Program and Information Processing System

The system addresses the challenge of managing game media with limited issuances by controlling rewards and transactions based on user relationships and game start times, ensuring fair distribution and rarity maintenance.

JP7717868B2Active Publication Date: 2025-08-04COLOPL
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Patent Information

Application Number
JP2024017077
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-02-07
Publication Date
2025-08-04
Estimated Expiration
2043-08-30

AI Technical Summary

Technical Problem

Existing systems fail to appropriately manage the acquisition and trading of game media with a limited number of issuances, leading to imbalances and disadvantages for users with different game start times.

Method used

A processor-based system that controls the acquisition and trading of game media by adjusting rewards, transaction fees, and non-reacquisition periods based on the relationship between the game medium and the user, ensuring fair distribution and maintaining rarity.

Benefits of technology

Enhances the management of game media with limited issuances, promoting a healthy game environment, balancing user benefits, and maintaining rarity, thereby preventing unfair advantages.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a program, an information processing device, and an information processing method capable of more appropriately managing acquisition of game media in which the number of issues is restricted.SOLUTION: A program allows a processor to change control related to acquisition or transactions of game media according to a relationship between the game media that can be traded with other users and are limited in the number of issues and a user who acquires the game media.SELECTED DRAWING: Figure 2
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Description

Technical Field

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

Background Art

[0002] Conventionally, various technologies have been developed for game media with a limited number of issues. For example, Patent Document 1 discloses a system that grants a privilege associated with a game asset to a user when a trade of game assets such as weapons is executed between a user of a game and an opponent user.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] An object of the present disclosure is to provide a program, an information processing apparatus, and an information processing method that can more appropriately manage the acquisition of game media with a limited number of issues.

Means for Solving the Problems

[0005] A program according to one embodiment shown in the present disclosure causes a processor to change control related to acquisition or trading of a game medium according to the relationship between the game medium that can be traded with other users and has a limited number of issues, and the user who acquires the game medium.

[0006] An information processing apparatus according to another embodiment shown in the present disclosure has a processor, ​The processor changes the control related to the acquisition or transaction of the game medium according to the relationship between the game medium that can be transacted with other users and has a limited number of issuances, and the user who acquires the game medium.

[0007] An information processing method according to another embodiment shown in the present disclosure is The processor changes the control related to the acquisition or transaction of the game medium according to the relationship between the game medium that can be transacted with other users and has a limited number of issuances, and the user who acquires the game medium.

Advantages of the Invention

[0008] According to one embodiment shown in the present disclosure, the acquisition of a game medium with a limited number of issuances can be more appropriately managed.

Brief Description of the Drawings

[0009]

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Best Mode for Carrying Out the Invention

[0010] Hereinafter, embodiments of this technical idea will be described in detail with reference to the drawings. In the following description, the same components and the like are denoted by the same reference numerals. Their names and functions are also the same. Therefore, detailed descriptions thereof will not be repeated. In one or more embodiments disclosed herein, the elements included in each embodiment can be combined with each other, and the resulting combination is also part of the embodiments disclosed in this disclosure.

[0011] <First Embodiment> [Configuration of Information Processing System] FIG. 1 is a diagram showing the configuration of an information processing system 1 according to the first embodiment of the present disclosure. As shown in FIG. 1, the information processing system 1 includes a plurality of terminals 10 each used by a plurality of users and a server 20, and these devices are communicably connected to each other via a network 13.

[0012] The terminal 10 is a smartphone, a tablet or a tablet computer, etc. The terminal 10 may be a portable terminal, or may be a wearable device worn on the body, an installation-type terminal such as a PC (Personal Computer) or a game machine. When the terminal 10 is operated by the user, data related to the game is transmitted and received between the server 20 and the terminal 10. Thereby, the user can play the game.

[0013] The server 20 manages various data related to the games of each user who plays the game, and transmits images, sounds, texts, and other data to the terminal 10 according to the progress of the games of each user. Further, the server 20 can provide an environment for playing the game in multiplayer to each user by, for example, identifying a plurality of users participating in multiplayer and communicating with the terminals 10 of each user.

[0014] [Configuration of Server] (Schematic Configuration) FIG. 2 is a block diagram showing the configuration of the server 20 according to the first embodiment of the present disclosure. The server 20 includes a communication unit 21, a control unit (processor) 22, a storage unit 23, and a memory 24.

[0015] The communication unit 21 functions as an interface for the server 20 to communicate with external communication devices such as the terminal 10. For example, when the control unit 22 generates image data of the game space, the communication unit 21 receives the image data from the control unit 22 and transmits it to the terminal 10. Further, when the communication unit 21 receives operation information indicating the operation content of the user with respect to the terminal 10 from the terminal 10, the communication unit 21 outputs the operation information to the control unit 22.

[0016] The storage unit 23 includes a storage device such as an HDD (Hard Disk Drive) or a flash memory. Specifically, a program 41, game information 42, and user information 43 are stored in the storage unit 23.

[0017] The program 41 is a program for the server 20 to execute various processes. The game information 42 includes information used for generating the game space and information used for generating various objects arranged in the game space.

[0018] The user information 43 includes information about the user who plays the game. Specifically, the user information 43 includes the identification information of the terminal 10, the identification information of the user, and other information.

[0019] The memory 24 includes a storage device such as a ROM (Read Only Memory) or a RAM (Random Access Memory). Various data generated along with the operation of the control unit 22 are temporarily stored in the memory 24. For example, game medium information regarding various game media of the user, such as items and virtual currency equipped on the character operated by the user, is stored in the memory 24.

