Information processing device, information processing method, and program

By restricting item transfers and notifying players of eligible recipients, the solution addresses the imbalance and fraud risks in game item transfers, ensuring a balanced and secure gaming environment.

JP7617488B2Active Publication Date: 2025-01-20MIXI INC
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Patent Information

Application Number
JP2024016550
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-02-06
Publication Date
2025-01-20
Estimated Expiration
2039-04-17

AI Technical Summary

Technical Problem

Existing platforms that allow transfer of charged items between players in games risk impairing game balance and enabling fraudulent activities due to unrestricted item transfers at discounted prices.

Method used

Implementing transfer restrictions and notifications of eligible transfer destinations based on player relationships, ranks, and item usage conditions to manage item transfers.

Benefits of technology

Maintains game balance and prevents fraudulent activities by limiting and notifying players of valid transfer recipients, thereby revitalizing the game economy.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide an information processing device capable of restricting transfer of an item among players, and notifying a player of a partner that the item can be transferred to.SOLUTION: An information processing device includes: a storage unit for storing relationships among players; an extraction unit for extracting players having predetermined relationships with transfer source players as transfer destination players from the storage unit; a determination unit for determining propriety of transfer of an item from the transfer source players to the transfer destination players based on the number of players to whom the transfer source players have transferred the item, and / or the number of players who have transferred the item to the transfer destination players in a predetermined period; and a presentation unit for presenting a determination result made by the determination unit to the transfer source players.SELECTED DRAWING: Figure 6
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Description

[Technical field]

[0001] The present invention relates to an information processing device, an information processing method, and a program. [Background technology]

[0002] 2. Description of the Related Art There is known an information processing device that provides a game in which a player can transfer an item that he or she owns to another player (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2015-062705 A Summary of the Invention [Problem to be solved by the invention]

[0004] In platforms that provide smartphone applications, various mechanisms are being considered to stimulate the transfer of items acquired by paying a fee (hereinafter referred to as "paid items") in games. For example, mechanisms are being considered to stimulate the transfer of paid items between users by making it possible to acquire paid items at a lower price when purchasing paid items for the purpose of transfer compared to when the player uses the paid item himself. In such cases, paid items are set at a lower price compared to when the player purchases them themselves, so if they were allowed to be transferred between players unlimitedly, this could damage the game balance.

[0005] Therefore, an object of the present invention is to provide an information processing device that can restrict the transfer of items between players and notify players of parties to whom items can be transferred. [Means for solving the problem]

[0006] An information processing device according to one embodiment of the present invention comprises a memory unit that stores relationships between players, an extraction unit that extracts from the memory unit a player who has a specified relationship with the transferring player as a transfer recipient player, a determination unit that determines whether or not an item can be transferred from the transferring player to the transfer recipient player based on the number of players to whom the transferring player has transferred an item and / or the number of players to whom the transferring player has transferred an item to the transfer recipient player within a specified period of time, and a presentation unit that presents the determination result determined by the determination unit to the transferring player. Effect of the Invention

[0007] According to the present invention, it is possible to provide an information processing device that can restrict the transfer of items between players and notify players of parties to whom items can be transferred. [Brief description of the drawings]

[0008] [Figure 1] FIG. 1 is a diagram illustrating an example of a system configuration of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 2 is a diagram illustrating an example of the hardware configuration of a game server and a terminal. [Diagram 3] FIG. 2 is a diagram illustrating an example of a functional block configuration of a game server. [Figure 4] 13 is a diagram showing an example of a player management DB and an effect definition DB. [Diagram 5] FIG. 2 is a diagram illustrating an example of a functional block configuration of a terminal. [Figure 6] 13 is a flowchart showing an example of a processing procedure when a game server determines whether a paid item can be transferred. [Figure 7] FIG. 11 is a diagram showing an example of a screen displayed on a terminal screen. [Figure 8] FIG. 11 is a diagram showing an example of a screen displayed on a terminal screen. [Figure 9] FIG. 11 is a diagram showing an example of a screen displayed on a terminal screen. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] An embodiment of the present invention will be described with reference to the accompanying drawings. In each drawing, the same reference numerals are used to denote the same or similar configurations. In addition, this embodiment will be described on the assumption that it is applied to a game in which paid items can be transferred between players (which may also be called users), but is not limited thereto. This embodiment is not limited to paid items, and can also be applied to cases in which free items are transferred between players. In addition, this embodiment is not limited to games, and can be applied to various applications such as social networking services (SNS) in which items can be transferred between users.

