Game program, game device, game system
A compensation system in game systems reimburses users for excessive spending by setting game events based on play history, enhancing engagement and reducing financial risk, thus increasing entertainment value.
Patent Information
- Application Number
- JP2021184484
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-11-12
- Publication Date
- 2025-09-11
- Estimated Expiration
- 2041-11-12
AI Technical Summary
Existing game systems fail to provide adequate compensation for users who consume many paid items without receiving desired game content, leading to reduced interest due to fear of excessive spending.
Implement a compensation system that sets game events for reimbursement based on user play history, offering insurance-like options for continued play without excessive expenditure, including virtual currency and stamina returns.
Enhances user engagement by providing financial and in-game benefits, reducing the risk of excessive spending and increasing overall entertainment value.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a game program, a game device, and a game system. [Background technology]
[0002] In the game device described in Patent Document 1 below, if a specific character does not appear when a user consumes paid items owned by the user to play a lottery game, points are awarded to the user. If a specific character does not appear when the user plays a lottery game after accumulating a certain number of points, a portion of the paid items spent to play the lottery game is returned to the user. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-083916 Summary of the Invention [Problem to be solved by the invention]
[0004] In the game device described in Patent Document 1, even if a user consumes many paid items and plays many lottery games, only a certain number of paid items corresponding to the accumulated points are returned to the user. As a result, the user may be afraid of consuming excessive paid items, which may reduce the interest of the game.
[0005] The present disclosure provides a game program, a game device, and a game system that can increase the entertainment value of a game. [Means for solving the problem]
[0006] The first aspect comprises a computer comprising: a charge receiving means for receiving a charge request from a first user; a charge amount setting means for determining a set amount of charge based on the game play history of the first user or the game play history of a second user different from the first user; a compensation target setting means for setting a game event to be compensated for in accordance with the set amount charged by the first user; and a compensation granting means for granting compensation corresponding to the charge to the first user or the second user upon occurrence of the game event for which compensation is required. It is a game program.
[0007] In a first aspect, the play history may include information regarding the value of a consideration previously consumed by the first user to cause a particular game event to occur. In a first aspect, the specific game event is a specific game result that the first user can obtain by performing a specific game action in exchange for payment of a fee; The game event eligible for compensation is when the cumulative value of the compensation paid by the first user to perform the specific game behavior reaches a threshold value when the first user continues to be unable to obtain the specific game result despite repeating the specific game behavior.
[0008] In a first aspect, the compensation is to provide the first user with the consideration with the accumulated value as an upper limit value. In a first aspect, the second user is a user related to the first user; When a user other than the first user and the second user is a third user, The play history may include information regarding gaming behavior performed by the second user toward the third user, or information regarding gaming behavior performed by the first user toward the third user.
[0009] In a first aspect, the compensated game event is a change in the state of the first user or an object in the game associated with the first user that satisfies a specific condition. In a first aspect, the compensation is to provide the first user with a price necessary to change the state of the first user or the object to a state before the change.
[0010] In a first aspect, the second user is a user related to the first user; The play history may include information regarding the frequency of the second user's login to the game.
[0011] In a first aspect, the compensated game event is the second user not logging in for a certain period of time. In the first aspect, when a user other than the first user and the second user is a third user, The compensation may be to provide the first user with an in-game benefit that facilitates associating the third user with the first user or a group associated with the first user.
[0012] In a first aspect, the second user is a user related to the first user; When a gaming behavior related to the first user and the second user is a specific gaming behavior, The play history may include information regarding the specific gaming behavior by the second user.
[0013] In a first aspect, the compensated gaming event is disassociating at least a portion of the second user from the first user or a group associated with the first user. In a first aspect, the game event to be compensated is that the specific game behavior did not progress until a predetermined condition was met.
[0014] In a first aspect, the compensation is to provide the first user with at least a portion of a reward that would be provided if the specific game behavior progresses to the point where the predetermined condition is satisfied. In the first aspect, when the set amount of the charge set by the charge amount setting means is a first set amount, The charge amount setting means may further include a bonus granting means that sets a second set amount different from the first set amount regardless of the play history used to set the set amount, and that grants the first user a bonus in addition to the settable bonus for the compensated game event based on the first user charging the second set amount.
[0015] In the first aspect, the compensation providing means can set at least one of the content of the compensation and whether or not the compensation is to be provided, based on a plurality of billing histories of the first user. The second aspect is a billing reception unit that receives a billing request from a first user; a charge amount setting unit that determines a set amount of charge based on the game play history of the first user or the game play history of a second user different from the first user; a compensation target setting unit that sets a game event to be compensated for in accordance with the set amount charged by the first user; a compensation granting unit that grants compensation corresponding to the charge to the first user or the second user based on the occurrence of the game event for which compensation is required. It is a game device.
