PROGRAM, SERVER DEVICE AND GAME SYSTEM

JP7668441B2Active Publication Date: 2025-04-25CAPCOM CO LTD
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Patent Information

Application Number
JP2022015382
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-02-03
Publication Date
2025-04-25
Estimated Expiration
2040-09-30

AI Technical Summary

Technical Problem

Existing systems fail to encourage users with restricted charging accounts to engage in game actions that involve purchasing game media, leading to a lack of engagement and potential missed opportunities for game-related purchases.

Method used

A program and system that allows communication between accounts with and without charging limits, enabling preferential treatment for game actions performed by users with no limits, based on actions taken by users with limits, including sharing virtual currency balances and adjusting billing limits, and providing preferential game content or media.

Benefits of technology

Encourages users with restricted accounts to experience game actions involving charging by offering preferential treatment, thereby increasing engagement and potential game-related purchases.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a program, a server device, and a game system capable of encouraging a user corresponding to an account with limited charging to experience game activities involving charging. [Solution] The program causes a computer to function as a receiving means 221 and a transmitting means 222. The receiving means 221 receives information from a first communication terminal 5A operated by a first user corresponding to a first account with no charging restrictions and a second communication terminal 5B operated by a second user corresponding to a second account with charging restrictions. The transmitting means 222 transmits to the first communication terminal 5A an instruction to give preferential treatment to a subsequent first game action of the first user, on the condition that the receiving means 221 receives information from the second communication terminal 5B that a second game action involving a charge has been performed by the second user.
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Description

Technical Field

[0001] The present disclosure relates to a program, a server device, and a game system.

Background Art

[0002] Conventionally, there has been known an information processing apparatus equipped with a so-called parental control function that enables a guardian to monitor and restrict the use of the information processing apparatus by a child (see Patent Document 1). In such an information processing apparatus, for example, a guardian can restrict the available time zone for using a game machine. Also, conventionally, there has been known a technique for restricting charging for purchasing a game medium or the like for a child by parental setting in an information processing apparatus equipped with a parental control function.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] Conventionally, for example, in order to encourage a user corresponding to an account with restricted charging to experience game actions involving some charging when a child grows up, there has been a need.

[0005] An object of the present disclosure is to encourage a user corresponding to an account with restricted charging to experience game actions involving charging.

Means for Solving the Problems

[0006] A first aspect is <…… (The text seems to be incomplete here. Please check and provide the full content if needed.) a program that causes a computer to function as reception means and transmission means, The aforementioned receiving means receives information from a first communication terminal operated by a first user corresponding to a first account without billing restrictions, and from a second communication terminal operated by a second user corresponding to a second account with billing restrictions, respectively. The transmitting means is a program that, on the condition that the receiving means receives information from the second communication terminal that the second user has performed a second game action involving a charge, sends an instruction to the first communication terminal to give preferential treatment to the first user's subsequent first game action.

[0007] Furthermore, in the first aspect, When the receiving means receives information regarding the billing limit of the second account from the first communication terminal corresponding to the first account linked to the second account, the transmitting means can transmit instructions regarding the billing limit of the second account to the second communication terminal.

[0008] Furthermore, in the first aspect, The aforementioned billing limit may be a limit on the amount of money charged to the second account within a predetermined period.

[0009] Furthermore, in the first aspect, The aforementioned billing limit is to share the remaining balance of the cryptocurrency between the first account and the second account. The aforementioned computer is further made to function as a management means, When the receiving means receives information regarding settlement processing for increasing the virtual currency from the first communication terminal corresponding to the first account linked to the second account, the management means can increase the balance.

[0010] Furthermore, in the first aspect, The instruction to give preferential treatment to the first game action may also be an instruction to give preferential treatment to the compensation or results when providing game media to the first account.

[0011] Furthermore, in the first aspect, The second game action is to make a request to provide the game medium to the second account. If the receiving means receives the request from the second communication terminal, or if the result of receiving the request from the second communication terminal satisfies predetermined conditions, the transmitting means may transmit an instruction to the first communication terminal to prioritize the first user's subsequent first game actions.

[0012] Furthermore, in the first aspect, To further utilize computers as a decision-making tool, The determination means can further determine the content of the preferential treatment for the first game action based on a third game action performed by the first user prior to the first game action performed by the first user.

[0013] Furthermore, in the first aspect, The determination means can determine the content of the preferential treatment for the first game action based on the combination of the second game action and the third game action.

