Information processing device, information processing method, and program

JP7636683B2Active Publication Date: 2025-02-27MIXI INC
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Patent Information

Application Number
JP2023100981
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-06-20
Publication Date
2025-02-27
Estimated Expiration
2040-12-14

AI Technical Summary

Benefits of technology

【0007】 本発明の一態様によれば、ゲーム媒体の成長パラメータをユーザ間で取り引きすることができるので、ユーザの間での新たな形態の取引を実現することができる。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide an information processing device, an information processing method, and a program that allow a transaction of a new form to be executed among users of a game.SOLUTION: An offer of transfer is received from a first user, and an offer of transfer is received from a second user on a growth parameter of a first game medium that the first user grows in a game. When the offers from the first user and the second user are received and a predetermined condition is established, a growth parameter of a second game medium that the second user grows in the game is changed according to the growth parameter that is transferred to the second user from the first user.SELECTED DRAWING: Figure 2
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Description

[Technical field]

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

[0002] It is already known that game players exchange or buy and sell game media such as characters and items that can be used in the game between users (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2014-8365 A Summary of the Invention [Problem to be solved by the invention]

[0004] If new forms of transactions become possible between users other than the transactions of game content that have taken place up until now, it is expected that this will stimulate interaction between users and, as a result, attract more users to games.

[0005] Therefore, an object of the present invention is to provide an information processing device, an information processing method, and a program that enable a new type of transaction between game users. [Means for solving the problem]

[0006] An information processing device according to one embodiment of the present invention is characterized in that it comprises a reception unit that receives an offer to transfer from a first user growth parameters of a first game medium that the first user grows in a game and an offer to acquire from a second user, and a parameter change unit that, when the reception unit accepts offers from the first user and the second user and a predetermined condition is met, changes the growth parameters of a second game medium that the second user grows in the game in accordance with the growth parameters transferred by the second user from the first user. Effect of the Invention

[0007] According to one aspect of the present invention, growth parameters of game media can be traded between users, thereby realizing a new form of trading between users. [Brief description of the drawings]

[0008] [Figure 1] FIG. 13 is an explanatory diagram of the growth parameters of equipment. [Diagram 2] FIG. 13 is an explanatory diagram of trading of growth parameters between users. [Diagram 3] 1 is a conceptual diagram showing an entire system including an information processing device according to an embodiment of the present invention and terminals of each user; [Figure 4] FIG. 2 is an explanatory diagram of functions of a user terminal. [Diagram 5] 1 is a block diagram showing a plurality of functional units included in an information processing apparatus according to an embodiment of the present invention; [Figure 6] FIG. 4 is a diagram illustrating an example of user data stored in a storage unit. [Figure 7] FIG. 4 is a diagram showing an example of equipment data stored in a storage unit. [Figure 8] FIG. 4 is a diagram illustrating an example of transaction data stored in a storage unit. [Figure 9] FIG. 11 is a diagram showing an example of level enhancement data stored in a storage unit. [Figure 10] 13 is a diagram showing an example of rank value strengthening data stored in a storage unit. FIG. [Figure 11] FIG. 11 is a diagram showing the flow of game progression, illustrating the flow of changing the level or rank value of equipment. [Figure 12A] FIG. 13 is a diagram showing the flow of parameter trading flow, showing the flow when the growth parameter being traded is a level (part 1). [Figure 12B] FIG. 13 is a diagram showing the flow of parameter trading flow, showing the flow when the growth parameter being traded is a level (part 2). [Figure 13A] FIG. 13 is a diagram showing the flow of a parameter trading flow, showing the flow when the growth parameter being traded is a rank value (part 1). [Figure 13B] FIG. 13 is a diagram showing the flow of a parameter trading flow, showing the flow when the growth parameter being traded is a rank value (part 2). [Figure 14] FIG. 13 is a diagram illustrating functions of an information processing device according to a first modified example. [Figure 15A] 13 shows a parameter trading flow according to a first modified example, illustrating a flow when the growth parameter to be traded is a rank value (part 1). [Figure 15B] 13 shows a parameter trading flow according to the first modified example, illustrating the flow when the growth parameter to be traded is a rank value (part 2). [Figure 16A] 13 shows a parameter trading flow according to a second modified example, illustrating a flow when the growth parameter to be traded is a rank value (part 1). [Figure 16B] 13 shows a parameter trading flow according to the second modified example, illustrating the flow when the growth parameter to be traded is a rank value (part 2). DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] The information processing device, information processing method, and program of the present invention will be described below with reference to specific embodiments. However, the embodiment described below is merely an example given to facilitate understanding of the present invention, and does not limit the present invention. In other words, the present invention may be modified or improved from the embodiment described below without departing from the spirit of the present invention. Naturally, the present invention also includes its equivalents.

[0010] In addition, the screen examples shown in the drawings referenced in the following description are merely examples, and the screen configuration examples, the content of the information displayed, and the GUI (Graphical User Interface), etc. can be freely designed according to the system design specifications and user preferences, and can be changed as appropriate.

[0011] Furthermore, in this specification, the term "device" includes not only one device that performs a specified function alone, but also multiple devices that are separated from each other but work together to perform a specified function.

[0012] Furthermore, in this specification, the term "user" refers to a user of the information processing device of the present invention, and more specifically, to a user of the service provided by the information processing device of the present invention. Note that, unless otherwise specified, a user is an individual, but may be a group of multiple people.

[0013] [About the game according to one embodiment of the present invention] Prior to describing an information processing device according to one embodiment of the present invention (hereinafter, referred to as this embodiment), a game that can be played by a user of the information processing device will be described.

[0014] A game is content that a user plays by operating a gameplay terminal, and more specifically, is an online game that uses data communication. Online games may include browser games that use a web browser, social games provided on a social networking service (SNS), and cloud games that are streamed. Online games may also include games that can be played by downloading dedicated application software, such as mobile games. Online games may also include regularly updated online games, such as play-by-web (PBW).

[0015] The game may be a multiplayer game in which multiple users can play the same game at the same time, or a game in which one person plays alone. The type (genre) of the game is not particularly limited as long as the parameters of the game medium, which will be described later, change according to the progress of the game.

[0016] A user can progress through a game by playing events within the game (hereinafter also referred to as in-game events). An in-game event is an element that can be played within a game, such as a match against an enemy or opponent, a stage or quest that is played for the purpose of being cleared, or a lottery for obtaining an item.

[0017] The user uses game media to progress through the game. The game media are characters, items, equipment, etc. that the user can use in the game. Characters include playing characters that are operated by the user in the game or act in the game according to the user's instructions, and support characters that assist the playing characters. Items are materials used in the game for purposes such as progressing through the game with an advantage, and their use confers effects according to their type. Equipment is an example of an item, and can change the ability values ​​of a character when equipped to the character.

[0018] Note that "using game media" means using the acquired game media in the game to progress through the game. In the case where the game media is a character, "use" refers to controlling the character in the game, or giving instructions or commands to the character and having the character act in accordance with the instructions or commands. In the case where the game media is an item, "use" refers to using (consuming) the item in the game to activate its effect in the game. In the case where the game media is equipment, "use" refers to equipping the equipment to a character (specifically, a character controlled by a user) and controlling the character to progress through the game.

[0019] The rights to use the various game media described above are set for users who have acquired each game medium within the game. The users can use the game media for which they have rights to use within the game. For the sake of convenience, in the following, having rights to use a game medium will be expressed as "possessing the game medium."

[0020] The means by which a user can obtain new game media are not particularly limited, and examples of such means include purchasing game media at a store in the game by paying in-game currency, obtaining game media with a certain probability as a reward for defeating a specific enemy or completing a specific quest, and obtaining game media as a prize when winning a lottery. In addition, a user can sell or discard unnecessary game media in the game. Furthermore, a user can evolve a game media by using an evolution item for a character or equipment that the user owns. Evolution means transforming a character or equipment into a different type of game media. The right to use a game media that has been sold, discarded, or evolved is lost, and the game media cannot be used.

[0021] In this embodiment, multiple types of game media are prepared for the game, and each game media is classified into a category according to its type. The category is set, for example, based on the rarity of the game media, and the rarity is an index indicating the difficulty of obtaining the game media in the game, and is determined according to the probability (drop rate) of obtaining the game media when a predetermined event is cleared in the game. Each game media is classified into one of categories 1 to X (X is a natural number of 2 or more), and the higher the category number of the game media, the rarer the game media.

[0022] Furthermore, each user can grow the game media that he or she owns in the game. Growth means improving, strengthening, enhancing, and cultivating the performance, capabilities, size, appearance, luck, popularity, and other status of the game media, specifically increasing the growth parameters described below. Growth also includes cases where the growth parameters are temporarily lowered. In the following, as an example of one aspect of "growth," a case in which game content is strengthened will be described.

[0023] Growth parameters are set for the game media according to their properties, abilities, etc. For example, a level and a rank value are set as growth parameters for equipment, which is a game media, as shown in Fig. 1. Fig. 1 is an example screen showing the current level and rank values ​​of the equipment.

[0024] The level and rank values ​​increase by strengthening (growing) the equipment in the game, and the higher these parameters are, the higher the performance (strength) of the equipment increases, and the higher the strength of the equipment used, the more advantageously the user can progress in the game. The strength of the equipment is a value obtained by adding the strength corresponding to the level to the strength corresponding to the rank value. The level and rank values ​​may be expressed as integer values ​​that increase discretely (for example, by +1), or may be values ​​that are expressed as continuous amounts and increase continuously like a numerical gauge.

[0025] The level of the equipment is set to the initial value (e.g., level 1) at the time of acquisition, and increases according to the cumulative value of the experience points given to the equipment. The experience points are added to the equipment when the user clears in-game events. For example, when using the equipment to defeat enemies that appear in the game, or when passing a predetermined stage while using the equipment, experience points corresponding to the defeated enemies or passed stages are added to the equipment. And when the cumulative value of the experience points reaches the conditional value set for each level (hereinafter referred to as the conditional value for level), the level of the equipment rises to the value corresponding to the reached conditional value for level. Note that the higher the level, the larger the conditional value for level becomes.

