On the other hand, if the management means 150 determines that the re-draw icon in Figure 17 has been pressed (No in step S140 & Yes in step S160), the holding means 140 holds the result of the initial draw (S170). Next, the holding means 140 determines whether the number of draw results held (i.e., stored in memory 22) has reached a threshold (for example, 3) (S180). At the time the result of the initial draw is held, the number of draw results held (=1) is less than the threshold (=3) (S180: No), so the process in step S190 is not executed.
[0099] Next, the lottery execution means 110 performs the first re-draw to dispense 10 items (step S200) and proceeds to the process in step S120. Then, the management means 150 displays the re-draw result screen (first draw) shown in Figure 18 on the monitor 31.
[0100] Figure 18 shows the re-draw results screen (1st time). As shown in Figure 18, the re-draw results screen (1st time) displays the 10 items A1 to J1 that were drawn in the initial draw (i.e., held in reserve) and the 10 items A2 to J2 that were drawn in the re-draw (1st time). Although a detailed explanation is omitted, the presentation means 120 identifies items B2 and H2 from the 10 items A2 to J2 to recommend to the user (step S120), adds a callout to these items B2 and H2, and displays a rectangular frame for recommending them to the user (step S130). Furthermore, the re-draw results screen (1st time) displays selection buttons corresponding to multiple draw results (i.e., held draw results, draw results from the most recent re-draw) and a re-draw button.
[0101] Next, if the management means 150 determines that, for example, the selection button associated with the re-draw (first draw) in Figure 18 has been pressed (Yes in step S140), the granting means 130 grants the user the 10 items A2 to J2 indicated by the draw result associated with the pressed selection button (step S150), and terminates the draw control process. If a selection button associated with another draw result is pressed, the user is granted the 10 items A to J indicated by that draw result.
[0102] On the other hand, if the management means 150 determines that the re-draw icon in Figure 18 has been pressed (No in step S140 & Yes in step S160), the holding means 140 holds the results of the re-draw (1st time) (S170). Next, the holding means 140 determines whether the number of held (i.e., stored in memory 22) lottery results has reached a threshold (S180). At the time the results of the re-draw (1st time) lottery are held, the number of held lottery results (=2) is less than the threshold (=3) (S180: No), so the process in step S190 is not executed.
[0103] Next, the lottery execution means 110 performs a second re-draw to dispense 10 items (step S200) and proceeds to the process in step S120. Then, the management means 150 displays the re-draw result screen (second time) shown in Figure 19 on the monitor 31.
[0104] Figure 19 shows the re-draw results screen (second draw). As shown in Figure 19, the re-draw results screen (second draw) displays the 10 items A1-J1 drawn in the first draw, the 10 items A2-J2 drawn in the first re-draw, and the 10 items A3-J3 drawn in the second re-draw. Although a detailed explanation is omitted, the presentation means 120 identifies items C3, D3, and I3 from the 10 items A3-J3 to recommend to the user (step S120), and adds callouts to these items C3, D3, and I3, displaying a rectangular frame to recommend them to the user (step S130). Furthermore, the re-draw results screen (second draw) displays selection buttons associated with each of the multiple draw results (i.e., the two pending draw results and the draw result of the most recent re-draw), as well as a re-draw button.
[0105] Next, if the management means 150 determines that, for example, the selection button associated with the re-draw (second draw) in Figure 19 has been pressed (Yes in step S140), the granting means 130 grants the user the 10 items A3 to J3 indicated by the draw result associated with the pressed selection button (step S150), and terminates the draw control process. If a selection button associated with another draw result is pressed, the user is granted the 10 items A to J indicated by that draw result.
[0106] On the other hand, if the management means 150 determines that the re-draw icon in Figure 19 has been pressed (No in step S140 & Yes in step S160), the holding means 140 holds the result of the re-draw (second draw) (S170). Next, the holding means 140 determines whether the number of held draw results has reached a threshold (S180). Since the number of held draw results (=3) has reached a threshold (=3) after the re-draw (second draw) result has been held (Yes in S180), the holding means 140 deletes the oldest draw result among the multiple held draw results (i.e., the draw result of the first draw) (S190).
