Computer program, game system using same, and control method

The game system addresses the user burden issue by automatically selecting progressions or disposal methods based on object attributes, improving gameplay efficiency and user experience.

JP7662222B1Active Publication Date: 2025-04-15KONAMI DIGITAL ENTERTAINMENT CO LTD
View PDF 20 Cites 0 Cited by

Patent Information

Application Number
JP2023200624
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-11-28
Publication Date
2025-04-15
Estimated Expiration
2043-11-28

AI Technical Summary

Technical Problem

Existing game systems do not adequately reduce user burden when selecting options based on object attributes, as they do not automatically select appropriate progressions or disposal methods based on these attributes.

Method used

A computer program and game system that utilize a display device and input device to provide a specific development with multiple progressions, automatically selecting one when a user inputs instructions, and automatically selecting a disposal method based on object attributes such as license validity.

Benefits of technology

This solution reduces user burden by automatically selecting appropriate progressions or disposal methods based on object attributes, enhancing gameplay efficiency and user experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007662222000001_ABST
    Figure 0007662222000001_ABST
Patent Text Reader

Abstract

A computer program capable of reducing the burden on a user is provided. [Solution] The computer program PG2 makes a control unit 31 incorporated in a user device 3 that provides a soccer game function as the following means, using a monitor MO that displays a selection screen 50 including a badge PN having either a valid or invalid attribute regarding the validity of the license, and a touch sensor TS that inputs a user's instruction regarding the badge PN: That is, when an instruction to display the selection screen 50 is input, the control unit 31 functions as a means for providing, via the selection screen 50, disposal opportunities including an auction-type disposal method and a sale-type disposal method as a selectively granted progress, and as a means for automatically selecting a sale-type disposal method in a disposal opportunity when the attribute regarding the validity of the license of the badge PN is invalid.
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

[0001] The present invention relates to a computer program, etc., that is applied to a computer incorporated in a game system that provides a game that progresses via a game screen using a display device that displays a game screen including an object having one of a number of attributes, and an input device that inputs a user's instructions regarding the object. [Background technology]

[0002] There is known a game system that provides a game that progresses via a game screen by utilizing a display device that displays a game screen including an object having one of a number of attributes, and an input device that inputs a user's instructions regarding the object (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2018-153462 A Summary of the Invention [Problem to be solved by the invention]

[0004] A game screen may include various objects, and such objects often have various attributes. For example, in the game of Patent Document 1, in-game elements such as items (a type of object) are classified into a first element or a second element with different options, and this classification is also considered to be a type of attribute. On the other hand, even if multiple options are prepared, there are cases where only a specific option among them can be selected depending on the attribute. In such a case, providing a selection opportunity may result in a burden (annoyance) for the user. In the game of Patent Document 1, different options are merely presented according to the classification of the game elements, and a specific option is not automatically selected according to the classification. For this reason, there is a possibility that the burden on the user cannot be sufficiently reduced.

[0005] Therefore, an object of the present invention is to provide a computer program etc. that can reduce the burden on the user. [Means for solving the problem]

[0006] The computer program of the present invention is configured to cause a computer incorporated into a game system that uses a display device that displays a game screen including an object having one of a plurality of attributes and an input device for inputting user instructions regarding the object to function as a development providing means that provides, via the game screen, a specific development including a plurality of progresses as a selectively applied progress when a predetermined instruction regarding the object is input via the input device, and as an automatic selection means that automatically selects one specific progress from the plurality of progresses in the specific development when the attribute of the object is a specific attribute.

[0007] On the other hand, the game system of the present invention is a game system that provides a game that progresses through the game screen by utilizing a display device that displays a game screen including an object having one of a plurality of attributes, and an input device that inputs user instructions regarding the object, and is equipped with a development providing means that provides, through the game screen, a specific development including a plurality of progresses as a selectively granted progress when a predetermined instruction regarding the object is input via the input device, and an automatic selection means that automatically selects one specific progress from the plurality of progresses in the specific development when the attribute of the object is a specific attribute.

[0008] In addition, the control method of the present invention utilizes a display device that displays a game screen including an object having one of a plurality of attributes, and an input device that inputs user instructions regarding the object, and causes a computer incorporated in a game system that provides a game that progresses via the game screen to execute a development providing procedure that, when a predetermined instruction regarding the object is input via the input device, provides, via the game screen, a specific development including a plurality of progresses as a selectively applied progress, and an automatic selection procedure that automatically selects one specific progress from the plurality of progresses in the specific development when the attribute of the object is a specific attribute. [Brief description of the drawings]

[0009] [Figure 1] 1 is a diagram showing a schematic configuration of a network system to which a game system according to an embodiment of the present invention is applied; [Diagram 2] FIG. 2 is a functional block diagram showing a main part of a control system of the network system. [Diagram 3] FIG. 1 is an explanatory diagram for explaining an overview of a soccer game. [Figure 4] FIG. 11 is an explanatory diagram for explaining an example of a badge type. [Diagram 5] FIG. 11 is an explanatory diagram for explaining an example of a disposal method in the disposal service. [Figure 6] FIG. 13 is an explanatory diagram for explaining screen transitions when an auction-type disposal method is executed. [Figure 7] FIG. 13 is an explanatory diagram for explaining the transition of screens when a sale-type disposal method is executed. [Figure 8] FIG. 1 is an explanatory diagram for explaining an outline of the flow of an auction. [Figure 9] FIG. 13 is a diagram illustrating an example of an auction quantity adjustment table. [Figure 10] FIG. 13 is an explanatory diagram for explaining an example of a compensation calculation method. [Figure 11] FIG. 4 is a diagram showing an example of the configuration of license data. [Figure 12]11 is a flowchart showing an example of a procedure for a disposal method selection process. [Figure 13] 11 is a flowchart showing an example of a procedure for a successful bid setting process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] (Overall composition) Hereinafter, a game control method according to one embodiment of the present invention, and a game system in which a computer program is implemented (a game system according to one embodiment of the present invention) will be described with reference to the accompanying drawings. First, the overall configuration of a network system to which a game system according to one embodiment of the present invention is applied will be described with reference to Fig. 1. As shown in Fig. 1, the network system 1 is configured as a client-server system including a plurality of user devices 3 as clients and a game server 2 connected to each user device 3 via a network NT.

[0011] The user device 3 is a device provided for daily use by a user, and is an information communication terminal device having an information communication function via the network NT. The user device 3 is implemented with a computer program according to an embodiment of the present invention, and functions as a game system according to an embodiment of the present invention in the network system 1. As an example, a smartphone or a tablet terminal having a communication function may be used as the user device 3. The user device 3 may be a PC (short for personal computer), or may be a stationary game machine for personal or home use provided as a so-called consumer game machine. Furthermore, a commercial game machine provided as a so-called arcade game machine may be used as the user device 3.

[0012] The user device 3 functions as a game machine by implementing a specific software (application) and provides a game. The user device 3 may provide various games such as role-playing games, simulation games, or action games as appropriate, and in any case, provides a game including elements owned by the user. For example, when a team-based soccer game is provided, multiple teams are prepared in the soccer game, and multiple players (characters) belong to each team. Then, elements related to each player (including the player itself) are given to the user under various conditions and are owned by the user. The following describes, as an example, a case in which the user device 3 provides such a soccer game through a specific application.

[0013] The game server 2 may be configured by appropriately combining a plurality of server units (server devices), or may be configured by a single server unit. The game server 2 may be configured as a cloud server using cloud computing technology. The game server 2 provides various services related to the game to the user device 3. These services include a disposal service. The disposal service is a service that assists each user in disposing of elements (possessions) that they own in the game. Various disposal methods may be prepared for the disposal service, and include, for example, an auction-type disposal method in which a buyer is found in an auction (a disposal method in which multiple buyers compete for the winning bid) and the possession is disposed of (transferred), and a sale-type disposal method in which the possession is sold directly to a specific buyer for a predetermined price. The disposal service will be described in detail later.

[0014] In addition, the game server 2 may also provide other services to the user device 3, such as a distribution service that distributes computer programs and various data necessary for playing games on the user device 3, a service that matches users who cooperate or compete in games, and a service that relays game information that should be shared between user devices 3.

