PROGRAM AND INFORMATION PROCESSING APPARATUS
By prioritizing recovery processes based on currency item acquisition time, the system enhances player motivation and strategic use of items, addressing the lack of incentive in existing systems.
Patent Information
- Application Number
- JP2022130826
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-08-19
- Publication Date
- 2025-01-28
- Estimated Expiration
- 2041-11-15
AI Technical Summary
Existing game systems do not effectively motivate players to acquire and utilize currency items, as these items maintain the same value regardless of acquisition time, leading to a lack of incentive for early consumption.
Implement a system where the execution of recovery processes, such as lottery games and stamina recovery, is prioritized based on the acquisition time of currency items, with preferential treatment given to newer or older items, thereby enhancing the motivation to hold or consume items strategically.
This approach increases player motivation by providing benefits for holding currency items longer or consuming them early, reducing the burden on game operators managing these items over time and encouraging strategic use of currency items.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a program and an information processing device. [Background technology]
[0002] 2. Description of the Related Art Conventionally, games have been known that allow a player to acquire currency items (for example, paid items or free items) that can be consumed in lottery games or to recover a current stamina value.
[0003] In this regard, Patent Document 1 discloses a technique that allows a player to acquire paid items through a purchasing procedure, and allows a player to acquire free items by logging into the game, clearing quests, achieving missions, etc. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent No. 6614376 Summary of the Invention [Problem to be solved by the invention]
[0005] In such games, all currency items have the same value regardless of when the player acquires them, so there is no benefit to the player in holding the currency items for a long period of time or in consuming them early. This causes a problem in that players are not sufficiently motivated to acquire currency items.
[0006] The present invention has been made in view of the above problems, and has an object to provide a program and an information processing device that can provide a player with sufficient motivation to acquire currency items. [Means for solving the problem]
[0007] In order to solve the above problems, a program according to a first aspect of the present invention is a program that executes a recovery process in which a player acquires a currency item and consumes the currency item to recover a current stamina value associated with the player, and causes a computer to function as: a storage means that stores the time when the player acquired the currency item; a consumption means that consumes a currency item owned by the player in response to a request to execute the recovery process; and a control means that prioritizes the execution of the recovery process depending on the time when the consumed currency item was acquired.
[0008] In a second aspect of the present invention, the control means prioritizes the execution of the recovery process when the acquisition time is a predetermined time or later.
[0009] In a third aspect of the present invention, the control means gives priority to the execution of the recovery process the more recently the acquisition time is.
[0010] In a fourth aspect of the present invention, the control means prioritizes the execution of the recovery process when the acquisition time is before a predetermined time.
[0011] In a fifth aspect of the present invention, the control means gives priority to the execution of the recovery process the older the acquisition time is.
[0012] In a sixth aspect of the present invention, when a plurality of currency items have been consumed, the control means gives priority to the execution of the recovery process depending on the most recent acquisition time among the acquisition times of the currency items.
[0013] In a seventh aspect of the present invention, when a plurality of currency items are consumed, the control means gives priority to the execution of the recovery process depending on the oldest acquisition time among the acquisition times of the currency items.
[0014] In addition, in an eighth aspect of the present invention, when a plurality of currency items are consumed, the control means gives preferential treatment to the execution of the recovery process in accordance with statistical information on the acquisition time of each of the currency items.
[0015] In a ninth aspect of the present invention, the preferential treatment is to increase the amount of recovery of the current stamina value.
[0016] In a tenth aspect of the present invention, the preferential treatment is to restore the current stamina value beyond a stamina upper limit value associated with the player.
[0017] In an eleventh aspect of the present invention, the currency items include paid items that can be acquired by a purchasing procedure and free items that can be acquired by playing a game.
[0018] In addition, an information processing device according to a twelfth aspect of the present invention is an information processing device that executes a recovery process in which a player acquires a currency item and consumes the currency item to recover a current stamina value associated with the player, and is equipped with a storage means that stores the time when the player acquired the currency item, a consumption means that consumes a currency item owned by the player in response to a request to execute the recovery process, and a control means that gives priority to the execution of the recovery process depending on the time when the consumed currency item was acquired. Effect of the Invention
[0019]
[0020] According to the present invention, it is possible to provide a player with sufficient motivation to acquire currency items. [Brief description of the drawings]
[0021] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to a first embodiment. [Diagram 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Diagram 3] 2 is a diagram illustrating an example of a hardware configuration of a smartphone as the terminal device illustrated in FIG. 1. [Figure 4] FIG. 2 is a block diagram showing an example of a functional configuration of a server device. [Diagram 5] 5 is a flowchart showing an example of the flow of processes performed by each functional means shown in FIG. 4 in the game system according to the first embodiment. [Figure 6] FIG. 13 is a diagram showing an example of an execution screen of the lottery game according to the first embodiment. [Figure 7] FIG. 13 is a diagram showing an example of a result screen according to the first embodiment. [Figure 8] 13 is a flowchart showing an example of the flow of processes performed by each functional means in a game system according to a second embodiment. [Figure 9] FIG. 11 is a diagram showing an example of an execution screen for recovery processing according to the second embodiment; [Figure 10] FIG. 11 is a diagram showing an example of a result screen according to the second embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0022] Hereinafter, a number of embodiments of the present invention will be described with reference to the accompanying drawings. In order to facilitate understanding of the description, the same components and steps in each drawing are denoted by the same reference numerals as much as possible, and duplicated descriptions will be omitted.
[0023] ---First embodiment --- First, the first embodiment will be described.
[0024] <Overall composition> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to the first embodiment.
[0025] 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicatively connected to each other via a communication network NT such as an intranet, the Internet, or a telephone line.
[0026] 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 players of the terminal devices 12 via the communications network NT. In the first embodiment, the server device 10 provides the game program 14 itself to the players of the terminal devices 12.
[0027] Each terminal device 12 is an information processing device owned by each player, which provides a game to each player by executing the game program 14 received from the server device 10 after it has been installed therein. Examples of these terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.
[0028] <Hardware configuration> FIG. 2 is a diagram illustrating an example of a hardware configuration of the server device 10. As shown in FIG.
[0029] 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured with a CPU (Central Processing Unit) 22 and a memory 24.
[0030] In the control device 20, the CPU 22 executes a predetermined program stored in the memory 24 or the storage device 28, thereby functioning as various functional means. The details of these functional means will be described later.
[0031] The communication device 26 is configured with a communication interface for communicating with an external device, etc. The communication device 26 transmits and receives various information to and from the terminal device 12, for example.
[0032] The storage device 28 is composed of a hard disk, etc. This storage device 28 stores various programs and information necessary for executing processes in the control device 20, including the game program 14, and information on the results of the processes.