[0026] The rank value of the equipment is a variable value that changes according to the progress of the game, and changes, for example, in the range of m to n (m < n). m is the rank value of the equipment at the time of acquisition, that is, the initial value of the rank value, and is a positive or negative integer, or 0. n is the upper limit value of the rank value of the equipment, and is a positive integer, which is determined according to the type of the equipment. Also, the maximum value of the rank value of the equipment differs depending on the category to which the equipment belongs (in other words, the rarity of the equipment).

[0027] When the user strengthens their equipment in the game, they can increase the rank value of the equipment. That is, the rank value of the equipment increases when the strengthening condition is satisfied while each user is playing the game using the equipment. The strengthening condition corresponds to specific growth conditions, and the success or failure of the condition is determined according to the operation content (play content) when the user plays the game. Specifically, for example, using an item for increasing the rank value for the equipment whose rank value is to be increased, or clearing a predetermined event while using the equipment whose rank value is to be increased, etc. correspond to the strengthening condition.

[0028] In addition, in this embodiment, when the strengthening condition is met, the rank value increases according to a predetermined probability. The probability of the rank value increasing varies depending on the type of item used to increase the rank value and the content of the cleared event, and in normal cases, the probability decreases as the rank value increases. As an exception, for example, when a special item is used or a special event is cleared, the rank value of the target equipment can be increased (increased) with a predetermined probability (specifically, 100%) regardless of the current rank value.

[0029] Furthermore, in this embodiment, a cost may be incurred when increasing the level or rank value of equipment. That is, each user may incur a cost when increasing the level or rank value of his / her own equipment. In other words, incurring a cost may include, for example, using a paid item or playing a paid in-game event. Note that, "paying" refers to the need to pay monetary value such as cash or electronic money in real space, and may also include the user consuming in-game currency acquired by paying monetary value in the game.

[0030] [About trading parameters between users] In this embodiment, the level and rank value of equipment can be traded between users as growth parameters of the game medium. For example, as shown in FIG. 2, a certain user A can transfer the level or rank value of equipment he or she owns to another user B. On the other hand, user B can change, more specifically increase, the level or rank value of equipment owned by user B according to the level or rank value transferred from user A. FIG. 2 is an explanatory diagram of parameter trading between users.

[0031] In this embodiment, the trading of growth parameters between users (hereinafter also simply referred to as parameter trading) is a paid transaction involving the receipt and payment of money or an equivalent value, that is, a buying and selling transaction. That is, in this embodiment, a first user sells the level or rank value of the first user's equipment, and a second user purchases the sold level or rank value from the first user. The level or rank value of the second user's equipment then increases according to the level or rank value purchased by the second user. On the other hand, the level or rank value of the equipment of the first user that sold the level or rank value decreases by the amount sold.

[0032] Here, the first user is the user who transfers (sells) the level or rank value, and the second user is the user who receives (purchases) the level or rank value. Furthermore, the equipment owned by the first user corresponds to the first game medium, and the equipment owned by the second user corresponds to the second game medium.

[0033] As described above, in this embodiment, the level or rank value of equipment can be traded (sold and bought) between users. Furthermore, the above transactions do not involve the transfer of equipment. In other words, when the level or rank value of a first user's equipment is sold and purchased by a second user, the first user can continue to use the equipment whose level or rank value was sold in the game. This can stimulate the first user's desire to trade.

[0034] To be more specific, conventional transactions between users were conducted for the game medium itself (characters or items), and in particular for rare game medium. However, selling rare game medium means giving up the game medium, so it is difficult for the user who owns it to decide to trade. Therefore, in conventional transactions between users, it is difficult to stimulate users' desire to trade, and it is difficult to stimulate interaction between users through trading.

[0035] In contrast, in this embodiment, the growth parameters of the game medium can be traded between users without the transfer of use rights. In other words, in this embodiment, the first user can continue to use the game medium whose growth parameters have been traded even after the trade. As a result, in this embodiment, it is easier to stimulate the willingness of users, especially the first user, to trade compared to the past. This activates the interaction between users through trading, which in turn makes the game itself more exciting, and specifically, it is expected that the game play time of each user and the number of users playing the game will increase.

[0036] In addition, the first user can enjoy the profit (profit) gained by selling the growth parameters of the game medium he / she owns, specifically the level or rank value of the equipment. In this manner, in this embodiment, the first user can sell the level or rank value of the equipment that he / she has increased in the game, so that the effort invested in the game (specifically, the time spent playing the game, etc.) can be treated as a kind of commodity.

[0037] The consideration paid by the second user to the first user when purchasing the parameters may be cash, electronic money, virtual currency, or currency that can be used in the game (in-game currency), or may have a value other than these. The in-game currency may have a value that can be converted into cash, or may have a value that can be used only in the game and cannot be converted into cash.

[0038] In addition, in this embodiment, the equipment that is the subject of the parameter trading is a paid equipment (in other words, it requires an acquisition cost) that can be obtained through a lottery that can be played for a fee or a fee. In this case, the effect that the equipment can be continued to be used after the parameter trading of the equipment is performed becomes more meaningful. However, it is not limited to this, and it may be a free equipment that is given to the user for free as a privilege when the total number of times the game is played reaches a predetermined number of times or when the game is played for the first time.

[0039] In addition, the purchase price (payment amount) for the growth parameters may be determined through a bidding format at an auction, or may be determined at an arbitrary amount by the first user or the second user based on their own will, or may be determined by the game management company in accordance with specified rules based on the type and quantity of growth parameters to be sold.

[0040] For processing related to payment of the value and deposit of money associated with the transaction (specifically, receipt and disbursement processing of money, etc.), it is possible to use publicly known information processing technology that has been conventionally adopted in transactions between users. In addition, in this embodiment, for example, in-game currency that can be converted into cash is used as the value for the transaction (hereinafter referred to as the transaction currency), and when the transaction between users is confirmed, the transaction currency is paid from the second user, and the amount of the transaction currency corresponding to the amount of the payment is given to the first user. Specifically, when the parameter transaction is confirmed, the amount of the in-game currency held by the second user is decreased by an amount corresponding to the transaction amount, and the amount of the in-game currency held by the first user is increased by an amount corresponding to the transaction amount. Note that the in-game currency that can be used as the transaction currency may be an in-game currency that cannot be converted into cash and can be used only in the game.

[0041] The input and output processing of value associated with the transaction is not limited to the above. For example, bank account information or credit card information may be linked to each user's game account, and when the parameter transaction is confirmed, the second user may be requested to pay the consideration via the second user's bank account information or credit card information, and an amount of money corresponding to the consideration may be transferred to the first user's bank account.

[0042] [About the information processing device of this embodiment and each user's terminal] Next, the information processing device and each user's terminal according to this embodiment will be described with reference to Fig. 3. Fig. 3 is a conceptual diagram showing the entire system including the information processing device and each user's terminal according to this embodiment.

[0043] In the following, user A is the first user and user B is the second user, and an example will be described in which growth parameters are traded between users A and B, i.e., a buying and selling transaction is performed. In the following, among the equipment owned by user A in the game, the equipment whose level or rank value is transferred as the object of the trade will be referred to as the "item to be traded," and among the equipment owned by user B in the game, the equipment that is strengthened (i.e., the level or rank value is increased) by the level or rank value transferred from user A will be referred to as the "item to be strengthened."

[0044] Each of users A and B has a user terminal 11, 12 as a terminal for playing the game. That is, each user operates his / her own user terminal 11, 12 to play the game, and when he / she wishes to buy or sell parameters, he / she performs a predetermined operation during the game.

[0045] Each user's user terminal 11, 12 is configured, for example, by a personal computer, a smartphone, a mobile phone, a tablet terminal, a communication-enabled game machine, a television receiver capable of transmitting and receiving information, or a wearable terminal. In other words, the user terminals 11, 12 have the same hardware configuration as a conventional terminal used for playing games online, and include a processor 13, a memory 14, a communication interface 15, an input device 16, and an output device 17 such as a display, as shown in Fig. 3. In addition, a game play program is installed in each user terminal 11, 12 as terminal software.

[0046] Furthermore, each of the user terminals 11, 12 of the users is communicatively connected to the server 10 via a communication network NT as shown in Fig. 3. The communication network NT is a communication line network consisting of, for example, the Internet or a mobile communication network, and may include a LAN (Local Area Network), a WAN (Wide Area Network), an intranet, Ethernet (registered trademark), and the like.

[0047] The server 10 is an example of an "information processing device" of the present invention, and in this embodiment is configured by a computer for game distribution that generates, transmits, and receives data necessary for game progress, as well as executes various information processes related to game progress. The data transmitted and received by the server 10 includes data necessary for parameter transactions between users, and the information processes executed by the server 10 include processes related to parameter transactions between users.

[0048] In this embodiment, the computer constituting the server 10 is managed by the game operating company, but is not limited thereto and may be managed by a company or institution other than the operating company. The server 10 may be configured by one computer, or may be configured by multiple computers distributed in parallel. The server 10 may also be a server computer for ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). In this case, a series of information processes related to the game progress (excluding input and display of information) are executed by the server 10, so that each user terminal 11, 12 only needs to input information to be handed over to the server 10 and display information distributed from the server 10.

[0049] 3, the server 10 has a processor 10A, a memory 10B, a communication interface 10C, and a storage 10D as hardware devices, which are electrically connected via a bus. The processor 10A may be configured with a CPU (Central Processing Unit), an MPU (Micro-Processing Unit), an MCU (Micro Controller Unit), a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), a TPU (Tensor Processing Unit), an ASIC (Application Specific Integrated Circuit), or the like.

[0050] The memory 10B may be configured with semiconductor memories such as a Read Only Memory (ROM) and a Random Access Memory (RAM). The communication interface 10C may be, for example, a network interface card, a communication interface board, etc. The standard of data communication by the communication interface 10C is not particularly limited, and examples thereof include communication by wireless LAN based on Wi-fi (registered trademark), communication by a 3G to 5G or later generation mobile communication system, and communication based on LTE (Long Term Evolution).