[0010] <System configuration> Fig. 1 is a diagram showing an example of a system configuration of a game system 1 according to this embodiment. The game system 1 shown in Fig. 1 includes a game server 10 and one or more terminals 20. The game server 10 and the terminals 20 are connected to each other so as to be able to communicate with each other via a communication network N such as the Internet, an intranet, a wireless LAN, or mobile communication. The game server 10 and the terminals 20 may be referred to as information processing devices.

[0011] The game server 10 is a device that performs some of the functions required for the terminal 20 to provide a game, such as managing various information related to players and executing some of the game processing. The game server 10 may be composed of one or more physical servers, or may be composed of a virtual server that operates on a hypervisor, or may be composed of a cloud server.

[0012] The terminal 20 is a terminal that provides a game to a player, and the player can execute the game according to this embodiment by operating the terminal 20. The terminal 20 is, for example, a computer such as a mobile phone (including a smartphone), a tablet, a personal computer, an arcade game device, or a consumer game device.

[0013] <Game Overview> Next, an overview of the game provided by the game system 1 according to this embodiment will be described. This game is a social-network game in which a player creates a deck with characters selected from a plurality of characters that the player owns, and uses the created deck to complete various quests.

[0014] Furthermore, players can register other players as friends. Registering a friend means that players build a predetermined relationship in advance between each other within the game. In this game, one player sends a request to another player to register them as friends, and the other player who receives the request approves the request, thereby registering the players as friends.

[0015] Furthermore, players can purchase paid items at shops (stores) present within the game. The paid items include both paid items that require payment by credit card or the like when the player purchases the paid item, and items that can be purchased in exchange for a predetermined value that can be obtained by paying money and can be used within the game. The former paid items are, for example, paid items that can be obtained by paying 10 yen. The latter paid items are, for example, paid items that can be obtained by paying 20 values ​​that can be exchanged for 10 yen per value.

[0016] In this game, players who are registered as friends can transfer (give as gifts) paid items to each other. In order to encourage players to transfer (give as gifts) paid items between each other, the price of a paid item purchased for the purpose of transfer is set to be lower than the price of a paid item purchased for a player's own use.

[0017] However, if paid items are allowed to be transferred between players without limit, it may damage the game balance. In addition, if such a mechanism is introduced, there is a concern that users who commit fraud may appear, such as receiving payment directly from a player who has obtained a paid item at a low price and then transferring the paid item. For example, assume that a mechanism is introduced in which the price of item A is 100 yen when the player uses it himself, but is discounted to 50 yen when the player purchases item A for the purpose of transferring it. In such a case, there is a concern that users who will transfer item A if a player transfers 70 yen to the player may appear.

[0018] Therefore, in this embodiment, the transfer of paid items between players is restricted to cases where a predetermined condition is satisfied. The predetermined condition may be any condition, but may be, for example, a condition that each player can transfer paid items only to a predetermined number of players (e.g., one person) in a predetermined period (e.g., every month). Also, the condition may be a condition that each player can receive paid items transferred (as gifts) from a predetermined number of players (e.g., five people) or less in a predetermined period.

[0019] <Hardware configuration> 2 is a diagram showing an example of the hardware configuration of the game server 10 and the terminal 20. The game server 10 and the terminal 20 each have a processor 11 such as a CPU (Central Processing Unit) or a GPU (Graphical processing unit), a storage device 12 such as a memory, an HDD (Hard Disk Drive) and / or an SSD (Solid State Drive), a communication IF (Interface) 13 for wired or wireless communication, an input device 14 for accepting input operations, and an output device 15 for outputting information. The input device 14 is, for example, a keyboard, a touch panel, a mouse, and / or a microphone. The output device 15 is, for example, a display and / or a speaker.