[0014] The second aspect is, A server device equipped with a computer that functions as a receiving means and a transmitting means by executing a program, The aforementioned receiving means receives information from a first communication terminal operated by a first user corresponding to a first account without billing restrictions, and from a second communication terminal operated by a second user corresponding to a second account with billing restrictions, respectively. The transmitting means is a server device that, on the condition that the receiving means receives information from the second communication terminal that the second user has performed a second game action involving a charge, transmits an instruction to the first communication terminal to give preferential treatment to the first user's subsequent first game action.

[0015] The third aspect is, A game system comprising a receiving means and a transmitting means, The reception means receives information from a first communication terminal operated by a first user corresponding to a first account without charging restrictions and a second communication terminal operated by a second user corresponding to a second account with charging restrictions, respectively. The transmission means transmits an instruction to give preferential treatment to subsequent first game actions of the first user to the first communication terminal on the condition that the reception means has received from the second communication terminal information that a second game action involving charging by the second user has been performed. It is a game system.

Effect of the Invention

[0016] According to the present disclosure, it is possible to encourage a user corresponding to an account with restricted charging to experience a game action involving charging.

Brief Description of the Drawings

[0017] [Figure 1] It is a block diagram showing the configuration of the game system in the present embodiment. [Figure 2] It is a selection screen for the user's age displayed on the touch panel of the communication terminal. [Figure 3] It is a screen displayed on the touch panel of the second communication terminal operated by the second user to promote cooperation with the first account. [Figure 4] It is a setting screen for charging restrictions displayed on the touch panel of the first communication terminal of the first user. [Figure 5] It is a screen after setting the charging restriction displayed on the touch panel of the first communication terminal of the first user. [Figure 6] It is a screen after setting the charging restriction displayed on the touch panel of the second communication terminal of the second user. [Figure 7] It is a chart showing the transmission and reception of information between the server device and each communication terminal when a series of operations are performed in the game system in the present embodiment. [Figure 8] It is a flowchart showing the flow of a series of operations of the game system in the present embodiment. [Figure 9]This is the screen displayed on the touch panel of the first user's first communication terminal when the first game action is performed. [Figure 10] This is the screen displayed on the touch panel of the second user's second communication terminal when a second game action that does not involve payment is performed. [Figure 11] This table shows examples of rewards based on combinations of game actions between the first and second accounts. [Modes for carrying out the invention]

[0018] [Embodiment] Game system 1 of the embodiment of this disclosure will be described with reference to the drawings.

[0019] <Explanation of Game System 1> In the game system 1 shown in Figure 1, a server device 2 (computer) and multiple communication terminals 5 are connected to each other via a communication network 6 so that they can communicate with one another. The server device 2 stores the game program and game data, and enables each of the multiple communication terminals 5 to play the game by sending and receiving control signals related to the game.

[0020] <Overview of Game System 1> The multiple communication terminals 5 include a first communication terminal 5A operated by a first user corresponding to a first account with no billing restrictions, and a second communication terminal 5B operated by a second user corresponding to a second account with billing restrictions. Billing restrictions mean that there are restrictions on purchasing game media or performing paid game actions to obtain game media. Details of such billing restrictions will be described later. On the other hand, no billing restrictions mean that there are no restrictions on purchasing game media or performing paid game actions to obtain game media.

[0021] The first user corresponding to the first account, which has no billing restrictions, is, for example, an adult, and in this embodiment, for example, a parent. The second user corresponding to the second account, which has billing restrictions, is, for example, a minor, and in this embodiment, for example, a child.

[0022] Game media include items, cards, characters, etc., used within the game. These game media allow users to change the parameters of their player character (e.g., attack power, defense power, health value), change the player character, change the game environment (e.g., the background of the virtual game space or the game scenario), or trigger specific game events.

[0023] Users perform game actions, either free of charge or for a fee, to obtain game media. A game action involves making a request to provide game media to the user's account. When a user performs a game action, items, cards, characters, etc., are randomly selected from a pool of available items, cards, characters, etc., and these selected items, cards, characters, etc., are added to the user's account. This allows the user corresponding to that account to use the added game media (items, cards, characters, etc.) within the game.

[0024] Each communication device 5 can be, for example, a smartphone, tablet, mobile phone, home game console, or portable game console. The following example illustrates the case where each communication device 5 is a smartphone.

[0025] The first and second users are each assigned account information, including identification information and a password, associated with the communication terminal 5. This account information is transmitted from the communication terminal 5 to the server device 2 during login and is used for user authentication in the server device 2.

