Information processing method, information processing system, and program
The information processing method enhances user engagement in game systems by changing item information based on purchase history using non-game currency considerations, addressing the challenge of promoting virtual currency consumption.
Patent Information
- Application Number
- JP2023042689
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-03-17
- Publication Date
- 2025-05-16
- Estimated Expiration
- 2043-03-17
AI Technical Summary
Existing game systems fail to effectively promote the consumption of virtual currency, leading to a less engaging user experience.
An information processing method that acquires item information and purchase information, allowing the item information presented to the user to be changed based on the purchase information, using non-game currency considerations.
This approach provides a more engaging user experience by dynamically changing item information based on purchase history, effectively promoting the use of non-game currency within the game.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present disclosure relates to an information processing method, an information processing system, and a program. [Background technology]
[0002] Patent Document 1 discloses a technology that aims to provide a game system, a virtual currency processing system, a program, and the like that can effectively encourage the consumption of virtual currency.
[0003] The game system disclosed in Patent Document 1 includes a game processing unit that performs game processing for a user to play a game, a purchase processing unit that performs processing for a user to purchase virtual currency, a management unit that manages purchase information of the virtual currency purchased by the user in association with user information, and a shop processing unit that performs setting processing of a virtual shop where the user can acquire game items by spending the purchased virtual currency. The shop processing unit causes a special shop different from a normal shop to appear as a shop based on the purchase information of the user's virtual currency. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2018-057457 A Summary of the Invention [Problem to be solved by the invention]
[0005] However, there is still room for improvement in the above techniques.
[0006] In view of the above circumstances, the present disclosure aims to provide, for example, a superior technique. [Means for solving the problem]
[0007] According to one aspect of the present disclosure, there is provided an information processing method executed by an information processing system. The information processing method includes the following steps. In the acquisition step, item information related to a first item usable in a game and presented to a user, and purchase information related to a purchase process previously performed by the user are acquired. The purchase process includes a process for granting a specified first item to a user based on a user's designation. The item information includes information related to a consideration required of the user for performing the purchase process, and the consideration is defined by an outside-game currency that is a currency circulated outside the game. In the change step, the item information presented to the user is changed based on the purchase information.
[0008] According to the present disclosure, it is possible to provide a more interesting experience to the user. [Brief description of the drawings]
[0009] [Figure 1] 1 is a block diagram showing a hardware configuration of an information processing system 1 according to an embodiment of the present invention. [Diagram 2] 2 is a block diagram showing a functional configuration of an information processing device 2 according to the present embodiment. FIG. [Diagram 3] 1 is an activity diagram showing an overview of information processing executed by the information processing system 1. FIG. [Figure 4] 1 is a diagram showing an example of user data D1 including a plurality of pieces of user information IF1. FIG. [Diagram 5] FIG. 13 is a diagram showing an example of item information IF2. [Figure 6] FIG. 13 is a diagram showing an example of a menu screen IM1 displayed in activity A2. [Figure 7] FIG. 13 is a diagram showing an example of a selection screen IM2 displayed in activity A3. [Figure 8] FIG. 13 is a diagram showing an example of a normal shop screen IM3 displayed in activity A6 when no change processing has been performed. [Figure 9]FIG. 13 is a diagram showing an example of an offer shop screen IM4 displayed in activity A11. [Figure 10] This is an example of a normal shop screen IM3 that is displayed in activity A6 when a change process is performed. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] [Embodiment] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. Various features shown in the following embodiments can be combined with each other.
[0011] Incidentally, the program for realizing the software appearing in this embodiment may be provided as a non-transitory computer-readable recording medium, or may be provided so as to be downloadable from an external server, or may be provided so that the program is started on an external computer and its functions are realized on a client terminal (so-called cloud computing).
[0012] In this embodiment, the term "unit" may include, for example, a combination of hardware resources implemented by a circuit in the broad sense and software information processing that can be specifically realized by these hardware resources. In addition, this embodiment handles various information, which may be represented by, for example, physical values of signal values representing voltage and current, high and low signal values as a binary bit set consisting of 0 or 1, or quantum superposition (so-called quantum bits), and communication and calculation may be performed on a circuit in the broad sense.
[0013] In addition, a circuit in the broad sense is a circuit realized by at least appropriately combining a circuit, circuitry, a processor, and a memory, etc. In other words, it includes an application specific integrated circuit (ASIC), a programmable logic device (e.g., a simple programmable logic device (SPLD), a complex programmable logic device (CPLD), and a field programmable gate array (FPGA)), etc.
[0014] 1. Game Description Fig. 1 is a block diagram showing a hardware configuration of an information processing system 1 according to this embodiment. In the information processing system 1 shown in Fig. 1, an information processing device 2 and a plurality of game devices 3 are communicably connected to each other via a communication network 11, and a game is executed on the game devices 3. That is, the information processing system 1 is composed of at least one device.
[0015] The game according to this embodiment is an online game executed by the information processing system 1. In this game, a user of the game device 3 causes one or more player characters to act in a virtual game space, and causes the player characters to fight against enemy characters that are non-player characters. The characters are an example of objects.
[0016] The above-mentioned games are played using a game device 3, which is an electronic device such as a home game console such as PlayStation (registered trademark), a portable game console such as Nintendo Switch (registered trademark), or a personal computer, smartphone, tablet terminal, etc.
[0017] 2. Overview of Information Processing System 1 As shown in FIG. 1, the information processing system 1 is composed of an information processing device 2 and a plurality of game devices 3. The information processing device 2 stores game programs and game data, and manages the game data of the game devices 3 (for each account information described below). The information processing device 2 is composed of, for example, a server. Each of the plurality of game devices 3 has the same configuration. Note that in this embodiment, a system is composed of one or more devices or components. Therefore, for example, the information processing device 2 or game device 3 described below alone can be an example of the information processing system 1.
[0018] The game device 3 executes a predetermined game based on the user's operation. To this end, the game device 3 receives (specifically, downloads and installs) a game program and game data from the information processing device 2 via the communication network 11. Each user is assigned account information including identification information and a password in association with the game device 3. This account information is transmitted from the game device 3 to the information processing device 2 at the time of login, and is used for user authentication in the information processing device 2.
[0019] After user authentication, mutual communication between the information processing device 2 and the game device 3 becomes possible. After logging in, the game device 3 receives data required for game progress (data related to the game progress status) from the information processing device 2, and progresses the game while outputting game images and sounds to the display 4a and the speaker 4b based on the user's operation.
[0020] 2.1 Hardware Configuration Hereinafter, each hardware component of the information processing system 1 will be described with reference to FIG.
[0021] <Information processing device 2> 1, the information processing device 2 includes a communication unit 21, a storage unit 22, and a control unit 23. The communication unit 21 and the storage unit 22 are electrically connected to the control unit 23 via a communication bus 20.