[0015] The network NT may be configured as appropriate as long as it can connect the user device 3 to the game server 2. As an example, the network NT is configured to realize network communication using the TCP / IP protocol. Typically, the network NT is configured by combining the Internet as a WAN and an intranet as a LAN. In the example of FIG. 1, the game server 2 is connected to the network NT via a router NTr, and the user device 3 is connected to the network NT via an access point AP. In addition, an arcade game machine or the like may be added to the network system 1 as appropriate. For example, the arcade game machine may be used as a client that provides a game linked to the user device 3, or provides the same game as the user device 3. Of course, as described above, the arcade game machine or the like may be used as the user device 3 for playing the game according to this embodiment.

[0016] (Network system control system) Next, the main parts of the control system of the network system 1 will be described with reference to Fig. 2. First, the game server 2 is provided with a control unit 21 and a storage unit 22 as a storage means. The control unit 21 is configured as a computer that combines a CPU as an example of a processor that executes various arithmetic processing and operation control according to a predetermined computer program with an internal memory and other peripheral devices required for the operation.

[0017] The storage unit 22 is an external storage device realized by a storage unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk array. The storage unit 22 may be configured to hold all data on one storage unit, or may be configured to distribute and store data on multiple storage units. The storage unit 22 records a server program PG1 and server data SD. The server program PG1 is a computer program that causes the control unit 21 to execute processes required to provide various services to the user device 3. The server data SD is data referenced by the server program PG1 to provide various services. The server data may include appropriate data related to various services (including various tables such as an auction quantity adjustment table and a minimum bid price table, which will be described later), and the example of FIG. 2 shows play data PD and license data RD as examples.

[0018] The play data PD is data in which information on each user's past play results is described. The play data PD is used to carry over the previous play results (past results) to the next time or later, or to carry over settings specific to each user. The possessions of each user can be managed appropriately, but as an example, they are managed by the play data PD. The possessions can include various elements as appropriate, but for example, they include collectible elements and electronic value that functions as currency in the game. The electronic value can be expressed by an appropriate name such as points, but may be referred to as coins as an example below. The coins are used, for example, to sell or buy possessions. In addition, the coins may be given according to, for example, the results of a match in a specified event, according to a predetermined rule for converting the game play status into coins (for example, multiplying a predetermined ratio by the consumption amount of a predetermined point required for the match, etc.).

[0019] The license data RD is data for managing the license of each player appearing in the soccer game. Each character appearing in the soccer game may be a fictional player, but includes, as an example, an actual professional soccer player. Permission to use (license) is required to use a character corresponding to a professional soccer player. The license data RD manages the license. Details of the license data RD will be described later.

[0020] The control unit 21 is provided with a Web service management unit 23 as a logical device realized by a combination of the hardware resources of the control unit 21 and the server program PG1 as a software resource. The Web service management unit 23 executes processes for realizing various services including the above-mentioned disposal service. For example, the Web service management unit 23 executes a successful bid setting process as one of the processes related to the disposal service. The procedure of the successful bid setting process will be described in detail later. An input device such as a keyboard, an output device such as a monitor, etc. may be connected to the control unit 21 as necessary. However, these are not shown in the figure.

[0021] On the other hand, the user device 3 is provided with a control unit 31 and a storage unit 32 as a storage means. The control unit 31 is configured as a computer that combines a CPU as an example of a processor that executes various arithmetic processing and operation control according to a predetermined computer program with an internal memory and other peripheral devices required for the operation.

[0022] The storage unit 32 is an external storage device realized by a storage unit including a non-volatile storage medium (computer-readable storage medium) such as a hard disk or a semiconductor storage device. The storage unit 32 stores a game program PG2 and game data GD. The game program PG2 is a computer program that causes the control unit 21 to execute processes required for making the user device 3 function as a game device. The game data GD is data referenced by the game program PG2 to provide the game. The game data GD may appropriately include various data (including various tables) required to play the game, such as image data for displaying various images for the game, or audio data for reproducing various sounds (including background music such as music), and player data defining each player, and the example of FIG. 2 shows play data PD. The play data PD is provided from the game server 2 as necessary and stored.

[0023] The control unit 31 is provided with a progress control unit 33 and a data management unit 34 as logical devices realized by a combination of the hardware resources of the control unit 31 and the game program PG2 as a software resource. The progress control unit 33 executes various processes necessary for the progress of the soccer game. The processes include processes necessary for enjoying the game service provided by the Web service management unit 23 of the game server 2. For example, the progress control unit 33 executes processes related to the matching of opponents in cooperation with the Web service management unit 23, and executes processes such as reflecting the opponent's play in one's own progress during a match, and vice versa. The processes executed by the progress control unit 33 also include processes related to the provision of disposal services. As an example of such processes, the progress control unit 33 executes a disposal method selection process. An example of the procedure of the disposal method selection process will be described later.

[0024] On the other hand, the data management unit 34 executes various processes related to the management of the game data GD. For example, when a possession is disposed of through a disposal service, the data management unit 34 executes a process for reflecting the contents of the disposal in the play data PD. Specifically, for example, when a possession is sold to another user as an example of disposal, the data management unit 34 executes a process for transferring the possession (deleting it from the seller's possession so that it becomes the buyer's possession) or a process for increasing the amount of coins owned in association with the sale. In addition, the data management unit 34 also executes a process required for enjoying game services such as the disposal service in cooperation with the Web service management unit 23 of the game server 2 as necessary.

[0025] The user device 3 is provided with appropriate output devices and input devices, and in the example of FIG. 2, a monitor MO, a speaker SK, and a touch sensor TS are shown as examples of output devices. All of these are general-purpose hardware provided in an information communication terminal such as a smartphone. For example, the touch sensor TS is an input device that inputs a signal corresponding to a user's touch operation (operation of touching with a finger) to the control unit 31. The speaker SK is an output device for reproducing various sounds in response to a signal from the control unit 31. The monitor MO is an output device (display device) for presenting a game screen or the like in response to a signal from the control unit 31. Note that the user device 3 may also be provided with various other devices as appropriate, such as a gyro sensor, an acceleration sensor, a location information (e.g., GPS information) receiving device, etc.

[0026] (Game Overview) Next, an overview of the soccer game will be described with reference to FIG. 3. FIG. 3 is an explanatory diagram for explaining the overview of the soccer game. As shown in FIG. 3, the soccer game includes, for example, players (characters) SP and badges PN. The players SP are characters corresponding to players in real soccer, and are used to form teams in the soccer game. The soccer game includes plays such as matches using teams including a plurality of players SP. The players SP may be represented in an appropriate form, and are represented as cards in the example of FIG. 3, but are not limited to this representation.

[0027] The player SP belonging to each user's team may be set appropriately, for example, may be set fixedly in advance, and as an example, is set to include the player SP granted (owned) to the user. The player SP may be granted to each user appropriately, and as an example, is granted by lottery. The lottery is held when appropriate conditions are met, such as the first time a game is played, when a predetermined game situation is met, or when a predetermined payment is made.

[0028] The parameters that define each player SP owned by a user may be fixed, but as an example, change through training. In other words, a soccer game includes an element of training each player SP. Therefore, the soccer game provides a match play in which a team including the trained player SP plays against an opponent (including other users and a computer). The soccer game is then repeatedly played in a sequence that includes the allocation of a player SP by lottery, training of the player SP, and a match with a team including the player.

[0029] On the other hand, the badge PN is a collection element that is in one-to-one correspondence with each player SP, and is provided for a different way of playing from the way of playing provided by the flow of granting, training, and playing against a player SP for the purpose of collection by each user. The badge PN may be distributed to users as appropriate, and may be distributed as a benefit in a normal match or the like, or may be distributed as a novelty element in a limited-time campaign. As an example, the badge PN is prepared as a reward when a predetermined mission is cleared (a specific play situation is satisfied) in a predetermined event. Different types of badge PNs may be prepared for each event in multiple events, and only one type may be prepared in one event, but as an example, multiple types of badge PNs are prepared in one event. In the example of FIG. 3, the image of the player displayed on the badge PN is the same as the corresponding player SP, but may be a different image of the same player. In other words, multiple images may be prepared for the badge PN as the image of the player SP. However, it is preferable that the correspondence between the player SP and the badge PN (the relationship that the badge PN is a collection element corresponding to the player SP) can be recognized by the user.

[0030] The type of badge PN to be distributed may be determined appropriately, for example, depending on the result of an event, and as an example, may be determined by lottery. Specifically, in a specified event, a lottery ticket (which may be limited to one ticket or multiple tickets) is given to a user who clears a specified mission, and a lottery opportunity is given in exchange for spending the lottery ticket. The badge PN that is won in the lottery at that lottery opportunity is actually given to the user. Note that the lottery opportunity does not have to be provided so that the user is guaranteed to win, and the badge PN may function as a reward that is given only to some users.

