PROGRAM, INFORMATION PROCESSING DEVICE, AND GAME SYSTEM

By introducing game media borrowing and sharing mechanisms between users in the game, the problem of insufficient motivation for multiplayer games in the existing technology is solved, and the user's multiplayer game experience and participation are enhanced.

JP7672167B2Active Publication Date: 2025-05-07GLEE HOLDINGS CO LTD
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Patent Information

Application Number
JP2023135517
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-08-23
Publication Date
2025-05-07
Estimated Expiration
2036-09-13

AI Technical Summary

Technical Problem

In existing games, multiplayer configurations are difficult to motivate users to play multiplayer games, and there is a lack of effective incentive mechanisms.

Method used

Enhance the multiplayer experience by storing and managing multiple game media for each user and allowing users to borrow and share game media between each other.

Benefits of technology

By borrowing and sharing gaming media, users can gain more gaming experience and motivation, increasing the appeal and engagement of multiplayer games.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a program provides a user with motivation to perform multi-play, and to provide a server device and a game system.SOLUTION: A program has an information processing device 11 run a step of storing one or more first game media mapped to a plurality of users and a step of mapping each user to a second game medium. The second game medium mapped with a first user of two or more users is selected from one or more first game media mapped to the first user and one or more first game media mapped to a second user of the two or more users.SELECTED DRAWING: Figure 11
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Description

[Technical field]

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

[0002] Conventionally, in a game executed by an information processing device, a multi-play structure in which the game progresses according to operations by multiple users is known. For example, Patent Document 1 discloses a cooperative multi-play structure in which multiple users cooperate to fight against a common enemy character. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 5833789 Summary of the Invention [Problem to be solved by the invention]

[0004] In conventional games, there are known multi-play modes in which multiple users play simultaneously, and single-play modes in which a user plays alone. Games with a multi-play configuration are suitable for stimulating communication between users, for example. Therefore, it is desirable to motivate users to play multi-play games.

[0005] In view of the above circumstances, an object of the present invention is to provide a program, an information processing device, and a game system that motivate users to play multiplayer games in which a multiplayer configuration is adopted. [Means for solving the problem]

[0006] In order to solve the above problem, the program according to the embodiment of the present invention comprises: In the information processing device that provides the game, storing, for each of a plurality of users, one or more first game media associated with the user; a step of associating the user with a second game medium for each of the plurality of users; In the matching step, the second game medium matched to a first user among the multiple users is a game medium selected from among one or more first game media matched to the first user and one or more first game media matched to a second user among the two or more users.

[0007] Moreover, the information processing device according to the embodiment of the present invention includes: An information processing device that provides a game, a storage unit that stores, for each of a plurality of users, one or more first game media associated with the user; A control unit, The control unit is executes a process of associating each of the plurality of users with a second game medium; In the matching process, the second game medium associated with a first user among the multiple users is a game medium selected from among one or more first game media associated with the first user and one or more first game media associated with a second user among the multiple users.

[0008] In addition, the game system according to the embodiment of the present invention includes: A game system comprising: a plurality of terminal devices used by a plurality of users; and a server device that provides a game to the plurality of terminal devices, The server device includes: storing, for each of the plurality of users, one or more first game media associated with the user; execute a process of associating each of the plurality of users with a second game medium; each of the terminal devices used by the plurality of users transmits information based on a user operation on the terminal device to the server device; The server device includes: In the matching process, the second game medium associated with a first user among the multiple users is a game medium selected from among one or more first game media associated with the first user and one or more first game media associated with a second user among the multiple users. Effect of the Invention

[0009] According to the program, information processing device, and game system according to the embodiments of the present invention, it is possible to motivate users to play multiplayer games. [Brief description of the drawings]

[0010] [Figure 1] 1 is a block diagram of a game system according to an embodiment of the present invention. [Diagram 2] FIG. 4 is a diagram showing information relating to characters. [Diagram 3] FIG. 13 is a diagram showing information about an item. [Figure 4] FIG. 13 is a diagram showing information about a user. [Diagram 5] FIG. 13 is a diagram showing information relating to a first game part. [Figure 6] FIG. 13 is a diagram showing an example of a matching screen displayed on a terminal device. [Figure 7] FIG. 13 is a diagram showing an example of a matching screen displayed on a terminal device. [Figure 8] FIG. 13 is a diagram showing an example of a matching screen displayed on a terminal device. [Figure 9] FIG. 13 is a diagram showing an example of a matching screen displayed on a terminal device. [Figure 10] FIG. 13 is a diagram showing an example of a result screen displayed on the terminal device. [Figure 11] 13 is a flowchart showing an operation of the server device. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] Hereinafter, an embodiment of the present invention will be described.

[0012] First, a game system 10 according to one embodiment of the present invention will be described with reference to Fig. 1. The game system 10 includes a server device 11 and a plurality of terminal devices 12. For simplicity, three of the plurality of terminal devices 12 are illustrated in Fig. 1, but the number of terminal devices 12 may be two or more.

[0013] The server device 11 is an information processing device such as a server managed by a game operator. The server device 11 provides games (game data) to the terminal devices 12 used by individual users. The terminal devices 12 are information processing devices such as mobile phones, smartphones, tablet terminals, PCs, or game devices. The terminal devices 12 execute the games provided by the server device 11. In this way, the server device 11 and the terminal devices 12 work together to control the games provided to the users of the terminal devices 12.

[0014] Here, an overview of the game according to the present embodiment will be described. The game according to the present embodiment is a game in which a user can play a variety of game parts. At least some of the various game parts are executed using game media.

[0015] Game media is electronic data used in a game, and includes any media, such as cards, items, tickets, characters, avatars, etc. Game media is electronic data that can be acquired, owned, used, managed, exchanged, synthesized, enhanced, sold, discarded, donated, etc. by a user within a game, but the manner of use of the game media is not limited to those explicitly stated in this specification.

[0016] Hereinafter, unless otherwise specified, "game medium owned by a user" refers to game medium associated as a first game medium with a user ID that can uniquely identify the user. Furthermore, "granting a game medium to a user" refers to associating the game medium as a first game medium with a user ID. Furthermore, "discarding a game medium owned by a user" refers to dissolving the association between a user ID and the first game medium. Furthermore, "consuming a game medium owned by a user" refers to the possibility of generating some effect or influence in the game in response to dissolving the association between a user ID and the first game medium. Furthermore, "selling a game medium owned by a user" refers to dissolving the association between a user ID and the first game medium, and associating another game medium (e.g., virtual currency or an item, etc.) as a first game medium with the user ID. Furthermore, "transferring a game medium owned by user A to user B" refers to dissolving the association between user A's user ID and the first game medium, and associating the game medium as a first game medium with user B's user ID.

[0017] A game part is a content that a user can play in a game, and includes, for example, quests, missions, mini-games, game medium acquisition events, virtual space exploration events, and battle events with opponents (for example, other users, enemy characters, and enemy buildings). For example, when it is determined that one or more predetermined conditions (game tasks) set for each game part are successfully achieved, the user may be given a predetermined reward, for example, a game medium and virtual currency. The game task may be any task according to the content of the game part, such as a task of winning a battle against an enemy character and a task of reaching a goal point in the virtual space. In addition, the completion of a specific task (cleared task) among one or more game tasks set for a game part is also referred to as the completion of the game part. In other words, when a cleared task is successfully achieved in a game part, the game part is determined to be cleared, and the game part ends.

[0018] In this embodiment, the game parts include game parts for single play and game parts for multiplay. The game parts for single play are game parts (for example, game parts for one person) that are executed based on a user operation on one terminal device 12 used by one user. One terminal device 12 executes the game parts for single play alone, or one terminal device 12 and the server device 11 cooperate to execute the game parts for single play. On the other hand, the game parts for multiplay are game parts (for example, game parts for multiple people) that are executed based on user operations on two or more terminal devices 12 used by two or more users, respectively, and that are common to the two or more users. The game parts common to two or more users are game parts in which, for example, at least a part of the progress processing and processing results of the game parts are commonly applied to the two or more users. The game parts for multiplay are executed by two or more terminal devices 12 cooperate, or by two or more terminal devices 12 and the server device 11 cooperate to execute the game parts for multiplay.

