Game program, method, and information processing device

The system allows users to transfer unused stamina to others, enhancing gameplay flexibility and user engagement by offering rewards, thus increasing the game's player base.

JP7719908B2Active Publication Date: 2025-08-06THE POKEMON CO
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Patent Information

Application Number
JP2024052677
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-03-28
Publication Date
2025-08-06
Estimated Expiration
2039-05-23

AI Technical Summary

Technical Problem

Conventional stamina-based games require users to purchase stamina points or play frequently to maintain gameplay, limiting flexibility and accessibility based on users' varying schedules.

Method used

A system allowing users to transfer unused action parameters (stamina) to other players, granting rewards and encouraging gameplay variety by enabling temporary motivation through shared resources.

Benefits of technology

Enables flexible gameplay styles, increases user engagement by allowing users to share stamina, and rewards for transfers, potentially attracting more players.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a technology capable of increasing the total number of users performing game play without forcing the game play due to the convenience of a game system side by enabling various aspects of the game play.SOLUTION: The current value and the upper limit value of an action amount parameter of a first user are stored in a memory, game play is started when the current value is equal to or more than a first amount necessary for the game play, and the first amount is subtracted from the current value. A game program restores the current value up to the upper limit value in accordance with lapse of time, and receives input operation for transferring at least a portion of the action amount parameter of the first user to a second user different from the user. It reduces the current value of the action amount parameter of the first user due to the input operation, adds a second value to the current value of an action amount parameter of the second user, and gives a reward in a game based on the game program to the first user.SELECTED DRAWING: Figure 7
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Description

[Technical Field]

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

[0002] When a user plays a game, the user may progress through the game by consuming a predetermined amount of action.

[0003] For example, a predetermined number of play tickets are given to the user, and the play tickets are consumed when playing a game unit (also called a quest, for example), and the play tickets held by the user are replenished over time.

[0004] Another example of this is a system that presents the user with the amount of action consumption (also called stamina consumption) for each game unit (also called quest), and allows the user to play the game by consuming the amount of action consumption specified for each game unit from the action parameter (also called stamina value or life value; hereinafter referred to as stamina value). Here, the stamina value is configured to recover to an upper limit over time.

[0005] The following Patent Document 1 describes a technology that allows a player to recover stamina in such stamina-based games even if the stamina value exceeds the upper limit by paying (purchasing) a fee or by using a game item obtained by paying. [Prior art documents] [Patent documents]

[0006] [Patent Document 1] JP 2018-183700 A Summary of the Invention [Problem to be solved by the invention]

[0007] On the other hand, it is expected that the frequency of game play will vary depending on the situation of the user. Some users want to play games for a set amount of time on holidays, while others cannot play games due to work. Despite these circumstances, conventional stamina-based games have required users to purchase stamina points to play games in bulk or to play the game multiple times a day in order to play the game efficiently, regardless of the user's situation.

[0008] Therefore, the present disclosure aims to provide technology that enables a variety of gameplay styles, thereby increasing the total number of users playing games without forcing them to play games in a way that is convenient for the game system. [Means for solving the problem]

[0009] According to one embodiment, a game program to be executed by a computer including a processor and a memory is provided. The game program causes the processor to execute the following steps: storing in the memory a current value and an upper limit value of an action amount parameter managed for each user, the action amount parameter being of a first user operating the computer; starting game play when the current value is equal to or greater than a first amount required for game play and subtracting the first amount from the current value; restoring the current value to the upper limit value over time; receiving from the first user a first input operation for transferring at least a portion of the action amount parameter of the first user to a second user different from the first user; decreasing the current value of the action amount parameter of the first user and adding the second amount to the current value of the action amount parameter of the second user in response to the first input operation; and granting a reward to the first user in a game based on the game program by receiving the first input operation.

[0010] According to one embodiment, there is provided a method for causing a computer including a processor and a memory to execute the method, the method including the steps of: storing in the memory a current value and an upper limit value of an action amount parameter managed for each user, the action amount parameter being of a first user operating the computer; starting game play when the current value is equal to or greater than a first amount required for game play and subtracting the first amount from the current value; restoring the current value to the upper limit value over time; receiving from the first user a first input operation for transferring at least a portion of the action amount parameter of the first user to a second user different from the first user; decreasing the current value of the action amount parameter of the first user and adding the second amount to the current value of the action amount parameter of the second user in response to the first input operation; and granting a reward to the first user in a game based on the game program by receiving the first input operation.

[0011] According to one embodiment, an information processing device including a processor and a memory is provided. The processor executes the following steps: storing in the memory a current value and an upper limit value of an action amount parameter managed for each user, the action amount parameter being of a first user operating a computer; starting game play when the current value is equal to or greater than a first amount required for game play and subtracting the first amount from the current value; restoring the current value to the upper limit value over time; receiving from the first user a first input operation for transferring at least a portion of the action amount parameter of the first user to a second user different from the first user; decreasing the current value of the action amount parameter of the first user and adding the second amount to the current value of the action amount parameter of the second user in response to the first input operation; and granting a reward to the first user in a game based on a game program by receiving the first input operation. [Effects of the Invention]

[0012] According to the present disclosure, unused action amount parameters can be transferred to other users, temporarily encouraging the users who receive the transfer to play the game. Furthermore, even if a user is unable to play the game due to their circumstances, they can receive a reward by transferring the action amount parameters they do not plan to consume to other users, further increasing their motivation to play the game based on the reward. This allows for a variety of gameplay styles, potentially increasing the total number of users who play the game. [Brief explanation of the drawings]

[0013] [Figure 1] 1 is a diagram showing the overall configuration of a game system 1. FIG. [Figure 2] 1 is a block diagram of a terminal device 10 constituting a game system 1 according to a first embodiment. [Figure 3] FIG. 2 is a diagram showing the functional configuration of a server 20. [Figure 4] 2 shows the data structures of a user information database 281 and a friend list 282 stored in the server 20. FIG. [Figure 5] 10 is a flowchart showing a process in which a user specifies a game unit and consumes the amount of stamina to be consumed for that game unit from the current value, thereby playing a game. [Figure 6] 10 is a flowchart showing a process in which a first user receives a reward by transferring stamina value to a second user. [Figure 7] 10A and 10B are diagrams showing examples of screens on the terminal device 10A or the terminal device 10B. DETAILED DESCRIPTION OF THE INVENTION

[0014] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In the following description, the same components are denoted by the same reference numerals. The names and functions of the components are also the same. Therefore, detailed description thereof will not be repeated.

