PROGRAM AND INFORMATION PROCESSING APPARATUS

JP7627292B2Active Publication Date: 2025-02-07SEGA CORP
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Patent Information

Application Number
JP2023006678
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-01-19
Publication Date
2025-02-07
Estimated Expiration
2039-01-11

AI Technical Summary

Benefits of technology

【0018】 本発明によれば、課金アイテムの贈与を行えるようにした場合において、ゲームにログインしようとするプレイヤのモチベーションを高めることができる。

✦ Generated by Eureka AI based on patent content.

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Abstract

When it is possible to give paid items as gifts, it is possible to increase the motivation of players who want to log in to the game. [Solution] The program causes the computer to function as a gift processing means that executes a gift process to link paid items that can be used in a game, have been purchased by paying a fee, and are linked to one player to another player, and a limiting means that limits the number of paid items or the price of paid items involved in the gift process from one player to another player.
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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, paid items that can be used in games and purchased by paying a fee, such as paid stones, weapons, stamina recovery agents, etc., have been known.

[0003] In this regard, Non-Patent Document 1 discloses that it becomes possible for one player to give a paid item to another player. [Prior art documents] [Patent documents]

[0004] [Non-Patent Document 1] “App Store Review Guidelines”, [online], January 7, 2019, [searched July 30, 1999], Internet<https: / / developer.apple.com / jp / app-store / review / guidelines / #in-app-purchas> Summary of the Invention [Problem to be solved by the invention]

[0005] However, if the donation described in Non-Patent Document 1 is realized, it is expected that a problem will occur in which a player is threatened by another player to donate a paid item to the other player, that is, the paid item is so-called "mugged" by the other player. If such a problem occurs, the motivation of the first player to log in to the game will decrease.

[0006] The present invention has been made in consideration of such problems, and its object is to provide a program and an information processing device that can increase the motivation of players who are attempting to log into a game when paid items are made available for donation. [Means for solving the problem]

[0007] In order to solve the above problem, a program according to a first aspect of the present invention causes a computer to function as: a receiving means for receiving a gift request from one player; a gift processing means for executing a gift process, in response to the request received by the receiving means, to link a paid item that is usable in a game and purchased by payment of a fee and is linked to the one player, to another player; and a limiting means for limiting the number of paid items or the price of paid items involved in the gift process from the one player to the other player.

[0008] A program relating to a second aspect of the present invention further causes the computer to function as a judgment means for judging whether the one player and the other player are the same person based on player information of the one player and player information of the other player, and the restriction means prohibits the gift process from the one player to the other player when the judgment means makes a positive judgment.

[0009] In a program according to a third aspect of the present invention, the player information includes card information of a card used when paying the charge, and the determination means determines that the one player and the other player are the same person when the card information of the one player and the card information of the other player are identical.

[0010] In a program according to a fourth aspect of the present invention, the player information includes a login time when the player logged in to the game, and the determination means determines whether the one player and the other player are the same person based on the login time of the one player and the login time of the other player.

[0011] An information processing device according to a fifth aspect of the present invention includes: a receiving means for receiving a gift request from one player; and a gift processing means for executing a gift process for linking a paid item that is usable in a game, that has been purchased by payment of a fee, and that is linked to the one player, to another player in response to the request received by the receiving means; and a limiting means for limiting the number of charged items or the price of the charged items involved in the gift process from the one player to the other player. Effect of the Invention

[0012]

[0013]

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[0017]

[0018] According to the present invention, when it is possible to donate paid items, it is possible to increase the motivation of players who are about to log in to the game. [Brief description of the drawings]

[0019] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to a first embodiment of the present invention. [Diagram 2] FIG. 2 is a block diagram showing an example of a hardware configuration of a server device. [Diagram 3] 2 is a block diagram showing an example of functional means of the server device shown in FIG. 1. [Figure 4] 13 is a flowchart showing an example of the processing flow of the game system according to the first embodiment when one player gifts a paid item to another player. [Diagram 5]13 is a flowchart showing an example of the processing flow of the game system according to the first embodiment in a case where one player reports another player. [Figure 6] 11 is a flowchart showing an example of the processing flow of the game system according to the first embodiment when a paid item is used. [Figure 7] 13 is a flowchart showing an example of the processing flow of the game system according to the second embodiment when one player gifts a paid item to another player. [Figure 8] FIG. 13 is a diagram showing an example of a restriction selection screen. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0020] 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.

[0021] ---First embodiment --- First, a game system including an information processing device according to a first embodiment of the present invention will be described. Although the information processing device according to the first embodiment is a server device, the information processing device may be an information processing device other than a server device, such as a game device, a mobile phone, a tablet, a personal computer, etc.

[0022] <Overall composition> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to a first embodiment of the present invention.

[0023] 1, the game system 1 is a system that provides a game to multiple players. The game system 1 includes a server device 10 and multiple terminal devices 12 including a first terminal device 12A and a second terminal device 12B. The server device 10 and the terminal devices 12 are communicatively connected to each other via a communication network NT such as an intranet or the Internet.

[0024] The server device 10 is an information processing device (computer) that manages various game data and executes various game processes. There are no particular limitations on the game, so long as paid items can be purchased or given. A paid item is an item that can be used in a game and is purchased by paying a fee. Examples of paid items include paid stones, gacha tickets, weapons, armor, and stamina recovery items. Paid stones can be used for various purposes, such as executing gacha and recovering stamina.

[0025] Each terminal device 12 is operated by a player of the game. In the first embodiment, the first terminal device 12A is operated by one player P1, and the second terminal device 12B is operated by another player P2. Each terminal device 12 executes a game while communicating with the server device 10 as appropriate, and provides the game to the player. Examples of the terminal device 12 include various devices such as a video game machine, an arcade game machine, a mobile phone, a smartphone, a tablet, and a personal computer. Note that the game may be executed by the server device 10 instead of the terminal device 12, and the terminal device 12 may output the execution result of the server device 10.

