Program and Information Processing System

The system maintains object effects for the original user after transfer, addressing the issue of reduced interest in conventional games by ensuring continued benefits post-disposal, thereby enhancing user engagement.

JP7702032B1Active Publication Date: 2025-07-02COLOPL
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Patent Information

Application Number
JP2024193924
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-11-05
Publication Date
2025-07-02
Estimated Expiration
2044-11-05

AI Technical Summary

Technical Problem

In conventional games, when an item is transferred to another user, it becomes unusable by the original user and the effects are not maintained, leading to reduced interest in the service due to hesitation in object disposal.

Method used

A computer system maintains at least part of the effects a specific object provides to a first user even after the object is associated with a second user, allowing the first user to continue benefiting from the object's effects.

Benefits of technology

This approach enhances user interest by ensuring the original user retains benefits from the object even after transfer, providing a novel user experience and maintaining engagement.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

Improve the interestingness of the service. 【Solution means】The program causes the computer to maintain at least a part of the effects that a specific object gives to the first user in the first state even when the first state in which the first user is associated with the specific object is released and the specific object is associated with the second user along with the release of the first state, and functions as an effect maintaining means for continuing to maintain the effects for the first user.
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Description

Technical Field

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

Background Art

[0002] Conventionally, games and the like that enable the transfer of objects between users have been known (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in conventional games, for example, if an item owned by oneself is disposed of by transferring it to another user, there are problems such as the item becoming unusable by oneself and the effects not being received. Such problems can be a factor in reducing the interest of the service, such as causing hesitation in the user regarding the disposal of objects.

[0005] An object of the present invention is to improve the interest of the service.

Means for Solving the Problems

[0006] According to one embodiment shown in the present disclosure, a computer is caused to function as an effect maintaining means for continuously maintaining at least a part of the effects that the specific object gives to the first user in the first state, even when the first state in which the first user and the specific object are associated is released and the specific object is associated with the second user with the release of the first state. A program is provided.

Advantages of the Invention

[0007] According to the present invention, the interestingness of the service can be improved.

Brief Description of the Drawings

[0008]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Embodiments for Carrying Out the Invention

[0009] Hereinafter, embodiments of the present invention will be described with reference to the drawings.

[0010] <Hardware Configuration of the System> As shown in FIG. 1, the information processing system 1 of the present embodiment includes a plurality of terminal devices 10 and a server 20.

[0011] The terminal device 10 and the server 20 are connected via the network 2. The network 2 may be constituted by, for example, the Internet, a mobile communication system (e.g., 3G, 4G, 5G, LTE (Long Term Evolution), etc.), WiFi (Wireless Fidelity), Bluetooth (registered trademark), other communication lines, or any combination thereof. Also, the connection between the terminal device 10 and the server 20 may be either a wired connection or a wireless connection.

[0012] The server 20 (in other words, a computer, an information processing device) may be a general-purpose computer such as a workstation or a personal computer, for example. The server 20 includes a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, and an input / output IF 25. These components included in the server 20 are connected to each other by a communication bus.

[0013] The processor 21 controls the overall operation of the server 20. The processor 21 may include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), etc. The processor 21 reads a program from the storage 23 and expands it in the memory 22. The processor 21 executes the expanded program.

[0014] The memory 22 is a main storage device. The memory 22 is constituted by, for example, storage devices such as a ROM (Read Only Memory) and a RAM (Random Access Memory). The memory 22 provides a working area for the processor 21 by temporarily storing the program and various data read by the processor 21 from the storage 23. The memory 22 also temporarily stores various data generated while the processor 21 is operating according to the program.

[0015] Note that in this embodiment, the program may be a program for realizing a game by the terminal device 10. Further, the program may be a program for realizing the game by the cooperation of the terminal device 10 and the server 20. Note that, as an example, the game realized by the cooperation of the terminal device 10 and the server 20 may be a game executed on a browser started on the terminal device 10. Further, the program may be a program for realizing the game by the cooperation of a plurality of terminal devices 10. Further, the various data includes, for example, data related to the game such as user information and game information, and instructions and notifications transmitted and received between the terminal device 10 and the server 20.

[0016] The storage 23 is an auxiliary storage device. The storage 23 is configured by a storage device such as a flash memory or an HDD (Hard Disk Drive), for example. Various data related to the game is stored in the storage 23.

[0017] The communication IF 24 controls the transmission and reception of various data via a network between the server 20 and the terminal device 10 or the like.

[0018] The input / output IF 25 is an interface for the server 20 to receive data input and an interface for the server 20 to output data. The input / output IF 25 may include, for example, an input unit which is an information input device such as a mouse or a keyboard, and a display unit which is a device for displaying and outputting an image.

[0019] The terminal device 10 (in other words, a computer, an information processing device) may be, for example, a smartphone, a feature phone, a PDA (Personal Digital Assistant), a tablet computer, a personal computer, a wearable terminal, or a game device. The terminal device 10 may be a mobile terminal. The terminal device 10 may be a portable terminal when the user executes a game.

[0020] The terminal device 10 includes a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, an input unit 17, and a display unit 18. These components included in the terminal device 10 are connected to each other by a communication bus.

[0021] The processor 11 controls the overall operation of the terminal device 10. The processor 11 may include a CPU, an MPU, a GPU, etc. The processor 11 reads a program from the storage 13 and expands it in the memory 12. The processor 11 executes the expanded program.

[0022] The memory 12 is a main storage device. The memory 12 is composed of storage devices such as a ROM and a RAM, for example. The memory 12 provides a working area for the processor 11 by temporarily storing the program and various data read by the processor 11 from the storage 13. The memory 12 also temporarily stores various data generated while the processor 11 operates according to the program.

[0023] The storage 13 is an auxiliary storage device. The storage 13 is composed of storage devices such as a flash memory or an HDD, for example. Various data related to the game are stored in the storage 13.

[0024] The communication IF 14 controls the transmission and reception of various data via a network between the terminal device 10 and the server 20 or the like.

[0025] The input / output IF 15 is an interface for the terminal device 10 to receive data input and an interface for the terminal device 10 to output data. The input / output IF 15 may perform data input and output via, for example, USB (Universal Serial Bus). The input / output IF 15 may include the input unit 17 or the display unit 18 or the like.

[0026] The input unit 17 receives input from the user. The input unit 17 may be, for example, a pointing device such as a touch pad. The display unit 18 displays an image. The display unit 18 may be, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The terminal device 10 includes, for example, a touch screen 16 which is an electronic component combining the input unit 17 and the display unit 18.

[0027] The input unit 17 has a function of detecting the position input to the input surface by the user's operation (for example, touch operation, tap operation, slide operation, swipe operation, flick operation, etc.) and transmitting the information indicating the detected position as an input signal. The touch panel as the input unit 17 can adopt a capacitance method or a resistive film method, etc., but other methods may also be used.

[0028] Note that the input unit 17 may be, for example, a keyboard, various physical buttons, various sensors (for example, acceleration sensor, angular velocity sensor, motion sensor, gaze sensor, bioelectric potential sensor, fingerprint sensor, exhalation sensor, pressure sensor, or image sensor, etc.), an operation stick, a camera, or a microphone, etc. Also, the display unit 18 may be, for example, a projector.

[0029] <Functional Configuration of the System> Figure 2 is a block diagram showing the functional configurations of the server 20 and the terminal device 10. The server 20 in the present embodiment has functions such as providing various data and programs necessary for realizing a game to each terminal device 10, collecting and managing data related to the game from each terminal device 10, and performing synchronization processing between a plurality of terminal devices 10.

[0030] In this embodiment, the server 20 identifies each user and the terminal device 10 by using the accounts of the users pre-registered for each game. The method for registering the accounts is not particularly limited. For example, the terminal device 10 or another device such as a personal computer may transmit information necessary for registering the user's account to the server 20 based on the user's operation, and the server 20 may create and save the accounts of each user based on the received information.

[0031] As shown in FIG. 2, the server 20 functions as a control unit 210 and a storage unit 220 by the cooperation of a processor 21, a memory 22, a storage 23, a communication IF (interface) 24, an input / output IF 25, and the like. The storage unit 220 stores various data used by the control unit 210. Examples of the various data include a program, game information, and user information. The program is a program for realizing a game. The game information and the user information are data referred to when the control unit 210 executes the program. In this embodiment, the program may include a program executed on the terminal device 10 side in addition to the program executed on the server 20 side. Further, the storage unit 220 may store the program executed on the server 20 side and the program executed on the terminal device 10 side.

[0032] The game information is information common among the accounts. The game information includes, for example, information for defining various virtual spaces. The virtual space is, for example, a space in which various objects such as objects of characters used by the user are arranged. The game information includes, for example, various setting information regarding common objects among the accounts, such as the arrangement position, size, color, and shape of background objects such as buildings, trees, and stones arranged in the virtual space and objects of non-player characters (NPCs). The game information also includes, for example, set values of various parameters of the NPCs. Hereinafter, the object of the character arranged in the virtual space may be simply referred to as a "character".

[0033] User information is information managed for each game account. User information includes, for example, information about player characters, information about possessed assets, and information indicating the progress of the game. Possessed assets can be said to be values owned by the user within the virtual space. Examples of such values (in other words, in-game values, possessed assets) include virtual currency, items, and characters. Also, as an example of virtual currency, in-game currency that can be used within the game and cryptocurrency can be mentioned. That is, in the storage unit 220, for example, information such as the virtual currency, items, or characters owned by each user may be stored in association with identification information that can identify each user. In the present embodiment, "assigning (in other words, causing to acquire)" a predetermined value (in other words, an object) such as an item to a user can also mean storing it in a predetermined storage unit linked to the user's account as a value owned by the user.

