PROGRAM AND INFORMATION PROCESSING APPARATUS

The program addresses the issue of player motivation by granting points for gameplay within a reward pass's validity period, allowing players to acquire rewards and extending engagement beyond the initial period.

JP7666536B2Active Publication Date: 2025-04-22SEGA CORP
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Patent Information

Application Number
JP2023017069
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-02-07
Publication Date
2025-04-22
Estimated Expiration
2043-02-07

AI Technical Summary

Technical Problem

Players who have acquired all rewards within a reward pass's validity period lose motivation to continue playing the game.

Method used

A program that grants points corresponding to the reward pass to players for gameplay during the validity period, allowing players to acquire rewards by consuming these points and providing incentives to continue playing by offering points that can be exchanged for rewards in subsequent passes.

Benefits of technology

Motivates players to continue playing the game beyond the initial reward pass validity period by providing ongoing incentives and rewards, thus extending gameplay engagement.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To motivate a player to further play a game during an effective period of a reward pass.SOLUTION: A program allows a computer to function as impartation means 52 imparting a point corresponding to a reward pass to a player by game play during an effective period of the reward pass by the player, and as acquisition means 54 for allowing a player to acquire a reward included in a reward pass by consuming points possessed by the player. The impartation means 52 determines whether a player acquires all the rewards included in a first reward pass, the impartation means 52 imparts points corresponding to a second reward pass to a player when the determination is affirmative and the player further plays a game during an effective period of the first reward pass, and the effective period of the second reward pass does not overlap with the effective period of the first reward pass.SELECTED DRAWING: Figure 4
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Description

[Technical field]

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

[0002] Conventionally, there has been known a game in which a player who has acquired a reward pass, which has a validity period (season) and rewards (benefits), is given a reward contained in the reward pass in accordance with the game play of the player.

[0003] In this regard, Patent Document 1 discloses a technique for providing a reward (benefit) included in a reward pass to a player who has the reward pass, based on the game played by the player during the validity period of the reward pass. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2022-155072 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, in such games, there is a problem that a player who has acquired all of the rewards contained in the reward pass within the validity period, or who has become able to acquire all of the rewards, loses motivation to play the game further during the validity period.

[0006] The present invention has been made in consideration of such problems, and its object is to provide a program and an information processing device that can motivate players to play more games during the validity period of the reward pass. [Means for solving the problem]

[0007] In order to solve the above problem, a program according to a first aspect of the present invention is a program for executing a game in which a player having a reward pass acquires a reward included in the reward pass, and causes a computer to function as an awarding means for awarding points corresponding to the reward pass to the player through the player's game play during the validity period of the reward pass, and an acquisition means for allowing the player to acquire the reward included in the reward pass by consuming the points held by the player, the awarding means determining whether the player has acquired all rewards included in a first reward pass, and if the determination is affirmative, the awarding means awards points corresponding to a second reward pass to the player when the player further plays a game during the validity period of the first reward pass, and the validity period of the second reward pass does not overlap with the validity period of the first reward pass.

[0008] Furthermore, a program according to a second aspect of the present invention is a program for executing a game that allows a player having a reward pass to acquire a reward included in the reward pass, and causes a computer to function as an awarding means that awards points corresponding to the reward pass to the player through the player's game play during the validity period of the reward pass, and an acquisition means that allows the player to acquire the reward included in the reward pass by consuming the points held by the player, wherein the awarding means determines whether the points corresponding to a first reward pass awarded to the player have reached a maximum value, and when the determination is affirmative, the awarding means awards points corresponding to a second reward pass to the player when the player further plays a game during the validity period of the first reward pass, and the validity period of the second reward pass does not overlap with the validity period of the first reward pass.

[0009] In addition, in a third aspect of the present invention, the points are treated as normal points, and if the judgment is positive, the awarding means awards special points to the player when the player plays a further game during the validity period of the first reward pass, and the special points are exchangeable for normal points corresponding to the second reward pass.

[0010] In a fourth aspect of the present invention, the special points are less valuable than the regular points corresponding to the second reward pass.

[0011] In a fifth aspect of the present invention, the special points are more valuable than the regular points corresponding to the second reward pass.

[0012] In a sixth aspect of the present invention, the validity period of the second reward pass is later than the validity period of the first reward pass.

[0013] In addition, in a seventh aspect of the present invention, the second reward pass is a reward pass that the player has previously acquired, and in which the player has not yet acquired all of the rewards.

[0014] In addition, in an eighth aspect of the present invention, the granting means grants points corresponding to the reward pass to the player based on a purchase procedure by the player.

[0015] In addition, an information processing device according to a ninth aspect of the present invention is an information processing device that executes a game in which a player having a reward pass acquires a reward included in the reward pass, and is equipped with an awarding means that awards points corresponding to the reward pass to the player through the player's game play during the validity period of the reward pass, and an acquisition means that allows the player to acquire the reward included in the reward pass by consuming the points held by the player, wherein the awarding means determines whether the player has acquired all rewards included in a first reward pass, and when the determination is affirmative, the awarding means awards points corresponding to a second reward pass to the player when the player further plays a game during the validity period of the first reward pass, and the validity period of the second reward pass does not overlap with the validity period of the first reward pass.

[0016] In addition, an information processing device according to a tenth aspect of the present invention is an information processing device that executes a game in which a player having a reward pass acquires a reward contained in the reward pass, and is equipped with an awarding means that awards points corresponding to the reward pass to the player through the player's game play during the validity period of the reward pass, and an acquisition means that allows the player to acquire the reward contained in the reward pass by consuming the points held by the player, wherein the awarding means determines whether the points corresponding to a first reward pass awarded to the player have reached a maximum value, and when the determination is affirmative, the awarding means awards points corresponding to a second reward pass to the player when the player further plays a game during the validity period of the first reward pass, and the validity period of the second reward pass does not overlap with the validity period of the first reward pass. Effect of the Invention

[0017] According to the present invention, a player can be given an incentive to play more games during the validity period of the reward pass. [Brief description of the drawings]

[0018] [Figure 1] 1 is a block diagram showing an example of the overall configuration of a game system according to a first embodiment. [Diagram 2] FIG. 2 is a diagram illustrating an example of a hardware configuration of a server device. [Diagram 3] 2 is a diagram illustrating an example of a hardware configuration of a smartphone as the terminal device illustrated in FIG. 1. [Figure 4] FIG. 2 is a block diagram illustrating an example of a functional unit of a server device. [Diagram 5] 13 is a flowchart showing an example of a process flow for awarding normal points or special points to a player in the game system according to the first embodiment. [Figure 6] FIG. 13 is a diagram showing an example of a normal point allocating screen according to the first embodiment. [Figure 7] FIG. 13 is a diagram showing an example of a special point awarding screen according to the first embodiment. [Figure 8] 13 is a flowchart showing an example of a process flow for exchanging special points for normal points in the game system according to the first embodiment. [Figure 9] FIG. 13 is a diagram showing an example of a reward pass screen according to the first embodiment. [Figure 10] FIG. 13 is a diagram showing an example of an exchange screen according to the first embodiment; [Figure 11] A flowchart showing an example of a processing flow for allowing a player who has a reward pass to acquire a reward included in the reward pass in the game system according to the first embodiment. [Figure 12] FIG. 4 is a diagram showing an example of an acquisition screen according to the first embodiment; [Figure 13] 13 is a flowchart showing an example of the flow of processes performed by each functional means in a game system according to a second embodiment. [Figure 14] FIG. 11 is a diagram showing an example of a first acquisition screen according to the second embodiment. [Figure 15] FIG. 11 is a diagram showing an example of a second acquisition screen according to the second embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0019] Hereinafter, a number of embodiments of the present invention will be described with reference to the accompanying drawings. In order to facilitate understanding of the description, the same components and steps in each drawing are denoted by the same reference numerals as much as possible, and duplicated descriptions will be omitted.