[0019] Hereinafter, the game part for multiplay is also referred to as the first game part. In this embodiment, the first game part is a game part in which, for example, up to three users cooperate to play against a common opponent.

[0020] In summary, in the game according to this embodiment, two or more users who play the first game part each use two types of game media to play the game part. The two types of game media are, for example, a character and an item equipped by the character. Each of the two or more users selects a character to be used from among the characters owned by the user. Meanwhile, each of the two or more users may select an item to be used from among the items owned by the user and the items owned by other users. That is, each of the two or more users who play the first game part can play the first game part by borrowing, so to speak, an item owned by other users. According to this configuration, an opportunity is created to use an item that a user does not own through the first game part for multiplay, so that users can be motivated to play multiplay.

[0021] (Configuration of server device 11) Next, a description will be given of the configuration of the server device 11. The server device 11 includes a server communication unit 13, a server storage unit 14, and a server control unit 15.

[0022] The server communication unit 13 is an interface that communicates with an external device wirelessly or wiredly to transmit and receive information. For example, the server communication unit 13 may include a wireless LAN (Local Area Network) communication module or a wired LAN communication module. The server communication unit 13 can transmit and receive information to and from the terminal device 12 via a network 16 such as the Internet.

[0023] The server storage unit 14 includes, for example, a primary storage device and a secondary storage device, and can store various information and programs necessary for providing and controlling the game. For example, the server storage unit 14 may include a semiconductor memory, a magnetic memory, an optical memory, or the like. For example, the server storage unit 14 stores information on various game media, information on a plurality of users, and information on various game parts.

[0024] (Character information) Among various game media, information about characters will be described with reference to Fig. 2. Fig. 2 shows information about three characters. The information about each character includes at least one of the following: character ID, character name, equipment type, rarity, level, HP (Hit Point), attack power, defense power, attributes, and skills.

[0025] The character ID is information that can uniquely identify a character. The character ID may be stored in advance in the server storage unit 14. Alternatively, the server device 11 may determine the character ID when allowing any user to obtain a character.

[0026] The character name is information indicating the name of the character. Unlike the character ID, the character name does not have to be able to uniquely identify the character. An initial value of the character name is stored in advance in the server storage unit 14. The character name may change depending on the game play of the user who has acquired the character.

[0027] The equipment type is information indicating the type of item that the character can equip. In this embodiment, the type of item includes, but is not limited to, swords, spears, and guns. The attacking action of the character may differ depending on the equipment type. The initial value of the equipment type is stored in advance in the server storage unit 14. The equipment type may change depending on the game play of the user who has acquired the character.

[0028] The rarity is information indicating the degree of rarity of a character. An initial value of the rarity is stored in advance in the server storage unit 14. The rarity may change depending on the game play of a user who has acquired the character.

[0029] The level is, for example, information indicating the degree of growth of a character. The initial value of the level is, for example, 1. The level may increase in response to the game played by the user who has acquired the character. When the level increases, at least a portion of the information about the character, such as HP, attack power, defense power, attributes, and skills, may change, as described below. By changing at least a portion of the information about the character, the character is strengthened, as described below. Therefore, in this embodiment, the higher the level of the character used in the game part, the more advantageous it is for the user.

[0030] HP is, for example, information indicating the vitality of a character. HP includes, for example, a current value and an upper limit value. In this embodiment, when a character receives damage from an opponent's attack, the current value of HP decreases by the amount of damage. Also, when a character receives recovery magic from an ally character, the current value of HP increases by the amount of recovery. Also, when HP decreases to zero, the character becomes unable to act, or is determined to have failed to clear the game part. Therefore, in this embodiment, the higher the HP of a character used in the game part, the more advantageous it is for the user. As the level increases, the upper limit value of HP can increase.

[0031] Attack power is information that contributes to the amount of damage inflicted on an opponent by, for example, an attack by a character. The greater the attack power, the greater the amount of damage inflicted on an opponent. Therefore, in this embodiment, the greater the attack power of a character used in a game part, the more advantageous it is for the user. As the level increases, the attack power may also increase.

[0032] The defensive power is information that contributes to the amount of damage that a character receives from an opponent's attack, for example. The higher the defensive power, the smaller the amount of damage received from the opponent. Therefore, in this embodiment, the higher the defensive power of the character used in the game part, the more advantageous it is for the user. As the level increases, the defensive power may also increase.

[0033] The attribute is information indicating the superiority / inferiority relationship between characters in a battle. The attribute indicates at least one of the attributes of fire, wood, and water, for example. For example, a fire-attribute character will inflict more damage than usual on a wood-attribute character, and will inflict less damage than usual on a water-attribute character.

[0034] The skill is information indicating a character-specific effect that can be exerted during execution of the first game part. For example, the skill may include, but is not limited to, a skill that has the effect of increasing or decreasing parameters such as the character's HP and attack power, a skill that has the effect of reducing damage received from an enemy character, and a skill that has the effect of reducing the enemy character's HP.

[0035] The information about the character is not limited to the above-mentioned information, and may include any information specific to the character. For example, the information about the character may further include information indicating other characters having a predetermined relationship with the character. The other characters having a predetermined relationship include, for example, other characters consumed to create the character, and other characters that can be created by consuming the character. Specifically, when character B is evolved or awakened to become character C, character B and character C have a predetermined relationship.

[0036] (Item information) Of the various game media, information about items will be described with reference to Fig. 3. Fig. 3 shows information about three items. The information about each item includes at least one of the following: item ID, item name, item type, rarity, level, HP, attack power, defense power, attributes, and skills.

[0037] The item ID is information that can uniquely identify an item. The item ID may be stored in advance in the server storage unit 14. Alternatively, the server device 11 may determine the item ID when allowing any user to acquire the item.

[0038] The item name is information indicating the name of an item. Unlike an item ID, the item name does not have to be able to uniquely identify an item. An initial value of the item name is stored in advance in the server storage unit 14. The item name may change depending on the game play of a user who has acquired the item.

[0039] The item type is information that indicates the type of the item. In this embodiment, the item types include, but are not limited to, swords, spears, guns, etc., as described above.

[0040] The rarity level is information indicating the degree of rarity of an item. An initial value of the rarity level is stored in advance in the server storage unit 14. The rarity level may change depending on the play of the game by a user who has acquired the item.

[0041] The level is, for example, information indicating the growth degree of an item. The initial value of the level is, for example, 1. The level may increase in response to the game played by a user who has acquired the item. When the level increases, at least a portion of the information about the item, such as HP, attack power, defense power, attributes, and skills, may change, as described below. By changing at least a portion of the information about the item, the item is strengthened, as described below. Therefore, in this embodiment, the higher the level of the item used in the game part, the more advantageous it is for the user.

[0042] The HP, attack power, and defense power are information that change the HP, attack power, and defense power, respectively, of a character equipped with an item. In this embodiment, the HP, attack power, and defense power values ​​of an item are added to the HP, attack power, and defense power values ​​of a character equipped with the item, respectively. Therefore, in this embodiment, the greater the HP, attack power, and defense power of an item used in a game part, the more advantageous it is for the user. As the level increases, the HP, attack power, and defense power may also increase.

[0043] The attribute indicates at least one of the attributes of fire, wood, and water, for example. For example, a character equipped with an item of fire attribute will inflict more damage than usual on a character of wood attribute, and less damage than usual on a character of water attribute. When the attribute of an item and the attribute of a character equipped with the item are the same, the damage inflicted by the character on other characters may be increased. Therefore, in this embodiment, it is advantageous for the user if the attribute of an item and the attribute of a character equipped with the item are the same.