[0015] <1. Overall game system configuration> FIG. 1 is a diagram showing the overall configuration of a game system 1. As shown in FIG. 1, the game system 1 includes a plurality of terminal devices (terminal device 10A and terminal device 10B are shown in FIG. 1; hereinafter, they may be collectively referred to as "terminal devices 10") and a server 20. The terminal devices 10 and the server 20 are connected for communication via a network 80.

[0016] The terminal device 10 is a device operated by each user. The terminal device 10 is realized by a mobile terminal such as a smartphone or tablet compatible with a mobile communication system. Alternatively, the terminal device 10 may be, for example, a desktop personal computer (PC) or a laptop PC. As shown as terminal device 10B in FIG. 1, the terminal device 10 includes a communication IF (Interface) 12, an input device 13, an output device 14, a memory 15, a storage unit 16, and a processor 19. The server 20 includes a communication IF 22, an input / output IF 23, a memory 25, a storage 26, and a processor 29.

[0017] The terminal device 10 is communicatively connected to the server 20 via a network 80. The terminal device 10 is connected to the network 80 by communicating with communication devices such as a wireless base station 81 conforming to communication standards such as 5G and LTE (Long Term Evolution), and a wireless LAN router 82 conforming to a wireless LAN (Local Area Network) standard such as IEEE (Institute of Electrical and Electronics Engineers) 802.11.

[0018] The communication IF 12 is an interface for inputting and outputting signals so that the terminal device 10 can communicate with external devices. The input device 13 is an input device (e.g., a touch panel, a touch pad, a pointing device such as a mouse, a keyboard, etc.) for receiving input operations from a user. The output device 14 is an output device (e.g., a display, a speaker, etc.) for presenting information to a user. The memory 15 is for temporarily storing programs and data processed by the programs, etc., and is a volatile memory such as a DRAM (Dynamic Random Access Memory). The storage unit 16 is a storage device for saving data, such as a flash memory or an HDD (Hard Disc Drive). The processor 19 is hardware for executing an instruction set written in a program, and is composed of an arithmetic unit, registers, peripheral circuits, etc.

[0019] As shown in the figure, the terminal device 10 is connected to a game controller 11 via a wired or wireless connection. A user can play a game by operating the game controller 11. The terminal device 10 may be capable of communicating with multiple game controllers 11. For example, multiple users can use one terminal device 10 to play a game.

[0020] The server 20 manages information about each user, including the game characters, game items, and virtual currency owned by each user (including those given to the user free of charge and those given to the user for a fee), the current and maximum values (upper limit values) of the parameters (also called "stamina values") of the amount of action consumed by each user to play a game unit (also called a quest), and information about other users registered as friends by each user.

[0021] The server 20 performs processes to encourage interaction between users, specifically, matching users to support multiplay in which multiple users play games together, and also transmits and receives messages between users.

[0022] The server 20 manages the current and maximum stamina values of each user and restores the current value to the maximum value over time. For example, the server 20 increases the current stamina value at predetermined intervals, such as every three minutes. The server 20 sets a timer for a predetermined time in response to a decrease in stamina value from the maximum value, such as when a user starts game play for a game. The server 20 detects that the predetermined time has elapsed and increases the stamina value by a predetermined amount. If the stamina value has not reached its upper limit as a result of restoring the stamina value, the server 20 sets the timer again.

[0023] In addition, the amount of action amount parameter consumed in game play for each game unit may be the same for each game unit (the amount of stamina consumed is fixed), or the amount of action amount parameter consumed during game play may be set for each game unit.

[0024] The communication IF 22 is an interface for inputting and outputting signals so that the server 20 can communicate with external devices. The input / output IF 23 functions as an interface with an input device for receiving input operations from a user and an output device for presenting information to the user. The memory 25 is for temporarily storing programs and data processed by the programs, etc., and is a volatile memory such as a DRAM (Dynamic Random Access Memory). The storage 26 is a storage device for saving data, such as a flash memory or an HDD (Hard Disc Drive). The processor 29 is hardware for executing an instruction set written in a program, and is composed of an arithmetic unit, registers, peripheral circuits, etc.

[0025] In the illustrated example, the terminal devices 10 communicate with each other via the server 20, but multiple terminal devices 10 may communicate with each other directly via short-range wireless communication without going through the server 20. For example, two terminal devices 10 may be used to play against each other via local communication without going through the Internet.

[0026] <1.1 Configuration of the terminal device 10> FIG. 2 is a block diagram of a terminal device 10 constituting the game system 1 of the first embodiment. As shown in FIG. 2, the terminal device 10 includes multiple antennas (antenna 111, antenna 112), wireless communication units (first wireless communication unit 121, second wireless communication unit 122) corresponding to the respective antennas, an operation reception unit 130 (including a touch-sensitive device 131 and a display 132), an audio processing unit 140, a microphone 141, a speaker 142, a position information sensor 150, a camera 160, a storage unit 180, and a control unit 190. The terminal device 10 also has functions and configurations not specifically shown in FIG. 2 (e.g., a battery for storing power, a power supply circuit for controlling the supply of power from the battery to each circuit, etc.). As shown in FIG. 2, the blocks included in the terminal device 10 are electrically connected by a bus or the like.