[0034] By executing the program stored in the storage unit 220, the control unit 210 controls various processes related to the game. The control unit 210 includes, for example, a transmission / reception unit 211, a game control unit 212, a data management unit 213, and a synchronization processing unit 214.

[0035] The transmission / reception unit 211 transmits or receives various data. The transmission / reception unit 211 receives, for example, requests for transmitting various data and programs, requests for synchronization processing to support the multiplayer function, data to be synchronized, etc. from each terminal device 10 and passes them to the game control unit 212. Also, the transmission / reception unit 211 transmits various data and programs including instructions for synchronization, etc. to each terminal device 10 according to the control by the game control unit 212.

[0036] In the present embodiment, the multiplayer function is a function that allows game processing by multiple accounts to proceed in a synchronized state. When the server 20 and the terminal devices 10 of the information processing system 1 have multiple accounts logged in to the same game in the information processing system 1, they execute various processes to support the multiplayer function.

[0037] The game control unit 212 provides a game to the terminal device 10 by executing arithmetic processing described in a program in response to a request or the like from the terminal device 10. For example, when the game control unit 212 receives a request for synchronization processing for supporting the multiplayer function or data to be the target of synchronization processing from the terminal device 10 via the transmission / reception unit 211, the game control unit 212 executes the synchronization processing for supporting the multiplayer function. In addition, the game control unit 212 commands the transmission / reception unit 211 to transmit game information or user information. Further, the game control unit 212 commands the data management unit 213 regarding an instruction to add, update, or delete a record of game information or user information.

[0038] The data management unit 213 manages various data stored in the storage unit 220 according to an instruction from the game control unit 212. For example, the data management unit 213 reads game information or user information according to a command from the game control unit 212 and transmits it to the terminal device 10 via the transmission / reception unit 211. In addition, the data management unit 213 adds, updates, or deletes a record of game information or user information according to a command from the game control unit 212.

[0039] The synchronization processing unit 214 executes synchronization processing for supporting the multiplayer function of the game according to a command from the game control unit 212. For example, when the server 20 transmits information to a plurality of terminal devices 10, the synchronization processing unit 214 takes synchronization of the game progressing between the terminal devices 10 by transmitting information to each terminal device 10 at the same time. Specifically, the synchronization processing unit 214 transmits operation information received from the terminal device 10 corresponding to each account within a predetermined period (for example, one frame) to each terminal device 10 at the same time for each predetermined period. The operation information is information regarding an operation input to the terminal device 10. The timing of synchronization and the information to be synchronized may be received from the game control unit 212 at any time. By executing the synchronization processing, it becomes possible to simultaneously reflect an event in the game caused by an operation input on one terminal device 10 on other terminal devices 10.

[0040] The terminal device 10 in the present embodiment has, for example, a function as an input device that receives a user's input operation, and a function as an output device that outputs game images and sounds.

[0041] The terminal device 10 functions as a control unit 110 and a storage unit 120 through the cooperation of a processor 11, a memory 12, a storage 13, a communication IF 14, an input / output IF 15, etc. The storage unit 120 stores various data used by the control unit 110. Examples of the various data include a program, game information, and user information. The program is a program for realizing a game on the terminal device 10 side. The game information and the user information are data referred to when the control unit 110 executes the program. The game information and user information stored in the storage unit 120 may include information similar to the game information and user information stored in the storage unit 220.

[0042] The control unit 110 controls various processes related to the game executed on the terminal device 10 by executing the program stored in the storage unit 120. The control unit 110 has, for example, an operation reception unit 111, a transmission / reception unit 112, and a game control unit 113.

[0043] The operation reception unit 111 receives an operation input by the user via the input unit 17 (hereinafter also referred to as an "input operation"). Specifically, when an input operation is performed on the input unit 17, the operation reception unit 111 detects the coordinates of the input position and the type of the input operation. Examples of the type of input operation include various operations by fingers, such as a touch operation, a tap operation, a slide operation, a swipe operation, a flick operation, a pinch-in operation, and a pinch-out operation. The input operation is not limited to an operation that physically contacts the input unit 17 (for example, the touch screen 16), and may include a non-contact operation. Note that an operation for ending an input operation that has been performed until then, such as a touch-off operation for ending contact with the touch screen 16, can also be regarded as an aspect of the input operation.

[0044] Here, the operation reception unit 111 can also receive an input operation performed using an operating device connected via the input / output IF 15, in the same manner as an input operation to the input unit 17.

[0045] The transmission / reception unit 112 transmits or receives various data. For example, the transmission / reception unit 112 transmits game information, user information, or a synchronization request for supporting the multiplayer function to the server 20. The transmission / reception unit 112 receives various data, programs, and data for synchronization for supporting the multiplayer function, etc. from the server 20. The data for synchronization includes, for example, synchronization instruction data for instructing to synchronize among the terminal devices 10 participating in the multiplayer. The synchronization instruction data includes, for example, data to be synchronized, the type of the data, and data for specifying the timing of synchronization, etc.

[0046] The transmission / reception unit 112 transmits operation information regarding the input operation received by the operation reception unit 111 to the server 20. The transmission / reception unit 112 receives operation information regarding an operation input by another user in another terminal device 10 from the server 20.

[0047] The game control unit 113 executes various processes related to the progress of the game. Specific examples will be described below.

[0048] The game control unit 113 defines a virtual space based on information for defining the virtual space included in the game information. The game control unit 113 arranges an object in the virtual space based on the setting information of the object included in the game information. The game control unit 113 controls the object arranged in the virtual space. Specifically, the game control unit 113 changes the position, orientation, shape, color, etc. of the object in the virtual space, or causes the object to perform a predetermined operation.

[0049] The game control unit 113 defines a virtual camera for specifying the area to be presented to the user in the virtual space. The game control unit 113 arranges the virtual camera in the virtual space by defining the position and orientation of the virtual camera in the virtual space. The game control unit 113 generates an image by drawing the visual field area defined by the virtual camera and the objects arranged in this visual field area.

[0050] The position and orientation of the virtual camera can be appropriately determined for each virtual space. For example, the game control unit 113 arranges the virtual camera based on the position and orientation of a specific object so that the specific object is located at the center of the visual field area in a specific orientation. At this time, the game control unit 113 adjusts the position and orientation of the virtual camera using the direction, distance, and angle with respect to the specific object. The specific object may be, for example, a dynamic object or a static object such as a building, a tree, or a rock. Examples of dynamic objects include a character that operates based on the user's operation (in other words, the character used by the user) and an NPC that operates based on a program. The NPC includes so-called enemy characters and the like.

[0051] The game control unit 113 interprets the content of the user's instruction based on the coordinates of the input position detected by the operation reception unit 111 and the type of the input operation, etc. The game control unit 113 executes various determination processes related to the progress of the game based on the interpreted instruction content, etc. The game control unit 113 progresses the game while controlling objects, the virtual camera, etc. based on the result of the determination process, etc. The game control unit 113 updates, adds, or deletes game information and user information according to the progress status of the game.

[0052] The game control unit 113 causes the display unit 18 to display an image related to the game. A specific example will be given and described below.

[0053] The game control unit 113 generates an image by rendering an area within the virtual space that is within the field of view of the virtual camera and the objects existing in that area, and causes the display unit 18 to display it. The game control unit 113 can superimpose and render objects related to various UI (User Interface) necessary for game operations, such as icons, buttons, and menus indicating various parameters, on the image to be displayed on the display unit 18.

[0054] Note that the functions of the terminal device 10 and the server 20 shown in FIG. 2 are merely examples. Each of the terminal device 10 and the server 20 may include at least a part of the functions provided by other devices. Also, each device such as the terminal device 10 and the server 20 does not have to be realized by an integrated device, and may be realized by a plurality of devices connected via a network or the like, for example. Further, the information processing system 1 may be configured by only the terminal device 10 or the server 20, for example. In other words, the information processing system 1 does not have to be realized by a plurality of devices connected via a network.

[0055] <Processing according to this embodiment> Next, the processing according to this embodiment will be described. In this embodiment, the processor 11 of the terminal device 10 or the processor 21 of the server 20 executes the program stored in the information processing system 1 to perform each of the processes described below. However, at least a part of the processes performed by the processor 11 among the processes according to this embodiment may be executed by a processor different from the processor 11. Also, at least a part of the processes performed by the processor 21 among the processes according to this embodiment may be executed by a processor different from the processor 21. In other words, part or all of the processes performed by either the control unit 110 or the control unit 210 may be performed by the other control unit. In other words, the computer that executes the program in this embodiment may be either the terminal device 10 or the server 20, or may be realized by a combination of a plurality of devices. The program appearing in this embodiment may be recorded and provided on a non-temporary computer-readable recording medium.

[0056] In the game of this embodiment, the user can advance the game using a character. In other words, in the game of this embodiment, the user can advance the events in the game using a character. Events include quests, battles (specifically, battles between users or against NPCs), and the like. Note that a quest aims to achieve a predetermined goal, and as an example, it may aim to defeat a predetermined enemy character, reach a predetermined destination, obtain a predetermined object, or the like.

[0057] Note that the character used by the user can also be said to be a character that the user can operate. The method of using the character (in other words, the operation method) can be appropriately selected according to the type of the game. For example, the character may perform a predetermined action based on an operation on a physical or virtual button.

[0058] Also, in the event, the user may be able to use a plurality of characters, or may be configured to proceed with the event using only one character. In other words, the game of this embodiment may be playable by forming a party consisting of a plurality of characters.

[0059] Note that, regarding the method of selecting characters used in the progress of the game (for example, various operations related to character selection and various processes based on the operations), it can be the same as that of conventional games. That is, for example, a game that can be played by forming a party is known, and the selection of characters to be used may be executed by an operation similar to the operation of forming a party in a conventional game. Hereinafter, the game according to this embodiment will be described as being capable of selecting a plurality of characters to be used, forming a party, and proceeding. That is, the characters used in the progress of the game can also be said to be the characters included in the party.