[0022] The communication unit 21 is a so-called network interface that is communicatively connected to each game device 3 via a communication network 11 such as the Internet and a LAN. Main information that the information processing device 2 receives via the communication unit 21 includes download request information for a game program, a request for a gacha lottery in response to a user's operation, a request for executing a quest, a request for executing / ending autoplay, account information, game data, etc. Main information that the information processing device 2 transmits via the communication unit 21 includes information for confirming that the game device 3 has received the game program, information on the game media obtained by the gacha, etc.
[0023] The storage unit 22 is composed of a hard disk drive (HDD), a random access memory (RAM), a read only memory (ROM), a solid state drive (SSD), etc. The storage unit 22 stores various programs including a part of the game program according to this embodiment, various data related to the game, etc.
[0024] Specifically, for example, the storage unit 22 stores a user DB, a lottery list, and the like. In the user DB, for each identification number of a user who plays a game, information such as a user name, a user rank, information on the status of a player character operated by the user, the amount of consumable media usable in the virtual game space, information on parameters, and the like are stored in association with each other. The lottery list is used for a lottery process generally called gacha, and includes a plurality of pieces of information on game media to be selected. In the lottery list, information on the game media (such as name, ability parameters, rarity, and level) is associated with a selection ratio by lottery. Furthermore, the ability parameters include, for example, fighting power, HP, attack power, defense power, intelligence, speed, and the like when the game media is a player character.
[0025] The control unit 23 is composed of a microcomputer including a CPU and a semiconductor memory, and controls the operation of the information processing device 2, which is its own device. In particular, the control unit 23 realizes various functions related to the information processing device 2, which is its own device, by reading out a predetermined program stored in the storage unit 22. That is, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, so that each functional unit described below can be executed. Note that the control unit 23 is not limited to being single, and may be implemented with multiple control units 23 for each function. Also, a combination of these may be used.
[0026] Examples of information processing executed by the control unit 23 include a charge settlement process, a user account authentication process, and a gacha lottery selection process. The charge settlement process is executed, for example, based on a request for a charge required to restore a predetermined amount of parameters during the game. The user account authentication process is executed, for example, using the user's identification information received from the game device 3. The gacha lottery selection process is a process in which, in response to a gacha lottery request, one or more game media are selected by lottery from a lottery list based on the selection probability for each game medium. According to the gacha lottery selection process, information on the selected game media and the identification information of the user who performed the operation that is the source of the lottery request are associated in the user DB, and the user is thereby granted the game media that he or she won as a result of drawing the gacha.
[0027] Here, to further supplement the above, the "game medium" is electronic data representing elements related to the game, including the name of the character used as the player character, items (weapons, armor, tools) used by the player character in the virtual game space, etc. The user can obtain the game medium by a lottery method called gacha, in addition to direct purchase by charging or clearing a quest. The obtained game medium is stored and managed in the user DB in association with the identification information of the user who has come to own the game medium. Furthermore, "gacha" is a method in which an arbitrary game medium is selected by lottery from a lottery list based on a predetermined selection ratio in the information processing device 2. The arbitrary selected game medium is provided to the game device 3 of the user. "Providing the game medium selected by gacha to the user / the user owns it" is synonymous with "associating / being associated with the game medium selected by the lottery process with the identification information indicating the user."
[0028] <Game device 3> A display 4a, a speaker 4b, and an input device 4c are externally connected or built into the game device 3. The game device 3 also has a communication unit 31, a storage unit 32, a control unit 33, a graphics processing unit 34a, an audio processing unit 34b, and an operation unit 34c. The communication unit 31, the storage unit 32, the graphics processing unit 34a, the audio processing unit 34b, and the operation unit 34c are electrically connected to the control unit 33 via a communication bus 30.
[0029] The communication unit 31 is a so-called network interface that is communicatively connected to the communication network 11 in order to transmit and receive various data between the game device 3 and the information processing device 2. Main information that the game device 3 receives via the communication unit 31 includes account information, download request information for new game data, a gacha execution request, a quest execution request, etc. Main information that the game device 3 transmits via the communication unit 31 includes new game data sent from the information processing device 2 in response to download request information, information on the game media selected by lottery processing, etc.
[0030] The storage unit 32 is composed of an HDD, SSD, RAM, ROM, etc. The storage unit 32 stores game data downloaded from the information processing device 2, various programs including a part of the game program, account information of the game device 3 which is the device itself, user information, etc. The user information is at least a part of the information in a user DB stored in the storage unit 22 of the information processing device 2. The user DB manages a master of the user information, and at least a part of the information in the master is distributed from the information processing device 2 to the storage unit 32 of the game device 3 and stored therein.
[0031] The control unit 33 is composed of a microcomputer including a CPU and a semiconductor memory, and controls the operation of the game device 3, which is the device itself. In particular, the control unit 33 realizes various functions related to the game device 3, which is the device itself, by reading out a predetermined program stored in the storage unit 32. That is, information processing by the software stored in the storage unit 32 is specifically realized by the control unit 33, which is an example of hardware, so that each functional unit described below can be executed. Note that the control unit 33 is not limited to being single, and may be implemented with multiple control units 33 for each function. Also, a combination of these may be used.
[0032] In particular, the control unit 33 is configured to execute a game in accordance with the operation of the input device 4c by the user of the game device 3, which is the own device. Specifically, the control unit 33 reads data such as virtual game space objects and textures included in the game data from the storage unit 32, or generates two-dimensional or three-dimensional game image information using data received from the information processing device 2. The game image information is processed by the graphics processing unit 34a, and the processed game images are sequentially displayed on the display 4a. In other words, the control unit 33 is configured to perform display control of the display 4a and audio output control of the speaker 4b in accordance with the operation of the user of the game device 3, which is the own device, when executing a game.
[0033] The graphics processing unit 34a renders game images including characters and various objects related to the virtual game space in a moving image format according to game image information output from the control unit 33. The graphics processing unit 34a is connected to the display 4a, which is, for example, a liquid crystal type, and the game images rendered in a moving image format are displayed on the display 4a as a game screen. The audio processing unit 34b is connected to the speaker 4b, and reproduces and synthesizes game sounds according to instructions from the control unit 33, and outputs the sounds from the speaker 4b. The operation unit 34c is connected to the input device 4c, and transmits and receives data related to operation inputs between the input device 4c and the input device 4c. The user inputs operation signals to the game apparatus 3 by operating the input device 4c. The input device 4c is a general term for a touch panel integrated with the display 4a, an external game pad, a mouse, a keyboard, and the like.
[0034] 2.2 Functional Configuration Next, the functional configuration of the information processing device 2 of the information processing system 1 will be described with reference to FIG.
[0035] Fig. 2 is a block diagram showing a functional configuration of the information processing device 2 according to this embodiment. As shown in Fig. 2, the control unit 23 (processor) functions as an acquisition unit 231, a change unit 232, and a presentation unit 233 by executing various programs stored in the storage unit 22. That is, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and can be executed as each functional unit included in the control unit 23.