[0027] The antenna 111 emits a signal emitted by the terminal device 10 as a radio wave. The antenna 111 also receives a radio wave from space and provides the received signal to the first radio communication unit 121.

[0028] The antenna 112 emits a signal emitted by the terminal device 10 as a radio wave. The antenna 112 also receives a radio wave from space and provides the received signal to the second radio communication unit 122.

[0029] The first wireless communication unit 121 performs modulation / demodulation processing and the like for transmitting and receiving signals via the antenna 111 so that the terminal device 10 can communicate with other wireless devices. The second wireless communication unit 122 performs modulation / demodulation processing and the like for transmitting and receiving signals via the antenna 112 so that the terminal device 10 can communicate with other wireless devices. The first wireless communication unit 121 and the second wireless communication unit 122 are communication modules including a tuner, an RSSI (Received Signal Strength Indicator) calculation circuit, a CRC (Cyclic Redundancy Check) calculation circuit, a high-frequency circuit, etc. The first wireless communication unit 121 and the second wireless communication unit 122 perform modulation / demodulation and frequency conversion of wireless signals transmitted and received by the terminal device 10, and provide the received signals to the control unit 190.

[0030] Operation reception unit 130 has a mechanism for receiving input operations from the user. Specifically, operation reception unit 130 is configured as a touch screen and includes touch-sensitive device 131 and display 132. Touch-sensitive device 131 receives input operations from the user of terminal device 10. Touch-sensitive device 131 detects the user's touch position on the touch panel, for example, by using a capacitive touch panel. Touch-sensitive device 131 outputs a signal indicating the user's touch position detected by the touch panel to control unit 190 as an input operation.

[0031] Display 132 displays data such as images, videos, and text under the control of control unit 190. Display 132 is realized by, for example, an LCD (Liquid Crystal Display) or an organic EL (Electro-Luminescence) display.

[0032] The audio processing unit 140 modulates and demodulates audio signals. The audio processing unit 140 modulates a signal provided from the microphone 141 and provides the modulated signal to the control unit 190. The audio processing unit 140 also provides the audio signal to the speaker 142. The audio processing unit 140 is realized, for example, by a processor for audio processing. The microphone 141 accepts audio input and provides an audio signal corresponding to the audio input to the audio processing unit 140. The speaker 142 converts the audio signal provided from the audio processing unit 140 into audio and outputs the audio to the outside of the terminal device 10.

[0033] The position information sensor 150 is a sensor that detects the position of the terminal device 10, and is, for example, a GPS (Global Positioning System) module. A GPS module is a receiving device used in a satellite positioning system. A satellite positioning system receives signals from at least three or four satellites, and detects the current position of the terminal device 10 equipped with the GPS module based on the received signals. For example, in the game system 1, if the positions of users who are registered as friends can be referenced, the terminal device 10 can display a list of friends who are near the user on the display 132.

[0034] The camera 160 is a device that receives light with a light receiving element and outputs the received light as a captured image. The camera 160 is, for example, a depth camera that can detect the distance from the camera 160 to a subject being photographed.

[0035] Storage unit 180 is configured with, for example, a flash memory, and stores data and programs used by terminal device 10. In one aspect, storage unit 180 stores user information 181.

[0036] User information 181 is information about a user in a game based on a game program. The user information includes information for identifying the user, the user's name, the user's level in a game based on a game program, the current and maximum stamina value (upper limit), game objects (including game characters and game items) owned by the user, the amount of virtual currency owned by the user, and identification information of other users who are registered as friends of the user.

[0037] The control unit 190 reads a program stored in the storage unit 180 and executes instructions included in the program to control the operation of the terminal device 10. The control unit 190 is, for example, an application processor. By operating in accordance with the program, the control unit 190 fulfills the functions of an input operation reception unit 191, a transmission / reception unit 192, a data processing unit 193, and a display control unit 194.

[0038] Input operation reception unit 191 performs processing to receive a user's input operation on an input device such as touch-sensitive device 131. Based on information about the coordinates where the user has touched touch-sensitive device 131 with a finger or the like, input operation reception unit 191 determines the type of operation, such as whether the user's operation is a flick operation, a tap operation, or a drag (swipe) operation.

[0039] The transmitting / receiving unit 192 performs processing for the terminal device 10 to transmit and receive data to and from external devices such as the server 20 and the game controller 11 in accordance with a communication protocol.

[0040] The data processing unit 193 performs calculations on data that the terminal device 10 has received as input in accordance with a program, and outputs the calculation results to a memory or the like.

[0041] (i) Decrease in stamina value associated with gameplay of a quest: For example, when a user selects a quest and starts gameplay, the data processing unit 193 performs a series of processes, such as subtracting stamina value. Specifically, the data processing unit 193 displays multiple game units (quests) on the display 132 and accepts from the user designation of the game unit to be played. If the user's current stamina value exceeds the consumption amount required for gameplay of that game unit, the data processing unit 193 starts gameplay of that game unit. As the user plays that game unit, the data processing unit 193 subtracts a predetermined consumption amount from the current stamina value. Furthermore, if the consumption amount set for the game unit to be played by the user is greater than the user's current stamina value (i.e., if the quest cannot be started due to insufficient stamina), the data processing unit 193 displays a screen or the like that prompts the user to consume an item or the like that can restore stamina value.

[0042] (ii) Restoration of stamina value over time: The data processing unit 193 performs a process of gradually restoring the current stamina value to the maximum stamina value over time.