[0044] The skill is information indicating an effect specific to an item that can be exerted during execution of the first game part. For example, when an item and a character have the same or different attributes, the skill includes, but is not limited to, a skill that has an effect of increasing or decreasing parameters such as the character's HP and attack power, a skill that has an effect of reducing damage received from an enemy character, and a skill that has an effect of reducing the enemy character's HP.

[0045] The information about an item is not limited to the above-mentioned information, and may include any information specific to the item. For example, the information about an item may further include information indicating other items having a predetermined relationship with the item. Other items having a predetermined relationship include, for example, other items consumed to create the item, and other items that can be created by consuming the item. Specifically, when item B is refined or evolved to become item C, item B and item C have a predetermined relationship.

[0046] (User information) Information about users will be described with reference to Fig. 4. Fig. 4 shows information about three users. The information about each user includes, for example, a user ID, a first game medium, a second game medium, and history information.

[0047] The user ID is information that can uniquely identify a user. Hereinafter, the user ID is also simply referred to as the user.

[0048] The first game medium is information indicating a game medium owned by a user in a game. When a game medium is acquired by a user, the game medium is associated with the user as the first game medium and stored in the server storage unit 14. In this embodiment, the first game medium includes a character and an item owned by the user.

[0049] The second game medium is information indicating the game medium to be used by the user in the first game part. In this embodiment, the second game medium includes one character and one item. In other embodiments, the second game medium may include one or more characters and one or more items. As described below, the first user can, so to speak, borrow an item that is the first game medium of the second user. The borrowed item can be used in the first game part as the second game medium of the first user. In such a case, one game medium is associated with the second user as the first game medium and at the same time, is associated with the first user as the second game medium. Details of the process of associating the second game medium with a user will be described later.

[0050] The history information includes various information regarding the user's game play history.

[0051] For example, the history information may include the number of times the user has acquired game media, the acquisition frequency, the acquisition date and time, the number of times the user has logged in to the game system 10, the login frequency, and the login date and time, etc. In such a case, the user's tendency regarding game play can be determined based on the history information. For example, a user with a large (high) parameter such as the number of times the user has acquired game media, the acquisition frequency, the number of times the user has logged in to the game system 10, or the login frequency can be determined to be more proactive in game play than a user with a small (low) parameter.

[0052] For example, the history information may include information about the history of lending and borrowing items by the user. Information about the history of lending and borrowing items may include, for example, the number of times an item was lent and borrowed, the frequency, the date and time, information about the lent and borrowed items, information about other users who have borrowed items from the user, and information about other users who have lent items to the user.

[0053] The information about the user is not limited to the above information, and may include any information specific to the user, such as the number of virtual currencies the user owns in the game, and the user level. The user level is a parameter that may increase as the user plays the game. Thus, the user level may be an indicator of the user's proficiency with the game.

[0054] (Information about the first game part) Of the various game parts, information about the first game part will be described with reference to Fig. 5. Fig. 5 shows information about three first game parts. The information about each first game part includes at least one of a first game part ID, an advantageous item type, an advantageous attribute, and game data, for example.

[0055] The first game part ID is information capable of uniquely identifying the first game part.

[0056] The advantageous item type is information indicating the type of item that is advantageous for accomplishing the game task in the first game part. The advantageous item type is stored in advance in the server storage unit 14, for example. Alternatively, the server device 11 may automatically determine the advantageous item type based on game data, which will be described later. For example, the server device 11 may determine the advantageous item type to be "gun" for the first game part in which a battle is fought against an enemy character that is weak against long-distance attacks.

[0057] The advantageous attribute is information indicating an attribute that is advantageous for accomplishing a game task in the first game part. The advantageous attribute is stored in advance in the server storage unit 14, for example. Alternatively, the server device 11 may automatically determine the advantageous attribute based on game data, which will be described later. For example, the server device 11 may determine the advantageous attribute to be "fire" for the first game part in which a battle is fought against an enemy character that is weak against fire attributes.

[0058] The game data includes various information necessary for executing the first game part. For example, the game data includes information on an enemy character that is a common opponent for multiple users, map information of a virtual space to be explored (e.g., a dungeon), game tasks, and a reward (e.g., game media) to be given to a user depending on a processing result of the first game part.

[0059] 1 includes at least one of one or more general-purpose processors that realize a specific function by reading a specific program, and one or more dedicated processors that are specialized for a specific process. The server control unit 15 controls the operation of the entire server device 11.

[0060] For example, the server control unit 15 transmits and receives information via the server communication unit 13. The server control unit 15 also stores, in the server storage unit 14, information on the various game media described above, information on the multiple users, and information on the various game parts.

[0061] Furthermore, the server control unit 15 performs various processes related to various game parts. For example, the server control unit 15 executes a first game part in cooperation with two or more terminal devices 12. This will be described in detail below.

[0062] The server control unit 15 performs a matching process to match two or more users who play the first game part with each other. Specifically, when the server control unit 15 receives a user group creation request from the user's terminal device 12, it creates a new user group including the user. In this embodiment, multiple user groups may exist at the same time. Also, each user group may include, for example, up to three users. Two or more users included in one user group are defined as users who play the first game part in a multiplay format. Hereinafter, two or more users included in one user group are also referred to as two or more matched users.

[0063] In one example, the server control unit 15 receives a user group creation request from the terminal device 12 of the user A, and creates a new user group A including the user A.

[0064] Next, the server control unit 15 transmits a display instruction for a matching screen to the terminal device 12 of the user who transmitted the user group creation request. In the following description, the screen display instruction will be described as including various information necessary for the terminal device 12 receiving the display instruction to display the screen. By transmitting the display instruction for the screen, the server control unit 15 causes the terminal device 12 to display the screen.

[0065] For example, the server control unit 15 causes a matching screen to be displayed on the terminal device 12 of the user A. The details of the matching screen will be described later.

[0066] Next, when the server control unit 15 receives a request from the terminal device 12 of a user who is not included in any user group to add the user to a user group, the server control unit 15 selects one of the multiple user groups based on a predetermined algorithm. The server control unit 15 adds the user to the selected one user group. Alternatively, the server control unit 15 may select one or more user groups from the multiple user groups. In this case, the server control unit 15 may display information about the selected one or more user groups on the terminal device 12 of the user, and allow the user to select one of the user groups. When the server control unit 15 receives information indicating one user group selected by the user from the terminal device 12, the server control unit 15 adds the user to the user group.

[0067] As a predetermined algorithm, one of the multiple user groups may be selected based on information about the user of the terminal device 12 that sent a request to be added to the user group and information about the multiple users included in the multiple user groups.

[0068] For example, the server control unit 15 may preferentially select a user group that includes other users who have a similar number or level of game media owned or a similar user level to the user of the terminal device 12 that has sent the request to be added to the user group. With this configuration, for example, users who have a similar level of growth in the game media they own or users who have a similar level of proficiency in games are preferentially matched. This creates a sense of fairness between two or more users playing the first game part, and can promote the formation of a cooperative relationship.

[0069] Alternatively, the server control unit 15 may preferentially select a user group including other users having a higher number of items or a higher level, or a lower user level, of the user of the terminal device 12 that has sent the request to be added to the user group. With this configuration, for example, beginners and experts in the game are preferentially matched. This can motivate beginners to play the first game part.

[0070] The predetermined algorithm is not limited to the one described above. For example, the terminal device 12 may transmit to the server device 11 a signal (second signal) indicating an item selected in response to a user operation on the terminal device 12 together with a request to add the user to the user group. In this case, the server control unit 15 preferentially selects, from among a plurality of user groups, a user group including other users who own the item indicated by the second signal. According to this configuration, the user of the terminal device 12 who transmits a request to add the user to the user group is preferentially matched with other users who own the item that the user wishes to borrow. This increases the probability that the user can borrow the item from other users. Therefore, for example, a user who wants to use an item that he or she does not own can be motivated to play multiplayer games.