[0060] In the game of this embodiment, as an item (in other words, an object) corresponding to each character, a character card 30 illustrated in FIG. 3 is prepared. That is, when there are characters such as character A, character B, and character C, there are a character card 30 corresponding to character A, a character card 30 corresponding to character B, and a character card 30 corresponding to character C.

[0061] The character card 30 may, for example, depict the corresponding character, or may not depict the corresponding character. Also, in the game of this embodiment, a character card 30 is prepared as an object corresponding to a character, but the form of the object corresponding to the character is not particularly limited and is not limited to the form of a card. In other words, the character card 30 and the character in this embodiment can be read as another object (specifically, an object in the game, an object in the virtual space).

[0062] In this embodiment, there is only one type of character card 30 corresponding to one character. However, a plurality of types of character cards 30 may be prepared as the character cards 30 corresponding to one character.

[0063] The game control unit 113 assigns characters and character cards 30 to the user at a predetermined timing. Here, "assigning" a character can also be said to make the character available for the user to use. That is, the user may be able to select and use a character to be used (in other words, a character to be included in a party) from among the plurality of assigned characters. The timing at which characters and character cards 30 are assigned can be the same as the timing at which various objects such as characters and items in a conventional game are assigned. However, for example, it may be as follows. That is, various objects such as characters and character cards 30 may be assigned by a predetermined lottery (so-called gacha), may be assigned by exchange with a predetermined value owned by the user (for example, purchase within the game), may be assigned based on the game progress reaching a specific progress level, or may be assigned to the user in advance at the start of the game. Here, the timing of assignment for characters and character cards 30 may be different, or at least partially overlapping.

[0064] For example, the game control unit 212 as a lottery execution unit may execute a lottery to determine an object (for example, a character or a character card 30) to be assigned to the user based on a predetermined input operation by the user (for example, an operation on a lottery execution button (not shown) displayed on a predetermined screen displayed by the game control unit 113 on the display unit 18). Here, the game control unit 212 may execute the lottery by consuming a predetermined value owned by the user. Then, the game control unit 113 may assign the character or character card 30 determined by the lottery to the user.

[0065] Further, for example, based on an operation by the user to select an object to be purchased (e.g., a character or a character card 30), the game control unit 113 may grant the selected object to the user and decrease a predetermined value owned by the user as the consideration therefor.

[0066] Further, for example, when the user plays the game and the progress degree of the game reaches a predetermined degree (in other words, when it is determined whether the user has satisfied a predetermined achievement condition in the game and if satisfied), the game control unit 113 may grant a specific object (e.g., a character or a character card 30) to the user. For example, when the progress degree of the game reaches a specific progress degree, the game control unit 113 may release a specific character and make the specific character available for the user to use (in other words, selectable as a character to be included in the party).

[0067] Further, for example, the game control unit 113 may grant a character or a character card 30 to the user at the start of the game. That is, for example, there may be a character that can be used from the start among the characters. Here, the game control unit 113 may let the user select the character to be granted to the user at the start of the game and grant the character selected by the user to the user. Also, the game control unit 113 may let the user select the character card 30 to be granted to the user at the start of the game and grant the character card 30 selected by the user to the user.

[0068] In the game of this embodiment, by using a character, the parameters (in other words, numerical values) associated with the character card 30 corresponding to that character increase. Specifically, by using a character, the level of the character card 30 corresponding to that character increases. Note that the parameters associated with the character card 30 are not limited to levels. When a battle is executed with the character corresponding to the character card 30 included in the party, the game control unit 113 increases the level of the character card 30 by 1 for each battle. In other words, when a predetermined condition is satisfied while the user is progressing the game by using a character, the game control unit 113 varies the parameter related to the object corresponding to the character by a predetermined value. Note that the parameter is stored, for example, in the storage unit 120. In this embodiment, the level of the character card 30 increases by 1 for each battle, but the experience value related to the level of the character card 30 may be accumulated by battles, and the level of the character card 30 may increase by 1 when the experience value reaches a predetermined value.

[0069] That is, for example, assume that there are Character A and Character B as characters that can be used in the game. Also, assume that there is a card of Character A as the character card 30 corresponding to Character A. Also, assume that there is a card of Character B as the character card 30 corresponding to Character B. In this case, when a battle is executed with Character A included in the party but Character B not included (in other words, when progressing the game by using Character A without using Character B), the level of the card of Character A increases, but the level of the card of Character B does not increase.

[0070] Furthermore, the parameters (in other words, numerical values) associated with the character card 30 may also increase due to triggers other than the execution of a battle. Specifically, the level of the character card 30 also increases when a level-up item capable of increasing the level of the character card 30 is used, when the user acquires a character card 30 that the user already owns, and when the user acquires a character that corresponds to the character card 30 and that the user already owns.

[0071] The game control unit 113 grants a level-up item to the user upon a predetermined trigger. The level-up item enables the selection and use of a character card 30 that raises the level. That is, the operation reception unit 111 receives a user operation for selecting which character card 30 among the character cards 30 owned by the user to use the level-up item on. Then, based on the operation, the game control unit 113 raises the level of the selected character card 30 by a predetermined value. Specifically, based on the operation, the game control unit 113 consumes (in other words, decreases by one) the level-up item owned by the user and raises the level of the selected character card 30 by 100. In the game of this embodiment, when one character card 30 is purchased, one level-up item comes with it. In other words, the character card 30 and the level-up item are sold as a set. And when an operation to purchase the character card 30 is performed, the game control unit 113 grants the character card 30 to the user and also grants the level-up item to the user. Note that the trigger for granting the level-up item is not particularly limited, but in the game of this embodiment, no acquisition method other than obtaining it along with the purchase of the character card 30 is prepared. Therefore, when the user wants to obtain a level-up item, the user can only purchase the level-up item sold as a set with the character card 30. Also, in this embodiment, the level-up item can be used on a character card 30 of a different type from the character card 30 sold as a set. Therefore, even when the character card 30 sold as a set is not particularly needed, it is also possible to provide a way of playing such as purchasing a character card 30 in order to obtain a level-up item for the purpose of raising the parameters of a character card 30 other than the said character card 30.In other words, the game control unit 113 may give a user who has purchased the character card 30 a predetermined privilege (for example, an item such as a level-up item or a predetermined parameter, etc.) separately from the character card 30.

[0072] Also, as described above, the game control unit 113 gives a character to the user on a predetermined occasion. However, when it is determined to give the user a specific character in a state where the user already owns the specific character, the level of the character card 30 corresponding to the specific character is increased by a predetermined value. In other words, when the game control unit 113 is to give the user a character that the user already owns in duplicate, the level of the character card 30 corresponding to the character is increased by a predetermined value. For example, when the specific character is selected as the character to be given to the user by a predetermined lottery in a state where the user already owns a specific character, the game control unit 113 increases the level of the character card 30 corresponding to the specific character by 300. At this time, the game control unit 113 does not give the specific character to the user. In other words, in the game of this embodiment, the user cannot own a plurality of the same type of characters. When the game control unit 113 is to give the user a specific character that the user already owns in duplicate, instead of giving the specific character, the parameter associated with the object corresponding to the specific character is increased.

[0073] Also, as described above, the game control unit 113 grants the character card 30 to the user on a predetermined occasion. However, when it is determined to grant the specific character card 30 to the user in a state where the user already owns the specific character card 30, the level of the specific character card 30 is increased by a predetermined value. In other words, when the game control unit 113 is to grant the character card 30 that the user already owns in duplicate, the level of the character card 30 is increased by a predetermined value. For example, when the user performs an operation to purchase the specific character card 30 in a state where the user already owns the specific character card 30, the game control unit 113 grants the specific character card 30 to the user and increases the level of the specific character card 30 by 300. That is, in the game of this embodiment, the user can own a plurality of character cards 30 of the same type. Note that the levels are common among character cards 30 of the same type. That is, when the user owns a plurality of character cards 30 of the same type, the levels of the character cards 30 of the same type are the same.

[0074] Note that in this embodiment, the same type of object means the same object, but it may also include things other than the same object.

[0075] In addition, even for a character card 30 that the user does not own, when the conditions for increasing the level (in other words, parameters) of the character card 30 are satisfied, the game control unit 113 increases the level of the character card 30. That is, for example, when a battle is executed with character A included in the party, the game control unit 113 increases the level of the card of character A regardless of whether the user owns the card of character A. In the present embodiment, the increase width of the level when each condition related to the increase in the level of the character card 30 is satisfied is the same regardless of whether the user owns the character card 30 that is the target of the level increase, but it may be different depending on whether the user owns the character card 30 that is the target of the level increase. Also, in the present embodiment, the trigger for the level of the character card 30 to increase is the same regardless of whether the user owns the character card 30, but it may be different depending on whether the user owns the character card 30. That is, for example, among a plurality of triggers for the level of the character card 30 to increase when the user owns the character card 30, at least a part of them may be such that when the user does not own the character card 30, the level of the character card 30 does not increase. Also, when the user does not own the character card 30, the level of the character card 30 may not increase.

[0076] As described above, there can be multiple types of triggers for the level, which is a parameter associated with the character card 30, to increase. Also, for each type of trigger, the increase width of the level per occurrence may be different. In the present embodiment, the increase width of the level in the trigger related to the duplication of the character card 30 (or duplication of characters), which is the first type of trigger, is larger than the increase width of the level in the trigger related to the use of characters, which is the second type of trigger. In other words, the increase in the predetermined parameter based on the duplication of the character card 30 has a larger increase width of the parameter per occurrence than the increase in the predetermined parameter based on the use of characters.