[0036] The acquisition unit 231 is configured to acquire various information and inputs as an acquisition step. For example, the acquisition unit 231 acquires information such as the user information IF1 and an input of a participation request from a user from the storage unit 22 of the information processing device 2, or acquires the information from the game device 3 or another external device via the communication network 11. In this embodiment, the various information accepted by the acquisition unit 231 is described as being stored in the storage unit 22.
[0037] The change unit 232 is configured to change the manner in which various pieces of information are presented based on predetermined change conditions or the like as a change step.
[0038] As a list presentation step, the presentation unit 233 presents various pieces of information to the user by displaying various pieces of information stored in the storage unit 22 or the storage unit 32 or screens including the same in a visible manner on the display 4a of the game device 3. Specifically, the presentation unit 233 may generate visual information itself generated in a human-visible manner, such as a screen, an image (e.g., a still image or a video), an icon, text, etc., or may generate rendering information for displaying the visual information on the display 4a, and transmit the information to the game device 3 via the communication network 11.
[0039] 3. Overview of information processing In this section, an overview of the flow of the information processing method executed by the information processing system 1 will be described. FIG. 3 is an activity diagram showing an overview of the information processing executed by the information processing system 1. The results of the processing in each activity included in the information processing described below can be output in a manner that can be recognized by the user using the display 4a of the game device 3, as appropriate. The information processing can include any exception processing not shown. Exception processing includes interruption of the information processing and omission of each process. Selection or input performed in the information processing can be based on a user operation or can be performed automatically without relying on a user operation.
[0040] [Activity A1] First, in activity A1, the acquisition unit 231 acquires user information IF1 related to a user of the game and related user information IF3 which is another user associated with the user information IF1. The acquisition of the user information IF1 etc. is performed as a login process by the user to the information processing system 1. For example, the user information IF1 and the related user information IF3 are stored in the storage unit 22 etc. as user data D1 described later, and include at least purchase information.
[0041] The purchase information is information related to purchase processes previously performed by the user. The purchase process is a process for granting a specified item based on the user's designation. The control unit 23 can grant an item to the user information IF1 by consuming in-game currency or out-of-game currency, which will be described later, according to a preset value through the purchase process. Therefore, the purchase information can be said to be information including the user's item purchase history.
[0042] The items are configured to be usable in the game, and include a normal item as a first item and a special item as a second item. The normal item in this embodiment is an item that is presented to the user regardless of purchase information. Specifically, the normal item in this embodiment is configured to allow all users to execute the purchase process. With this configuration, the user can easily determine the changes to the item information IF2 of the normal item from the state before the change, so that the purchase process using the non-game currency can be more appropriately promoted. It can also be said that the purchase process for the normal item is allowed to be executed regardless of the purchase information. Note that an upper limit may be set for the number of times the normal item can be purchased and the amount that can be purchased.
[0043] The special item is configured to allow the execution of the purchase process of the special item when a predetermined allowable condition is satisfied. The allowable condition is appropriately set based on various information such as the game progress, the game time, the real time, and the purchase information. In this embodiment, the allowable condition includes that the real time is within a predetermined period. In this way, the special item functions as a time-limited item. In other words, the purchase process includes a process for granting the first item designated to the user based on the user's designation, and a process for granting the special item designated to the user based on the user's designation.
[0044] Information about these items is stored in item information IF2. In other words, item information IF2 includes information about normal items and information about special items different from normal items. Item information IF2 is stored in various storage devices such as storage unit 22 and storage unit 32, and configured to be appropriately referable by control unit 23, etc. Item information IF2 is configured to be presentable to the user via display 4a, etc. In this embodiment, each piece of information about an item included in item information IF2 includes at least consideration information and information about change conditions.
[0045] The consideration information is information about the consideration required of the user to execute the purchase process, and the consideration is specified by the non-game currency. The non-game currency is a currency configured to be circulated not only within the game but also outside the game. The non-game currency includes, for example, a currency certified by a predetermined external institution such as a central bank, and a crypto asset (virtual currency) guaranteed by a distributed ledger system using a blockchain or the like. The currency certified by the external institution is not limited to banknotes or coins guaranteed by a central bank, but may be any currency that has exchangeability with goods or services in the real world or in a virtual space outside the game, such as a local currency approved by a local government or points used by various companies for cashless payment. In addition, the currency is not limited to one that is settled by spot trading, and may be one that is settled by credit trading using a credit card or the like.
[0046] The value information may be configured to be stipulated by an in-game currency. The in-game currency is information that functions as a currency circulated only within the game, and is consumed as a value when an item is granted to the user information IF1. The in-game currency is configured to be inconvertible to the out-of-game currency. In other words, the item information IF2 may include, for each item, a value stipulated by an out-of-game currency and a value stipulated by an in-game currency.
[0047] The change condition is specified by a reference parameter, which is a parameter to be judged for the change condition, and a judgment value or a numerical range, which is a condition that the reference parameter satisfies, and is stored, for example, in the above-mentioned item information IF2. The change unit 232 judges that the change condition is satisfied when the reference parameter reaches the judgment value or is included in the numerical range.
[0048] Like user information IF1, related user information IF3 includes related purchase information, which is information (purchase information) about purchase processing previously performed by related users. The specific configurations of related user information IF3 and related purchase information are similar to user information IF1 and purchase information, except that they are information about different users, and a description thereof will be omitted. That is, the acquisition unit 231 acquires purchase information (related purchase information) about purchase processing previously performed by a related user different from the user as an acquisition step. The user information of the related user (related user information IF3) is associated with the user information IF1 of the user.
[0049] [Activity A2] Next, in activity A2, the control unit 23 displays the menu screen IM1 on the display 4a, and generates at least a normal shop request in response to the user's operation. The normal shop request is a command to request a transition to a normal shop that can present a normal item as a first item. In this embodiment, when a predetermined allowable condition is satisfied, the control unit 23 further generates an offer shop request in response to the user's operation. The offer shop request is a command to request a transition to an offer shop that can present a special item. The allowable condition may be set based on information unrelated to the user information IF1, such as time and probability, or may be set based on the user information IF1, such as purchase information. In this embodiment, the allowable condition is set to be satisfied when the current time is within a predetermined period, and as a result, the offer shop becomes a so-called limited-time shop that can be accessed only during a certain period. Details of the menu screen IM1 will be described later.
[0050] [Activity A3] When the acquisition unit 231 acquires a normal shop request based on an operation from the user, the process proceeds to activity A3, and the control unit 23 displays a selection screen IM2 on the display 4a and acquires a designation of a purchase method. The selection screen IM2 is configured to be able to accept a selection regarding a purchase method of an item. In this embodiment, the selection screen IM2 is configured to be able to designate a purchase method using in-game currency and a purchase method using out-of-game currency as a purchase method of an item. In response to a user's operation on the selection screen IM2, the acquisition unit 231 acquires a designation of in-game currency or out-of-game currency as a purchase method. Details of the selection screen IM2 will be described later.
