Program and Information Processing Device
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2026-06-02
- Publication Date
- 2026-08-14
Smart Images

Figure 2026131712000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program and an information processing apparatus.
Background Art
[0002] Conventionally, there has been known a game that provides benefits to users who have become paid members paying a fixed fee (e.g., monthly fee) during a predetermined benefit period (e.g., one month).
[0003] Regarding this, Patent Document 1 discloses a technique for providing benefits to a user (player) who has paid a fixed fee during a benefit period (a fixed period).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] In such a game, there may be a case where a predetermined benefit (e.g., daily benefit) is provided every predetermined period (e.g., one day) included in the benefit period. Here, during this benefit period, a user for whom a period during which the benefit cannot be obtained due to various circumstances is scheduled may hesitate to start the provision of the benefit.
[0006] The present invention has been made in view of such problems, and an object thereof is to provide a program and an information processing apparatus that can motivate a user to start the provision of a benefit.
Means for Solving the Problems
[0007] To solve the above problems, a program according to a first aspect of the present invention is a program that provides a user with a reward that can be used in a game at predetermined intervals included in a reward provision period, provided that the user has met certain conditions, and the program causes the computer to function as a setting means for setting the reward provision period in response to a setting request from the user, a registration means for registering the rewards to be provided at predetermined intervals according to the reward provision period, and a control means for providing the registered rewards to the user at predetermined intervals included in the reward provision period.
[0008] Furthermore, in a second aspect of the present invention, the predetermined condition is that the user has paid a certain fee.
[0009] Furthermore, in a third aspect of the present invention, the predetermined condition is that the user completes a mission within the game.
[0010] Furthermore, in a fourth aspect of the present invention, the registration means makes the benefits provided at each predetermined period more favorable the shorter the benefit provision period.
[0011] Furthermore, in a fifth aspect of the present invention, the registration means increases the number of benefits provided at each predetermined period as the benefit provision period becomes shorter.
[0012] Furthermore, in a sixth aspect of the present invention, the registration means upgrades the type of benefit provided at each predetermined period as the benefit provision period becomes shorter.
[0013] Furthermore, in a seventh aspect of the present invention, when the control means receives a request from the user to acquire the reward after the user has logged into the game, it provides the reward to the user.
[0014] Furthermore, in the eighth aspect of the present invention, the registration means increases the total number of benefits provided during the benefit provision period as the benefit provision period lengthens.
[0015] Furthermore, an information processing device according to the ninth aspect of the present invention is an information processing device that provides a user with in-game benefits at predetermined intervals included in a benefit provision period when the user satisfies predetermined conditions, and comprises setting means for setting the benefit provision period in response to a setting request from the user, registration means for registering benefits to be provided at predetermined intervals according to the benefit provision period, and control means for providing the registered benefits to the user at predetermined intervals included in the benefit provision period. [Effects of the Invention]
[0016] According to the present invention, it is possible to provide users with an incentive to start offering benefits. [Brief explanation of the drawing]
[0017] [Figure 1] This is a block diagram showing an example of the overall configuration of the game system according to the first embodiment. [Figure 2] This diagram schematically shows an example of a server device hardware configuration. [Figure 3] Figure 1 shows an example of a smartphone hardware configuration as a terminal device. [Figure 4] This is a block diagram showing an example of the functional configuration of a server device. [Figure 5] This flowchart shows an example of the process flow for registering rewards in the game system according to the first embodiment. [Figure 6] This figure shows an example of a list screen where each bonus package according to the first embodiment is outside the bonus provision period. [Figure 7A] This figure shows an example of a selection screen for the benefit provision period according to the first embodiment, and is a diagram showing an example of the selection screen when the benefit provision period is set to 1 day by the user. [Figure 7B] This figure shows an example of a selection screen for the benefit provision period according to the first embodiment, and is a diagram showing an example of the selection screen when the benefit provision period is set to 5 days by the user. [Figure 8]It is a flowchart showing an example of the process flow for providing a privilege in the game system according to the first embodiment. [Figure 9] It is a diagram showing an example of a list screen in which one privilege package according to the first embodiment is within the privilege providing period. [Figure 10] It is a diagram showing an example of an acquisition screen according to the first embodiment. [Figure 11] It is a diagram showing an example of a non-acquisition screen according to the first embodiment. [Figure 12] It is a flowchart showing an example of the process flow for updating the privilege providing period in the game system according to the second embodiment. [Figure 13] It is a diagram showing an example of a list screen 60 in which one privilege package according to the second embodiment is within the privilege providing period. [Figure 14A] It is a diagram showing an example of a screen for changing the privilege providing period according to the second embodiment, and is a diagram showing an example of the screen before the privilege providing period is changed by the user. [Figure 14B] It is a diagram showing an example of a screen for changing the privilege providing period according to the second embodiment, and is a diagram showing an example of the screen when the privilege providing period is changed to 2 days by the user. [Figure 14C] It is a diagram showing an example of a screen for changing the privilege providing period according to the second embodiment, and is a diagram showing an example of the screen when the privilege providing period is changed to 4 days by the user.
Embodiments for Carrying Out the Invention
[0018] Hereinafter, a plurality of embodiments of the present invention will be described with reference to the accompanying drawings. For ease of understanding of the description, the same reference numerals are given to the same components and steps in each drawing as much as possible, and duplicate descriptions are omitted.
[0019] ---First Embodiment--- First, the first embodiment will be described.
[0020] <Overall Configuration> Figure 1 is a block diagram showing an example of the overall configuration of the game system 1 according to the first embodiment.
[0021] As shown in Figure 1, the game system 1 comprises a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are connected to each other via a communication network NT, such as an intranet, the internet, or a telephone line.
[0022] The server device 10 is an information processing device that provides the game execution results obtained by executing the game program 14, or the game program 14 itself, to the users of each terminal device 12 via the communication network NT. In the first embodiment, the server device 10 provides the game program 14 itself to the users of the terminal devices 12.
[0023] Each terminal device 12 is an information processing device owned by each user, and after the game program 14 received from the server device 10 is installed, it is executed to provide the game to each user. Examples of these terminal devices 12 include video game machines, arcade game machines, mobile phones, smartphones, tablets, personal computers, and various other devices.
[0024] <Hardware Configuration> Figure 2 is a schematic diagram showing an example of the hardware configuration of server device 10.