[0020] The control unit 22 includes, for example, a CPU (Central Processing Unit), an MPU (Micro Processing Unit), or a GPU (Graphics Processing Unit). By operating according to the program 41, the control unit 22 functions as a game progress unit 31, a medium granting unit 32, a reward determination unit 33, and a notification unit 34.

[0021] Based on the operation information of the terminal 10 received via the communication unit 21, the game progress unit 31 performs various processes related to the progress of the game. For example, the game progress unit 31 moves the character operated by the user, progresses the event, generates and controls objects such as other characters and buildings appearing in the game, and generates image data of the game space.

[0022] The medium granting unit 32 grants game media such as items and virtual currency to the character. The game media granted by the medium granting unit 32 may be game media with a limited number of issuances or game media with an unlimited number of issuances. For example, when the user clears an event during the game or conducts a lottery, items such as weapons that can be used in the game are granted to the user as game media.

[0023] (Acquisition or trading of game media) The game media is traded, for example, as a non-fungible token (NFT), and the data of the game media is managed by blockchain technology. Such game media has a limit on the number of issuances within the game, and when the number of issuances reaches the upper limit, the issuance is restricted.

[0024] The user can purchase, for example, game media listed on the game market in exchange for the virtual currency they own. Also, the user can list the game media they own on the market and sell it to other users.

[0025] FIG. 3 is a diagram for explaining the transaction of game media among a plurality of users. For example, as shown in FIG. 3, it is assumed that user U1 obtained item A, which is a game medium, by clearing event E in the game at timing t1. Then, after playing the game with item A equipped on his / her own character, user U1 obtained another item at timing t2 after timing t1, and item A became unnecessary.

[0026] Then, it is assumed that user U1 listed item A on the market at timing t3 after timing t2, and user U2 purchased the item A on the market at timing t4. In this case, item A that user U1 had held until timing t3 is held by user U2 after timing t4. That is, user U2 can use item A in playing the game, such as equipping the item A on his / her own character.

[0027] Note that the game medium is not limited to an item equipped on a character, and may be an item to be consumed or an item to be cultivated. Even when the game medium is an item consumed by the user, the user can hold the game medium without consuming it. Also, when the game medium is something to be cultivated, the user can trade the cultivated game medium with other users.

[0028] FIGS. 4 to 6 are diagrams showing an example of a screen displayed on the monitor of terminal 10 shown in FIG. 1. For example, it is assumed that the user performs an operation of selecting item A from the list of game media he / she holds on his / her own terminal 10 (see FIG. 1). In this case, as shown in FIG. 4, an item details screen G1 regarding the selected item A is displayed on the monitor of terminal 10.

[0029] The item details screen G1 includes, for example, information such as the management number of item A, whether item A is a campaign target item, a graph showing the price fluctuations of item A, the average price and the current price, and the degree of recommendation for listing.

[0030] In addition, the item details screen G1 includes a transaction status button B11 for instructing to check the transaction status of item A in the market and a listing button B12 for instructing to list item A. When the user performs an operation of selecting the transaction status button B11 on the terminal 10, a transaction status screen G2 as shown in FIG. 5 is displayed on the monitor of the terminal 10.

[0031] As shown in FIG. 5, the transaction status screen G2 includes, for example, information such as the sites where item A is currently listed, the listing format, the number of buy offers, the number of sales, and the balance between buyers and sellers. In addition, the transaction status screen G2 includes, for example, a buy button B21 for instructing to make a buy offer for item A and a sell button B22 for instructing to list item A.

[0032] When the user performs an operation of selecting the buy button B21 on the terminal 10, for example, a list of item A that is currently listed is displayed on the monitor of the terminal 10. Then, the user can make a buy offer for item A by selecting item A for which to make a buy offer from among the list.

[0033] In addition, when the user performs an operation of selecting the sell button B22 on the terminal 10, a listing setting screen G3 as shown in FIG. 6 is displayed on the monitor of the terminal 10. The listing setting screen G3 includes, for example, information such as the item name, management number, applicability of the campaign, benefits (campaign rewards) due to the application of the campaign, listing price, listing period, and selling format of the item to be listed.

[0034] The asking price, listing period, selling format, etc. can be set by the user. Also, in Fig. 6, as an example, it is shown that by listing item A which is the target of the campaign, item B is given as a campaign reward.

[0035] Also, the listing setting screen G3 includes a decision button B31 for instructing to decide to list item A. By the user performing an operation of selecting the decision button B31 on the terminal 10, item A can be listed on the market.

[0036] [Game Medium Related Control] (Overview) Fig. 7 is a diagram for explaining the change in the value (price) of a game medium in the game provided by the information processing system 1 shown in Fig. 1. As shown in Fig. 7, a game medium that can be traded among a plurality of characters and has a limited number of issued copies increases in value when trading during the game is activated. And the more the value of the game medium increases, the more the game tends to become lively.

[0037] Therefore, in the information processing system 1, for example, when a user sells a game medium to another user, a reward from the game operation side is given to the user. The reward includes giving other game media other than the traded game medium, reducing the transaction fee borne by the user at the time of transaction, etc. By giving such a reward, the activation of the transaction of the game medium can be promoted to make the game lively, and furthermore, it is possible to prevent a specific user from possessing the game medium and provide a healthy game environment.

[0038] Referring back to FIG. 2, when a game medium is acquired or a transaction is conducted, the control unit 22 performs control regarding the content of the reward and the like. Such control by the control unit 22 is hereinafter referred to as "game medium-related control". The acquisition and transaction of game media are not limited to the sale of game media, and also include the acquisition of game media by participating in an event and the purchase of game media in the market. Further, it includes not only the first acquisition of game media but also subsequent acquisitions.