[0051] [Activity A4] When the acquisition unit 231 acquires the designation of non-game currency in activity A3, the process proceeds to activity A4, and the control unit 23 executes a judgment process for judging whether or not the change condition is satisfied based on the user information IF1 and the item information IF2. The judgment process is a process for judging whether or not the change condition set in the item information IF2 described above is satisfied. In this embodiment, the judgment process is performed for each item (specifically, a normal item) for which a change condition is set. In addition, the judgment process is performed individually for each user. Therefore, the control unit 23 further judges whether or not the change condition is satisfied for other related users other than the user.
[0052] [Activity A5] If it is determined that the change condition is satisfied as a result of the determination process, the process proceeds to activity A5, and the change unit 232 executes the change process and determines the change mode of the item information IF2 presented to the user in activity A6 described later based on the purchase information. The specific mode of the change process is arbitrary, but for example, the change unit 232 determines a target item that is at least one of the normal items based on the purchase information, and changes information on the target item in the item information IF2 presented to the user. According to this configuration, the target item is more likely to attract the user's attention due to the change of the item information based on the user's purchase of an item using the non-game currency. Therefore, the purchase process of the non-game currency can be more suitably promoted. In other words, the target item is an item that is changed by the change process. The method of determining the target item is arbitrary, but for example, the change unit 232 determines the target item based on the target consideration and the consideration of the normal item. The target consideration is one of the considerations for the purchase process executed for the user. According to this configuration, a normal item with an appropriate consideration according to the user's financial resources is determined as the target item. Therefore, the user's resistance to the purchase process of the non-game currency can be reduced, and the interest of the game can be improved. The target consideration is, for example, the maximum value of the consideration for the purchase process executed for the user in a predetermined period. Hereinafter, for convenience of explanation, the maximum value of the consideration for the purchase process executed for the user in a predetermined period may be referred to as the "maximum purchase consideration". In this case, the change unit 232 determines at least one of the normal items that require a consideration greater than the maximum purchase consideration (maximum value) as the target item. With this configuration, it is possible to promote the user's desire to purchase an item that requires a consideration greater than the normal item purchased in the past, and to promote a new user experience in the game. The maximum purchase consideration is, for example, defined by the maximum value of the individual considerations of the items granted to the user by the purchase process. Note that the maximum value of the consideration for the purchase process may be the total value of the considerations of the items granted to the user information IF1 by one purchase process.
[0053] In this embodiment, when the related purchase information satisfies the change condition, the change unit 232 further determines the change mode of the item information IF2 presented to a user other than the related user. In other words, the change unit 232 further changes the item information presented to the user based on the related purchase information. According to such a configuration, the purchase information (related purchase information) of the related user related to the user is reflected in the item information IF2 of the user. Therefore, it is possible to further reduce the user's resistance to the purchase process. The change mode of the item information IF2 is arbitrary, but it is preferable that the display mode of the item information IF2 is changed so that, for example, the change mode based on the purchase information of the user to whom the item information IF2 is presented is displayed with emphasis and priority compared to the change mode based on the related purchase information. The priority of such display modes can be set based on, for example, the position, size, display order, etc. of the area corresponding to the item in the image. Note that, when the related purchase information satisfies the change condition, the change unit 232 may change the display mode of the item information IF2 presented to the corresponding related user in the same manner as the display mode of the item information IF2 of the user.
[0054] The control unit 23 may change, for example, the price of an item included in the item information IF2 based on the above-mentioned change condition or other conditions different from the change condition. In this case, the change unit 232 judges whether the above-mentioned change condition is satisfied using the price before the change, and performs the change process according to the judgment result. In other words, when the price has been temporarily changed and a purchase process is performed, the change unit 232 changes the item information based on the price before the change. With this configuration, it is possible to suppress the complication of control accompanying the change of the price.
[0055] After the above change process, the process proceeds to activity A6. If it is determined that no change condition is satisfied as a result of the determination process, the process of activity A5 is omitted and the process proceeds to activity A6. If the acquisition unit 231 acquires a designation of the in-game currency in activity A3, the processes of activity A4 and activity A5 are omitted and the process proceeds to activity A6.
[0056] [Activity A6] In activity A6, the presentation unit 233 displays the normal shop screen IM3 on the display 4a. As a result, the presentation unit 233 presents the item information IF2 to the user via the normal shop screen IM3. In this embodiment, the presentation unit 233 displays the normal shop screen IM3 so as to include visual information in a manner in which the normal items included in the item information IF2 can be viewed. Depending on the presence or absence of a change process and the contents of the change process, the display manner of the item information IF2 in the normal shop screen IM3 differs. As a result, the item information IF2 presented to the user based on the purchase information is changed. The change manner of the item information IF2 is arbitrary, but for example, the change unit 232 changes the presentation manner of the target item in the visual information. According to such a configuration, it becomes easier for the user to visually distinguish the target item from among the normal items, so that it is possible to encourage the user to purchase the target item. The contents of the normal shop screen IM3 and specific examples of the change manner will be described later.
[0057] [Activity A7] Next, in activity A7, the acquisition unit 231 acquires a command for an item purchase process performed by the user, thereby specifying an item (here, one of the normal items) to be assigned to the user information IF1 by the purchase process.
[0058] [Activity A8] Next, in activity A8, the control unit 23 executes the purchase process based on the purchase process command and the item information IF2. As a result, the control unit 23 grants the item specified in activity A7 to the user information IF1. The specific form of the purchase process is arbitrary, but when in-game currency is specified as the purchase method in activity A4, the control unit 23 executes the purchase process by consuming in-game currency corresponding to the price of the specified item. Also, when in-game currency is specified as the purchase method in activity A4, the control unit 23 executes the purchase process by requesting the execution of payment of the out-of-game currency corresponding to the price of the specified item and acquiring information indicating the completion of the payment. Hereinafter, for convenience of explanation, the purchase process using the out-of-game currency may be referred to as "charging", and the execution of the purchase process may be referred to as "charging".
[0059] [Activity A9] Next, in activity A9, the control unit 23 assigns the item specified based on the specification of activity A7 to the user information IF1.
[0060] [Activity A10] Next, in activity A10, the control unit 23 updates the purchase information of the user who executed the purchase process based on the result of the purchase process. As a result, the control unit 23 accumulates information on the purchase process previously executed by the user in the purchase information. Specifically, the control unit 23 accumulates, as the purchase information, the contents of the item that is the subject of the purchase process executed by the user, the price of the item, the time (timing) when the purchase process was performed, and the like. Note that, if a change such as a reduction in the price has been made as described above, the control unit 23 accumulates information on the price before the change in the purchase information. This makes it easier for the control unit 23 to determine whether the above change condition is satisfied based on the information on the price before the change. Thereafter, this information processing ends.