[0020] ---First embodiment --- First, the first embodiment will be described.

[0021] <Overall composition> FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to the first embodiment.

[0022] 1, the game system 1 includes a server device 10 and one or more terminal devices 12. The server device 10 and the terminal devices 12 are communicatively connected to each other via a communication network NT such as an intranet, the Internet, or a telephone line.

[0023] The server device 10 is an information processing device that provides the game execution results obtained by executing the game program 14, or the game program 14 itself, to the players of the terminal devices 12 via the communications network NT. In the first embodiment, the server device 10 provides the game program 14 itself to the players of the terminal devices 12.

[0024] Each terminal device 12 is an information processing device owned by each player, and provides a game to each player by executing the game program 14 received from the server device 10 after it has been installed therein. Examples of these terminal devices 12 include various devices such as video game machines, arcade game machines, mobile phones, smartphones, tablets, and personal computers.

[0025] <Hardware configuration> FIG. 2 is a diagram illustrating an example of a hardware configuration of the server device 10. As shown in FIG.

[0026] 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 is mainly configured with a CPU (Central Processing Unit) 22 and a memory 24.

[0027] In the control device 20, the CPU 22 executes a predetermined program stored in the memory 24 or the storage device 28, thereby functioning as various functional means. The details of these functional means will be described later.

[0028] The communication device 26 is configured with a communication interface for communicating with an external device, etc. The communication device 26 transmits and receives various information to and from the terminal device 12, for example.

[0029] The storage device 28 is composed of a hard disk, etc. This storage device 28 stores various programs and information necessary for executing processes in the control device 20, including the game program 14, and information on the results of the processes.

[0030] The server device 10 can be realized by using an information processing device such as a dedicated or general-purpose server computer. The server device 10 may be configured by a single information processing device or by multiple information processing devices distributed over a communication network NT. FIG. 2 shows only a part of the main hardware configuration of the server device 10, and the server device 10 may have other configurations that a server generally has. The hardware configuration of the multiple terminal devices 12 may also have the same configuration as the server device 10, except for including an operating means, a display device, and a sound output device.

[0031] FIG. 3 is a diagram showing an example of a hardware configuration of a smartphone serving as the terminal device 12 shown in FIG.

[0032] As shown in FIG. 3, the terminal device 12 includes a main control unit 30, a touch panel (touch screen) 32, a camera , a mobile communication unit , a wireless LAN communication unit , a storage unit 40, and a speaker .

[0033] The main control unit 30 is configured to include a CPU, a memory, etc. The main control unit 30 is connected to a touch panel 32 as a display input device, a camera 34, a mobile communication unit 36, a wireless LAN communication unit 38, a storage unit 40, and a speaker 42. The main control unit 30 has a function of controlling these connection destinations.

[0034] The touch panel 32 has both a display function and an input function, and is composed of a display 32A that performs the display function and a touch sensor 32B that performs the input function. In the first embodiment, the display 32A can display game images including operation input images such as button images, cross key images, and joystick images. The touch sensor 32B can detect the input position of the player relative to the game image.

[0035] The camera 34 has a function of taking still images and / or moving images and storing them in the storage unit 40.

[0036] The mobile communication unit 36 ​​has a function of connecting to a mobile communication network via an antenna 36A and communicating with other communication devices connected to the mobile communication network.

[0037] The wireless LAN communication unit 38 has a function of connecting to the communication network NT via an antenna 38A and communicating with other devices such as the server device 10 connected to the communication network NT.

[0038] The storage unit 40 stores various programs and data such as the game program 14 and play data indicating the game progress and player information of the game program 14. The play data may be stored in the server device 10.

[0039] The speaker 42 has a function of outputting game sounds and the like.

[0040] <Game Overview> The game according to the first embodiment is not particularly limited as long as the player can acquire a reward pass with a validity period (season) and a reward (benefit). This reward pass may be called a battle game pass, a reward pack, or a battle game pack. For example, the player can acquire the reward pass at any time during the validity period of the reward pass. In other words, the player cannot acquire the reward pass outside the validity period of the reward pass. Note that the player may be able to acquire the reward pass up to a predetermined period (for example, one week) before the validity period expires.

[0041] In addition, in the game according to the first embodiment, the player can earn points (normal points) corresponding to the reward pass by playing the game during the validity period of the reward pass. In other words, the player cannot earn points (normal points) corresponding to the reward pass by playing the game outside the validity period of the reward pass. In addition, a player who has earned all rewards included in the reward pass within the validity period, or a player who has become able to earn all rewards, can earn special points by playing the game further during the validity period of the reward pass. In the first embodiment, the player can exchange the special points for points (normal points) corresponding to the reward pass regardless of the validity period of the reward pass, and can acquire the reward included in the reward pass. For example, when the validity period of the second reward pass starts after the validity period of the first reward pass has elapsed, the player can exchange the special points for points (normal points) corresponding to the second reward pass. In addition, the player can exchange the special points for points (normal points) corresponding to the second reward pass whose validity period has elapsed during the validity period of the first reward pass.

[0042] The reward pass according to the first embodiment includes, for example, two types of reward passes: a free reward pass (free pass) and a paid reward pass (paid pass). The free reward pass can be acquired, for example, by the player logging in to the game, completing a mission, etc. Note that the normal reward pass may be acquired unconditionally. The paid reward pass can be acquired by, for example, direct charging, purchase with game currency, monthly charging, or other benefits. This game currency includes paid currency and free currency. Paid currency is currency content given to a player based on, for example, payment of money, prepaid card, credit card, electronic money, cryptocurrency, or the like. Examples of paid currency include paid items (paid items) and paid coins (paid coins). Examples of free currency include non-paid items (free items) and non-paid coins (free coins). Free currency is currency content given to a player by playing a game. Examples of this game playing include a player logging in to a game, clearing a game (quest or challenge), completing a mission, and the like. In the first embodiment, paid currency and free currency can be consumed without distinction. In the first embodiment, the player can play the game even if he / she has not acquired (does not have) a reward pass.