[0071] Alternatively, the terminal device 12 may transmit, together with the request to be added to the user group, a selection request for automatically selecting a predetermined item to the server device 11. In this case, upon receiving the selection request from the terminal device 12, the server control unit 15 extracts, from among the multiple items, one or more items that are advantageous for playing the first game part, based on predetermined information.

[0072] Here, the predetermined information may include information about the user of the terminal device 12. In such a case, the server control unit 15 preferentially extracts, for example, an item having the same attribute as a character associated with the user as the first game medium, as an item advantageous for playing the first game part. Alternatively, the predetermined information may include information about the first game part. In such a case, the server control unit 15 preferentially extracts an item of a type indicated in the advantageous item type included in the information about the first game part, or an item having an attribute indicated in the advantageous attribute, as an item advantageous for playing the first game part.

[0073] Then, the server control unit 15 preferentially selects a user group including other users who own the extracted item. According to this configuration, the user of the terminal device 12 that transmits an addition request to a user group is preferentially matched with other users who own an item that is advantageous for playing the first game part. This increases the probability that the user can borrow the item from other users. Therefore, for example, a user who wants to use an item that is advantageous for playing the first game part can be motivated to play multiplay. In another embodiment, the terminal device 12 instead of the server control unit 15 may extract one or more items that are advantageous for playing the first game part from among the multiple items based on predetermined information. In this case, the terminal device 12 transmits a second signal indicating the extracted item to the server device 11.

[0074] In one example, the server control unit 15 receives requests to add users B and C to a user group from the terminal devices 12, and selects user group A, which includes user A, from among a plurality of user groups. The server control unit 15 adds users B and C to the selected user group A. In other words, the server control unit 15 matches users AC as two or more users who play the first game part in a multiplay format.

[0075] The server control unit 15 then transmits an instruction to display a matching screen to the terminal device 12 of the user who transmitted the request to be added to the user group. The matching screens displayed by the terminal devices 12 of two or more users included in one user group may be substantially the same. When the server control unit 15 receives a request to remove a user from the user group from the terminal device 12 of the user included in the user group, the server control unit 15 may remove the user from the user group.

[0076] Addition of a user to a user group and removal of a user from a user group may be possible at any timing until a user included in the user group starts the first game part.

[0077] In one example, the server control unit 15 displays approximately the same matching screen on each of the terminal devices 12 of the users AC included in the user group A. Then, the matching process ends.

[0078] In this way, the server control unit 15 selects two or more users who will play the first game part from among a plurality of users through the matching process. User group A will be described below.

[0079] After executing the matching process, the server control unit 15 associates each user included in the user group A with the second game medium and stores the association in the server storage unit 14. For example, the server control unit 15 may select and change the second game medium to be associated with each user in response to a user operation on each terminal device 12 of each user.

[0080] Next, when the server control unit 15 receives a first signal from the terminal device 12 of the user, it confirms the association between the user and the second game medium. Hereinafter, the state in which the association between the user and the second game medium is confirmed is also referred to as a confirmed state. The server control unit 15 prohibits the second game medium associated with the user in the confirmed state from being changed. The server control unit 15 may cancel the confirmed state of the user in response to a request from the terminal device 12 of the user in the confirmed state.

[0081] In this embodiment, the characters associated with each user included in the user group A as the second game medium are selected from among the characters associated with the user as the first game medium. Meanwhile, the items associated with each user as the second game medium may be selected from among the items associated with the user as the first game medium and one or more items excluding the items that are the second game media whose association with the other user has been confirmed among the multiple items associated with the other user as the first game medium. According to this configuration, for example, user A can borrow an item that is not used in the first game part among the multiple items owned by user B in the game, and use it in the first game part. Hereinafter, for ease of explanation, when an item associated with a user as the second game medium is an item associated with another user as the first game medium, the item is also referred to as a "borrowed item". Details of the process in which a user borrows an item from another user will be described later.

[0082] In one example, the item which is the second game medium of user A is an item selected from the first game medium of user B, i.e., a borrowed item. Meanwhile, the items which are the second game media of each of users B and C are items selected from the first game media of each of users B and C. Also, an association between each of users AC and the second game media is determined.

[0083] Next, when the server control unit 15 receives a request to start the first game part from the terminal device 12 of any of the users included in the user group A, the server control unit 15 starts the first game part. The server control unit 15 executes the first game part based on the second game medium associated with each user included in the user group A and user operations on each terminal device 12 used by each user. In this embodiment, in the first game part, each user uses a character and an item, which are his / her own second game medium, to fight against an enemy character common to the users AC.

[0084] Next, when the server control unit 15 determines that the user AC has succeeded or failed in achieving the clear task, for example, winning a match against an enemy character, the server control unit 15 ends the first game part. The server control unit 15 gives the user AC a reward according to the processing result of the first game part, for example, the success or failure of achieving the clear task.

[0085] When the first game part is ended, the server control unit 15 dissolves the user group A. The server control unit 15 also dissolves the association between each user AC and the second game medium. This corresponds to a mechanism in which the borrowed items of each user are returned to the original user, so to speak. In this way, a series of processes for having two or more users play the first game part in a multiplay format is completed. In another embodiment, when one first game part is ended and another first game part is subsequently executed, the other first game part may be started without dissolving the user group A and dissolving the association between each user AC and the second game medium.

[0086] In another embodiment, when communication between the terminal device 12 of at least one of the users AC and the server device 11 is disconnected during execution of the first game part, the server control unit 15 may end the first game part. In this case, the server control unit 15 may perform a process of dissolving the user group A and a process of dissolving the association between each user AC and the second game medium. Alternatively, the server control unit 15 may continue the first game part by automatically operating the character of the user of the terminal device 12 whose communication with the server device 11 has been disconnected. In such a case, the server control unit 15 may or may not dissolve the association between the user of the terminal device 12 whose communication with the server device 11 has been disconnected and the second game medium.

[0087] Furthermore, after the first game part is executed, the server control unit 15 preferably causes the terminal device 12 of the user A who played the first game part using the borrowed item to display information about the second game part. The second game part is any game part in which the user can obtain an item identical to the borrowed item or another item having the above-mentioned predetermined relationship with the borrowed item, among various game parts including the first game part and single-play game parts. Depending on the processing result of the second game part, the user can be granted an item identical to the borrowed item or another item having the above-mentioned predetermined relationship with the borrowed item.

[0088] In this embodiment, the second game part includes an event in which at least one game medium selected from a plurality of game media including an item that is the same as the borrowed item or has a predetermined relationship with the borrowed item is granted to the user. In the second game part, the granting of the game medium to the user may be executed in response to consumption of virtual currency or a predetermined game medium owned by the user in the game. Alternatively, the second game part may be a first game part or a single-play game part in which an item that is the same as the borrowed item or has a predetermined relationship with the borrowed item is included in the reward.

[0089] The information regarding the second game part includes, for example, a GUI (Graphical User Interface) that accepts a user operation to start the second game part. The server control unit 15 executes the second game part in response to a user operation on the GUI displayed on the terminal device 12 of user A. The server control unit 15 can associate an item that is the same as the borrowed item or has a predetermined association with user A as a first game medium in response to a processing result of the second game part.

[0090] (Configuration of terminal device 12) Next, a description will be given of the configuration of the terminal device 12. As shown in Fig. 1, the terminal device 12 includes a terminal communication unit 17, a terminal storage unit 18, a display unit 19, an input unit 20, and a terminal control unit 21.