[0020] <Function block configuration> FIG. 3 is a diagram showing an example of a functional block configuration of the game server 10. The game server 10 includes a memory unit 100, a terminal control unit 101, and a game control unit 102. The memory unit 100 can be realized using a storage device 12 included in the game server 10. Furthermore, the terminal control unit 101 and the game control unit 102 can be realized by the processor 11 of the game server 10 executing a program stored in the storage device 12. Furthermore, the program can be stored in a storage medium. The storage medium storing the program is a non-transitory computer readable storage medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.

[0021] The storage unit 100 stores a player management DB 100a, an effect definition DB 100b, and game data 100c.

[0022] The player management DB 100a is a database that manages various information related to each player, such as information indicating the attributes of each player, information indicating the relationships between players, and information indicating the player to whom a paid item can be transferred.

[0023] The effect definition DB100b is a database that defines the effect of a paid item when a player uses the paid item transferred from another player. Here, the effects of a paid item include, for example, an effect that allows a player to receive an item, an effect that allows a player to receive a character, an effect that changes the player's status or attributes, an effect that changes the enemy's status or attributes, an effect that allows a player to challenge a new quest, and the like.

[0024] The game data 100c includes various data (game scenario, data related to quests, character data, etc.) necessary for the game server 10 to execute the game.

[0025] An example of the player management DB 100a is shown in A of FIG. 4. "Player ID" is an ID that uniquely identifies a player in the game. "Nickname" is a name (calling) in the game set by the player. "Rank" indicates the level of the player, and increases as the player gains experience points in the game. "Friend List" indicates the player ID of a player who has registered as a friend. "Transferee Player" indicates the player ID of the player who transferred the paid item. "Transferred Item" stores information indicating a paid item transferred from another player. The information stores an ID (item 1, item 2, item 3, etc.) that uniquely identifies the paid item, information indicating the date the paid item was issued (the date the paid item was purchased), the player ID of the transferor player, and a flag indicating whether the paid item has been received. For example, if the player has not received the paid item, "0" may be set, and if the player has received the paid item, "1" may be set.

[0026] An example of the effect definition DB 100b is shown in B of Fig. 4. The "date" field stores the date. The "effect" field stores the effect that is exerted by the paid item when the paid item is used. The effect that is exerted may be selected from a number of "effects" that are predefined corresponding to the time when the paid item is issued.

[0027] In addition, the effect exerted when using a paid item may be changed every predetermined period. For example, in the example of B in FIG. 4, it is defined that a paid item issued in May 2019 exerts one of effects A, B, and C, a paid item issued in June 2019 exerts one of effects B, C, and D, and a paid item issued in July 2019 exerts one of effects D, E, and F. In this case, if a paid item issued in May 2019 is used in July 2019, one of effects A, B, and C will be exerted.

[0028] The terminal control unit 101 generates information necessary for executing the game and transmits it to the terminal 20, thereby controlling the processing to be executed by the terminal 20.

[0029] The game control unit 102 provides functions to be performed on the game server 10 side among various functions necessary for executing the present game. The game control unit 102 includes an extraction unit 1021, a determination unit 1022, a presentation unit 1023, and a determination unit 1024.

[0030] The extraction unit 1021 has a function of extracting players who have a predetermined relationship with a player transferring a paid item (hereinafter referred to as a "transferor player") from the storage unit 100 as potential transferees of the paid item. Note that a potential transferee player of the paid item or a player to whom the paid item has been transferred is referred to as a "transferee player."

[0031] The determination unit 1022 has a function of determining whether or not a paid item can be transferred from the transfer source player to the transfer destination player based on the number of players to whom the transfer source player has transferred a paid item and / or the number of players to whom the transfer destination player has transferred a paid item within a specified period of time.