[0039] More specifically, the control unit 22 changes the content of the game medium-related control according to the relationship between the game medium and the user who acquires or transacts the game medium. For example, the reward determination unit 33 in the control unit 22 increases the virtual currency given as the reward for the transaction or reduces the transaction fee according to the period from when the user acquires the game medium until a transaction of the game medium between the user and another user is established. The details will be described below.

[0040] (Control of Reward According to the Period until the Completion of the Game Medium Transaction) FIG. 8 is a diagram for explaining the method of determining the reward by the reward determination unit 33 shown in FIG. 2. Specifically, as shown in FIG. 8, it is assumed that at timing t11, the user acquires item A which is a game medium. Also, at timing t12, the user lists item A for sale, and at timing t13, it is assumed that a transaction of item A between the user and another user is established. In this case, the reward determination unit 33 determines the reward such that the shorter the length of the period TA13 from timing t11 to timing t13, the greater the reward given to the user.

[0041] Note that the reward determination unit 33 may determine the reward such that the shorter the period TA12 from timing t11 to timing t12 is, instead of the period TA13 from the acquisition of the game medium to the conclusion of the transaction, the greater the reward given to the user. Further, the reward determination unit 33 may determine the reward such that the shorter the period TA23 from timing t12 to timing t13 is, instead of the period TA12 until item A is listed or the period TA13 until the transaction is concluded, the greater the reward given to the user.

[0042] (Control of Reward According to Transaction Status of Game Medium) The reward determination unit 33 shown in FIG. 2 may perform control of the reward according to the transaction status of the game medium, in addition to or instead of performing control of the reward according to the period from the acquisition of the game medium to the conclusion of the transaction as described above, as game medium-related control. For example, the reward determination unit 33 can determine the reward such that the greater the number of game media made tradable (i.e., listed) by the user, the greater the reward given to the user.

[0043] Further, the reward determination unit 33 may control the reward given to the user according to the circulation volume of the traded game medium or the transaction price set by the user. For example, the reward determination unit 33 can control such that the smaller the circulation volume of the traded game medium, the greater the reward given to the user. Also, the reward determination unit 33 can control such that the lower the transaction price of the traded game medium, the greater the reward.

[0044] Further, the reward determination unit 33 may change the reward according to the relationship between the user selling the game medium and the other user who is the buyer, as game medium-related control. For example, the reward determination unit 33 can determine that the reward is greater when the buyer of the game medium sold by the user is not the user's friend or follower than when the buyer is the user's friend or follower. Thereby, the game medium can be circulated to a wide range of users.

[0045] In addition, the above-described control of the reward by the reward determination unit 33 is executed when a predetermined condition regarding the game medium to be traded is satisfied, such as when a value indicating the trading situation of the game medium in the game falls below a predetermined value, and may not be executed when the predetermined condition is not satisfied.

[0046] The value indicating the trading situation with respect to the predetermined value is, for example, the number of game media in the market, the number of users who wish to obtain the game medium, and the like. The users who wish to obtain include the number of users who have placed buy orders in the board trading, the purchasers (auction participants) of items offered in the auction format or bidding format, and the like.

[0047] In addition, the reward determination unit 33 may be configured not to perform the above-described reward control for game media whose acquisition is a condition in the progress of the game.

[0048] (Control of Notification for Promoting Trading of Game Medium) The notification unit 34 in the control unit 22 shown in FIG. 2 may, as game medium-related control, issue a notification for promoting the trading of the game medium according to the relationship between the game medium held by the user and the user.

[0049] For example, assume that the game medium held by the user is an item that a character can equip. In such a case, after the timing when the user acquires the item, assume that the non-use period during which the item is not equipped exceeds a threshold value. In this case, the notification unit 34 generates, for example, text data or image data for promoting the trading of the item, and transmits the generated data to the terminal 10 of the user via the communication unit 21.

[0050] When the terminal 10 operated by the user receives the above-described data from the server 20, based on the data, for example, text or an image for promoting the listing of the above item in the market is displayed on the monitor of the terminal 10. Thereby, the user can grasp the game medium with a long non-use period.

[0051] FIG. 9 is a diagram showing an example of a screen for prompting the listing of a game medium, which is displayed on the user's terminal. When the unused period of the game medium exceeds the threshold as described above, a listing prompt screen G4 as shown in FIG. 9 is displayed on the monitor of the terminal 10. On the listing prompt screen G4, for example, text indicating that the item A, which is a game medium, has not been used for one month, and text asking the user to list item A are displayed.

[0052] In addition, the listing prompt screen G4 includes a listing button B41 for instructing to list item A and a holding button B42 for instructing to hold item A. When the user performs an operation of selecting the listing button B41 on the terminal 10, a listing setting screen G3 as shown in FIG. 6 is displayed on the monitor of the terminal 10. Also, when the user performs an operation of selecting the holding button B42 on the terminal 10, a normal game screen is displayed on the monitor of the terminal 10, and the state where the user holds item A continues.

[0053] [Grant of Reward] The reward determination unit 33 grants a reward to the user after a transaction of the game medium between the user and another user is established. More specifically, for example, the reward determination unit 33 refers to the user information 43 stored in the storage unit 23, identifies the identification information of the user who has conducted the transaction of the game medium, and grants a reward to the user. In this way, by granting the reward after the transaction of the game medium is established, it is possible to prevent improper acts such as withdrawing the listing of the game medium before the transaction is established and only obtaining the reward.