[0026] <Hardware configuration> FIG. 2 is a block diagram showing an example of a hardware configuration of the server device 10. As shown in FIG.

[0027] 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.

[0028] In the control device 20, the CPU 22 executes a predetermined program stored in the memory 24 or the storage device 28, etc., to function as various functional means. The details of these functional means will be described later.

[0029] The communication device 26 is configured with a communication interface for communicating with an external device, etc. This communication device 26 transmits and receives various information to and from the terminal device 12, for example.

[0030] The storage device 28 is configured with a hard disk, etc. The storage device 28 stores various programs and various information required for executing the processes in the control device 20, and information on the results of the processes.

[0031] 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.

[0032] <Functional means> FIG. 3 is a block diagram showing an example of functional means of the server device 10 shown in FIG.

[0033] 3, the server device 10 includes a storage means 40, a purchasing means 42, a receiving means 44, a gift processing means 46, a determining means 48, a limiting means 50, and a changing means 52. The storage means 40 is realized by one or more storage devices 28. The other functional means are realized by the control device 20 executing a program stored in the storage device 28.

[0034] The storage means 40 has a function of storing player information 40A, play data 40B, a report list 40C, a gift target list 40D, and the like. The player information 40A is stored for each player in association with the player ID of the player. The player information 40A includes, for example, the player's name, age, sex, contact information, charge history, and card information (for example, credit card number information and name information) used for charge payment. The player information 40A may be stored in a server device other than the server device 10. The play data 40B is stored for each player in association with the player ID of the player. The play data 40B includes data such as the progress of the player's game, the player's rank, the character's possession, the item's possession, and the number of items possessed. The "rank" is a number or a symbol that indicates the level of the player's strength. For example, experience points are gained by winning a battle against an enemy character, and when the experience points reach a certain value, the rank increases by one. When the rank increases, the player's status also increases and new techniques are learned. The above "rank" can be rephrased as "level." The play data 40B may be included in the player information 40A. The report list 40C registers the player ID of a player P1 who has reported another player P2, and the player ID of the other player P2 who has been reported. The gift recipient list 40D registers in advance the player IDs of recipients (players) to whom gifts are permitted. Examples of recipients include the player's family and friends.

[0035] The purchasing means 42 has a function of executing a purchasing process of a charge item in response to a purchase request from a player. Note that the purchasing means 42 may be provided in a server device other than the server device 10.

[0036] The receiving means 44 has a function of receiving a request for a donation from one player P1 (hereinafter, appropriately referred to as a "donation request"). In the first embodiment, a case will be described in which a paid item is donated from one player P1 to another player P2, but the other player P2 may donate the item to one player P1. In this case, the receiving means 44 receives a donation request from the other player P2.

[0037] The gift processing means 46 has a function of executing a gift process of linking a paid item linked to one player P1 to another player P2 in response to a gift request received by the receiving means 44. This gift process is, for example, a process of linking a paid item linked to the play data 40B of one player P1 to the play data 40B of the other player P2 and deleting it from the play data 40B of one player P1.

[0038] The determination means 48 has a function of making various determinations. For example, it may determine whether the one player P1 or another player P2 is a predetermined person. Specifically, the determination means 48 may refer to the gift recipient list 40D and determine whether the other player P2 is a family member of the one player based on the registration information of the family related to the one player.

[0039] Also, for example, the determination means 48 may refer to the player information 40A and determine whether or not the one player P1 is a minor based on the registration information of the age of the one player P1. Specifically, the determination means 48 positively determines that the one player P1 is a minor when the registration information of the age of the one player P1 is, for example, 19 years old or younger. Also, for example, the determination means 48 may determine whether or not the one player P1 is a weak player based on the play data 40B of the one player P1. Specifically, the determination means 48 determines that the one player P1 is a weak player when the rank or play time of the one player P1 is equal to or less than a threshold value. Also, for example, the determination means 48 may determine whether or not the one player P1 is a weak player compared to the other player P2 based on the play data 40B of the one player P1 and the game play data 40B of the other player P2. Specifically, the determination means 48 determines that the one player P1 is a weak player when the rank or play time of the one player P1 is lower or shorter than the rank or play time of the other player P2. Also, for example, the determination means 48 may refer to the player information 40A or the play data 40B and determine whether the one player P1 is a paying user or not based on the billing history of the one player P1. Specifically, the determination means 48 determines that the one player P1 is a paying user when the one player P1 bills a predetermined amount or more every month.

[0040] Also, for example, the determination means 48 may determine whether the one player P1 and the other player P2 are the same person based on the player information 40A of the one player P1 and the player information 40A of the other player P2. Specifically, the determination means 48 determines that the one player P1 and the other player P2 are the same person when the card information of the one player P1 and the card information of the other player P2 are the same. Also, for example, the determination means 48 may determine whether the one player P1 and the other player P2 are the same person based on the login time of the one player P1 and the login time of the other player P2. Specifically, the determination means 48 may determine that the one player P1 and the other player P2 are the same person when the difference between the total login time of the one player P1 and the total login time of the other player P2 is equal to or greater than a threshold value. Also, for example, the determination means 48 may determine that the one player P1 and the other player P2 are the same person when the difference between the login time of the one player and the login time of the other player P2 is less than a threshold value.

[0041] The limiting means 50 has a function of imposing various restrictions on paid items based on the determination result of the determining means 48 or regardless of the determination result of the determining means 48. It should be noted that this "restriction" includes "prohibition."

[0042] For example, the limiting means 50 may limit the use of the gifted paid item by other player P2 for a predetermined period (first predetermined period). The first predetermined period may be one hour, one day, one week, one month, or the like, but is not particularly limited to this. From the viewpoint of ensuring time for one player P1 to report, it is preferable that the period is one day or more, and from the viewpoint of suppressing inconvenience due to the restriction, it is preferable that the period is one week or less. The start time of the first predetermined period may be from the time the gifting process is executed, or a predetermined day such as the 20th or 25th of each month.