[0026] After user authentication, communication between the server device 2 and the communication terminal 5 becomes possible. After logging in, the communication terminal 5 receives data necessary for game progression (data related to game progress) from the server device 2, and proceeds with the game while outputting game images and sounds to the touch panel 57 and speaker 58 based on the user's input.

[0027] <Configuration of Game System 1> The hardware configurations of the server device 2 and each communication terminal 5 will be described below with reference to Figure 1.

[0028] <Configuration of Server Device 2> As shown in Figure 1, the server device 2 has a network interface 21, a control unit 22, and a storage unit 23. The network interface 21 and the storage unit 23 are electrically connected to the control unit 22 via a bus 24.

[0029] The network interface 21 is connected to each communication terminal 5 via a communication network 6 such as the Internet and a LAN.

[0030] The control unit 22 consists of a microcomputer including a CPU and semiconductor memory, and controls the operation of the server device 2.

[0031] The control unit 22 functions as a receiving means 221, a transmitting means 222, a linking means 223, a management means 224, and a determination means 225 by executing various programs stored in the storage unit 23, which will be described later.

[0032] The reception means 221 receives information from a first communication terminal 5A operated by a first user corresponding to a first account without billing restrictions, and from a second communication terminal 5B operated by a second user corresponding to a second account with billing restrictions.

[0033] The transmitting means 222 transmits an instruction to the first communication terminal 5A to give preferential treatment to the first user's subsequent first game action, provided that the receiving means 221 has received information from the second communication terminal 5B that the second user has performed a second game action involving a charge. The instruction to give preferential treatment to the first game action is an instruction to give preferential treatment to the compensation or results when providing game media to the first account.

[0034] Providing preferential treatment when offering game media to the first account includes, for example, granting game media to the first account free of charge or at a lower price than usual, or requiring users to perform game actions to obtain game media free of charge or at a lower price than usual.

[0035] Furthermore, giving preferential treatment when providing game materials to the first account includes increasing the probability of selecting high-rarity game materials when a lottery is held based on the user's free or paid game actions, or granting the user the right to always receive high-rarity game materials.

[0036] The second game action includes the second user making a request via the second communication terminal 5B to provide the game medium to the second account. In this embodiment, the receiving means 221 receives this request from the second communication terminal 5B, or the result of receiving the request from the second communication terminal 5B satisfies predetermined conditions, and the transmitting means 222 transmits an instruction to the first communication terminal 5A to prioritize the first user's subsequent first game action.

[0037] The result of receiving a request from the second communication terminal 5B being deemed to satisfy the predetermined conditions includes: the second game action being performed a predetermined number of times; the charges associated with the second game action exceeding a predetermined amount; obtaining a specific game medium through the second game action; or failing to obtain a specific game medium through the second game action.

[0038] The linking means 223 links the first account and the second account. Details of this linking operation will be described later. Information that the first account and the second account have been linked by the linking means 223 is stored in the storage unit 23, which will be described later. Furthermore, when the receiving means 221 receives information regarding the billing limit of the second account from the first communication terminal 5A corresponding to the first account linked to the second account, the transmitting means 222 transmits instructions regarding the billing limit of the second account to the second communication terminal 5B.

[0039] The billing restrictions include at least one or both of the following: a limit on the amount that can be spent on the second account within a specified period, and sharing the remaining balance of virtual currency between the first and second accounts. Virtual currency refers to gems and other items obtained by making in-game purchases. By spending virtual currency within the game, players can obtain game resources, play specific game scenarios, or trigger specific game events.

[0040] When the receiving means 221 receives information regarding settlement processing for increasing the amount of virtual currency from the first communication terminal 5A, which corresponds to the first account linked to the second account, the management means 224 increases the balance of virtual currency. This increases the upper limit of the amount that can be charged to the second account within a predetermined period, or increases the balance of virtual currency shared between the first and second accounts.

[0041] The decision-making means 225 determines the content of the preferential treatment for the first game action based on the second game action performed by the second user. Furthermore, if the first user performs a third game action before the first game action is performed by the first user, the decision-making means 225 further determines the content of the preferential treatment for the first game based on the third game action performed by the first user. In this case, the decision-making means 225 determines the content of the preferential treatment for the first game action based on the combination of the second and third game actions.

[0042] The storage unit 23 consists of an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), and SSD (Solid State Drive). The storage unit 23 stores various programs, including a part of the game program according to this embodiment, as well as various data such as game data.