[0016] The third aspect is a billing reception unit that receives a billing request from a first user; a charge amount setting unit that determines a set amount of charge based on the game play history of the first user or the game play history of a second user different from the first user; a compensation target setting unit that sets a game event to be compensated for in accordance with the set amount charged by the first user; a compensation granting unit that grants compensation corresponding to the charge to the first user or the second user based on the occurrence of the game event for which compensation is required. It is a game system. [Effects of the Invention]
[0017] According to the present disclosure, it is possible to provide a game program, a game device, and a game system that can increase the entertainment value of a game. [Brief explanation of the drawings]
[0018] [Figure 1] 1 is a block diagram showing a schematic configuration of a game system according to an embodiment. [Figure 2] FIG. 2 is a diagram illustrating information stored in a play history DB according to the embodiment. [Figure 3] FIG. 1 is a diagram showing an outline of insurance used in the game system of the embodiment. [Figure 4] FIG. 10 is a diagram showing a method for calculating the insurance set amount used in the game system of the embodiment. [Figure 5] 10 is an example of a screen displayed on a display during a game according to an embodiment. [Figure 6] 10 is an example of a screen displayed on a display during a game according to an embodiment. [Figure 7] 10 is an example of a screen displayed on a display during a game according to an embodiment. [Figure 8] 10 is an example of a screen displayed on a display during a game according to an embodiment. [Figure 9] 6 is a flowchart illustrating a procedure of a process executed by a control unit of the embodiment. [Figure 10] 6 is a flowchart illustrating a procedure of a process executed by a control unit of the embodiment. [Figure 11] FIG. 11 is a diagram showing an outline of insurance used in a game system according to a third modified example. [Figure 12] FIG. 13 is a diagram schematically showing information stored in a play history DB of a third modified example. [Figure 13] FIG. 11 is a diagram showing an outline of insurance used in a game system according to a fourth modified example. [Figure 14] FIG. 13 is a diagram schematically showing information stored in a play history DB according to a fourth modified example. [Figure 15]FIG. 10 is a diagram schematically showing information stored in a play history DB according to another embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0019] [Embodiment] An embodiment of a game system 1 of the present disclosure will be described with reference to the drawings. <Game Description> In the game system 1 shown in FIG. 1, a server device 2 and a plurality of game devices 5 are connected to each other via a communication network 6 so that they can communicate with each other, and a game is executed on the game devices 5.
[0020] The game of this embodiment is an online game executed in the game system 1. In this game, a user of the game device 5 can make one or more player characters move around in a virtual game space and make the player characters fight against non-player characters. The player characters correspond to objects.
[0021] In the game of this embodiment, a user can acquire game content. Game content is electronic data representing elements related to the game, such as a player character that the user controls in a virtual space, items, and consumable media that can be used in the game. Users can obtain game content by purchasing it for a fee, by completing quests, as a reward for various in-game events, or through a lottery system known as gacha.
[0022] Consumable media are virtual currency, points, items, player characters, etc. that can be used in the virtual game space and are consumed in the game to progress through the game. Consumable media are given to users as rewards for completing quests or as a payment in the real world. Virtual currency may be either paid virtual currency or free virtual currency. Paid virtual currency is virtual currency that is acquired by paying a fee. Free virtual currency is virtual currency that is acquired without paying a fee. Free virtual currency may be acquired as the game progresses, for example, as a bonus given to a user when logging into the game (a so-called login bonus) or as a bonus given to a user for completing a game event such as a quest.
[0023] A quest is game content associated with tasks and conditions to be achieved within the game. A clearing condition is set for each quest. If the clearing condition of the quest is achieved through the user's gameplay, the user is given a predetermined reward. Note that a quest may also be associated with tasks other than the clearing condition (so-called missions). By achieving the clearing condition while accomplishing the mission, the user is given a mission clearing reward in addition to the clearing reward.
[0024] Game media such as player characters and items that users can obtain through gacha or the like have a parameter called rarity, which indicates their rarity, set as one of their parameters. Specifically, high rarity means that the item is rare, i.e., difficult to obtain in the game, and low rarity means that the item is rare, i.e., easy to obtain in the game. In the game of this embodiment, each game media is set to one of three rarities: S rank, A rank, or B rank. S rank is the highest rarity, followed by A rank and B rank, in that order.
[0025] Gacha is a method of selecting game media by lottery based on a predetermined selection ratio. The selected game media is awarded to the user. Game media consumed to play gacha include, for example, "paid stones," which are paid game media awarded to the user through a payment operation, and "free stones," which are free game media awarded to the user through gaming activities. Note that "granting game media to the user" is synonymous with "associating the game media with identification information representing the user." Furthermore, "the user owns the game media" is synonymous with "the game media is associated with identification information representing the user." There are several types of gacha, such as gacha in which only player characters can be acquired and gacha in which only items can be acquired.