[0031] The badge PN may be configured as a mere collection element without affecting the play of the soccer game such as a match, but as an example, it is configured to affect the play of the match. This effect can be set appropriately, but as an example, it is set to strengthening the player SP. Also, this effect (strengthening) may be activated all the time while the badge PN is in possession, or may be activated with a limit such as a predetermined number of times, but as an example, it is activated when a predetermined activation condition is established during play. Specifically, when a predetermined activation condition is established during the progress of the soccer game, the parameters (abilities) defining the player SP corresponding to the badge PN change so as to act advantageously on the progress of the play. This change may be fixed, but as an example, it is set variably by lottery. In other words, the badge PN has the effect of changing (strengthening) the parameters of the player SP corresponding to the badge PN according to the lottery result when a predetermined activation condition is established. Although the badge PN is prepared as a way of playing to enjoy a collection that is different from the way of playing such as a match, the two ways of playing are played so as to influence each other.

[0032] (Badge type) Next, the types of badge PN will be described with reference to Fig. 4. Fig. 4 is an explanatory diagram for explaining an example of the types of badge PN. As described above, a plurality of events are provided, and different types of badge PN may be distributed at each event, but the example of Fig. 4 shows the types of badge PN distributed at one event. Appropriate types of badge PN may be distributed at one event, but the example of Fig. 4 shows a case where two types of badge PN are distributed. Specifically, as shown in Fig. 4, the badge PN includes two types, a normal badge PNn and a gold badge PNg.

[0033] The difference between the normal badge PNn and the gold badge PNg may be set as appropriate, but includes two examples: rarity (number of distributed badges) and the degree to which the player SP is advantageously strengthened. The gold badge PNg has a low probability of winning in a lottery, and naturally the number of gold badges PNg present in the game is set to be small. The number in the game (probability of winning) may be set as appropriate, but is set to 10 in the example of FIG. 4. Therefore, when the number of gold badges PNg that are won reaches 10 (the limit number), the gold badge PNg is excluded from the lottery in subsequent lotteries. The influence of the gold badge PNg on the player SP corresponding to the gold badge PNg is set to be more advantageous than the influence of the normal badge PNn. Specifically, in the case of the gold badge PNg, the probability of winning the result of changing the player SP to excellent parameters is higher than that of the normal badge PNn.

[0034] The number of normal badges PNn in the game may be any number greater than that of gold badges PNg, but is set to unlimited in the example of Fig. 4. The difference between gold badges PNg and normal badges PNn may be only in rarity (in other words, the effect on the player SP may be similar), but as an example, there may also be a difference in terms of strengthening. For this reason, the probability of winning the result of changing the player SP to superior parameters is lower for normal badges PNn than for gold badges PNg.

[0035] (Overview of disposal services) Next, an overview of the disposal service will be described with reference to FIG. 5. FIG. 5 is an explanatory diagram for explaining an example of a disposal method in the disposal service. The disposal service is a service for assisting in the disposal of possessions, and each player SP can also function as possession. As an example, the disposal service is provided when disposing of a badge PN, which is a collection element. In the example of FIG. 5, an example of a selection screen for selecting a badge PN to be disposed of is shown diagrammatically. As shown in FIG. 5, the disposal service provides disposal methods such as an auction type and a sale type, and these disposal methods are automatically selected according to the validity of the license for the badge PN to be disposed of selected on the selection screen 50.

[0036] Specifically, the selection screen 50 is a game screen for providing a disposal opportunity through the selection of a badge PN to be disposed of. The selection screen 50 includes, for example, a badge display field 51, a selection target instruction frame 52, a back button 53, and a forward button 54. The badge display field 51 is a field showing each badge PN owned. If the user owns multiple badge PNs, multiple badge display fields 51 corresponding to the badge PNs are displayed on the selection screen 50, and in the example of FIG. 2, two badge display fields 51 corresponding to the two types of badge PNs in the example of FIG. 4 are shown. Each badge display field 51 may display appropriate information related to the corresponding badge PN, and in the example of FIG. 2, an image of each badge PN, a type information section 51B, and a detailed information section 51C are displayed.

[0037] The type information section 51B is a section that indicates the type of each badge PN. For example, the type information section 51B of the badge display field 51 corresponding to the normal badge PNn displays information of "normal", and the type information section 51B of the badge display field 51 corresponding to the gold badge PNg displays information of "gold". The "normal" badge display field 51 displays an image of the normal badge PNn, and the "gold" badge display field 51 displays an image of the gold badge PNg.

[0038] The detailed information section 51C displays detailed information about each badge PN. The detailed information may include various information, but in the example of FIG. 5, it includes the name of the player SP corresponding to each badge PN and information on the number of badges PN owned. Specifically, the detailed information section 51C corresponding to the normal badge PNn displays "A Player" as the name of the player SP and "Number of badges owned: 1" as information on the number of badges owned. In this case, the number of normal badges PNn corresponding to "A Player" (player SP) is only one. On the other hand, the detailed information section 51C corresponding to the gold badge PNg displays "A Player" as the name of the player SP, which is the same as the normal badge PNn, and "Serial Number VII" as information on the number of badges owned. The name information is displayed in the same way as in the case of the normal badge PNn, but the number of gold badges PNg in the game is limited to 10, and as an example, a serial number is assigned to each badge PNg. In the case of the gold badge PNg, instead of the number of badges owned (or as information on the number of badges owned when one unique badge is owned), the serial number information is displayed in the detailed information section 51C.

[0039] The selection target indication frame 52 is a frame for indicating the badge display column 51 being selected (in other words, the badge PN being selected). The selected badge display column 51 may be expressed as appropriate, but as an example, it is expressed by the selection target indication frame 52, and in the example of Fig. 5, it corresponds to the badge display column 51 corresponding to the normal badge PNn. Also, the selection target indication frame 52 can move between the badge display columns 51 in response to an appropriate instruction for changing the selection target, but as an example, it moves onto the badge display column 51 that has been touched by a touch operation of touching the badge display column 51 as a destination.

[0040] The back button 53 and the forward button 54 are both virtual buttons that indicate a position on the selection screen 50 where a touch operation should be performed. The back button 53 is a virtual button on which an instruction to return to the screen previous to the selection screen 50 (or to close the selection screen 50) should be executed. On the other hand, the forward button 54 is a virtual button on which an instruction to proceed with the disposal of the badge PN corresponding to the selected badge display field 51 should be executed. When a touch operation is performed on the forward button 54, an auction type or sale type disposal method is automatically selected depending on the validity of the license for the badge PN corresponding to the selected badge display field 51.

[0041] Note that the forward button 54 may not be provided, and the selection of the badge PN touched by the user on one or more badge PNs (badge display field 51) displayed on the selection screen 50 may be confirmed, and an auction type or sale type disposal method may be automatically selected depending on the validity of the license for the selected badge PN. When the forward button 54 is not provided, the badge PN to be disposed of may be confirmed by, for example, the user double tapping the badge PN image (badge display field 51) or pressing and holding the badge PN image. In other words, the disposal target may be confirmed appropriately on the selection screen 50 based on various user instructions.

[0042] The validity of the license of each badge PN may be set appropriately, and may be set independently of the corresponding player SP, but as an example, it depends on the license of the player SP corresponding to each badge PN. Specifically, as described above, a player SP corresponding to a real professional soccer player is used in the game under license (permission to use). Therefore, as long as the license is valid, the player SP corresponding to the professional soccer player can be used in the game. On the other hand, the license may become invalid due to various factors such as a deadline. In this case, the invalidated player SP cannot be used in the game, but the influence also extends to the badge PN. The influence may occur appropriately, but for example, the badge PN corresponding to the player SP with an invalid license may be displayed on the player's screen but not on the opponent's screen (when there is room for the badge PN to be displayed on the opponent's game screen during a match, etc.). The influence also extends to the disposal method, and the distribution (transfer to other users, etc.) of the badge PN corresponding to the player SP with an invalid license is restricted, so that it cannot be disposed of by an auction-type disposal method, and the disposal method is limited to selling to the game operator. Therefore, if the license of the player SP corresponding to the disposal target (the badge PN corresponding to the selected badge display field 51) is invalid, a disposal method of the sale type is automatically selected. Note that when selling to the game operator, the game operator does not need to own or manage the sold badge PN. Therefore, for example, the data of the sold normal badge PNn may be erased and disappear from the game.