[0043] Rewards included in the reward pass according to the first embodiment include various contents such as characters that can be set as a player, costumes (skins) that can be worn by the player character, emotes that can be set for the player character, free currency (e.g., free coins), etc. These characters and costumes may or may not have parameters (e.g., attack power, defense power, etc.) set to give an advantage in the game. In the first embodiment, the validity period (season) of the reward pass is from a specified start date to a specified end date (for example, from the 1st to the end of each month). In other words, the validity period of the reward pass is common to each player. In the game according to the first embodiment, each time the validity period of the reward pass elapses, a new reward pass (a reward pass with a different validity period and rewards set) can be acquired.

[0044] For example, the game (quest) according to the first embodiment is a battle game in which a player character corresponding to the player acts (moves, attacks, etc.) on a field (game space) in response to the player's operation (instruction) of the touch panel 32. An example of this game is a cooperative game in which a plurality of (two or more) player characters constituting a team cooperate with each other. This game is, for example, a game in which four player characters constituting a team cooperate with each other to battle an enemy character or an enemy team. This game ends, for example, when the player's player character is defeated (when the player character becomes unable to act), when the player's team is wiped out (when all player characters in the team become unable to act), or when the game (quest) is cleared (when all enemy characters on the field become unable to act).

[0045] In addition, in the game according to the first embodiment, points (normal points) corresponding to the reward pass are given to the player according to the game play of the player. These points are sometimes called stars. Game play for which these points are given includes clearing the game (quest), defeating an enemy character, acquiring items on the field (weapons, ammunition, food, etc.), recovering or reviving a team's friendly character, surviving for a long time from the start of the game, reaching a landmark on the field, etc. For example, in the game according to the first embodiment, the player can earn experience points corresponding to the reward pass by playing the game during the validity period of the reward pass. Here, the player level corresponding to the reward pass increases with an increase in the experience points. In the first embodiment, each time the player level corresponding to the reward pass increases, the player is given points (normal points) corresponding to the reward pass. For example, the higher the difficulty level of the game play, the more experience points the player can earn by playing the game. For example, when the player clears a game (quest), the player can earn 100 experience points. Also, for example, when the player defeats an enemy character, the player can earn 5 experience points.

[0046] Furthermore, in the game according to the first embodiment, the player can acquire a reward included in an acquired reward pass by consuming points corresponding to the reward pass. For example, each reward included in a reward pass is set with consumption points. In the first embodiment, for example, the player selects one acquired reward pass from a reward pass list menu screen. Next, the player arbitrarily selects one or more rewards from the rewards included in the one reward pass. Then, the player can acquire the selected reward by consuming consumption points set for each selected reward from points (normal points) corresponding to the one reward pass. Note that in the first embodiment, the player can acquire a reward included in a reward pass whose validity period has expired.

[0047] <Functional means> FIG. 4 is a block diagram illustrating an example of the functional means of the server device 10. As shown in FIG.

[0048] 4, the server device 10 comprises, as functional components, a storage means 50, a granting means 52, an acquiring means 54, and a control means 56. The storage means 50 is realized by one or more storage devices 28. The functional means other than the storage means 50 are realized by the control device 20 executing the game program 14 stored in the storage device 28 or the like. Note that all or a part of these functional components may be provided in the terminal device 12.

[0049] The storage means 50 is a functional means for storing player information 50A, reward pass information 50B, and the like.

[0050] The player information 50A is stored for each player in association with the player ID of the player. The player information 50A includes, for example, the name and age of the player, information on the content owned, information on the acquired pass, the number of special points, and the like.

[0051] The owned content information includes the amount of game currency (paid currency and free currency) owned by the player, and characters, costumes, emotes, etc. owned by the player.

[0052] The acquired pass information is stored in association with the reward pass ID of the reward pass acquired (held) by the player. The acquired pass information includes, for example, acquired experience points, player level, number of owned points, number of granted points, and acquired reward information. The earned experience points include the experience points (accumulated value) that the player has earned by playing the game (such as clearing the game) during the validity period of the reward pass. The player level is a value that increases each time the acquired experience points reach a predetermined value. The number of owned points includes points (normal points) owned by the player. Points are awarded each time the player level increases, and are consumed when the player acquires rewards included in the reward pass. The number of awarded points includes the cumulative number of points (normal points) awarded to the player. The acquired reward information includes reward IDs of rewards that the player has already acquired among the rewards included in the reward pass, and reward IDs of rewards that the player has not yet acquired.

[0053] The number of special points includes the number of special points owned by the player. The details of the special points will be described later.

[0054] Reward pass information 50B is stored for each reward pass in association with the reward pass ID of the reward pass. Reward pass information 50B includes, for example, the type, acquisition conditions, reward information, validity period, maximum point value, and the like.

[0055] The type includes information (eg, a flag) indicating a free reward pass or a paid reward pass.

[0056] The acquisition conditions include conditions for acquiring a reward pass. For example, the acquisition condition for a free reward pass includes "logging in during the validity period." Also, for example, the acquisition condition for a paid reward pass includes "purchase with 1,000 game currency."

[0057] The reward information is stored for each reward included in the reward pass in association with the reward ID of the reward. The reward information includes, for example, a reward identifier (content ID) and consumption points. The consumption points include the number of points consumed (required) to acquire the reward. For example, the consumption points for a costume, which is a reward included in the reward pass, are 5 points. Also, for example, the consumption points for 5 game currencies (free currency), which is a reward included in the reward pass, are 3 points.

[0058] A validity period includes a start date and an end date. For example, a rewards pass may be valid from January 1, 2023 to January 31, 2023.

[0059] The point maximum includes the normal number of points required to obtain all rewards contained in a rewards pass. For example, the point maximum for a rewards pass is 300.

[0060] The granting means 52 is a functional means for granting experience points and points to a player who has acquired (has) a reward pass. In the first embodiment, the granting means 52 grants (makes a player acquire) experience points corresponding to the reward pass by playing a game (playing a quest) by the player during the validity period of the reward pass.

[0061] In addition, the granting means 52 grants points (normal points) corresponding to the reward pass to the player by playing a game during the validity period of the reward pass by the player. In other words, the granting means 52 does not grant points (normal points) corresponding to the reward pass to the player during game play outside the validity period of the reward pass. For example, the granting means 52 grants the player regular points corresponding to the reward pass every time the player level increases by 1 in accordance with an increase in the experience points corresponding to the reward pass. Specifically, the granting means 52 increases the number of points held in the acquired pass information corresponding to the reward pass by 5 points every time the player level increases by 1. In addition, the granting means 52 may grant points (normal points) to a player even if the player has not acquired (has not) a reward pass. In this case, for example, the player can consume the granted points (normal points) by acquiring a reward pass.

[0062] In addition, the granting means 52 determines whether or not the player has acquired all the rewards included in the first reward pass (first determination). For example, the granting means 52 determines whether or not the player has acquired all the rewards included in the first reward pass by referring to the acquired reward information of the acquired pass information in the player information 50A.

[0063] In addition, the granting means 52 determines whether the points (normal points) corresponding to the first reward pass granted to the player have reached the maximum value (second determination). For example, the granting means 52 determines whether the points (normal points) corresponding to the first reward pass granted to the player have reached the maximum value by referring to the number of granted points in the acquired pass information in the player information 50A and the maximum number of points in the reward pass information 50B.