[0025] As shown in Figure 2, the server device 10 comprises a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly composed of a CPU (Central Processing Unit) 22 and memory 24.
[0026] In the control device 20, the CPU 22 executes a predetermined program stored in the memory 24 or storage device 28, thereby functioning as various functional means. Details of these functional means will be described later.
[0027] The communication device 26 consists of a communication interface and the like for communicating with external devices. The communication device 26, for example, sends and receives various types of information with the terminal device 12.
[0028] The storage device 28 is composed of a hard disk or the like. This storage device 28 stores various programs and information necessary for executing processing in the control device 20, including the game program 14, as well as information on the processing results.
[0029] The server device 10 can be implemented using an information processing device such as a dedicated or general-purpose server computer. Furthermore, the server device 10 may consist of a single information processing device or multiple information processing devices distributed across the communication network NT. Also, Figure 2 only shows a portion of the main hardware configuration of the server device 10; the server device 10 may have other configurations that are generally found in servers. Similarly, the hardware configuration of the multiple terminal devices 12 may be similar to that of the server device 10, except for the inclusion of, for example, operating means, display devices, and sound output devices.
[0030] Figure 3 shows an example of the hardware configuration of a smartphone, which is the terminal device 12 shown in Figure 1.
[0031] As shown in Figure 3, the terminal device 12 includes a main control unit 30, a touch panel (touchscreen) 32, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42.
[0032] The main control unit 30 is comprised of a CPU, memory, and other components. This main control unit 30 is connected to a touch panel 32 (which serves as a display input device), a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. The main control unit 30 also has the function of controlling these connected devices.
[0033] The touch panel 32 has both display and input functions, and is composed of a display 32A that handles the display function and a touch sensor 32B that handles the input function. In the first embodiment, the display 32A can display game images including button images, directional key images, joystick images, and other operation input images. The touch sensor 32B can detect the user's input position in relation to the game image.
[0034] The camera 34 has the function of capturing still images and / or videos and saving them to the memory unit 40.
[0035] The mobile communication unit 36 has the function of connecting to a mobile communication network via the antenna 36A and communicating with other communication devices connected to the mobile communication network.
[0036] The wireless LAN communication unit 38 connects to the communication network NT via the antenna 38A and has the function of communicating with other devices such as the server device 10 that are connected to the communication network NT.
[0037] The memory unit 40 stores various programs and data, such as the game program 14 and play data indicating the game's progress and user information. The play data may also be stored in the server device 10.
[0038] Speaker 42 has the function of outputting game sounds, etc.
[0039] <Game Overview> The game according to the first embodiment includes game types such as lottery games and quests, in which users can acquire characters as an example of content. These lottery games may be referred to as gacha, lottery, summoning, etc. These quests may be referred to as battle games, dungeons, exploration, etc.
[0040] The lottery game according to the first embodiment is a game in which, upon instruction (request) from the user to execute a lottery game, the user acquires one or more characters randomly selected from a group of characters that are the subject of the lottery. This lottery is executed based on the consumption of currency items or gacha tickets owned by the user. Examples of such currency items include paid items (e.g., paid gems) and non-paid items (e.g., free gems). Paid items are paid items that are granted to the user based on payment with money, prepaid cards, credit cards, crypto assets, etc. Non-paid items are free items that are granted to the user within the game. These non-paid items have, for example, the same value as paid items. In addition, in the lottery game according to the first embodiment, there may be lottery games that cannot be executed with non-paid items but can be executed with paid items only.
[0041] Furthermore, the quest according to the first embodiment is a game in which a team formed by one or more characters owned by the user is made to battle an enemy character, based on instructions (requests) from the user to execute a quest. For example, a user can assemble a team of characters to be used in a quest by selecting one or more characters from their owned characters in the team formation menu. This quest is executed based on the current stamina value associated with the user. If the user completes the quest, that is, if they reduce the hit points of the final enemy character (boss character) to 0 or less, they can obtain a completion reward. This completion reward may include non-paid items (free gems), gacha tickets, coins, characters, training items, and user experience points. These training items are, for example, items that increase a character's experience points. On the other hand, if the user fails to complete the quest, they can choose to continue the quest by consuming non-paid items (free gems) or continue items, or give up on completing the quest.
[0042] Furthermore, in the game according to the first embodiment, when a user meets certain conditions, the user is provided with in-game benefits (preferential treatment) at predetermined intervals included in the benefit provision period. This benefit provision period is, for example, 5 days from the day the user meets the predetermined conditions. The predetermined conditions include, for example, the user paying a certain fee or the user completing an in-game mission. This certain fee may be, for example, the price corresponding to a special package. Payment of this certain fee may include, for example, payment by cash, prepaid card, credit card, cryptocurrency, or payment by consuming paid or non-paid items. Completing a mission may include, for example, raising the parameters of a certain number of characters (for example, luck or skill level) to a predetermined value (for example, 99), clearing all specified quests, reaching a predetermined number of consecutive login days or cumulative login days (for example, 10 days), answering one or more surveys, watching one or more advertising videos, or reaching a predetermined value (for example, 200) for the total amount of stamina consumed. Examples of specified periods include 6 hours, 12 hours, 1 day, or 1 week. For example, a user who receives a benefit within a specified period (e.g., 1 day) cannot receive the next benefit until that period has elapsed (e.g., until the next day). Specifically, a user who receives a benefit on the 3rd day of a benefit provision period (e.g., 5 days) cannot receive the next benefit until the following day (the 4th day). Examples of benefits (preferential treatment) include in-game content such as paid items, free items, gacha tickets, training items, stamina recovery items, continue items, and characters. For example, a user who pays a certain fee can obtain (acquire) a reward by logging into the game at predetermined intervals and then requesting the reward.
[0043] <Functional means> Figure 4 is a block diagram showing an example of the functional configuration of the server device 10.
[0044] As shown in Figure 4, the server device 10 has a functional configuration comprising a storage means 50, a setting means 52, a registration means 54, and a control means 56. The storage means 50 is implemented by one or more storage devices 28. The functional means other than the storage means 50 are implemented by the control device 20 executing a game program 14 stored in the storage devices 28, etc.
[0045] The memory means 50 is a functional means for storing user information 50A, character information 50B, item information 50C, bonus package information 50D, etc.