[0107] Next, the lottery execution means 110 performs a third re-draw to dispense 10 items (step S200) and proceeds to the process in step S120. Then, the management means 150 displays the re-draw result screen (third time) shown in Figure 20 on the monitor 31.
[0108] Figure 20 shows the re-draw results screen (3rd time). As shown in Figure 20, the re-draw results screen (3rd time) displays the 10 items A2-J2 that were drawn in the re-draw (1st time), the 10 items A3-J3 that were drawn in the re-draw (2nd time), and the 10 items A4-J4 that were drawn in the re-draw (3rd time). Although a detailed explanation is omitted, the presentation means 120 identifies items B4, C4, and J4 from the 10 items A4-J4 that it recommends to the user (step S120), and adds callouts to these items B4, C4, and J4, displaying a rectangular frame to recommend them to the user (step S130). On the other hand, the results of the initial draw, which were deleted in the most recent step S190, are not displayed on the re-draw results screen (3rd time). Furthermore, the re-draw results screen (third time) displays selection buttons corresponding to each of the multiple draw results (i.e., the two pending draw results and the result of the most recent re-draw), as well as a re-draw button.
[0109] Next, if the management means 150 determines that, for example, the selection button associated with the re-draw (3rd time) in Figure 20 has been pressed (Yes in step S140), the granting means 130 grants the user the 10 items A4 to J4 indicated by the draw result associated with the pressed selection button (step S150), and terminates the draw control process. If a selection button associated with another draw result is pressed, the user is granted the 10 items A to J indicated by that draw result.
[0110] According to the second embodiment, multiple lottery results can be reserved, and the user can select a desired lottery result. Therefore, the user can choose one of the lottery results by referring to the number of recommended items included in each lottery result. Thus, even users unfamiliar with monster battle games can appropriately determine which lottery result to select. Therefore, the level of enjoyment can be improved.
[0111] Furthermore, since the oldest pending lottery results are deleted, there is no need to store a large number of lottery results, saving memory capacity of 22.
[0112] Furthermore, since the user can be given the option to choose between the pending lottery result and the result of the most recent re-draw, the degree of freedom in the user's gameplay can be increased.
[0113] In the second embodiment described above, an example was given in which the pending lottery results were deleted in chronological order, but the method of deleting lottery results is not limited to this. As another example, if the number of pending lottery results reaches three, the holding means 140 may allow the user to select which lottery result to delete. In this case as well, the same effects as in the second embodiment can be achieved.
[0114] Furthermore, in the second embodiment described above, the holding means 140 can hold up to two lottery results, and when a third lottery result is held, the oldest lottery result is deleted. However, the configuration is not limited to this. For example, the holding storage means 140 may delete older holdings other than the most recent lottery result. In this case, the user may be allowed to select which holdings to delete, or they may be determined randomly. Even in this way, the same effects as in the second embodiment can be achieved.
[0115] [Modification 1 of the second embodiment] The granting means 130 in the modified example 1 imposes a predetermined restriction when the user selects a pending lottery result.
[0116] Figure 21 shows the re-draw result screen (3rd time) according to Modification Example 1. In Modification Example 1, older draw results are not deleted but are accumulated sequentially (i.e., steps S180 to S190 in Figure 16 are omitted). That is, when the 3rd re-draw is performed, the holding means 140 holds the draw result of the initial draw, the draw result of the re-draw (1st time), and the draw result of the re-draw (2nd time).