[0054] In addition, when a transaction of the game medium is completed, the game progress unit 31 shown in FIG. 2 deducts a certain number of virtual currencies held by the user, for example, as a transaction fee to the game operation side. In this way, by deducting the transaction fee in the transaction of the game medium, it is possible to prevent a user who holds multiple accounts from obtaining rewards from the game operation side through transactions of the game medium between these multiple accounts.

[0055] [Control for Maintaining Rarity] As described above, when the transaction of the game medium is activated, the value of the game medium increases. On the other hand, when the transaction of the game medium is activated, the rarity of the game medium may decrease. For this reason, the server 20 shown in FIG. 2 can perform control for maintaining the rarity of the game medium.

[0056] FIG. 10 is a diagram for explaining the process for maintaining the rarity of the game medium issued in the game provided by the information processing system 1 shown in FIG. 1. As shown in FIG. 10, the server 20 manages, for example, a plurality of game media of the same type separately into a game medium (first game medium) whose reward increases as it is sold earlier and a game medium (second game medium) whose reward does not increase even if it is sold earlier.

[0057] Specifically, assume that 120 game media of the same type, each with an issue number from "1" to "120", are issued. In such a case, the reward determination unit 33 shown in FIG. 2 can change the reward given to the user according to the issue number attached to the game medium in the transaction of the game medium.

[0058] For example, assume that the issue numbers of game media traded among users are included in the range from "1" to "30". In this case, within one month from the issue timing of the game media, as described above, the reward determination unit 33 increases the reward given to the user as the period from the acquisition of the game media to the conclusion of the transaction becomes shorter. And after one month has elapsed from the issue timing, the reward is not increased according to the above period.

[0059] Thereby, within one month from the issue timing of the game media, the distribution of the game media can be promoted, and after one month has elapsed from the issue timing, the scarcity of the game media can be maintained by not promoting the distribution of the game media.

[0060] Also, assume that the issue numbers of the traded game media are included in the range from "31" to "100". In this case, the reward determination unit 33 does not increase the reward according to the period from the acquisition of the game media to the conclusion of the transaction. Thereby, the distribution of the game media is not promoted, and the scarcity of the game media can be maintained.

[0061] Also, assume that the issue numbers of the traded game media are included in the range from "101" to "120". In this case, after the issue of the game media, the reward determination unit 33 changes the reward according to the period from the acquisition of the game media to the conclusion of the transaction, that is, increases the reward for early transactions, without setting a limit on the control period. Thereby, it is possible to prevent a situation where the distribution of the game media is promoted and the game media cannot be obtained at all.

[0062] By performing the processing for maintaining the scarcity of the game media as described above, the needs of all types of users, such as users aiming for capital gains by increasing the scarcity of the game media and users trying to acquire the game media for the purpose of advancing the game, can be satisfied.

[0063] [Flow of operations] FIG. 11 is a sequence diagram for explaining the flow of operations when game medium-related control is performed by the server 20 according to the first embodiment of the present disclosure.

[0064] Referring to FIG. 11, first, it is assumed that the user U1 clears an event in the game (step S11). In this case, the terminal 10A, which is one of the terminals 10 and is operated by the user U1, transmits operation information indicating the operation content of the user U1 to the server 20 (step S12).

[0065] Next, when the server 20 receives the operation information transmitted from the terminal 10A, it determines based on the operation information that the user U1 has cleared the above event, and grants the user U1 the item A, which is a game medium (step S13). As a result, the user U1 can acquire the item A.

[0066] Next, it is assumed that the user U1 performs an operation on the terminal 10A to list the item A on the market (step SS14). In this case, the terminal 10A transmits operation information indicating the operation content of the user U1 to the server 20 (step S15).

[0067] Next, when the server 20 receives the operation information transmitted from the terminal 10A, it updates the game medium information stored in the memory 24 (see FIG. 2) so that it reflects that the item A has been listed on the market based on the operation information (step S16).

[0068] Next, it is assumed that the user U2 performs an operation on the terminal 10B, which is one of the terminals 10, to purchase the item A listed on the market (step S17). In this case, the terminal 10B transmits operation information indicating the operation content of the user U2 to the server 20 (step S18).

[0069] Next, when the server 20 receives the operation information transmitted from the terminal 10B, it grants item A to the user U2 (step S19). Then, the server 20 updates the game medium information stored in the memory 24 so that it reflects that item A has been purchased by the user U2 (step S20).

[0070] Next, for example, the server 20 determines the reward to be granted to the user U1 based on the length of the period from when the user U1 acquired the item A until the item A is purchased by the user U2 (step S21). Then, the server 20 grants the determined reward to the user U1 (step S22).

[0071] <Second Embodiment> In the above-described first embodiment, the reward granted to the user is changed according to the trading timing and trading situation of the game medium by the user. In contrast, in the second embodiment, control regarding the acquisition of the game medium is performed so as to balance the profits among a plurality of users with different game start times.

[0072] [Explanation of the Problem] FIG. 12 is a diagram for explaining the difference in profits due to the trading of game media among a plurality of users with different game start times. As shown in FIG. 12, for example, it is assumed that the user U1 has already started the game at the issuance timing t21 of the item A, which is the game medium. On the other hand, it is assumed that the user U2 has not started the game at the issuance timing t21 of the item A.

[0073] And it is assumed that the user U1 acquired the item A at the timing t22 after the issuance timing t21. Also, it is assumed that the user U2 started the game at the timing t23 after the timing t22 and acquired the item A at the timing t24 after the timing t23.