[0032] The presentation unit 1023 has a function of presenting to the transfer source player the determination result determined by the determination unit 1022. The presentation unit 1023 may present the determination result to the transfer source player, for example, by transmitting to the terminal 20 data for displaying the determination result on the screen of the terminal 20 of the transfer source player.

[0033] When a player uses a paid item transferred from another player, the determination unit 1024 has a function of determining an effect to be exerted by the player's use of the paid item from among multiple effects exerted when the paid item is used at the time the item is issued. For example, when a player uses a paid item, the determination unit 1024 may refer to the effect definition DB 100b to acquire multiple effects corresponding to the time the paid item was issued from the effect definition DB 100b, and determine at least one of the acquired effects as the effect to be exerted by the player's use of the paid item.

[0034] FIG. 5 is a diagram showing an example of a functional block configuration of the terminal 20. The terminal 20 includes a storage unit 200, a communication unit 201, a UI (User Interface) unit 202, and a game control unit 203. The storage unit 200 can be realized by using the storage unit 12 included in the terminal 20. The communication unit 201, the UI unit 202, and the game control unit 203 can be realized by the processor 11 of the terminal 20 executing a program stored in the storage unit 12. The program can be stored in a storage medium. The storage medium storing the program may be a computer-readable non-transitory storage medium. The non-transitory storage medium is not particularly limited, and may be, for example, a storage medium such as a USB memory or a CD-ROM.

[0035] The storage unit 200 stores game data necessary for the game control unit 203 to execute the game. The game data includes image data of characters, a game scenario, and the like.

[0036] The communication unit 201 has a function of performing various communications with the game server 10 using the communication IF 13 .

[0037] The UI unit 202 has a function of accepting various inputs from the player and displaying various game screens on the display. The UI unit 202 also displays the game screens according to instructions from the game server 10.

[0038] The game control unit 203 provides various functions necessary for executing the game by cooperating with the game server 10. For example, the game control unit 203 provides a function for acquiring various information (icon image data, text data, etc.) for drawing on the game screen from the game server 10.

[0039] Regarding the functional block configuration described above, all or some of the extraction unit 1021, the determination unit 1022, the presentation unit 1023, and the determination unit 1024 included in the game server 10 may be configured to be provided in the game control unit 203 of the terminal 20. In addition, when the extraction unit 1021, the determination unit 1022, the presentation unit 1023, and the determination unit 1024 are provided in the terminal 20, the game control unit 203 may obtain information indicating the relationship between the players from the game server 10 and temporarily store it in the storage unit 200.

[0040] <Processing Procedure> Next, a process performed by the game server 10 and the terminal 20 when a charge item is transferred between players will be described.

[0041] (Transfer Restrictions) First, in this game, when a paid item is transferred between players who have a friend relationship, the following transfer restrictions 1 to 4 are applied. In this embodiment, only some of the transfer restrictions 1 to 4 may be applied, but the following explanation will be given on the assumption that all of the transfer restrictions are applied.

[0042] Transfer Restriction 1: Players who can transfer paid items and players who can receive paid items are limited to players of a certain rank or higher.

[0043] Transfer restriction 2: The number of players to whom a paid item can be transferred is limited to a predetermined number (first predetermined number) within a predetermined period of time. The predetermined number may be, for example, one person, but is not limited to this. For example, if the predetermined number is one person, a player can gift a paid item to one player within a predetermined period of time, but cannot gift it to two or more players.

[0044] Transfer restriction 3: The number of players who can receive a transfer of a paid item is limited to a predetermined number (second predetermined number) within a predetermined period of time. The predetermined number may be, for example, three or five, but is not limited to this. For example, if the predetermined number of players is three, a player can receive paid items from three other players within the predetermined period of time, but cannot receive paid items from four or more players.

[0045] Transfer Restriction 4: A paid item can be transferred to a player who has received a paid item, regardless of whether or not the player falls under Transfer Restriction 2. However, if the player who has received the paid item falls under Transfer Restriction 3 (i.e., if the player has already received paid items from a certain number of players), the paid item cannot be transferred.