[0051] The storage 10D may be configured with a flash memory, a hard disc drive (HDD), a solid state drive (SSD), a flexible disc (FD), a magneto-optical disc (MO disc), a compact disc (CD), a digital versatile disc (DVD), a secure digital card (SD card), or a universal serial bus memory (USB memory). The storage 10D may be built into the server 10, or may be attached to the server body in an external form. The storage 10D may be configured with an external computer (e.g., a database server) communicably connected to the server body. Furthermore, a distributed ledger technology such as a blockchain may be used as a technology for recording various data in order to avoid unauthorized data tampering. In particular, the amount of transaction currency held by each user is suitable for management and recording by the blockchain.

[0052] Furthermore, a program for an operating system (OS) and an information processing program for game progress are installed as software in the server 10. These programs correspond to the "programs" of the present invention, and are executed by the processor 10A to cause the server 10 to function as the information processing device of the present invention.

[0053] Specifically, for example, while users A and B are playing a game, the server 10 executes the above program to generate display data for a game play screen and transmits it to the user terminals 11 and 12 of the respective users. Also, when users A and B perform operations for progressing through the game via the user terminals 11 and 12, data indicating the contents of the operations are transmitted from the user terminals 11 and 12 to the server 10, and the server 10 executes information processing for progressing the game in accordance with the user operations based on the data received from the user terminals 11 and 12.

[0054] Furthermore, when user A wishes to transfer (sell) the level or rank value of a trade target item among the equipment he owns, he makes an offer to transfer through the user terminal 11, and the server 10 accepts the offer to transfer from user A through communication with the user terminal 11. On the other hand, when user B wishes to acquire (purchase) the level or rank value sold by user A, he makes an offer to acquire through the user terminal 12, and the server 10 accepts the offer to acquire from user B through communication with the user terminal 12.

[0055] Then, when the server 10 accepts the offers from each of the user A and the user B and the trading conditions are established, the server 10 executes a series of information processing related to the parameter trading. As a result, the level or rank value of the enhanced item among the equipment owned by the user B increases, while the level or rank value of the traded item owned by the user A decreases.

[0056] The transaction conditions correspond to predetermined conditions, specifically, conditions for confirming the establishment of the parameter transaction, in other words, conditions for confirming the transfer and acceptance of the level or rank value of the transaction target item. Examples of transaction conditions include storing data indicating that the parameter transaction has been confirmed (more specifically, switching the success / failure flag of the transaction data described below to a value indicating the transaction has been confirmed), or user B paying the price for the parameter transfer (more specifically, executing the settlement process described below). In addition, when the parameter transaction is conducted in an auction format, the transaction conditions may be that the bidding period has elapsed with the highest bid submitted.

[0057] The programs installed on the server 10 may be acquired by reading them from a computer-readable recording medium, or may be acquired (downloaded) via a network such as the Internet or an intranet.

[0058] Next, the configuration of each of the user terminals 11, 12 and the server 10 will be described from the functional aspect with reference to Figures 4 and 5. Figure 4 shows the functions of the user terminals 11, 12, and Figure 5 shows the functions (in other words, multiple functional units) provided in the server 10.

[0059] (User device functions) 4, the user terminals 11 and 12 include a terminal reception unit 21, a terminal transmission / reception unit 22, a terminal storage unit 23, and a display execution unit 24. Each of these functional units is realized by cooperation between the hardware devices constituting the user terminals 11 and 12 and software (specifically, a program for playing a game) installed in the user terminals 11 and 12.

[0060] The terminal side receiving unit 21 receives operations (game operations) performed by the user while playing the game, such as operations for progressing the game and operations for trading parameters. The terminal-side transmitting / receiving unit 22 receives data sent from the server 10 or other user terminals, and transmits data to the server 10 or other users. The data transmitted by the terminal-side transmitting / receiving unit 22 to the server 10 includes data corresponding to the content of the game operation accepted by the terminal-side accepting unit 21, and includes, for example, the following data (a) to (f). (a) Data regarding the use of equipment, etc. owned by the User (b) Data relating to in-game event play (c) Instruction data for selling or disposing of equipment, etc. owned by the user (d) Instruction data for strengthening or evolving equipment, etc. owned by the user (e) Data relating to the parameter transfer offer (f) Data relating to the offer to transfer parameters

[0061] The data (a) to (d) are data corresponding to operations for progressing the game performed by the user. The data (a) is generated when a user uses equipment within a game, and indicates, for example, the user ID, identification information of the equipment to be used, and which character it is to be used for. Data (b) is generated when a user plays an in-game event, and indicates, for example, the user ID, identification information for the event being played, identification information for each of the characters and equipment used in the event, and instructions and commands for the character during the event (specifically, commands regarding the character's movement direction, or actions such as attack or defense, etc.). The data (c) is generated when the user sells or discards equipment that the user possesses in the game, and indicates, for example, the user ID and identification information of the equipment to be sold or discarded. Data (d) is generated when a user enhances or evolves equipment possessed by the user in the game, and indicates, for example, the user ID, the identification information of the equipment to be enhanced or evolved, and, in the case of using an enhancing or evolving item, the identification information of the item and the number of items used, etc.

[0062] The data (e) and (f) are data corresponding to operations for parameter trading performed by the user. The data (e) is generated when the first user (i.e., user A) offers to transfer the level or rank value of the trading object product, and indicates, for example, a user ID, identification information of the trading object product, and the range of the level or rank value to be transferred (transfer range), and may further include a desired transfer amount (sales amount) designated by the first user. Data (f) is generated when a second user (i.e., user B) offers to transfer the level or rank value of the item being traded, and indicates, for example, a user ID, identification information of the item being traded, the transfer range, and identification information of the enhanced item that will be enhanced by the transferred level or rank value, and may further include a desired transfer amount (purchase price) specified by the second user.

[0063] The terminal side storage unit 23 stores data necessary for the game, for example, data sent from the server 10, such as display data. The display execution unit 24 develops the display data received from the server 10, and displays the game screen (screen during game play) indicated by the display data on the output device 17 of the user terminal 11, 12, more specifically, on its display.

[0064] (Server functions) 5, the server 10 includes a game progress reception unit 31, a game progress unit 32, a server-side memory unit 33, a transaction reception unit 34, a cost calculation unit 35, a transaction processing unit 36, and a rejection unit 37. Each of these functional units is realized by cooperation between the hardware devices constituting the server 10 and a program (i.e., the program of the present invention) as software installed on the server 10.

[0065] The game progress reception unit 31 receives users' in-game operations, particularly operations for game progress, through communication with the user terminals 11, 12, and specifically receives data for game progress from the user terminals 11, 12 via the communication network NT. The data received by the game progress reception unit 31 is data corresponding to operations for game progress performed by the user, and corresponds to the above data (a) to (d), for example.

[0066] During the period in which the user is playing the game, the game progression unit 32 progresses the game according to the data for game progression received by the game progression receiving unit 31. The data for game progression includes data (a), as described above, i.e., data on whether or not equipment and the like is used. For this reason, the game progression unit 32 progresses the game played by each user according to the use of equipment and the like by each user. In addition, the game progression unit 32 progresses the game according to the above-mentioned data (b), i.e., data on the play content of in-game events, and specifically, for example, moves a character according to instructions and commands from the user to progress in-game events.

[0067] Moreover, in this embodiment, the game progression unit 32 includes a state change unit 41 and an experience point granting unit 42, and the state change unit 41 includes a parameter change unit 43, as shown in FIG. The state change unit 41 changes the state of the equipment in response to the in-game operation received by the game progress reception unit 31, more precisely, in response to the game progress data received from the user terminals 11, 12, particularly the above-mentioned data (a), (c) and (d). The state of the equipment is the current status and current parameter values ​​of the equipment, etc. The status is information indicating, for example, whether the equipment is currently being used, whether the equipment has already been sold or discarded, whether the equipment is pre-evolved or post-evolved, etc., and the parameters are the level and rank value.

[0068] When a user clears a predetermined event in the game using an equipment, the experience value granting unit 42 grants the equipment used an experience value corresponding to the cleared event. The granted experience value is added to the cumulative value of the experience value granted to the equipment up to that point.

[0069] The parameter change unit 43 performs one function of the state change unit 41, and changes the growth parameters of the equipment possessed by the user, specifically the level or rank value. Specifically, the parameter change unit 43 identifies the cumulative value of experience points given to each piece of equipment of each user, and raises the level of the equipment whose cumulative value has reached a level condition value to a value corresponding to that level condition value.

[0070] Also, for example, when the game progress reception unit 31 receives the above-mentioned data (d), more precisely, instruction data for strengthening an equipment item, the parameter modification unit 43 judges whether the aforementioned strengthening condition is met based on the information indicated by the instruction data, and if the strengthening condition is met, changes the rank value of the equipment item to be strengthened. At this time, the parameter modification unit 43 raises (increases) the rank value of the equipment item according to a predetermined probability.

[0071] Furthermore, when a parameter trade is made between users A and B, the parameter change unit 43 changes the levels or rank values ​​of the traded item among the equipment owned by user A and the enhanced item among the equipment owned by user B according to the contents of the trade. Specifically, the parameter change unit 43, triggered by the establishment of the trade conditions, decreases the level or rank value of the traded item of user A according to the amount transferred (sold) by user A, and increases the level or rank value of the enhanced item of user B according to the amount transferred (purchased) by user B.

[0072] The server-side storage unit 33 corresponds to a storage unit, and stores various data necessary for the progress of the game and parameter transactions between users, specifically, the user data shown in Fig. 6, the equipment data shown in Fig. 7, the transaction data shown in Fig. 8, the level enhancement data shown in Fig. 9, and the rank enhancement data shown in Fig. 10. Each of Figs. 6 to 10 shows an example of the data stored in the server-side storage unit 33.