[0061] [Activity A11] On the other hand, if the acquisition unit 231 acquires a normal shop request based on an operation from the user in activity A2, the process proceeds to activity A11, and the presentation unit 233 displays an offer shop screen IM4 on the display 4a and presents information on special items in the item information IF2 to the user. In this embodiment, the offer shop screen IM4 is displayed as a separate screen from the normal shop screen IM3, but it may be displayed in a manner that allows viewing together with the normal shop screen IM3.
[0062] [Activity A12] Next, in activity A12, the acquisition unit 231 acquires a command for an item purchase process performed by the user. As a result, an item (here, one of the special items) to be given to the user information IF1 by the purchase process is specified. Then, based on the command for the purchase process, the above-mentioned activities A8 to A10 are processed. As a result, the special item is given to the user information IF1, and the item information IF2 is updated based on the purchase process of the special item.
[0063] Here, in a series of processes from activity A11 onwards for performing a purchase process of a special item, unlike a series of processes from activity A3 onwards for performing a purchase process of a normal item, no change process like activity A5 is performed. In other words, the change unit 232 changes information about the normal item in the item information IF2 based on the purchase information, and does not change information about the special item. With this configuration, the purchase process is reflected on the special item while the allowable condition is satisfied, and then the purchase process of the normal item is prompted. Therefore, the user's resistance to performing a purchase process of a normal item can be further reduced. On the other hand, when a purchase process of a special item is performed, the purchase process is accumulated as purchase information about a purchase process performed by the user in the past. Therefore, the change unit 232 further changes the mode of the normal item presented to the user based on information about the purchase process of the normal item (particularly the price of the special item) in addition to information about the purchase process of the normal item (particularly the price of the special item). This makes it possible to present items in accordance with the user's ability to purchase items, thereby further promoting the user's desire to purchase.
[0064] In summary, the information processing method executed by the information processing system includes the following steps. In the acquisition step, item information related to a first item usable in the game and presented to the user, and purchase information related to a purchase process previously performed by the user are acquired. The purchase process includes a process for granting the specified first item to the user based on the user's designation. The item information includes information related to a consideration required of the user for performing the purchase process, and the consideration is defined by an outside-game currency that is a currency circulated outside the game. In the change step, the item information presented to the user is changed based on the purchase information.
[0065] According to this configuration, the item information of the normal item purchased with the non-game currency is changed based on the purchase transaction previously performed by the user by paying the non-game currency, thereby more effectively promoting the purchase transaction performed in the game by paying the non-game currency.
[0066] 4. Details of data processing In this section, we will use figures to explain the details of the information processing outlined in the previous section.
[0067] 4.1. User information IF1 FIG. 4 is a diagram showing an example of user data D1 including a plurality of pieces of user information IF1. The user data D1 stores user information IF1 for each user. Each piece of user information IF1 includes a user ID for identifying the user, as well as user rank information, a charge amount, and friends. The user rank information indicates the progress of the user in the game or the user's proficiency in the game. The charge amount is the maximum value of the price of the purchase process performed by the user in the past, that is, the maximum purchase price, and is an example of purchase information (specifically, the target price). The friends are information indicating related users associated with the user. In this embodiment, the user information IF1 of user A is associated with the user information IF1 of user B and the user information IF1 of user C, respectively. In this embodiment, the user information IF1 of users B and C associated with the user information IF1 of user A corresponds to the related user information IF3, and the users B and C correspond to related users. The association between users may be in the form of one user sending a request to the other user to allow the association, and the other user approving the request, thereby registering the other user in each other's user list (the so-called "friend type"). Alternatively, one user may unilaterally select the other user, thereby registering the other user in the user list of the other user without the other user's approval (the so-called "follow type"). In the latter case, the users may be determined to be related on the condition that the other user is registered in each other's user list (the so-called "mutual follow").
[0068] 4.2. About Item Information IF2 FIG. 5 is a diagram showing an example of item information IF2. Here, information about normal items is stored in the item information IF2, but information about special items may also be stored. The item information IF2 includes the item name, the price of the item, the change conditions set for the item (in this embodiment, reference parameters and numerical ranges), and the contents of the change process (change contents) when the change conditions are satisfied. Note that the item information IF2 may include information other than the information shown in the figure, for example, the contents of the item.
[0069] For "item 1," which is one type of item, "number of charges" is set as a reference parameter. The number of charges is an example of the number of purchases made by the user in the past. If the "number of charges" falls within the corresponding numerical range (3 or more), the change unit 232 determines that the change condition for "item 1" is satisfied, and executes the process stipulated in the corresponding change content. As a result, the change unit 232 reduces the price of "item 1," and presents item information IF2 to the user via the normal shop screen IM3.
[0070] For "item 2", which is one type of item, "the number of weeks for which a charge has been made" is set as a reference parameter. The "number of weeks for which a charge has been made" indicates the number of times a purchase process has been made within a predetermined period (one week), and is an example of the frequency of purchase processes. If the "number of weeks for which a charge has been made" is within the corresponding numerical range (3 or more), the presentation unit 233 determines that the change condition for "item 2" is satisfied, and executes the process stipulated in the corresponding change content. As a result, the change unit 232 changes the parameter for "item 2", and then presents the item information IF2 to the user via the normal shop screen IM3. The parameter is changed, for example, so that the merit that the user can obtain in the game by using item 2 is increased.
[0071] For "Set 1," "Set 2," and "Set 3," which are item sets that include multiple types of items, a "maximum value of the price of items purchased within a specified period" is set as a reference parameter. The reference parameter is an example of the maximum value of the price of a purchase process executed by a user within a specified period (i.e., the maximum purchase price). An upper limit and a lower limit are set for the numerical range of the reference parameter according to the price of the corresponding item. The lower limit is an example of a reference value when the maximum purchase price in this embodiment is the target price.
[0072] Specifically, the numerical range of "Set 1" is set so that the lower limit is 500 yen and the upper limit is 1199 yen (a value less than the price of "Set 1") according to its price (1200 yen). The numerical range of "Set 2" is set so that the lower limit is 1200 yen (equal to the price of "Set 1") and the upper limit is 3499 yen (a value less than the price of "Set 2") according to its price (3500 yen). The numerical range of "Set 3" is set so that the lower limit is 3500 yen (equal to the price of "Set 2") and the upper limit is 11999 yen (less than the price of "Set 3") according to its price (12000 yen). In this way, the upper limit of the numerical range corresponding to a certain item is set so that it is less than the price of the item with the next highest price after the said item.