[0046] User information 50A is stored for each user, associated with that user's user ID. This user information 50A includes, for example, the user's name, age, user rank, owned character information, owned item information, stamina information, and information on benefits provided. User rank increases, for example, when a user gains user experience points by playing a game (e.g., completing quests). The owned character information includes the character ID and ability parameters of each character owned by the user. Ability parameters include, for example, the character's level, hit points, attack power, and defense power. The level increases when the character gains experience points, such as by synthesizing training items with the character. As the character's level increases, hit points, attack power, defense power, etc., also increase. The owned item information includes the item ID and quantity of each item owned by the user. These items include paid items, free items, training items, stamina recovery items, continue items, gacha tickets, coins, etc. Stamina information includes the current stamina value and the maximum stamina value. The current stamina value is the value consumed when performing each type of quest. This current stamina value increases by a predetermined amount (e.g., 1) over time (e.g., every 3 minutes) and recovers up to the maximum stamina value. Furthermore, this current stamina value can recover beyond the maximum stamina value by the user consuming paid items, non-paid items, stamina recovery items, etc. This maximum stamina value increases as the user's user rank increases. Reward information is stored for each reward package, associated with the reward package ID of the reward package. This reward information includes a qualification flag, reward period, reward type, number of rewards provided, total number of rewards provided, number of times rewards were provided, and reward provision history. The qualification flag includes a value (1 or 0) indicating whether the user has met a predetermined condition. For example, the qualification flag may include a value indicating whether the user has paid a certain fee or whether the user has completed a mission. This value is, for example, 1 if the predetermined condition is met and 0 if it is not. This qualification flag is initialized (reset) to 0, for example, at the end date and time of the set reward period, or when the number of times rewards were provided (total number of rewards provided) becomes 0. The reward period includes the period during which the reward is provided (for example, the start date and end date and time). In the first embodiment, the reward period is set by the user. The reward type includes, for example, a character ID or item ID, as the type of reward (content) provided to the user at predetermined intervals thereafter. The number of rewards provided includes the number of rewards (content) provided to the user at predetermined intervals thereafter. The total number of offers includes the total number of offers (content) that will be provided to the user during the remaining offer period. For example, if a user acquires an offer (content), registration means 54 reduces the total number of offers by the number of offers acquired by that user. The number of offers includes the number of times an offer (content) can be provided to the user during the remaining offer period. This number of offers is decremented (-1) when a user acquires an offer (content) or when a predetermined period has elapsed without the user acquiring an offer. For example, the number of offers is the total number of offers divided by the number of offers (total number of offers / number of offers). The offer history includes the date and time when the user acquired an offer (content) during the offer period.
[0047] Character information 50B is stored for each character, associated with that character's character ID. This character information 50B includes, for example, the character's name, image (design), rarity, initial values of ability parameters (e.g., hit points, attack power, defense power at level 1, etc.) and maximum values (e.g., hit points, attack power, defense power at level 100, etc.), skills, etc. Rarity includes a numerical value, such as 1 to 6. This value may be represented, for example, by the number of stars. Characters with higher rarity have ability parameters and skills that are advantageous in the game (for example, quests).
[0048] Item information 50C is stored for each item, associated with its item ID. This item information 50C includes, for example, the item's name, image (design), and effects. Examples of such items include paid items, non-paid items, training items, stamina recovery items, continue items, gacha tickets, and coins. For example, the effects of a training item include the character experience points gained by the character through synthesis. Also, for example, the effects of a stamina recovery item include the amount of stamina restored.
[0049] The bonus package information 50D is stored for each bonus package, associated with the bonus package ID of that package. This bonus package information 50D includes, for example, the name of the bonus package, the period during which the bonus can be provided, the conditions for providing the bonus, and bonus information. The period during which the benefit can be offered includes the period during which the benefit can be offered. Examples of such periods include 1 to 5 days, 2 to 9 days, 1 week to 1 month, etc. The conditions for receiving a reward include the conditions for providing the reward package to the user. For example, the conditions for receiving a reward may include paying the purchase price (a fixed fee) of the reward package or completing a specific mission. For example, the conditions for receiving one reward package include paying a purchase price of 500 yen. The conditions for receiving another reward package may include watching two advertising videos as a specific mission. The bonus information includes the bonus type, number of bonuses, total number of bonuses, and number of times bonuses are provided for each bonus period that can be set within the bonus provision period. The bonus type is the type of bonus (content) provided for each predetermined period, and includes, for example, character IDs and item IDs. The number of bonuses provided is the number of bonuses (content) provided for each predetermined period. The total number of bonuses provided is the total number of bonuses (content) provided during the bonus provision period. The number of times bonuses (content) can be provided during the bonus provision period. For example, this number of bonuses provided is the number obtained by dividing the total number of bonuses provided by the number of times bonuses are provided (total number of bonuses / number of times bonuses are provided). In this bonus information, the shorter the bonus provision period, the more bonuses are provided for each predetermined period, and the higher the quality of the bonuses provided for each predetermined period.
[0050] For example, if the bonus period for one bonus package is 1 day, the bonus type will include the item ID of a non-paid item, the number of items provided will be 1000, the total number of items provided will be 1000, and the number of times it is provided will be 1. Also, for example, if the bonus period for one bonus package is 2 days, the bonus type will include the item ID of a non-paid item, the number of items provided will be 550, the total number of items provided will be 1100, and the number of times it is provided will be 2. Also, for example, if the bonus period for one bonus package is 3 days, the bonus type will include the item ID of a non-paid item, the number of items provided will be 400, the total number of items provided will be 1200, and the number of times it is provided will be 3. Also, for example, if the bonus period for one bonus package is 4 days, the bonus type will include the item ID of a non-paid item, the number of items provided will be 325, the total number of items provided will be 1300, and the number of times it is provided will be 4. Furthermore, for example, if the bonus information for one bonus package is for a bonus period of 5 days, the bonus type will include the item ID of a non-paid item, the number of items provided will be 280, the total number of items provided will be 1400, and the number of times it is provided will be 5.