[0073] The user data is data related to users who play the game, that is, users who have a game account, and is stored in the server-side storage unit 33 for each user. As shown in FIG. 6, the user data includes a user ID, identification information of owned characters, items and equipment, an amount of game progress currency owned, and an amount of trading currency owned. Both the game progress currency and trading currency are in-game currencies that can be obtained by charging, purchasing, playing in-game events, etc. The game progress currency is mainly used to progress in the game, such as purchasing items and equipment in the game, and the trading currency is mainly used for trading parameters between users. The user data may include data other than that shown in FIG. 6, for example, information about a bank account or credit card used by the user to pay for in-game currency.

[0074] The equipment data is data on the equipment owned by each user, and is stored for each piece of equipment owned by each user. As shown in Fig. 7, the equipment data includes the identification information of the equipment, the user ID of the user who owns the equipment, the initial and current values ​​of the classification, level, and rank value, the cumulative value of experience points granted so far, the usage state, the change history of the level or rank value, and a trade flag indicating whether or not the equipment is a trade target.

[0075] The change history of each level or rank value corresponds to a parameter change history, and indicates the cost spent on the equipment at each point in time as the level or rank value changes from the initial value to the current value, that is, the cost related to strengthening the equipment up to that point (parameter change). More specifically, as shown in Fig. 7, the change history indicates, at each level or rank value, the type of parameter strengthening item used for the equipment, the number of items consumed, and the amount of currency (money) paid when purchasing the item, as well as the type of parameter strengthening event played using the equipment, the number of times played, and the amount of currency (money) paid when playing the event. The equipment data may include data other than that shown in FIG. 7, such as the number of times the equipment has been traded (i.e., the number of times growth parameters have been transferred).

[0076] The transaction data is data related to parameter transactions and is stored for each transaction. As shown in Fig. 8, the transaction data includes transaction identification information, user IDs of users involved in the transaction (i.e., the first user and the second user), identification information of the equipment corresponding to the item to be traded, the type of parameter to be transferred (whether it is a level or a rank value), the transfer range of the parameter, the experience value converted from the transfer range if the parameter is a level, the transfer amount (sale amount) designated by the first user, the transfer amount (purchase amount) designated by the second user, identification information of the equipment corresponding to the item to be enhanced, and a success / failure flag indicating whether the transaction has been confirmed. The transaction data may include data other than that shown in Fig. 8, such as a time limit set for the transaction. For a transaction with a time limit set, the transaction may be canceled if it is not completed within the time limit.

[0077] Each of the level enhancing data and the rank value enhancing data is data that is referred to by the parameter changing unit 43 when the user issues an instruction to enhance an equipment item. As shown in Fig. 9, the level enhancing data is data that specifies the cumulative value of experience points required to increase the level of each equipment item by one level, i.e., the level condition value, for each level, and is stored for each type of equipment item.

[0078] The rank value strengthening data, as shown in Fig. 10, is data that specifies the strengthening conditions that must be met for each equipment rank value to increase by one level, and is stored for each type of equipment. The strengthening conditions are the type and number of items required to increase the rank value, or the type and number of events that must be played to increase the rank value. In addition, as shown in Fig. 10, the rank value strengthening data includes the probability of increasing to the next higher rank value when the strengthening conditions are met for each rank value level.

[0079] The transaction reception unit 34 corresponds to a reception unit, and receives user operations related to parameter transactions between users, specifically, receives data for parameter transactions from the user terminals 11 and 12 via the communication network NT. The data received by the transaction reception unit 34 is data corresponding to operations for parameter transactions performed by the users, and corresponds to the above-mentioned data (e) and (f), for example. In other words, the transaction reception unit 34 receives an offer to transfer (sell) from user A, the first user, regarding the level or rank value of a trade target item among the equipment possessed by user A, and also receives an offer to acquire (purchase) from user B, the second user.

[0080] In addition, in this embodiment, the transaction acceptance unit 34 accepts an offer from user B on the condition that the offer from user B regarding the level or rank value of the traded item satisfies an offer acceptance condition. The offer acceptance condition is a condition set for the purpose of correcting inequality between users in the progress of the game and realizing fair transactions. The offer acceptance condition is set in association with the traded item, and is set, for example, based on the attributes (e.g., category, etc.) of the traded item, or the level or rank value at the time of the transaction, etc.

[0081] The specific content of the offer acceptance condition is not particularly limited, but in this embodiment, the offer acceptance condition is that user B possesses equipment of the same category as the traded item. In other words, in this embodiment, an offer to acquire from user B can be accepted only when user B possesses equipment of the same category as the traded item, and user B can acquire (purchase) the level or rank value of the traded item transferred by user A. However, such a restriction does not have to be set, and even if user B does not possess equipment of the same category as the traded item, user B may be permitted to acquire (purchase) the level or rank value of the traded item.

[0082] When the transaction acceptance unit 34 accepts an offer from user A to transfer the level or rank value of the traded item, the cost calculation unit 35 calculates the cost spent on the traded item so far, particularly the cost spent on strengthening the traded item so far (hereinafter referred to as strengthening cost). When calculating the strengthening cost, the cost calculation unit 35 reads the equipment data of the traded item from the server-side storage unit 33, and calculates the strengthening cost based on the change history of the level or rank value indicated by the data. More specifically, for paid items among the parameter strengthening items used for the traded item so far, the cost calculation unit 35 calculates the strengthening cost due to the use of the item from the purchase price and the number of items consumed. In addition, for paid events among the parameter strengthening events played so far using the traded item, the cost calculation unit 35 calculates the strengthening cost due to the event play from the play fee and the number of times played.

[0083] When the parameter transaction is confirmed, the transaction processing unit 36 ​​executes a settlement process for the value of the traded growth parameters as a process related to the transaction. In the settlement process, an amount of transaction currency corresponding to the transfer amount (purchase amount) of the growth parameters is subtracted from the amount of transaction currency held by user B, and an amount of transaction currency corresponding to the amount subtracted from user B (payment amount) is added to the amount of transaction currency held by user A. Here, the amount corresponding to the transfer amount of the growth parameters may be an amount equivalent to the transfer amount, or an amount equivalent to the transfer amount plus a certain fee. Also, the amount corresponding to the payment amount may be an amount equivalent to the payment amount, or an amount equivalent to the payment amount minus a certain fee.

[0084] The refusal unit 37 rejects an offer from user A to transfer the level or rank value of the traded item when the traded item of user A satisfies a specific condition (hereinafter referred to as the refusal condition). In this embodiment, for example, the refusal condition applies when the reinforcement cost of the traded item calculated by the cost calculation unit 35 is equal to or greater than a predetermined value. If user A's offer to transfer the level or rank value of the traded item is rejected, then naturally the transaction regarding the level or rank value of the traded item is canceled.

[0085] [Information processing flow according to this embodiment] Next, a game progress flow and a parameter trading flow will be described as information processing flows according to this embodiment. Each flow described below employs the information processing method of the present invention, and each step in the flow corresponds to a component of the information processing method of the present invention. Note that each flow described below is merely an example, and unnecessary steps may be deleted, new steps may be added, or the order of steps may be changed without departing from the spirit of the present invention.

[0086] <Game progress flow> In the game progress flow, the user plays the game using his / her user terminal, and the server 10 progresses the game according to the content of the play. In the following, as the game progress flow, a flow in which the level or rank value of the equipment used by the user in the game is changed according to the progress of the game will be described with reference to Fig. 11. Fig. 11 shows the flow of the game progress flow, specifically, the flow in which the level or rank value of the equipment is changed. In the following, it is assumed that a user A uses equipment U to play the game.

[0087] When user A plays a game using equipment U (S001), the server 10, which is a computer, accepts operations for progressing the game by user A, and specifically, receives data for progressing the game from the user terminal 11 (S002). The server 10 progresses the game being played by user A based on the received data (S003).

[0088] Furthermore, when user A clears an in-game event while using equipment U (S004), the server 10 grants experience points to the equipment U of user A (S005). Specifically, the server 10 reads equipment data of the equipment U from the server-side storage unit 33, and adds the experience points granted in step S003 to the cumulative experience points indicated by the read data. Then, if the cumulative experience points after the addition reach a level condition value set for the equipment U (S006), the server 10 increases the level of the equipment U to a value corresponding to the reached level condition value (S007).

[0089] In this embodiment, experience points are granted to the equipment U when an in-game event is cleared using the equipment U. However, for example, when a level-up item is used on the equipment U, an amount of experience points corresponding to the item may also be granted to the equipment U.

[0090] When user A satisfies an enhancement condition during the game, such as using an item for increasing the rank value of equipment U (S008), the server 10 increases the rank value of equipment U by one rank value according to a probability determined based on the rank value of equipment U at that time, the number of items used, etc. (S009). Even if the strengthening conditions are met, there are cases where the rank value is not increased based on the above probability, in which case the rank value may be maintained at the current value or may be decreased. Also, by using a specific item during strengthening, it may be possible to avoid the rank value decreasing when the rank value increase is postponed.

[0091] When the level or rank value of the equipment U is increased, the server 10 updates the current value of the level or rank value indicated by the equipment data of the equipment U to the increased level or rank value. The series of steps S002 to S009 described above are repeatedly performed while user A is playing the game, and when user A finishes the game (S010), the game progress flow ends.

[0092] 11, the user A can sell or discard the equipment U in the game while playing the game, and can also change the equipment U into another equipment by evolving it. When the equipment U is sold, discarded, or evolved, the server 10 cancels the right to use the equipment U held by the user A.

[0093] <Parameter Transaction Flow> In the parameter trading flow, when a parameter trading is performed, the server 10 executes a process for changing the growth parameters of the trading target item and the enhanced item as a process related to the trading. The growth parameters include a level and a rank value, and the flow of the process differs between when the trading growth parameter is a level and when the trading growth parameter is a rank value. Below, the flow of the parameter trading flow in each case will be explained with reference to Figs. 12A, 12B and Figs. 13A, 13B. Figs. 12A, 12B and Figs. 13A, 13B are diagrams showing the flow of the parameter trading flow, Figs. 12A, 12B show the flow when the trading growth parameter is a level, and Figs. 13A, 13B show the flow when the trading growth parameter is a rank value. In the following, it is assumed that a transaction is made between user A and user B regarding the growth parameters of equipment U owned by user A.