[0043] (iii) Processing for transferring stamina values to another user: The data processing unit 193 performs processing for the user to transfer the current stamina value to another user. Specifically, the data processing unit 193 displays on the display 132 candidate other users to whom the stamina value can be transferred. The data processing unit 193 accepts an input operation from the user to transfer stamina value to another user, and subtracts a predetermined amount from the current stamina value of the user. The data processing unit 193 sends a signal to the server 20 to increase the current stamina value of the other user designated by the user by the predetermined amount. Here, the data processing unit 193 may transfer to the other user an amount equal to the amount subtracted from the current stamina value of the user, or may transfer to the other user an amount different from the amount subtracted from the current stamina value of the user.

[0044] (iv) Granting a reward for transferring stamina value: The data processing unit 193 grants a reward to a user based on the user transferring stamina value to another user. Here, the data processing unit 193 may grant a reward other than stamina value to the user (i.e., a reward that does not decrease when game play is started). Specifically, the data processing unit 193 grants the user a game object such as a game character or game item that the user can use in game play as the reward. Furthermore, the data processing unit 193 grants a reward to a user in response to the user performing an operation to transfer stamina value to another user, regardless of whether the other user to whom the stamina value was transferred has played a game or whether the other user has performed an operation to receive the transferred stamina value.

[0045] (v) Purchase Processing: The data processing unit 193 accepts purchase processing from the user. For example, by accepting the purchase processing, the data processing unit 193 grants paid virtual currency to the user. The purchase processing may also restore the current stamina value, grant the user a specific game object (game character, game item, etc.), or continuously grant the user a benefit (such as receiving a special login bonus). Paid virtual currency can be used for various purposes, such as restoring the current stamina value or obtaining a game object through a lottery.

[0046] The notification control unit 194 performs processing to display a display image on the display 132, processing to output sound to the speaker 142, and processing to cause the camera 160 to generate vibrations.

[0047] <1.2 Functional configuration of server 20> 3 is a diagram showing the functional configuration of the server 20. As shown in FIG. 3, the server 20 functions as a communication unit 201, a storage unit 202, and a control unit 203.

[0048] The communication unit 201 performs processing for the server 20 to communicate with external devices.

[0049] The storage unit 202 stores data and programs used by the server 20. The storage unit 202 stores a user information database 281, a friend list 282, and the like.

[0050] The user information database 281 is a database for storing information about each user in a game based on a game program, as will be described in detail later.

[0051] The friend list 282 is a database for storing information on users who are registered as friends by each user. Details will be described later.

[0052] The control unit 203 performs functions shown as various modules by the processor of the server 20 performing processes according to the programs.

[0053] The operation content acquisition module 2041 acquires the operation content of the user. For example, the operation content acquisition module 2041 acquires, as the operation content of the user, which game unit the user has designated as the target of game play.

[0054] The reception control module 2042 controls the process by which the server 20 receives signals from external devices in accordance with a communication protocol.

[0055] The transmission control module 2043 controls the process in which the server 20 transmits signals to external devices in accordance with a communication protocol.

[0056] The matching module 2044 matches users who will be playing multiplayer games, etc. The matching module 2044 may match users with friends who are registered on a friend list, for example.

[0057] Based on the user's operation of specifying a game unit, the game progress module 2045 determines whether the user has enough stamina to play the game unit, and subtracts the consumption amount set for the game unit from the current stamina value to update the user information DB 281. The game progress module 2045 responds to the user's terminal device 10 with data necessary for game play for the game unit (such as character voice data, map data for moving the character, and enemy character data).

[0058] <2 Data Structure> FIG. 4 is a diagram showing the data structure of the user information database 281 and the friend list 282 stored in the server 20. As shown in FIG.

[0059] As shown in FIG. 4, each record in the user information database 281 includes, for each piece of information that identifies a user, an item "user identification information (user ID)", an item "user name", an item "user level", an item "current stamina value", an item "maximum stamina value", an item "owned game objects", an item "free virtual currency", an item "paid virtual currency", etc.

[0060] The item "user identification information (user ID)" is information that identifies each user. The item "user name" is the name set by the user. The "user level" item is a parameter that increases separately from the level of the game character, etc., as the user repeatedly plays the game. For example, as the user level increases, the value set in the "maximum stamina" item increases. This makes it easier for the user to play game units that consume more stamina as the user level increases. The "Current Stamina" item is the current value of the user's action parameter (current stamina value). If the current stamina value is less than the consumption amount set for each game, the user cannot start playing the game for that game. The user can increase the current stamina value by consuming a game item that can restore stamina, or by consuming paid or free virtual currency. In this case, the current stamina value may be restored beyond the maximum stamina value. The item "Maximum Stamina" is the maximum value of the parameter for the amount of action of the user (maximum stamina value, upper limit). The current value of the stamina value recovers to the maximum value over time. The "owned game objects" item is information about game characters, game items, etc. owned by the user. This item also includes information about the level of each game character and game item. The item "free virtual currency" indicates the amount of virtual currency that the user holds that has been given to the user free of charge. For example, the terminal device 10 gives free virtual currency to the user as a login bonus, a reward for an event, or the like. The item "paid virtual currency" indicates the amount of virtual currency that the user holds that has been granted to the user for a fee. For example, the terminal device 10 grants paid virtual currency to the user by accepting a process to purchase paid virtual currency through a purchase process.

[0061] Each record in the friend list 282 includes an item "User 1," an item "User 2," an item "Friend registration date," an item "Gift sending history," and the like.

[0062] The item "User 1" indicates one of the users who are registered as friends of each other. The item "user 2" indicates the other user of the users who are registered as friends of each other. The item "friend registration date" indicates the date and time when users were registered as friends. The item "gift sending history" indicates the history of transfers of stamina values and the like between users.

[0063] Note that a friend registration method may be such that one user applies to another user for friend registration, and if the other user approves, the user is added to the friend list. Alternatively, one user may be able to add (follow) the other user to the list without the other user's approval. In this case, when both users follow each other, they become mutual followers.