[0064] Furthermore, when the determination is positive and the player further plays the game during the validity period of the first reward pass, the granting means 52 grants the player points (normal points) corresponding to a second reward pass different from the first reward pass. For example, when the determination is positive and the player level corresponding to the player's first reward pass increases, the granting means 52 grants the player points (normal points) corresponding to the second reward pass. Specifically, the granting means 52 increases the number of points held in the acquired pass information corresponding to the second reward pass by 5 points every time the player level corresponding to the player's first reward pass increases by 1.

[0065] In the first embodiment, the validity period of the second reward pass does not overlap with the validity period of the first reward pass. For example, the validity period of the second reward pass is later than the validity period of the first reward pass. Specifically, the validity period of the first reward pass is from January 1, 2023 to January 31, 2023, whereas the validity period of the second reward pass is from February 1, 2023 to February 28, 2023. For example, the second reward pass is an unacquired reward pass that the player can acquire in the future.

[0066] Also, for example, the validity period of the second reward pass is earlier than the validity period of the first reward pass. Specifically, the validity period of the first reward pass is from February 1, 2023 to February 28, 2023, while the validity period of the second reward pass is from January 1, 2023 to January 31, 2023. Also, for example, the second reward pass is a reward pass that the player has previously acquired, and the player has not acquired all of the rewards. For example, the second reward pass is a reward pass in which the reward ID of the unacquired reward is stored in the acquired reward information of the acquired pass information in the player information 50A.

[0067] Furthermore, when the judgment (first judgment or second judgment) is positive and the player further plays the game during the validity period of the first reward pass, the granting means 52 may grant special points to the player. For example, when the judgment is positive and the player level corresponding to the player's first reward pass is increased, the granting means 52 grants special points to the player. For example, when the player level is increased by 1, the granting means 52 increases the number of special points in the player information 50A by 5 points.

[0068] The special points can be exchanged for, for example, normal points corresponding to the second reward pass. For example, when the second reward pass is specified by the player on the reward pass list menu screen and the exchange amount of the special points is specified, the granting means 52 exchanges the special points for normal points corresponding to the second reward pass. Specifically, when the granting means 52 subtracts 5 from the number of special points in the player information 50A, it increases the number of points held by the player in the acquired pass information corresponding to the second reward pass by 5. In the first embodiment, this exchange can be performed at any timing.

[0069] In addition, the special points may be less valuable than the normal points corresponding to the second reward pass. For example, when exchanging the special points with the normal points corresponding to the second reward pass, the granting means 52 subtracts 2 from the number of special points in the player information 50A and increases the number of points held in the acquired pass information corresponding to the second reward pass by 1.

[0070] In addition, the special points may be more valuable than the normal points corresponding to the second reward pass. For example, when exchanging the special points with the normal points corresponding to the second reward pass, the granting means 52 subtracts one from the number of special points in the player information 50A and increases the number of points held in the acquired pass information corresponding to the second reward pass by two.

[0071] The granting means 52 also grants points (normal points) corresponding to a reward pass to a player based on the player's purchase procedure. For example, when the granting means 52 receives an instruction (request) from a player to purchase points by consuming game currency (e.g., 50 pieces), the granting means 52 grants points (e.g., 10 points) corresponding to a reward pass that is in its valid period and that the player has acquired to the player. The granting means 52 may be able to purchase only points corresponding to a reward pass in its valid period, or may be able to purchase points corresponding to a reward pass that is not in its valid period. The granting means 52 may also be able to purchase special points.

[0072] The acquisition means 54 is a functional means for allowing a player to acquire a reward. In the first embodiment, the acquisition means 54 allows a player to acquire a reward included in a reward pass by consuming points (normal points) corresponding to the reward pass held by the player. For example, the acquisition means 54 allows a player to acquire the selected reward in response to a player arbitrarily selecting one or more rewards from the rewards included in the reward pass. Specifically, the acquisition means 54 consumes consumption points set for the selected reward from the normal points of the acquired pass information in the player information 50A to acquire the selected reward.

[0073] The control means 56 is a functional means for controlling the entire game. In the first embodiment, the control means 56 allows the player to obtain a reward pass (a free reward pass or a paid reward pass).

[0074] Furthermore, the control means 56 causes the player character corresponding to the player to act in response to the player's operation on the touch panel 32. In the first embodiment, the control means 56 sequentially detects game play in which the granting means 52 grants experience points or points (normal points) corresponding to the reward pass in the game (quest).

[0075] In addition, the control means 56 increases the player level corresponding to the reward pass according to the experience value corresponding to the reward pass granted to the player by the granting means 52. For example, the control means 56 increases the player level corresponding to the reward pass by 1 every time the experience value corresponding to the reward pass (the acquired experience value of the acquired pass information) increases by 100.

[0076] <Point allocation process flow> 5 is a flowchart showing an example of a process flow for granting normal points or special points to a player in the game system 1 according to the first embodiment. The process of the following steps is started, for example, when the game (quest) in which the player participated ends during the validity period of the first reward pass. The order and contents of the following steps can be changed as appropriate.

[0077] (Step SP10) The granting means 52 grants the player experience points corresponding to the first reward pass. For example, the granting means 52 grants an amount of experience points according to the game play (for example, clearing the game, defeating an enemy character, etc.) detected during the game by the control means 56. Specifically, the granting means 52 updates (increases) the acquired experience points of the acquired pass information in the player information 50A. Then, the process proceeds to the process of step SP12.

[0078] (Step SP12) The control means 56 updates (increases) the player level corresponding to the first reward pass according to the experience value corresponding to the first reward pass granted in step SP10. Specifically, the control means 56 increases the player level corresponding to the first reward pass by 1 each time the experience value corresponding to the first reward pass (the acquired experience value of the acquired pass information) increases by 100. Next, the control means 56 determines whether the player level corresponding to the first reward pass has increased from the previous level. Then, if the determination is affirmative, the process proceeds to the process of step SP14. On the other hand, if the determination is negative, the process ends the series of processes shown in FIG. 5.

[0079] (Step SP14) The control means 56 judges whether or not the player has acquired a first reward pass that is in the valid period. For example, the control means 56 judges whether or not the player has acquired a first reward pass by referring to the acquired pass information of the player information 50A and the valid period of the reward pass information 50B. Then, if the judgment is judged as positive, the process proceeds to the process of step SP16. On the other hand, if the judgment is judged as negative, the process ends the series of processes shown in FIG. 5.

[0080] (Step SP16) The granting means 52 judges whether or not the player has acquired all the rewards included in the first reward pass. For example, the granting means 52 judges whether or not the player has acquired all the rewards by referring to the acquired reward information of the acquired pass information in the player information 50A. If the judgment is affirmative, the process proceeds to step SP20. On the other hand, if the judgment is negative, the process proceeds to step SP18.

[0081] (Step SP18) The granting means 52 grants normal points to the player. For example, the granting means 52 grants 5 normal points every time the player level corresponding to the first reward pass increases by 1 (level-up). Specifically, the granting means 52 increases the number of possessed points and the number of granted points in the acquired pass information in the player information 50A by the amount of the grant. Next, the control means 56 displays a normal point granting screen on the touch panel 32.