[0073] In this embodiment, the lower limit of an item is set to be equal to or greater than the price of an item having the next lowest price, so that the price of the item is in the range of approximately 2 to 3 times the lower limit. The ratio of the maximum purchase price to the lower limit is not limited to 5 and is any value greater than 1, and may be, for example, 1.2, 1.4, 1.6, 1.8, 2, 2.2, 2.4, 2.6, 2.8, 3, 3.2, 3.4, 3.6, 3.8, 4, 4.2, 4.4, 4.6, 4.8, or 5, or may be within a range between any two of the values exemplified here. In other words, when the maximum purchase price is equal to or greater than the lower limit as a predetermined reference value, the change unit 232 determines, as the target item, at least one of the normal items that require a price greater than the maximum purchase price and not greater than 5 times the lower limit. According to such a configuration, a normal item that is more in line with the user's financial means is determined as the target item, and this reduces the user's resistance that may occur when performing a purchase process for a normal item that requires a price greater than the maximum value. This can promote a new user experience in the game by purchasing a new normal item. Note that the above ratio is merely an example, and may be greater than 5. Note that, when the price of a normal item is temporarily reduced (changed) by the above change process, etc., the numerical range may be set according to the changed price. This can further increase the user's desire to purchase by changing the price of a normal item.
[0074] The lower limit of the numerical range set for a certain item may be set to be different depending on the progress of the game by the user and purchase information (charge status, etc.). For example, the control unit 23 preferably sets the lower limit so that when it is determined that the user's enthusiasm for the progress of the game is high based on the progress of the game, purchase information, etc., the lower limit is set to be small, and when it is determined that the enthusiasm is low, the lower limit is set to be large. Since it is considered that the user's willingness to purchase an item having a high price tends to be stronger as the user's enthusiasm increases, it is possible to recommend an item that is more in line with the user's demand. Conversely, it is considered that the user's willingness to purchase an item having a high price tends to be weaker as the user's enthusiasm decreases, it is possible to improve the game experience by suppressing the recommendation of excessive items. The progress of the game includes, for example, the number of times a quest is played within a predetermined period, the number of times it is cleared, the number of times it is continued when it fails to clear, the frequency of use of an item, the number of items used, etc. In this case, the item may be an item that is added to the user information IF1 in response to a charge, or an item that is added to the user information IF1 free of charge in response to the progress of the game. The charging status includes the number of charging times, charging frequency, maximum and cumulative charging amounts, and can be extracted from the purchase information described above, for example. For example, even if the maximum charging amount in a predetermined period is the same for users, a user with a larger number of charging times, charging frequency, cumulative charging amount, etc. is determined to have a higher enthusiasm for the progress of the game. Similarly, the upper limit value of a certain item may be varied as described above. In this case, the higher the enthusiasm for the progress of the game, the lower the upper limit value may be set. This makes it possible to more effectively recommend an item that is more expensive than the actual charging amount. Note that the number of charging times, charging frequency, and charging amount are examples of the number of purchases, frequency, and consideration (particularly the maximum purchase consideration) by the user in the above information processing, respectively.
[0075] 4.3. Menu screen IM1 FIG. 6 is a diagram showing an example of a menu screen IM1 displayed in the activity A2. The menu screen IM1 includes a gacha button B1, a quest button B2, a shop button B3, and an offer button B4. The gacha button B1 is a button for playing a game in which game media such as characters and items are probabilistically given to the user information IF1 by consuming in-game currency. The quest button B2 is a button for executing the game and performing a process for progressing the game. The shop button B3 is a button for generating a normal shop request by a user's operation. The offer button B4 is a button for generating an offer shop request by a user's operation. When the shop button B3 is operated while the menu screen IM1 is displayed, the process proceeds to the activity A3, and the selection screen IM2 is displayed. The menu screen IM1 is a screen that is displayed first when the user logs in to the game, for example, and is also called a home screen.
[0076] 4.4.About the selection screen IM2 7 is a diagram showing an example of a selection screen IM2 displayed in activity A3. The selection screen IM2 is a screen for accepting a purchase method designation from the user, and includes a charge button B31 and an in-game currency button B32. The charge button B31 is a button for the user to designate non-game currency as the purchase method. The in-game currency button B32 is a button for the user to designate in-game currency as the purchase method. When the charge button B31 or the in-game currency button B32 is operated, a normal shop screen IM3 corresponding to the designated purchase method is displayed.
[0077] 4.5.Regarding the normal shop screen IM3 that appears if no change processing is performed FIG. 8 is a diagram showing an example of a normal shop screen IM3 displayed in the activity A6 when no change processing has been performed. The normal shop screen IM3 includes visual information 5 that allows the user to view at least a part of the normal items. As a result, the presentation unit 233 presents the visual information 5 that allows the user to view at least a part of the normal items. The visual information 5 includes three item set areas 51 and four single item areas 52, and the user can generate a purchase processing command that associates the items corresponding to the areas 51 and 52 with the user information IF1 by performing an operation on each area 51 and 52, and the acquisition unit 231 can thereby acquire the purchase processing command from the user. Then, a purchase processing of the item corresponding to the command is performed, and the item is assigned to the user information IF1. Then, the user's purchase information is updated. The normal shop screen IM3 when the change processing has been performed will be described later.
[0078] 4.6. Offer Shop Screen IM4 FIG. 9 is a diagram showing an example of an offer shop screen IM4 displayed in the activity A11. The offer shop screen IM4 is accessible for a limited time and is a separate screen from the normal shop screen IM3. The offer shop screen IM4 includes a plurality of special item areas 6. In each of the special item areas 6, a number (1, 2, 3, 4, ...) indicating the order of the area, the contents of the special item, and information regarding the price of the special item are displayed. The user can associate the special item displayed in the special item area 6 with the user information IF1 by operating the special item area 6 and performing a purchase process to pay the price. At least one of the prices of the special items is configured to be 0, that is, to be acquired without paying extra-game currency or consuming in-game currency. At least one of the prices of the special items is specified by extra-game currency. When a special item corresponding to a certain special item area 6 is acquired and associated with the user information IF1, an operation on another special item area 6 with the next number after the special item area 6 is permitted. Therefore, the user can acquire the special items in the order of the numbers corresponding to the areas. In this embodiment, since the special items include both free items and items requiring non-game currency, the user's desire to purchase items using non-game currency is further increased. If the special item requires non-game currency, the result of the purchase process is stored in the purchase information.
[0079] 4.7.Regarding the regular shop screen IM3 that appears when a change is made 10 is an example of a normal shop screen IM3 displayed in activity A6 when a change process is performed. In this embodiment, a case will be described in which "set 1" is determined as the target item based on the purchase information of user A, "set 2" is determined as the target item based on the purchase information (related purchase information) of user B who is a related user of user A, and "set 3" is determined as the target item based on the purchase information (related purchase information) of user C who is a related user of user A.