[0064] <3 operations> The game processing by the terminal device 10 will be described below.

[0065] FIG. 5 is a flowchart showing a process in which the user specifies a game unit and consumes the amount of stamina consumed for that game unit from the current value to play the game.

[0066] In step S501A, the terminal device 10 displays quests that are play units on the display 132 and accepts a quest selection from the user.

[0067] In step S503A, the terminal device 10 determines whether the user's current stamina value exceeds the stamina consumption amount set for the quest specified by the user. If the user's current stamina value exceeds the stamina consumption amount for the quest, the terminal device 10 transmits a signal to the server 20 indicating that game play for the quest is to begin. The terminal device 10 subtracts the stamina consumption amount set for the quest from the user's current stamina value.

[0068] In step S553, the server 20 updates the user information DB 281 by subtracting the consumption amount from the user's stamina value based on the consumption amount set for the quest designated by the user.

[0069] In step S505A, the terminal device 10 progresses the game play of the quest designated by the user in response to the user's input operation.

[0070] In step S507A, the terminal device 10 determines whether the conditions for ending the quest have been met (for example, the game character controlled by the user defeats a boss character set in the quest, the game character controlled by the user becomes unable to fight, etc.), and updates various parameters when ending the quest. For example, the terminal device 10 updates various parameters by increasing the user's experience points, granting the user a drop item set in the quest, etc.

[0071] In step S555, the server 20 updates the user information DB 281 based on the update results of the various parameters of the user.

[0072] FIG. 6 is a flowchart showing a process in which a first user transfers stamina value to a second user to receive a reward.

[0073] In step S601A, the terminal device 10A operated by the first user receives an input operation from the first user to transfer the stamina value to another user. In response to the input operation, the terminal device 10A inquires of the server 20 about candidate users to whom the stamina value can be transferred.

[0074] In step S653, the server 20 responds to the terminal device 10A with a list of the first user's friends and information on the current and maximum stamina values of these friend users. That is, the server 20 responds to the terminal device 10A with information on users whose current stamina values are lower than the upper limit.

[0075] In step S603A, the terminal device 10A displays candidate users to whom the stamina value is to be transferred on the display 132 and accepts the user's designation of the transferee user from the user. The terminal device 10A transmits information about the users to whom the stamina value is to be transferred to the server 20. For example, the terminal device 10A designates the amount of stamina value to be transferred for each transferee user.

[0076] In step S655, the server 20 subtracts the transferred amount from the current value of the user who transferred the stamina value. The server 20 notifies the terminal device of the transferee user (in this example, the terminal device 10B operated by the second user) that the stamina value has been transferred from the first user.

[0077] In step S657, the server 20 determines a reward to be given to the user who transferred the stamina value (i.e., the first user), and grants the determined reward to the first user, while updating the user information DB 281. For example, the server 20 may determine the content of the reward by lottery, or may grant a fixed reward to the first user.

[0078] In step S605A, the terminal device 10A receives from the server 20 information about the reward that the first user can obtain by transferring the stamina value to another user, and displays the information on the display 132.

[0079] When an operation to transfer stamina values from a first user to a second user is performed, the server 20 updates the item "gift sending history" in the user information DB 282. Note that stamina values may also be transferred to users who are not registered as friends.

[0080] In step S613B, the terminal device 10B notifies the second user via the server 20 that the stamina value has been transferred from the first user and the amount of the transferred stamina value.

[0081] In step S615B, the terminal device 10B receives an input from the second user to receive the stamina value transferred from the first user. In response to the input, the terminal device 10B notifies the server 20 that the second user has performed an operation to receive the transferred stamina value.

[0082] In step S659, the server 20 increases the current stamina value of the second user by the amount of the transferred stamina value, and updates the user information DB 281. Even if the sum of the current stamina value of the second user and the stamina value transferred from the first user exceeds the maximum value of the second user's stamina value, the server 20 sets the sum of the current value and the transferred stamina value as the new current stamina value (i.e., restores the stamina value beyond the upper limit).

[0083] In step S617B, the terminal device 10B adds the stamina value transferred from the first user to the current stamina value.

[0084] <4 Screen example> FIG. 7 is a diagram showing an example of a screen of the terminal device 10A or the terminal device 10B.

[0085] 7A shows a screen example on the terminal device 10A of the first user who is transferring the stamina value. The screen example (A) shows a situation where the first user starts an operation to transfer the stamina value to another user. This corresponds to step S601A in FIG. 6.

[0086] As shown in screen example (A), terminal device 10A displays on display 132 a level display section 132A showing information about the user level of the first user, and a stamina value display section 132B showing the current and maximum stamina values of the first user. Terminal device 10A displays an operation acceptance section 132C that accepts an operation for transferring stamina values to another user. In screen example (A), terminal device 10A transitions to screen example (B) by accepting an input operation from the first user to operation acceptance section 132C.

[0087] 7 shows a screen example (B) in which the first user designates a user to whom the stamina value is to be transferred, which corresponds to step S603A in FIG.

[0088] As shown in screen example (B), terminal device 10A displays on display 132 a candidate display section 132D that shows candidate users to whom stamina value can be transferred, an operation acceptance section 132E that accepts an operation to automatically determine the amount of stamina value to be transferred without user operation, and an operation acceptance section 132F that accepts an operation to transfer stamina value specified by the user to another user.

[0089] The terminal device 10A displays candidate users to whom stamina values can be transferred in a predetermined order in the candidate display section 132D. For example, users who need stamina values may be displayed preferentially in the candidate display section 132D. In the example screen (B), the terminal device 10A displays other users in the candidate display section 132D in descending order of stamina value consumption.