[0077] The game control unit 113 gives a reward to the user based on the parameter associated with the character card 30 reaching a predetermined value. Specifically, the game control unit 113 gives a reward to the user based on the level of the character card 30 reaching a predetermined level. In the present embodiment, when the level of the character card 30 reaches 1000, 5000, and 10000, predetermined items are given to the user as rewards respectively. Note that the levels of the character card 30 at which rewards are given may be set at equal intervals such as 1000, 3000, 5000, ···. Hereinafter, the reward given to the user based on the parameter associated with the character card 30 reaching a predetermined value is referred to as a "special reward". Details of the special reward will be described later.

[0078] In addition, the game control unit 113 executes the granting of a special reward based on the fact that the parameters associated with each character card 30 have reached a predetermined value, on the condition that the user owns the character card 30. That is, in the present embodiment, the level of each character card 30 can increase even when the user does not own the character card 30. However, if the user does not own the character card 30, no special reward is granted even if the level of the character card 30 reaches a predetermined level. Further, when the user acquires the character card 30 after the parameters associated with the character card 30 have reached a predetermined value while the user does not own the character card 30, the game control unit 113 executes the granting of a special reward to the user based on the fact that the parameters have reached the predetermined value. That is, for example, when the level of a specific character card 30 reaches 1000 while the user owns the specific character card 30, a special reward due to the level of the specific character card 30 reaching 1000 is granted to the user when the level of the specific character card 30 reaches 1000. On the other hand, when the level of a specific character card 30 reaches 1000 while the user does not own the specific character card 30, no special reward due to the level of the specific character card 30 reaching 1000 is granted to the user at the time when the level of the specific character card 30 reaches 1000. However, when the user acquires the specific character card 30 after the level of the specific character card 30 has reached 1000 while the user does not own the specific character card 30, a special reward due to the level of the specific character card 30 reaching 1000 is granted to the user.

[0079] In addition, when the user acquires the character card 30 after the parameters associated with the character card 30 reach the first value and the second value while the user does not own the character card 30, the game control unit 113 executes the awarding of a special reward based on the fact that the parameter has reached the first value and the awarding of a special reward based on the fact that the parameter has reached the second value. That is, when the level of the specific character card 30 reaches 1000 and further 5000 while the user does not own the specific character card 30, when the user acquires the specific character card 30, a special reward due to the fact that the level of the specific character card 30 has reached 1000 is awarded to the user, and a special reward due to the fact that the level of the specific character card has reached 5000 is awarded to the user.

[0080] In this embodiment, the special reward is a reward related to character enhancement. Specifically, as the special reward, enhancement pieces 32, which are items that can enhance a character, are awarded. As shown in Fig. 4(a), the enhancement pieces 32 can be attached to a board 34 associated with each user in the game, and when attached to the board 34, the effects of the attached enhancement pieces 32 are activated. In other words, the game control unit 113 activates the effects related to the enhancement pieces 32 attached to the board 34. The user can select and arrange the enhancement pieces 32 to be placed on the board 34 from among the enhancement pieces 32 owned. Fig. 4(b) shows an example of the enhancement pieces 32 owned.

[0081] The board 34 is capable of mounting a plurality of reinforcement pieces 32. The board 34 has an area where the reinforcement pieces 32 can be arranged, and it is possible to arrange (in other words, mount) the reinforcement pieces 32 in the empty area. Specifically, the board 34 has a plurality of cells 35 as the area where the reinforcement pieces 32 can be arranged. Also, as the reinforcement pieces 32, a plurality of reinforcement pieces 32 with different shapes are prepared, and each reinforcement piece 32 can be fitted (in other words, mounted) like a puzzle piece into the empty cell 35 of the board 34. In FIG. 4, as an example of the board 34, a board 34 having 8×8 cells is shown. Also, in the board 34 illustrated in FIG. 4, the white cell portion is the area where the reinforcement piece 32 can be arranged, and the hatched cell portion is the area where the reinforcement piece 32 cannot be arranged. Further, FIG. 4 shows the board 34 in a state where an L-shaped reinforcement piece 32a with a size of 3 cells and a convex-shaped reinforcement piece 32b with a size of 4 cells are arranged.

[0082] The operation reception unit 111 receives a user operation of selecting a reinforcement piece 32 to be mounted on the board 34 and a user operation of specifying a position on the board 34 where the selected reinforcement piece 32 is to be arranged. The game control unit 113 arranges the selected reinforcement piece 32 at the specified position on the board 34 based on these operations. Also, the game control unit 113 controls so that it is impossible to specify a position other than the area where the selected reinforcement piece 32 can be arranged as the position to arrange the reinforcement piece 32. In other words, the game control unit 113 does not permit the arrangement of the reinforcement piece 32 when the position where the user tries to arrange the reinforcement piece 32 does not have a space where the selected reinforcement piece 32 can be arranged. Also, the board 34 is configured such that the reinforcement pieces 32 cannot be arranged overlapping in the same area, and the game control unit 113 controls so that it is impossible to arrange other reinforcement pieces 32 in the area where the reinforcement piece 32 has already been arranged. That is, in the board 34 illustrated in FIG. 4, when there is no area of white cells that matches the shape of the reinforcement piece 32 to be arranged, it is impossible to arrange that reinforcement piece 32.

[0083] The enhancement piece 32 has its enhancement content determined for each enhancement piece. By attaching it to the board 34, the character can receive the enhancement corresponding to the enhancement content of the enhancement piece 32. In other words, the game control unit 113 enhances the character used by the user according to the enhancement content of the enhancement piece 32 attached to the board 34. Specifically, for each enhancement piece, the type of the character to be enhanced, the type of the parameter to be enhanced, and the enhancement amount are defined (see Fig. 4(b)). When the enhancement piece 32 is attached to the board, the game control unit 113 enhances the parameter corresponding to the enhancement piece 32 for the character corresponding to the enhancement piece 32 by the amount of enhancement corresponding to the enhancement piece 32. The types of parameters to be enhanced may be, for example, attack power, defense power, physical strength (in other words, hit points), critical rate (in other words, the occurrence probability of a special attack that exerts a greater effect than a normal attack), evasion rate for attacks from enemies, movement speed, or the speed of a predetermined action (for example, attack speed or the speed related to the use of a predetermined skill, etc.). That is, for example, as the enhancement piece 32, there may be an enhancement piece 32 that increases the attack power of character A by 1, an enhancement piece 32 that increases the physical strength of character B by 2, and so on. In the state where the former enhancement piece 32 is attached to the board 34, the game control unit 113 increases the attack power of character A by 1. Also, in the state where the latter enhancement piece 32 is attached to the board 34, the game control unit 113 increases the physical strength of character B by 2. Note that there may be an enhancement piece 32 whose effect is activated for the entire party without corresponding to a specific character (for example, an enhancement piece 32 that increases the parameters of a plurality of (for example, all) characters in the party, or an enhancement piece 32 that increases the parameter related to the entire party rather than the parameter associated with a specific character).

[0084] In addition, in Fig. 4, the enhancement piece 32 is shown in solid black, but the design of the enhancement piece 32 is not particularly limited. For example, the corresponding character (in other words, the character whose parameters increase by using the enhancement piece 32) may be depicted.

[0085] Note that the game control unit 113 gives the user enhancement pieces 32 when the level of the character card 30 reaches each of the levels of 1000, 5000, and 10000. However, the types of enhancement pieces 32 given when each level is reached may be determined in advance (in other words, they may be registered in a predetermined storage unit in association with each character card 30), or may be determined by lottery (for example, at the timing when each level is reached).

[0086] As described above, in this embodiment, as the conditions for giving a special reward to the user, conditions such as "raising the level of the character card to 1000", "raising the level of the character card to 5000", and "raising the level of the character card to 10000" are set. The game control unit 113 gives the user a special reward based on the satisfaction of the giving conditions. In other words, as the missions related to the giving of the special reward, missions such as "raising the level of the character card to 1000", "raising the level of the character card to 5000", and "raising the level of the character card to 10000" are set. The game control unit 113 gives the user a special reward based on the achievement of each mission. However, the missions related to the giving of the special reward (in other words, the giving conditions) are not limited to this, and various goals achievable by the user playing the game can be set as the missions.

[0087] Also, as described above, in this embodiment, when the user owns the character card 30, a special reward is given for achieving the mission related to the character card 30. In other words, when the user acquires the character card 30, the game control unit 113 activates (in other words, unlocks) the mission related to the character card 30, enabling the giving of a special reward for achieving the mission. In other words, until the user acquires the character card 30, the game control unit 113 keeps the mission related to the character card 30 in an invalid state and controls to make it impossible to give a special reward for achieving the mission. That is, in the game according to this embodiment, by owning the character card 30, the effect that the mission related to the character card 30 is activated can be obtained.

[0088] As described above, in the game of this embodiment, the user can own a plurality of character cards 30 of the same type. When the user owns two or more (in other words, a plurality of) character cards 30 of the same type, the user can dispose of (in other words, release the ownership of, let go of) the second and subsequent character cards 30. In other words, the user can dispose of the character card 30 when there are still character cards of the same type left in hand even after disposing of the character card 30. In this embodiment, when the user owns only one character card 30 of the same type, it is currently impossible to dispose of the character card 30, but it may be made possible. Note that "disposal" may include transferring an object owned by oneself to another user, throwing it away, selling it, making it disappear, etc. Hereinafter, the user who disposes of the character card 30 may be referred to as the first user, and the user who receives the character card 30 disposed of by the first user may be referred to as the second user.