[0080] In this case, a promotional display 7 is generated in a manner associated with the item determined as the target item. The promotional display 7 is a display that encourages user A to purchase the target item. Here, the promotional display 7 based on user A's own purchase information is referred to as a first promotional display 71, and the promotional display 7 based on the purchase information of related users B and C other than user A is referred to as a second promotional display 72. The first promotional display 71 includes an indication that "recommended for you," and directly encourages user A to purchase the item "set 1."
[0081] The second prompting display 72 is configured to have a different display mode depending on the difference in user rank between the users. In this embodiment, a case will be described in which the difference in user rank between user A and related user B is equal to or less than a predetermined value, and the difference in user rank between user A and related user C is greater than the predetermined value. In this case, for example, the second prompting display 72 corresponding to related user B is displayed to present to user A that the related user B, whose user rank difference is small, is urged to purchase an item called "Set 2", such as "recommended for friend B in the same rank range". On the other hand, the second prompting display 72 corresponding to related user C is displayed to present to user A that the related user C, whose user rank difference is large, is urged to purchase an item called "Set 3", such as "recommended for friend C in a higher rank".
[0082] At this time, the first promotion display 71 and the item set area 51 corresponding to the first promotion display 71 are presented to the user with priority over the second promotion display 72 and the item set area 51 corresponding to the second promotion display 72. Specifically, the first promotion display 71 and the item set area 51 corresponding to the first promotion display 71 are arranged to the left of the second promotion display 72 and the second promotion display 72 and the item set area 51 corresponding to the second promotion display 72, so that the user A can easily see them. This makes it possible to encourage the purchase of an item recommended to the user A rather than an item recommended to other related users. Note that the item set area 51 corresponding to these promotion displays 7 is displayed with priority over the other item set areas 51 and other single item areas 52, and is arranged to be located to the left of the other item set areas 51 and other single item areas 52. This changes the display mode of the visual information 5 for presenting the item information IF2 to the user.
[0083] In this embodiment, the display order of the item set area 51 and the single item area 52 does not change depending on whether or not the change process is performed, but depending on the target item, the display order of these areas may be changed, and the item set area 51 and the single item area 52 corresponding to the target item may be preferentially displayed. This can further increase the user's desire to purchase normal items using the out-of-game currency. Note that preferential display is not limited to changing the display order, and may include changing the display mode (e.g., color, outline, character size, character font, etc.) of the item set area 51 or the single item area 52 corresponding to the target item.
[0084] [others] The information processing system 1 according to the above embodiment may be configured as follows.
[0085] The normal item may be configured to execute a purchase process according to various information such as purchase information. In other words, the normal item may be configured to be presented to the user and the purchase process to be permitted when a predetermined permission condition is satisfied, similar to the special item. In this case, it is preferable that the permission condition set for the normal item is different from the permission condition set for the special item, and is set so that the presentation of the normal item to the user is not prohibited after the fact due to the passage of a deadline, etc.
[0086] The above information processing is not limited to cases where items are purchased with non-game currency, but can also be applied to cases where items are purchased with in-game currency, which can encourage consumption of in-game currency and increase the interest of the game.
[0087] The output destination of information or data (hereinafter referred to as "information, etc.") may be another device, a display, a memory unit (including a built-in memory unit and an external memory unit), etc. Acquisition of information, etc. includes acquiring information, etc. generated by the device itself, in addition to acquiring information, etc. transmitted from another device. The table in which parameters are associated is not limited to the table shown in the figure, and the number of parameters may be reduced or increased. Also, information, etc. corresponding to parameters may be obtained by a formula, a conditional formula, etc. without using a table.
[0088] At least one of the devices included in the information processing system 1 may be installed outside Japan.
[0089] The information processing device 2 may be an on-premise type or a cloud type. As the information processing device 2 in the cloud type, the above-mentioned functions and processes may be provided in the form of, for example, SaaS (Software as a Service) or cloud computing.
[0090] In the above embodiment, the information processing device 2 performs various storage and control, but multiple external devices may be used instead of the information processing device 2. That is, various information and programs may be distributed and stored in multiple external devices using block chain technology or the like.
[0091] The above-mentioned embodiment may be an information processing device. The information processing system 1 includes at least one processor capable of executing a program to perform each part of the information processing method. The above-mentioned embodiment may be an information processing method. The information processing method includes each part of the same information processing system. The above-mentioned embodiment may be a program. The program causes at least one computer to execute each step of the information processing method.
[0092] Furthermore, it may be provided in the following aspects:
[0093] (1) An information processing method executed by an information processing system, comprising the following steps: an acquisition step acquires item information relating to a first item usable in a game presented to a user, and purchase information relating to a purchase process previously performed by the user, wherein the purchase process includes a process for granting a specified first item to the user based on the user's designation, the item information includes information relating to a compensation requested of the user for performing the purchase process, the compensation being specified by an outside-game currency that is a currency circulating outside the game; and a change step changes the item information presented to the user based on the purchase information.
[0094] According to this configuration, the item information of the first item paid with the non-game currency is changed based on the purchase transaction performed by the user in the past by paying the non-game currency, which makes it possible to more effectively promote the purchase transaction performed in the game by paying the non-game currency.
[0095] (2) The information processing method according to (1) above, wherein the first item is an item presented to the user regardless of the purchase information.
[0096] According to this configuration, since it becomes easier for the user to distinguish the changes to the item information of the first item from the state before the change, it is possible to more effectively promote the purchase process using the non-game currency.
[0097] (3) In the information processing method described in (1) or (2) above, in the change step, a target item which is at least one of the first items is determined based on the purchase information, and information regarding the target item is changed among the item information.
[0098] According to this configuration, the item information is changed based on the user's purchase of an item using non-game currency, so that the target item is more likely to attract the user's attention, thereby more effectively facilitating the purchase process of non-game currency.
[0099] (4) In the information processing method described above in (3), in the change step, the target item is determined based on a target price and the price of the first item, and the target price is one of the prices for the purchase process performed for the user.
[0100] According to this configuration, the first item with an appropriate value according to the user's financial resources is determined as the target item, which reduces the user's resistance to the process of purchasing non-game currency and increases the interest of the game.
[0101] (5) In the information processing method described in (4) above, the target price is the maximum price of the purchase process performed for the user during a specified period, and in the change step, at least one of the first items for which a price greater than the maximum price is required is determined as the target item.
[0102] According to this configuration, it is possible to increase the user's desire to purchase an item that demands a larger price than the first item that was previously purchased, and to promote a new user experience within the game.
[0103] (6) In the information processing method described in (5) above, in the change step, when the maximum value is equal to or greater than a predetermined reference value, at least one of the first items requiring a price greater than the maximum value and not greater than five times the reference value is determined as the target item.
[0104] According to this configuration, a first item that is more suited to the user's financial resources is determined as the target item, which reduces the user's resistance that may arise when purchasing a first item that requires a price greater than the maximum value, thereby promoting a new user experience in the game by purchasing a new first item.