[0094] <<If the growth parameter being traded is level>> When user A transfers (sells) the level of equipment U, user A operates the user terminal 11 to make an offer to transfer parameters (S021). In step S021, user A selects equipment U as the item to be traded and performs an operation to specify the range of the level to be transferred.

[0095] The user terminal 11 sets the transfer range for the level of the equipment U based on the designation operation of the user A (S022). At this time, the transfer range is set so that the lower limit of the transfer range is not lower than the level of the equipment U at the time when the user A obtains it (i.e., the initial value of the level), and the upper limit of the transfer range is set so as to match the current value of the level of the equipment U. For example, if the initial value of the level of the equipment U is 1 (Lv1) and the current value is 5 (Lv5), the transfer range can be set to a maximum of "Lv5 → Lv1", or can also be set to "Lv5 → Lv2", "Lv5 → Lv3", or "Lv5 → Lv4".

[0096] Also, in step S021, user A may perform a designation operation regarding the transfer amount of the level. In that case, the user terminal 11 sets the transfer amount (sales amount) along with the transfer range of the level based on the designation operation of user A. The transfer range and transfer amount of the level may be set on the server 10 side based on the designation operation of user A.

[0097] Thereafter, the user terminal 11 generates data regarding the transfer of parameters (specifically, level) and transmits it to the server 10. By receiving the data sent from the user terminal 11, the server 10 accepts an offer to transfer the level of the equipment U from user A (S023). The server 10 converts the level change amount corresponding to the transfer range of the level of the equipment U that user A has offered to transfer into experience points (S024). The server 10 then records the offer to transfer the level of the equipment U and transaction data indicating the converted experience points, etc. in the server-side storage unit 33 (S025). Thereafter, the transaction data is stored in a state that can be searched by each user.

[0098] When the server 10 accepts the offer to transfer the level of the equipment U from the user A, it determines whether or not the user A is currently playing the game using the equipment U at that time (S026). If it is determined that the user A is currently playing the game using the equipment U (Yes in S026), the server 10 progresses the game in accordance with the user A's use of the equipment U while maintaining the current level of the equipment U from the time the server 10 accepts the offer to transfer the level of the equipment U from the user A until the transaction conditions are established (hereinafter referred to as the waiting period) (S027).

[0099] Furthermore, when step S027 is performed, the server 10 does not change the state of the equipment U during the waiting period, specifically prohibiting (locking) the sale, disposal, strengthening, and evolution of the equipment U (S028). This is because these procedures are operations that change the attribution and level, etc., of the equipment U, and may affect transactions regarding the level of the equipment U.

[0100] When step S027 is performed, the experience points acquired by user A during the waiting period while playing the game using equipment U are temporarily stored. If the transaction ends without user B offering to take over the level of equipment U, the stored experience points may be given to equipment U.

[0101] Returning to step S026, if it is determined that user A is not playing the game using equipment U (No in S026), steps S027 and S028 above are not performed, and the process proceeds to the subsequent steps.

[0102] User B searches for transaction data using available experience points and the transfer amount, etc. as keys. If the search result shows that the transfer content proposed by user A for the level of equipment U (specifically, available experience points and the transfer amount, etc.) is suitable for user B, user B offers to transfer (purchase) the parameters for that level (S029). In step S029, user B selects equipment U as the object (item to be traded) for which the level is to be transferred through user terminal 12, and performs an operation to specify the transfer amount (purchase price) for the level. In step S029, user B also selects, from among the equipment owned by user B, the item to be enhanced by the acquired level (item to be enhanced).

[0103] Thereafter, the user terminal 12 generates data regarding the transfer of the parameters (more specifically, the level) and transmits it to the server 10. The server 10 receives the data sent from the user terminal 12 and accepts an offer to transfer the level of the equipment U from user B (S031).

[0104] In this embodiment, when the server 10 accepts an offer to transfer from user B, it determines whether user B possesses equipment classified in the same category as the equipment U that is the trade target (S030). Then, only when it is determined that user B possesses equipment classified in the same category as the equipment U (Yes in S030), the server 10 accepts an offer to transfer from user B for the level of the equipment U. In other words, in this embodiment, when the server 10 accepts an offer to transfer from user A for the level of the equipment U, it accepts offers to transfer only from users (second users) who possess equipment classified in the same category as the equipment U. The determination in step S030 may be made by the server 10 or by the user B side (specifically, the user terminal 12 of the user B).

[0105] When the server 10 receives offers from each of user A and user B for the level of the equipment U, the server 10 switches the success / failure flag of the transaction data recorded in the server-side storage unit 33 in step S025 from "0 (transaction unconfirmed)" to "1 (transaction confirmed)". This establishes the transaction conditions (S034). Although not particularly illustrated in FIGS. 12A and 12B, when the transfer amount (sales amount) for the level of the equipment U is set based on a designation operation by user A, if the transfer amount (purchase amount) designated by user B is equal to or greater than the transfer amount, the transaction conditions may be established. Also, when there are multiple users who have offered to transfer the level of the equipment U, the transaction may be confirmed between user A and the user who designated the highest transfer amount, and the transactions with the other users may be canceled.

[0106] Thereafter, the server 10 changes the level of the equipment selected by user B as the item to be enhanced, according to the level that user B received from user A. More specifically, the server 10 converts the level received by user B into experience points, and adds the converted experience points to the cumulative experience points of the item to be enhanced (S033). The experience points added in step S032 are the same as the experience points calculated in step S024. Then, if the cumulative experience points after the addition reach the level condition value (S034), the server 10 raises the level of the item to be enhanced to a value corresponding to the reached level condition value (S035).

[0107] As described above, in this embodiment, since the level is converted into experience value and given to the enhanced item, it is possible to trade the level between users regardless of the level of the enhanced item. However, this is not limited to this, and the enhanced item that is enhanced according to the level transferred from user A may be limited to equipment that has reached a certain level or equipment that has not reached a certain level.

[0108] The server 10 also determines whether or not user A is playing the game using equipment U at the time the transaction conditions are established (S036). If it is determined that user A is not playing the game using equipment U (No in S036), the server 10 lowers the level of equipment U according to the level that user A transferred to user B (S037). As a result, the level of equipment U is lowered by the change amount equivalent to the level transfer range set in step S022.

[0109] On the other hand, when it is determined in step S034 that user A is playing the game using equipment U (Yes in S036), the server 10 maintains the level of equipment U at its current value while user A continues to use the equipment U, and progresses the game in accordance with user A's use of the equipment U (S037). In other words, if user A is using equipment U in the game at the time when an offer to take over the level of equipment U from user B is accepted, the level of equipment U is temporarily maintained at the value before the transaction, and the level of the enhanced item of user B becomes the value after the transaction (i.e., after enhancement).

[0110] Then, when user A finishes using the equipment U (for example, when user A finishes the game), the server 10 performs step S037 to lower the level of the equipment U.

[0111] Although not shown in Figures 12A and 12B, as one process related to parameter trading, the server 10 executes the above-mentioned settlement process for the level of the equipment U. That is, the server 10 subtracts an amount of transaction currency corresponding to the transfer amount (purchase amount) specified by user B from the amount of transaction currency held by user B, and adds an amount of transaction currency corresponding to the amount subtracted from user B (payment amount) to the amount of transaction currency held by user A. The timing for executing the settlement process may be immediately after the transaction conditions are established (i.e., when the parameter trading is confirmed), or may be when user A finishes using the equipment U after it is determined in step S036 that user A is using the equipment U.

[0112] When the series of steps described above is completed, the information processing flow (parameter trading flow) relating to the trading of the level of equipment U is completed.

[0113] <<When the growth parameter being traded is the rank value>> When user A transfers (sells) the rank value of equipment U, user A operates the user terminal 11 to make an offer to transfer parameters (S041). In step S041, user A selects equipment U as the item to be traded and performs an operation to specify the range of the rank value to be transferred.

[0114] The user terminal 11 sets the transfer range for the rank value of the equipment U based on the designation operation of the user A (S042). At this time, the transfer range is set so that the lower limit of the transfer range is not lower than the rank value of the equipment U at the time when the user A obtains it (i.e., the initial value of the rank value), and the upper limit of the transfer range matches the current value of the rank value of the equipment U. For example, if the initial value of the rank value of the equipment U is +1 and the current value is +4, the transfer range can be up to "+4 → +1", or it can also be "+4 → +2" or "+4 → +3".

[0115] Also, in step S041, user A may perform a designation operation regarding the transfer amount of the rank value. In that case, the user terminal 11 sets the transfer amount (sales amount) along with the transfer range of the rank value based on the designation operation of user A. Note that the transfer range and transfer amount of the rank value may be set on the server 10 side based on the designation operation of user A.

[0116] Thereafter, the user terminal 11 generates data regarding the transfer of the parameters (more specifically, the rank value) and transmits it to the server 10. By receiving the data transmitted from the user terminal 11, the server 10 accepts an offer to transfer the rank value of the equipment U from the user A (S043).

[0117] When the server 10 accepts an offer to transfer the rank value of the equipment U from the user A, the server 10 calculates the cost spent to date on strengthening the equipment U (raising the rank value), i.e., the strengthening cost (S044). The server 10 then determines whether the calculated strengthening cost is equal to or greater than a predetermined value (e.g., 1 yen or more) (S045). If the strengthening cost is equal to or greater than the predetermined value (Yes in S045), the server 10 rejects the offer to transfer the rank value of the equipment U accepted from the user A (S046). In such a case, the parameter trading flow ends at the point in time when step S046 is performed.