[0033] The server device 10 can be realized by using an information processing device such as a dedicated or general-purpose server computer. The server device 10 may be configured by a single information processing device or by multiple information processing devices distributed over a communication network NT. FIG. 2 shows only a part of the main hardware configuration of the server device 10, and the server device 10 may have other configurations that a server generally has. The hardware configuration of the multiple terminal devices 12 may also have the same configuration as the server device 10, except for including an operating means, a display device, and a sound output device.
[0034] FIG. 3 is a diagram showing an example of a hardware configuration of a smartphone serving as the terminal device 12 shown in FIG.
[0035] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera , a mobile communication unit , a wireless LAN communication unit , a storage unit 40, and a speaker .
[0036] The main control unit 30 is configured to include a CPU, a memory, etc. The main control unit 30 is connected to a touch panel 32 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 has a function of controlling these connection destinations.
[0037] The touch panel 32 has both a display function and an input function, and is composed of a display 32A that performs the display function and a touch sensor 32B that performs the input function. In the first embodiment, the display 32A can display game images including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the input position of the player relative to the game image.
[0038] The camera 34 has a function of taking still images and / or moving images and storing them in the storage unit 40.
[0039] The mobile communication unit 36 has a function of connecting to a mobile communication network via an antenna 36A and communicating with other communication devices connected to the mobile communication network.
[0040] The wireless LAN communication unit 38 has a function of connecting to the communication network NT via an antenna 38A and communicating with other devices such as the server device 10 connected to the communication network NT.
[0041] The storage unit 40 stores various programs and data such as the game program 14 and play data indicating the game progress and player information of the game program 14. The play data may be stored in the server device 10.
[0042] The speaker 42 has a function of outputting game sounds and the like.
[0043] <Game Overview> The game according to the first embodiment includes lottery games, quests, purchase games, missions, etc., in which the player can acquire content (e.g., characters). The lottery games may be called gacha, lottery, summons, etc. The quests may be called battle games, dungeons, exploration, etc.
[0044] The lottery game according to the first embodiment is a game that provides the player with one or more contents (characters) that are selected (randomly selected) from a lottery content group (lottery character group) that is the subject of the lottery, in response to an execution request (instruction) from the player to execute the lottery game. This lottery game is executed based on the consumption of currency items owned by the player. Examples of the currency items include paid items (e.g., paid stones) and non-paid items (e.g., free stones). A paid item is a paid item that can be acquired by a purchase procedure (payment) using money, a prepaid card, a credit card, electronic money, cryptocurrency, or the like. One paid item can be purchased for 100 yen, for example. On the other hand, a non-paid item is a free item that can be acquired by playing a game. Examples of playing a game include a player logging into a game, clearing a quest for the first time, and completing a mission. Free items can be consumed in various games without distinction from paid items. For example, in the lottery game according to the first embodiment, paid items and free items can be consumed without distinction.
[0045] Further, a quest according to the first embodiment is a game in which a team formed of one or more characters owned by a player is pitted against an enemy character based on an execution request (instruction) from the player to execute a quest. For example, a player can organize characters to be used in a quest by arbitrarily selecting one or more characters from the characters owned in an organization menu for organizing characters to be used in a quest. This quest is executed based on the consumption of a current stamina value associated with the player. This current stamina value is restored by consuming a currency item (paid item or free item). When the player clears the quest, that is, when the hit points of the enemy character (boss character) that appears at the end of the quest are reduced to 0 or less, the player can acquire a clear reward (reward content). This clear reward can be, for example, a non-chargeable item (free item), a gacha ticket, coins, a character, a training item, a player experience value, or the like. This training item is, for example, an item for increasing the character experience value of a character. On the other hand, when the player fails to clear the quest, the player can choose to continue the quest by consuming one currency item (paid item or free item) or one continue item, or to give up on clearing the quest.
[0046] Moreover, the purchase game according to the first embodiment is a game in which the player can acquire content (characters) selected by the player based on a purchase request (instruction) to purchase the content (e.g., characters) from the player. This purchase is executed based on the consumption of currency items (paid items or free items) owned by the player. This purchase game differs from lottery games and quests in that the player can reliably acquire the content (characters) he or she desires.
[0047] Moreover, the mission according to the first embodiment is a game in which the player accomplishes a task set by the game operator. The mission may include reaching a predetermined number of days logged in, number of friends, player rank, number of times a specific quest has been cleared, total current stamina consumption, etc. When the mission is accomplished, the player can obtain a mission reward (reward content). The mission reward may include non-chargeable items (free items), gacha tickets, coins, characters, training items, etc.
[0048] <Function means> FIG. 4 is a block diagram showing an example of a functional configuration of the server device 10. As shown in FIG.
[0049] 4, the server device 10 comprises, as functional components, a storage means 50, a consumption means 52, and a control means 54. The storage means 50 is realized by one or more storage devices 28. The functional means other than the storage means 50 are realized by the control device 20 executing the game program 14 stored in the storage devices 28 or the like.
[0050] The storage means 50 is a functional means for storing player information 50A, character information 50B, lottery game information 50C, quest information 50D, and the like.
[0051] The player information 50A is stored for each player in association with the player ID of the player. The player information 50A includes, for example, the name and age of the player, player rank, owned content information, stamina information, and the like.
[0052] The player rank increases, for example, when the player gains player experience points.
[0053] The owned content information includes owned character information, owned item information, owned coin information, and the like.
[0054] The owned character information includes ability parameters (eg, level, hit points, attack power, defense power, etc.) of each character in association with the character ID of each character owned by the player.
[0055] The owned item information includes the number of each item and the acquisition time, etc., in association with the item ID of each item owned by the player. Examples of the items include paid items and free items. In the first embodiment, the acquisition time is stored in association with the paid items and free items owned by the player. The acquisition time includes, for example, a date. For example, the acquisition time of the first paid item owned by the player includes the date (for example, October 9, 2021) when the player performed the purchase procedure and acquired the first paid item. Also, for example, the acquisition time of the first free item owned by the player includes the date (for example, October 10, 2021) when the player acquired the first free item as a login bonus. Also, for example, the acquisition time of the second free item owned by the player includes the date (for example, October 11, 2021) when the second free item owned by the player acquired the second free item as a reward for clearing a quest. Also, for example, the acquisition time of a third free item owned by a player includes the date on which the third free item was acquired as a mission reward (e.g., October 12, 2021).
[0056] The owned coin information includes the number of coins owned by the player.
[0057] The stamina information includes the current stamina value, the stamina upper limit, and the stamina recovery amount. The current stamina value is the value consumed when performing a quest in the game. This current stamina value recovers by a predetermined amount (e.g., 1) after a certain amount of time (e.g., 3 minutes) has passed, recovering to the stamina upper limit. The stamina upper limit is the upper limit to which the current stamina value recovers over time or through recovery processing. The stamina upper limit increases, for example, as the player rank increases. The stamina recovery amount includes the amount (e.g., 10) that the current stamina value recovers by consuming one currency item. This stamina recovery amount increases by a predetermined amount (e.g., 1) when the player rank increases by 1.