[0051] Furthermore, for example, if the bonus information for another bonus package has a bonus period of 1 day, the bonus type will include an item ID for a stamina recovery item that fully restores stamina, the number of items provided will be 10, the total number of items provided will be 10, and the number of times it is provided will be 1. Furthermore, for example, if the bonus information for another bonus package has a bonus period of 2 days, the bonus type will include an item ID for a stamina recovery item that restores 100 stamina, the number of items provided will be 10, the total number of items provided will be 20, and the number of times it is provided will be 2. Furthermore, for example, if the bonus information for another bonus package has a bonus period of 3 days, the bonus type will include an item ID for a stamina recovery item that restores 75 stamina, the number of items provided will be 10, the total number of items provided will be 30, and the number of times it is provided will be 3. Furthermore, for example, if the bonus information for another bonus package has a bonus period of 4 days, the bonus type will include an item ID for a stamina recovery item that restores 60 stamina, the number of items provided will be 10, the total number of items provided will be 40, and the number of times it is provided will be 4. Furthermore, for example, the bonus information for other bonus packages, if the bonus period is 5 days, will include the item ID of a stamina recovery item that restores 50 stamina as the bonus type, 10 items as the number provided, 50 items as the total number provided, and 5 times as the number of times provided.
[0052] The setting means 52 is a functional means for setting the benefit provision period. In the first embodiment, the setting means 52 sets the benefit provision period in response to a setting request from the user. For example, the setting request is made immediately after the user pays the purchase amount (fixed fee) corresponding to the benefit package. Alternatively, for example, the setting request is made immediately after the user completes the mission corresponding to the benefit package.
[0053] The registration means 54 is a functional means for registering benefits to be provided at predetermined intervals (e.g., every day). In the first embodiment, the registration means 54 registers (stores) benefit provision information in user information 50A according to the benefit provision period set by the setting means 52. For example, the registration means 54 refers to the benefit information in benefit package information 50D and obtains the benefit type (content), number of benefits provided, total number of benefits provided, and number of benefits provided according to the set benefit provision period. Subsequently, the registration means 54 registers (stores) the obtained benefit type (content), number of benefits provided, total number of benefits provided, and number of benefits provided in the benefit provision information in user information 50A.
[0054] In the first embodiment, the registration means 54 refers to the bonus information in the bonus package information 50D and makes the bonuses provided at predetermined intervals more favorable the shorter the set bonus provision period. Specifically, the registration means 54 increases the number of bonuses provided (the number of bonuses provided at predetermined intervals) in the bonus provision information of the user information 50A, or upgrades the type of bonus (the type of bonus provided at predetermined intervals) in the bonus provision information, the shorter the set bonus provision period. This upgrade increases the value of the content. Examples of upgrades include changing non-paid items to paid items, increasing the grade (amount of character experience points) of training items, increasing the grade (amount of recovery) of stamina recovery items, changing stamina recovery items and continue items to gacha tickets, and changing rarity 5 characters to rarity 6 characters. Furthermore, the shorter the benefit provision period, the more the number of benefits provided and the higher the quality of the benefits may be.
[0055] Furthermore, in the first embodiment, the registration means 54 increases the total number of benefits provided during the set benefit provision period as the set benefit provision period is longer. For example, the registration means 54 increases the total number of benefits provided (the total number of benefits provided during the benefit provision period) in the benefit provision information of the user information 50A as the set benefit provision period is longer.
[0056] The control means 56 is a functional means that controls the entire game. In the first embodiment, when a user meets predetermined conditions, the control means 56 provides the rewards registered in the reward provision information of user information 50A by the registration means 54 at predetermined intervals included in the reward provision period set by the setting means 52. This predetermined period is, for example, one day. For example, the control means 56 provides the user with a reward (daily reward) every day included in the reward provision period (for example, five days).
[0057] Furthermore, in the first embodiment, when the control means 56 receives a request from a user to acquire a reward after they have logged into the game, it provides the user with a reward that is offered at predetermined intervals. For example, after the game has been launched by the user, when the control means 56 receives a request from the user to acquire a reward package that meets predetermined conditions, it adds the reward to the user's owned character information and owned item information. Examples of such acquisition requests include operations to acquire a reward from the reward package menu within the game, or operations to open a message within the game.
[0058] <Process for registering benefits> Figure 5 is a flowchart illustrating an example of the process flow for registering rewards in the game system according to the first embodiment. The following steps begin, for example, when a user logs into the game and selects a reward package menu from the top menu, outside of the reward provision period for each reward package. The order and content of the following steps can be changed as appropriate.
[0059] (Step SP10) The control means 56 refers to the benefit provision information in the user information 50A and the benefit package information 50D, and displays a list of benefit packages outside the benefit provision period on the touch panel 32 of the terminal device 12 held by the user.
[0060] Figure 6 shows an example of a list screen 60 in which each of the bonus packages according to the first embodiment is outside the bonus provision period.
[0061] As shown in Figure 6, the list screen 60 is provided with a bonus package information area 62, a purchase button 64, and a close button 66. The bonus package information area 62 displays the name of the bonus package, the total number of bonuses (content) that can be obtained by purchase, and the period during which the bonus is available. The purchase button 64 is a button for purchasing the corresponding bonus package. This purchase button 64 is displayed for bonus packages that the user has not purchased, i.e., bonus packages with an eligibility flag of 0. The close button 66 is a button for closing the list screen 60 and returning to the top menu screen.
[0062] Returning to Figure 5, the process moves on to step SP12.
[0063] (Step SP12) The control means 56 determines whether or not a user has issued a purchase instruction for a particular reward package. For example, the control means 56 determines whether or not the user has pressed the purchase button corresponding to a particular reward package on the list screen. If the determination is affirmative, the process proceeds to step SP14. On the other hand, if the determination is negative, the process terminates the series of processes shown in Figure 5. For example, the control means 56 makes a negative determination when the close button is pressed on the list screen.
[0064] (Step SP14) The control means 56 settles the purchase price (fixed fee) of a special offer package that the user has instructed to purchase in step SP12. For example, the control means 56 obtains the purchase price (fixed fee) of a special offer package by referring to the special offer provision conditions in the special offer package information 50D. Subsequently, the control means 56 settles the obtained purchase price of the special offer package using a prepaid card or credit card owned by the user. Then, the process moves on to the process in step SP16.
[0065] (Step SP16) The control means 56 updates the qualification flag for the benefit provision information in the user information 50A. For example, the control means 56 updates the qualification flag for the benefit provision information corresponding to a benefit package to 1. Then, the process moves on to the process of step SP18.