[0043] Also, for example, the limiting means 50 may limit the gifting process for the paid item for a predetermined period (second predetermined period). The second predetermined period may be one hour, one day, one week, one month, or the like, but is not particularly limited to this. From the viewpoint of preventing extortion from other players P2 who are present when one player P1 purchases the paid item, it is preferable that the second predetermined period is one day or more from the time of purchase of the paid item, and from the viewpoint of preventing inconvenience caused by the restriction, it is preferable that the second predetermined period is one week or less. This second predetermined period may be the same period as the first predetermined period or may be a different period. When the second predetermined period is different from the first predetermined period, the second predetermined period may be longer than the first predetermined period or may be shorter than the first predetermined period.

[0044] Also, for example, the limiting means 50 may limit the other player P2 reported by the one player P1 from being a target to which a paid item is linked in the gift process for a predetermined period (third predetermined period). That is, the limiting means 50 may temporarily limit the other player P2 from being gifted a paid item. Also, for example, the limiting means 50 may limit the one player who reported the other player P2 from gifting a paid item or purchasing a paid item for a predetermined period (third predetermined period). That is, the limiting means 50 may temporarily limit the one player P1 from gifting or purchasing a paid item. The third predetermined period may be the same period as the first predetermined period and / or the second predetermined period, or may be a period different from the first predetermined period and / or the second predetermined period. When the third predetermined period is different from the first predetermined period and / or the second predetermined period, the third predetermined period may be longer than the first predetermined period and / or the second predetermined period, or may be shorter than the first predetermined period and / or the second predetermined period.

[0045] Also, for example, in a case where a paid item that has been donated and a non-paid item that has been given to another player P2 by playing a game are linked to the other player P2, and the other player P2 requests the use of the paid item, the limiting means 50 may preferentially use the non-paid item. Specifically, in a case where a paid stone that has been donated and a free stone that has been given to the other player P2 by playing a game are linked to the other player P2, and the other player P2 requests the use of the paid stone, the limiting means 50 may preferentially use the free stone.

[0046] In addition, in the case where the gift process from one player P1 to another player P2 is restricted based on the determination result of the determination means 48, the restriction means 50 may restrict the gift process, for example, when the determination means 48 makes a negative determination that the other player P2 is not a family member of the one player. In addition, the restriction means 50 may restrict the gift process, for example, when the determination means 48 makes a positive determination that the one player P1 is a minor. In addition, the restriction means 50 may restrict the gift process, for example, when the determination means 48 makes a positive determination that the one player P1 is a weak person. In addition, the restriction means 50 may restrict the gift process, for example, when the determination means 48 makes a positive determination that the one player P1 is a weak person compared to the other player P2. In addition, the restriction means 50 may restrict the gift process, for example, when the determination means 48 makes a negative determination that the one player P1 is not a paying user.

[0047] Also, for example, the limiting means 50 may limit the number of charge items related to the gift process from one player P1 to another player P2 or the price of the charge items related to the gift process. Specifically, an upper limit is set on the total number of charge items related to the gift process from one player P1 to another player P2, and the limiting means 50 limits the gift process when the total number of charge items related to the gift process reaches the upper limit. Similarly, an upper limit is set on the total price of the charge items related to the gift process from one player P1 to another player P2, and the limiting means 50 limits the gift process when the total price of the charge items related to the gift process reaches the upper limit. Here, if the determining means 48 positively determines that the one player P1 and the other player P2 are the same person, the limiting means 50 prohibits the gift process from the one player P1 to the other player P2 in order to suppress players who circumvent the restrictions on the number and price of charge items.

[0048] The change means 52 has a function of changing the value or amount of the charge item related to the gift process. For example, the change means 52 may change the value or amount of the charge item based on the play data 40B of one player P1. Specifically, the change means 52 may change the value or amount of the charge item in accordance with the rank of the one player P1 in the play data 40B of the one player P1. More specifically, when the rank of the one player P1 in the play data 40B of the one player P1 is 1 or more and 10 or less, the value or amount is left as it is, when the rank is 11 or more and 20 or less, the amount of the charge item is changed to several times the number of items to be gifted, and when the rank is 21 or more, the amount of the charge item is changed to several times the number of items to be gifted, and the value of the charge item is changed to be higher. Also, for example, the change means 52 may change the value or amount of the charge item based on the play data 40B of another player P2. Specifically, the change means 52 may change the value or amount of the charge item in accordance with the rank of the other player P2 in the play data 40B of the other player P2. More specifically, when the rank of another player P2 in the play data 40B is between 1 and 10, the value or amount is left unchanged, when the rank is between 11 and 20, the amount of paid items is changed to several times the number to be donated, and when the rank is 21 or higher, the amount of paid items is changed to several times the number to be donated, and the value of the paid items is changed to be higher.

[0049] Also, for example, the change means 52 may obtain a relationship between one player P1 and another player P2, and change the value or amount of a charge item based on the relationship. Examples of the relationship include whether the other player P2 is weaker than the one player P1, whether the other player P2 is a family member, whether the other player P2 is a friend, whether the other player P2 is connected through social networking, and the like. Also, for example, the change means 52 may change the value or amount of a charge item based on current time information. Also, for example, the change means 52 may change (to increase) the value of the charge item so that a special lottery can be executed when the other player P2 uses the donated charge item.

[0050] <Flow of gift processing> 4 is a flowchart showing an example of the flow of processing of the game system 1 according to the first embodiment when one player P1 gives a paid item to another player P2. Note that the order of the following processing can be changed as appropriate.

[0051] (Step SP10) The first terminal device 12A displays a gift screen. On this gift screen, the first player P1 selects the other player P2 to whom the player P2 is to give the gift from among the multiple players, and selects a paid item to be given from among the items owned by the first player P1. Then, the process proceeds to step SP12.