[0026] Such games are played using a game device 5, which is a home game console such as a PlayStation (registered trademark), a portable game console such as a Nintendo Switch (registered trademark), or an electronic device such as a personal computer, a smartphone, or a tablet. In the following, a case where the game device 5 is a smartphone will be exemplified.
[0027] <Game System 1 Overview> The game system 1 is made up of a server device 2 and a plurality of game devices 5. The server device 2 stores game programs and game data, and manages the game data of the game devices 5, more specifically, manages the game data for each account.
[0028] The game device 5 executes a predetermined game based on user operations. To this end, the game device 5 receives, specifically downloads and installs, a game program and game data from the server device 2 via the communication network 6. Each user is assigned account information, including identification information and a password, in association with the game device 5. This account information is transmitted from the game device 5 to the server device 2 at the time of login, and is used for user authentication on the server device 2.
[0029] After user authentication, mutual communication between the server device 2 and the game device 5 becomes possible. After logging in, the game device 5 receives data necessary for the game progress, such as data related to the game progress status, from the server device 2, and then progresses the game while outputting game images and sounds from the display 61 and the speaker 62, respectively, based on the user's operations.
[0030] <Configuration of Game System 1> The hardware configuration of each of the server device 2 and the game device 5 will be described below with reference to Fig. 1. Note that each of the multiple game devices 5 has the same configuration.
[0031] <Configuration of server device 2> 1, the server device 2 includes a network interface 21, a storage unit 22, and a control unit 23. The network interface 21 and the storage unit 22 are electrically connected to the control unit 23 via a bus 29.
[0032] The network interface 21 is communicably connected to each game device 5 via a communication network 6 such as the Internet or a LAN. The storage unit 22 is composed of an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), SSD (Solid State Drive), etc. The storage unit 22 stores various programs including a part of the game program of this embodiment, as well as various data such as a user DB (Data Base) 221, a lottery list DB 222, and a play history DB 223.
[0033] The user DB 221 stores, for each identification number of a user playing a game, user information, game content assigned to the user, and information about the player character operated by the user, in association with each other. The user information includes information such as the user name and user rank. The information about the player character includes the level and status of the player character, and items associated with the player character. The information about the player character also includes the amount of currency and items associated with the player character.
[0034] The lottery list DB 222 stores a plurality of lottery lists used in lottery processing corresponding to gacha. The lottery lists store information about game content and the probability of selection in the lottery, in association with each other. The information about the game content includes the name, abilities, parameters, rarity, etc. of the game content.
[0035] The play history DB 223 stores information related to game play for each user. For example, as shown in Fig. 2, the play history DB 223 stores information such as a user name, play history, type, and value in association with each other. The play history includes items such as the cumulative amount of virtual currency consumed by the user in the past through gacha and the amount of stamina consumed by the user to complete the same quest in the past.
[0036] The cumulative amount of virtual currency consumed is, for example, the cumulative amount of virtual currency consumed in the same gacha up until the final player character of S rank rarity is acquired. The cumulative amount of virtual currency consumed may also be, for example, the amount of virtual currency consumed in the same gacha when a player character of a rarity other than S rank is acquired. The "Type" field of the cumulative amount of virtual currency consumed lists the name of the gacha, specifically "Gacha 1," "Gacha 2," and "Gacha 3." The "Value" field stores the cumulative amounts Pa1 to Pa3 consumed for Gacha 1 to 3, respectively.
[0037] Similarly, with regard to the past consumption of stamina, total consumption amounts Qa1 to Qa3 of stamina for each of the different types of quests "Quest 1," "Quest 2," and "Quest 3" are stored individually. 1 is configured by a microcomputer having a CPU and a semiconductor memory, and controls the operation of the server device 2. The control unit 23 executes various programs to function as information processing means 231, collating means 232, and lottery execution means 233. In this embodiment, these means 231 to 233 correspond to the information processing unit, the collating unit, and the lottery execution unit, respectively.
[0038] -Information Processing Means 231- The information processing means 231 transmits and receives various data to and from each game device 5. Main data received by the information processing means 231 includes download request information for a game program, a gacha lottery request in response to a user operation, account information, game data, etc. Main data transmitted by the information processing means 231 includes information for confirming that the game device 5 has received the game program, information regarding game content obtained through gacha, etc.