[0090] In addition, users who are likely to currently need stamina values may be preferentially displayed in the candidate display section 132D. For example, among other users, users who are logged in to the game may be preferentially displayed in the candidate display section 132D. In this case, users who are logged in to the game and have consumed stamina values from the maximum value may be preferentially displayed in the candidate display section 132D. Furthermore, users who are logged in to the game and have played the game for a short time within a certain period of time (e.g., one week) may be preferentially displayed in the candidate display section 132D. Furthermore, depending on the time (time period) when a user intends to transfer stamina values, users who tend to play the game at that time (time period) may be preferentially displayed in the candidate display section 132D.

[0091] Furthermore, even if a user is not logged in to the game, if their current stamina value is close to the minimum value (if their stamina is depleted) or if their current stamina value is not enough to play a specified number of games (for example, if it is not enough to consume stamina for a quest for advanced players), users who may be unable to play the game and have stopped playing may be displayed preferentially in the candidate display section 132D.

[0092] As described above, the conditions for determining other users to be displayed in the candidate display section 132D have been explained, but these conditions may be combined to determine the users to be displayed in the candidate display section 132D.

[0093] The first user can input the amount to be transferred to each user shown in the candidate display section 132D.

[0094] When the first user performs an input operation on the operation receiving unit 132E, the transfer amount is automatically determined for each user based on a predetermined rule. For example, based on the first user's current stamina value, the transfer amount of stamina value may be increased for other users with lower current stamina values. Also, the transfer amount of stamina value may be increased for other users with a larger difference between their current stamina value and their maximum value (i.e., users who consume more stamina value through game play). Also, the transfer of stamina value may be prioritized for other users with lower user levels (i.e., users who have just started playing the game).

[0095] Furthermore, the amount of stamina that can be transferred to another user may be set so that it does not exceed the maximum stamina value when the other user receives the transfer. For example, in screen example (B), friend user "A" has a current stamina value of "75" and a maximum stamina value of "100." In other words, user "A" has consumed "25" from the maximum stamina value. In this case, the first user may be able to transfer up to "25" of his current stamina value of "65" to user "A."

[0096] In addition to the above example, the stamina value may be transferred by automatically determining the user to whom the stamina value will be transferred and the amount of stamina value to be transferred in response to an input operation to the operation reception unit 132C of the example screen (A). This allows the first user to automatically transfer stamina value to another user without the first user having to specify the user to whom the stamina value will be transferred and the amount of stamina value to be transferred.

[0097] Furthermore, the operation for transferring stamina values to another user is not limited to an input operation to the operation receiving unit 132C, and may be another operation. For example, when a user puts the game program into standby mode by transitioning to the home screen of the terminal device 10 or by powering off the terminal device 10, the stamina values may be transferred to another user on the assumption that the user will not continue playing the game. For example, the stamina values may be transferred to another user in response to the user putting the game program into standby mode, provided that the user has continued playing the game for a certain period of time or more. In addition, the stamina values may be transferred to another user on the assumption that the user will not continue playing the game, by performing an operation for transitioning to the title screen of the game based on the game program.

[0098] Furthermore, stamina values may be automatically transferred to other users without requiring user operation on the terminal device 10. Conditions for automatically transferring stamina values to other users in this manner may be set by user parameters related to game play. For example, stamina values may be automatically transferred to other users without user operation in response to the user's current stamina value reaching a certain value (e.g., a maximum value). Because stamina values recover over time, they may recover to a certain value while the user is not playing the game. Once the certain value is reached, the stamina values can be transferred to other users without user operation. The total amount of stamina values that can be transferred to other users without user operation may be limited. For example, limitations may be placed on the amount of stamina values that can be transferred, the number of times that the stamina values can be transferred, etc. For example, the amount of stamina values that can be transferred to other users without user operation may be limited to a certain percentage (e.g., about half) of the maximum stamina value. Furthermore, the number of times that stamina values can be transferred to other users without user operation may be limited to a certain number (e.g., 1 to 2 times). This makes it easier for game operators to adjust the liquidity of stamina values circulating among users. Note that such restrictions on the transfer of stamina values without user operation may be lifted when certain conditions are met. For example, stamina values may be transferred again without user operation when certain conditions are met, such as the user playing a game, the user performing a predetermined operation, or a certain amount of time having passed since the restriction on the transfer of stamina values was imposed.

[0099] 7 shows a situation where the first user acquires a reward by transferring stamina value to another user, which corresponds to step S605A in FIG.

[0100] As shown in screen example (C), the terminal device 10A displays a notification area 132G for notifying the first user that the first user has acquired a reward on the display 132. Also, as shown in the stamina value display section 132B, the first user has transferred their stamina value to another user, and therefore the current stamina value of the first user is "0."

[0101] In this example, first reward 132H indicates that the first user has been given a game object that can be used during gameplay of the quest as a reward.

[0102] Specifically, the first reward 132H shows as reward contents a game character 132K (e.g., a game character that can be controlled by the user) that can be used during game play of the quest, and a game item 132L (e.g., a recovery item, an attack item, etc.) that can be used during game play of the quest.

[0103] The second reward 132J indicates that the first user has been granted other game objects as rewards. These rewards include items that can be used outside of gameplay of the quest, such as lottery tickets 132M. Lottery tickets 132M are items (also called gacha tickets, etc.) for executing a process to obtain game objects through a lottery process (also called gacha). Other rewards include items that can be used before the start of a quest. For example, these items include items that increase the reward (experience points, items, etc.) when a quest is cleared for a limited time, and material items that can grow game objects. In this way, the reward may not be stamina points themselves, but may be items that give the user an advantage in the game.

[0104] As described above, the first user can receive a reward (a reward other than stamina value) that does not decrease when the second user starts playing the game as a reward for transferring stamina value to the second user. Even if the first user is unable to play the game frequently (the amount of stamina value consumed is small), the first user can receive a reward by transferring stamina value to the second user, which can encourage interaction between the first user and the second user and allow the first user to play the game advantageously.