[0052] (Step SP12) The first terminal apparatus 12A transmits a gift request including the player ID of one player P1, the player ID of the selected other player P2, and the contents of the selected billable item (item ID, quantity, etc.) to the server apparatus 10. Then, the process proceeds to step SP14.

[0053] (Step SP14) The receiving means 44 of the server device 10 receives (accepts) a donation request from the first terminal device 12A. In response to this, the determining means 48 determines whether or not a second predetermined period has elapsed since the purchase of the billable item corresponding to the item ID included in the donation request. If the determination is affirmative, the process proceeds to step SP18, and if the determination is negative, the process proceeds to step SP16.

[0054] (Step SP16) The limiting means 50 limits the donation process for the billable item corresponding to the item ID included in the donation request. The limiting means 50 then notifies the first terminal device 12A that the donation process has been limited. The first terminal device 12A, which has received the notification, displays the contents of the notification. Then, the series of processes shown in FIG. 4 ends.

[0055] (Step SP18) The determination means 48 refers to the report list 40C and determines whether or not the report flag is on for the player ID of one player P1 included in the donation request, or the reported flag is on for the player ID of another player P2 included in the donation request. If the determination is affirmative, the process proceeds to step SP16, and if the determination is negative, the process proceeds to step SP20.

[0056] (Step SP20) The determination means 48 determines whether or not the player ID of the other player P2 included in the donation request is registered in the donation target list 40D. If the determination is affirmative, the process proceeds to step SP22, and if the determination is negative, the process proceeds to step SP16.

[0057] (Step SP22) The determination means 48 acquires credit card information corresponding to the player ID of one player P1 included in the donation request from the player information 40A or another server device. Similarly, the determination means 48 acquires credit card information corresponding to the player ID of another player P2 included in the donation request from the player information 40A or another server device. Next, the determination means 48 determines whether the one player P1 and the other player P2 are the same person based on the acquired two pieces of credit card information. If the determination is affirmative, the process proceeds to step SP16, and if the determination is negative, the process proceeds to step SP24.

[0058] (Step SP24) The determination means 48 determines whether or not the total number of paid items given to one player P1 or the total amount of the given items, including the number of paid items given this time, exceeds the upper limit. If the determination is affirmative, the process proceeds to step SP16, and if the determination is negative, the process proceeds to step SP26. In this step, instead of the above determination, the determination means 48 may determine whether or not the total number of paid items given to another player P2 or the total amount of the given paid items, including the number of paid items given this time, exceeds the upper limit.

[0059] (Step SP26) The gift processing means 46 executes a gift process to link a charged item linked to the player ID of one player P1 included in the gift request to the player ID of another player P2 included in the gift request. Specifically, the gift processing means 46 reduces or deletes the charged item from the play data 40B corresponding to the player ID of one player P1 included in the gift request, and adds the charged item to the play data 40B corresponding to the player ID of the other player P2 included in the gift request. Then, the process proceeds to step SP28.

[0060] (Step SP28) The change means 52 changes the value or amount of the paid item that has been donated. In the first embodiment, the value of the paid item that has been donated is changed to be higher. Then, the process proceeds to step SP30.

[0061] (Step SP30) The gift processing means 46 gives gift points that can be used in the game or outside the game to the one player P1 and / or the other player P2. The number of gift points given may be changed depending on, for example, the relationship between the one player P1 and the other player P2, or the play data 40B of the one player P1 and the other player P2. Then, the process proceeds to the process of step SP32. This step may be omitted.

[0062] (Step SP32) The gift processing means 46 turns on the usage restriction flag for the gifted paid item in the play data 40B of the other player P2, and the process then proceeds to step SP34.

[0063] (Step SP34) The gift processing means 46 notifies the first terminal apparatus 12A and / or the first terminal apparatus 12A that the gift processing has been executed. Then, the series of processing shown in FIG.

[0064] <Processing flow for reporting> 5 is a flowchart showing an example of the flow of processing of the game system 1 according to the first embodiment when one player P1 reports another player P2. Note that the following processing is executed periodically or randomly. Also, the order of the following processing can be changed as appropriate.

[0065] (Step SP40) The first terminal device 12A judges whether or not a report screen request has been made based on the operation information of one of the players P1. If the judgment is affirmative, the process proceeds to step SP42, and if the judgment is negative, the process proceeds to step SP52.

[0066] (Step SP42) The first terminal device 12A displays a report screen including a report button. On this report screen, the first player P1 selects another player P1 to be reported from among the multiple players. Next, the first player P1 presses the report button on the report screen. Then, the process proceeds to the process of step SP44.

[0067] (Step SP44) The first terminal apparatus 12A reports to the server apparatus 10. This report includes the player ID of the one player and the player ID of the selected other player P1. Then, the process proceeds to step SP46.

[0068] (Step SP46) The reception means 44 of the server device 10 receives a report from the first terminal device 12A. In response to this, the reception means 44 adds the player ID of one player P1 included in the report to the report list 40C, and turns on a report flag for the added player ID. The reception means 44 may notify the first terminal device 12A that the report has been processed (that the report flag has been turned on). Then, the process proceeds to step SP48.

[0069] (Step SP48) The reception means 44 adds the player ID of the other player P2 included in the report to the report list 40C, and turns on the reported flag for the added player ID. The reception means 44 may notify the second terminal device 12B that the report has been processed (that the reported flag has been turned on). However, this notification is preferably made after a predetermined period has elapsed, since there is a risk that one player P1 may be threatened by another player P2. Then, the process proceeds to the process of step SP50.

[0070] (Step SP50) The reception means 44 executes the process of returning the charged item. Specifically, the reception means 44 reduces or deletes the donated charged item from the play data 40B corresponding to the player ID of the other player P2 included in the report, and adds the charged item to the play data 40B corresponding to the player ID of the one player P1 included in the report. Then, the process proceeds to step SP52.