[0046] In the above transfer restrictions 1 to 4, the predetermined period may be from the beginning to the end of a month. For example, if the current month is July 2019, the predetermined period may be from July 1 to July 31, 2019. However, the predetermined period is not limited to this, and may be a period divided into any units. When the predetermined period has elapsed, the determination unit 1022 may reset the number of players to whom the transfer source player has transferred the item and the number of players to whom the transfer destination player has transferred the item.

[0047] (Determination of transferability) The game server 10 determines whether or not the paid item can be transferred to each transfer destination player in accordance with the transfer restrictions 1 to 4. Furthermore, the terminal 20 displays the determination result on a screen that accepts the selection of the transfer destination player.

[0048] FIG. 6 is a flowchart showing an example of a processing procedure when the game server 10 determines whether or not a paid item can be transferred.

[0049] The extraction unit 1021 extracts players who have a friend relationship with the transfer source player by searching the "friend list" of the player management DB 100a (S100). Next, the extraction unit 1021 selects one player to be judged (hereinafter, referred to as the "player to be judged") from the extracted players (S101).

[0050] Next, the determination unit 1022 searches the "Rank" in the player management DB 100a to determine whether the rank of the player to be determined is equal to or higher than a predetermined rank (S102). That is, it determines whether the player to be determined falls under transfer restriction 1. If the rank is equal to or higher than the predetermined rank, the process proceeds to step S103, and if the rank is lower than the predetermined rank, it determines that the paid item is not transferable (S107).

[0051] Next, the determination unit 1022 searches for players who have transferred paid items to the player to be determined, stored in "Transferred Items" in the player management DB 100a, to determine whether the player to be determined has transferred paid items from a predetermined number of other players (a second predetermined number) (S103). That is, it determines whether the player to be determined falls under transfer restriction 3. If the paid items have not been transferred from the predetermined number of other players, the process proceeds to step S104, and if they have been transferred, it is determined that the paid items are not transferable (S107).

[0052] Next, the determination unit 1022 searches the "transferee player" in the player management DB 100a to determine whether the player to be determined has transferred a paid item to the transfer source player (S104). That is, it determines whether the player to be determined falls under transfer restriction 4. If the player has not transferred the paid item, the process proceeds to step S105, and if the player has transferred the paid item, it determines that the paid item can be transferred (S106).

[0053] Next, the determination unit 1022 searches the "transferee player" in the player management DB 100a to determine whether the transfer source player has transferred the paid item to a predetermined number of other players (first predetermined number) (S105). That is, it determines whether the transfer source player falls under transfer restriction 2. If the paid item has not been transferred, it determines that the paid item can be transferred (S106), and if the paid item has been transferred, it determines that the paid item cannot be transferred (S107).

[0054] The determination unit 1022 repeats the process procedure of steps S102 to S107 for all players who have a friend relationship with the transfer source player (S108).

[0055] Next, the presentation unit 1023 displays on the screen of the terminal 20 of the transfer source player whether or not the paid item can be transferred to all players who are friends with the transfer source player (S109).

[0056] The above-described processing procedure can also be expressed as follows. When the transfer source player transfers a paid item to a predetermined number of players (first predetermined number), the determination unit 1022 may determine that the transfer source player cannot transfer the item to transferee players other than the predetermined player who transferred the paid item to the transfer source player. The determination unit 1022 may also determine that the transfer source player cannot transfer the item to a player to whom the paid item has been transferred from a predetermined number of players (second predetermined number) among the predetermined players. The determination unit 1022 may also determine that the transfer source player cannot transfer the paid item to a player who has a predetermined relationship with the transfer source player and is below a predetermined rank.

[0057] (Screen display example) 7 to 9 are diagrams showing examples of screens displayed on the screen of the terminal 20. The following description is based on the premise that the player X is the transfer source player and transfers a paid item to another player (gives the item as a gift).