[0058] Character information 50B is stored for each character in association with the character ID of the character. Character information 50B includes, for example, the character's name, image, ability parameter information, rarity, and time of addition. This character information 50B is updated as the game operator updates the game (upgrades and updates).
[0059] The ability parameter information includes the initial value and maximum value of each ability parameter of the character.
[0060] The rarity includes a numerical value ranging from 1 to 6, for example. This numerical value may be expressed, for example, by the number of stars. Characters with high rarity are set with advantageous ability parameters in game events (for example, quests).
[0061] The addition time includes, for example, the date on which the character was newly added by a game update (the date on which the game update was performed). For example, the addition time of a certain character is October 1, 2021. Note that the addition time of a character that has existed since the start of operation of the game includes the date of the start of operation.
[0062] The lottery game information 50C is stored for each lottery game in association with the lottery game ID of the lottery game. The lottery game information 50C includes the name and prize of the lottery game, lottery target information, and the like.
[0063] The consideration includes the number of currency items (paid items or free items) required to execute one lottery. For example, the consideration for the first lottery game is five paid items or free items. For example, the consideration for the second lottery game is two paid items or free items. For example, the consideration for the third lottery game is one paid item or free item.
[0064] The lottery target information includes the character ID of each character constituting the lottery target character group that is the lottery target of the lottery game, and the appearance frequency (weight) associated with the character ID. The appearance frequency includes, for example, a numerical value from 1 to 10. A low numerical value is set for the appearance frequency of a character with a high rarity, and a high numerical value is set for a character with a low rarity. Note that the appearance frequency may be set to different numerical values between characters of the same rarity (for example, rarity 6). Here, the lottery probability of a character is a value obtained by dividing the appearance frequency set for the character by the total value of the appearance frequencies set for each of the characters constituting the lottery target character group. Specifically, if the appearance frequency set for a character is 2 and the total value of the appearance frequencies set for each of the characters constituting the lottery target character group is 400, the lottery probability of the character is 2 / 400 (0.5%).
[0065] The quest information 50D is stored for each quest in association with the quest ID of the quest. The quest information 50D includes the name of the quest, the stamina consumption value, enemy character information, and clear reward information.
[0066] The consumed stamina value includes a value required to execute a quest. The consumed stamina value is consumed from the player's current stamina value. For example, the more difficult the quest, the higher the consumed stamina value.
[0067] The enemy character information includes the character ID and ability parameters of each enemy character that appears in the quest, including the boss character that appears at the end of the quest.
[0068] The clear reward information includes, as clear rewards, the number of free items and coins that can be acquired when the quest is cleared for the first time, the character ID and drop rate of the acquireable character, the player experience value, etc. The drop rate is the probability that the player will acquire an acquireable character. In the first embodiment, the drop rate includes a higher probability for a quest with a higher difficulty level.
[0069] The consumption means 52 is a functional means for consuming a currency item owned by the player. In the first embodiment, the consumption means 52 consumes one or more currency items owned by the player in response to a request to play a lottery game by the player. For example, when the player owns both paid items and free items, the consumption means 52 consumes the free items with priority. Also, for example, when the consumption means 52 consumes paid items owned by the player, the consumption means 52 consumes the paid items in order of oldest acquisition. Also, for example, when the consumption means 52 consumes free items owned by the player, the consumption means 52 consumes the free items in order of oldest acquisition.
[0070] In addition, for example, when three free items are consumed in response to a request by a player to play a lottery game, the consumption means 52 reduces the number of free items by three in the owned item information and deletes the acquisition times corresponding to each of the three free items. In addition, when two paid items are consumed, for example, in response to a request by a player to play a lottery game, the consumption means 52 reduces the number of paid items by two in the owned item information and deletes the acquisition times corresponding to each of the two paid items.
[0071] The control means 54 is a functional means for controlling the entire game. In the first embodiment, the control means 54 allows the player to acquire paid items by a purchase procedure, and allows the player to acquire free items by playing the game. For example, when the control means 54 allows the player to acquire a currency item, the control means 54 updates the owned item information in the player information 50A. Specifically, when the player acquires five paid items by a purchase procedure, the control means 54 increases the number of paid items by five in the owned item information, and stores the current date in the acquisition time corresponding to each of the five paid items. Also, when the player acquires three free items by playing the game, the control means 54 increases the number of free items by three in the owned item information, and stores the current date in the acquisition time corresponding to each of the three free items.
[0072] In the first embodiment, the control means 54 executes a lottery game in which one or more characters selected from a group of characters to be selected are provided to the player in response to the consumption of a currency item by the consumption means 52. The control means 54 also gives preferential treatment to the execution of the lottery game in response to the time of acquisition of the currency item consumed by the consumption means 52. Specifically, the control means 54 makes it easier than usual to provide one or more specific characters (specific content), increases the number of characters provided, or provides additional content in response to the time of acquisition of the consumed currency item. Examples of the specific characters include characters with high rarity newly added by a game update after a predetermined time, which will be described later. A specific example of preferential treatment will be described below.
[0073] (1) Increased chances of winning specific characters For example, the preferential treatment may be to increase the selection probability corresponding to a specific character (specific content) having a high rarity included in the character group to be selected in the lottery game (content group to be selected). Specifically, the control means 54 increases the appearance frequency (weight) by 2 for each specific character having a rarity of 6 included in the character group to be selected in the lottery game.
[0074] (2) Adding specific characters to the group of characters eligible for lottery For example, the preferential treatment may be to add a specific character (specific content) with high rarity to the lottery target character group (lottery target content group). Specifically, the control means 54 adds a specific character with a rarity of 6 to the lottery target character group of the lottery game, and sets the appearance frequency (weight) of the specific character to 2.
[0075] (3) Increasing the number of lottery draws For example, an example of the preferential treatment is to increase the number of lottery draws. Specifically, the control means 54 increases the number of lottery draws by a predetermined number (for example, 1) and increases the number of characters provided to the player by the predetermined number (for example, 1).
[0076] (4) Providing additional content For example, the preferential treatment may be to provide additional content. Specifically, the control means 54 provides the player with additional content (bonus content) in addition to the selected character.
[0077] In addition, the control means 54 favors the execution of the lottery game when the acquisition time of the currency item consumed by the consumption means 52 is after the predetermined time, or before the predetermined time. Examples of the predetermined time include one day before (e.g., October 30, 2021), 10 days before (e.g., October 21, 2021), 20 days before (e.g., October 11, 2021), 30 days before (e.g., October 1, 2021), and three months before (e.g., July 31, 2021), counting from the consumption time when the currency item was consumed (e.g., October 31, 2021). Below, a specific example in which the control means 54 favors the execution of the lottery game depending on the acquisition time will be described.