[0071] (Step SP52) The determination means 48 determines whether or not the third predetermined period has elapsed. If the determination is affirmative, the process proceeds to step SP54, and if the determination is negative, the series of processes shown in FIG. 5 ends.

[0072] <Processing flow for using paid items> 6 is a flowchart showing an example of the flow of processing in the game system 1 according to the first embodiment when a paid item is used. Furthermore, the order of the following processing can be changed as appropriate.

[0073] (Step SP60) The second terminal apparatus 12B transmits a use request including the player ID of the other player P2 and the item ID of the donated paid item to the server apparatus 10. Then, the process proceeds to step SP62.

[0074] (Step SP62) The reception means 44 of the server device 10 receives a use request from the second terminal device 12B. In response to this, the determination means 48 acquires the play data 40B corresponding to the player ID included in the use request. Next, the determination means 48 refers to the acquired play data 40B and determines whether or not the use restriction flag for the item ID included in the use request is on. If the determination is affirmative, the process proceeds to step SP64, and if the determination is negative, the process proceeds to step SP70.

[0075] (Step SP64) The determination means 48 determines whether or not a first predetermined period has elapsed since the paid item corresponding to the item ID included in the usage request was transferred, i.e., since the paid item was transferred. If the determination is affirmative, the process proceeds to step SP70, and if the determination is negative, the process proceeds to step SP66.

[0076] (Step SP66) The limiting means 50 limits the use by the other player P2 of the billable item corresponding to the item ID included in the use request, and the process then proceeds to step SP68.

[0077] (Step SP68) The restricting means 50 transmits an error notification to the second terminal apparatus 12B. The restricting means 50 may also transmit an error notification to the first terminal apparatus 12A. Then, the series of processes shown in FIG. 6 ends.

[0078] (Step SP70) The determination means 48 determines whether or not the paid item corresponding to the item ID included in the use request is a donated paid item. Specifically, the determination means 48 determines whether or not the use restriction flag is on for the paid item corresponding to the item ID included in the use request. As a result, if the use restriction flag is on, the determination means 48 makes a positive determination that the paid item corresponding to the item ID is a donated paid item. On the other hand, if the use restriction flag is off, the determination means 48 makes a negative determination that the paid item corresponding to the item ID is not a donated paid item. If the determination is positive, the process proceeds to step SP74, and if the determination is negative, the process proceeds to step SP72.

[0079] (Step SP72) The reception means 44 uses a billing item corresponding to the item ID included in the usage request. Specifically, the billing item is consumed from the play data 40B corresponding to the player ID included in the usage request. Then, the result of the usage is transmitted to the second terminal device 12B, and the second terminal device 12B reflects the result of the usage in the game.

[0080] (Step SP74) The determination means 48 determines whether or not the play data 40B corresponding to the player ID included in the use request contains a non-chargeable item similar to the charged item corresponding to the item ID included in the use request. Specifically, if the charged item is a paid stone, the determination means 48 determines whether or not the play data 40B corresponding to the player ID included in the use request contains a non-chargeable item having the same function as the charged item. If the determination is affirmative, the process proceeds to step SP76, and if the determination is negative, the process proceeds to step SP72. If the determination is negative, the series of processes shown in FIG. 6 may end.

[0081] (Step SP76) The reception means 44 consumes the free stones from the play data 40B corresponding to the player ID included in the use request. Then, the result of the use is transmitted to the second terminal device 12B, and the second terminal device 12B reflects the result of the use in the game. Then, the series of processes shown in FIG. 6 is completed.

[0082] <Effects> As described above, in the first embodiment, the server device 10 comprises a receiving means 44 that receives a gift request from a player, a gift processing means 46 that, in response to the request received by the receiving means 44, executes a gift process to link a paid item that is usable in a game and purchased by paying a fee and is linked to one player P1, to another player P2, and a restriction means 50 that restricts the use of the gifted paid item by the other player P2 for a predetermined period of time.

[0083] According to this configuration, in response to a request received by the reception means 44, a gift process is executed to link a paid item linked to one player P1 to another player P2, so that the paid item can be donated. When such a gift of a paid item can be performed, the use of the donated paid item by the other player P2 is restricted for a predetermined period, so that the one player P1 has time to report to the game management company or the like that the paid item has been extorted, and the motivation of the one player P1 to log in to the game can be increased.

[0084] In addition, in the first embodiment, the system includes a receiving means 44 that receives a gift request from one player P1, a gift processing means 46 that executes a gift process to link a paid item that can be used in the game, has been purchased by paying a fee, and is linked to the one player P1, to another player P2 in response to the request received by the receiving means 44, and a restriction means 50 that restricts the gift process for the paid item for a predetermined period of time.

[0085] According to this configuration, in response to a request received by the reception means 44, a gift process is executed to link a paid item linked to one player P1 to another player P2, so that the paid item can be gifted. Also, according to this configuration, the gift process for the paid item is restricted for a predetermined period, so that the paid item is not extorted during that period, and the motivation of the player who is trying to log in to the game can be increased.

[0086] In addition, in the first embodiment, the receiving means 44 receives a report from one player P1 regarding a gift to another player P2, and the restricting means 50 may restrict the other player P2 reported by the one player P1 from being subject to linking of a paid item in the gift processing for a third specified period.

[0087] This configuration can prevent other players P2 from repeatedly extorting other players.

[0088] In addition, in the first embodiment, the receiving means 44 receives a report from one player P1 regarding a gift to another player P2, and the restricting means 50 may restrict the one player P1 who reported the other player P2 from gift processing or the purchase of paid items for a third specified period.

[0089] According to this configuration, it is possible to prevent one player P1 from being bullied.

[0090] In addition, in the first embodiment, in a case where a paid item that has been donated and a non-paid item that has been granted to another player P2 by playing the game are linked to the other player P2, and the other player P2 requests use of the paid item, the restriction means 50 may give priority to using the non-paid item.