[0091] The terminal communication unit 17 is an interface that communicates with an external device wirelessly or wiredly to transmit and receive information. For example, the terminal communication unit 17 may include a wireless communication module, a wireless LAN communication module, or a wired LAN communication module that supports a mobile communication standard such as LTE (Long Term Evolution) (registered trademark). The terminal communication unit 17 transmits and receives information to and from the server device 11 via the network 16.

[0092] The terminal storage unit 18 includes, for example, a primary storage device and a secondary storage device, and is capable of storing various information and programs necessary for processing the game provided by the server device 11. For example, the terminal storage unit 18 may include a semiconductor memory, a magnetic memory, an optical memory, or the like. For example, the terminal storage unit 18 may store some or all of the information on the various game media described above, the information on the multiple users, and the information on the various game parts. Some or all of this information is acquired from the server device 11 by, for example, the terminal control unit 21.

[0093] The display unit 19 is a display device such as a liquid crystal display or an organic EL display, and is capable of displaying a variety of screens.

[0094] The input unit 20 is an input interface including, for example, a touch panel provided integrally with the display unit 19, and is capable of accepting user input to the terminal device 12. The input unit 20 may also include physical keys, and may further include various input interfaces including a pointing device such as a mouse.

[0095] The terminal control unit 21 includes at least one of one or more general-purpose processors that realize a specific function by reading a specific program, and one or more dedicated processors specialized for a specific process. The terminal control unit 21 controls the operation of the entire terminal device 12. For example, the terminal control unit 21 transmits and receives information via the terminal communication unit 17. The terminal control unit 21 also executes (launches) a game application in response to a user's operation. When the terminal control unit 21 receives a screen display instruction from the server device 11 via the terminal communication unit 17, the terminal control unit 21 causes the display unit 19 to display the screen or update the screen based on the instruction. The terminal control unit 21 also transmits information based on the user operation received via the input unit 20 to the server device 11 via the terminal communication unit 17.

[0096] Furthermore, the terminal control unit 21 performs various processes related to various game parts. For example, the terminal control unit 21 executes a first game part in cooperation with the server device 11 and one or more other terminal devices 12. This will be described in detail below.

[0097] The terminal control unit 21 can transmit the above-mentioned user group creation request or user group addition request to the server device 11. The terminal control unit 21 receives a display instruction for a matching screen transmitted by the server device 11 in response to the user group creation request or user group addition request. The terminal control unit 21 causes the display unit 19 to display the matching screen based on the received display instruction.

[0098] 6 to 9, the operations of the server device 11 and the terminal device 12 executed in a state where the matching screen is displayed on the display unit 19 will be described below. Here, an example will be described in which the terminal control unit 21 of the terminal device 12 of the user A sends a user group creation request to the server device 11, and a new user group A including only the user A is created.

[0099] 6 shows a matching screen displayed on the terminal device 12 of user A after a user group creation request is sent. On the matching screen, three user frames 22, a confirm button 23, a borrow button 24, and a start button 25 are displayed.

[0100] Each user frame 22 is an area for displaying information about each user included in user group A. In Fig. 6, information about user A is displayed in the upper user frame 22. The information about user A may include, for example, a user name, and character A and item A, which are second game media associated with user A. Meanwhile, the middle user frame 22 and the lower user frame 22 are left blank.

[0101] The user frame 22 in which the information about the user A is displayed may function as a GUI that accepts a user operation to change the second game medium of the user A. The terminal control unit 21 selects one each of the character and item, which are the first game medium of the user A, in response to the user operation on the user frame 22. The terminal control unit 21 changes the character A and item A, which are the second game medium of the user A, to the selected character and item, respectively. In this manner, the second game medium of the user A may be selected from the first game medium of the user A in response to the user operation on the user frame 22. When the second game medium of the user A is changed, the terminal control unit 21 notifies the server device 11 of the changed second game medium. When the server control unit 15 receives the notification from the terminal device 12 of the user A, the server control unit 15 associates the changed second game medium with the user A and updates the information about the user A stored in the server storage unit 14.

[0102] The Confirm button 23 is a GUI that accepts a user operation to confirm the association between user A and the second game medium. The terminal control unit 21 transmits the above-mentioned first signal to the server device 11 in response to the user operation on the Confirm button 23. When the server control unit 15 receives the first signal from the terminal device 12 of user A, it confirms the association between user A and the second game medium. In addition, when the terminal control unit 21 detects a user operation on the Confirm button 23 while user A is in a confirmed state, it is preferable that the terminal control unit 21 transmits a request to cancel the confirmed state of user A to the server device 11. In this case, when the server control unit 15 receives the request to cancel the confirmed state from the terminal device 12 of user A, it cancels the confirmed state of user A.

[0103] The borrow button 24 is a GUI that accepts a user operation for borrowing an item owned by another user included in the user group A. In the state shown in FIG. 6, the server control unit 15 or the terminal control unit 21 of the terminal device 12 of the user A temporarily stops the acceptance of a user operation via the borrow button 24 because the user group A does not include any other users other than the user A. When the acceptance of a user operation is stopped, the borrow button 24 may be displayed in a different manner from the normal state, for example, by being displayed darker than normal (grayed out). The processing according to the user operation on the borrow button 24 will be described later.

[0104] The start button 25 is a GUI that accepts a user operation for starting the first game part. The terminal control unit 21 may enable the acceptance of a user operation on the start button 25 only when a predetermined condition is satisfied. The predetermined condition may include, for example, a condition that the number of users included in the user group A is equal to or greater than a predetermined value, and / or a condition that all users included in the user group A are in a confirmed state. The terminal control unit 21 transmits a request to start the first game part to the server device 11 in response to the user operation on the start button 25. Upon receiving the request to start the first game part from the terminal device 12 of user A, the server device 11 starts the first game part.

[0105] Here, it is assumed that the terminal devices 12 of users B and C each transmit a request to be added to the user group to the server device 11 before any user operation on the Confirm button 23, the Borrow button 24, or the Start button 25 is detected in the terminal device 12 of user A. The server device 11 adds user B and user C to user group A. The server device 11 transmits an instruction to display a matching screen to each of the terminal devices 12 of user AC.

[0106] The terminal device 12 of user A updates the matching screen based on the received display instruction. Fig. 7 shows the updated matching screen. In the middle user frame 22 and the lower user frame 22, which were blank in Fig. 6, information about user B and user C are displayed, respectively, as shown in Fig. 7.

[0107] On the other hand, the terminal devices 12 of the users B and C display a screen similar to the matching screen shown in FIG. 7, based on the received display instruction, except that, for example, the start button 25 is not displayed.

[0108] As shown in Fig. 7, the marker 26 displayed in the middle user frame 22 is an image indicating that the association between user B and the second game medium has been confirmed. When user B enters a confirmed state, the marker 26 is displayed on each of the terminal devices 12 of users AC. In other words, Fig. 7 indicates that users A and C are not in a confirmed state, but user B is in a confirmed state. Hereinafter, a user who is not in a confirmed state is also referred to as a first user, and a user who is in a confirmed state is also referred to as a second user.

[0109] When the user group A includes a first user and a second user, the server control unit 15 causes the terminal device 12 of the first user to cancel the suspension of the acceptance of user operations via the borrow button 24. For example, the borrow button 24 displayed in a display mode different from the normal display mode in Fig. 6 changes to the normal display mode as shown in Fig. 7. In this state, the user operations via the borrow button 24 can be accepted.

[0110] Here, it is assumed that the terminal control unit 21 of the terminal device 12 of user A, who is the first user, has accepted a user operation on the borrow button 24. In this case, the terminal control unit 21 transmits to the server device 11 a borrowing request to borrow one or more items, excluding an item that is a second game medium whose association with user B has been confirmed, from among a plurality of items associated as first game media with user B, who is the second user.