[0089] When the first user owns less than a predetermined number of a specific object, the game control unit 113 does not permit the first user to dispose of the specific object by an operation of disposing of the specific object. When the first user owns the predetermined number of the specific object, the game control unit 113 permits the first user to dispose of the specific object by an operation of disposing of the specific object. In this embodiment, the predetermined number is 2, but it may be a number of 3 or more. Specifically, the game control unit 113 controls whether an operation of disposing of the character card 30 (in other words, a specific character card 30) can be performed (in other words, whether the operation reception unit 111 can receive the operation) according to whether the user owns a predetermined number (specifically, 2 cards) or more of the same type of character card 30. Then, when the user owns a predetermined number or more of the same type of character card 30, the operation reception unit 111 receives an operation of disposing of the character card 30. Further, when the user owns less than a predetermined number of the same type of character card 30 (in other words, a specific character card 30), the operation reception unit 111 does not receive an operation of disposing of the character card 30. Note that the operation of disposing of the specific character card 30 can also be said to be an operation of selecting the specific character card 30 as the character card 30 to be disposed of from the owned character cards 30. Note that the operation of disposing of can be the same as an operation of discarding an unnecessary item, selling, or transferring to another user in a conventional game.

[0090] When the game control unit 113 determines that the user owns a predetermined number or more of a specific character card 30, the game control unit 113 requests the game control unit 212 to execute processing related to the disposal of the specific character card 30 based on an operation by the user to dispose of the specific character card 30. Based on the request (in other words, the operation), the game control unit 212 executes processing to transfer the specific character card 30 (in other words, the character card 30 selected as the character card 30 to be disposed of by the user) from the user to another user. Specifically, the game control unit 212 determines a transfer recipient by lottery from among a plurality of candidates. Then, with respect to the first user who disposes of the specific character card 30 and the second user who is the transfer recipient of the specific character card 30 determined by lottery, the game control unit 212 releases the first state in which the first user is associated with the specific character card 30 and associates the specific character card 30 with the second user. In other words, the game control unit 212 transfers the specific character card 30 to the recipient determined by lottery. In other words, based on a predetermined operation by the first user, the game control unit 212 executes processing to decrease the number of the specific character card 30 associated with the first user's account by 1 and increase the number of the specific character card 30 associated with the second user's account by 1.

[0091] When the game control unit 113 of the second user's terminal device 10 is involved in the process of associating a specific character card 30 in the game control unit 212 with the second user, it performs a process of increasing the number of the specific character card 30 associated with the second user stored in the storage unit 120 (in other words, a process of granting the specific character card 30 to the second user). Specifically, when the game control unit 212 executes a process for transferring a specific character card 30 from the first user to the second user, it notifies the second user's terminal device 10 of the result of the process. Based on the notification, the game control unit 113 of the second user's terminal device 10 increases the number of the specific character card 30 associated with the second user stored in the storage unit 120 (in other words, the number of the specific character card 30 owned by the second user). Then, the game control unit 113 of the second user's terminal device 10 causes the display unit 18 to display that the specific character card 30 has been granted (in other words, transferred) to inform the second user.

[0092] Note that when the game control unit 113 of the first user's terminal device 10 is involved in the process of releasing the first state in which the first user and a specific character card 30 are associated in the game control unit 212, it performs a process of decreasing the number of the specific character card 30 associated with the first user stored in the storage unit 120 (in other words, a process of disposing of the character card 30 selected by the first user as the character card 30 to be disposed of). The process in the game control unit 113 may be executed before or after the process of determining the recipient of the transfer of the specific character card 30 in the game control unit 212 and the process of associating the specific character card 30 with the determined recipient.

[0093] In this embodiment, the disposal, grant, or transfer of the character card 30 may mean an increase or decrease in the number of character cards 30 associated with the user's account, but the number of character cards 30 only needs to be stored in at least one of the storage unit 120 and the storage unit 220. Also, when stored in both the storage unit 120 and the storage unit 220, after the value stored in the storage unit 120 is updated, the update may be reflected in the storage unit 220, or after the value stored in the storage unit 220 is updated, the update may be reflected in the storage unit 120.

[0094] In this embodiment, the candidate for the transfer of the character card 30 is a user who satisfies the following first condition and second condition. The first condition is that the user owns the character corresponding to the character card 30 to be transferred (in other words, the character card 30 selected by the first user as the character card 30 to be disposed of). The second condition is that the user does not own the character card 30 to be transferred. In this embodiment, the game control unit 212 extracts a user who satisfies both the first condition and the second condition as a candidate, but a user who satisfies either one of the first condition and the second condition may be extracted as a candidate. In other words, only one condition for becoming a candidate may be provided, or a plurality of conditions may be provided. Also, all users who use the game according to this embodiment may be candidates.

[0095] In addition, the game control unit 212 performs a process of providing information about the user who transferred (in other words, disposed of) the character card 30 to the user who receives the character card 30. Specifically, the game control unit 212 transmits information about the user who transferred the character card 30 (for example, information such as the user name) to the terminal device 10 of the user who receives the character card 30. Then, the game control unit 113 of the terminal device 10 of the user who receives the character card 30 provides information about the user who transferred the character card 30 to the user who receives the character card 30. In other words, when the second user who associates a specific object disposed of by the first user is determined by lottery from among a plurality of users, the game control unit 113 provides information about the first user to the second user. Specifically, the game control unit 113 of the terminal device 10 of the user who receives the character card 30 causes information about the user who transferred the character card 30 to be displayed on a predetermined screen where information about the received character card 30 can be confirmed, as information about the received character card 30. Thereby, the user who received the character card 30 can confirm on the game screen who the character card 30 was received from and so on. In other words, the game control unit 113 executes a process of notifying the user who received the character card 30 of the user who transferred the character card 30.

[0096] In addition, the game control unit 212 performs a process of providing information about the user who has received the character card 30 to the user who has transferred the character card 30. Specifically, the game control unit 212 transmits information about the user who has received the character card 30 (for example, information such as the user name) to the terminal device 10 of the user who has transferred the character card 30. Then, the game control unit 113 of the terminal device 10 of the user who has transferred the character card 30 provides information about the user who has received the character card 30 to the user who has transferred the character card 30. In other words, when the second user who associates a specific object to be disposed of by the first user is determined by lottery from among a plurality of users, the game control unit 113 provides information about the second user to the first user. Specifically, the game control unit 113 of the terminal device 10 of the user who has transferred the character card 30 causes information about the user who has received the transferred character card 30 to be displayed on a predetermined screen where information about the transferred character card 30 can be confirmed, as information about the transferred character card 30. As a result, the user who has transferred the character card 30 can confirm on the game screen to whom the character card 30 has been transferred and the like. In other words, the game control unit 113 executes a process of notifying the user who has transferred the character card 30 of the user who has received the character card.

[0097] In addition, when a user disposes of the character card 30, if the disposed character card 30 is transferred to another user, it can be said that the character card 30 is transferred. That is, for example, as a display method in the game, whether the UI related to the operation of disposing of the character card 30 includes characters explicitly indicating the transfer of the character card 30 to another user, or whether it only includes characters indicating the destruction of the character card 30 and the disposed character card 30 is not explicitly shown to be given to another user. Regardless of this, if as a result, the number of character cards 30 owned by a certain user decreases while the number of character cards 30 owned by another user increases, it may correspond to the transfer of the character card 30. That is, for example, when the first user discards a specific character card 30, it is also conceivable to adopt a game configuration in which the specific character card 30 is distributed from the game operator to the second user determined by lottery or the like based on the fact that the specific character card 30 has been discarded. Even for such a configuration, it can be said that the character card 30 is transferred from the first user to the second user.

[0098] In addition, the game control unit 113 changes (specifically, increases) a predetermined parameter of the user who disposed of the character card 30. In the present embodiment, the predetermined parameter is a parameter indicating the degree of spreading to other users for a predetermined object. Specifically, in the present embodiment, the disposal of the character card 30 corresponds to a so-called missionary activity of passing the character card 30 to be disposed of to other users and spreading the character corresponding to the character card 30 or the character card 30 to other users, and the predetermined parameter is a parameter called "missionary count" indicating how much the user has preached (in other words, spread). The missionary count does not affect the performance of various objects (for example, characters, character cards 30, etc.) owned by the user who disposed of the character card 30. However, the predetermined parameter may be a parameter that affects the performance of a predetermined object owned by the user who disposed of the character card 30. For example, the predetermined parameter may be a parameter related to the strength of the character card 30 to be disposed of or the character corresponding to the character card 30 (for example, parameters related to attack power, defense power, physical strength, critical rate, evasion rate for attacks from enemies, movement speed, or speed of a predetermined action, etc.). In other words, when the user disposes of the character card 30, the game control unit 113 may strengthen a predetermined object (for example, an object related to the character card 30 to be disposed of) owned by the user.

[0099] In other words, the game control unit 113 gives a predetermined reward to the user who has performed an operation of giving a specific object to another user. In the present embodiment, the predetermined reward is a predetermined parameter (specifically, the missionary count), but instead of or in addition to this, a predetermined object (for example, an item) may be given as a reward.

[0100] In this embodiment, the number of evangelizations is managed for each type of character card 30. That is, for example, the number of evangelizations related to user A may include a first number of evangelizations that changes by disposing of the card of character A and a second number of evangelizations that changes by disposing of the card of character B. The first number of evangelizations can also be said to be a parameter related to the evangelization of character A, or a parameter related to the evangelization of the card of character A. Also, the second number of evangelizations can also be said to be a parameter related to the evangelization of character B, or a parameter related to the evangelization of the card of character B. Note that the number of evangelizations may be shared among multiple types (for example, all) of the character cards 30. That is, it may be such that one parameter increases regardless of whether the card of character A or the card of character B is disposed of.

[0101] As described above, in the game according to this embodiment, by owning the character card 30, the mission related to the character card 30 is activated. Hereinafter, other effects due to owning the character card 30 will be described. As described above, in the game of this embodiment, the user can own a plurality of character cards 30 of the same type. The effects of owning a plurality of character cards 30 of the same type will also be described.