[0105] 7 shows a screen example (D) in which the second user who has received the stamina value operates the terminal device 10B to receive the stamina value, which corresponds to steps S613B and S615B in FIG.

[0106] As shown in the example screen (D), the terminal device 10B displays a receiving box 132P on the display 132 for displaying the notification content for the second user. In the receiving box 132P, the terminal device 10B displays that a stamina value has been transferred from the first user (user "M") and the amount of stamina transferred. The second user can add the stamina value transferred from the first user to the current stamina value of the second user by performing an input operation on the receive button 132R.

[0107] Here, when the stamina value transferred from the first user is added to the current stamina value of the second user, it may exceed the maximum value of the second user's stamina value. In this case, the current value may be restored to exceed the maximum value of the second user's stamina value. Also, when the stamina value transferred from the first user is added to the current value of the second user, it may be restored to the maximum value of the second user. For example, depending on the purchase process, the current value may be restored to exceed the maximum value, while stamina value transferred from another user may only be restored to the maximum value of the stamina value.

[0108] <Summary> As described above, according to this embodiment, by transferring stamina values between users, interaction between users is encouraged, and the transferring user is given a reward other than stamina values, which allows the game to proceed advantageously. Users who want to play games moderately (e.g., users who tend to have excess stamina) can play the game at their own pace while supporting other users who need stamina values (users who play games frequently). Furthermore, for users who play games frequently, receiving transfers of stamina values from other users can reduce the need for purchasing stamina values to restore them. This can gradually increase the game population.

[0109] <5 Variations> (1) In the above embodiment, after a first user transfers stamina value to a second user, the second user performs an operation to receive the transferred stamina value (screen example (D) in FIG. 7), and the transferred amount is added to the current stamina value of the second user. Alternatively, the current stamina value of the second user may be increased by the first user's transfer without the second user having to perform an operation to receive the transferred stamina value.

[0110] (2) In the above description of the embodiment, the first user designates the user to whom the stamina value is to be transferred. Alternatively, when the first user performs an operation to transfer stamina value to another user, the user to whom the stamina value is to be transferred may be automatically determined without the first user designating the user. As described above with reference to screen example (B) in FIG. 7, the terminal device 10 may automatically determine the user to whom the stamina value is to be transferred based on the user level of the other user, the magnitude of the current stamina value, the difference between the current stamina value and the maximum stamina value, and the like. Furthermore, the user to whom the stamina value is to be transferred may not be limited to users registered on the user's friend list.

[0111] (3) In the above embodiment, a user who needs stamina values may be able to send a request to another user to transfer the stamina values to them. Here, if a user receives multiple notifications from multiple other users urging the user to transfer the stamina values, this may be irritating to the user. Therefore, while a request to transfer stamina values can be sent to another user, the request itself may not be notified to the recipient user. Instead, when the user performs an operation to transfer the stamina values (e.g., screen example (A) in FIG. 7 ), the user who sent the request may be displayed as a candidate recipient of the stamina values (screen example (B) in FIG. 7 ).

[0112] (4) As described above, an example of a method for transferring stamina values between users has been described in which the current stamina value of a first user is decreased and the current stamina value of a second user is increased. Alternatively, the amount of stamina consumed to play a unit of game may be decreased. For example, when stamina values are transferred from a first user to a second user, the second user can play a unit of game with a reduced amount of stamina consumed in accordance with the transferred stamina value, regardless of the amount of stamina consumed for the unit of game (i.e., without consuming the stamina value specified for the unit of game).

[0113] Alternatively, a user may specify a game unit as a method for transferring stamina values to another user. When another user plays a game unit specified by the user, the stamina values may be transferred to the other user, or the amount of stamina consumed for playing the game unit may be reduced. For example, when a user specifies a game unit, the server 20 stores the method for the specified game unit. The server 20 determines a user to whom the stamina values will be transferred from among multiple users playing the game unit. This allows the server 20 to select a user to whom the stamina values will be transferred without the user having to specify another user. In this case, the server 20 may notify a user who intends to play a specific game unit that the stamina values can be transferred before or after the user starts playing the specific game unit. For example, the terminal device 10A may display a list of multiple game units to be played by the user and notify the user that there is a game unit to which the stamina values can be transferred when the user specifies a game unit. For example, a notification such as "You can now play Quest A without consuming stamina values thanks to User B" may be displayed in association with the game unit to which the stamina values are transferred. Furthermore, for example, when the user who received the transfer clears a game by playing a game unit, a notification such as "Thanks to User B, I was able to play without consuming stamina values" may be displayed on a screen or the like that confirms the reward for clearing that game unit. In this case, the user who transferred the stamina values may receive a reward at the time of the transfer, or the user who received the transfer may receive a reward within the range of rewards that can be earned by playing the game unit.

[0114] As described above, an example has been described in which a user designates a game unit and transfers stamina values associated with that game unit. The game unit to which stamina values are transferred may be designated by the user who is transferring the game, or may be determined automatically without the user's designation. For example, the game unit that the user is playing may be the target of the stamina value transfer regardless of the user's designation. For example, the game unit that the user has most recently played, or the game unit that the user has played at a frequency of a certain percentage or more within a certain period of time, may be the target of the stamina value transfer. Furthermore, the operator of the game may notify the user of the game unit to which stamina values are to be transferred. For example, the user may be able to transfer stamina values for game units related to an event over a certain period of time, such as during an event.

[0115] <6 Notes> The matters described in the above embodiments will be supplemented below.