[0066] (Step SP18) The control means 56 refers to the bonus package information 50D and displays a screen for selecting the bonus provision period on the touch panel 32 of the terminal device 12 held by the user.
[0067] Figure 7 shows an example of the selection screen 70 for the benefit provision period according to the first embodiment. Here, Figure 7A shows an example of the selection screen 70 when the benefit provision period is set to 1 day by the user. Figure 7B shows an example of the selection screen 70 when the benefit provision period is set to 5 days by the user.
[0068] As shown in Figures 7A and 7B, the selection screen 70 is equipped with a slide button 72, a reward information area 74, and a selection completion button 76. The slide button 72 is a button that accepts instructions from the user through a movement operation. The slide button 72 is associated with the reward provision period (e.g., 1 to 5 days) of the reward package information 50D and is used to select the reward provision period of the reward package. Moving the slide button 72 to the right through a movement operation by the user lengthens the reward provision period. For example, if the slide button 72 moves one click to the right through a user's slide operation, the reward provision period lengthens by one day. Similarly, moving the slide button 72 to the left through a user's movement operation shortens the reward provision period. For example, if the slide button 72 moves one click to the left through a user's slide operation, the reward provision period lengthens by one day. The reward information area 74 displays the rewards and number provided per day (a predetermined period), and the rewards and total number provided during the reward provision period. In the reward information area 74, for example, it is shown that the shorter the reward period, the more rewards are offered per day. Also, in the reward information area 74, for example, it is shown that the longer the reward period, the greater the total number of rewards offered during that period. The selection completion button 76 is a button to complete the selection of the reward period.
[0069] Returning to Figure 5, the process moves on to step SP20.
[0070] (Step SP20) The setting means 52 receives confirmation that the user has pressed the "Selection Complete" button (setting request) on the selection screen. Next, the setting means 52 sets the benefit provision period for the benefit provision information in the user information 50A. For example, the setting means 52 sets (stores) the benefit provision period selected by the user in the benefit provision period of the said benefit provision information. For example, if 1 day is selected by the slide button on the selection screen, the setting means 52 stores 1 day in the said benefit provision period. Then, the process moves on to the process of step SP22.
[0071] (Step SP22) The registration means 54 registers the benefits to be provided to the user according to the benefit provision period set by the setting means 52 in step SP20. For example, the registration means 54 refers to the benefit information in the benefit package information 50D and obtains the benefit type (content), number of benefits provided, total number of benefits provided, and number of times benefits provided, according to the set benefit provision period. Subsequently, the registration means 54 registers (stores) the obtained benefit type (content), number of benefits provided, total number of benefits provided, and number of times benefits provided in the benefit provision information in the user information 50A. For example, the registration means 54 makes the benefits offered at predetermined intervals more favorable the shorter the set benefit provision period. Specifically, if the set benefit provision period is 3 days, the registration means 54 registers (stores) the following in the benefit provision information: benefit type (content) is the item ID of a non-charged item, number of items provided is 400, total number of items provided is 1200, and number of times provided is 3. Also, if the set benefit provision period is 1 day, the registration means 54 registers (stores) the following in the benefit provision information: benefit type (content) is the item ID of a non-charged item, number of items provided is 1000, total number of items provided is 1000, and number of times provided is 1. The process then completes the series of processes shown in Figure 5.
[0072] <Process flow for providing benefits> Figure 8 is a flowchart showing an example of the processing flow for providing rewards in the game system according to the first embodiment. Furthermore, the processing of the following steps begins, for example, when a user logs into the game and selects the reward package menu from the top menu within the reward provision period of a reward package.
[0073] (Step SP30) The control means 56 refers to the benefit provision information in the user information 50A and the benefit package information 50D, and displays a list of benefit packages available during the benefit provision period on the touch panel 32 of the terminal device 12 held by the user.
[0074] Figure 9 shows an example of a list screen 60 in which a special offer package according to the first embodiment is within the special offer period.
[0075] As shown in Figure 9, the list screen 60 is provided with a reward package information area 62, a purchase button 64, a close button 66, and a claim button 68. The reward package information area 62 displays the rewards (content) that can be obtained per day (a predetermined period), the number of rewards offered, and the set reward provision period for reward packages purchased by the user, i.e., reward packages with a qualification flag of 1. The claim button 68 is a button for obtaining the rewards of the corresponding reward package. This claim button 68 is displayed for reward packages purchased by the user, i.e., reward packages with a qualification flag of 1.
[0076] Returning to Figure 8, the process moves on to step SP32.
[0077] (Step SP32) The control means 56 determines whether or not a user has requested to acquire a reward corresponding to a reward package. For example, the control means 56 determines whether or not the user has pressed the acquire button corresponding to a reward package on the list screen. If the determination is affirmative, the process proceeds to step SP34. On the other hand, if the determination is negative, the process terminates the series of processes shown in Figure 8. The control means 56 makes a negative determination, for example, when the close button is pressed on the list screen.
[0078] (Step SP34) The control means 56 refers to the benefit provision history of the benefit provision information in the user information 50A and determines whether the user has already received a benefit on the day (within a predetermined period) when the acquisition request was made. If the determination is affirmative, the process proceeds to the process of step SP40. On the other hand, if the determination is negative, the process proceeds to the process of step SP36.
[0079] (Step SP36) The control means 56 causes the reward acquisition screen to be displayed on the touch panel 32 of the terminal device 12 held by the user.
[0080] Figure 10 shows an example of the acquisition screen 80 according to the first embodiment.
[0081] As shown in Figure 10, the reward screen 80 is provided with a reward information area 82 and a reward button 84. The reward information area 82 displays the rewards the user will receive, the number of rewards, and the number of rewards the user owns. The reward button 84 is a button for claiming rewards within a predetermined period (1 day).
[0082] Returning to Figure 8, the process moves on to step SP38.
[0083] (Step SP38) The control means 56 provides the user with a reward in response to the user pressing the reward button on the reward screen. For example, the control means 56 refers to the reward provision information in the user information 50A to obtain the reward type (content) and the number of rewards to be provided (the number to be provided at predetermined intervals). Subsequently, the control means 56 adds the obtained number of content to the owned items information in the user information 50A. Next, the registration means 54 reduces the total number of times the benefit information has been provided by that number, and decrements the number of times the benefit information has been provided by -1. Then, the registration means 54 registers the date and time (current date and time) on which the benefit was acquired in the benefit provision history of the benefit information. The process then ends with the series of processes shown in Figure 8.