[0058] Screen P100 in Fig. 7 is an example of a screen that accepts the purchase of a paid item. When button A10 is pressed, screen P110 showing the contents of the paid item is displayed. Furthermore, when button A11 is pressed on screen P110, screen P120 is displayed. When button A12 is pressed, the screen transitions to a screen for using the received paid item. When the paid item is used, an effect determined by determination unit 1024 of game server 10 (e.g., the attribute of character X is strengthened) is executed.

[0059] Screen P120 shows an example of a screen for transferring and receiving paid items. When tab T1 is pressed, a screen for accepting the selection of a transferee player is displayed, and when tab T2 is pressed, a list of players who have transferred paid items to the player is displayed. Screen P120 shows the state in which tab T2 is pressed. The example of screen P120 shows that player X has received paid items transferred from player M and player N.

[0060] When the button F1 is pressed, the player X can receive the paid item transferred from the player M. When the button F2 is pressed, the player X can receive the paid item transferred from the player N. In this game, even if the player X does not receive the paid item, the paid item is considered to have been transferred from the player M and the player N to the player X.

[0061] Screen P200 in FIG. 8 shows an example of a screen that accepts the selection of a transfer destination player. The screen that accepts the selection of a transfer destination player displays a list of players who are friends with player X, and displays the determination result of whether or not a paid item can be transferred for each player. The method of displaying the determination result is arbitrary, but if a paid item can be transferred, it may be displayed in an active state, and if a paid item cannot be transferred, it may be displayed in an inactive state (grayed out). Furthermore, if the display of all players who are friends with player X cannot fit on one screen, a scroll bar SC is displayed. When the scroll bar SC is dragged, the selection buttons of the hidden players are scrolled.

[0062] For players who cannot transfer paid items, the reason why the transfer is not possible may be displayed. For example, the button F13 for selecting player C displays a message M1 indicating that the paid item cannot be received because the upper limit for receiving paid items has been reached (i.e., transfer limit 3 applies). Similarly, the button F14 for selecting player D displays a message M2 indicating that the paid item cannot be received because the player's rank has not reached a predetermined rank (i.e., transfer limit 1 applies).

[0063] The example of screen P210 shows a display example in a state where player X has transferred a paid item to a predetermined number of players without having received a paid item from another player (i.e., the transfer restriction 2 applies). In this case, player X cannot transfer the paid item to anyone, so buttons F11-F14 for selecting players A-D are all displayed as grayed out. In addition, a message M3 is displayed indicating that player X has transferred a paid item to a predetermined number of players and that the paid item cannot be transferred to anyone other than the player who transferred the paid item to player X. In addition, an icon B1 indicating that the paid item has been transferred is displayed for the player to whom player X has transferred the paid item.

[0064] 9 show examples of screens when a paid item is transferred to player X from another player (i.e., when transfer restriction 4 applies). When player X is transferred a paid item from another player, an area displaying a list of players who transferred the paid item to player X (an area displaying "gift giver") is additionally displayed in the upper half of the screen that accepts the selection of the transferee player.

[0065] The example of screen P300 shows a display example in a state where player X has received paid items from player A and player B, and has not yet transferred paid items to a predetermined number of players. In the example of screen P300, for players who cannot transfer paid items, the reason why the transfer is not possible is displayed. For example, for player B, a message M11 is displayed indicating that player B cannot receive a paid item because the upper limit for receiving paid items has been reached (i.e., because player B falls under transfer limit 3).

[0066] The example of screen P310 shows a display example in which, as a result of transferring a paid item from player X to player C on screen P300, player X has transferred the paid item to a predetermined number of players (reaching transfer limit 2). As shown on screen P310, an icon B11 indicating that a paid item has been transferred is displayed on player C's selection button F11. Also, in the example of screen P310, player A's selection button F21 is active, so player X can transfer the paid item to player A.

[0067] The example of the screen P320 shows a display example in the case where a paid item is transferred from the player X to the player A on the screen P310. As shown on the screen P320, an icon B12 indicating that a paid item has been transferred is displayed on the selection button F21 of the player A.