[0074] Here, as described above, since the game medium with a limited number of issuances increases in value when transactions during the game are activated, as shown in FIG. 12, the value of item A tends to gradually increase after the issuance timing t21. Specifically, let the price of item A at the issuance timing t21 be price V1, the price of item A at the timing t24 be price V2, and the price of item A at the current timing t25 be price V3. In this case, the prices tend to increase in the order of V1, V2, and V3.

[0075] And the capital gain C1 (=V3 - V1) obtained when user U1 sells item A at the current timing t25 is likely to be higher than the capital gain C2 (=V3 - V2) obtained when user U2 sells item A at the current timing t25.

[0076] Thus, among multiple users who hold the same type of game medium, a user with a later game start time is more likely to be disadvantaged in terms of rewards when selling the game medium compared to a user with an earlier game start time. For this reason, the server 20 according to the second embodiment of the present disclosure performs the following control.

[0077] Note that the configuration of the information processing system 1 according to the second embodiment is the same as that of the information processing system 1 according to the first embodiment shown in FIG. 1 except for the content described later. Therefore, detailed descriptions of the same configurations will not be repeated.

[0078] [Control of the Number of Game Media That Can Be Acquired] Referring to FIG. 2 again, the medium granting unit 32 in the control unit 22 sets the number R of the same type of game medium that can be acquired for each user as game medium related control for controlling the acquisition or transaction of the game medium. More specifically, the medium granting unit 32 sets the number R of the game medium that can be acquired for each user based on the issuance time of the game medium and the game start time of the user.

[0079] The game start time may be the time of entry into the game, or if the game has not been played for a predetermined period after entry into the game, it may be the time when the game is played again. The game start time is specified based on the user's game login history and the like.

[0080] Specifically, referring to FIG. 12 again, the medium awarding unit 32 sets, for example, the acquirable number R1 of item A for the user U1 and sets the acquirable number R2 of item A for the user U2. The acquirable number R2 is larger than the acquirable number R1 (R2 > R1).

[0081] That is, even when the current holdings of item A by the users U1 and U2 reach the acquirable numbers R1 and R2 respectively, or when an event in the game is cleared, etc., the acquisition of a new item A is restricted. In this way, by setting different acquirable numbers R of the same type of game medium among a plurality of users with different game start times, it is possible to balance the benefits from the trading of game media.

[0082] Note that the acquirable number R of the game medium is not limited to the number of currently held game media, and may be the total value of the number of currently held game media and the number of game media held in the past.

[0083] [Operation flow] FIG. 13 is a sequence diagram for explaining the operation flow when the server 20 according to the second embodiment of the present disclosure controls the acquirable number R of the game medium.

[0084] Referring to FIG. 13, first, it is assumed that the user U1 clears an event in the game (step S31). In this case, the terminal 10A operated by the user U1 transmits operation information indicating the operation content of the user U1 to the server 20 (step S32).

[0085] Next, when the server 20 receives the operation information transmitted from the terminal 10A, it determines, based on the operation information, that the user U1 has cleared the above event. Then, the server 20 refers to the game medium information stored in the memory 24 (see FIG. 2), and checks the number of items A possessed by the user U1 regarding the item A given when clearing the above event (step S33).

[0086] Next, for example, the server 20 checks the acquirable number R1 of the item A of the user U1 stored in the memory 24, and determines whether the current number of items A possessed by the user U1 has reached the acquirable number R1 (step S34).

[0087] Next, when the current number of items A possessed by the user U1 has not reached the acquirable number R1 ( "NO" in step S34), the server 20 newly assigns the item A to the user U1 (step S35).

[0088] On the other hand, when the current number of items A possessed by the user U1 has reached the acquirable number R1 ( "YES" in step S34), for example, the server 20 transmits a notification to the terminal 10A that the item A cannot be acquired because the number of items A possessed has reached the acquirable number R1 (step S36).

[0089] FIG. 14 is a diagram showing an example of a notification screen G5 that notifies the user that the game medium to be acquired cannot be acquired because the number of game media possessed has reached the acquirable number R. As shown in FIG. 14, the notification screen G5 includes, for example, the management numbers of each acquired item A, the fact that the item A cannot be acquired, and information such as the acquirable number R.

[0090] [Modification Example] In addition to or instead of setting the acquirable number R as described above, the control unit 22 shown in FIG. 2 may change the reward given by the transaction of the game medium according to the game start time of the user as game medium related control.

[0091] For example, the reward determination unit 33 in the control unit 22 can control such that the reward for trading game media increases as the user's game start time is later. By performing such control, it is possible to balance the profits from selling game media among a plurality of users with different game start times.

[0092] <Third Embodiment> In the above-described second embodiment, the acquirable number R of game media is changed according to the user's game start time. In contrast, in the third embodiment, the period until the same type of game media can be newly acquired is controlled according to the user's game start time.

[0093] [Explanation of the Problem] Users with a late game start time are less likely to acquire game media with a limited number of issues compared to users with an early game start time, so they are likely to be disadvantaged in terms of the reward for selling game media. For this reason, the server 20 according to the third embodiment of the present disclosure performs the following control.

[0094] Note that the configuration of the information processing system 1 according to the third embodiment is the same as the configuration of the information processing system 1 according to the first embodiment shown in FIG. 1 except for the content described later, so detailed descriptions of the same configurations will not be repeated.

[0095] [Control of the Period When Game Media Cannot Be Reacquired] Referring again to FIG. 2, the media provision unit 32 in the control unit 22 sets, for each user, a period during which the same type of game media cannot be newly acquired as game media-related control.

[0096] More specifically, the medium providing unit 32 stores in the memory 24 the acquisition timing of the game medium by the user. Further, the medium providing unit 32 sets a non-reacquisition period Tx, which is a period during which the user cannot newly acquire the same type of game medium as the game medium. The length of the non-reacquisition period Tx is determined based on the issuance timing of the game medium and the game start timing of the user.