[0043] Furthermore, the memory unit 23 stores a table, as shown in Figure 11, that displays examples of rewards based on combinations of game actions of the first and second accounts. Details of such tables will be described later.

[0044] <Configuration of communication terminal 5> As shown in Figure 1, the communication terminal 5 has a touch panel 57 and a speaker 58. The communication terminal 5 also has a network interface 51, a control unit 52, a graphics processing unit 53, an operation unit 54, an audio processing unit 55, and a storage unit 56. The network interface 51, graphics processing unit 53, operation unit 54, audio processing unit 55, and storage unit 56 are electrically connected to the control unit 52 via a bus 59.

[0045] The network interface 51 is connected to the communication network 6 in a communicative manner to send and receive various data between the communication terminal 5 and the server device 2. Alternatively, the communication terminals 5 may be connected to each other in a communicative manner via short-range wireless communication such as Bluetooth®.

[0046] The graphics processing unit 53 renders game images, including characters and various objects related to the virtual game space, in video format, according to the game image information output from the control unit 52, which will be described later. The graphics processing unit 53 is connected to, for example, a touch panel 57, and the game images rendered in video format are displayed on the touch panel 57 as a game screen.

[0047] The control unit 54 is connected to the touch panel 57 and transmits and receives data related to operation input to the touch panel 57. The user inputs an operation signal to the communication terminal 5 by touching the touch panel 57.

[0048] The audio processing unit 55 is connected to the speaker 58 and, following instructions from the control unit 52 (described later), plays and synthesizes game audio, which is then output from the speaker 58.

[0049] The control unit 52 consists of a microcomputer including a CPU and semiconductor memory, and controls the operation of the communication terminal 5.

[0050] The control unit 52 functions as a communication means 521, a game execution means 522, and a notification control means 523 by executing various programs stored in the memory unit 56, which will be described later.

[0051] The communication means 521 is a function that communicates with the server device 2 via the network interface 51.

[0052] The communication means 521 generates and transmits information that the server device 2 can understand in response to various operation signals received by the operation unit 54 from the touch panel 57. For example, the communication means 521 transmits account information, new game data download request information, quest execution requests, etc., to the server device 2. The communication means 521 also receives new game data, etc., sent from the server device 2 in response to download request information.

[0053] The game execution means 522, in accordance with the operation of the touch panel 57 by the user of the communication terminal 5, reads data such as virtual game space objects and textures contained in the game data from the storage unit 56 (described later) or uses data received from the server device 2 to execute the game program and generate two-dimensional or three-dimensional game image information. As the game image information is processed by the graphics processing unit 53, the processed game images are sequentially displayed on the touch panel 57.

[0054] The game execution means 522 then places characters on the game image according to the user's input on the communication terminal 5, and controls the characters' actions in the virtual game space according to the user's input and the progress of the game. For example, the game execution means 522 executes quests in the game in response to the user's input via the touch panel 57.

[0055] The notification control means 523 controls the display on the touch panel 57 and the audio output of the speaker 58 in response to user operations on the communication terminal 5 when the game is being played.

[0056] The storage unit 56 consists of an HDD, RAM, ROM, and SSD. The storage unit 56 stores game data downloaded from the server device 2, various programs including parts of the game program, and account information for the communication terminal 5.

[0057] <Operation flow of Game System 1>

[0058] First, the operation of linking the first account and the second account using the linking means 223 will be explained with reference to Figures 2 and 3. Figure 2 is the screen for selecting the user's age, displayed on the touch panel 57 of the communication terminal 5 operated by the user, and Figure 3 is the screen prompting the second user to link with the first account, displayed on the touch panel 57 of the second communication terminal 5B operated by the second user.

[0059] When the game is initially set up on the communication terminal 5, the screen shown in Figure 2 is displayed on the touch panel 57. On the screen shown in Figure 2, the user can select via the touch panel 57 whether they are 20 years of age or older, which means there are no restrictions on spending, or under 20 years of age, which means there are restrictions on spending. As shown in Figure 2, if the user is under 20 years of age, which means there are restrictions on spending, the monthly spending limit will be set to, for example, 10,000 yen.

[0060] In the screen shown in Figure 2, if the user's age is selected as under 20 years old, which is subject to billing restrictions, that is, if the second user corresponding to the second account with billing restrictions is operating the second communication terminal 5B, the screen shown in Figure 3 will be displayed on the touch panel 57 of the second communication terminal 5B. The screen shown in Figure 3 displays a message prompting the second user to link with the first account, along with a screen allowing the user to choose whether or not to link with the first account.