[0043] On the other hand, the badge PN corresponding to the player SP with a valid license is not particularly restricted in distribution, and free disposal (transfer, etc.) is permitted. For this reason, it is possible to select an auction-type disposal method, which is generally more likely to have a higher selling price than a sale-type method in which the badge PN is sold at a preset predetermined price. Since free disposal is permitted, the selection of a sale-type disposal method may be permitted, or the user may be given an opportunity to select a disposal method, but in the example of FIG. 5, an auction-type disposal method that is advantageous for trading (disposal) is automatically selected. In other words, when a touch operation is performed on the proceed button 54 on the selection screen 50, if the badge PN has a valid license, the auction-type disposal method is automatically selected, and if the badge PN has an invalid license, the sale-type disposal method is automatically selected, and the opportunity to select a disposal method is omitted. Then, depending on the automatically selected disposal method, actual disposal such as an auction or sale is performed through the disposal service.

[0044] In the example of FIG. 5, the validity (valid or invalid) of the license functions as a plurality of attributes of the present invention, and among these, the invalid attribute functions as a specific attribute of the present invention. Similarly, the display (disposal opportunity) of the selection screen 50 functions as a specific development of the present invention, and the auction-type disposal method and the sale-type disposal method included therein function as a plurality of progresses (a plurality of disposal methods) of the present invention, respectively. And, the sale-type disposal method that is automatically selected when the license is invalid functions as a specific progress and a specific disposal method of the present invention. Also, the badge PN functions as an object of the present invention, and the normal badge PNn and the gold badge PNg function as a plurality of objects of the present invention, respectively. Furthermore, the selection screen 50 including those images functions as a game screen of the present invention. And, an instruction (touch operation) for displaying the selection screen 50 functions as a predetermined instruction of the present invention.

[0045] (Selection screen transition) Next, with reference to Fig. 6 and Fig. 7, the screen transitions (operation procedures) when an auction-type disposal method and a sale-type disposal method are selected will be described. Fig. 6 is an explanatory diagram for explaining the screen transitions when an auction-type disposal method is executed. In the example of Fig. 6, three game screens are shown in the order of transition from the left. Specifically, as shown in Fig. 6, when an auction-type disposal method is selected, a quantity selection screen 60, a selection confirmation screen 70, and a result notification screen 80 are displayed in that order.

[0046] The quantity selection screen 60 is a game screen for selecting the quantity of badge PN to be disposed of. In the case of an auction-type disposal method, the quantity to be put up for auction is selected on the quantity selection screen 60. The quantity selection screen 60 may be configured as appropriate, but in the example of FIG. 6 it includes a badge information section 61, a quantity selection section 62, a cancel button 63, and a confirm button 64. The badge information section 61 is a section for displaying details of the badge PN to be disposed of. The badge information section 61 may be configured as appropriate, but in the example of FIG. 6 it includes an image of the badge PN, and information similar to the detailed information section 51C in the example of FIG. 5.

[0047] The quantity selection section 62 (the lower part divided by a horizontal line extending horizontally in the quantity selection screen 60) is a section for specifying the quantity of badges PN to be disposed of. The quantity selection section 62 may be configured appropriately, but in the example of FIG. 6, it includes an increase button 62A, a decrease button 62B, an increase / decrease display section 62C, and a quantity display section 62D. The increase button 62A and the decrease button 62B are both virtual buttons indicating positions where a touch operation should be performed. The increase button 62A is a virtual button where an instruction to increase the quantity of badges PN to be disposed of is to be performed, and the decrease button 62B is a virtual button where an instruction to the opposite effect is to be performed. In other words, a touch operation on the increase button 62A increases the quantity of badges PN to be disposed of, and a touch operation on the decrease button 62B decreases the quantity of badges PN to be disposed of.

[0048] The increase / decrease display section 62C is a section for displaying the change in quantity accompanying the touch operation of the increase button 62A and the decrease button 62B. The increase / decrease display section 62C may be configured appropriately, but in the example of FIG. 6, it includes a ball section 62E and a slide section 62F. The ball section 62E is a section that indicates the change in quantity. The slide section 62F is a section that extends left and right so as to indicate the moving range of the ball section 62E. The ball section 62E is displayed to move from the left end to the right end on the slide section 62F as the number of badges PN to be disposed of increases. Therefore, the right end corresponds to the maximum value (total number of badges owned), and the left end corresponds to the minimum value (one badge). When the total number of badges owned is one badge, the ball section 62E may be located at the left end of the slide section 62F, but in the example of FIG. 6, it is displayed to be located at the right end.

[0049] The quantity display section 62D is a section that indicates the quantity (disposal number) of badges PN to be disposed of. The quantity display section 62D can be configured appropriately, but in the example of Fig. 6, it is configured to display the disposal number as the numerator ("1") and the total possession number as the denominator ("1").

[0050] The cancel button 63 and the confirm button 64 are both virtual buttons that indicate the position where a touch operation should be performed. The cancel button 63 is a virtual button where an instruction to cancel (cancel) the disposal should be performed. When a touch operation is performed on the cancel button 63, the disposal of the badge PN selected as the disposal target is canceled, and the screen returns to the selection screen 50 again. On the other hand, the confirm button 64 is a virtual button where an instruction to confirm the selected quantity (number to be disposed of) should be performed. When a touch operation is performed on the confirm button 64, the selected quantity is confirmed, and the screen transitions to the selection confirmation screen 70.

[0051] The selection confirmation screen 70 is a game screen for confirming the selection result on the quantity selection screen 60. The quantity selection screen 60 may be configured as appropriate, but in the example of FIG. 6, it includes a confirmation information section 71, a cancel button 72, and an OK button 73. The confirmation information section 71 is a section for displaying information of the confirmation target. Various information of the confirmation target may be displayed as appropriate in the confirmation information section 71, but in the example of FIG. 6, it includes an image of the badge PN of the disposal target, the name of the player SP corresponding to the badge PN ("Player A"), a current information section 71A, and a post-disposal information section 71B. The current information section 71A is a section for displaying the current (before disposal) number of badge PNs owned ("1") to be disposed of, and the post-disposal information section 71B is a section for displaying the number owned after disposal ("0").

[0052] The cancel button 72 and the OK button 73 are both virtual buttons that indicate the position where a touch operation should be performed. The cancel button 72 is a virtual button where an instruction to cancel (cancel) the selection result (number of disposals) on the selection confirmation screen 70 should be performed. When a touch operation is performed on the cancel button 72, the currently selected number of disposals is canceled, and the screen returns to the quantity selection screen 60 again. On the other hand, the OK button 73 is a virtual button where an instruction to approve the selection result (number of disposals) on the selection confirmation screen 70 should be performed. When a touch operation is performed on the OK button 73, the selection result (number of disposals) on the selection confirmation screen 70 is confirmed, and the screen transitions to the result notification screen 80.

[0053] The result notification screen 80 is a game screen for notifying the progress of disposal based on the selection result on the selection confirmation screen 70. In the case of an auction type disposal method, the badge PN to be disposed of is put up for auction provided via the disposal service. Therefore, the result notification screen 80 notifies the putting up for auction of the badge PN to be disposed of in the quantity selected on the selection confirmation screen 70. The result notification screen 80 may be configured appropriately, but includes a result notification section 81 and an OK button 82 as an example. The result notification section 81 is a section for notifying the putting up for auction based on the selection result on the selection confirmation screen 70. The OK button 82 is a virtual button for executing an instruction to end the display of the result notification screen 80. When a touch operation is executed on the OK button 82, the result notification screen 80 is closed, and the procedure for disposing of the current disposal target (selling through the auction) is completed.

[0054] FIG. 7 is an explanatory diagram for explaining the screen transition when a selling-type disposal method is executed. In the example of FIG. 7, two game screens are shown in the order of transition from the left. Specifically, as shown in FIG. 7, when a selling-type disposal method is selected, a selection confirmation screen 70 and a result notification screen 80 are displayed in that order. A quantity selection screen 60 may be present in the selling-type disposal method as in the case where an auction-type disposal method is selected, but in the example of FIG. 7, the quantity selection screen 60 is omitted. In other words, there is a difference in the screen transition between the selling-type disposal method and the auction-type disposal method.