[0111] When the server control unit 15 receives a borrowing request from the terminal device 12 of the user A, the server control unit 15 extracts one or more items from among the multiple items associated with the user B as the first game medium, excluding the item that is the second game medium whose association with the user B has been confirmed. The server control unit 15 transmits a display instruction to the terminal device 12 to cause each of the extracted one or more items to be selectably displayed on the terminal device 12 of the user A. The terminal control unit 21 selects one item from the one or more items extracted and displayed in response to a user operation. The terminal control unit 21 changes the item associated with the user A as the second game medium to the item selected from the item A. The terminal control unit 21 notifies the server device 11 of the changed second game medium of the user A. In another embodiment in which one user is associated with one or more items as the second game medium, the terminal control unit 21 may select one or more items in response to a user operation. In such a case, the terminal control unit 21 may associate the selected item with user A as an additional second game medium, or may change the item associated with user A as the second game medium from item A to the selected item. The terminal control unit 21 notifies the server device 11 of the second game medium after user A has been added or changed.

[0112] In this way, the server control unit 15 extracts one or more items from among the multiple items associated with user B as the first game medium, excluding the item that is the second game medium whose association with user B has been confirmed. With this configuration, for example, an item associated with user B as the second game medium is suppressed from being, so to speak, duplicated and associated with user A as the second game medium. Therefore, the number of items present in the game is kept constant, and the game balance can be appropriately adjusted. Furthermore, with this configuration, it is possible to give the user a feeling similar to that of lending and borrowing real items between users, and to facilitate the user's understanding of the game.

[0113] Furthermore, according to the above-mentioned configuration, as described below, it is possible to suppress the occurrence of restrictions on the use of the game medium by the user. For comparison, consider a configuration in which an item is lent to user A before the association between user B and the second game medium is finalized. In such a configuration, a situation may occur in which user B himself / herself is unable to use an item that he / she wants to use in the first game part because, for example, he / she has lent the item to user A first due to an erroneous operation or the like. In contrast, according to the server device 11 according to the present embodiment, the item is lent to user A after the association between user B and the second game part is finalized, so that the occurrence of the above-mentioned situation can be suppressed.

[0114] Alternatively, when the server control unit 15 receives a borrowing request from the terminal device 12 of user A, it may extract all items associated with user B as the first game medium.

[0115] Alternatively, when the server control unit 15 receives a borrowing request from user A's terminal device 12, it may extract one or more items from the multiple items associated with user B as first game media, excluding the item that is the second game medium whose association with user B has been confirmed, based on specified information.

[0116] For example, the predetermined information may include information about two or more users included in user group A. For example, the server control unit 15 preferentially extracts one or more items having the same or different attributes as the characters or items associated as the second game media to each of users B and C, from among the items associated as the first game media to user B, excluding the item that is the second game medium whose association with user B has been confirmed. This configuration increases the likelihood that the attributes of the second game media will be unified or distributed in a balanced manner across two or more users included in user group A.

[0117] The server control unit 15 may use information other than attributes, such as level or skill, among the information about the user. For example, the server control unit 15 may preferentially extract items with high levels or items with powerful skills from all items associated with user B as the first game medium, excluding items that are second game media whose association with user B has been confirmed. With this configuration, the probability that user A will be able to play the first game part under advantageous conditions is increased.

[0118] Also, for example, the server control unit 15 may preferentially extract an item that allows the character associated with user A as the second game medium to advantageously play the first game part when equipped with the item from among all items associated with user B as the first game medium, excluding the item that is the second game medium whose correspondence with user B has been confirmed. As described above, it is more advantageous for the user if the attribute of the item and the attribute of the character equipped with the item are the same. For this reason, for example, an item having the same attribute as the character associated with user A as the second game medium is preferentially extracted.

[0119] Also, for example, the server control unit 15 may selectively extract only items that can be equipped by the character associated with user A as the second game medium from among all items associated with user B as the first game medium, excluding items that are the second game medium whose association with user B has been confirmed. For example, only items of a type that corresponds to the equipment type of the character are extracted. The conditions for items that can be equipped by the character are not limited to the equipment type, and may be determined based on any game parameter, such as the level or equipment cost of the character or item. For example, the higher the level or equipment cost of the character, the higher the item that the character can equip.

[0120] Furthermore, for example, the predetermined information may include information on the first game part. For example, the server control unit 15 preferentially extracts one or more items having an advantageous attribute included in the first game part information from among all items associated with the user B as the first game medium. With this configuration, the probability that the user A can play the first game part under advantageous conditions is increased.

[0121] Here, it is assumed that the server control unit 15 extracts item C from among all items that are user B's first game media.

[0122] The server control unit 15 causes the terminal device 12 of the user A to display information about the extracted item. Fig. 8 shows an appearance in which information 27 about the extracted item C, a Yes button 28, and a No button 29 are superimposed and displayed on the matching screen.

[0123] The information 27 regarding item C includes, for example, an image, item name, level, attack power, defense power, attributes, skills, and cost of item C. The cost is information indicating the resources of user A necessary to borrow item C. The content of the cost may be stored in advance in the server storage unit 14, or may be automatically determined by the server control unit 15 based on the information regarding item C. For example, in the example shown in FIG. 8, user A can borrow item C from user B by spending 20 pieces of virtual currency.

[0124] The Yes button 28 is a GUI that accepts a user operation to borrow item C. In response to the user operation on the Yes button 28, the terminal control unit 21 changes the item A associated with user A as the second game medium to item C owned by user B. In response to the user operation on the Yes button 28, the server control unit 15 updates information about user A so as to consume 20 pieces of virtual currency owned by user A. The server control unit 15 may grant a predetermined reward to user B who owns item C. The predetermined reward may be determined in advance, or may be at least a portion of the 20 pieces of virtual currency consumed by user A.

[0125] The No button 29 is a GUI that accepts a user operation for hiding the information 27 about item C, the Yes button 28, and the No button 29 that are superimposed on the matching screen. In response to the user operation on the No button 29, the terminal control unit 21 hides the information 27 about item C, the Yes button 28, and the No button 29.

[0126] Here, the terminal control unit 21 is assumed to have accepted a user operation on the Yes button 28. Therefore, as described above, the item C of the user B is associated with the user A as the second game medium. For example, the image of the item A displayed in the upper user frame 22 in FIG. 7 is changed to an image of the item C as shown in FIG. 9. As long as the item associated with the user A as the second game medium is a borrowed item, acceptance of a user operation by the borrow button 24 may be temporarily stopped, and the borrow button 24 may be displayed in a different manner (grayed out) from the normal manner. Note that in another embodiment in which a maximum of n items are associated with the user A as the second game medium, where n is an integer of 2 or more, as long as all of the n items associated with the user A as the second game medium are borrowed items, acceptance of a user operation by the borrow button 24 may be temporarily stopped, and the borrow button 24 may be displayed in a different manner (grayed out) from the normal manner.

[0127] Thereafter, for example, after all users included in the user group have entered the confirmed state, upon receiving a user operation on the start button 25, the terminal control unit 21 transmits a request to start the first game part to the server device 11. Upon receiving the request to start the first game part from the terminal device 12 of user A, the server control unit 15 starts the first game part.

[0128] The server control unit 15 determines whether the user AC succeeded or failed in completing the task of the first game part. If it is determined that the user AC did not succeed or fail in completing the task, the server control unit 15 continues the first game part. On the other hand, if it is determined that the user AC succeeded or failed in completing the task, the server control unit 15 ends the first game part and cancels the association between each of the users AC and the second game medium. Therefore, the item C that user A borrowed from user B is, so to speak, returned to user B.

[0129] When the first game part ends, the server control unit 15 may grant a predetermined reward to the user AC, for example, based on whether or not the cleared task has been accomplished. The server control unit 15 transmits an instruction to display a result screen to each of the terminal devices 12 of the user AC. The result screen is a screen that displays information, for example, on the processing result of the first game part (for example, whether or not the cleared task has been accomplished and the contents of the reward, etc.).