[0091] According to this configuration, even if a player is extorted, the paid item can be returned to the first player P1.

[0092] In addition, in the first embodiment, the server device 10 is equipped with a receiving means 44 that receives a gift request from one player P1, a gift processing means 46 that executes a gift process to link a paid item that is usable in the game and purchased by payment of a fee and is linked to the one player P1 to another player P2 in response to the request received by the receiving means 44, a determination means 48 that determines whether the one player P1 or the other player P2 is a predetermined person, and a restriction means 50 that restricts the gift process from the one player P1 to the other player P2 based on the determination result of the determination means 48.

[0093] According to this configuration, in response to a request received by the receiving means 44, a gift process is executed to link a paid item linked to one player P1 to another player P2, so that the paid item can be donated. Then, when such a gift of a paid item can be performed, the gift process from one player P1 to another player P2 is restricted based on the determination result of the determining means 48, so that the one player P1 can be prevented from being bullied by another player P2 who is not a predetermined person, and thus the motivation of the one player P1 who is trying to log in to the game can be increased.

[0094] In addition, in the first embodiment, the determination means 48 determines whether or not another player P2 is a family member of one player P1 based on the registration information of the family related to the one player P1, and the restriction means 50 may restrict the gift process from the one player P1 to the other player P2 if the determination means 48 makes a negative judgment.

[0095] According to this configuration, it is possible to prevent the first player P1 from being bullied by the other players P2 who are not family members, thereby increasing the motivation of the first player P1 to log in to the game.

[0096] In addition, in the first embodiment, the determination means 48 determines whether or not a player P1 is a minor based on the age registration information related to the player P1, and the restriction means 50 may restrict the gift process from the player P1 to another player P2 if the determination means 48 makes a positive judgment.

[0097] According to this configuration, since it is possible to restrict the minor player P1 who is assumed to be easily extorted from giving gifts, the player P1 can play the game with peace of mind. As a result, it is possible to increase the motivation of the player P1 who is trying to log in to the game.

[0098] In addition, in the first embodiment, the judgment means 48 judges whether or not a certain player P1 is a weak player based on the game play data 40B of the certain player P1, and the restriction means 50 may restrict the gift process from the certain player P1 to another player P2 when the judgment means 48 makes a positive judgment.

[0099] According to this configuration, since it is possible to restrict the giving of gifts by the first player P1 who is a weak person assumed to be easily extorted, the first player P1 can play the game with peace of mind. As a result, it is possible to increase the motivation of the first player P1 who is trying to log in to the game.

[0100] In addition, in the first embodiment, the judgment means 48 judges whether or not the one player P1 is weaker than the other player P2 based on the game play data 40B of the one player P1 and the game play data 40B of the other player P2, and the restriction means 50 may restrict the gift processing from the one player P1 to the other player P2 when the judgment means 48 makes a positive judgment.

[0101] According to this configuration, since it is possible to restrict the one player P1, who is assumed to be more likely to be extorted and is weaker than the other players P2, from giving gifts, the one player P1 can play the game with peace of mind. As a result, it is possible to increase the motivation of the one player P1 who is trying to log in to the game.

[0102] In the first embodiment, the play data 40B includes the rank of the corresponding player or the play time of the corresponding player.

[0103] According to this configuration, when the determining means 48 determines that a player is weak, the determination can be easily made using the rank of the player or the playing time of the corresponding player.

[0104] In addition, in the first embodiment, the determination means 48 determines whether or not a player P1 is a paying user based on the billing history of the player P1, and the restriction means 50 may restrict the gift process from the player P1 to another player P2 if the determination means 48 makes a negative judgment.

[0105] According to this configuration, since it is possible to restrict the giving of gifts by a player P1 who is not a paying user and is assumed to be a weak person or a minor, the player P1 can play the game with peace of mind. As a result, it is possible to increase the motivation of the player P1 who is trying to log in to the game.

[0106] In addition, in the first embodiment, the server device 10 is equipped with a receiving means 44 that receives a gift request from one player P1, a gift processing means 46 that executes a gift process to link a paid item that is usable in the game and purchased by payment of a fee and is linked to the one player P1 to another player P2 in response to the request received by the receiving means 44, and a limiting means 50 that limits the number of paid items or the price of the paid items related to the gift process from one player P1 to the other player P2.

[0107] According to this configuration, in response to a request received by the reception means 44, a gift process is executed to link a paid item linked to one player P1 to another player P2, so that the paid item can be donated. When such a gift of a paid item can be performed, the number of paid items or the price of the paid items related to the gift process from one player P1 to another player P2 is limited, so that the extent of the damage caused to one player P1 by being extorted can be suppressed, and the motivation of one player P1 who is trying to log in to the game can be increased.

[0108] In addition, in the first embodiment, the system further includes a determination means 48 that determines whether or not one player P1 and another player P2 are the same person based on the player information 40A of one player P1 and the player information 40A of the other player P2, and the restriction means 50 may prohibit a gift process from one player P1 to the other player P2 when the determination means 48 makes a positive determination.

[0109] According to this configuration, in order to avoid the above-mentioned restrictions, it is possible to prevent a player P1, such as a minor, from donating a paid item purchased with his / her own sub-account to the main account.

[0110] In addition, in the first embodiment, the player information 40A includes card information of a card used when paying a charge, and the determination means 48 may determine that the one player P1 and the other player P2 are the same person when the card information of the one player P1 and the card information of the other player P2 are identical.

[0111] According to this configuration, when determining that one player P1 and another player P2 are the same person, the determination means 48 can easily make the determination by using the card information.

[0112] In addition, in the first embodiment, the player information 40A includes the login time of logging in to the game, and the determination means 48 may determine whether or not one player P1 and another player P2 are the same person based on the login time of one player P1 and the login time of another player P2.