[0102] In the game according to this embodiment, the owned character card 30 can be decorated like a figure in the game (in other words, placed in the game). Specifically, in the game according to this embodiment, a viewing screen for viewing the decorated character card 30 is prepared, and the game control unit 113 causes the viewing screen to be displayed on the display unit 18 based on a predetermined operation by the user. On the viewing screen, an operation for selecting the character card 30 to be decorated is accepted. Note that games in which items can be decorated for viewing or the like in the game are well-known, and the method of decorating the character card 30 in the game can be the same as that of well-known games. In other words, games in which the object selected by the user can be placed in the virtual space are well-known, and the method of decorating the character card 30 in the game can be the same as the method of placing the object selected by the user in the virtual space in well-known games.

[0103] The operation reception unit 111 receives an operation for selecting the character card 30 to be decorated in the game by the user. Then, the game control unit 113 decorates the character card 30 selected by the user in the game. In other words, the game control unit 113 places the character card 30 selected by the user in the virtual space. The decorated character card 30 is displayed on the viewing screen.

[0104] Here, the user can select the character card 30 to be decorated from among the character cards 30 acquired by the user. Also, when a plurality of character cards 30 of the same type are acquired, the character cards 30 can be decorated as many as the number acquired. That is, for example, when three character cards 30 of character A are acquired, up to three character cards 30 of character A can be decorated at most.

[0105] Also, as shown in FIG. 5, the character card 30 is decorated on the pedestal 40 in the game (in other words, the viewing screen). The pedestal 40 has a plurality of grades. The game control unit 113 changes the grade of the pedestal 40 according to the number of character cards 30 acquired. More specifically, the game control unit 113 manages the grade of the pedestal 40 for each type of character card 30, and for the same type of character card 30, changes the grade of the pedestal 40 according to the number of acquired character cards 30. Hereinafter, regarding the grade of the pedestal 40, it will be described assuming that there are five grades in order from the lowest grade, namely grade 1, grade 2, grade 3, grade 4, and grade 5.

[0106] For example, when the user acquires one specific character card 30, the game control unit 113 controls so that a maximum of one such specific character card 30 can be decorated as shown in FIG. 5(a). Also, when the user acquires one specific character card 30, the game control unit 113 sets the pedestal 40 when decorating the specific character card 30 to grade 1. In other words, when the game control unit 113 decorates the specific character card 30 in the game based on the user's operation, it arranges the specific character card 30 on the pedestal 40 of grade 1. In other words, when an operation to arrange the specific character card 30 in the virtual space is performed, the display unit 18 displays a display in which the specific character card 30 is arranged on the pedestal 40 of grade 1 in the virtual space.

[0107] Also, for example, when the user obtains two of the specific character cards 30, as shown in FIG. 5(b), the game control unit 113 controls so that a maximum of two of the specific character cards 30 can be decorated. Also, when the user obtains two of the specific character cards 30, the game control unit 113 sets the pedestal 40 for decorating the specific character card 30 to grade 2. In other words, when the game control unit 113 decorates the specific character card 30 in the game based on the user's operation, it arranges the specific character card 30 on the pedestal 40 of grade 2. In other words, when an operation is performed to arrange the specific character card 30 in the virtual space, the game control unit 113 causes the display unit 18 to display a display in which the specific character card 30 is arranged on the pedestal 40 of grade 2 in the virtual space. Note that the grade of the pedestal 40 does not depend on the number of character cards 30 actually decorated. That is, when the user obtains two of the specific character cards 30, regardless of whether one or two cards are decorated, the specific character card 30 is decorated on the pedestal 40 of grade 2.

[0108] Also, for example, when the user obtains three of the specific character cards 30, as shown in FIG. 5(c), the game control unit 113 controls so that a maximum of three of the specific character cards 30 can be decorated. Also, when the user obtains three of the specific character cards 30, the game control unit 113 sets the pedestal 40 for decorating the specific character card 30 to grade 3. In other words, when the game control unit 113 decorates the specific character card 30 in the game based on the user's operation, it arranges the specific character card 30 on the pedestal 40 of grade 3. In other words, when an operation is performed to arrange the specific character card 30 in the virtual space, the game control unit 113 causes the display unit 18 to display a display in which the specific character card 30 is arranged on the pedestal 40 of grade 3 in the virtual space.

[0109] Also, for example, when the user acquires four of the specific character cards 30, the game control unit 113 controls so that up to four of the specific character cards 30 can be decorated as shown in FIG. 5(d). Also, when the user acquires four of the specific character cards 30, the game control unit 113 sets the pedestal 40 for decorating the specific character card 30 to grade 4. In other words, when the game control unit 113 decorates the specific character card 30 in the game based on the user's operation, it arranges the specific character card 30 on the pedestal 40 of grade 4. In other words, when an operation is performed to arrange the specific character card 30 in the virtual space, the game control unit 113 causes the display unit 18 to display a display in which the specific character card 30 is arranged on the pedestal 40 of grade 4 in the virtual space.

[0110] Also, for example, when the user acquires five of the specific character cards 30, the game control unit 113 controls so that up to five of the specific character cards 30 can be decorated as shown in FIG. 5(e). Also, when the user acquires five of the specific character cards 30, the game control unit 113 sets the pedestal 40 for decorating the specific character card 30 to grade 5. In other words, when the game control unit 113 decorates the specific character card 30 in the game based on the user's operation, it arranges the specific character card 30 on the pedestal 40 of grade 5. In other words, when an operation is performed to arrange the specific character card 30 in the virtual space, the game control unit 113 causes the display unit 18 to display a display in which the specific character card 30 is arranged on the pedestal 40 of grade 5 in the virtual space.

[0111] For example, even when the user acquires six or more of the specific character cards 30, the game control unit 113 controls to be able to display the specific character cards 30 according to the number of acquisitions. However, even when the user acquires six or more of the specific character cards 30, the game control unit 113 does not change the pedestal 40 for displaying the specific character cards 30 as shown in FIG. 5(f) from grade 5. In other words, when the user acquires six or more of the specific character cards 30 and decorates the specific character cards 30 in the game based on the user's operation, the game control unit 113 arranges the specific character cards 30 on the pedestal 40 of grade 5. In other words, when an operation to arrange the specific character cards 30 in the virtual space is performed, the game control unit 113 causes the display unit 18 to display a display in which the specific character cards 30 are arranged on the pedestal 40 of grade 5 in the virtual space.

[0112] That is, the game control unit 113 manages the number of specific objects (in this embodiment, each character card 30) acquired by the user, and changes (in other words, determines based on the acquired number) the arrangement mode (in this embodiment, the grade of the pedestal 40 when decorating the character card 30 in the virtual space) when arranging the specific object in the virtual space. Further, the game control unit 113 changes (in other words, determines based on the acquired number) the number of specific objects that can be arranged in the virtual space (in other words, the number that can be decorated) according to the number of the specific objects acquired by the user.

[0113] In other words, the game control unit 113 manages the number of a specific object acquired by the user, and changes the grade of a predetermined object according to the number of the specific object acquired. Also, the game control unit 113 manages the number of a specific object acquired by the user, and changes the appearance of a predetermined object according to the number of the specific object acquired. Here, changing the appearance may include, for example, changing the shape, changing the color or pattern, etc. That is, in the example shown in FIG. 5, the shape of the pedestal 40 is the same regardless of the grade, but the shape of the pedestal 40 may change according to the grade.

[0114] Here, for the grade of the pedestal 40 that has been raised, the game control unit 113 continues to maintain the grade even if the number of the corresponding character cards 30 decreases due to disposal. In other words, the game control unit 113, for the arrangement mode when arranging the specific object in the virtual space, which is changed according to the number of the specific object acquired by the user, continues to maintain the arrangement mode before the decrease even when the number of the specific object owned by the user decreases (in other words, when the user disposes of a part of the specific object acquired). That is, for example, when the user acquires three specific character cards 30, the game control unit 113 sets the pedestal 40 for decorating the specific character card 30 to grade 3. However, after that, even if the user disposes of one of the specific character cards 30 and the number of the specific character cards 30 owned by the user becomes two, the game control unit 113 does not change the grade of the pedestal 40 for decorating the specific character card 30 to grade 2, but continues to maintain it at grade 3.

[0115] In addition, the game control unit 113 maintains the number of character cards 30 that can be decorated, even if the number of character cards 30 decreases due to disposal. In other words, the game control unit 113 maintains the number of the specific objects that can be arranged in the virtual space, which is changed according to the number of specific objects acquired by the user, even when the number of the specific objects owned by the user decreases (in other words, when the user disposes of a part of the acquired specific objects). That is, for example, when the user acquires three specific character cards 30, the game control unit 113 controls to allow a maximum of three of the specific character cards 30 to be decorated. However, even if the user then disposes of one of the specific character cards 30 and the number of the specific character cards 30 owned by the user becomes two, the maximum number of the specific character cards 30 that can be decorated is not reduced to two, but continues to be maintained at three.

[0116] That is, even when the game control unit 113 of the terminal device 10 of the first user disposes of a specific object and the first state in which the first user is associated with the specific object is released (in other words, when the specific object is associated with the second user), at least some of the effects that the specific object gives to the first user in the first state are continued to be maintained for the first user. Specifically, even if the first user disposes of a specific object, the effects such as the grade of a predetermined object being increased (in other words, the appearance of the predetermined object changing) and the ability to use the specific object, which are given to the first user by acquiring the specific object, are maintained. More specifically, even if the first user disposes of a specific character card 30, the effects such as the grade of the pedestal 40 being increased and the ability to decorate (in other words, arrange in the virtual space) the specific character card 30, which are given to the first user by acquiring the specific character card 30, are maintained.