[0130] Here, the result screen displayed on the terminal device 12 of user A who has borrowed the item from user B includes information 30 about the second game part, a Yes button 31, and a No button 32, as shown in FIG.

[0131] The information 30 relating to the second game part includes, for example, an image of item C, a message to the effect that item C has been returned to user B, and a message asking whether or not to start the second game part.

[0132] The Yes button 31 is a GUI that accepts a user operation to start the second game part. In response to the user operation on the Yes button 31, the terminal control unit 21 transmits a request to start the second game part to the server device 11. Upon receiving the request to start the second game part, the server control unit 15 starts the second game part. Depending on the processing result of the second game part, the server control unit 15 may grant to user A an item that is the same as item C or has a predetermined relationship therewith.

[0133] Next, the operation flow of the server device 11 will be described with reference to FIG.

[0134] Step S100: First, the server control unit 15 stores in the server storage unit 14 information relating to various game media, information relating to a plurality of users, and information relating to various game parts.

[0135] Step S101: Next, the server control unit 15 performs a matching process for matching two or more users who will play the first game part with each other. Through the matching process, for example, users AC are matched.

[0136] Step S102: Next, when the server control unit 15 receives the first signal from each of the terminal devices 12 of the users AC, it determines the association between each of the users AC and the second game medium. Here, it is assumed that the second game medium whose association with the user A has been determined in response to the second signal from the user A is a borrowed item (item C) borrowed from the user B.

[0137] Step S103: Next, when the server control unit 15 receives a request to start the first game part from, for example, the terminal device 12 of the user A, the server control unit 15 starts the first game part.

[0138] Step S104: Next, when the first game part ends, the server control unit 15 cancels the association between each of the user ACs and the second game medium.

[0139] Step S105: Next, the server control unit 15 causes the terminal device 12 of the user A, who has played the first game part using the borrowed item, to display information about the second game part.

[0140] Step S106: Next, upon receiving a request to start the second game part from the terminal device 12 of the user A, the server control unit 15 starts the second game part.

[0141] Step S107: Then, the server control unit 15 gives the user A an item that is the same as the item C or has a predetermined relationship with the item C, depending on the processing result of the second game part.

[0142] As described above, the server device 11 according to the present embodiment executes the first game part based on the second game medium associated with each of the two or more matched users and user operations on the two or more terminal devices 12 used by the two or more users. Here, the second game medium associated with the first user among the two or more users is a game medium selected from among the multiple first game media associated with the first user and the multiple first game media associated with the second user among the two or more users. According to this configuration, the first user can borrow the first game medium owned by the second user to play the first game part. Therefore, the first user can use the game medium that he or she does not own through the first game part, and thus can motivate the first user to play multiplay.

[0143] Moreover, according to the above-mentioned configuration, it is possible to correct the imbalance in strength between users who play multiplayer games. That is, in a game in which game media such as items are used, it is common that the more skilled a user is in the game, for example, the longer the game play time is, the more powerful (i.e., advantageous) items the user possesses. According to the server device 11 according to this embodiment, for example, a beginner in the game can borrow a relatively powerful item from an expert in the game to play the first game part. Therefore, a beginner in the game can borrow a powerful item that cannot be obtained in the game progress of the user, for example, to play the first game part advantageously. On the other hand, an expert in the game can lend a powerful item to another user who plays multiplayer games, even if the other user is a beginner, and the other user can become an effective force. Therefore, whether the user is a beginner or an expert, the user can be motivated to play multiplayer games. Furthermore, since there are more opportunities for beginners and experts to play multiplayer games, communication between beginners and experts is promoted.

[0144] Although the present invention has been described based on the drawings and embodiments, it should be noted that those skilled in the art can easily make various modifications and corrections based on the present disclosure. Therefore, it should be noted that these modifications and corrections are included in the scope of the present invention. For example, the functions included in each means, each step, etc. can be rearranged so as not to be logically inconsistent, and multiple means, steps, etc. can be combined into one or divided into one.

[0145] For example, in the above-described embodiment, a configuration was described in which the first user is a user whose association with the second game medium has not been confirmed. Therefore, in the above-described embodiment, multiple first users may exist at the same time. For this reason, for example, when multiple first users wish to borrow the same item, only the user who transmitted the item borrowing request earlier may be able to borrow the item. In another embodiment, the server control unit 15 may determine, as the first user, one user selected based on information about two or more matched users among users whose association with the second game medium has not been confirmed. For example, the server control unit 15 determines, as the first user, one user who has acquired the game medium the least number of times or the least frequency of acquisition, based on history information included in the information about the user. According to this configuration, when there are multiple users whose association with the second game medium has not been confirmed, for example, a user who has the least experience of acquiring a game medium can transmit an item borrowing request in order, thereby improving fairness among users.

[0146] In the above-described embodiment, the first game part is described as a game part in which a plurality of users cooperate to play against a common opponent. However, the first game part may be a game part in which a plurality of users play against each other. In such a case, since items can be lent and borrowed between the users playing against each other, for example, the difference in strength between the users playing against each other is reduced, and the interest of the game is improved.

[0147] In the above-described embodiment, the configuration was described in which the history information includes information about other users who borrowed an item from the user and information about other users who lent an item to the user. The server control unit 15 may display a GUI that accepts a user operation for associating users with each other on the terminal devices 12 of the users who lent and borrowed an item based on the history information. For example, the association between users may include a one-way or two-way association between users, such as following, followers, and friends in a so-called SNS. For example, when user A and user B are associated with each other, the server control unit 15 may transmit a request to join a user group including user A to the terminal device 12 of user B in response to a request from the terminal device 12 of user A. When the server control unit 15 receives information indicating consent to participate in the user group from the terminal device 12 of user B, it adds user B to the user group. In this way, users who have been associated with each other are more likely to be included in the same user group, which can promote communication between users.

[0148] For example, the server control unit 15 may determine a ranking based on the number of times an item was lent or borrowed, etc., based on the history information. In response to a request from the terminal device 12, the server control unit 15 causes at least a part of the determined ranking to be displayed on the terminal device 12. For example, the server control unit 15 may reward the user with, for example, game media or virtual currency, when the number of times an item was lent or borrowed exceeds a predetermined value based on the history information. This configuration can provide the user with an additional motivation to play multiplayer games.

[0149] In the above-described embodiment, the server control unit 15 has been described as having, when receiving a request from the user's terminal device 12 to add a user to a user group, information about one or more user groups selected from a plurality of user groups displayed on the user's terminal device 12, and allowing the user to select one of the user groups. Here, the information about one or more user groups displayed on the terminal device 12 may include, for example, information about each user included in each user group. Also, for example, the information about one or more user groups may include information about at least one item associated with each user as a first game medium, excluding an item that is a second game medium whose association with each user included in each user group has been confirmed. According to this configuration, when allowing the user to select one of the user groups, the user can be made aware of items that can be borrowed, improving the usability of the game.

[0150] Here, when the server control unit 15 displays information about one or more user groups on the user's terminal device 12, the server control unit 15 may display information about user groups including other users with whom the user has previously lent or borrowed items in a manner different from the normal manner based on the history information. The manner different from the normal manner may include any display manner that can be distinguished from the normal display manner, such as a manner in which the display color is changed or a manner in which the display is blinked. With this configuration, the user can recognize at a glance other users with whom the user has previously lent or borrowed items, thereby improving usability.

[0151] In the above-described embodiment, some or all of the operations and processes executed by the server device 11 may be executed by the terminal device 12. Similarly, some of the operations executed by the terminal device 12 may be executed by the server device 11. For example, processes such as display control of various screens displayed on the terminal device 12 and control of various GUIs may be executed by either the server device 11 or the terminal device 12, or may be executed by the server device 11 and the terminal device 12 in cooperation with each other.