[0068] <Modification> In the embodiment described above, it has been assumed that the paid item is treated as having been transferred regardless of whether the player to whom the paid item has been transferred has received the transferred paid item, but this is not limiting. For example, the determination unit 1022 may determine that the paid item has been transferred when the player to whom the paid item has been transferred receives the transferred paid item.

[0069] In the above-described embodiment, a list of players to which an item can be transferred is displayed on the screen for accepting the selection of the transfer destination player, and the player can select a player to which the paid item is transferred from among the players actively displayed on the screen. That is, the determination unit 1022 of the game server 10 determines whether or not the paid item can be transferred for each player who is in a friend relationship with the transfer source player before the player selects the transfer destination player, but this is not limited to the above. For example, after the player first designates a player to which the paid item is to be transferred, the determination result of whether or not the paid item can be transferred to the selected player may be displayed on the screen of the terminal 20. That is, the determination unit 1022 of the game server 10 may determine whether or not the paid item can be transferred to one player designated by the player by executing the processing procedure of steps S102 to S107 shown in FIG. 6.

[0070] <Summary> According to the embodiment described above, the game server 10 and the terminal 20 display a list of players to which an item can be transferred on the screen that accepts the selection of the transferee player. This makes it possible to notify the player of the recipient of the item when transferring an item with transfer restrictions.

[0071] Furthermore, according to this embodiment, the game server 10 and the terminal 20 apply transfer restrictions 1 to 4 to the transfer of paid items. This makes it possible to prevent unlimited transfer of paid items, and makes it possible to maintain game balance while revitalizing the game by eliminating the transfer of paid items.

[0072] The above-described embodiments are intended to facilitate understanding of the present invention, and are not intended to limit the present invention. The flow charts, sequences, elements included in the embodiments, and their arrangements, materials, conditions, shapes, sizes, etc. are not limited to those illustrated, and can be changed as appropriate. In addition, configurations shown in different embodiments can be partially replaced or combined with each other. [Explanation of symbols]

[0073] 1...game system, 10...game server, 11...processor, 12...storage device, 13...communication IF, 14...input device, 15...output device, 20...terminal, 100...storage unit, 101...terminal control unit, 102...game control unit, 200...storage unit, 201...communication unit, 202...UI unit, 203...game control unit, 1021...extraction unit, 1022...determination unit, 1023...presentation unit, 1024...determination unit

Claims

1. a processor, the processor comprising: The item is transferred from the transfer source player to the designated transfer destination player, determining that at least a part of options of effects to be exhibited are different between a case where the item is issued in a first period and a case where the item is issued in a second period; exerting an effect selected from the options on the transferee player when using the item; The price of the item when purchased for transfer purposes is set to be lower than the price when purchased by the player for his / her own use. Information processing device.

2. The processor transfers the item from the transfer source player to the designated transfer destination player, A processor determines that at least a part of options of effects to be exhibited is different between a case where the item is issued in a first period and a case where the item is issued in a second period; a processor causes the effect selected from the options to be exerted on the transferee player when the transferee player uses the item; The processor sets the price of the item when purchased for transfer purposes to be lower than the price when purchased by the player for his / her own use. Information processing methods.

3. causing the processor to transfer the item from the transfer source player to the designated transfer destination player; causing a processor to determine that at least a part of options of effects to be exerted are different between a case where the item is issued in a first period and a case where the item is issued in a second period; causing a processor to exert an effect selected from the options on the transferee player when the transferee player uses the item; causing the processor to set a price for the item when purchased for transfer purposes lower than a price for the item when purchased by a player for his / her own use; A program that executes a process.

4. A server and a terminal device are provided, The server, The item is transferred from the transfer source player operating the terminal device to the designated transfer destination player; determining that at least a part of options of effects to be exhibited are different between a case where the item is issued in a first period and a case where the item is issued in a second period; exerting an effect selected from the options on the transferee player when using the item; The price of the item when purchased for transfer purposes is set to be lower than the price when purchased by the player for his / her own use. system.

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