[0078] (1) Preferential treatment if the period is after the designated period For example, the control means 54 favors the execution of the lottery game when the consumed currency item was acquired after a predetermined time. Specifically, the control means 54 does not favor the execution of the lottery game when the consumed currency item was acquired before a predetermined time (for example, October 11, 2021), and favors the execution of the lottery game when the acquisition time is after the predetermined time. In other words, the control means 54 favors the execution of the lottery game when the acquisition time of the consumed currency item is close to the consumption time (for example, October 31, 2021) when the currency item was consumed (when the acquisition time is new). In addition, the control means 54 favors the execution of the lottery game the more recently the consumed currency item was acquired (the closer it was to the time of consumption). Specifically, when the acquisition time is between October 25 and October 31, 2021, the control means 54 increases the appearance frequency (weight) of a specific character included in the lottery target character group by 5. When the acquisition time is between October 18 and October 24, 2021, the control means 54 increases the appearance frequency (weight) of a specific character included in the lottery target character group by 3. When the acquisition time is between October 11 and October 17, 2021, the control means 54 increases the appearance frequency (weight) of a specific character included in the lottery target character group by 2.
[0079] (2) Preferential treatment if before the specified time For example, the control means 54 favors the execution of the lottery game when the consumed currency item was acquired before a predetermined time. Specifically, the control means 54 does not favor the execution of the lottery game when the consumed currency item was acquired after a predetermined time (for example, July 31, 2021), and favors the execution of the lottery game when the acquisition time is before the predetermined time. In other words, the control means 54 favors the execution of the lottery game when the acquisition time of the consumed currency item is far from the consumption time (for example, October 31, 2021) when the currency item was consumed (when the acquisition time is old). In addition, the control means 54 favors the execution of the lottery game the older the time of acquisition of the consumed currency item (the further away from the time of consumption). Specifically, when the acquisition time is between July 1 and July 31, 2021, the control means 54 adds one type of specific character to the group of characters to be selected, and sets the appearance frequency (weight) of the one type of specific character to 1. When the acquisition time is between June 1 and June 30, 2021, the control means 54 adds two types of specific characters to the group of characters to be selected, and sets the appearance frequency (weight) of the two types of specific characters to 2, respectively. When the acquisition time is before May 31, 2021, the control means 54 adds three types of specific characters to the group of characters to be selected, and sets the appearance frequency (weight) of the three types of specific characters to 3, respectively.
[0080] Furthermore, when a plurality of currency items are consumed, the control means 54 gives preferential treatment to the execution of the lottery game depending on the time when each of the currency items was acquired.
[0081] For example, the control means 54 gives preferential treatment to the execution of the lottery game depending on the most recent acquisition time among the multiple currency items consumed. Specifically, when five currency items are consumed in response to a request to execute a lottery game, the control means 54 gives preferential treatment to the execution of the lottery game depending on whether the most recent acquisition time among the five currency items is after a predetermined time. Also, for example, the control means 54 favors the execution of the lottery game the closer (newer) the most recent acquisition time of each of the five currency items is to the time of consumption. Note that the control means 54 may favor the execution of the lottery game the farther (older) the most recent acquisition time of each of the five currency items is from the time of consumption.
[0082] Also, for example, the control means 54 gives preferential treatment to the execution of the lottery game depending on the earliest acquisition time among the multiple currency items consumed. Specifically, when five currency items are consumed in response to a request to execute a lottery game, the control means 54 gives preferential treatment to the execution of the lottery game depending on whether the earliest acquisition time among the five currency items is after a predetermined time. Also, for example, the control means 54 favors the execution of the lottery game the further away (older) the oldest acquisition time of each of the five currency items is from the consumption time. Note that the control means 54 may favor the execution of the lottery game the closer (newer) the oldest acquisition time of each of the five currency items is to the consumption time.
[0083] Also, for example, the control means 54 gives preferential treatment to the execution of the lottery game depending on statistical information on the time when each of the multiple consumed currency items was acquired. Specifically, when five currency items are consumed in response to a request to execute a lottery game, the control means 54 gives preferential treatment to the execution of the lottery game depending on whether or not the statistical information (e.g., average value, median value, mode value, etc.) on the time when each of the five currency items was acquired is after a predetermined time. Also, for example, the control means 54 favors the execution of the lottery game the closer (newer) the statistical information on the acquisition time of each of the five currency items is to the time of consumption. Note that the control means 54 may favor the execution of the lottery game the further (older) the statistical information on the acquisition time of each of the five currency items is from the time of consumption.
[0084] <Processing flow> Fig. 5 is a flowchart showing an example of the flow of processing performed by each functional means shown in Fig. 4 in the game system according to the first embodiment. The processing of the following steps is started, for example, when the player selects the first lottery game (lottery game A) in the lottery game menu. The order and contents of the following steps can be changed as appropriate.
[0085] (Step SP10) The control means 54 causes the touch panel 32 to display an execution screen for the lottery game (first lottery game).
[0086] FIG. 6 is a diagram showing an example of an execution screen 60 of the lottery game according to the first embodiment.
[0087] As shown in FIG. 6, the execution screen 60 is provided with a lottery target information area 62, a provision rate button 64, and an execution button 66. The lottery target information area 62 shows a specific character (eyeball character) included in the lottery target character group of the lottery game (first lottery game). The lottery target information area 62 also shows that the lottery game is preferentially executed when the average acquisition time of the currency item to be consumed is recent. The provision rate button 64 is a button for transitioning to a screen showing the name, rarity, and lottery probability of each character that constitutes the lottery target character group of the lottery game. The execution button 66 is a button for requesting the execution of the lottery game (first lottery game). The execution button 66 has, for example, two types of buttons, and the player can select the number of lotteries (for example, 1 time or 10 times) to be executed by using each button.
[0088] (Step SP12) The control means 54 judges whether or not there is an execution request from the player to execute the lottery game (first lottery game). For example, the control means 54 judges whether or not the execution button for the lottery game is pressed by the player. Then, if the judgment is affirmative, the process proceeds to the process of step SP14. On the other hand, if the judgment is negative, the process ends the series of processes shown in FIG. 5.
[0089] (Step SP14) The consumption means 52 references the value in the lottery game information 50C and acquires the number of currency items to be consumed (e.g., five items) according to the number of lotteries requested to be executed in step SP12 (e.g., one time). Next, the consumption means 52 references the owned item information in the player information 50A and acquires the acquisition time of each of the currency items to be consumed. Specifically, the consumption means 52 acquires the acquisition time of each of the three free items and two paid items owned by the player. Then, the process proceeds to the process of step SP16.
[0090] (Step SP16) The consumption means 52 consumes the number of currency items to be consumed acquired in step SP14. For example, the consumption means 52 reduces the number of free items by 3 and reduces the number of paid items by 2 in the owned item information of the player information 50A. Next, the consumption means 52 deletes the acquisition times corresponding to the three free items and the acquisition times corresponding to the two free items in the owned item information of the player information 50A. Then, the process proceeds to the process of step SP18.
[0091] (Step SP18) The control means 54 judges whether or not the average value of the acquisition time of each of the consumed currency items acquired in step SP14 is after a predetermined time (for example, 30 days before now). If the judgment is affirmative, the process proceeds to step SP20. On the other hand, if the judgment is negative, the process proceeds to step SP22.