[0082] FIG. 6 is a diagram showing an example of a normal point allocating screen 60 according to the first embodiment.

[0083] As shown in FIG. 6, the regular point allocation screen 60 is provided with a regular point allocation information area 62 and a confirmation button 64. The regular point allocation information area 62 displays regular points etc. allocated to the player. The confirmation button 64 is a button for issuing an instruction to transition from the normal point giving screen 60 to the main menu screen.

[0084] Then, the series of processes shown in FIG. 5 ends.

[0085] (Step SP20) The granting means 52 grants special points to the player. For example, the granting means 52 grants 5 special points every time the player level corresponding to the first reward pass increases (levels up) by 1. Specifically, the granting means 52 increases the number of special points in the player information 50A by the amount of the grant. Next, the control means 56 displays a special point granting screen on the touch panel 32.

[0086] FIG. 7 is a diagram showing an example of a special point giving screen 70 according to the first embodiment.

[0087] As shown in FIG. 7, the special point allocation screen 70 is provided with a special point allocation information area 72 and a confirmation button 74. The special points given information area 72 displays the special points given to the player. The confirmation button 74 is a button for issuing an instruction to transition from the special point giving screen 70 to the main menu screen.

[0088] Then, the series of processes shown in FIG. 5 ends.

[0089] <Point exchange process> 8 is a flowchart showing an example of the process flow for exchanging special points for normal points in the game system 1 according to the first embodiment. The process of the following steps is started, for example, when the player selects the second reward pass from the reward pass list menu screen. The order and contents of the following steps can be changed as appropriate.

[0090] (Step SP30) The control means 56 causes the touch panel 32 to display a reward pass screen relating to the second reward pass selected by the player.

[0091] FIG. 9 is a diagram showing an example of a reward pass screen 80 according to the first embodiment.

[0092] As shown in FIG. 9, the reward pass screen 80 includes a reward information area 82, an earn button 84, a special points information area 86, an exchange button 88, and a back button 89. The reward information area 82 displays the regular points corresponding to the second reward pass held by the player, the names of the rewards included in the reward pass, consumed points, and the like. The acquisition button 84 is provided in correspondence with each reward included in the second reward pass. The acquisition button 84 is a button for issuing an instruction to acquire the reward by consuming the consumption points set for the reward from the normal points held by the player. For example, when the normal points corresponding to the second reward pass held by the player are less than the consumption points set for the corresponding reward, the acquisition button 84 is displayed in a display mode (e.g., grayed out) in which the instruction cannot be issued. The special points information area 86 indicates the special points possessed by the player. The exchange button 88 is a button for issuing an instruction to transition to an exchange screen in which the special points held by the player are exchanged for normal points corresponding to the second reward pass. The back button 89 is a button for issuing an instruction to transition from the reward pass screen 80 to a reward pass list menu screen.

[0093] Returning to FIG. 8, the process proceeds to step SP32.

[0094] (Step SP32) The control means 56 judges whether an instruction to transition to an exchange screen for exchanging the special points for normal points corresponding to the second reward pass has been given. For example, when the exchange button is pressed on the reward pass screen, the control means 56 judges the judgment as positive. Then, when the judgment is judged as positive, the process proceeds to the process of step SP34. On the other hand, when the judgment is judged as negative, the process ends the series of processes shown in FIG. 8.

[0095] (Step SP34) The control means 56 causes the touch panel 32 to display an exchange screen for exchanging the special points for normal points corresponding to the second reward pass.

[0096] FIG. 10 is a diagram showing an example of the exchange screen 90 according to the first embodiment.

[0097] As shown in FIG. 10, the exchange screen 90 is provided with an exchange information area 92, an exchange amount input field 94, an exchange execution button 96, and a back button 98. The exchange information area 92 indicates that the special points held by the player are to be exchanged for regular points corresponding to the second reward pass. The exchange amount input field 94 is an input field for inputting the amount of special points that the player wishes to exchange for regular points. The exchange execution button 96 is a button for issuing an instruction to exchange special points for normal points. The back button 98 is a button for issuing an instruction to transition from the exchange screen 90 to a reward pass screen relating to the second reward pass.

[0098] Returning to FIG. 8, the process proceeds to step SP36.

[0099] (Step SP36) The control means 56 judges whether an exchange instruction to exchange the special points for normal points corresponding to the second reward pass has been issued. For example, when a quantity of 1 or more and less than the number of special points held is input in the exchange amount input field on the exchange screen and the exchange execution button is pressed, the control means 56 judges that the judgment is positive. Then, when the judgment is judged as positive, the process proceeds to the process of step SP38. On the other hand, when the judgment is judged as negative, the process proceeds to the process of step SP30.

[0100] (Step SP38) The granting means 52 exchanges the special points held by the player for normal points corresponding to the second reward pass. For example, when 8 is entered in the exchange amount input field, the granting means 52 subtracts 8 from the special points held by the player and increases the number of points held in the acquired pass information corresponding to the second reward pass by 8. Then, the process ends the series of processes shown in FIG. 8.

[0101] <Reward acquisition process flow> 11 is a flowchart showing an example of a process flow for allowing a player who has a reward pass to acquire a reward included in the reward pass in the game system 1 according to the first embodiment. The process of the following steps is started, for example, when the player selects a second reward pass from the reward pass list menu screen. The order and contents of the following steps can be changed as appropriate.

[0102] (Step SP40) The control means 56 causes a reward pass screen relating to the second reward pass selected by the player to be displayed on the touch panel 32. This reward pass screen is the same as that shown in Fig. 9. Then, the process proceeds to the process of step SP42.

[0103] (Step SP42) The control means 56 judges whether or not an acquisition instruction to acquire a reward included in the second reward path has been issued. For example, when the Acquire button is pressed on the reward path screen related to the second reward path, the control means 56 judges the judgment as positive. Then, when the judgment is judged as positive, the process proceeds to the process of step SP44. On the other hand, when the judgment is judged as negative, the process ends the series of processes shown in FIG. 11.

[0104] (Step SP44) The acquisition means 54 consumes the consumption points set for the reward corresponding to the acquisition button pressed in step SP42 from the normal points corresponding to the second reward pass held by the player. For example, the acquisition means 54 refers to the consumption points of the reward information in the reward pass information 50B, and consumes the consumption points set for the reward from the number of points held in the acquired pass information in the player information 50A. Then, the process proceeds to the process of step SP46.

[0105] (Step SP46) The acquisition means 54 allows the player to acquire the reward corresponding to the acquisition button pressed in step SP42. For example, the acquisition means 54 stores the reward in the owned content information of the player information 50A. Then, the control means 56 causes the touch panel 32 to display an acquisition screen.

[0106] FIG. 12 is a diagram showing an example of the acquisition screen 100 according to the first embodiment.