[0055] The role of the selection confirmation screen 70 and the result notification screen 80 is the same as in the case of the auction type disposal method, but some of the configurations are different due to the difference in the disposal method. For example, in the case of the sale type disposal method, the selection confirmation screen 70 includes a coin information section 74. The coin information section 74 is a section for displaying information regarding the change in the coins owned before and after the disposal (sale). The coin information section 74 can be configured as appropriate, but in the example of FIG. 7, it includes a pre-disposal coin information section 74A, a post-disposal coin information section 74B, and information on the difference before and after the disposal (i.e., the sales amount). The pre-disposal coin information section 74A is a section for displaying the amount of coins owned before this disposal ("7860"), and the post-disposal coin information section 74B is a section for displaying the amount of coins owned after this disposal ("9860"). The difference ("+2000") between the amount of coins displayed in the pre-disposal coin information section 74A (amount held before disposal) and the amount of coins displayed in the post-disposal coin information section 74B (amount held after disposal) is the amount of this sale, and this information is displayed between the pre-disposal coin information section 74A and the post-disposal coin information section 74B.

[0056] In addition, in the case of a sale-type disposal method, the result notification section 81 of the result notification screen 80 notifies the execution of the sale according to the confirmation result in the selection confirmation screen 70, instead of notifying the auction of the item. The role of the OK button 82 is the same as in the case of an auction-type disposal method, and the result notification screen 80 closes with a touch operation, and the procedure for disposing of the current disposal target (selling it for a predetermined amount) ends. The buyer (specific buyer) in a sale-type disposal method may be any suitable buyer including other users, etc., and in that case, an opportunity or the like may be appropriately intervened to select the buyer, but as an example, it is automatically set to the operator of the game (in other words, the computer of the game server 2) as described above, and is automatically sold to the operator of the game with a touch operation of the OK button 82.

[0057] (Auction summary) Next, an overview of an auction executed in an auction-type disposal method will be described with reference to FIG. 8. The auction is provided to each user device 3 via the game server 2 as part of the disposal service. FIG. 8 is an explanatory diagram for explaining an overview of the flow of an auction. As shown in FIG. 8, the soccer game has an auction period during which the auction is held, and a normal period other than that. The auction period includes a listing period, a bidding period, a counting period, and a receiving period. Each user plays the role of a buyer or seller (seller) during each of these periods.

[0058] Specifically, the listing period corresponds to a period during which a seller user can list a badge PN to be disposed of. Listings for auction may be accepted at any time, but as an example, are limited to the listing period. For this reason, during the listing period, a seller user proceeds with listing (disposal using an auction-type disposal method) via, for example, the selection screen 50 in the example of FIG. 5 and the quantity selection screen 60 in the example of FIG. 6. On the other hand, for a buyer user, the listing period corresponds to a period during which the badge PN (subject to bid) to be listed for auction can be viewed. Note that cancellation after listing may be permitted, but as an example, is not permitted.

[0059] After the listing period has elapsed, the bidding period begins. The bidding period corresponds to a period during which buyers can bid on the listed badge PN. For this reason, during the bidding period, each user as a buyer can bid (indicate intention to purchase) on each badge that is the target of bidding at a bid amount (desired purchase price). A minimum bid amount is set for each bid target (item for sale) at the time of listing. Buyers can bid at any amount equal to or higher than the minimum bid amount (bids below the minimum bid amount will not be accepted). Re-bids are possible during the bidding period, but re-bids are limited to amounts higher than the initial bid amount. In addition, during the bidding period, bids from any buyer may be accepted continuously until the end of the bidding period, but as an example, new bids are stopped 30 minutes (not limited to this amount and may be set to an appropriate time) before the end, and thereafter re-bids are limited to buyers who have already made a bid.

[0060] When the bidding period ends, the tallying period begins. During the tallying period, the bidding results during the bidding period are tallied and the successful bid amount and successful bidder are determined. Naturally, bidding is not permitted during the tallying period. On the other hand, there is no role required of sellers during either the bidding period or the tallying period, although they may check the bidding status, etc., as appropriate.

[0061] When the counting period ends, the receiving period begins. During the receiving period, the successful bidder (buyer) is given the item (badge PN) that was won. In other words, during the receiving period, the buyer can actually receive the successful bid item. The successful bid amount may be paid as appropriate, for example, in exchange for the successful bid after the successful bid is confirmed during the receiving period, or the minimum bid amount at the time of bidding and the remaining amount at the time of winning the bid, but as an example, the bid amount is paid for each bid during the bidding period. Therefore, no payment is made when the successful bid item is received, but if there are any unsuccessful items, the coins paid at the time of bidding are refunded. In other words, during the receiving period, if there are unsuccessful bids, the buyer (bidder) receives the coins for the bid amount.

[0062] On the other hand, during the receiving period, the seller (exhibitor) is paid the value for the sold items (badge PN). That is, the seller receives the value (coins) for the items sold at the auction during the receiving period. The value for the items may correspond to the winning bid amount, but as an example, it is calculated using a predetermined value calculation method that deducts fees and the like. Also, if there are any unsold items (unsold), the unsold items may be returned as is, but as an example, they are converted into coins using a predetermined value calculation method, and the coins are paid. That is, even if there are any unsold items (unsold), the seller receives the unsold coins during the receiving period, and the items are disposed of. Details of the value calculation method will be described later.

[0063] (Regular badge distribution adjustments) Next, the circulation adjustment for normal badges PNn will be described with reference to Fig. 9. Each gold badge PNg is given a unique badge ID (an ID for identifying each badge PN separately from the serial number), and sales, auctions, and winning bids are all managed individually via the badge ID, while normal badges PNn are given a badge ID for each type of badge PN, and sales, auctions, and winning bids are managed by type. Then, the circulation amount (the number owned by each user in the game) is adjusted by type. This adjustment may be performed appropriately, but as an example, it is performed via an auction.

[0064] Fig. 9 is a diagram showing a schematic example of an item quantity adjustment table AT. The item quantity adjustment table AT is a table for adjusting the circulation amount of normal badges PNn. The item quantity adjustment table AT may be configured as appropriate, for example, to adjust the circulation amount by adjusting the number of items put up for auction, but in the example of Fig. 9, it is configured to adjust the circulation amount by adjusting the number of items that can be won. Specifically, as shown in Fig. 9, the item quantity adjustment table AT includes information on the number of items put up for auction and the number of items that can be won.

[0065] The number of items offered indicates the number of normal badges PNn being offered. The number of items offered for sale for normal badges PNn is managed in the item number adjustment table AT by grouping them into a range of a predetermined number (the number in each range may be appropriate and does not have to be constant), such as "0", "1-4", or "5-15". Meanwhile, the number of possible bids indicates the number of possible bids set for each range of the number of items offered. A fixed number of possible bids is set for each range of the number of items offered, such as "5" (five items) for the range of "1-4" and "10" (ten items) for the range of "5-15". In other words, the circulation amount of normal badges PNn is adjusted by making the actual number of items offered and the number of possible bids different through the item number adjustment table AT.

[0066] Specifically, for example, when three normal badges PNn are put up for auction, since three falls within the range of "1 to 4", five ("5") is set as the number of bids that can be won for the three normal badges PNn. In other words, more buyers than the actual number of badges put up for auction can win the normal badges PNn. As a result, the number of normal badges PNn circulating in the game increases. In this case, the number that is insufficient for the actual number of badges put up for auction is added (supplemented) by the game operator (or the computer that provides the game). On the other hand, when 15 normal badges PNn are put up for auction, ten is set as the number of bids that can be won for the corresponding number of badges put up for auction. In this case, only a smaller number than the actual number of badges put up for auction is won. Therefore, the number of normal badges PNn circulating in the game decreases. In this case, the remaining items are purchased by the game operator at a price calculated by a predetermined price calculation method. Only one type of exhibition number adjustment table AT may be prepared, but the amount of circulation of normal badges PNn may be adjusted as appropriate, and the example of FIG. 9 shows multiple exhibition number adjustment tables AT for making adjustments as necessary.

[0067] 9, the maximum number of bids that can be won is set to "1000," and as a result, the maximum number of items to be offered is also limited to the same number. However, the maximum number of bids that can be won may be set as appropriate. Also, for example, if the number of items to be offered exceeds 1000, multiple groups may be formed, with each group consisting of up to 1000 items, and bidding, winning bids, etc. may be managed on a group-by-group basis.

[0068] (Compensation calculation method) Next, a compensation calculation method applied to an auction or the like will be described with reference to FIG. 10. FIG. 10 is an explanatory diagram for explaining an example of the compensation calculation method. In the example of FIG. 10, the compensation calculation method is applied to two cases in an auction. Specifically, the example of FIG. 10 shows two cases, (A) the first case and (B) the second case, in which the compensation (amount paid to the seller) is calculated using a predetermined compensation calculation method. In both the first case and the second case of the example of FIG. 10, three normal badges PNn of the same type are put up for auction by three sellers. Meanwhile, the first case shows a case where bids are made for more than the possible number of bids, and the second case shows a case where bids are made for less than the possible number of bids.