[0118] On the other hand, if the reinforcement cost is less than the predetermined value (No in S045), the process proceeds to step S047. In step S047, the server 10 records the offer to transfer the rank value of the equipment U and the transaction data indicating the transfer range of the rank value, etc., in the server-side storage unit 33. Thereafter, the transaction data is stored in a state that can be searched by each user.

[0119] The subsequent flow (ie, S048 to S058) is generally the same as the flow (S026 to S038) when trading the level of equipment U, as shown in FIGS. 13A and 13B.

[0120] Specifically, assume that user A was playing the game using equipment U when the server 10 accepted a transfer offer from user A regarding the rank value of equipment U (Yes in S048). In this case, during the period from when the server 10 accepted a transfer offer from user A regarding the rank value of equipment U until the transaction conditions are established, that is, during the waiting period, the server 10 progresses the game according to user A's use of equipment U while maintaining the current rank value of equipment U (S049). In addition, during the waiting period, the server 10 prohibits (locks) the sale, disposal, strengthening, and evolution of equipment U so as not to change the state of equipment U (S050).

[0121] Furthermore, if user B searches the transaction data using the rank value transfer range and transfer amount as keys, and the content of the transfer proposed by user A regarding the rank value of equipment U is suitable for user B, user B makes an offer to transfer (purchase) parameters for that rank value (S051). At this time, user B selects equipment U as the item to be traded, specifies the transfer amount (purchase price) of the rank value, and further selects an item to be enhanced by the transferred rank value from among the equipment owned by user B.

[0122] Thereafter, data regarding the transfer of parameters (more specifically, rank value) is generated by the user terminal 12, and the server 10 receives the data from the user terminal 12 and accepts an offer to transfer the rank value of equipment U from user B (S053).

[0123] In carrying out step S053, it is determined whether user B possesses equipment equivalent to equipment U, which is the trade target item (S052). Equipment equivalent to equipment U is equipment that is classified in the same category as equipment U and has a current rank value that matches the lower limit of the transfer range of the rank value of equipment U. Then, only when user B possesses equipment equivalent to equipment U (Yes in S052), the server 10 accepts an offer to transfer the rank value of equipment U from user B.

[0124] When the server 10 receives offers from each of the user A and the user B for the rank value of the equipment U, the server 10 switches the success / failure flag of the transaction data recorded in the server-side storage unit 33 in step S047 from "0 (transaction unconfirmed)" to "1 (transaction confirmed)". This establishes the transaction conditions (S054). Although not particularly illustrated in FIGS. 13A and 13B, when the transfer amount (sales amount) for the rank value of the equipment U is set based on the designation operation of the user A, if the transfer amount (purchase amount) designated by the user B is equal to or greater than the transfer amount, the transaction conditions may be established. Also, when there are multiple users who have offered to transfer the rank value of the equipment U, the transaction may be confirmed between the user who designated the highest transfer amount and the user A, and the transactions with the other users may be canceled.

[0125] Thereafter, the server 10, triggered by the establishment of the transaction conditions, increases the rank value of the equipment selected by user B as the item to be enhanced according to the rank value that user B received from user A (S055). Here, the equipment to be the item to be enhanced may be limited to equipment classified in the same category as the category of the equipment U that is the item to be traded, or equipment classified in a category with a smaller category number than the category of the equipment U.

[0126] The server 10 lowers the rank value of the equipment U according to the rank value transferred by user A to user B, specifically, by an amount of change equivalent to the transfer range set in step S042 (S057). If user A is playing the game using the equipment U at the time the transaction conditions are established (Yes in S056), the server 10 keeps the rank value of the equipment U unchanged at its current value while user A continues to use the equipment U, and progresses the game according to user A's use of the equipment U (S058). After that, when user A finishes using the equipment U, the server 10 performs step S057 to lower the rank value of the equipment U.

[0127] Although not shown in Figures 13A and 13B, when the transaction conditions are met, the server 10 executes a settlement process for the rank value of the equipment U. That is, the server 10 subtracts an amount of transaction currency corresponding to the transfer amount (purchase amount) specified by user B from the transaction currency possessed by user B, and adds an amount of transaction currency corresponding to the amount subtracted from user B (payment amount) to the transaction currency possessed by user A. The timing for executing the settlement process may be immediately after the transaction conditions are met (i.e., when the parameter transaction is confirmed), or may be when user A finishes using the equipment U after it is determined in step S056 that user A is using the equipment U.

[0128] When the series of steps described above is completed, the information processing flow (parameter trading flow) relating to the trading of the rank value of equipment U is completed.

[0129] [Regarding the first modified example] In the above embodiment, when an offer to transfer the rank value of equipment U from user A is accepted, the reinforcement cost required to reinforce equipment U up to now is calculated, and if the reinforcement cost is equal to or greater than a predetermined value, the offer to transfer from user A is rejected. However, the present invention is not limited to such an embodiment, and another form (hereinafter, referred to as a first modified example) is conceivable. The first modified example will be described below with reference to Figs. 14, 15A, and 15B. Fig. 14 shows the function of server 10X, which is an information processing device according to the first modified example. Figs. 15A and 15B show a parameter trading flow according to the first modified example, showing the flow when the growth parameter to be traded is a rank value. In the following, the first modified example will be mainly described in terms of the differences from the above embodiment, and a description of the points in common with the above embodiment will be omitted.

[0130] The information processing device according to the first modification is configured by a server 10X. The configuration and functions of the server 10X are generally similar to those of the server 10 according to the above embodiment (present embodiment), but differ from the server 10 in that the server 10X has a condition setting unit 38 instead of the refusal unit 37 as shown in FIG. 14. The condition setting unit 38 is a function realized by cooperation between the hardware device and software of the server 10X (i.e., one functional unit provided in the server 10X). The condition setting unit 38 sets the transfer condition for the parameters of the equipment U that is the trade target item, specifically, the minimum transfer amount (minimum purchase amount). At this time, the condition setting unit 38 sets the minimum transfer amount according to the reinforcement cost calculated by the cost calculation unit 35.

[0131] In the first variant, the offer to acquire the parameters of equipment U from user B (second user) is accepted only if the offer satisfies the acquisition conditions, specifically, if the acquisition amount specified by user B is equal to or greater than the minimum acquisition amount.

[0132] Next, a flow in the case where the growth parameter to be traded is a rank value will be described as a parameter processing flow according to the first modified example. As can be seen from Figures 15A and 15B, each step of the parameter processing flow according to the first modified example (specifically, S061 to S064, S066 to S071, S073, and S075 to S079) is generally common to each step of the parameter processing flow according to the above embodiment.

[0133] On the other hand, in the first modified example, as shown in Figures 15A and 15B, the server 10X calculates the reinforcing cost that has been spent so far on reinforcing the equipment U, and then sets the minimum transfer amount according to the calculated reinforcing cost (S065). It is preferable that the minimum transfer amount is set to an amount equivalent to or greater than the reinforcing cost.

[0134] In the first modified example, when the server 10X accepts a transfer offer from the user A and then the user B makes an offer to acquire the rank value of the equipment U, the server 10X determines whether the transfer amount (sales amount) designated by the user B is equal to or greater than the minimum transfer amount (S072). If the transfer amount designated by the user B is equal to or greater than the minimum transfer amount, the server 10X accepts the transfer offer from the user B regarding the rank value of the equipment U (S073).

[0135] On the other hand, if the transfer amount designated by user B is less than the minimum transfer amount, server 10X does not accept the transfer offer from user B. In this case, if there is no offer designating a transfer amount equal to or greater than the minimum transfer amount during the period from when the transfer offer from user A is accepted until a predetermined time has elapsed (S074), the parameter trading flow ends at that point. According to such a procedure, user A can avoid a situation in which the rank value of equipment U, which user A has spent money to increase, is transferred (sold) for a price less than the minimum transfer amount, and therefore it is possible to prevent user A from suffering a loss in the transaction.

[0136] In addition, when the parameter trading flow ends in the above situation (Yes in S074), the game management company etc. may purchase the rank value of the equipment U for an amount equal to or more than the minimum transfer amount.

[0137] Furthermore, the parameter trading flow according to the first modified example described above is not limited to cases where the growth parameter being traded is a rank value, but can also be applied to cases where the growth parameter being traded is a level.

[0138] [Regarding the second modified example] In the above embodiment, the rank values ​​of the equipment U in the set transfer range are traded (sold and bought) all at once, and one user who has offered to receive the parameters receives (purchases) all the rank values ​​in the transfer range. However, the present invention is not limited to this embodiment, and another form (hereinafter, referred to as the second modified example) is possible. The second modified example will be described below with reference to Figures 16A and 16B. 16A and 16B show a parameter trading flow according to the second modified example, and show the flow when the growth parameter to be traded is a rank value.

[0139] In the second modified example, when a transfer range is set for the growth parameters of the equipment U, the transfer range is divided into a plurality of small ranges. The plurality of small ranges are ranges with different upper and lower limits. In the second modified example, the rank value of the transfer range is divided into a plurality of small units and transferred (sold), in other words, the transferred rank value can be transferred (purchased) for each small range. This allows the second user, user B, to purchase rank values ​​more rationally and economically, since he or she does not need to purchase all the rank values ​​of the transfer range, but only needs to purchase rank values ​​in the desired range (small range). In addition, since the rank value of the transfer range is divided into a plurality of small units and transferred (sold), the rank value can be transferred to multiple users for each small unit.

[0140] There is no particular restriction on the procedure for dividing the transfer range into multiple small ranges, and for example, the upper and lower limits of each small range may be set to any value. Also, the multiple small ranges may be determined by user A who transfers the rank value, or by user B and other users who receive the rank value, or may be automatically determined by the server 10.

[0141] In the second modified example, when the transferred rank value is transferred for each small range, the rank value of each small range is transferred in order starting from the small range closest to the upper limit of the transfer range (i.e., the small range with the highest upper limit), in other words, the transfer offer is accepted in order starting from the small range closest to the upper limit of the transfer range. To explain with a specific example, if the transfer range set to "+3→0" is divided into small ranges of "+3→+2", "+2→+1", and "+1→0", the rank value of each small range is transferred (purchased) in that order.