[0061] When the user selects to link with the first account on the screen shown in Figure 3, a message prompting the user to enter the identification information of the first account (displayed as "Parent Terminal ID" in Figure 3) is displayed on the touch panel 57. Once the second user enters the identification information of the first account (the string "OTOSAN"), the identification information of the second account corresponding to the second communication terminal 5B operated by the second user, along with the identification information of the first account entered by the second user, is transmitted from the second communication terminal 5B to the server device 2 via the communication network 6.

[0062] When the receiving means 221 of the server device 2 receives the identification information of the first account and the identification information of the second account transmitted from the second communication terminal 5B, the linking means 223 links the first account and the second account based on the received identification information of the first account and the identification information of the second account. Then, the information that the first account and the second account have been linked by the linking means 223 is stored in the storage unit 23.

[0063] Next, the operation by which the first user operates the first communication terminal 5A to configure the billing settings for the second account linked to the first account corresponding to the first communication terminal 5A will be explained using Figures 4 to 6. Figure 4 shows the billing limit setting screen displayed on the touch panel 57 of the first user's first communication terminal 5A, and Figure 5 shows the screen after the billing limit has been configured, displayed on the touch panel 57 of the first user's first communication terminal 5A. Figure 6 shows the screen after the billing limit has been configured, displayed on the touch panel 57 of the second user's second communication terminal 5B.

[0064] When the first user sets the billing limit for the second user using the first communication terminal 5A, the billing limit setting screen shown in Figure 4 is displayed on the touch panel 57 of the first communication terminal 5A. On the billing limit setting screen shown in Figure 4, the first user can select via the touch panel 57 whether to share the remaining cryptocurrency balance between the first and second accounts, or to not share the remaining cryptocurrency balance with the second account and instead grant the cryptocurrency to the second account.

[0065] In the screen shown in Figure 4, virtual currency is represented as gems. Paid gems are virtual currency obtained through in-app purchases, while free gems are virtual currency obtained through gameplay without in-app purchases.

[0066] In the billing limit settings screen shown in Figure 4, if the first user selects to share the remaining balance of virtual currency between the first and second accounts, they will be able to input the remaining balance of paid and free virtual currency into the touch panel 57.

[0067] For example, if the first user inputs 300 paid gems and 100 free gems as the remaining balance of the shared virtual currency via the touch panel 57, the screen shown in Figure 5 will be displayed on the touch panel 57 of the first user's first communication terminal 5A as the screen after the billing limit has been set. In this case, the screen shown in Figure 6 will be displayed on the touch panel 57 of the second user's second communication terminal 5B as the screen after the billing limit has been set.

[0068] On the other hand, in the billing limit setting screen shown in Figure 4, if the first user chooses not to share the remaining virtual currency balance with the second account and instead grants the virtual currency to the second account, the amount of virtual currency to be granted to the second account can be entered into the touch panel 57 for both paid and free gems. In this case, the touch panel 57 of the second user's second communication terminal 5B will display the amount of virtual currency granted to the second account for both paid and free gems, as a screen after the billing limit has been set.

[0069] The granting of cryptocurrency to the second account is carried out by transferring part or all of the current cryptocurrency balance of the first account to the second account, or by granting newly acquired cryptocurrency to the second account through a new purchase. The first user inputs the amount of cryptocurrency to be granted to the second account by transfer, and the amount of cryptocurrency to be granted to the second account by new purchase, for both paid and free cryptocurrency, respectively, into the touch panel 57 on the screen shown in Figure 4.

[0070] Furthermore, if the first user sets a billing limit for the second user using the first communication terminal 5A, even if the second user's billing amount for a specified period (for example, per month) reaches the billing limit, the remaining virtual currency can be shared between the first and second accounts, or virtual currency can be granted to the second account.

[0071] Next, we will explain the behavior when the first user performs a first game action that involves payment, after the second user has performed a second game action that involves payment, using Figures 7 and 8.

[0072] Figure 7 is a chart showing the transmission and reception of information between the server device 2 and each communication terminal 5 when a series of operations are performed in the game system 1 of this embodiment, and Figure 8 is a flowchart showing the flow of a series of operations in the game system 1 of this embodiment.

[0073] If the first user performs a third game action that involves a charge before the second user performs a second game action that involves a charge, the server device 2 receives information from the first communication terminal 5A that a third game action involving a charge has been performed (YES in step st1). Subsequently, if the second user performs a second game action that involves a charge, the server device 2 receives information from the second communication terminal 5B that a second game action involving a charge has been performed (YES in step st2).