[0107] As shown in FIG. 12, the acquisition screen 100 is provided with an acquisition information area 102 and a confirmation button 104. The acquisition information area 102 displays the rewards that the player has acquired. The confirmation button 104 is a button for issuing an instruction to transition from the acquisition screen 100 to a reward pass screen related to the second reward pass.

[0108] Then, the series of processes shown in FIG. 11 ends.

[0109] <Effects> As described above, in the first embodiment, a program is provided for executing a game that allows a player having a reward pass to acquire a reward contained in the reward pass, and causes a computer to function as an awarding means 52 that awards points corresponding to the reward pass to the player through the player's game play during the validity period of the reward pass, and an acquisition means 54 that allows the player to acquire the reward contained in the reward pass by consuming points corresponding to the reward pass held by the player, the awarding means 52 determining whether the player has acquired all rewards included in a first reward pass, and if the determination is affirmative, the awarding means 52 awards points corresponding to a second reward pass to the player when the player further plays a game during the validity period of the first reward pass, and the validity period of the second reward pass does not overlap with the validity period of the first reward pass.

[0110] According to this configuration, even if the player has acquired all the rewards included in the first reward pass, the player is given points corresponding to the second reward pass whose validity period does not overlap with that of the first reward pass. This can motivate the player to play the game further during the validity period of the reward pass (first reward pass).

[0111] In addition, in the first embodiment, a program is provided for executing a game that allows a player having a reward pass to acquire a reward contained in the reward pass, and causes a computer to function as an awarding means 52 that awards points corresponding to the reward pass to the player through the player's game play during the validity period of the reward pass, and an acquisition means 54 that allows the player to acquire the reward contained in the reward pass by consuming points corresponding to the reward pass held by the player, the awarding means 52 determining whether the points corresponding to a first reward pass awarded to the player have reached a maximum value, and if the determination is affirmative, the awarding means 52 awards points corresponding to a second reward pass to the player when the player further plays a game during the validity period of the first reward pass, and the validity period of the second reward pass does not overlap with the validity period of the first reward pass.

[0112] According to this configuration, even if the points corresponding to the first reward pass given to the player reach the maximum value, points corresponding to the second reward pass whose validity period does not overlap with that of the first reward pass are given to the player. Therefore, it is possible to motivate the player to play the game further during the validity period of the reward pass (first reward pass).

[0113] Also, in the first embodiment, the points are treated as normal points, and if the judgment is positive, the awarding means 52 awards special points to the player when the player further plays the game during the validity period of the first reward pass, and the special points are exchangeable for normal points corresponding to the second reward pass.

[0114] According to this configuration, special points that can be exchanged for regular points corresponding to the second reward pass are awarded, thereby providing the player with an incentive to play the game further during the validity period of the first reward pass.

[0115] Also, in the first embodiment, the special points are of less value than the regular points corresponding to the second reward pass.

[0116] According to this configuration, the special points are less valuable than the regular points corresponding to the second reward pass, so that the player can be motivated to play the game even during the validity period of the second reward pass.

[0117] Also, in the first embodiment, the special points are worth more than the regular points corresponding to the second reward pass.

[0118] According to this configuration, the special points are more valuable than the regular points corresponding to the second reward pass, so that the player can be motivated to acquire the special points during the validity period of the first reward pass.

[0119] Also, in the first embodiment, the validity period of the second reward pass is later than the validity period of the first reward pass.

[0120] According to this configuration, the player can obtain the reward included in the second reward pass before other players during the validity period of the second reward pass. This can motivate the player to obtain the second reward pass and to play the game during the validity period of the second reward pass.

[0121] Also, in the first embodiment, the second reward pass is a reward pass that the player has previously acquired, and in which the player has not yet acquired all of the rewards.

[0122] According to this configuration, the player can acquire points (normal points) corresponding to the second reward pass acquired in the past, and can acquire the remaining rewards included in the second reward pass. This can motivate the player to play the game further during the validity period of the reward pass (first reward pass).

[0123] Furthermore, in the first embodiment, the granting means 52 grants points corresponding to a reward pass to a player based on a purchase procedure by the player.

[0124] According to this configuration, even if a player is unable to earn points through game play, the player can purchase points, so that even players who are inexperienced at game play can earn rewards in the same way as other players. ---Second embodiment--- Next, a second embodiment will be described.

[0125] The second embodiment differs from the first embodiment in that the acquisition means 54 acquires a reward according to a player level corresponding to a reward pass. Note that the configuration and functions of the game system 1 according to the second embodiment, which are not described below, are similar to those of the game system 1 according to the first embodiment.

[0126] In the second embodiment, the reward information of the reward pass information 50B includes a reward identifier (content ID) corresponding to each player level. For example, the reward information includes a reward identifier corresponding to each player level from an initial value (e.g., 1) to a maximum value (e.g., 50) of the player level corresponding to the reward pass.

[0127] In the second embodiment, the acquisition means 54 allows the player to acquire the reward included in the reward pass according to the player level corresponding to the reward pass. For example, when the player level corresponding to the reward pass is increased, the acquisition means 54 refers to the reward information of the reward pass information 50B and allows the player to acquire the reward corresponding to each player level up to the increased player level. For example, when the player level is increased from 1 to 3, the acquisition means 54 allows the player to acquire the reward corresponding to the player level 2 and the reward corresponding to the player level 3. The acquisition means 54 may automatically acquire a reward corresponding to the player level, or may acquire a reward designated by the player from among a plurality of rewards corresponding to the player level. The acquisition means 54 may also allow the player to acquire a reward included in a reward pass (second reward pass) whose validity period has expired.

[0128] In the second embodiment, when the player has acquired all the rewards included in the first reward pass and has further played the game during the validity period of the first reward pass, the control means 56 increases the player level corresponding to the second reward pass. In other words, the control means 56 refers to the reward information of the reward pass information 50B and determines whether the player level corresponding to the first reward pass has reached the maximum value. Then, when the determination is affirmative and the player has further played the game during the validity period of the first reward pass, the control means 56 increases the player level corresponding to the second reward pass. For example, when the player acquires all rewards included in the first reward pass (when the player level corresponding to the first reward pass has reached the maximum value) and the player further plays the game during the validity period of the first reward pass, the granting means 52 grants the player experience value corresponding to the second reward pass. Then, the control means 56 increases the player level corresponding to the second reward pass by 1 each time the experience value corresponding to the second reward pass (the acquired experience value of the acquired pass information) increases by 100. The validity period of this second reward pass does not overlap with the validity period of the first reward pass, for example. For example, the validity period of the second reward pass is later than the validity period of the first reward pass. Also, for example, the validity period of the second reward pass is earlier than the validity period of the first reward pass.

[0129] Furthermore, when raising the player level corresponding to the second reward pass, the control means 56 favors game play during the validity period of the second reward pass over game play during the validity period of the first reward pass. For example, when a player has acquired all rewards included in the first reward pass, the control means 56 raises the player level corresponding to the second reward pass by 1 every time the experience value corresponding to the second reward pass increases by 200 when the player further plays the game during the validity period of the first reward pass.