[0092] (Step SP20) The control means 54 favors the execution of the lottery game. For example, the control means 54 increases the lottery probability corresponding to a specific character with high rarity included in the lottery target character group in the first lottery game. Specifically, the control means 54 increases the appearance frequency (weight) of each specific character with a rarity of 6 in the lottery target information of the lottery game information 50C by 2. This specific character is, for example, a character newly added by a game update after a predetermined time. Note that, when the first lottery game is ended, the control means 54 initializes the appearance frequency of the specific character in the lottery target information. Then, the process proceeds to the process of step SP22.
[0093] (Step SP22) The control means 54 selects characters (e.g., one character) from the group of characters to be selected in the lottery game (first lottery game) in the same number as the number of selections (e.g., one time) requested in step SP12. For example, the control means 54 selects characters according to the selection probability of each character constituting the group of characters to be selected, with reference to the selection target information in the lottery game information 50C. Then, the process proceeds to step SP24.
[0094] (Step SP24) The control means 54 provides the player with the character selected in step SP22. For example, the control means 54 adds the selected character to the possessed character information in the player information 50A. Then, the process proceeds to step SP26.
[0095] (Step SP26) The control means 54 causes the touch panel 32 to display a result screen including the character provided in step SP24.
[0096] FIG. 7 is a diagram showing an example of a result screen 70 according to the first embodiment.
[0097] 7, the result screen 70 is provided with a result information area 72 and a back button 74. The result information area 72 displays the selected character. The result information area 72 also displays that the player was given preferential treatment in playing the lottery game (first lottery game) if the consumed currency item was acquired after a predetermined time. The back button 74 is a button for returning to the execution screen of the lottery game (first lottery game).
[0098] Then, the series of processes shown in FIG. 5 ends.
[0099] <Effects> As described above, in the first embodiment, a program executes a lottery game in which a player acquires a currency item and consumes the currency item to be provided with content selected from a group of content to be selected by lottery, and causes a computer to function as storage means 50 that stores the time when the player acquired the currency item, consumption means 52 that consumes a currency item owned by the player in response to a request to play a lottery game, and control means 54 that gives preferential treatment to the playing of the lottery game depending on the time when the consumed currency item was acquired.
[0100] According to this configuration, the lottery game is preferentially played depending on the time when the player acquired the currency item, so that the player can be given the advantage of holding the currency item for a long period of time and the advantage of consuming the currency item early, thereby providing the player with sufficient motivation to acquire the currency item.
[0101] Furthermore, in the first embodiment, the control means 54 gives preferential treatment to the execution of the lottery game when the acquisition time is after a predetermined time.
[0102] According to this configuration, when the currency items are acquired after the predetermined time, the lottery game is preferentially played, so that the player can be given an advantage in consuming the currency items early. Therefore, the player who has acquired the currency items can be motivated to play the lottery game early, and the game can be made more active. In addition, the game operator can reduce the burden of managing the currency items owned by the players for a long period of time.
[0103] Furthermore, in the first embodiment, the control means 54 gives preferential treatment to the execution of the lottery game the more recently the prize was acquired.
[0104] According to this configuration, the more recently acquired the currency item, the more preferential treatment is given to playing the lottery game, so that it is possible to give the player an advantage in spending the currency item earlier. Therefore, it is possible to motivate the player who has acquired the currency item to play the lottery game earlier, and to liven up the game. In addition, it is possible to reduce the burden on the game operator of managing the currency items owned by the player for a long period of time.
[0105] Furthermore, in the first embodiment, the control means 54 gives preferential treatment to the execution of the lottery game when the acquisition time is before the predetermined time.
[0106] According to this configuration, if the acquisition time is before the predetermined time, the lottery game is given preferential treatment, so that it is possible to give the player an advantage for holding the currency item for a long period of time. Therefore, it is possible to motivate a player who has not consumed a currency item for a long period of time to play the lottery game, thereby making the game more lively.
[0107] Furthermore, in the first embodiment, the control means 54 gives preferential treatment to the execution of the lottery game the older the acquisition time is.
[0108] According to this configuration, the older the currency item was acquired, the more preferential treatment the player will receive in playing the lottery game, so it is possible to give the player an advantage in holding the currency item for a longer period of time. Therefore, it is possible to sufficiently motivate a player who has not consumed a currency item for a long period of time to play the lottery game, thereby making the game more lively.
[0109] Furthermore, in the first embodiment, when a plurality of currency items are consumed, the control means 54 gives preferential treatment to the execution of the lottery game according to the most recent acquisition time among the acquisition times of the currency items.
[0110] According to this configuration, the lottery game is preferentially played according to the most recent acquisition time of each currency item, so that a player who owns multiple currency items can be given a strategy to decide whether to hold the currency item for a long period of time or to consume the currency item early. Also, the player can be encouraged to consume multiple currency items all at once.
[0111] Furthermore, in the first embodiment, when a plurality of currency items are consumed, the control means 54 gives preferential treatment to the execution of the lottery game according to the earliest acquisition time among the acquisition times of the currency items.
[0112] According to this configuration, the lottery game is preferentially played according to the earliest acquisition time of each currency item, so that a player who owns multiple currency items can be given a strategy to decide whether to hold the currency item for a long period of time or to consume the currency item early. Also, the player can be encouraged to consume multiple currency items at once.
[0113] Furthermore, in the first embodiment, when a plurality of currency items are consumed, the control means 54 gives preferential treatment to the execution of the lottery game in accordance with the statistical information on the time when each of the currency items was acquired.
[0114] According to this configuration, since the lottery game is favored according to the statistical information on the time of acquisition of each currency item, a player who owns a currency item can be given a strategy as to whether to hold the currency item for a long period of time or to consume the currency item early. Also, the player can be encouraged to consume multiple currency items at once.
[0115] In the first embodiment, the preferential treatment means increasing the probability of selection of a specific content having a high rarity included in the selection target content group.
[0116] With this configuration, specific content with high rarity is more likely to be drawn depending on the time when the player acquired the currency item, thereby providing the player with benefits for holding the currency item for a long period of time and for consuming the currency item early.
[0117] In the first embodiment, the preferential treatment is to add a specific content with high rarity to the lottery target content group.
[0118] According to this configuration, specific content with high rarity is added to the lottery objects depending on the time when the player acquired the currency item, thereby giving the player the benefit of holding the currency item for a long period of time and the benefit of consuming the currency item early.
[0119] In the first embodiment, the specific content is content that is newly added as a result of a game update after a predetermined time.
[0120] With this configuration, depending on when a player acquired a currency item, newly added content through game updates after a specified time is more likely to be provided than usual, thereby giving players the benefit of holding currency items for a long period of time and the benefit of consuming currency items early.
[0121] In the first embodiment, the currency items include paid items that can be acquired by a purchasing procedure, and free items that can be acquired by playing a game.