[0097] FIG. 15 is a diagram for explaining the non-reacquisition period Tx set for each user by the server 20 according to the third embodiment of the present disclosure. Referring to FIG. 15, for example, assume that user U1, who has already started the game at the issuance timing t31 of item A, which is a game medium, clears event E and acquires item A at timing t32.

[0098] In this case, the medium providing unit 32 sets a non-reacquisition period Tx1 for item A as a period during which user U1 cannot newly acquire item A. User U1 cannot acquire item A even if event E is cleared during the period from timing t32 until the non-reacquisition period Tx1 elapses.

[0099] And assume that user U1 clears event E again and acquires item A again at timing t33 after the non-reacquisition period Tx1 has elapsed from timing t32. In this case, the medium providing unit 32 sets the non-reacquisition period Tx1 for item A for user U1 again.

[0100] Further, for example, assume that user U2, who starts the game at timing t34 after the issuance timing t31 of item A, clears event E and acquires item A at timing t35. In this case, the medium providing unit 32 sets a non-reacquisition period Tx2 for item A as a period during which user U2 cannot newly acquire item A.

[0101] At this time, the length of the non-reacquisition period Tx2 set by the medium providing unit 32 is shorter than the length of the non-reacquisition period Tx1 (Tx2 < Tx1). User U2 cannot acquire item A even if event E is cleared during the period from timing t32 until the non-reacquisition period Tx2 elapses.

[0102] Assume that user U2 clears event E again at timing t36 after the timing when the non-reacquisition period Tx2 has elapsed from timing t35 and acquires item A again. In this case, the medium providing unit 32 sets the non-reacquisition period Tx2 of item A for user U2 again.

[0103] FIG. 16 is a diagram for explaining the effect of setting the non-reacquisition period Tx by the server 20 according to the third embodiment of the present disclosure. As described above, the later the game start time of the user is, the shorter the length of the non-reacquisition period Tx of the same type of game medium is set. As a result, as shown in FIG. 16, for example, even when user U1 has already acquired a plurality of items A at the game start time of user U2, it is possible to gradually make the number of items A acquired by user U2 approach the number of items A acquired by user U1.

[0104] As a result, it is possible to balance the benefits from the trading of game media among a plurality of users with different game start times. In addition, it is possible to prevent a user who starts the game initially from occupying the same type of game medium.

[0105] Note that the medium providing unit 32 may set the non-reacquisition period Tx of the same length for a plurality of types of game media for the same user, or may set the non-reacquisition period Tx of different lengths for each type of game media. For example, the medium providing unit 32 may set the length of the non-reacquisition period Tx of the game medium to be longer as the rarity of the game medium is higher.

[0106] [Operation flow] FIG. 17 is a sequence diagram for explaining the operation flow when the server 20 according to the third embodiment of the present disclosure controls the non-reacquisition period Tx of the game medium.

[0107] Referring to FIG. 17, first, it is assumed that the user U1 clears an event in the game (step S41). In this case, the terminal 10A operated by the user U1 transmits operation information indicating the operation content of the user U1 to the server 20 (step S42).

[0108] Next, when the server 20 receives the operation information transmitted from the terminal 10A, it determines based on the operation information that the user U1 has cleared the above event. Then, the server 20 refers to the game medium information stored in the memory 24 (see FIG. 2), and checks the previous acquisition timing of the user U1 and the non-reacquisition period Tx1 regarding the item A given when the above event is cleared (step S43).

[0109] Next, the server 20 determines whether the non-reacquisition period Tx1 has elapsed since the previous acquisition timing (step S44).

[0110] Next, when the non-reacquisition period Tx1 has elapsed since the previous acquisition timing (in step S44, "YES"), the server 20 newly assigns the item A to the user U1 (step S45).

[0111] On the other hand, when the non-reacquisition period Tx1 has not elapsed since the previous acquisition timing (in step S44, "NO"), for example, the server 20 transmits a notification to the terminal 10A that the item A cannot be acquired because the non-reacquisition period Tx1 of the item A has not elapsed (step S46).

[0112] FIG. 18 is a diagram showing an example of a notification screen G6 that notifies a user that a game medium to be acquired cannot be acquired because the non-reacquisition period Tx of the game medium to be acquired has not elapsed. As shown in FIG. 18, the notification screen G6 includes, for example, information such as the management number of each acquired item A, the fact that the item A cannot be reacquired, and the time when the acquisition of the item A resumes (the time when the non-reacquisition period Tx elapses).

[0113] <Modification Example Common to the First to Third Embodiments> [Description of the Problem] Here, for example, the number of game media issued as a reward for participating in an event during the game may be less than the number of users participating in the event. That is, the number of users to whom the game medium should be given may be greater than the number of game media issued. In such a case, the server 20 according to the first to third embodiments of the present disclosure can perform the following control.

[0114] [Control When the Number of Users to Whom the Game Medium Should Be Given is Greater than the Number of Game Media Issued] When the number of users to whom the game medium should be given is greater than the number of game media issued, the notification unit 34 shown in FIG. 2 notifies, in advance, for example, users who are participants in the game that the game medium cannot be given to all users. That is, the notification unit 34 transmits a notification that the game medium cannot be given to all users to the terminal 10 operated by each user via the communication unit 21.

[0115] FIG. 19 is a diagram showing an example of a notification screen G7 that notifies a user that the game medium cannot be given to all users. As shown in FIG. 19, the notification screen G7 includes, for example, information such as the number of participants in the event (participation method), the reward given for participating in the event, and the information that the reward may not be given to all users.