[0142] Next, as a parameter processing flow according to the second modified example, a flow will be described in which the growth parameter to be traded is a rank value. In the following, it is assumed that there is a user (i.e., a second user) other than user B who will receive the rank value, and these users will be collectively referred to as "user B, etc."

[0143] As can be seen from Figures 16A and 16B, each step of the parameter processing flow according to the second modified example is generally common to each step of the parameter processing flow according to the first modified example. That is, also in the second modified example, first, the user A, who is the first user, makes an offer to transfer the rank value of the equipment U (S081), and the transfer range for the rank value is set (S082). In the second modified example, the transfer range is then divided into a plurality of small ranges based on the operation of the user A on the user terminal 11 of the user A (S083). In the following, it is assumed that the transfer range of the rank value of the equipment U is set to "+3→0", and is divided into small ranges of "+3→+2", "+2→+1", and "+1→0".

[0144] The server 10 receives data indicating the transfer range and multiple small ranges for the rank value of the equipment U from the user terminal 11, thereby accepting the transfer offer from user A (S084). The server 10 then calculates the strengthening cost that has been spent so far on strengthening the equipment U, based on the change history of the rank value of the equipment U (S085). At this time, the strengthening cost is calculated for each of the multiple small ranges into which the transfer range is divided. In other words, the server 10 calculates the strengthening cost spent when the rank value increases from "0 to +1", the strengthening cost spent when the rank value increases from "+1 to +2", and the strengthening cost spent when the rank value increases from "+2 to +3".

[0145] The server 10 also sets a minimum transfer amount for the rank value of each small range according to the reinforcement cost calculated for each small range (S086). That is, the server 10 sets a minimum transfer amount, which is a transfer condition for the rank value, for each small range. After that, transaction data indicating the transfer range and a plurality of small ranges for the rank value of the equipment U, as well as the minimum transfer amount set for the rank value of each small range, is recorded and accumulated in the server-side storage unit 33 (S087). The following steps S088 to S090 are similar to steps S048 to S050 and steps S067 to S069 of the parameter transaction flow according to the embodiment described above.

[0146] Meanwhile, each user such as user B searches the transaction data, and if the content of the transfer proposed by user A regarding the rank value of equipment U is suitable for user B, makes an offer to transfer (purchase) parameters for that rank value (S091). At this time, each user such as user B regards one small range as a transaction unit, and makes an offer to transfer the rank value that falls within that small range. Offers to transfer can be accepted in order from the small range with the highest upper limit, specifically, in the order of "+3 → +2", "+2 → +1", and "+1 → 0".

[0147] When receiving an offer to transfer from each user such as user B, the server 10 determines whether each user owns equipment equivalent to equipment U and whether the transfer amount designated by each user is equal to or greater than the minimum transfer amount (S092, S093). Here, equipment equivalent to equipment U is equipment classified in the same category as equipment U, and the current rank value of the equipment is equal to the lower limit of the small range offered for transfer.

[0148] The above-mentioned determinations S092 and S093 are performed for each small range. If the user who has offered to take over the rank value of a certain small range (hereinafter, a transaction small range) does not own an equipment item equivalent to the equipment item U (No in S092), the parameter transaction flow for that transaction small range ends at that point. Also, if there is no transfer offer specifying a transfer amount equal to or greater than the minimum transfer amount for the transaction subrange during the predetermined time period from when the transfer offer is received from user A (No in S093 and Yes in S094), the parameter trading flow for the transaction subrange ends. In this case, the game management company, etc. may purchase the rank value of the subrange for an amount equal to or greater than the minimum transfer amount.

[0149] The subsequent steps S095 to S099 are similar to the steps of the parameter trading flow according to the embodiment described above (specifically, steps S054 to S058 and steps S075 to S079).

[0150] In the second modified example, a series of steps S091 to S099 are performed for each small range after each person such as user B makes an offer to transfer, in other words, if there are any small ranges among the multiple small ranges for which the transaction of rank values ​​has not been confirmed (S0100), steps S091 to S099 are repeated. Then, when the transactions are confirmed for all small ranges and the transaction process (transfer and acceptance) for the rank values ​​of each small range is completed (Yes in S100), the parameter transaction flow according to the second modified example ends.

[0151] In the above flow, the reinforcement cost is calculated for each of the multiple small ranges, a minimum transfer amount for the rank value of each small range is set according to the reinforcement cost calculated for each small range, and the rank value is transferred to a user who specifies a transfer amount equal to or greater than the minimum transfer amount. However, this is not limited to this, and it is also possible to make the small ranges among the multiple small ranges whose reinforcement cost is equal to or greater than a predetermined value non-transferable (non-sellable), and to make it possible to transfer only the rank values ​​of the small ranges whose reinforcement cost is less than the predetermined value. Alternatively, if there is one or more small ranges among the multiple small ranges whose reinforcement cost is equal to or greater than a predetermined value, all of the multiple small ranges, that is, the entire transfer range, non-transferable.

[0152] Furthermore, the parameter trading flow according to the second modified example described above is not limited to cases where the growth parameter being traded is a rank value, but can also be applied to cases where the growth parameter being traded is a level.

[0153] [Other embodiments] Up to this point, the information processing device, information processing method, and program of the present invention have been described using specific examples. However, the above-described embodiment is merely an example, and other embodiments may be conceived.

[0154] In the above embodiment, the server computer (server 10, 10X) performs the functions of the information processing device of the present invention, but some of the functions of the server computer, such as the parameter change unit 43, may be provided in the user terminal 12 of the second user. In that case, the user terminal 12 may change the growth parameters of the game medium owned by the second user in accordance with the growth parameters that the second user has received from the first user.

[0155] In addition, in the above embodiment, the growth parameters traded (sold and bought) are the level or rank value of equipment, but this is not limited to this and may be game media other than equipment, for example, growth parameters of a character in the game, and specifically, the character's abilities, stamina, intelligence, luck, popularity, and other status values.

[0156] Furthermore, growth parameters are not limited to those expressed by numerical values ​​such as level and rank values. In other words, the growth parameters traded are only required to represent the ranking or quality of the game media and to change (more specifically, up and down) according to the progress of the game, and may be expressed by letters or symbols such as "A, B, C..." or "gold, silver, bronze...". Furthermore, in a game in which the rarity (difficulty of obtaining) of the game media and a classification based on the rarity can be increased, the rarity may be used as a growth parameter for trading.

[0157] In addition, in this embodiment, the larger (higher) the value of a growth parameter is, the higher and more excellent the performance or ability of the game media having that growth parameter is, but this is not limited to the above. The growth parameter may be a value that decreases (decreases) from an initial value as the game grows. In this case, the smaller (lower) the growth parameter is, the higher and more excellent the performance or ability of the game media having that growth parameter is.

[0158] In addition, in the above embodiment, growth parameters are traded between users for a fee, but this is not limited to the above, and trading of growth parameters (i.e., transfer and receipt of parameters) may be carried out free of charge.

[0159] In the above embodiment, when the second user receives growth parameters (specifically, experience points or rank values ​​corresponding to a level) from the first user, the second user changes the growth parameters of the game medium owned by the second user according to the received growth parameters. However, this is not limited to the above, and for example, the second user may be able to temporarily store the growth parameters received from the first user. In this case, after the parameter transfer, the second user may designate a game medium to be strengthened at any time, and the growth parameters of the game medium may be changed according to the stocked growth parameters. In addition, an authority (number of times of use) for using the stocked growth parameters to strengthen the game medium of the second user may be set, and the second user may be able to replace the game medium to be strengthened using the stocked growth parameters according to the number of times of use.

[0160] [summary] In the present invention, the following effects can be obtained by the configuration described below. [1] An information processing device of the present invention includes a reception unit that receives an offer to transfer from a first user growth parameters of a first game medium that the first user grows in a game, and an offer to acquire from a second user, and a parameter change unit that, when the reception unit accepts the offers from the first user and the second user and a predetermined condition is met, changes the growth parameters of a second game medium that the second user grows in the game in accordance with the growth parameters transferred by the second user from the first user. According to the above configuration, the first user transfers the growth parameters of the game medium that he / she has strengthened in the game, and the second user can receive the growth parameters transferred by the first user and use them to change the growth parameters of his / her own game medium. If users can trade the growth parameters of the game medium in this way, it is possible to stimulate interaction between users and thereby promote game play.

[0161] [2] In addition, in the information processing device of the present invention, when the reception unit accepts offers from the first user and the second user and a predetermined condition is met, the parameter change unit may increase the growth parameter of the second game medium in accordance with the growth parameter transferred by the second user from the first user, and decrease the growth parameter of the first game medium in accordance with the growth parameter transferred by the first user to the second user. According to the above configuration, when a parameter trade is made between users, the contents of the trade can be appropriately reflected in the game. In other words, the growth parameters of the game media (more specifically, the traded item and the enhanced item) of the first user and the second user who made the parameter trade are changed by the trade, so that each user can play the game fairly. In addition, there is no transfer of use rights associated with the parameter trade, and the use rights of the first game media remain with the first user even after the trade, so that the first user's motivation for parameter trading can be stimulated.

[0162] [3] In addition, in the information processing device of the present invention, when an offer to transfer growth parameters of the first game medium from the second user satisfies an offer acceptance condition associated with the first game medium, the acceptance unit may be able to accept the offer to transfer from the second user. According to the above configuration, by setting an offer acceptance condition for a transfer offer from a second user, it is possible to correct inequality between users in the progress of the game and realize a fair transaction. For example, accepting (purchasing) the growth parameters of a game medium with a low rarity and using the accepted growth parameters to grow a game medium with a high rarity is not a desirable act because it lacks fairness in the progress of the game. Therefore, by setting an offer acceptance condition that the second user possesses a game medium that belongs to the same category as the game medium to be traded, it is possible to make users comply with fair play of the game.