[0069] As shown in (A) of FIG. 10, in the first case, for the auction of three normal badges PNn having a badge ID of "10", the number of bids that can be won is set to 5 according to the example of the auction number adjustment table AT of FIG. 9. Then, six users, "User A" to "User F", have made bids for the five items at bid amounts of "20 coins", "18 coins", "18 coins", "16 coins", "15 coins", and "14 coins", respectively. Also, the minimum bid amount for each normal badge PNn having a badge ID of "10" is 10 coins. In this case, since all six users have made bids at or above the minimum bid amount, the bidding conditions are met and the bids are recognized as appropriate, but the number of bids that can be won is five, which is less than the minimum bid amount. Therefore, the top five users according to the bid amount can win the items ("○"), and the "User F" who has the lowest bid amount cannot win the items ("×"). In this case, the amount to be paid to the seller is calculated according to a predetermined payment calculation method that utilizes the minimum bid amount (the lowest bid amount among the five successful bidders).

[0070] Specifically, the predetermined compensation calculation method may be set appropriately, but in the example of FIG. 10, it is set to "minimum successful bid amount x 0.8". Then, according to the compensation calculation method, the minimum successful bid amount of 15 coins multiplied by the coefficient "0.8" (12 coins) is calculated as the amount to be paid to each of the three sellers. "0.8" is a coefficient for deducting the auction fee. The fee may be omitted, but is applied as an example, and the compensation calculation method is configured to calculate the amount after deducting the fee as the compensation. Also, in the compensation calculation method, the minimum successful bid amount is used as the basis for calculating the payment amount, rather than the sum of the successful bid amounts of five people, which is generally used as the basis for the fee, and the coefficient is multiplied by the minimum successful bid amount. Note that if multiple people make the highest bid amount and the number of bids is greater than the number of bids that can be won, the top five people will be the successful bidders on a first-come, first-served basis, as an example.

[0071] On the other hand, as shown in FIG. 10B, in the second case, for the auction of three normal badges PNn having a badge ID of "20", the number of bids that can be won is also set to 5 according to the auction number adjustment table AT in the example of FIG. 9. Then, three users, "User A" to "User C", make bids for the five items at bid amounts of "20 coins", "18 coins", and "18 coins", respectively. Also, the minimum bid amount for each normal badge PNn having a badge ID of "20" is 15 coins. In this case, since all three users have made bids at or above the minimum bid amount, the bidding conditions are met and the bids are recognized as appropriate. Therefore, all three users are eligible to win the bid ("○") and become the winners. Meanwhile, since the number of bids that can be won is 5, two remain. In this case, these two are discarded in the game.

[0072] In the case where the number of successful bidders is less than the number of possible bids, a compensation calculation method using the minimum bid amount is applied as an example. Specifically, "minimum bid amount x 0.8" is applied, and the minimum bid amount of 15 coins multiplied by the coefficient "0.8" (12 coins) is calculated as the payment amount to each of the three sellers. In other words, the compensation (payment amount) is calculated based on the minimum bid amount, not the total of the bid amounts of the three sellers or the minimum bid amount. In the second case, the remaining two are normal badges PNn added by the game operator, but the payment amount to the seller is also determined using the same compensation calculation method when the items put up by the user remain. In other words, the compensation for the unsuccessful bids is calculated using the compensation calculation method of "minimum bid amount x 0.8". The minimum bid amount can be set appropriately, but as an example, it is set by a minimum bid amount table that predefines the minimum bid amount for each type according to rarity (circulation amount).

[0073] On the other hand, in the case of a gold badge PNg, no distribution adjustment is performed, and the price is calculated using a price calculation method that multiplies the successful bid price by a coefficient (e.g., 0.8) to reflect the fee. However, if a gold badge PNg is not bid on and remains unsold, it is discarded in the same way as a normal badge PNn. In this case, the discarded gold badge PNg is added again to the lottery (if the license is valid) and can be awarded by lottery.

[0074] Furthermore, the selling price in a selling type disposition may be set as appropriate, but is set to the minimum bid amount as an example. A fee may also be applied in a selling type disposition, but is omitted as an example. The selling price may be set to the winning bid amount (maximum winning bid amount, minimum winning bid amount, average winning bid amount, etc.) if there have been other successful bids in the past (the period when the license was valid), or may be set to the highest winning bid amount if there have been multiple successful bids. Setting a high selling price can encourage the sale (disposal) of badge PNs whose licenses have become invalid.

[0075] (License data) Next, the license data RD will be described in detail with reference to Fig. 11. Fig. 11 is a diagram showing an example of the configuration of the license data RD. As shown in Fig. 11, the license data RD includes a license record RDR for managing the validity of the license for each badge PN. To realize such management, the license record RDR includes information such as a "badge ID" and "validity". In the license record RDR, these pieces of information are recorded so as to be mutually associated with each other.

[0076] "Badge ID" is information indicating a badge ID for identifying each badge PN. A badge ID is assigned to each type of normal badge PNn, and assigned individually to each gold badge PNg. That is, in the case of a normal badge PNn, the badge ID functions as information for identifying the type, and in the case of a gold badge PNg, as information for uniquely identifying each gold badge PNg. "Validity" is information indicating the validity of the license. Information indicating whether the license is valid or invalid (for example, a flag in the case of validity) is described in "validity". Note that the license data RD is not limited to this, and may include appropriate information regarding the license of each badge PN.

[0077] (Network system processing) Next, with reference to Figs. 12 and 13, a disposal method selection process and a successful bid setting process will be described as an example of the processes of the network system 1. The disposal method selection process is a process for automatically selecting a disposal method for each badge PN depending on the validity of the license. As described above, if the license is valid, restrictions on disposal are essentially unnecessary, but the example of Fig. 12 shows a case where an auction-type disposal method is automatically selected even if the license is valid. In this case, when the user requests the display of the selection screen 50, the progress control unit 33 starts the disposal method selection process of Fig. 12, and first causes the selection screen 50 to be displayed on the monitor MO (step S101).

[0078] Next, the progress control unit 33 determines whether or not a badge PN to be disposed of has been selected on the selection screen 50 (step S102). If a badge PN to be disposed of has not been selected and an instruction to end the display of the selection screen 50 has been given (for example, a touch operation has been performed on the back button 53) (step S102: No), the progress control unit 33 skips the subsequent processing and ends the current disposal method selection processing.

[0079] On the other hand, when a badge PN to be disposed of is selected on the selection screen 50 (when any badge display field 51 is selected and a touch operation is performed on the forward button 54) (step S102: Yes), the progress control unit 33 refers to the license data RD to determine the validity of the license of the selected target (step S103).

[0080] If the license to be disposed of is valid (step S104: Yes), the progress control unit 33 automatically selects an auction-type disposal method as the disposal method for the selected disposal object (badge PN) from among the multiple disposal methods (step S105). In this case, the progress control unit 33 may display the quantity selection screen 60 as part of the automatic selection in step S105, or the quantity selection screen 60 may be displayed in a separate process after the automatic selection.

[0081] On the other hand, if the license to be disposed of is invalid (not valid) (step S104: No), the progress control unit 33 automatically selects a disposition method of the selling type as the disposition method for the selected disposition object (badge PN) from among the multiple disposition methods (step S106). In this case, the progress control unit 33 may display a selection confirmation screen 70 (for example, the example of FIG. 7) corresponding to the selling type as part of the automatic selection in step S106, or the selection confirmation screen 70 may be displayed in a separate process after the automatic selection. Then, after the selection in step S105 or step S106, the progress control unit 33 ends the current disposition method selection process. As a result, an appropriate disposition method for the badge PN is automatically selected from among the multiple disposition methods depending on the presence or absence (validity) of a license.

[0082] The successful bid setting process is a process for setting the number of possible successful bids for normal badges PNn as items for auction. The successful bid setting process may be executed at any time before the start of the bidding period, but as an example, is executed at the end of the auction period. For this reason, when the end of the auction period arrives, the Web service management unit 23 starts the successful bid setting process of FIG. 13, and first determines whether or not there is a normal badge PNn as an item for auction (whether or not the item includes a normal badge PNn) (step S201). If the item does not include a normal badge PNn (step S201: No), the Web service management unit 23 skips the subsequent processes and ends the current successful bid setting process.