[0116] Then, for example, the medium granting unit 32 randomly determines a user to whom the game medium is to be granted from among a plurality of users, and grants the game medium to the determined user. In addition, as a result of randomly determining the destination of the game medium, the medium granting unit 32 can preferentially select, as the destination of the game medium, a user to whom the game medium has not been granted in another event.

[0117] In addition, for a user to whom the game medium has not been granted, when the game medium is put on the market, the medium granting unit 32 may change the transaction price of the game medium so that the user can acquire it at a lower price than other users. Further, for a user to whom the game medium has not been granted, when the game medium is put on the market, the medium granting unit 32 may control to preferentially give the right to purchase.

[0118] By performing such control, even when the number of users to whom the game medium is to be granted is larger than the number of copies of the game medium issued, it is possible to suppress the sense of unfairness among users.

[0119] Note that the medium granting unit 32 is not limited to a configuration that randomly determines the destination of the game medium. For example, as illustrated in FIG. 19, the medium granting unit 32 may determine the destination based on some conditions, such as preferentially granting the game medium to a user with a high degree of activity (contribution) in an event.

[0120] The degree of activity is calculated based on, for example, the score obtained in an event, the amount of damage given to other characters, and the like. When the destination of the game medium is determined based on the degree of activity in the event, the medium granting unit 32 may grant a game medium with a smaller number of issued copies to a user with a higher degree of activity in the event.

[0121] [Supplementary Notes] The contents according to the first, second, and third embodiments of the present disclosure are listed as follows. (Item 1) A program that causes a processor to change control related to acquisition or transaction of the game medium according to the relationship between the game medium that can be transacted with other users and has a limit on the number of issues, and the user who acquires the game medium. In this way, according to the relationship between the game medium and the user who acquires the game medium, the acquisition of the game medium with a limit on the number of issues can be more appropriately managed.

[0122] (Item 2) The program according to item 1, wherein the control is control related to the reward given to the user by the transaction of the game medium between the user and other users. With such a configuration, the distribution of the game medium can be activated and the game can be livened up.

[0123] (Item 3) The program according to item 2, wherein the reward is the provision of another game medium other than the game medium. With such a configuration, at the time of acquisition or transaction of the game medium, the provision of other game media to the user can be appropriately managed.

[0124] (Item 4) The program according to item 2, wherein the reward is a reduction in the fee borne by the user at the time of the transaction of the game medium. With such a configuration, at the time of acquisition or transaction of the game medium, the fee borne by the user can be appropriately controlled.

[0125] (Item 5) The program according to any one of items 1 to 4, wherein the control is executed when a predetermined condition regarding the game medium is satisfied, and is not executed when the predetermined condition is not satisfied. With such a configuration, it is possible to avoid performing control with low necessity.

[0126] (Item 6) The program according to item 5, wherein the case where the predetermined condition is satisfied is a case where a value indicating the trading status of the game medium in the game is less than a predetermined value. With such a configuration, for example, in a situation where it is highly necessary to activate the trading of game media, control regarding the trading of game media can be performed to activate the trading of the game media.

[0127] (Item 7) The program according to item 6, wherein the value indicating the trading status is at least one of the number of game media traded in the game and the number of users who wish to obtain the game media. With such a configuration, the trading status of the game media can be judged more accurately.

[0128] (Item 8) The program according to any one of items 1 to 7, wherein the relationship is a period from when the user obtains the game medium until a trade of the game medium is established between the user and another user. With such a configuration, early trading of game media by the user can be promoted to activate the trading of game media.

[0129] (Item 9) The game medium is usable by the user in the game, The program according to any one of items 1 to 8, wherein the relationship is a period of non - use of the game medium after the user obtains the game medium. With such a configuration, for example, control regarding the trading of game media that have not been used for a long time can be performed to promote the circulation of the game media.

[0130] (Item 10) The program according to item 9, wherein when the non - use period exceeds a threshold, the processor causes the user to be notified of guidance regarding the trading of the game medium. With such a configuration, the user can identify game media that has not been used for a period longer than the threshold value.

[0131] (Item 11) The control is a program according to any one of Items 1 to 10, which is control regarding the timing of newly acquiring a game medium of the same type as the game medium acquired by the user. With such a configuration, for example, by setting a limit on the timing of newly acquiring a game medium of the same type, it is possible to appropriately manage the acquisition of game media by each user.

[0132] (Item 12) Cause the processor to set a non-reacquisition period from the timing when the user acquired the game medium to the timing when the user cannot newly acquire a game medium of the same type as the game medium, The non-reacquisition period is changed based on the release time of the game medium and the game start time of the user. The program according to Item 11. With such a configuration, it is possible to balance the trading of game media among multiple users with different game start times.

[0133] (Item 13) The control is a program according to any one of Items 1 to 12, which is control regarding the number of acquirable game media of the same type for each user. With such a configuration, for example, by setting a limit on the number of acquirable game media of the same type, it is possible to appropriately manage the acquisition of game media by each user.

[0134] (Item 14) The number of acquirable items is changed based on the release time of the game medium and the game start time of the user. The program according to Item 13. With such a configuration, it is possible to balance the trading of game media among multiple users with different game start times.

[0135] (Item 15) The relationship is the period from when the user acquires the game medium until the user makes the game medium tradable. With such a configuration, for example, by increasing the reward as the above period is shorter, it is possible to prompt the user to make the game medium tradable, that is, to list it on the market.