[0105] (7) An information processing method according to any one of (3) to (6) above, further comprising, in the list presentation step, presenting visual information that allows the user to view at least a portion of the first item, and in the change step, changing the presentation manner of the target item in the visual information.
[0106] According to such a configuration, since it becomes easier for the user to visually distinguish the target item from among the first items, it is possible to encourage the user to purchase the target item.
[0107] (8) In the information processing method described in any one of (1) to (7) above, the item information further includes information regarding a second item different from the first item, and the second item is configured to be allowed to execute a purchase process for the second item when a predetermined acceptable condition is satisfied, the purchase process further includes a process for granting the specified second item to the user based on the user's designation, and in the change step, information regarding the first item among the item information is changed based on the purchase information, and information regarding the second item is not changed.
[0108] According to this configuration, the purchase process for the second item is reflected while the permissible condition is satisfied, and then the purchase process for the first item is prompted, which can further reduce the user's resistance to purchasing the first item.
[0109] (9) An information processing method according to any one of (1) to (8) above, wherein in the change step, when the price has been temporarily changed and the purchase process is performed, the item information is changed based on the price before the change.
[0110] With this configuration, it is possible to suppress the complication of control that accompanies a change in the consideration.
[0111] (10) In the information processing method described in any one of (1) to (9) above, in the acquisition step, related purchase information regarding a purchase process previously performed by a related user different from the user is acquired, where the user information of the related user is associated with user information of the user, and in the change step, the item information presented to the user is further changed based on the related purchase information.
[0112] According to this configuration, the purchase information of related users who are related to the user is reflected in the user's item information, which can further reduce the user's resistance to purchasing.
[0113] (11) An information processing system comprising at least one device, the information processing system including at least one processor capable of executing a program to perform each step of the information processing method described in any one of (1) to (10) above.
[0114] According to this configuration, it is possible to more effectively promote purchase processing performed in the game by paying non-game currency.
[0115] (12) A program causing at least one computer to execute each step of the information processing method according to any one of (1) to (10) above.
[0116] According to this configuration, it is possible to more effectively promote purchase processing performed in the game by paying non-game currency. Of course, this is not the case.
[0117] Finally, various embodiments according to the present disclosure have been described, but these are presented as examples and are not intended to limit the scope of the disclosure. The novel embodiment can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the gist of the disclosure. The embodiments and their modifications are included in the scope and gist of the disclosure, and are included in the disclosure and its equivalents described in the claims. [Explanation of symbols]
[0118] 1: Information processing system 11: Communication Networks 2: Information processing equipment 20: Communication bus 21: Communications Department 22: Storage section 23: Control section 231: Acquisition Department 232: Changes 233:Presentation part 3: Game device 30: Communication bus 31: Communications Department 32: Storage section 33: Control section 34a: Graphics processing unit 34b: Audio processing section 34c: Operation section 4a: Display 4b: Speaker 4c: Input device 5: Visual information 51: Item set area 52: Single item area 6: Special Item Area 7: Promote display 71: 1st promotion display 72:Second promotion display B1: Gacha button B2: Quest button B3: Shop button B31: Charge button B32: In-game currency button B4: Offer button D1: User data IF1 :User information IF2:Item Information IF3: Related user information IM1: Menu screen IM2: Selection screen IM3: Normal shop screen IM4: Offer Shop Screen
Claims
1. An information processing method executed by an information processing system, comprising: It includes the following steps: In the acquisition step, item information on a first item that is presented to a user and that can be used in a game and purchase information on a purchase process previously performed by the user are acquired, the purchasing process includes a process for providing a designated first item to the user based on a designation by the user; the item information includes information regarding a price required of the user for executing the purchase process, the price being defined by an outside-game currency that is a currency circulated outside the game; the purchase information includes a maximum value of the price of the purchase process executed by the user in a predetermined period and a price of the first item; In the changing step, at least one of the first items for which a price greater than the maximum value is required is determined as a target item, and information regarding the target item is changed among the item information presented to the user; the item information further includes information regarding a second item different from the first item; The second item is configured such that a purchase process for the second item is permitted to be executed when a predetermined permissible condition is satisfied; The purchasing process further includes a process for granting the designated second item to the user based on a designation by the user; In the change step, information regarding the first item among the item information is changed based on the purchase information, and information regarding the second item is not changed. Information processing methods.
2. 2. The information processing method according to claim 1, The first item is an item presented to the user regardless of the purchase information. Information processing methods.
3. 2. The information processing method according to claim 1, In the change step, when the maximum value is equal to or greater than a predetermined reference value, at least one of the first items for which a price greater than the maximum value and equal to or less than five times the reference value is required is determined as a target item. Information processing methods.
4. 2. The information processing method according to claim 1, Furthermore, in the list presenting step, visual information is presented that allows the user to view at least a part of the first item, In the changing step, a presentation manner of the target item in the visual information is changed. Information processing methods.
5. An information processing method executed by an information processing system, comprising: It includes the following steps: In the acquisition step, item information on a first item that is presented to a user and that can be used in a game and purchase information on a purchase process previously performed by the user are acquired, the purchasing process includes a process for providing a designated first item to the user based on a designation by the user; the item information includes information regarding a price required of the user for executing the purchase process, the price being defined by an outside-game currency that is a currency circulated outside the game; the purchase information includes a maximum value of the price of the purchase process executed by the user in a predetermined period and a price of the first item; In the changing step, at least one of the first items for which a price greater than the maximum value is required is determined as a target item, and information regarding the target item is changed among the item information presented to the user; In the change step, when the purchase process is performed in a state in which the price has been temporarily changed, the item information is changed based on the price before the change. Information processing methods.
6. An information processing method executed by an information processing system, comprising: It includes the following steps: In the acquisition step, item information on a first item that is presented to a user and that can be used in a game and purchase information on a purchase process previously performed by the user are acquired, the purchasing process includes a process for providing a designated first item to the user based on a designation by the user; the item information includes information regarding a price required of the user for executing the purchase process, the price being defined by an outside-game currency that is a currency circulated outside the game; the purchase information includes a maximum value of the price of the purchase process executed by the user in a predetermined period and a price of the first item; In the changing step, at least one of the first items for which a price greater than the maximum value is required is determined as a target item, and information regarding the target item is changed among the item information presented to the user; In the acquiring step, related purchase information regarding a purchase process previously performed by a related user different from the user is acquired, and the user information of the related user is associated with the user information of the user; In the changing step, the item information of the first item is further changed based on the related purchase information so that visual information visually indicating that the first item is a first item recommended to the related user is presented to the user. Information processing methods.
7. An information processing system comprising at least one device, The information processing method according to any one of claims 1 to 6, further comprising at least one processor capable of executing a program to perform each step of the information processing method according to any one of claims 1 to 6. Information processing system.
8. A program, A program for causing at least one computer to execute each step of the information processing method according to any one of claims 1 to 6.
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