[0083] On the other hand, if the items for auction include normal badges PNn (step S201: Yes), the Web service management unit 23 determines the number of normal badges PNn for each type (each badge ID) (step S202). Next, the Web service management unit 23 determines the number of bids that should be set for each type of normal badge PNn (item for auction) while referring to the item number adjustment table AT (step S203). Furthermore, the Web service management unit 23 sets the number of bids determined in step S203 for each type of normal badge PNn (item for auction). After this setting, the Web service management unit 23 ends this bid setting process. As a result, when normal badges PNn are put up for auction, they are grouped by type, and the number of bids that correspond to the range of the number of items for each type is set according to the item number adjustment table AT. In other words, the circulation amount of normal badges PNn (the number owned by users) is adjusted through the setting of the number of bids that correspond to the item number adjustment table AT.

[0084] As described above, according to this embodiment, when the license of the badge PN is invalid, the sale-type disposal method is automatically selected in a disposal opportunity that includes two types of selective disposal methods, the auction-type disposal method and the sale-type disposal method. This reduces the burden on the user. More specifically, even if the badge PN is given to a user, if the license is invalid, it is preferable to restrict transfer between users, and the selection of the auction-type disposal method should be avoided, but this automatic selection makes it possible to automatically reflect the restrictions that may arise depending on the presence or absence of a license in the disposal method at the disposal opportunity.

[0085] On the other hand, if the license is valid, the user may arbitrarily select a disposal method included in the disposal opportunity, but when comparing an auction-type disposal method with a sale-type disposal method, the auction-type disposal method is more likely to allow the badge PN to be sold at a more advantageous rate. Therefore, by automatically selecting the auction-type disposal method even when the license is valid, it is possible to reduce the burden on the user not only when the license is invalid, but also when the license is valid.

[0086] In the above embodiment, the progress control unit 33 of the user device 3 functions as the development and provision means and the automatic selection means of the present invention by executing the procedure of Fig. 12. Specifically, the progress control unit 33 functions as the development and provision means by providing step S101 in Fig. 12, and as the automatic selection means by providing step S106 (and further step S105 in some cases). Also, the storage unit 22 of the game server 2 functions as the storage means of the present invention by storing the license data RD.

[0087] The present invention is not limited to the above-mentioned embodiment, and may be embodied in a form in which appropriate modifications or changes have been made. The present invention may also be embodied in a form obtained by appropriately combining various technical means included in the above-mentioned embodiment and the following modified embodiment. In the above-mentioned embodiment, the badge PN is the object of disposal. However, the present invention is not limited to such an embodiment. For example, various elements (objects) included in the game, such as the player SP, may be the object of disposal. In the above-mentioned embodiment, the badge PN is configured as a general object (goods) prepared in the game, but may be configured as unique and non-substitutable data using, for example, a so-called NFT (Non-Fungible Token) technology. In this case, each badge PN is managed uniquely, similar to the gold badge PNg. In this case, each badge PN (NFT) may be imported into the game so as to function as one of the normal objects in the game. Then, restrictions based on the validity of the license may be applied to the badge PN (general object) after import. Then, for example, if the license is invalid, export to return to the NFT may be restricted. If the license is determined to be invalid at the time of import, a notification of non-export may be executed at the time of import.

[0088] In the above-mentioned embodiment, the automatic selection is performed based on the validity of the license. However, the present invention is not limited to such an embodiment. For example, the disposal method may be automatically selected according to the type of badge PN, such as a sale type disposal method for a gold badge PNg and an auction type disposal method for a normal badge PNn. The target of the automatic selection is not limited to the disposal method. For example, a development including a progress for a female character and a progress for a male character may be prepared, and the former progress may be automatically selected for a female character, and the latter progress may be automatically selected for a male character. In other words, the progress of the target of the automatic selection and the development including it may be set appropriately. Similarly, the automatic selection is not limited to the validity of the license, and may be performed based on various attributes such as the type, gender, or color scheme of the object. For this reason, appropriate data for determining various attributes may be prepared instead of the license data RD.

[0089] In the above embodiment, the minimum bid amount in the auction and the selling price in the selling-type disposal method are set based on the minimum bid amount table. However, the present invention is not limited to such an embodiment. For example, as described above, the selling price may be set based on past performance or the like. Alternatively, the selling price may be set directly by the owner (user).

[0090] In the above embodiment, the network system 1 includes the game server 2. However, the present invention is not limited to such an embodiment. For example, in cases where an offline game that is played without connecting to the network NT is provided, the game server 2 may be omitted and the user device 3 may function alone as the game system of the present invention. Alternatively, conversely, the game server 2 may execute all or part of the role (various processes, etc.) of the user device 3. In this case, a combination of the user device 3 and the game server 2 (for example, the network system 1), or the game server 2 alone (including a case where it is composed of multiple server devices) may function as the game system of the present invention. And, a program and a control method implemented in an apparatus such as the network system 1, the user device 3, or the game server 2 may function as the game program and the control method of the present invention.

[0091] Various aspects of the present invention derived from the above-mentioned embodiments and modifications will be described below. In the following description, to facilitate understanding of each aspect of the present invention, corresponding components shown in the accompanying drawings are written in parentheses, but the present invention is not limited to the illustrated forms.

[0092] The computer program (PG2) of the present invention is configured to cause a computer (31) incorporated in a game system (3) that provides a game progressing via a game screen using a display device (MO) that displays a game screen (50) including an object (PN) having one of a plurality of attributes, and an input device (TS) that inputs user instructions regarding the object, to function as a development providing means (33) that provides, via the game screen, a specific development including a plurality of progressions as a selectively granted progression when a predetermined instruction regarding the object is input via the input device, and as an automatic selection means (33) that automatically selects one specific progression from the plurality of progressions in the specific development when the attribute of the object is a specific attribute.

[0093] According to the present invention, when an object has a specific attribute, a specific progression is automatically selected as a progression to be selectively assigned in a specific development including multiple progressions, thereby reducing the burden on the user.

[0094] The object may include various elements included in the game as appropriate. For example, the object may be an element of a type that is not owned by the user. This type of element includes, for example, a character (not limited to a person, but including various things such as a car, an animal, or a plant) that is temporarily operated by the user in the game, an item that is temporarily used, and the like. On the other hand, the object may be an element of a type that is owned by the user. This type of element includes, for example, an item, a character, or collectible goods that are given to the user. In addition, the type of element that is owned by the user includes those that are allowed to be disposed of by the user (transferred to another user, discarded, etc.) and those that are not allowed. The object may be either of them. Similarly, various developments and progressions may be appropriately adopted as a specific development and multiple progressions included therein. For example, a development including a progression for a female character and a progression for a male character may be adopted as a specific development, and if the character has an attribute of a female character, the former progression may be automatically selected, and if the character has an attribute of a male character, the latter progression may be automatically selected. In other words, the specific development and multiple progressions may be appropriately configured according to, for example, the attributes of the object.

[0095] For example, in one embodiment of the computer program of the present invention, an element (PN) that is owned by each user in the game and is capable of performing dispositions involving multiple users is used as the object, the development providing means provides a disposal opportunity for disposing of the object as the specific development, and the disposal opportunity is provided with a plurality of disposal methods that are different from each other as the multiple progressions, and the automatic selection means may select a specific disposal method as the specific progression when the object to be disposed of in the disposal opportunity has the specific attribute.

[0096] In the case where a disposal opportunity including a plurality of disposal methods is provided as a specific development, the plurality of disposal methods may include various disposal methods as appropriate. For example, the plurality of disposal methods may include a disposal method of a type in which an object is transferred to a specific user free of charge, or a disposal method of a type in which the object is destroyed. In addition, for example, in an aspect in which a disposal opportunity including a plurality of disposal methods is provided as a specific development, the plurality of disposal methods may include an auction-type disposal method in which two or more users compete for a successful bid amount, and a sale-type disposal method in which the object is sold for a predetermined price, and the automatic selection means may select the sale-type disposal method as the specific disposal method.

[0097] The multiple attributes may include various attributes as appropriate. For example, the multiple attributes may include gender in the case of an object having gender, color in the case of an object having a color, classification in the case of an object having a classification such as a type or race, and the like as appropriate. There are also objects of a type that are used under license. For example, a baseball game including a character corresponding to a real professional baseball player, or a soccer game including a character corresponding to a real professional soccer player, often appear in the game under the license of the real player. The same is true for tennis games, basketball games, fighting games, and the like. On the other hand, the license may have restrictions such as a period and scope of use. For this reason, there is a possibility that a license may be valid or invalid, and the validity (valid or invalid) of such licenses is also included in the attributes.