[0084] (Step SP40) The control means 56 causes the user to display a screen indicating that the reward cannot be obtained on the touch panel 32 of the terminal device 12 held by the user.
[0085] Figure 11 shows an example of an unacquirable screen 90 according to the first embodiment.
[0086] As shown in Figure 11, the "Unavailable" screen 90 includes an explanatory information area 92 and a back button 94. The explanatory information area 92 indicates that the user has already acquired the reward on that day (within a specified period). The back button 94 is a button to return to the reward package list screen.
[0087] Then, the process concludes with the series of steps shown in Figure 8.
[0088] <Effects> In the first embodiment described above, the program provides the user with in-game rewards at predetermined intervals included in the reward provision period, provided that the user meets predetermined conditions, and the computer functions as a setting means 52 for setting the reward provision period in response to a setting request from the user, a registration means 54 for registering the rewards to be provided at predetermined intervals according to the reward provision period, and a control means 56 for providing the registered rewards to the user at predetermined intervals included in the reward provision period.
[0089] This configuration allows users to set the reward period according to the time frame during which the reward can be earned, thus providing them with an incentive to start offering the reward.
[0090] Furthermore, in the first embodiment, the predetermined condition is that the user has paid a certain fee.
[0091] This configuration allows users to set the benefit provision period according to the period during which the benefits can be obtained, thereby providing them with an incentive to pay a certain fee.
[0092] Furthermore, in the first embodiment, the predetermined condition is that the user completes a mission within the game.
[0093] This configuration allows users to set the reward period according to the time frame during which the rewards can be obtained, thereby motivating them to complete in-game missions.
[0094] Furthermore, in the first embodiment, the registration means 54 makes the benefits provided at predetermined intervals more favorable the shorter the benefit provision period.
[0095] This configuration allows for the provision of advantageous benefits at predetermined intervals, even when the benefit period is short, thereby motivating users to begin acquiring the benefits. Furthermore, it reduces the sense of unfairness caused by the length of the benefit period.
[0096] Furthermore, in the first embodiment, the registration means 54 increases the number of benefits provided at predetermined intervals as the benefit provision period becomes shorter.
[0097] With this configuration, if the reward period is short, the number of rewards offered increases at predetermined intervals, thus providing an incentive for the user to start receiving the rewards.
[0098] Furthermore, in the first embodiment, the registration means 54 upgrades the type of benefit provided at each predetermined period, the shorter the benefit provision period.
[0099] With this configuration, if the reward period is short, the type of reward offered at predetermined intervals will be upgraded, thus providing an incentive for the user to start receiving the reward.
[0100] Furthermore, in the first embodiment, when the control means 56 receives a request from a user to acquire a reward after the user has logged into the game, it provides the reward to the user.
[0101] This configuration provides users with an incentive to log into the game at predetermined intervals included in the set reward provision period, thereby revitalizing the game.
[0102] Furthermore, in the first embodiment, the registration means 54 increases the total number of benefits provided during the benefit provision period as the benefit provision period lengthens.
[0103] This configuration provides users with further incentive to log in to the game at predetermined intervals included in the set reward provision period, thereby revitalizing the game.
[0104] ---Second Embodiment--- Next, a second embodiment will be described.
[0105] In the second embodiment, the setting means 52 updates the benefit provision period after (or during) the start of the benefit provision period, and the registration means 54 registers the benefits to be provided for each predetermined period included in the remaining benefit provision period, etc., which differ from the first embodiment. The configuration and functions of the game system according to the second embodiment, which are not described below, are the same as those of the game system according to the first embodiment.
[0106] In the second embodiment, the reward package information 50D further includes an initial setup period. This initial setup period includes an initial value for the period during which the reward is provided. The initial setup period includes, for example, an intermediate value (e.g., 3 days) of the period during which the reward can be provided (e.g., 1 to 5 days).
[0107] Furthermore, in the second embodiment, the setting means 52 updates the benefit provision period in response to a change request from the user after the start of the benefit provision period. For example, the setting means 52 accepts a change request from the user after the start of the benefit provision period and when the number of times the benefit provision information in the user information 50A has been provided is 1 or more. In other words, the setting means 52 accepts a change request from the user when the qualification flag for the benefit provision information in the user information 50A is 1.
[0108] In the second embodiment, the registration means 54 registers the benefits to be provided for each predetermined period included in the remaining benefit provision period, according to the benefit provision period updated by the setting means 52. Specifically, the registration means 54 registers the benefit type (content), number of benefits provided, total number of benefits provided, and benefits provided in the benefit provision information of the user information 50A, as benefits to be provided for each predetermined period included in the remaining benefit provision period.
[0109] Furthermore, if the benefit provision period is shortened by the setting means 52, the registration means 54 will make the benefits provided at predetermined intervals more favorable. For example, the shorter the updated benefit provision period, the more the registration means 54 will increase the number of benefits provided at predetermined intervals or upgrade the types of benefits provided at predetermined intervals. The following describes specific examples of how the registration means 54 makes the benefits provided at predetermined intervals more favorable.
[0110] (1) Increase the number of benefits provided at predetermined intervals. For example, if the user has received the rewards (400 non-paid items) offered at predetermined intervals once (the total number offered decreases from 1200 to 800), and the reward period is shortened from 3 days to 2 days, i.e., the reward period is shortened by 1 day (the predetermined period), the registration means 54 increases the number of rewards (non-paid items) offered at predetermined intervals from 400 to 700. Specifically, the registration means 54 subtracts a predetermined number (e.g., 100) corresponding to the shortened predetermined period (1) from the total number of benefit information provided in the user information 50A (e.g., 800). Next, the registration means 54 decrements (-1) the number of times the benefit information has been provided (e.g., 2). Then, the registration means 54 registers (substitutes) the number obtained by dividing the total number provided (e.g., 700) by the number of times it has been provided (e.g., 1) (total number provided / number of times provided = 700) into the number of benefit information provided.