[0130] Furthermore, when increasing the player level corresponding to the second reward pass, the control means 56 favors game play during the validity period of the first reward pass over game play during the validity period of the second reward pass. For example, when a player has acquired all rewards included in the first reward pass, the control means 56 increases the player level corresponding to the second reward pass by 1 every time the experience value corresponding to the second reward pass increases by 50 when the player further plays the game during the validity period of the first reward pass.

[0131] Furthermore, the control means 56 increases the player level corresponding to the reward pass based on the purchase procedure by the player. For example, when there is an instruction (request) from the player to increase the player level corresponding to the reward pass by 1 by consuming game currency (e.g., 50 pieces), the control means 56 increases the player level corresponding to the reward pass during the valid period acquired by the player by 1. Note that the control means 56 may be configured to increase only the player level corresponding to the reward pass during the valid period by purchase, or may be configured to increase the player level corresponding to the reward pass outside the valid period by purchase.

[0132] <Processing flow> 13 is a flowchart showing an example of the flow of processing performed by each functional means in the game system 1 according to the second embodiment. The processing of the following steps is started, for example, at the timing when a game (quest) in which a player who has a first reward pass participated ends during the validity period of the first reward pass. The order and contents of the following steps can be changed as appropriate.

[0133] (Step SP50) The granting means 52 judges whether or not the player has acquired all the rewards included in the first reward pass. For example, the granting means 52 judges whether or not the player has acquired all the rewards by referring to the acquired reward information of the acquired pass information in the player information 50A. If the judgment is affirmative, the process proceeds to step SP58. On the other hand, if the judgment is negative, the process proceeds to step SP52.

[0134] (Step SP52) The granting means 52 grants the player experience points corresponding to the first reward pass. For example, the granting means 52 grants the player experience points in an amount according to the game play detected during the game by the control means 56. Then, the process proceeds to step SP54.

[0135] (Step SP54) The control means 56 updates (increases) the player level corresponding to the first reward pass according to the experience value corresponding to the first reward pass granted in step SP52. Next, the control means 56 judges whether the player level corresponding to the first reward pass has increased from the previous level. Then, if the judgment is positive, the process proceeds to the process of step SP56. On the other hand, if the judgment is negative, the process ends the series of processes shown in FIG. 13.

[0136] (Step SP56) The acquisition means 54 allows the player to acquire the reward included in the first reward pass according to the player level corresponding to the first reward pass increased in step SP54. For example, the acquisition means 54 refers to the reward information of the reward pass information 50B and allows the player to acquire the reward corresponding to each player level up to the increased player level. Next, the control means 56 displays the first acquisition screen on the touch panel 32.

[0137] FIG. 14 is a diagram showing an example of a first acquisition screen 110 according to the second embodiment.

[0138] As shown in FIG. 14, the first acquisition screen 110 is provided with an acquired information area 112 and a confirmation button 114. The acquisition information area 112 displays the increased player level corresponding to the first reward path and the rewards acquired by the player. The confirmation button 114 is a button for issuing an instruction to transition from the acquisition screen 110 to the main menu screen.

[0139] Then, the series of processes shown in FIG. 13 ends.

[0140] (Step SP58) The granting means 52 grants the player experience points corresponding to the second reward pass. For example, the granting means 52 grants an amount of experience points according to the game play detected during the game by the control means 56. This second reward pass is, for example, a reward pass whose validity period has expired and which the player has previously acquired. Then, the process proceeds to the process of step SP60.

[0141] (Step SP60) The control means 56 updates (increases) the player level corresponding to the second reward path according to the experience value corresponding to the second reward path granted in step SP58. Next, the control means 56 judges whether the player level corresponding to the second reward path has increased from the previous level. If the judgment is affirmative, the process proceeds to step SP62. On the other hand, if the judgment is negative, the process ends the series of processes shown in FIG. 13.

[0142] (Step SP62) The acquisition means 54 allows the player to acquire the reward included in the second reward pass according to the player level corresponding to the second reward pass increased in step SP60. For example, the acquisition means 54 refers to the reward information of the reward pass information 50B and allows the player to acquire the reward corresponding to each player level up to the increased player level. Next, the control means 56 displays the second acquisition screen on the touch panel 32.

[0143] FIG. 15 is a diagram showing an example of a second acquisition screen 120 according to the second embodiment.

[0144] As shown in FIG. 15, the second acquisition screen 120 includes an acquired information area 122 and a confirmation button 124. The acquisition information area 122 displays the increased player level corresponding to the second reward path and the rewards acquired by the player.

[0145] Then, the series of processes shown in FIG. 13 ends.

[0146] <Effects> As described above, in the second embodiment, a program is provided for executing a game that allows a player having a reward pass to acquire a reward contained in the reward pass, and causes a computer to function as a control means 56 that raises a player level corresponding to the reward pass by the player playing a game during the validity period of the reward pass, and an acquisition means 54 that allows the player to acquire a reward contained in the reward pass according to the player level corresponding to the reward pass, and when the player has acquired all rewards included in a first reward pass and further plays a game during the validity period of the first reward pass, the control means 56 raises a player level corresponding to a second reward pass, and the validity period of the second reward pass does not overlap with the validity period of the first reward pass.

[0147] According to this configuration, even if a player has acquired all of the rewards contained in the first reward pass, the player level corresponding to the second reward pass, whose validity period does not overlap with that of the first reward pass, can be increased, thereby providing the player with an incentive to play the game further during the validity period of the reward pass.

[0148] In addition, in the second embodiment, the computer functions as an awarding means 52 that awards experience points corresponding to a reward pass to a player through game play by the player during the validity period of the reward pass, and the control means 56 raises the player level according to the experience points awarded to the player, and the awarding means 52 awards experience points corresponding to the second reward pass to the player when the player has acquired all rewards included in the first reward pass and further plays the game during the validity period of the first reward pass.

[0149] According to this configuration, since experience points corresponding to the second reward pass are awarded, the player can be motivated to play the game further during the validity period of the first reward pass.

[0150] In addition, in the second embodiment, when increasing the player level corresponding to the second reward pass, the control means 56 favors game play during the validity period of the second reward pass over game play during the validity period of the first reward pass.

[0151] According to this configuration, game play during the validity period of the second reward pass is favored over game play during the validity period of the first reward pass, thereby providing the player with an incentive to play games even during the validity period of the second reward pass.

[0152] In addition, in the second embodiment, when the control means 56 increases the player level corresponding to the second reward pass, it favors game play during the validity period of the first reward pass over game play during the validity period of the second reward pass.

[0153] According to this configuration, game play during the validity period of the first reward pass is favored over game play during the validity period of the second reward pass, thereby providing the player with an incentive to play more games during the validity period of the first reward pass.

[0154] Also, in the second embodiment, the validity period of the second reward pass is later than the validity period of the first reward pass.

[0155] According to this configuration, the player can obtain the reward included in the second reward pass before other players during the validity period of the second reward pass. This can motivate the player to obtain the second reward pass and to play the game during the validity period of the second reward pass.

[0156] Also, in the second embodiment, the second reward pass is a reward pass that the player has previously acquired, and in which the player has not yet acquired all of the rewards.