[0122] According to this configuration, when a player acquires a paid item by a purchasing procedure or a free item by playing a game, the player can be given the advantage of holding the paid item or free item for a long period of time and the advantage of consuming the paid item or free item early, which can sufficiently motivate the player to acquire the paid item or free item, thereby making the game more lively.
[0123] ---Second embodiment--- Next, a second embodiment will be described.
[0124] The second embodiment differs from the first embodiment in that the consumption means 52 consumes a currency item owned by the player in response to a request to execute a recovery process, and the control means 54 prioritizes execution of a recovery process that recovers the current stamina value. Note that the configuration and functions of the game system according to the second embodiment, which are not described below, are similar to those of the game system according to the first embodiment.
[0125] In the second embodiment, the consumption means 52 consumes one or more currency items owned by the player in response to a request by the player to execute a recovery process for recovering the current stamina value.
[0126] In addition, when two free items are consumed, for example, in response to a request by the player to execute a recovery process for recovering a current stamina value, the consumption means 52 reduces the number of free items by two in the owned item information and deletes the acquisition times corresponding to each of the two free items. In addition, when one paid item is consumed, for example, in response to a request by the player to execute a recovery process to recover a current stamina value, the consumption means 52 reduces the number of paid items by 1 in the owned item information and deletes the acquisition time corresponding to each paid item.
[0127] In the second embodiment, the control means 54 executes a recovery process for recovering a current stamina value associated with a player in response to consumption of a currency item by the consumption means 52. The control means 54 also gives preferential treatment to the execution of the recovery process in response to the acquisition time of the currency item consumed by the consumption means 52. A specific example of preferential treatment will be described below.
[0128] (1) Increases recovery amount For example, the preferential treatment may be to increase the recovery amount of the current stamina value. Specifically, the control means 54 increases the recovery amount of the current stamina value from the normal amount (for example, 10) to twice the normal amount (for example, 20).
[0129] (2) Recover stamina beyond the upper limit For example, the preferential treatment may include restoring the current stamina value to exceed the stamina upper limit value associated with the player. Specifically, the control means 54 allows the current stamina value to exceed the stamina upper limit value by executing the recovery process.
[0130] (3) Providing additional content For example, the preferential treatment may be to provide additional content. Specifically, the control means 54 provides the additional content (bonus content) to the player in addition to executing the recovery process.
[0131] In addition, the control means 54 gives preference to the execution of the recovery process when the acquisition time is after the predetermined time or before the predetermined time. In the following, a specific example in which the control means 54 gives preference to the execution of the recovery process depending on the acquisition time will be described.
[0132] (1) Preferential treatment if the period is after the designated period For example, the control means 54 favors the execution of the recovery process when the consumed currency item was acquired after a predetermined time. Specifically, the control means 54 does not favor the execution of the recovery process when the consumed currency item was acquired before a predetermined time (e.g., October 11, 2021), and favors the execution of the recovery process when the currency item was acquired after the predetermined time. In other words, the control means 54 favors the execution of the recovery process when the acquisition time of the consumed currency item is close to the consumption time of the currency item (e.g., October 31, 2021). In addition, the control means 54 gives preferential treatment to the execution of the recovery process the more recently the consumed currency item was acquired (closer to the time of consumption). Specifically, if the acquisition time is between October 25 and October 31, 2021, the control means 54 makes the recovery amount four times the normal amount (for example, 10). If the acquisition time is between October 18 and October 24, 2021, the control means 54 makes the recovery amount three times the normal amount (for example, 10). If the acquisition time is between October 11 and October 17, 2021, the control means 54 makes the recovery amount twice the normal amount (for example, 10).
[0133] (2) Preferential treatment if before the specified time For example, the control means 54 favors the execution of the recovery process when the consumed currency item was acquired before a predetermined time. Specifically, the control means 54 does not favor the execution of the recovery process when the consumed currency item was acquired after a predetermined time (for example, July 31, 2021), and favors the execution of the recovery process when the acquisition time is before the predetermined time. In other words, the control means 54 favors the execution of the recovery process when the acquisition time of the consumed currency item is far from the consumption time when the currency item was consumed (for example, October 31, 2021). In addition, the control means 54 gives preferential treatment to the execution of the recovery process the older the time when the consumed currency item was acquired (the further away from the time of consumption). Specifically, if the acquisition time is between July 1 and July 31, 2021, the control means 54 doubles the normal recovery amount (for example, 10). If the acquisition time is between June 1 and June 30, 2021, the control means 54 triples the normal recovery amount (for example, 10). If the acquisition time is before May 31, 2021, the control means 54 quadruples the normal recovery amount (for example, 10).
[0134] Furthermore, when a plurality of currency items are consumed, the control means 54 gives preferential treatment to the execution of the recovery process depending on the time when each of the currency items was acquired.
[0135] For example, the control means 54 gives preference to the execution of the recovery process depending on the most recent acquisition time of the currency items. Specifically, when five currency items are consumed in response to a recovery process request, the control means 54 gives preference to the execution of the recovery process depending on whether the most recent acquisition time of the five currency items is after a predetermined time. Also, for example, the control means 54 favors the execution of the recovery process the closer (newer) the most recent acquisition time of each of the five currency items is to the time of consumption. Note that the control means 54 may favor the execution of the recovery process the farther (older) the most recent acquisition time of each of the five currency items is from the time of consumption.
[0136] Also, for example, the control means 54 gives preference to the execution of the recovery process depending on the earliest acquisition time of the currency items. Specifically, when five currency items are consumed in response to a recovery process request, the control means 54 gives preference to the execution of the recovery process depending on whether the earliest acquisition time of the five currency items is after a predetermined time. Also, for example, the control means 54 favors the execution of the recovery process the further away (older) the oldest acquisition time of each of the five currency items is from the consumption time. Note that the control means 54 may favor the execution of the recovery process the closer (newer) the oldest acquisition time of each of the five currency items is to the consumption time.
[0137] Also, for example, the control means 54 gives preference to the execution of the recovery process depending on the statistical information of the time when each of the currency items was acquired. Specifically, when five currency items are consumed due to a recovery process request, the control means 54 gives preference to the execution of the recovery process depending on whether the statistical information (e.g., average value, median value, mode, etc.) of the time when each of the five currency items was acquired is after a predetermined time. Also, for example, the control means 54 favors the execution of the recovery process the closer (newer) the statistical information on the acquisition time of each of the five currency items is to the consumption time. Note that the control means 54 may favor the execution of the recovery process the farther (older) the statistical information on the acquisition time of each of the five currency items is from the consumption time.
[0138] <Processing flow> 8 is a flow chart showing an example of the flow of processing performed by each functional means in the game system according to the second embodiment. The processing of the following steps is started, for example, when the player selects a menu for recovering the current stamina value. The order and contents of the following steps can be changed as appropriate.