[0111] (2) Upgrade the types of benefits offered at predetermined intervals. Furthermore, for example, if the user has received the rewards offered at predetermined intervals (10 stamina recovery items that restore 75 stamina) once (the total number of items offered decreases from 30 to 20), and the reward provision period is shortened from 3 days to 2 days, i.e., the reward provision period is shortened by 1 day (the predetermined period), the registration means 54 will upgrade the rewards offered at predetermined intervals (stamina recovery items that restore 75 stamina) by 2 ranks. Specifically, the registration means 54 subtracts a predetermined number (e.g., 10) corresponding to the shortened predetermined period (1) from the total number of benefit information provided in the user information 50A (e.g., 20). Next, the registration means 54 upgrades the benefit type of the benefit information in the user information 50A (stamina recovery item that restores 75 stamina) by two ranks to a stamina recovery item that fully restores stamina. Next, the registration means 54 decrements (-1) the number of times the benefit information has been provided (e.g., 2). Next, the registration means 54 registers (substitutes) the number obtained by dividing the total number provided (e.g., 10) by the number of times it has been provided (e.g., 1) (total number provided / number of times provided = 10) into the number of benefits provided.
[0112] Furthermore, if the benefit provision period is extended by the setting means 52, the registration means 54 increases the total number of benefits provided during the remaining benefit provision period. For example, if the user has received the benefits (400 non-paid items) provided at predetermined intervals once (the total number provided decreases from 1200 to 800), and then the benefit provision period is extended from 3 days to 4 days, i.e., the benefit provision period is extended by 1 day (the predetermined period), the registration means 54 increases the total number of benefits (non-paid items) provided during the benefit provision period from 1200 to 1300. Specifically, the registration means 54 adds a predetermined number (e.g., 100) corresponding to the quantity of the extended predetermined period (1) to the total number of benefit information provided in the user information 50A (e.g., 800). Next, the registration means 54 increments (+1) the number of times the benefit information has been provided (e.g., 2). Then, the registration means 54 registers (substitutes) the number obtained by dividing the total number of benefits provided (e.g., 900) by the number of times it has been provided (e.g., 3) (total number of benefits provided / number of times provided = 300) to the number of benefit information provided. As a result, users can acquire 900 free items during the remaining promotion period, in addition to the 400 free items they have already obtained, for a total of 1300 free items.
[0113] <Process for updating the benefit period> Figure 12 is a flowchart showing an example of the process flow for updating the bonus provision period in the game system according to the second embodiment. Furthermore, the processing of the following steps begins, for example, when a user logs into the game and selects a bonus package menu within the bonus provision period of a bonus package. Note that the order and content of the following steps can be changed as appropriate.
[0114] (Step SP50) The control means 56 refers to the benefit provision information in the user information 50A and the benefit package information 50D, and displays a list of benefit packages available during the benefit provision period on the touch panel 32 of the terminal device 12 held by the user.
[0115] Figure 13 shows an example of a list screen 60 in which a special offer package according to the second embodiment is within the special offer period.
[0116] As shown in Figure 13, the list screen 60 includes a reward package information area 62, a purchase button 64, a close button 66, a claim button 68, and a period change button 69. The period change button 69 is used to change the reward provision period for the corresponding reward package. This period change button 69 is displayed for reward packages with an eligibility flag of 1.
[0117] Returning to Figure 12, the process moves on to step SP52.
[0118] (Step SP52) The control means 56 determines whether or not a user has requested a change to a particular benefit package. For example, the control means 56 determines whether or not the user has pressed the period change button corresponding to a particular benefit package on the list screen. If the determination is affirmative, the process proceeds to step SP54. On the other hand, if the determination is negative, the process terminates the series of processes shown in Figure 12.
[0119] (Step SP54) The control means 56 refers to the reward package information 50D and displays a screen for changing the reward provision period on the touch panel 32 of the terminal device 12 held by the user.
[0120] Figure 14 shows an example of the reward period change screen 100 according to the second embodiment. Here, Figure 14A shows an example of the change screen 100 before the reward period is changed by the user. Figure 14B shows an example of the change screen 100 when the reward period is changed to 2 days by the user. Figure 14C shows an example of the change screen 100 when the reward period is changed to 4 days by the user.
[0121] As shown in Figures 14A to 14C, the change screen 100 is equipped with a slide button 102, a reward provision information area 104, and a change completion button 106. The slide button 102 is a button that accepts instructions from the user through a movement operation. The slide button 102 is associated with the reward provision period of the reward package information 50D and is used to change the reward provision period of the reward package. The reward provision information area 104 displays the rewards and number provided per day (a predetermined period), the total number of rewards to be provided in the remaining reward provision period, the number of rewards already provided, etc. The change completion button 106 is a button to complete the change of the reward provision period.
[0122] Returning to Figure 12, the process moves on to step SP56.
[0123] (Step SP56) The setting means 52 receives confirmation that the user has pressed the "Complete Change" button (change request) on the change screen. Subsequently, the setting means 52 updates the benefit provision period in the benefit provision information in the user information 50A. For example, the setting means 52 sets (stores) the benefit provision period changed by the user in the benefit provision period of the benefit provision information. For example, if 2 days is selected by the slide button on the selection screen, the setting means 52 stores 2 days in the benefit provision period. Then, the process moves on to the process of step SP58.
[0124] (Step SP58) The registration means 54 registers the benefits to be provided to the user in accordance with the benefit provision period updated by the setting means 52 in step SP 56. For example, if a user has received a reward (400 non-chargeable items) once (the total number of items provided decreases from 1200 to 800), and then the reward provision period is shortened from 3 days to 2 days, the registration means 54 subtracts a predetermined number (e.g., 100) corresponding to the shortened predetermined period (1) from the total number of rewards provided in the user information 50A (e.g., 800), and decrements the number of times the rewards were provided (e.g., 2) by 1. Subsequently, the registration means 54 registers (substitutes) the number obtained by dividing the total number of items provided (e.g., 700) by the number of times they were provided (e.g., 1) (total number of items / number of times provided = 700) into the number of rewards provided. Furthermore, for example, if a user has received a reward (400 non-chargeable items) once (the total number of items provided decreases from 1200 to 800) and the reward provision period is extended from 3 days to 4 days, the registration means 54 adds a predetermined number (e.g., 100) corresponding to the extended predetermined period (1) to the total number of items provided in the reward provision information in user information 50A (e.g., 800), and increments the number of times the reward provision information has been provided (e.g., 2) by +1. Subsequently, the registration means 54 registers (substitutes) the number obtained by dividing the total number of items provided (e.g., 900) by the number of times it has been provided (e.g., 3) (total number of items provided / number of times provided = 300) to the number of items provided in the reward provision information. Then, the process concludes with the series of steps shown in Figure 12.