[0136] (Item 16) The relationship is the period from the timing when the user makes the acquired game medium tradable until a transaction of the game medium is concluded between the user and other users. With such a configuration, for example, by increasing the reward as the above period is shorter, it is possible to prompt the user to conclude a transaction of the game medium.

[0137] (Item 17) Cause the processor to separately manage a plurality of game media of the same type into a first game medium for which a reward corresponding to the holding period from when the user acquires the game medium until a transaction of the game medium is concluded between the user and other users is given to the user, and a second game medium for which a reward corresponding to the holding period is not given. With such a configuration, it is possible to activate the transaction of the game medium and increase the rarity of the game medium.

[0138] (Item 18) The reward is changed according to the transaction status of the game medium in the game. With such a configuration, for example, for a game medium for which the transaction is not activated, by increasing the reward, it is possible to activate the transaction of the game medium.

[0139] (Item 19) The reward is given to the user after a transaction of the game medium is concluded between the user and other users. With such a configuration, it is possible to prevent users who possess multiple accounts from engaging in improper behavior of attempting to obtain rewards from the game operator through transactions of game media among these multiple accounts.

[0140] (Item 20) The reward is changed according to the relationship between the user and another user who is the buyer of the game media. With such a configuration, for example, by determining that the reward is greater when the buyer is someone other than the user's friend or follower than when the buyer is the user's friend or follower, the game media can be circulated to a wide range of users.

[0141] (Item 21) The obtainable quantity is set to be larger for users who started the game after the issue time of the game media than for users who started the game at the issue time of the game media. With such a configuration, it is possible to balance the transactions of game media among multiple users with different game start times.

[0142] (Item 22) The reward given by the transaction of the game media increases as the user's game start time is later. With such a configuration, it is possible to balance the rewards from selling game media among multiple users with different game start times.

[0143] (Item 23) The non-reacquirable period is set to be shorter for users who started the game after the issue time of the game media than for users who started the game at the issue time of the game media. With such a configuration, it is possible to balance the transactions of game media among multiple users with different game start times.

[0144] (Item 24) The non-reacquisition period is set shorter as the user's game start time is later. With such a configuration, it is possible to balance the rewards in terms of the sale of game media among multiple users with different game start times.

[0145] (Item 25) When the number of issued copies of the game medium given to the user by participating in an event during the game is less than the number of users participating in the event, the processor randomly determines the user to whom the game medium is given from among the multiple participating users. With such a configuration, it is possible to handle the situation where the number of users to whom the game medium should be given is greater than the number of issued copies of the game medium.

[0146] (Item 26) The processor preferentially gives the game medium to the users who participated in the event but did not receive the game medium in another event. With such a configuration, it is possible to suppress the sense of unfairness among users.

[0147] (Item 27) When the game medium is circulated in the market, the processor enables the users who participated in the event but did not receive the game medium to acquire it at a lower transaction price than other users. With such a configuration, it is possible to suppress the sense of unfairness among users.

[0148] (Item 28) When giving the same type of game medium to multiple users who participated in the same event, the processor gives the game medium with a smaller issue number to each user according to the degree of activity in the event. With such a configuration, it is possible to promote the excitement of the event.

[0149] (Item 29) having a processor, The processor is an information processing apparatus that changes control related to acquisition or transaction of the game medium according to the relationship between a game medium that can be transacted with other users and has a limited number of issuances, and a user who acquires the game medium. In this way, according to the relationship between the game medium and the user who acquires the game medium, acquisition of the game medium with a limited number of issuances can be managed more appropriately.

[0150] (Item 30) An information processing method in which a processor changes control related to acquisition or transaction of a game medium according to the relationship between a game medium that can be transacted with other users and has a limited number of issuances, and a user who acquires the game medium. In this way, according to the relationship between the game medium and the user who acquires the game medium, acquisition of the game medium with a limited number of issuances can be managed more appropriately.

[0151] Note that each operation by the control unit (processor) 22 in each of the above embodiments may be executed by one processor or may be executed by a plurality of processors. For example, part or all of the operations by the control unit 22 may be executed by the terminal 10.

[0152] Also, the order of each process in each of the above-described sequence diagrams is not limited to the order as long as there is no contradiction or inconsistency in the processing content, and may be executed in parallel.

[0153] Also, each of the above embodiments is merely an example for facilitating understanding of the present invention, and is not for limiting interpretation of the present invention. Without departing from the spirit of the present invention, changes, improvements, deletion of a part of the configuration of an embodiment, combination of configurations of a plurality of embodiments, can be made, and it goes without saying that equivalents of the present invention are included in the present invention.

Explanation of Signs

[0154] 1: Information processing system, 10, 10A, 10B: Terminals, 13: Network, 20: Server, 21: Communication unit, 22: Control unit, 23: Storage unit, 24: Memory, 31: Game progress unit, 32: Medium granting unit, 33: Reward determination unit, 34: Notification unit, 41: Program, 42: Game information, 43: User information

Claims

1. A program for causing a processor to increase the number of game media of the same type as the game media that can be acquired, or to advance the timing of newly acquiring a game media of the same type as the game media, when the issuance timing of a game media that can be traded with other users and has a limit on the number of issued copies is earlier than the game start timing of the user who has acquired the game media, compared to the case where the issuance timing is later than the game start timing.

2. An information processing system including one or more information processing apparatuses, wherein when the issuance timing of a game media that can be traded with other users and has a limit on the number of issued copies is earlier than the game start timing of the user who has acquired the game media, the information processing system increases the number of game media of the same type as the game media that can be acquired, or advances the timing of newly acquiring a game media of the same type as the game media, compared to the case where the issuance timing is later than the game start timing.

Citation Information

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