[0139] (Step SP30) The control means 54 causes the touch panel 32 to display an execution screen for executing a recovery process of the current stamina value.
[0140] FIG. 9 is a diagram showing an example of a recovery processing execution screen 80 according to the second embodiment.
[0141] As shown in FIG. 9, the execution screen 80 is provided with a currency item information area 82, a consumption number selection button 84, and an execute button 86. The currency item information area 82 displays an illustration of the currency item, the number of currency items to be consumed, the fluctuation number of the current stamina value, and the like. The currency item information area 82 also displays that the execution of the recovery process is favored when the average acquisition time of the currency item to be consumed is old. The consumption number selection button 84 is a button for selecting the number of currency items to be consumed (for example, 1 to 10). With this consumption number selection button 84, for example, the number of currency items to be consumed can be selected in a pull-down format. The execute button 86 is a button for requesting the execution of a recovery process that consumes the selected number of currency items to recover the current stamina value.
[0142] Returning to FIG. 8, the process proceeds to step SP32.
[0143] (Step SP32) The control means 54 judges whether or not there is a request from the player to execute the recovery process. For example, the control means 54 judges whether or not the player presses the execution button for the recovery process. If the judgment is affirmative, the process proceeds to step SP34. On the other hand, if the judgment is negative, the process ends the series of processes shown in FIG. 8.
[0144] (Step SP34) The consumption means 52 acquires the number of currency items to be consumed (e.g., five) selected on the execution screen. Next, the consumption means 52 acquires the acquisition time of each of the currency items to be consumed, by referring to the owned item information of the player information 50A. Specifically, the consumption means 52 acquires the acquisition time of each of the three free items and two paid items owned by the player. Then, the processing proceeds to the processing of step SP36.
[0145] (Step SP36) The consumption means 52 consumes the number of currency items to be consumed acquired in step SP34. For example, the consumption means 52 reduces the number of free items by 3 and reduces the number of paid items by 2 in the owned item information of the player information 50A. Next, the consumption means 52 deletes the acquisition times corresponding to the three free items and the acquisition times corresponding to the two free items in the owned item information of the player information 50A. Then, the process proceeds to the process of step SP38.
[0146] (Step SP38) The control means 54 judges whether or not the average value of the acquisition time of each of the consumed currency items acquired in step SP34 is earlier than a predetermined time (for example, 30 days before now). If the judgment is affirmative, the process proceeds to step SP40. On the other hand, if the judgment is negative, the process proceeds to step SP42.
[0147] (Step SP40) The control means 54 favors the execution of the recovery process. For example, the control means 54 increases the recovery amount of the current stamina value. Specifically, the control means 54 increases (raises) the stamina recovery amount of the stamina information in the player information 50A by 2. That is, the control means 54 sets the current stamina value to be recovered by 12 per currency item, whereas normally the current stamina value is recovered by 10 per currency item. Note that when the execution of the recovery process is completed, the control means 54 initializes the stamina recovery amount. Then, the process proceeds to the process of step SP42.
[0148] (Step SP42) The control means 54 recovers the current stamina value associated with the player. For example, the control means 54 adds a numerical value (e.g., 60) obtained by multiplying the number of currency items consumed in step SP36 (e.g., 5 items) by the amount of stamina recovery (e.g., 12) in the stamina information in the player information 50A to the current stamina value in the stamina information in the player information 50A. Then, the process proceeds to the process of step SP44.
[0149] (Step SP44) The control means 54 causes the touch panel 32 to display a result screen including the current stamina value recovered in step SP42.
[0150] FIG. 10 is a diagram showing an example of a result screen 90 according to the second embodiment.
[0151] As shown in Fig. 10, the result screen 90 has a result information area 92 and a back button 94. The result information area 92 displays the current stamina value restored by executing the recovery process. The result information area 92 also displays that the execution of the recovery process was favored if the consumed currency item was acquired before a predetermined time. The back button 94 is a button for returning to the execution screen for executing the recovery process of the current stamina value.
[0152] Then, the series of processes shown in FIG. 8 ends.
[0153] <Effects> As described above, in the second embodiment, a program executes a recovery process in which the player acquires a currency item and consumes the currency item to recover a current stamina value associated with the player, and causes a computer to function as storage means 50 that stores the time when the player acquired the currency item, consumption means 52 that consumes a currency item owned by the player in response to a request to execute the recovery process, and control means 54 that prioritizes the execution of the recovery process depending on the time when the consumed currency item was acquired.
[0154] According to this configuration, the execution of the recovery process for recovering the current stamina value is favored depending on when the player acquired the currency item, so that the player can be given the advantage of holding the currency item for a long period of time and the advantage of consuming the currency item early, thereby providing the player with sufficient motivation to acquire the currency item.
[0155] Furthermore, in the second embodiment, the control means 54 gives preferential treatment to the execution of the recovery process when the acquisition time is after a predetermined time.
[0156] According to this configuration, when the currency item is acquired after the predetermined time, the execution of the recovery process is preferentially given, so that the player can be given an advantage in consuming the currency item early. Therefore, the player who has acquired the currency item can be motivated to execute the recovery process early, and the game can be made more active. In addition, the game operator can reduce the burden of managing the currency items owned by the player for a long period of time.
[0157] Furthermore, in the second embodiment, the control means 54 gives preferential treatment to the execution of recovery processing for the more recently acquired item.
[0158] According to this configuration, the more recently acquired a currency item is, the more preferential the recovery process is, so that it is possible to give the player an advantage in consuming the currency item earlier. Therefore, it is possible to motivate a player who has acquired a currency item to perform the recovery process earlier, and it is possible to liven up the game. In addition, it is possible to reduce the burden on the game operator of managing the currency items owned by the player for a long period of time.
[0159] Furthermore, in the second embodiment, the control means 54 gives preferential treatment to the execution of the recovery process when the acquisition time is earlier than a predetermined time.
[0160] According to this configuration, if the currency item was acquired before the specified time, the execution of the recovery process is given preferential treatment, so that it is possible to give the player an advantage in holding the currency item for a long period of time. Therefore, it is possible to motivate a player who has not consumed a currency item for a long period of time to execute the recovery process, thereby making the game more lively.
[0161] Furthermore, in the second embodiment, the control means 54 gives preferential treatment to the execution of recovery processing for the older the acquisition time.
[0162] According to this configuration, the older the currency item was acquired, the more preferential the execution of the recovery process, so that it is possible to give the player an advantage in holding the currency item for a longer period of time. Therefore, it is possible to sufficiently motivate a player who has not consumed a currency item for a long time to execute the recovery process, thereby making the game more lively.
[0163] Furthermore, in the second embodiment, when a plurality of currency items are consumed, the control means 54 gives preferential treatment to the execution of the recovery process according to the most recent acquisition time among the acquisition times of the currency items.
[0164] According to this configuration, the execution of the recovery process is prioritized according to the most recent acquisition time of each currency item, so that a player who owns multiple currency items can be given a strategy for deciding whether to hold the currency item for a longer period of time or to consume the currency item early. Also, the player can be encouraged to consume multiple currency items all at once.