[0113] According to this configuration, when determining that one player P1 and another player P2 are the same person, the determination means 48 can easily make the determination by using the login time.

[0114] In addition, in the first embodiment, the server device 10 is equipped with a receiving means 44 that receives a gift request from one player P1, a gift processing means 46 that executes a gift process to link a paid item that is usable in the game and purchased by payment of a fee and is linked to the one player P1 to another player P2 in response to the request received by the receiving means 44, and a change means 52 that changes the value or quantity of the paid item related to the gift process.

[0115] According to this configuration, in response to a request received by the reception means 44, a gift process is executed to link a paid item linked to one player P1 to another player P2, so that the paid item can be donated. When such a paid item can be donated, the value or amount of the paid item related to the gift process is changed, so that the gift becomes more unexpected, the gift of the paid item becomes more active, and the social aspect of the game is improved. Therefore, when the gift of the paid item can be made, the motivation of one player P1 who is about to log in to the game can be increased.

[0116] In the first embodiment, the change means 52 may change the value or amount of a charge item based on the play data 40B of one player P1.

[0117] According to this configuration, the value or quantity of the paid item changes as the game is played, which can increase the motivation of a player P1 who is trying to log into the game in order to change the value or quantity.

[0118] In the first embodiment, the change means 52 may change the value or amount of the charge item based on the play data 40B of the other player P2.

[0119] According to this configuration, the value or quantity of the paid item changes as the game is played, which can increase the motivation of other players P2 who are trying to log in to the game in order to change the value or quantity.

[0120] In the first embodiment, the change means 52 may obtain the relationship between one player P1 and another player P2, and change the value or amount of the charge item based on the relationship.

[0121] According to this configuration, for example, if the relationship between one player P1 and another player P2 is a good one, such as a family or friends, the value or amount of the paid item can be increased, and if the relationship between one player P1 and another player P2 is a bad one, the value or amount of the paid item can be decreased, thereby preventing extortion and the like.

[0122] In the first embodiment, the change means 52 changes the value of the donated paid item so that a special lottery can be executed when the donated paid item is used by another player P2.

[0123] According to this configuration, the donation of paid items is actively carried out for the purpose of the special lottery. As a result, communication is generated during the donation, and the social aspect of the game is enhanced, thereby increasing the motivation of one player P1 and another player P2 who are trying to log in to the game.

[0124] ---Second embodiment--- Next, a game system according to a second embodiment will be described. The second embodiment differs from the first embodiment in that the server device 10 further includes a setting means as a functional means, and in that a giftable period for a paid item and a usable period for the paid item are set. Note that the configuration and processing of the game system according to the second embodiment, which will not be described below, are the same as those described in the first embodiment. It is also preferable that there is an interval between the giftable period and the usable period. It is also preferable that the usable period is shorter than the giftable period.

[0125] The setting means sets the number of charge items that can be gifted to the other player P2 based on the play data 40B of the game. Specifically, the setting means sets the number of charge items that can be gifted to the other player P2 based on the number of charge items in the play data 40B linked to the other player P2 and / or the number of charge items in the play data 40B linked to the one player P1. For example, if the number of charge items linked to the other player P2 is large, the setting means may set the number of charge items that can be gifted to the other player P2 to be large. Furthermore, the setting means may set the number of charge items that can be gifted to the other player P2 to be equal to or less than the number of charge items linked to the other player P2, preferably equal to or less than half of the number. Furthermore, if the number of charge items linked to the one player P2 is large, the setting means may set the number of charge items that can be gifted to the other player P2 to be large. Furthermore, the setting means may set the number of charge items that can be gifted to the other player P2 based on the number of charge items linked to the other player P2 and the number of charge items linked to the one player P1. For example, the setting means may set the number of charge items that can be gifted to the other player P2 to be small when the difference between the number of charge items linked to the one player P2 and the number of charge items linked to the other player P2 is equal to or larger than a threshold, and may set the number of charge items that can be gifted to the other player P2 to be large when the difference is less than the threshold.

[0126] 7 is a flowchart showing an example of the flow of processing of the game system according to the second embodiment when one player P1 gives a paid item to another player P2. Note that the order of the following processing can be changed as appropriate.

[0127] (Step SP90) After the process of step SP10, the first terminal apparatus 12A displays a restriction selection screen. This restriction selection screen is a screen that allows one player P1 to select whether or not to restrict the use of the donated paid item by another player P2.

[0128] FIG. 8 is a diagram showing an example of the restriction selection screen 100. As shown in FIG.

[0129] The restriction selection screen 100 is provided with a restriction button 100 for restricting the use of the donated paid item, and a non-restriction button 102 for not restricting the use of the donated paid item. When a player P1 presses the restriction button 100 or the non-restriction button 102 on the restriction selection screen 100, the process proceeds to step SP92.

[0130] (Step SP92) The first terminal apparatus 12A transmits to the server apparatus 10 a donation request including the player ID of one player P1, the player ID of the selected other player P2, the contents of the selected charge item (item ID, quantity, etc.), and the selection result on the restriction selection screen 100. Then, the process proceeds to step SP94.

[0131] (Step SP94) The receiving means 44 of the server device 10 receives the donation request from the first terminal device 12A. In response to this, the setting means of the server device 10 acquires the play data 40B corresponding to the player ID of the other player included in the donation request. Then, the process proceeds to step SP96.

[0132] (Step SP96) The setting means extracts the number of charge items corresponding to the item ID included in the donation request from the acquired play data 40B. Next, the setting means sets a maximum number M of charge items that one player P1 can donate to another player P2 based on the extracted number of charge items. For example, the setting means sets the maximum number M to the same number as the extracted number of charge items. Then, the process proceeds to step SP98.

[0133] (Step SP98) The judgment means 48 judges whether the current date and time is within the set gift-giving period (for example, between 1st and 20th). If the judgment is affirmative, the process proceeds to step SP100, and if the judgment is negative, the process proceeds to step SP16.