[0152] Furthermore, in the above-described embodiment, some of the various game screens may be web displays displayed on the terminal device 12 based on data generated by the server device 11, and some of the game screens (for example, a header area and a footer area in which menu buttons are arranged) may be native displays displayed by a native application installed on the terminal device 12. In this way, the game according to the above-described embodiment may be a hybrid game in which the server device 11 and the terminal device 12 each handle part of the processing.

[0153] Moreover, an information processing device such as a computer or a mobile phone can be suitably used to function as the server device 11 or the terminal device 12 according to the above-mentioned embodiment. Such an information processing device can be realized by storing a program describing the processing contents for realizing each function of the server device 11 or the terminal device 12 according to the embodiment in a storage unit of the information processing device, and reading and executing the program by a CPU of the information processing device. The invention described in the claims of the original application of the present application will be appended below. [1] A server device that provides a game to a plurality of terminal devices respectively used by a plurality of users, storing, for each of the plurality of users, one or more first game media associated with the user; a selection step of selecting two or more users from the plurality of users; a determination step of determining an association between the user and a second game medium for each of the two or more users; executing a first game part common to the two or more users based on a second game medium for which the association with each of the two or more users has been established and user operations on two or more terminal devices used by the two or more users, respectively; A program, wherein in the determination step, the second game medium associated with a first user among the two or more users is a game medium selected from among one or more first game media associated with the first user and one or more first game media associated with a second user among the two or more users. [2] The program according to [1], In the determination step, when a first signal is received from a terminal device of each of the two or more users, an association between the user and a second game medium is determined; The second user is one of the two or more users excluding the first user, who has been confirmed to be associated with a second game medium. [3] The program according to [1] or [2], A program, wherein in the determination step, the second game medium associated with the first user is a game medium selected from among one or more first game media associated with the first user and one or more first game media among a plurality of first game media associated with the second user, excluding the second game medium whose association with the second user has been confirmed. [4] The program according to any one of [1] to [3], The server device, when the second game medium for which the association with the first user has been established is a game medium selected from one or more first game media associated with the second user, after the first game part is executed, displaying information regarding the second game part on a terminal device of the first user; executing the second game part in response to a user operation on the terminal device of the first user; The program further executes a step of associating a game medium that is identical to or has a predetermined association with the second game medium as a first game medium with the first user depending on the processing result of the second game part. [5] The program according to any one of [1] to [4], causing the server device to further execute a step of storing at least one of information regarding the two or more users and information regarding the first game part; in the determining step, the second game medium associated with the first user is a game medium selected from one or more first game media associated with the first user and one or more first game media extracted based on predetermined information from among the plurality of first game media associated with the second user; A program, wherein the specified information includes at least one of information regarding the two or more users and information regarding the first game part. [6] The program according to any one of [1] to [5], causing the server device to further execute a step of storing history information regarding a play history of the game for each of the two or more users; The first user is a user selected from the plurality of users excluding the second user based on the history information. [7] The program according to any one of [1] to [6], The server device further executes a step of receiving a second signal indicating the game medium from the terminal device of the first user; A program that, in the selection step, selects from the plurality of users two or more users including at least the first user and a user to whom the game medium indicated by the second signal is associated as the first game medium. [8] A server device that provides a game to a plurality of terminal devices respectively used by a plurality of users, a storage unit that stores, for each of the plurality of users, one or more first game media associated with the user; A control unit, The control unit is selecting two or more users from the plurality of users; executing a determination process for determining an association between the user and the second game medium for each of the two or more users; executing a first game part common to the two or more users based on a second game medium for which the association with each of the two or more users has been determined and user operations on two or more terminal devices used by the two or more users, respectively; A server device, in which, in the determination process, the second game medium associated with a first user among the two or more users is a game medium selected from among one or more first game media associated with the first user and one or more first game media associated with a second user among the two or more users. [9] A game system comprising: a plurality of terminal devices used by a plurality of users; and a server device that provides a game to the plurality of terminal devices, The server device includes: storing, for each of the plurality of users, one or more first game media associated with the user; selecting two or more users from the plurality of users; executing a determination process for determining an association between the user and the second game medium for each of the two or more users; each of the terminal devices used by the two or more users transmits information based on a user operation on the terminal device to the server device; The server device includes: executing a first game part common to the two or more users based on a second game medium in which the association with each of the two or more users has been determined and the information received from each of the terminal devices; A game system, wherein in the determination process, the second game medium associated with a first user among the two or more users is a game medium selected from among one or more first game media associated with the first user and one or more first game media associated with a second user among the two or more users. [Explanation of symbols]

[0154] 10. Game System 11 Server equipment 12 Terminal Equipment 13 Server Communication Section 14 Server memory section 15 Server control section 16 Network 17 Terminal communication unit 18 Terminal memory section 19 Display section 20 Input section 21 Terminal control unit 22 User slots 23 Confirm button 24 Borrow button 25 Start button 26 Marker 27 Information regarding item C 28 Yes button 29 No button 30 Information about the second game part 31 Yes button 32 No button

Claims

1. A control program for an information processing device that provides a game to a user, The information processing device includes: Identifying a plurality of the users participating in a first game among the plurality of the games, wherein the first game is advantageous in achieving a task by using a game medium that satisfies a predetermined condition; having a second user of the identified plurality of users use a first game medium that satisfies the predetermined condition, among a plurality of first game media owned by a first user of the identified plurality of users; progressing said first game; A control program for causing the user to execute the above steps.

2. The information processing device includes: After the first game is completed, canceling the use of the first game medium by the second user; The control program according to claim 1 ,

3. The control program according to claim 1 or 2, wherein the first game progresses based on the first game medium used by the second user and the operation of the second user.

4. A control program according to any one of claims 1 to 3, wherein the first game medium used by the second user is the first game medium not used by the first user in the first game.

5. The information processing device includes: displaying information about a second game in which the second user can acquire a second game medium that is the same as or has a predetermined relationship with the first game medium used in the first game, in response to the end of the first game; The control program according to any one of claims 1 to 4,

6. The information processing device includes: progressing the second game in response to an operation of the second user; granting the second game medium to the second user depending on a result of the second game; The control program according to claim 5 .

7. The information processing device includes: extracting a third game medium of a type different from the first game medium owned by the second user and used by the second user in the first game in response to an operation by the second user; Run the command, A control program according to any one of claims 1 to 6, wherein in the progress of the first game, the first game progresses based on the extracted third game medium, the first game medium used by the second user, and the operation of the second user.

8. The control program according to any one of claims 1 to 7, wherein each of the users participating in the first game has a predetermined relationship with other of the users participating in the first game.

9. The information processing device includes: selecting a first game medium to be used by the first user from among a plurality of first game media owned by the first user; Run the command, The control program according to any one of claims 1 to 8, wherein in the first game, the first user using the selected first game medium competes against the second user.

10. An information processing device that provides a game to a user, Identifying a plurality of the users participating in a first game among the plurality of the games, wherein the first game is advantageous in achieving a task by using a game medium that satisfies a predetermined condition; having a second user of the identified plurality of users use a first game medium that satisfies the predetermined condition among a plurality of first game media owned by a first user of the identified plurality of users; A control unit that progresses the first game. An information processing device comprising:

11. A game system comprising: a plurality of terminal devices used by a plurality of users respectively; and a server device that provides each of the terminal devices with a game in which each of the users participates, The terminal device a transmission section for transmitting information indicating an operation by the user to the server device; having The server device includes: Identifying a plurality of the users participating in a first game among the plurality of the games, wherein the first game is advantageous in achieving a task by using a game medium that satisfies a predetermined condition; having a second user of the identified plurality of users use a first game medium that satisfies the predetermined condition among a plurality of first game media owned by a first user of the identified plurality of users; A control unit that progresses the first game. A game system comprising:

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