[0117] Furthermore, the re-draw results screen (3rd time) shown in Figure 20 displays the 10 items A1-J1 drawn in the initial draw, the 10 items A2-J2 drawn in the first re-draw, the 10 items A3-J3 drawn in the second re-draw, and the 10 items A4-J4 drawn in the most recent re-draw (3rd time). The presentation of recommended items to the user is the same as in the example mentioned above. In addition, the re-draw results screen (3rd time) displays selection buttons associated with each of the multiple draw results (i.e., the three pending draw results and the draw result from the most recent re-draw), as well as a re-draw button.
[0118] The granting means 130 in Modification 1 reduces the number of items granted to the user the older the selected lottery result is. Specifically, if the oldest initial lottery result is selected, five items from the ten items A1 to J1 included in that lottery result are granted. The five items granted to the user from the ten items A1 to J1 may be selected by the user, automatically selected by the granting means 130, or selected randomly.
[0119] Furthermore, if the second oldest re-draw result (1st draw) is selected, 7 of the 10 items A2-J2 included in that draw result will be awarded. In addition, if the third oldest re-draw result (2nd draw) is selected, 9 of the 10 items A3-J3 included in that draw result will be awarded. On the other hand, if the most recent re-draw result (3rd draw) is selected, 10 items A4-J4 included in that draw result will be awarded.
[0120] According to Modification 1, the older the lottery result a user selects, the fewer game items they receive, thus preventing them from gaining an excessive advantage. This allows for a balanced adjustment of the advantage between the user and the operator. Note that the number of items awarded is not limited to the example above.
[0121] [Modification 2 of the second embodiment] In the game relating to Modification 2, a predetermined restriction is imposed if the user selects an older lottery result, but the content of that restriction differs from that of Modification 1. In Modification 2, however, the fact that the pending lottery results are not deleted and the way the re-draw result screen (third time) is displayed are the same as in Modification 1 of the second embodiment.
[0122] The granting means 130 in the modified version 2 demands a larger price from the user the older the selected lottery result is. Specifically, if the oldest initial lottery result is selected, 50 gems are demanded as price. The granting means 130 displays a message on the monitor 31 of the user terminal 20, for example, "Do you want to exchange this for 50 gems?". If the user agrees to the message, the granting means 130 grants the 10 items A1 to J1 indicated by the selected lottery result and receives 50 gems from the user as price.
[0123] Furthermore, if the second oldest re-draw result (1st draw) is selected, 30 gems are requested as consideration. In addition, if the third oldest re-draw result (2nd draw) is selected, 10 gems are requested as consideration. On the other hand, the granting means 130 does not request consideration if the most recent re-draw result (3rd draw) is selected.
[0124] Modification 2 can achieve the same effect as Modification 1. Furthermore, in Modification 2, all items can be obtained even if an older lottery result is selected, as long as the price is paid, making it more user-friendly than Modification 1. However, the number of gems required as price is not limited to the example above. Also, the type of price is not limited to gems.
[0125] [Modification 3 of the second embodiment] The presentation means 120 in Modification 3 differs from Modifications 1 and 2 in that it does not inform the user of some of the items dispensed by lottery (it displays "?" on the lottery results screen). Other aspects may be the same as in the second embodiment and its modifications 1 and 2.
[0126] Figure 22 shows the re-draw result screen (third time) according to Modification 3. The presentation means 120 according to Modification 3, for example, hides the items recommended to the user with a "?" mark on the re-draw result screen (third time) shown in Figure 22, so that the user does not know what items were dispensed.
[0127] According to Modification 3, the presentation means 120 hides the items recommended to the user with a "?" mark, keeping the contents of the dispensed items a secret from the user. This makes it possible to pique the user's interest in what items they can obtain.
[0128] [Other variations] There is no particular limit to the number of redraws. For example, the number of redraws can be set to 10, 20, 30, 40, or 50. When the number of redraws reaches the limit, the granting means 130 may grant 10 items that reflect the items the user has most recently reserved, or it may grant 10 items randomly.