[0157] According to this configuration, the player can increase the player level corresponding to the second reward pass acquired in the past and can acquire the remaining rewards included in the second reward pass. This can motivate the player to play the game further during the validity period of the reward pass (first reward pass).

[0158] Furthermore, in the second embodiment, the control means 56 increases the player level corresponding to the reward pass based on the purchase procedure by the player.

[0159] According to this configuration, even if a player is unable to increase his / her player level through game play, the player can increase the player level through purchases. Therefore, even players who are not skilled at game play can earn rewards in the same way as other players.

[0160] ---Variations--- The present invention is not limited to the above specific examples. In other words, the above specific examples, to which a person skilled in the art has made appropriate design modifications, are also included within the scope of the present invention as long as they have the characteristics of the present invention. In addition, the elements of the above-mentioned embodiment and the modified examples described below can be combined to the extent technically possible, and combinations of these are also included within the scope of the present invention as long as they include the characteristics of the present invention.

[0161] For example, in the first embodiment, the granting means 52 grants experience points or points based on game play, but the granting means 52 may decrease the experience points or points granted to the player based on game play. Examples of such game play include cheating and nuisance behavior toward other players. Similarly, the control means 56 may decrease the player level corresponding to the reward pass.

[0162] In addition, in the first embodiment, the validity period of the reward pass is described as being from a specified start date to a specified end date (for example, from the 1st to the end of each month), but it may also be a fixed period (for example, one month, two months, etc.) from the date the player acquires the reward pass.

[0163] In addition, in the first embodiment, the reward included in the reward pass is described as a costume (skin), an emote, or the like, but it may be a special mission or special quest from which a special reward can be obtained.

[0164] In addition, in the first embodiment, the granting means 52 has been described as exchanging special points for points (normal points) corresponding to a reward pass in response to an exchange instruction from the player, but each time the player acquires special points, the special points may be automatically exchanged for points (normal points) corresponding to a reward pass previously set by the player. In addition, the special points may be exchanged for points (normal points) corresponding to a reward pass that the player has not acquired. For example, the control means 56 may allow the player to acquire the reward pass by consuming a predetermined number of special points (for example, 10 points).

[0165] In the first embodiment, the reward information includes a consumption point set for each reward included in the reward pass, but the reward included in the reward pass may have an acquisition condition other than the consumption point. Examples of the acquisition condition include a player level being equal to or higher than a predetermined value, acquiring a predetermined number of other rewards, etc.

[0166] In addition, in the second embodiment, the acquisition means 54 has been described as allowing the player to acquire a reward according to the player level corresponding to the reward pass, but the acquisition means 54 may also allow the player to acquire a reward according to the tier (hierarchy) or rank corresponding to the reward pass that increases as the player level increases.

[0167] In addition, in the first and second embodiments, the validity periods of the first reward path and the second reward path do not overlap, but they may overlap partially or completely. [Explanation of symbols]

[0168] 10. Server equipment 12...Terminal device 50...Memory means 52...Means of granting 54…Means of acquisition 56...Control means

Claims

1. A program for executing a game in which a player having a first reward pass is allowed to acquire a reward included in the first reward pass, and a player having a second reward pass is allowed to acquire a reward included in the second reward pass, Computer, a granting means for granting points dedicated to a first reward pass to the player by the player playing a game during a validity period of the first reward pass, and granting points dedicated to the second reward pass to the player by the player playing a game during a validity period of the second reward pass; an acquisition means for allowing the player to acquire a reward included in the first reward pass by consuming points dedicated to the first reward pass held by the player, and for allowing the player to acquire a reward included in the second reward pass by consuming points dedicated to the second reward pass held by the player; Function as a The providing means determines whether or not the player has acquired all rewards included in a first reward pass; the granting means grants points exclusive to the second reward pass to the player when the determination is affirmative and the player further plays a game during the validity period of the first reward pass; the validity period of the second reward pass does not overlap with the validity period of the first reward pass; program.

2. A program for executing a game in which a player having a first reward pass is allowed to acquire a reward included in the first reward pass, and a player having a second reward pass is allowed to acquire a reward included in the second reward pass, Computer, a granting means for granting points dedicated to a first reward pass to the player by the player playing a game during a validity period of the first reward pass, and granting points dedicated to the second reward pass to the player by the player playing a game during a validity period of the second reward pass; an acquisition means for allowing the player to acquire a reward included in the first reward pass by consuming points dedicated to the first reward pass held by the player, and for allowing the player to acquire a reward included in the second reward pass by consuming points dedicated to the second reward pass held by the player; Function as a The granting means determines whether or not the points dedicated to the first reward pass granted to the player have reached a maximum value; the granting means grants points exclusive to the second reward pass to the player when the determination is affirmative and the player further plays a game during the validity period of the first reward pass; the validity period of the second reward pass does not overlap with the validity period of the first reward pass; program.

3. The validity period of the second reward path is later than the validity period of the first reward path.

3. The program according to claim 1 or 2.

4. The second reward pass is a reward pass that the player has previously acquired, and the player has not yet acquired all of the rewards.

3. The program according to claim 1 or 2.

5. The granting means grants the first reward pass dedicated points or the second reward pass dedicated points to the player based on a purchase procedure by the player.

3. The program according to claim 1 or 2.

6. An information processing device that executes a game in which a player having a first reward pass is allowed to acquire a reward included in the first reward pass, and a player having a second reward pass is allowed to acquire a reward included in the second reward pass, A granting means for granting points dedicated to the first reward pass to the player by the game play by the player during the validity period of the first reward pass, and granting points dedicated to the second reward pass to the player by the game play by the player during the validity period of the second reward pass; an acquisition means for allowing the player to acquire a reward included in the first reward pass by consuming points dedicated to the first reward pass held by the player, and for allowing the player to acquire a reward included in the second reward pass by consuming points dedicated to the second reward pass held by the player; Equipped with The providing means determines whether or not the player has acquired all rewards included in a first reward pass; the granting means grants points exclusive to the second reward pass to the player when the determination is affirmative and the player further plays a game during the validity period of the first reward pass; the validity period of the second reward pass does not overlap with the validity period of the first reward pass; Information processing device.

7. An information processing device that executes a game in which a player having a first reward pass is allowed to acquire a reward included in the first reward pass, and a player having a second reward pass is allowed to acquire a reward included in the second reward pass, A granting means for granting points dedicated to the first reward pass to the player by the game play by the player during the validity period of the first reward pass, and granting points dedicated to the second reward pass to the player by the game play by the player during the validity period of the second reward pass; an acquisition means for allowing the player to acquire a reward included in the first reward pass by consuming points dedicated to the first reward pass held by the player, and for allowing the player to acquire a reward included in the second reward pass by consuming points dedicated to the second reward pass held by the player; Equipped with The granting means determines whether or not the points dedicated to the first reward pass granted to the player have reached a maximum value; the granting means grants points exclusive to the second reward pass to the player when the determination is affirmative and the player further plays a game during the validity period of the first reward pass; the validity period of the second reward pass does not overlap with the validity period of the first reward pass; Information processing device.

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