[0074] Then, the decision means 225 determines the content of the preferential treatment for the first game action based on the combination of the second game action and the third game action (step st3). Then, the transmission means 222 transmits an instruction to the first communication terminal 5A to give preferential treatment to the first game action based on the content of the preferential treatment for the first game action determined by the decision means 225 (step st4). As a result, the first user can receive preferential treatment when performing the first game action on the first communication terminal 5A.

[0075] On the other hand, if the first user has not performed a third game action involving payment before the second user performs a second game action involving payment, the server device 2 will not have received information from the first communication terminal 5A that a third game action involving payment has been performed (NO in step st1). In this state, if the second user performs a second game action involving payment, the server device 2 will receive information from the second communication terminal 5B that a second game action involving payment has been performed (YES in step st5).

[0076] Subsequently, the decision means 225 determines the content of the preferential treatment for the first game action based on the second game action (step st6). Then, the transmission means 222 transmits an instruction to the first communication terminal 5A to grant preferential treatment for the first game action based on the content of the preferential treatment for the first game action determined by the decision means 225 (step st7). As a result, the first user can receive preferential treatment when performing the first game action on the first communication terminal 5A.

[0077] Next, Figure 9 will be used to explain an example of the specific benefits that the first user receives when performing the first game action on the first communication terminal 5A.

[0078] When the first user performs the first game action on the first communication terminal 5A, the screen shown in Figure 9 is displayed on the touch panel 57 of the first communication terminal 5A. On the screen shown in Figure 9, the user can select the type of game action (whether to perform one game action by consuming 10 paid gems, or to perform 10 game actions by consuming 100 paid gems). Also, as shown in Figure 9, the gacha gauge and the details of the rewards when the gauge is filled are displayed on the touch panel 57 of the first communication terminal 5A.

[0079] In a single game action, for example, a lottery is conducted in two stages. Specifically, if the rarity levels of the game items are categorized as S rarity, A rarity, and B rarity from highest to lowest, the first stage of the lottery determines the rarity level. For example, in the first stage of the lottery, the probability of winning an S rarity item is 10%, the probability of winning an A rarity item is 30%, and the probability of winning a B rarity item is 60%. In addition, there are featured characters that have a higher rarity level than S rarity.

[0080] Furthermore, within each rarity level, there are multiple types of game media. For example, there are 5 types of game media for S rarity, 10 types for A rarity, and 15 types for B rarity. In the second stage of the lottery, one type of game media is randomly selected from the multiple types within the rarity level determined in the first stage of the lottery and given to the user.

[0081] The Gacha Gauge is a percentage that increases from 0% to a maximum of 100% by performing certain types of game actions. When the Gacha Gauge reaches 100%, the probability of selecting a high-rarity game item increases when a game action is performed, or the user is granted the right to always select a high-rarity game item.

[0082] Furthermore, when a user performs a game action by consuming virtual currency, if they consume 10 paid gems to perform one game action, the gacha gauge percentage will not increase. On the other hand, if they consume 100 paid gems to perform 10 game actions, the gacha gauge percentage will increase.

[0083] Furthermore, the percentage of the gacha gauge is the sum of the third game action performed by the first account corresponding to the first user and the second game action performed by the second account corresponding to the second user. As shown in Figure 9, the percentage of the gacha gauge obtained by performing the third game action by the first account is displayed in blue (indicated by the symbol B in Figure 9), and the percentage of the gacha gauge obtained by performing the second game action by the second account is displayed in a different color, yellow (indicated by the symbol Y in Figure 9).

[0084] Furthermore, when a user spends 100 paid gems to perform 10 game actions, if an S rarity game item is selected and awarded to the user even once through the lottery, the increase in the gacha gauge percentage will be reduced or become zero. On the other hand, if only A rarity or B rarity game items are selected through the lottery, the increase in the gacha gauge percentage will be increased.

[0085] In this embodiment, the reward for reaching 100% of the gacha gauge differs depending on whether there is a percentage increase in the gacha gauge resulting from the second account corresponding to the second user performing a second game action, or whether there is no percentage increase in the gacha gauge resulting from the second account corresponding to the second user performing a second game action.

[0086] Specifically, when the gacha gauge reaches 100%, if there is no further increase in the gacha gauge due to the second account corresponding to the second user performing a second game action (i.e., there is no further increase in the gacha gauge represented by the symbol Y in Figure 9), then when the first user performs a first game action, the probability of winning an S rarity item in the first stage of the draw becomes 100%. Then, in the second stage of the draw, one type of S rarity game item is randomly selected from among five types of S rarity game items and given to the first user.