[0134] (Step SP100) The determination means 48 determines whether or not the total number of paid items donated by one player P1 to another player P2 (total donated number S), including the number of paid items to be donated this time, exceeds the maximum value M. If the determination is affirmative, the process proceeds to step SP16, and if the determination is negative, the process proceeds to step SP26.

[0135] (Step SP102) After the processing of step SP26, the gift processing means 46 updates the total gift number S. Specifically, the gift processing means 46 adds the number of charge items that have been gifted to the total gift number S. Note that this total gift number S may be initialized after a period of time such as one week or one month has passed. Then, the processing proceeds to the processing of step SP104.

[0136] (Step SP104) The determination means 48 determines whether or not the use restriction has been selected by one of the players P1 based on the selection result included in the donation request. If the determination is affirmative, the process proceeds to step SP106, and if the determination is negative, the process proceeds to step SP34.

[0137] (Step SP106) The gift processing means 46 turns on the usage restriction flag for the gifted paid item in the play data 40B of the other player P2, and the process then proceeds to step SP34.

[0138] In the second embodiment, when a paid item that has been donated is used by another player P2, a process similar to that shown in FIG. 6 is executed, but in step SP64, the determination means 48 determines whether the current date and time is within the usable period (for example, between the 25th and 31st).

[0139] As described above, in the second embodiment, the setting means sets the number of charge items that one player P1 can gift to another player P2, based on the game play data 40B of the game.

[0140] According to this configuration, for example, it is possible to prevent many paid items from being extorted.

[0141] In the second embodiment, the play data 40B includes the number of paid items associated with the other player P2.

[0142] According to this configuration, for example, if the other player P2 has many paid items, the paid items can be returned even if the player uses something that was extorted, so the number of paid items that can be donated to the other player P2 can be set to be large. Conversely, if the other player P2 has few paid items, the paid items cannot be returned if the player uses something that was extorted, so the number of paid items that can be donated to the other player P2 can be set to be small. As a result, the paid items can be reliably returned to the first player even if the first player is extorted.

[0143] In the second embodiment, the play data 40B may also include the number of charge items associated with one player P1.

[0144] According to this configuration, for example, if a player P1 has many paid items, the number of paid items that can be donated can be set to be large, and if the player P1 has few paid items, the number of paid items that can be donated can be set to be small. As a result, the damage caused by extortion can be reduced according to the player P1.

[0145] In addition, in the second embodiment, the reception means 44 receives a selection from one player P1 as to whether or not to execute a restriction by the restriction means 50, and the restriction means 50 executes the restriction when the reception means 44 receives a selection result to execute the restriction.

[0146] According to this configuration, one player P1 can select for himself to enforce the restriction by the restricting means 50 on people who are likely to extort him, and not to enforce the restriction by the restricting means 50 on people to whom he really wants to give gifts. As a result, the degree of freedom in giving gifts can be improved.

[0147] ---Variations--- The present invention is not limited to the above-described embodiment. In other words, even if a person skilled in the art appropriately modifies the above-described embodiment, the same will be included in the scope of the present invention as long as it has the characteristics of the present invention. In addition, the elements of the above-described embodiment and the modified examples described below can be combined to the extent technically possible, and the combination of these elements will also be included in the scope of the present invention as long as it has the characteristics of the present invention.

[0148] For example, in the above first embodiment, a case was described in which a gift process is executed when a player P1 requests a gift, but a paid item may be stored as a gift target in the storage means 40 of the server device 10 for a predetermined period of time, and the gift process may be executed when the predetermined period has elapsed.

[0149] In addition, in the above first embodiment, the first specified period, the second specified period, and the third specified period are described as being set in advance, but the change means 52 may be able to change them as appropriate in response to an operation of one player P1.

[0150] In the above first embodiment, when a paid item is donated, a case has been described in which donating points are given to one player P1, but an item that can be used in a game other than the game related to the paid item may be given to the one player P1. Also, when one player P1 uninstalls a game, it is considered that the paid item is donated to another player P2, and in order to efficiently donate such items at that time, a donating button for donating all of the paid items of one player P1 to the other player P2 at once may be displayed on the screen. [Explanation of symbols]

[0151] 10: server device (computer), 44: acceptance means, 46: gift processing means, 48: determination means, 50: restriction means, 52: change means

Claims

1. Computer, a receiving means for receiving a request for a donation from one of the players; a gift processing means for executing a gift process in response to the request received by the receiving means, in which a paid item which is usable in the game and which has been purchased by payment of a fee and which is linked to the one player is linked to another player and then the paid item linked to the other player is changed to another item different from the paid item, and notifying the one player of the fact that the gift process has been executed after the execution of the gift process; Function as a The paid item is a paid stone, The other item is an item for which a dedicated lottery can be executed, the receiving means receives a request for use of the other item for which the gift process has been performed to the other player, and uses the other item for which the gift process has been performed in response to the request for use received by the receiving means. program.

2. The computer, a change means for acquiring a relationship between the one player and the other player, and changing a restriction on the gift processing based on the relationship; The program according to claim 1,

3. The change means changes the restriction on the gift processing for a predetermined period of time. The program according to claim 2.

4. A receiving means for receiving a request for a donation from one of the players; a gift processing means for executing a gift process in response to the request received by the receiving means, in which a paid item that is usable in a game and has been purchased by payment of a fee and that is linked to one player is linked to another player, and then the paid item linked to the other player is changed to another item different from the paid item, and notifying the one player of the fact that the gift process has been executed after the gift process has been executed; Equipped with The paid item is a paid stone, The other item is an item for which a dedicated lottery can be executed, the receiving means receives a request for use of the other item for which the gift process has been performed to the other player, and uses the other item for which the gift process has been performed in response to the request for use received by the receiving means. Information processing device.

Citation Information

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