[0098] Specifically, for example, in one aspect of the computer program of the present invention, the object includes a plurality of objects (PNn, PNg) whose use is restricted by the validity of the license, the plurality of attributes include the validity and invalidity of the license as attributes based on the validity of the license, and the invalidity of the license may function as the specific attribute. Even if the character or goods (collectible) given to the user has an invalid license, various restrictions may be imposed. For example, transfer may be restricted, the use or effect in the game may be restricted, or the display mode (displayed in a different mode from the original, etc.) may be restricted. For this reason, depending on these restrictions, there may be cases where only a specific progression can be selected in a specific development including multiple progressions. When the invalidity of the license functions as the specific attribute, restrictions that may arise depending on the presence or absence of a license can be automatically reflected in the progress in the specific development.

[0099] In a case where a plurality of attributes includes the validity of a license, if the license is valid, the license can be used without restriction in many cases. For this reason, the plurality of progressions included in a particular deployment may be arbitrarily selected by the user. On the other hand, in a case where a dedicated progression is prepared for an object with a valid license, or a progression that is clearly more advantageous than other progressions is prepared, a progression that should be selected without any particular restriction may be assumed. In this case, it may be preferable to reduce the burden even when the license is valid. For this reason, for example, in an aspect where a plurality of attributes includes the validity of a license, the automatic selection means may further automatically select the auction type disposal method from among the plurality of disposal methods at the disposal opportunity when the license of the object to be disposed of at the disposal opportunity is valid. In this case, the burden on the user can be reduced not only when the license is invalid, but also when the license is valid.

[0100] In a case where the multiple attributes include the validity of the license, the validity of the license may be appropriately determined. For example, in a case where the game system is configured as one game machine (for example, in a case where a sale such as an auction is carried out between multiple users who use the same game machine for a certain period of time), the validity of the license may be managed and determined by the game machine. Similarly, the game system may include both the game machine and the server device, and in that case, the validity of the license may be managed and determined by either the game machine or the server device. For example, in a case where the multiple attributes include the validity of the license, the game system may include a game machine (3) that provides the game, and a server device (2) that is connected to the game machine via a network (NT), and the server device may be provided with a storage means (32) that stores license data (RD) in which each object is associated with information on the validity of the license as data for determining the attribute of each object.

[0101] The game system may provide various games as appropriate. For example, the game system may provide games such as role-playing games, simulation games, or action games. Specifically, for example, in one aspect of the computer program of the present invention, a soccer game using a plurality of characters (SP) corresponding to a plurality of soccer players may be provided as the game, and badges corresponding to each character may be used as the object.

[0102] On the other hand, the game system of the present invention is a game system (3) that provides a game that progresses through the game screen by utilizing a display device (MO) that displays a game screen (50) including an object (PN) having one of a plurality of attributes, and an input device (TS) that inputs user instructions regarding the object, and is equipped with a development providing means (33) that provides, through the game screen, a specific development including a plurality of progresses as a selectively granted progress when a predetermined instruction regarding the object is input via the input device, and an automatic selection means (33) that automatically selects one specific progress from the plurality of progresses in the specific development when the attribute of the object is a specific attribute.

[0103] In addition, the control method of the present invention utilizes a display device (MO) that displays a game screen (50) including an object (PN) having one of a plurality of attributes, and an input device (TS) that inputs a user's instructions regarding the object, and causes a computer (31) incorporated in a game system (3) that provides a game that progresses via the game screen to execute a development providing procedure for providing, via the game screen, a specific development including a plurality of progresses as a selectively applied progress when a predetermined instruction regarding the object is input via the input device, and an automatic selection procedure for automatically selecting one specific progress from the plurality of progresses in the specific development when the attribute of the object is a specific attribute. [Explanation of symbols]

[0104] 2 Game server (server device) 3 User device (game system) 31 Control unit (computer) 33 Progress control section (development providing means, automatic selection means) 50 Selection screen (game screen) MO display device PN Badge (Object) SP Player (character) TS input device PG2 Game Program (Computer Program)

Claims

1. A computer incorporated in a game system that utilizes a display device that displays a game screen including an object having one of a plurality of attributes and an input device that inputs a user's instruction regarding the object, and that provides a game that progresses via the game screen, a development providing means for providing, via the game screen, a specific development including a plurality of developments as a selectively given development when a predetermined instruction related to the object is input via the input device; and a function as an automatic selection means for automatically selecting one specific progression among the plurality of progressions in the specific development when an attribute of the object is a specific attribute; As the object, an element that is owned by each user in the game and is capable of executing a disposition involving a plurality of users is used; said deployment providing means providing a disposal opportunity for disposing of said object as said particular deployment; The disposal opportunity is provided with a plurality of disposal methods different from each other as the plurality of progressions, the automatic selection means selects a specific disposal method as the specific progress when the object to be disposed of at the disposal opportunity has the specific attribute; The plurality of disposal methods include an auction-type disposal method in which two or more users compete for a winning bid, and a sale-type disposal method in which the item is sold for a predetermined price, The automatic selection means selects the sale type disposal method as the specific disposal method.

2. the objects include a plurality of objects of a type whose use is restricted by the validity of a license; the plurality of attributes include a validity and an invalidity of the license as attributes based on the validity of the license, The computer program product of claim 1 , wherein the specific attribute functions as invalidation of the license.

3. The computer program product according to claim 2 , wherein the automatic selection means further automatically selects the auction-type disposition method from among the plurality of disposition methods at the disposal opportunity when the license for the object to be disposed of at the disposal opportunity is valid.

4. The game system includes a game machine that provides the game, and a server device that is connected to the game machine via a network, 4. The computer program according to claim 2, wherein the server device is provided with a storage means for storing license data in which each object is associated with information on the validity of the license as data for determining attributes of each object.

5. As the game, a soccer game using a plurality of characters corresponding to a plurality of soccer players is provided, 4. The computer program according to claim 1, wherein a badge corresponding to each character is used as the object.

6. 1. A game system that utilizes a display device that displays a game screen including an object having one of a plurality of attributes, and an input device that inputs a user's instruction regarding the object, and provides a game that progresses via the game screen, comprising: a development providing means for providing, via the game screen, a specific development including a plurality of developments as a selectively given development when a predetermined instruction related to the object is input via the input device; an automatic selection means for automatically selecting one specific progression from among the plurality of progressions in the specific development when an attribute of the object is a specific attribute; Equipped with As the object, an element that is owned by each user in the game and is capable of executing a disposition involving a plurality of users is used; said deployment providing means providing a disposal opportunity for disposing of said object as said particular deployment; The disposal opportunity is provided with a plurality of disposal methods different from each other as the plurality of progressions, the automatic selection means selects a specific disposal method as the specific progress when the object to be disposed of at the disposal opportunity has the specific attribute; The plurality of disposal methods include an auction-type disposal method in which two or more users compete for a winning bid, and a sale-type disposal method in which the item is sold for a predetermined price, The automatic selection means selects the selling type disposal method as the specific disposal method, in the game system.

7. A computer is provided in a game system that provides a game that progresses through a game screen by utilizing a display device that displays a game screen including an object having one of a plurality of attributes and an input device that inputs a user's instruction regarding the object, the computer comprising: a development providing step of providing, via the game screen, a specific development including a plurality of progressions as a selectively given progression when a predetermined instruction related to the object is input via the input device; an automatic selection step of automatically selecting one specific progression from among the plurality of progressions in the specific development when an attribute of the object is a specific attribute; Run the command, As the object, an element that is owned by each user in the game and is capable of executing a disposition involving a plurality of users is used; the deployment provision procedure provides a disposal opportunity for disposing of the object as the particular deployment; The disposal opportunity is provided with a plurality of disposal methods different from each other as the plurality of progressions, the automatic selection step selects a specific disposal method as the specific progress when the object to be disposed of at the disposal opportunity has the specific attribute; The plurality of disposal methods include an auction-type disposal method in which two or more users compete for a winning bid, and a sale-type disposal method in which the item is sold for a predetermined price, A control method, wherein the automatic selection procedure selects the sale-type disposal method as the specific disposal method.

Citation Information

Patent Citations

  • Game system

    JP2003010552A

  • Collectible token data management

    JP2009533766A

  • Massively multiplayer online role-playing game

    JP2012000361A

  • Server device, and program

    JP2014090974A

  • Game management device, game system, game management method, and program

    JP2014128332A