[0087] On the other hand, if the gacha gauge reaches 100%, and there is a percentage increase in the gacha gauge when the second account corresponding to the second user performs a second game action, then when the first user performs a first game action, the probability of winning a featured character in the first stage of the draw becomes 100%, and the first user will be able to obtain a featured character with a higher rarity than an S rarity game item.

[0088] Furthermore, when a second user uses paid currency on the second communication terminal 5B to perform a second game action, the same screen as shown in Figure 9 is displayed on the touch panel 57 of the second communication terminal 5B. The gacha gauge displayed on the touch panel 57 of the second communication terminal 5B is the same as the gacha gauge of the first account linked to the second account corresponding to this second communication terminal 5B.

[0089] When a second user uses paid currency on the second communication terminal 5B to perform a second game action, the contents of the lottery associated with the second game action differ from the contents of the lottery associated with the first game action. For example, in the first stage of the lottery, the proportion of winning S rarity, A rarity, and B rarity items differs from the proportion of winning items in the lottery associated with the first game action performed by the first user.

[0090] When a second user uses paid currency to perform a second game action, if the gacha gauge reaches 100%, the second user will also receive a bonus. The bonus given to the second user may be the same as or different from the bonus given to the first user.

[0091] Furthermore, when a second user performs a second game action using the second communication terminal 5B, the second account corresponding to this second user has billing restrictions, and therefore may use free gems instead of paid gems to perform the second game action. Figure 10 shows the screen displayed on the touch panel 57 of the second user's second communication terminal 5B when a second game action that does not involve billing is performed.

[0092] In the screen shown in Figure 10, the second user can select the type of second game action. Specifically, the second user can choose via the touch panel 57 whether to perform one game action by consuming 10 free gems as virtual currency, or to perform 10 game actions by consuming 100 free gems. Alternatively, it may be possible to perform one game action by consuming a total of 10 gems, including both paid and free gems.

[0093] Furthermore, as shown in Figure 10, the gacha gauge and the details of the rewards when the gauge is filled are displayed on the touch panel 57 of the first communication terminal 5A. The gacha gauge displayed on the touch panel 57 of the second communication terminal 5B is the same as the gacha gauge of the first account linked to the second account corresponding to this second communication terminal 5B.

[0094] When a second user uses free gems on the second communication terminal 5B to perform a second game action, the contents of the lottery associated with that game action differ from the contents of the lottery associated with a second game action performed using paid gems. For example, when using free gems to perform a second game action, the proportion of S rarity, A rarity, and B rarity items obtained in the first stage of the lottery differs from the proportion of the lottery associated with a second game action performed using paid gems.

[0095] Furthermore, if a second user uses free gems to perform a second game action, the second user will also receive a bonus if the gacha gauge reaches 100%. The bonus granted to the second user when they use free gems to perform a second game action may be the same as, or different from, the bonus granted to the second user when they use paid gems to perform a second game action.

[0096] Furthermore, the percentage increase in the gacha gauge when a second user uses free gems to perform a second game action is smaller than the percentage increase in the gacha gauge when a second user uses paid gems to perform a second game action.

[0097] Furthermore, when the gacha gauge reaches 100%, and the percentage of the gacha gauge obtained by the second account corresponding to the second user through a second game action reaches a certain value, the user will be granted various other types of rewards based on the combination of game actions of the first and second accounts. Specifically, game materials may be granted to at least one of the first or second accounts, or a game event may occur in at least one of the first or second accounts.

[0098] Figure 11 is a table showing examples of rewards based on combinations of game behaviors for the first and second accounts.

[0099] For example, if the gacha gauge reaches 100%, and the percentage increase in the gacha gauge due to the second user's second game action (indicated by the symbol Y in Figures 9 and 10) is 30% or more, 50% or more, and 70% or more, respectively, then items X, Y, and Z will be awarded to both the first and second accounts as game currency.

[0100] Furthermore, if the featured character is granted to the first account through the first user's game actions, and the percentage of the gacha gauge that increases through the second user's second game actions is 10% or more when the gacha gauge reaches 100%, then Game Event 1 will occur for both the first and second accounts.

[0101] Furthermore, if Quest 1 is cleared by the first user playing the game, and the gacha gauge reaches 100%, and the percentage increase in the gacha gauge due to the second user's second game action is 10% or more, then Game Event 2 will occur for both the first and second accounts.