[0117] In addition, when the game control unit 113 of the terminal device 10 of the second user disposes of a specific object by the first user, the first state in which the first user and the specific object are associated is released, and when the specific object is associated with the second user, the game control unit 113 gives the effect of the specific object to the second user. Specifically, when the second user acquires a specific object, effects such as an increase in the grade of a predetermined object and the ability to use the specific object are given to the second user. Specifically, when a specific character card 30 is transferred from the first user to the second user, an effect that the second user can decorate the specific character card 30 is given to the second user. When the character card 30 is transferred from the first user to the second user, an effect such as an increase in the grade of the pedestal 40 may be given to the second user. In other words, in the present embodiment, the character card 30 disposed of by another user does not pass to the user who already owns the character card 30, but may also pass to the user who already owns the character card 30.

[0118] In other words, in the game according to the present embodiment, when an object owned by the first user is transferred from the first user to the second user, the second user can use the object while the state in which the first user can use the object is maintained. In addition, the use of the object by the first user is not restricted by the use of the object by the second user. In other words, even if the second user is using the object transferred from the first user, the first user can freely use the transferred object without being restricted. Specifically, even if the second user arranges the object in the virtual space, the first user can also arrange the object in the virtual space.

[0119] Even if the user disposes of the character card 30 they own (in other words, even if the number of character cards 30 decreases), the level of the disposed character card 30 for the user does not decrease. However, since the level of the character card 30 is managed for each user, for example, even if the first user transfers a character card 30 with a level of 5000 to the second user, the level of the character card 30 at the time of acquisition by the second user is not necessarily 5000. The level of the character card 30 at the time of acquisition by the second user is determined according to the second user's previous game play (for example, how much the character corresponding to the character card 30 has been used, whether the character has been acquired repeatedly, etc.).

[0120] In this embodiment, when one character card 30 is disposed of, the number of character cards 30 owned by the user decreases by one. However, even if the number of owned character cards 30 decreases, the number of character cards 30 required to raise the grade of the pedestal 40 corresponding to that character card 30 to the next grade does not increase. That is, for example, when the user has acquired three specific character cards 30 and then disposes of one of the specific character cards 30, the game control unit 113 reduces the number of the specific character cards 30 owned by the user to two while maintaining the grade of the pedestal 40 related to the specific character card 30 at grade 3. However, afterwards, when the user acquires one of the specific character cards 30, the number of the specific character cards 30 owned by the user increases to three, and the grade of the pedestal 40 related to the specific character card 30 is raised to grade 4. Also, when the user has acquired three specific character cards 30 and then disposes of one of the specific character cards 30, the game control unit 113 reduces the number of the specific character cards 30 owned by the user to two while maintaining the number of the specific character cards 30 that can be decorated at three. However, afterwards, when the user acquires one of the specific character cards 30, the number of the specific character cards 30 owned by the user increases to three, and the number of the specific character cards 30 that can be decorated increases to four. That is, the game control unit 113 changes the grade of the pedestal 40 of each character card 30 and the number that can be decorated based on the cumulative acquisition number so far, rather than the current number of owned cards. However, the game control unit 113 may change the grade of the pedestal 40 of each character card 30 and the number that can be decorated based on the current number of owned cards.

[0121] On the one hand, the game control unit 113 changes the availability of disposal (in other words, transfer) of each character card 30 based on the current number of owned cards. That is, after the user acquires four copies of a specific character card 30 and then disposes of one copy of the specific character card 30, the number of the specific character card 30 owned by the user decreases to three. However, in this state, the game control unit 113 allows the user to dispose of at most two copies of the specific character card 30.

[0122] Note that the effects that are maintained even when the character card 30 is disposed of are not limited to the above-mentioned effects. For example, an effect that is activated by owning the character card 30 (e.g., depending on the number acquired, etc.) and is maintained even when the character card 30 is disposed of may be a predetermined effect that is advantageous for advancing the game, such as an effect of increasing a predetermined parameter of the character, etc. (e.g., an effect related to strengthening the character or the party). Also, an effect that is activated by owning the character card 30 and is maintained even when the character card 30 is disposed of may be an effect of increasing the probability of obtaining a favorable result for the user (e.g., the probability of being given a rare item) in a predetermined lottery (so-called gacha) related to the granting of an object to the user.

[0123] As described above, in this embodiment, when the user owns a plurality of the same type of object (specifically, the character card 30), the game control unit 113 changes the parameters related to the object (specifically, the numerical values associated with the character card 30, the color of the pedestal 40 for decorating the character card 30, etc.).

[0124] Next, an example of the process related to the acquisition of the character card 30 will be described with reference to the flowchart shown in FIG. 6.

[0125] The game control unit 113 grants the character card 30 to the user on a predetermined occasion (step S101). Specifically, the game control unit 113 increases by 1 the number of the specific character card 30 owned by the user for the specific character card 30 to be granted, and also increases by 1 the cumulative acquisition number of the specific character card 30 that the user has acquired so far. Note that the number of owned cards and the cumulative acquisition number of the specific character card 30 are stored in the storage unit 120 and the storage unit 220.

[0126] In addition, when the user arranges the character card 30 in the virtual space, the game control unit 113 changes the number of cards that can be arranged and the arrangement mode according to the cumulative acquisition number of the character card 30 by the user (step S102). Specifically, the game control unit 113 determines the number of the specific character card 30 that can be arranged in the virtual space based on the cumulative acquisition number of the specific character card 30. In addition, the game control unit 113 determines the grade of the pedestal 40 when the specific character card 30 is arranged in the virtual space based on the cumulative acquisition number of the specific character card 30. In other words, the game control unit 113 controls the number of available specific objects based on the cumulative acquisition number of the specific object. In addition, the game control unit 113 controls the grade of a predetermined object based on the cumulative acquisition number of the specific object. In addition, the game control unit 113 controls the appearance of a predetermined object based on the cumulative acquisition number of the specific object.

[0127] Next, an example of the process related to the disposal of the character card 30 will be described with reference to the flowchart shown in FIG. 7. Here, a case where the character card 30 disposed of by the first user is transferred to the second user will be described as an example.

[0128] The game control unit 113 of the terminal device 10 of the first user determines whether the first user owns a specific character card 30 to be disposed of in a predetermined number or more (specifically, two or more) (step S201). In other words, the game control unit 113 determines whether the number of owned specific character cards 30 of the first user stored in the storage unit 120 is equal to or more than the predetermined number.

[0129] If the number of owned specific character cards 30 of the first user is less than the predetermined number (NO in step S201), the game control unit 113 does not permit the first user to dispose of the specific character card 30.

[0130] On the other hand, if the number of owned specific character cards 30 of the first user is equal to or more than the predetermined number (YES in step S201), the game control unit 113 permits the first user to dispose of the specific character card 30, and requests the game control unit 212 of the server 20 to execute the process related to the disposal of the specific character card 30 based on the operation related to the disposal of the specific character card 30 by the first user (step S202). In other words, when the number of owned specific character cards 30 of the first user is equal to or more than the predetermined number, the game control unit 113 requests the server 20 to execute the process related to the disposal of the specific character card 30 based on the operation of selecting the specific character card 30 to be disposed of by the first user.

[0131] Note that the process of step S201 may be a process executed before an operation related to the disposal of a specific character card 30, or may be a process executed based on the fact that such an operation has been performed. For the former, "not permitting the disposal of a specific character card 30" may include, for example, not displaying the specific character card 30 in the list of character cards that can be disposed of on the screen where the character card 30 to be disposed of can be selected, or not displaying a UI that accepts an operation related to the disposal for the specific character card 30. For the latter, "not permitting the disposal of a specific character card 30" means that when the first user selects the specific character card 30 as the character card to be disposed of, the game control unit 212 is not requested to execute the process related to the disposal, and a display notifying the first user that the disposal cannot be performed (for example, because the number of the specific character card 30 owned is less than a predetermined number) is displayed on the display unit 18. In other words, the game control unit 113 controls whether an operation to dispose of a specific character card 30 is possible according to whether the user owns a predetermined number or more of the specific character card 30. This control may prevent the operation itself from being performed, or may prevent the operation from being accepted as a valid operation when it is performed.

[0132] Based on the request from the game control unit 113, the game control unit 212 of the server 20 determines, by lottery, a counterpart (in other words, the second user) to whom the specific character card 30 to be disposed of by the first user is to be given (in other words, transferred) from among a plurality of candidates (in other words, users) (step S203).

[0133] Next, the game control unit 212 releases the first state in which the first user is associated with the specific character card 30, and associates the specific character card 30 with the second user (step S204). In other words, the game control unit 212 decreases the number of the specific character card 30 owned by the first user stored in the storage unit 220 by 1, and increases the number of the specific character card 30 owned by the second user by 1. In other words, the game control unit 212 decreases the number of the specific character card 30 owned by the first user stored in the storage unit 120 of the first user's terminal device 10 by 1, and increases the number of the specific character card 30 owned by the second user stored in the storage unit 120 of the second user's terminal device 10 by 1. In other words, the game control unit 212 transfers the specific character card 30 to the opponent determined by lottery.

[0134] Next, the game control unit 212 notifies the first user's terminal device 10 and the second user's terminal device 10 that the first state in which the first user is associated with the specific character card 30 has been released and the specific character card 30 has been associated with the second user (step S205).

[0135] Also, the game control unit 113 of the second user's terminal device 10 grants the specific character card to the second user in accordance with the process of step S204 (for example, based on the notification in step S205) (step S206). Specifically, the game control unit 113 increases the number of the specific character card 30 owned by the second user by 1. Also, the game control unit 113 increases the cumulative acquisition number of the specific character card 30 acquired by the second user by 1.