[0125] <Effects> In the second embodiment described above, the program provides the user with in-game rewards at predetermined intervals included in the reward provision period when the user meets predetermined conditions, and the computer functions as a setting means 52 that updates the reward provision period in response to a change request from the user after the start of the reward provision period, a registration means 54 that registers the rewards to be provided at predetermined intervals included in the remaining reward provision period according to the updated reward provision period, and a control means 56 that provides the registered rewards to the user at predetermined intervals included in the remaining reward provision period.
[0126] This configuration allows for changes (renewals) to the reward period after it has started, thus ensuring user satisfaction when receiving rewards.
[0127] In the second embodiment, the predetermined condition is that the user has paid a certain fee.
[0128] This configuration allows users to renew (change) their benefit period after it has started, thus ensuring that users fully receive the benefits they paid for.
[0129] In the second embodiment, the predetermined condition is that the user completes a mission within the game.
[0130] This configuration allows users to renew (change) their reward period after it has started, thus ensuring that they fully receive the benefits of completing the mission.
[0131] Furthermore, in the second embodiment, the registration means 54 makes the benefits provided at predetermined intervals more favorable if the benefit provision period is shortened.
[0132] With this configuration, if the benefit period is shortened, favorable benefits will be offered at predetermined intervals thereafter, thus mitigating the sense of unfairness caused by the length of the benefit period.
[0133] Furthermore, in the second embodiment, the registration means 54 increases the number of benefits provided at predetermined intervals as the benefit provision period becomes shorter.
[0134] With this configuration, if the benefit period is shortened, the number of benefits provided at each predetermined period increases, thus mitigating the sense of unfairness caused by the length of the benefit period.
[0135] Furthermore, in the second embodiment, the registration means 54 upgrades the type of benefit provided at each predetermined period, the shorter the benefit provision period.
[0136] With this configuration, if the benefit period is shortened, the type of benefit offered at each predetermined interval will be upgraded, thus mitigating the sense of unfairness caused by the length of the benefit period.
[0137] In the second embodiment, the control means 56 provides the user with a reward when it receives a request from the user to acquire a reward after the user has logged into the game.
[0138] This configuration provides users with an incentive to log into the game at predetermined intervals included in the reward provision period, thereby revitalizing the game.
[0139] Furthermore, in the second embodiment, if the benefit provision period is extended, the registration means 54 increases the total number of benefits to be provided during the remaining benefit provision period.
[0140] This configuration provides users with further incentive to log into the game at predetermined intervals within the remaining reward period, thereby revitalizing the game.
[0141] ---Variations--- It should be noted that the present invention is not limited to the above-described examples. That is, designs modified by those skilled in the art to the above-described examples are also included within the scope of the present invention, as long as they retain the features of the present invention. Furthermore, the elements of the embodiments described above and the modifications described later can be combined to the extent that it is technically possible, and combinations thereof are also included within the scope of the present invention, as long as they retain the features of the present invention.
[0142] For example, in the first embodiment, the setting request was described as being made immediately after the user pays the purchase price (a fixed fee) corresponding to the reward package, but it may also be made before the purchase price is paid. Also, in the first embodiment, the setting request was described as being made immediately after the user completes the mission corresponding to the reward package, but it may also be made before the mission is completed.
[0143] Furthermore, in the first and second embodiments, the case was described in which the number of predetermined periods included in the benefit provision period (e.g., 5 days) and the number of times the benefit is provided (e.g., 5 times) are the same. However, the number of predetermined periods included in the benefit provision period may be greater than the number of times the benefit is provided. For example, the setting means 52 may set the benefit provision period of the benefit provision information to 7 days (7 predetermined periods), and the registration means 54 may register the number of times the benefit provision information is provided to 5 times. This provides an incentive for users who have difficulty logging in for each predetermined period included in the benefit provision period to start receiving the benefit.
[0144] Furthermore, while the first and second embodiments described the case where the bonus is content, it may also be an effect (event) that occurs within the game. For example, such effects include expanding the character ownership slots, enabling special lottery games, stamina recovery, increasing clear rewards for a certain period, and increasing character ability parameters for a certain period. In addition, examples of increasing (upgrading) these effects include increasing the number of character ownership slots expanded, increasing the number of times special lottery games can be played, changing the target of the special lottery games to characters of higher rarity, increasing the amount of stamina recovered, extending the period of increased clear rewards, and extending the period of increased character ability parameters.
[0145] Furthermore, although the second embodiment described a case where the benefit provision period is changed after (or during) the benefit provision period has started, the number of such changes may be limited. For example, the setting means 52 may limit the change of the benefit provision period to once. The setting means 52 may increase the number of changes that can be made as the benefit provision period in the benefit package information 50D is longer. For example, the setting means 52 may increase the number of changes that can be made as the maximum period of the benefit provision period is longer.
[0146] Furthermore, in the second embodiment, the setting means 52 described a case in which, after the start of the benefit provision period, the benefit provision period is updated in response to a change request from the user. This change (update) may be made free of charge or for a fee. Also, for example, the setting means 52 may perform the update by consuming items (e.g., coins) owned by the user.
[0147] Furthermore, while the first and second embodiments primarily described cases where the content is a character or item, it may also be a weapon, armor, card, avatar, coin, point, etc. [Explanation of symbols]
[0148] 10...Server device (computer), 12...Terminal device, 50...Storage means, 52...Setting means, 54...Registration means, 56...Control means
Claims
[Claim 1] A program that provides users with in-game rewards at predetermined intervals included in the reward provision period, upon fulfilling predetermined conditions, Computers, A setting means for setting the benefit provision period in response to a setting request from the user. Registration means for registering benefits to be provided at predetermined intervals according to the benefit provision period, Control means for providing the registered benefits to the user at predetermined intervals included in the benefit provision period, A program that makes it function as such.
Citation Information
Patent Citations
Fixing of resin bracket to polypropylene composite material
JP1986068230A