[0102] Furthermore, if the first user purchases 1000 or more paid virtual currency through in-game purchases, and the percentage of the gacha gauge that increases due to the second user's second game action when the gacha gauge reaches 100% is 30% or more, then game event 3 will occur for both the first and second accounts.

[0103] In summary, the program causes the computer to function as a receiving means 221 and a transmitting means 222. The receiving means 221 receives information from a first communication terminal 5A operated by a first user corresponding to a first account with no billing restrictions, and from a second communication terminal 5B operated by a second user corresponding to a second account with billing restrictions. The transmitting means 222, on the condition that the receiving means 221 has received information from the second communication terminal 5B that a second game action involving billing has been performed by the second user, transmits an instruction to the first communication terminal 5A to give preferential treatment to the first user's subsequent first game action.

[0104] <Effects> According to this embodiment, on the condition that the receiving means 221 receives information from the second communication terminal 5B that a second game action involving billing has been performed by the second user, an instruction is sent to the first communication terminal 5A to prioritize the first game action of the first user. This makes it possible to encourage the second user, who corresponds to the second account for which billing is restricted, to experience a game action involving billing.

[0105] [Other embodiments] The various control means and processing procedures described in the above embodiments are examples and are not intended to limit the scope of the present invention, its applications, or their uses. The various control means and processing procedures can be modified as appropriate without altering the essence of the present invention.

[0106] For example, the common communication terminal 5 may be operated by the first user and the second user at different times. In other words, the first communication terminal 5A operated by the first user and the second communication terminal 5B operated by the second user may be the same. Even in this case, by selecting either the first account or the second account on the common communication terminal 5, the first user can perform the first game action with the first account, which has no billing restrictions, and the second user can perform the second game action with the second account, which has billing restrictions.

[0107] Furthermore, even if the first user has already performed a third game action involving payment prior to the first game action performed by the first user, the decision means 225 may determine the preferential treatment for the first game content based solely on the second game action involving payment performed by the second user.

[0108] Furthermore, even if the receiving means 221 receives information from the second communication terminal 5B that a second game action has been performed by the second user without incurring charges, the transmitting means 222 may also send an instruction to the first communication terminal 5A to give preferential treatment to the first user's subsequent first game action. Specifically, if the second user performs a second game action by consuming free gems and the gacha gauge percentage increases, the first user's subsequent first game action may be given preferential treatment.

[0109] Furthermore, the third game action performed by the first user is not limited to those involving payment. Even if the third game action performed by the first user does not involve payment, specifically if the third game action is performed by the first user consuming free in-game currency, the decision-making means 225 may determine the preferential treatment for the first game action based on the combination of the second and third game actions.

[0110] Furthermore, when the receiving means 221 receives information from the second communication terminal 5B that a second game action has been taken by the second user, the transmitting means 222 may send instructions to the first communication terminal 5A to change the difficulty of game quests by making the first user's own character stronger or weakening enemy characters when the first user plays the game, to trigger specific game events, to increase the rewards upon clearing the game, or to give preferential treatment to the development of game characters.

[0111] Furthermore, the decision-making means 225 may determine the content of the preferential treatment for the first game action based on the combination of the amount charged by the first account corresponding to the first user and the amount charged by the second account corresponding to the second user. Specifically, based on the total amount charged by the first account corresponding to the first user and the second account corresponding to the second user, the decision-making means 225 may grant a specific game medium, trigger a specific game event, change the difficulty of the game, or grant virtual currency to at least one of the first or second account.

[0112] In this case, if the ratio of the amount charged by the second account corresponding to the second user to the total amount charged by the first account corresponding to the first user and the amount charged by the second account corresponding to the second user is less than a predetermined value, then specific game media may be granted to at least one of the first and second accounts, specific game events may be triggered, the difficulty of the game may be changed, or virtual currency may be granted. [Explanation of symbols]

[0113] 1. Game System 2. Server device (computer) 5A First Communication Terminal 5B Second communication terminal 221 Reception Method 222 Transmission means 224 Management measures 225 Decision-making means

Claims

[Claim 1] A program that causes a computer to function as a receiving means and a transmitting means, the accepting means accepts information from a first communication terminal operated by a first user corresponding to a first account with no charge limit and a second communication terminal operated by a second user corresponding to a second account with a charge limit, The transmission means transmits to the first communication terminal an instruction to give preferential treatment to the first user's subsequent first game action, on condition that the reception means receives information from the second communication terminal that the second user has performed a second game action that requires a charge.