[0165] Furthermore, in the second embodiment, when a plurality of currency items are consumed, the control means 54 gives preferential treatment to the execution of the recovery process according to the oldest acquisition time among the acquisition times of the currency items.
[0166] According to this configuration, since the execution of the recovery process is prioritized according to the earliest acquisition time of each currency item, a player who owns multiple currency items can be given a strategy for deciding whether to hold the currency item for a longer period of time or to consume the currency item early. Also, the player can be encouraged to consume multiple currency items all at once.
[0167] Furthermore, in the second embodiment, when a plurality of currency items are consumed, the control means 54 gives preferential treatment to the execution of the recovery process in accordance with the statistical information on the acquisition time of each of the currency items.
[0168] According to this configuration, since the execution of the recovery process is favored according to the statistical information of the time when each currency item was acquired, it is possible to provide a player who owns a currency item with a strategy as to whether to hold the currency item for a longer period of time or to consume the currency item early. Also, it is possible to encourage the player to consume a plurality of currency items at once.
[0169] In the second embodiment, the preferential treatment is to increase the recovery amount of the current stamina value.
[0170] With this configuration, the amount of recovery of the current stamina value increases depending on when the player acquired the currency item, thereby providing the player with benefits for holding currency items for a long period of time and for consuming currency items early.
[0171] Also, in the second embodiment, the preferential treatment is to restore the current stamina value beyond the stamina upper limit value associated with the player.
[0172] With this configuration, the current stamina value recovers beyond the stamina upper limit value depending on when the player acquired the currency item, thereby providing the player with benefits for holding currency items for a long period of time and for consuming currency items early.
[0173] In the second embodiment, the currency items include paid items that can be acquired by a purchasing procedure, and free items that can be acquired by playing a game.
[0174] According to this configuration, when a player acquires a paid item by a purchasing procedure or a free item by playing a game, the player can be given the advantage of holding the paid item or free item for a long period of time and the advantage of consuming the paid item or free item early, which can sufficiently motivate the player to acquire the paid item or free item, thereby making the game more lively.
[0175] ---Variations--- The present invention is not limited to the above specific examples. In other words, the above specific examples, to which a person skilled in the art has made appropriate design modifications, are also included within the scope of the present invention as long as they have the characteristics of the present invention. In addition, the elements of the above-mentioned embodiment and the modified examples described below can be combined to the extent technically possible, and combinations of these are also included within the scope of the present invention as long as they include the characteristics of the present invention.
[0176] For example, in the first embodiment, the consumption means 52 has been described as consuming the free items first when the player owns both paid items and free items, but the consumption means 52 may consume the paid items first. Also, in the description, the consumption means 52 has been described as consuming the paid items first, starting with the oldest paid items, but the consumption means 52 may consume the paid items first, starting with the most recently acquired paid items, when the player consumes paid items owned by the player. Also, in the description, the consumption means 52 has been described as consuming the free items first, starting with the oldest free items, but the consumption means 52 may consume the free items first, starting with the most recently acquired free items, when the player consumes free items owned by the player.
[0177] In addition, in the first and second embodiments, the specified time is described as, for example, a past date (for example, 30 days before the present) calculated from the consumption time (present) when the currency item was consumed, but it may also be a fixed time (for example, September 1, 2021) set in advance by the game operator.
[0178] In the first and second embodiments, the execution screen shows that the execution of the lottery game or recovery process is favored depending on the time of acquisition of the currency item to be consumed, but the time of acquisition of the currency item to be consumed or the preferential treatment depending on the time of acquisition (for example, the increase in lottery probability or the recovery amount of the current stamina value) may be displayed. Also, the time of acquisition of each currency item owned by the player may be made viewable on a screen other than the execution screen (for example, a screen showing the currency items owned by the player).
[0179] In the first and second embodiments, the control means 54 has been described as giving preferential treatment to the execution of a lottery game or a recovery process depending on the time when a consumed currency item was acquired, but the control means 54 may give preferential treatment in each game type in which a currency item can be consumed in the game (for example, continuing a quest, expanding the upper limit of the number of characters that can be owned, expanding the upper limit of the number of friends, etc.). For example, in continuing a quest, the control means 54 gives preferential treatment by increasing the ability parameters (for example, hit points, attack power, defense power, etc.) of the organized characters more than usual. Also, for example, in expanding the upper limit of the number of characters that can be owned or the upper limit of the number of friends, the control means 54 gives preferential treatment by increasing the number of expansions more than usual.
[0180] Furthermore, the control means 54 may differentiate the value of a first currency item acquired after a predetermined time from the value of a second currency item acquired before the predetermined time. Specifically, the control means 54 may treat the value of the first currency item as twice the value of the second currency item. Similarly, the control means 54 may treat the value of the second currency item as twice the value of the first currency item.
[0181] In the first and second embodiments, the stamina recovery amount in the stamina information in the player information 50A is, for example, 10, but it may be a value corresponding to the stamina upper limit value. Examples of the value corresponding to the stamina upper limit value include a number equal to the stamina upper limit value, half the stamina upper limit value, etc. In addition, the amount of stamina recovery may be a fixed value common to each player, i.e., the amount of stamina recovery may not increase in accordance with the player's player rank.
[0182] Furthermore, in the first and second embodiments, the case where the content is a character has been mainly described, but the content may be various items such as weapons and armor, cards, avatars, coins, points, and the like. [Explanation of symbols]
[0183] 10: server device (computer), 12: terminal device, 50: storage means, 52: consumption means, 54: control means
Claims
1. Computer, a storage means for storing the time when a currency item owned by a player was acquired; a consumption means for consuming a currency item owned by the player when a request for playing the lottery game is received from the player; a control means for executing a lottery game in response to the execution request, the lottery game being configured to provide the player with one or more contents selected from a lottery target content group; Function as a the control means gives preferential treatment to the execution of the lottery game in accordance with statistical information regarding the acquisition time of the consumed currency item. program.
2. the control means gives preferential treatment to the execution of the lottery game when the statistical information is from a predetermined time or later. The program according to claim 1.
3. the control means gives preferential treatment to the execution of the lottery game as the statistical information becomes newer. The program according to claim 2.
4. the control means gives preferential treatment to the execution of the lottery game when the statistical information is from before a predetermined time. The program according to claim 1.
5. the control means gives preferential treatment to the execution of the lottery game as the statistical information becomes older; The program according to claim 4.
6. A storage means for storing the time when a currency item owned by a player was acquired; a consumption means for consuming a currency item owned by the player when a request to execute the lottery game is received from the player; a control means for executing a lottery game in response to the execution request, whereby one or more contents selected from a lottery target content group are provided to the player; Equipped with the control means gives preferential treatment to the execution of the lottery game in accordance with statistical information regarding the acquisition time of the consumed currency item. Information processing device.
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