[0136] Also, the game control unit 113 of the terminal device 10 of the first user disposes of the specific character card owned by the first user in accordance with the process of step S204 (step S207). Specifically, the game control unit 113 decreases the number of the specific character cards 30 owned by the first user by one. At this time, the game control unit 113 does not change the cumulative acquisition number of the specific character cards 30 acquired by the first user so far. Note that the process of step S207 may be executed based on the fact that the processes of step S203 and step S204 have been notified from the game control unit 212 of the server 20 to the game control unit 113 of the terminal device 10 of the first user (for example, based on the notification of step S205). Alternatively, the process of step S206 may be executed in parallel with the execution of the processes of step S203 and step S204 (for example, triggered by an operation related to the disposal of the specific character card 30 by the first user).

[0137] According to such a configuration, even if the first user disposes of a specific object (specifically, the specific character card 30), the game control unit 113 of the terminal device 10 of the first user can continue to maintain at least some of the effects that the specific object gives to the first user. Also, the game control unit 113 of the terminal device 10 of the second user can give the effects due to the acquisition of the specific object to the second user.

[0138] In addition, the process of activating (in other words, changing or maintaining) a predetermined effect according to the cumulative number of specific objects acquired does not necessarily have to be performed by storing the cumulative number itself in a predetermined storage unit and referring to the stored cumulative number. For example, in this embodiment, the grade of the pedestal 40 changes according to the cumulative number of corresponding character cards 30 acquired, but by storing the current grade of the pedestal 40 in a predetermined storage unit, increasing the grade every time the user acquires the corresponding character card 30, and not changing the grade even if the user disposes of the corresponding character card 30, it is possible to realize a change in the grade of the pedestal 40 according to the cumulative number of character cards 30 acquired, even without storing the cumulative number itself in any storage unit. Also, for example, the number of a specific character card 30 that can be placed in the virtual space changes depending on the cumulative number of those specific character cards 30 acquired; however, by preparing a parameter such as a predetermined level for determining the number of those specific character cards 30 that can be placed in the virtual space and making the predetermined level increase as the user acquires those specific character cards 30, it is possible to control the number of characters 30 that can be placed depending on the cumulative number of characters 30 acquired, without storing the cumulative number itself in any memory unit.

[0139] The configuration according to this embodiment may be applied to any game including, for example, action games, shooting games, role-playing games, adventure games, card games, racing games, puzzle games, music games, and simulation games. The configuration according to this embodiment may also be applied to games in which users can play against each other or cooperate with each other (in other words, games in which multiplayer is possible). The configuration according to this embodiment may also be applied to services other than games (in other words, applications).

[0140] Note that the present invention is not limited to the above-described embodiments, and various modifications can be made without departing from the gist thereof. The present invention is applicable to services other than games. Within the scope of the present invention, free combination of each component, modification of any component, omission of any component, etc. are possible. Also, the flow of processing described in this specification is merely an example, and the order and configuration of each processing may be different. Also, there may be processes not shown in the flowchart. In other words, the flow of processing and specific determination processing, etc. may be different from those exemplified in this specification.

[0141] <Appendix> The configuration of this embodiment may be used, for example, to improve the interestingness of the service. The matters described in the above embodiments may also be described as follows in the appendix.

[0142] (Appendix 1) A computer, even when a first state in which a first user is associated with a specific object is released and the specific object is associated with a second user as the first state is released, at least a part of the effects that the specific object gives to the first user in the first state is maintained for the first user, and functions as an effect maintaining means (for example, game control unit 113). Program. According to such a configuration, even when the association between the first user and the specific object is released and the specific object is associated with the second user, the effect by the specific object is maintained for the first user. Therefore, even after the user with whom the specific object is associated changes from the first user to the second user, the first user can receive the benefit by the specific object. Therefore, in the case where the user with whom the specific object is associated changes from the first user to the second user, a novel user experience can be realized and the interestingness of the service can be improved.

[0143] (Appendix 2) When the specific object is associated with the second user, the specific object also provides the second user with the effect of the part. 2. The program described in Appendix 1. According to such a configuration, when a user associated with a specific object changes from a first user to a second user, it is possible to give the same effect to both the first user and the second user. Therefore, it is possible to give a predetermined effect to the second user without causing a disadvantage to the first user that the first user cannot obtain the predetermined effect, and it is possible to improve the interest of the service.

[0144] (Appendix 3) Computer, functioning as a permission means (e.g., a game control unit 113) for not permitting the first user to cancel the first state through an operation to cancel the first state when the first user owns less than a predetermined number of the specific objects, and for permitting the first user to cancel the first state through an operation to cancel the first state when the first user owns a predetermined number of the specific objects; The predetermined number is 2 or more. 2. The program described in Appendix 1. According to such a configuration, it is possible to allow the first user to disassociate some of the multiple specific objects while allowing some of the specific objects to remain under the control of the first user.

[0145] (Appendix 4) Computer, The second user to be associated with the specific object is determined by lottery from among a plurality of users, without the first user performing an operation to designate the associated user. In other words, the second user is caused to function as an association means (e.g., a game control unit 212). 2. The program described in Appendix 1. According to such a configuration, it is possible to prevent the counterpart with which a specific object whose association with the first user is released is associated from being limited. For this reason, for example, it is possible to make a specific object more likely to spread.

[0146] (Appendix 5) Cause the computer to function as determination means (in other words, association means (for example, game control unit 212)) for determining, by lottery, the second user who associates the specific object from among a plurality of users who own a predetermined object corresponding to the specific object The program described in Appendix 1. According to such a configuration, the counterpart with which a specific object is associated can be narrowed down to users having the corresponding object, and the specific object can be associated with users who are highly likely to effectively function the association of the specific object.

[0147] (Appendix 6) Cause the computer to function as providing means for providing information about the second user to the first user when the second user who associates the specific object is determined by lottery from among a plurality of users The program described in Appendix 4 or 5. According to such a configuration, when a specific object that was associated with the first user is associated with another user not designated by the first user, the first user can obtain information about which user it was associated with.

[0148] (Appendix 7) Cause the computer to function as providing means for providing information about the first user to the second user when the second user who associates the specific object is determined by lottery from among a plurality of users The program described in Appendix 4 or 5. According to such a configuration, when a specific object associated with the first user is associated with the user determined by lottery, the user determined by lottery can obtain information about which user the specific object originally associated with himself / herself was originally associated with.

[0149] (Appendix 8) An association means (for example, the game control unit 212) that releases the first state in which the first user is associated with a specific object and associates the specific object with a second user, and Even when the association means releases the first state and associates the specific object with the second user, an effect maintaining means (for example, the game control unit 113) that continues to maintain at least a part of the effects that the specific object gives to the first user in the first state for the first user. An information processing system. According to such a configuration, the same operational effects as those of the program described in Appendix 1 can be achieved.

[0150] Note that the problem-solving means (for example, each configuration described in the appendix) configured by the above program can be appropriately diverted to devices, systems, methods, media, etc.

Description of Reference Numerals

[0151] 1 Information processing system, 2 Network, 10 Terminal device, 11 Processor, 12 Memory, 13 Storage, 14 Communication IF, 15 Input / output IF, 16 Touch screen, 17 Input unit, 18 Display unit, 20 Server, 21 Processor, 22 Memory, 23 Storage, 24 Communication IF, 25 Input / output IF, 30 Character card, 40 Pedestal, 110 Control unit, 111 Operation reception unit, 112 Transmission / reception unit, 113 Game control unit, 120 Storage unit, 210 Control unit, 211 Transmission / reception unit, 212 Game control unit, 213 Data management unit, 214 Synchronization processing unit, 220 Storage unit

Claims

1. Computer, a control means for controlling a transfer of specific objects owned by a first user to a second user by decreasing a number of specific objects owned by the first user and stored in a storage means and increasing a number of specific objects owned by a second user and stored in a storage means, the control means comprising: and functioning as an effect maintaining means for maintaining, for the first user, at least a part of the effects in the game that the specific object owned by the first user has on the first user in a state before the specific object is transferred to the second user, the effects being viewable on the game screen of the first user, even after the specific object is transferred to the second user. program.

2. When the specific object is transferred to the second user, the part of the effect that is maintained for the first user is also given to the second user. The program according to claim 1.

3. Computer, functioning as a permission means for not permitting the first user to transfer the specific objects owned by the first user to another user based on a predetermined operation by the first user when the first user owns less than a predetermined number of the specific objects, and for permitting the first user to transfer the specific objects owned by the first user to another user based on a predetermined operation by the first user when the first user owns a predetermined number of the specific objects; The predetermined number is 2 or more. The program according to claim 1.

4. Computer, The second user to whom the specific object is to be transferred is determined by lottery from among a plurality of users, without the first user specifying the user to whom the specific object is to be transferred. The program according to claim 1.

5. Computer, The second user to whom the specific object is to be transferred is determined by lottery from among a plurality of users who own a predetermined object corresponding to the specific object. The program according to claim 1.

6. Computer, When the second user who transfers the specific object is determined by lottery from among a plurality of users, the second user is provided to the first user with information about the second user. The program according to claim 4 or 5.

7. Computer, When the second user who transfers the specific object is determined by lottery from among a plurality of users, the second user is provided with information about the first user. The program according to claim 4 or 5.

8. A control means for controlling the transfer of specific objects owned by a first user in a game to a second user by decreasing the number of specific objects owned by the first user stored in a storage means and increasing the number of specific objects owned by a second user stored in a storage means; and and an effect maintaining means for maintaining, for the first user, at least a part of effects in the game that the specific object owned by the first user has given to the first user in a state before the specific object is transferred to the second user, the effects being viewable on a game screen of the first user, even after the specific object is transferred to the second user. Information processing system.

Citation Information

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