[0163] [4] The information processing device of the present invention may further include a state change unit that changes the state of the game media that each user develops in a game in response to an operation by each user. In this case, it is preferable that the state change unit does not change the state of the first game media from the time the reception unit receives an offer to transfer the growth parameters of the first game media from the first user until a predetermined condition is met. In the above configuration, when a first user offers to transfer the growth parameters of a first game medium, it is possible to avoid a situation in which the state of the first game medium changes before the transaction is completed, thereby affecting the contents of the transaction.

[0164] [5] The information processing device of the present invention may further include a game progression unit that progresses the game in accordance with the use of the game medium by each user. In this case, it is preferable that, during the period from when the reception unit receives an offer to transfer the growth parameters of the first game medium from the first user until a predetermined condition is met, the game progression unit progresses the game in accordance with the first user's use of the first game medium while maintaining the growth parameters of the first game medium. In the above configuration, when a first user is playing a game using a first game medium, the growth parameters of the first game medium are maintained from the time the first user makes an offer to transfer the growth parameters of the first game medium until the second user makes an offer to accept them. This makes it possible to prevent the first user from suffering any disadvantages due to parameter changes while playing a game using the first game medium (for example, a change in game difficulty due to a parameter change).

[0165] [6] In addition, in the information processing device of the present invention, if a first user is using a first game medium in a game at the time a predetermined condition is met, the parameter change unit may not change the growth parameter of the first game medium until the first user finishes using the first game medium, and may change the growth parameter of the first game medium when the first user finishes using the first game medium. In the above configuration, when a first user is playing a game using the first game medium, the parameters of the first game medium are maintained until the first user finishes using the first game medium, thereby preventing the first user from suffering any disadvantage due to parameter changes during use of the first game medium.

[0166] [7] In the information processing device of the present invention, while each user is using the game medium to progress through the game, the parameter change unit may change a growth parameter of the game medium in accordance with a cumulative total of experience points added to the game medium by each user clearing an event in the game. In this case, when the reception unit receives an offer from the first user and the second user regarding the growth parameter of the first game medium and a predetermined condition is established, it is preferable that the parameter change unit changes the growth parameter of the second game medium in accordance with a cumulative total of experience points of the second game medium that changes based on the growth parameter transferred by the second user from the first user. According to the above configuration, the second user converts the growth parameters transferred from the first user into experience values, and changes the growth parameters of the second game medium according to the converted experience values. In this case, regardless of the current values ​​of the growth parameters of the second game medium, the growth parameters transferred from the first user can be effectively used for the growth of the second game medium.

[0167] [8] The information processing device of the present invention may further include a storage unit that stores, for each game medium, a parameter change history including information on costs spent on each game medium, and a condition setting unit that, when the reception unit receives a transfer offer from the first user for the growth parameters of the first game medium, sets transfer conditions for the growth parameters of the first game medium based on the parameter change history of the first game medium and in accordance with the costs spent on the first game medium to date. In this case, when the transfer offer from the second user for the growth parameters of the first game medium satisfies the transfer conditions, the reception unit may accept the transfer offer from the second user. In the above configuration, an offer to transfer parameters from the second user is accepted only when the transfer conditions set according to the cost spent on the first game medium are met. This allows the second user to make an offer that is commensurate with the cost, making it possible to avoid a situation in which the first user incurs a loss in relation to the cost in the parameter transaction.

[0168] [9] The information processing device of the present invention may further include a storage unit that stores, for each game medium, a parameter change history including information on the cost spent on each game medium. In this case, the information processing device of the present invention may further include a refusal unit that, when the reception unit receives an offer to transfer the growth parameter of the first game medium from the first user, rejects the offer to transfer the growth parameter of the first game medium from the first user if the cost spent on the first game medium so far is equal to or greater than a predetermined value based on the parameter change history of the first game medium. In the above configuration, if the cost spent on the first game medium exceeds a predetermined value, the parameter transfer offer from the first user is rejected. This cancels a parameter transaction that is disadvantageous to the first user in terms of cost, making it possible to prevent the first user from suffering a loss as a result of such a transaction.

[0169]

[10] In the above configuration, the cost may be the cost spent up to now on changing the growth parameters of the first game medium. In this case, it is possible to avoid a situation in which the first user is at a disadvantage (suffers a loss) in relation to the cost spent on the growth of the first game medium.

[0170]

[11] In addition, in the information processing device of the present invention, with regard to a growth parameter of the first game medium, the reception unit may receive an offer of transfer from the second user within a transfer range set for the growth parameter of the first game medium. According to the above configuration, the second user offers to transfer the growth parameters of the first game medium within the transfer range set for the growth parameters, which allows the growth parameters of the first game medium to be traded (between users) appropriately within the transfer range.

[0171]

[12] In addition, in the information processing device of the present invention, when the transfer range is divided into a plurality of sub-ranges that are different from each other, the receiving unit may accept an offer to transfer growth parameters in a sub-range from the second user, starting with the sub-range that is closest to the upper limit of the transfer range. According to the above configuration, the transfer range set for the growth parameters of the first game medium is divided into a plurality of small ranges, and the second user can receive the growth parameters in units of small ranges. In other words, the second user does not need to receive the growth parameters of the entire transfer range all at once, and can efficiently receive the growth parameters within a desired range (small range).

[0172]

[13] In addition, in the information processing device of the present invention, the transfer range may be set so that the lower limit of the transfer range is not below the growth parameter of the first game medium at the time the first user obtains it. In the above configuration, it is possible to prevent the growth parameters of the first game medium after the transaction from falling below the parameters (initial values) at the time of acquisition, allowing the first user to use the first game medium in an appropriate state (specifically, with the growth parameters in a normal range) even after the parameter transaction is carried out.

[0173]

[14] In the information processing device of the present invention, a growth parameter of the game medium that each user grows in the game may include a variable value that changes as the game progresses, and when a specific growth condition is met while each user is using the game medium in the game, the parameter change unit may increase the variable value of the game medium according to a predetermined probability. In this case, it is preferable that the reception unit receives an offer to transfer the variable value of the first game medium from the first user and an offer to transfer the variable value of the first game medium from the second user. In the above configuration, when the growth parameter to be traded is a variable value that increases with a predetermined probability, the growth parameter is more tradable (easier to stimulate users' interest in parameter trading) than a growth parameter that increases reliably when a predetermined condition is met. Therefore, by making the above variable value the subject of trading, it is possible to further stimulate parameter trading between users.

[0174]

[15] Furthermore, the information processing method of the present invention is characterized in that a computer accepts an offer to transfer from a first user growth parameters of a first game medium that the first user grows in a game, and accepts an offer to transfer from a second user, and when a predetermined condition is met upon accepting the offers from the first user and the second user, the computer changes the growth parameters of a second game medium that the second user grows in the game in accordance with the growth parameters transferred by the second user from the first user. According to the above method, if users can trade with each other using growth parameters of game media, a new form of trading will be realized, which will stimulate interaction between users and promote game play.

[0175]

[16] The program of the present invention is a program that causes a computer to accept an offer to transfer from a first user the growth parameters of a first game medium that the first user grows in a game, and also causes a computer to accept an offer to transfer from a second user, and when a predetermined condition is met upon accepting the offers from the first user and the second user, causes the computer to change the growth parameters of a second game medium that the second user grows in a game according to the growth parameters that the second user has received from the first user. By having a computer execute this program, a new type of transaction involving growth parameters of game media is realized as a transaction between users. This can stimulate interaction between users and promote game play. [Explanation of symbols]

[0176] 10,10X Server (Information Processing Device, Computer) 10A Processor 10B Memory 10C Communication Interface 10D output device 11,12 User terminal 13 Processors 14. Memory 15 Communication Interface 16 Input Devices 17 Output Devices 21 Terminal reception area 22 Terminal side transmission / reception unit 23 Terminal side memory unit 24 Display execution unit 31 Game progress reception area 32 Game Progression Section 33 Server side memory unit (memory unit) 34 Transaction Reception Department (Reception Department) 35 Cost Calculation Department 36 Transaction Processing Unit 37 Rejection Section 38 Condition setting section 41 State change section 42 Experience point granting section 43 Parameter change section NT communication network

Claims

1. a processor, the processor comprising: receiving, from a first user, a designation of a parameter amount to be transferred among growth parameters of a first game medium that the first user grows in a game; when a predetermined condition is established between the first user and the second user, changing a growth parameter of a second game medium that is to be grown by the second user in the game by the specified parameter amount; An information processing device that satisfies the specified condition by subtracting an amount of value corresponding to the compensation for the specified parameter amount from the amount of value possessed by the second user and adding it to the amount of value possessed by the first user.

2. The processor receives, from the first user, a designation regarding an amount of growth parameters of a first game medium to be grown by the first user in a game, which amount is to be transferred; a processor, when a predetermined condition is established between the first user and the second user, changes a growth parameter of a second game medium that is to be grown by the second user in the game by the specified parameter amount; An information processing method in which a processor satisfies the specified condition by subtracting an amount of value corresponding to the specified parameter amount from the amount of value possessed by the second user and adding it to the amount of value possessed by the first user.

3. causing a processor to receive, from a first user, a designation regarding an amount of growth parameters of a first game medium to be grown by the first user in a game, the amount of growth parameters to be transferred; causing a processor to change, when a predetermined condition is established between the first user and the second user, a growth parameter of a second game medium that is to be grown by the second user in the game by the specified parameter amount; A program that causes a processor to execute a process of satisfying the specified condition by subtracting an amount of value corresponding to the specified parameter amount from the amount of value possessed by the second user and adding it to the amount of value possessed by the first user.

4. A server and a terminal device are provided, The server, receiving, from the first user using the terminal device, a designation regarding a parameter amount to be transferred among growth parameters of a first game medium that the first user grows in a game; when a predetermined condition is established between the first user and the second user, changing a growth parameter of a second game medium that is to be grown by the second user in the game by the specified parameter amount; satisfying the predetermined condition by subtracting an amount of value corresponding to the compensation for the specified parameter amount from the amount of the value possessed by the second user and adding the amount of the value possessed by the first user; system.

Citation Information

Patent Citations

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