[0129] Although the above embodiment was explained using a 10-consecutive-draw gacha as an example, the present invention can also be applied to gacha with an arbitrary number of draws. In this case as well, the same effects as in the above embodiment can be achieved.
[0130] In the first embodiment described above, a holding period was set, but in the second embodiment as well, a holding period may be set. In this case, if the granting means 130 determines that it has not granted the user the item indicated by the lottery result within the holding period, it may grant the user the item indicated by the lottery result that best suits the user, based on information about the user's monster battle game. In this way, if the user does not acquire an item within the holding period, an appropriate item can be granted to the user.
[0131] Furthermore, while the above embodiment described an online monster battle as an example of a game, the present invention is not limited to this. For example, the present invention can be applied to various online games that implement gacha (loot boxes). Another example of a game may be a game conducted via ad-hoc communication between user terminals 20.
[0132] Furthermore, the program according to the present invention is not limited to a single program, but may be a collection of multiple programs. Also, the program according to the present invention is not limited to being executed on a single device, but may be executed by multiple devices in a shared manner. Moreover, the division of roles between the game server 10 and the user terminal 20 is not limited to the examples described above. That is, a part of the processing of the game server 10 may be executed by the user terminal 20, and a part of the processing of the user terminal 20 may be executed by the game server 10.
[0133] Furthermore, some or all of the means implemented by the program can also be implemented by hardware such as integrated circuits. In addition, the program may be provided by being recorded on a non-transient recording medium readable by a computer. Recording mediums include, for example, hard disks, SD cards, DVDs, and servers on the internet. [Explanation of Symbols]
[0134] 110 Lottery execution means 120 Presentation means 130 Granting means 140 Retention means 160 Selection method
Claims
1. The processor, A lottery method that performs a lottery to dispense multiple game media, The aforementioned lottery means functions as a presentation means for presenting the game medium dispensed by the user. The aforementioned presentation means is Identify the change in the number of game media owned by the user during a predetermined play period, From among the multiple game media dispensed by the lottery means, recommended information determined according to the change in the number of owned media is added and presented. The lottery means is a program that performs a re-draw in accordance with the user's instructions after the presentation by the presentation means.
2. In the program described in claim 1, The aforementioned presentation means is As a change in the number of owned items, we identify a decrease due to the user's consumption of the game medium. A program that, when the aforementioned number of game media that have been sold decreases is released, presents the aforementioned game media with the aforementioned recommendation information indicating that it is recommended as a target for acquisition.
3. In the program described in claim 1, The aforementioned presentation means is As a change in the number of owned items, we identified an increase due to the acquisition of the game medium by the user. A program that, when the aforementioned game medium whose ownership count has increased is released, presents the aforementioned recommendation information indicating that the game medium is not recommended as an acquisition target.
4. In the program described in claim 1, The aforementioned presentation means is a program that, when adding the recommended information, presents it while concealing specific information about the game medium.
5. In the program according to any one of claims 1 to 3, The presentation means is a program that displays, as recommendation information, text information indicating the reasons for recommendation or non-recommendation based on the change in the number of owned items, near the corresponding game medium.
6. In the program described in claim 1, The processor is further configured to function as a means for providing the user with the game medium that was dispensed based on the result selected by the user from the initial lottery result and one or more re-lottery results by the lottery means. The granting means is a program that increases the price demanded from the user the older the result the user selects.
7. In the program described in claim 6, The granting means is a program that, when the number of re-draws by the lottery means reaches its upper limit, dispenses to the user the game medium dispensed in the most recent re-draw.
8. A lottery method that performs a lottery to dispense multiple game media, The lottery means includes a presentation means for presenting the game medium dispensed by the lottery means to the user. The aforementioned presentation means is Identify the change in the number of game media owned by the user during a predetermined play period, From among the multiple game media dispensed by the lottery means, recommended information determined according to the change in the number of owned media is added and presented. The lottery means is a system that performs a re-draw in accordance with the user's instructions after the presentation by the presentation means.