[0116] (Supplementary Note 1) A game program is provided for execution by a computer (10) having a processor (19) and a memory (13). The game program includes the steps of causing the processor to store in the memory a current value and an upper limit value of an action amount parameter (181, 281) managed for each user, the current value being an action amount parameter of a first user operating the computer; starting game play when the current value is equal to or greater than a first amount required for game play, and subtracting the first amount from the current value (S503A); restoring the current value to the upper limit value over time (20, 193); and adjusting at least a part of the action amount parameter of the first user to a value different from the user. The game program executes the steps of: receiving a first input operation from the first user to transfer the game to a second user (S603A, 132C, 132D, 132F); decreasing the current value of the action amount parameter of the first user and adding a second amount to the current value of the action amount parameter of the second user in response to the first input operation (S603A, S655, S659); and granting a reward in a game based on the game program to the first user by accepting the first input operation (S605A, S657).

[0117] (Supplementary Note 2) In (Supplementary Note 1), in the step of granting a reward, a reward (132H, 132J) that does not decrease by starting game play is granted to the first user.

[0118] (Supplementary Note 3) In (Supplementary Note 2), in the step of granting a reward, game objects (132H, 132K, 132L) that can be used during game play are granted to the first user as the reward.

[0119] (Appendix 4) In (Appendix 3), in the step of granting a reward, the first user is granted at least one of a character object (132K) that can be controlled by the first user during game play or an item (132L) that can be used during game play as a reward.

[0120] (Appendix 5) In any of (Appendix 1) to (Appendix 4), in the step of granting a reward, the reward is granted to the first user by accepting a first input operation regardless of whether the second user to whom the reward is being transferred has played the game (132G, S603A, S605A).

[0121] (Appendix 6) In any of (Appendix 1) to (Appendix 4), the game program causes the processor to execute the steps of accepting a second input operation by which the first user receives the action amount parameter that has been transferred to the first user (132R, S615B), and increasing the first user's current value in response to the second input operation (S615B, S659, S617B), and in the step of granting a reward, granting the reward to the first user by accepting the first input operation regardless of whether the second user to whom the action amount parameter is to be transferred receives the action amount parameter by performing the second input operation on the computer operated by the second user (S605A, 132G).

[0122] (Appendix 7) In any of (Appendix 1) to (Appendix 6), in the receiving step, candidates for second users to be transferred are presented to the first user, and an operation to designate the second user is received as a first input operation (132D), and the candidates for second users to be presented to the first user are users whose behavior amount parameter is smaller than the maximum value.

[0123] (Appendix 8) In any of (Appendix 1) to (Appendix 7), in the accepting step, the first input operation is accepted (132E) without the first user having to specify the second user to whom the transfer is to be made.

[0124] (Appendix 9) In any of (Appendix 1) to (Appendix 8), in the adding step, the amount by which the first user has reduced the current value of the behavior amount parameter is set as a second amount, and is added to the current value within a range not exceeding the upper limit value of the second user (132B). [Explanation of symbols]

[0125] 10A, 10B terminal device, 11 game controller, 12 communication IF, 13 input device, 14 output device, 15 memory, 16 storage unit, 19 processor, 20 server, 22 communication IF, 23 input / output IF, 25 memory, 26 storage, 29 processor, 80 network, 81 wireless base station, 82 wireless LAN base station, 130 operation reception unit (touch screen), 132 display, 181 user information, 281 user information database, 282 friend list.

Claims

1. A game program to be executed by a computer having a processor and a memory, the game program causing the processor to: a step of storing in the memory current values of a parameter of an amount of action consumed to play a unit of game, the parameter being managed for each user, of a first user and a second user who operate the computer; a step of executing a predetermined process related to play of the game unit in response to operations by the first user and the second user, when the current value of the user who performed the operation is equal to or greater than a first amount, and reducing the first amount from the current value; increasing the current value over time; Identifying the first user who satisfies a predetermined condition as a user whose parameter is to be reduced, regardless of an operation by the first user to transfer the parameter to another user; In response to the first user being identified, identifying the second user having a predetermined relationship with the identified first user as a user to be increased in the parameter; decreasing the current value of the parameter of the first user identified as the user to be decreased; Increasing the current value of the parameter of the second user identified as a user whose parameter is to be increased, according to the amount by which the current value of the parameter of the first user is decreased; A game program that executes the above.

2. A method to be executed by a computer having a processor and a memory, the method comprising: a step of storing in the memory current values of a parameter of an amount of action consumed to play a unit of game, the parameter being managed for each user, of a first user and a second user who operate the computer; a step of executing a predetermined process related to play of the game unit in response to operations by the first user and the second user, when the current value of the user who performed the operation is equal to or greater than a first amount, and reducing the first amount from the current value; increasing the current value over time; Identifying the first user who satisfies a predetermined condition as a user whose parameter is to be reduced, regardless of an operation by the first user to transfer the parameter to another user; In response to the first user being identified, identifying the second user having a predetermined relationship with the identified first user as a user to be increased in the parameter; decreasing the current value of the parameter of the first user identified as the user to be decreased; Increasing the current value of the parameter of the second user identified as a user whose parameter is to be increased, according to the amount by which the current value of the parameter of the first user is decreased; How to perform.

3. An information processing device comprising a processor and a memory, wherein the processor: a step of storing in the memory current values of a parameter of an amount of action consumed to play a unit of game, the parameter being managed for each user and being of a first user and a second user who operate the information processing device; a step of executing a predetermined process related to play of the game unit in response to operations by the first user and the second user, when the current value of the user who performed the operation is equal to or greater than a first amount, and reducing the first amount from the current value; increasing the current value over time; Identifying the first user who satisfies a predetermined condition as a user whose parameter is to be reduced, regardless of an operation by the first user to transfer the parameter to another user; In response to the first user being identified, identifying the second user having a predetermined relationship with the identified first user as a user to be increased in the parameter; decreasing the current value of the parameter of the first user identified as the user to be decreased; Increasing the current value of the parameter of the second user identified as a user whose parameter is to be increased, according to the amount by which the current value of the parameter of the first user is decreased; An information processing device that executes the above.

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