[0039] - Matching means 232 - The verification means 232 uses the user identification information received from the game device 5 to authenticate the user account. -Lottery execution means 233- The lottery execution means 233 executes a lottery process in which at least one game medium from among a plurality of game media eligible for lottery is associated with a user through a lottery in response to a gacha execution request, which is a lottery request from the user. Specifically, when a user performs an operation to execute a gacha on the game device 5, a gacha execution request is transmitted from the game device 5 to the server device 2. In response to this gacha execution request, the lottery execution means 233 selects at least one game medium from among the plurality of game media eligible for lottery by lottery based on the winning probability of each game medium from the lottery list. The lottery execution means 233 associates information about the selected game medium with identification information of the user who performed the operation that transmitted the lottery request. As a result, the user is awarded the game medium that they won by drawing the gacha themselves.
[0040] <Configuration of Game Device 5> 1, the game device 5 has a display 61, a speaker 62, and a touchpad 63 either externally connected or built-in. The game device 5 also has a network interface 51, a graphics processing unit 52, an audio processing unit 53, an operation unit 54, a storage unit 55, and a control unit 56. The network interface 51, the graphics processing unit 52, the audio processing unit 53, the operation unit 54, and the storage unit 55 are electrically connected to the control unit 56 via a bus 59.
[0041] The network interface 51 is communicably connected to a communication network 6 for transmitting and receiving various data between the game device 5 and the server device 2. The graphics processing unit 52 renders game images in a moving image format based on game image information output from the control unit 56. The game images include characters and various objects related to the virtual game space. The graphics processing unit 52 is connected to, for example, a liquid crystal display 61, and displays the game images rendered in a moving image format on the display 61 as a game screen.
[0042] The audio processing unit 53 is connected to a speaker 62 , and reproduces and synthesizes game sounds based on instructions from the control unit 56 , and outputs the game sounds from the speaker 62 . The operation unit 54 is connected to the touchpad 63, and transmits and receives data related to operations and inputs to and from the touchpad 63. The user can input operation signals to the game device 5 by touching the touchpad 63.
[0043] The storage unit 55 is composed of an HDD, an SSD, a RAM, a ROM, etc. The storage unit 55 stores game data downloaded from the server device 2, various programs including a part of the game program, account information of the game device 5, etc. The control unit 56 is configured by a microcomputer having a CPU and semiconductor memory, and controls the operation of the game device 5. The control unit 56 executes various programs to function as a communication means 561, a game execution means 562, a lottery reception means 563, an audio control means 564, and a display control means 565. In this embodiment, these means 561 to 565 correspond to the communication unit, the game execution unit, the lottery reception means, the audio control unit, and the display control unit, respectively.
[0044] In games where game content can be acquired through gacha, such as in the present embodiment, a situation known as a gacha failure may occur, in which a user repeatedly executes gacha until they acquire the desired game content, resulting in the user consuming a large amount of virtual currency. The game of this embodiment includes a compensation function that allows a user to pay a predetermined amount and, even if the user experiences a gacha failure, returns a portion of the virtual currency consumed. The insurance function of this embodiment also includes other insurance functions, such as returning a portion of the stamina consumed by repeatedly completing quests.
[0045] In order to realize such a compensation function, the control unit 56 executes various programs to further function as compensation target setting means 566 that sets a compensation target, charge amount setting means 567 that determines a set amount of charge, benefit granting means 568 that grants a benefit to the user, charge accepting means 569 that accepts the user's charge, and compensation granting means 570 that grants compensation to the user. In this embodiment, these means 566 to 570 correspond to the compensation target setting unit, charge amount setting unit, benefit granting unit, charge accepting unit, and compensation granting unit.
[0046] -Communication Method 561- The communication means 561 communicates with the server device 2 via the network interface 51 . The communication means 561 generates information that can be grasped by the server device 2 based on various operation signals received by the operation unit 54 from the touchpad 63, and transmits the information to the server device 2. For example, the communication means 561 transmits account information, download request information for new game data, a gacha execution request, and the like to the server device 2. The communication means 561 also receives, from the server device 2, new game data transmitted from the server device 2 in response to the download request information, information regarding the game media selected by the lottery process, and the like.
[0047] -Game execution means 562- The game execution means 562 reads data such as virtual game space objects and textures included in the game data from the storage unit 55 or receives it from the server device 2 based on the user's operation of the touchpad 63. The game execution means 562 generates two-dimensional or three-dimensional game image information while executing a game program using the data such as virtual game space objects and textures. The game image information is processed by the graphics processing unit 52, and the processed game images are sequentially displayed on the display 61.
[0048] The game execution means 562 places a character on the game image based on an operation by the user of the game device 5, and controls the behavior of the character in the virtual game space in accordance with the operation by the user and the progress of the game. -Lottery reception method 563- When a user operates the touchpad 63 or the like to request the holding of a gacha, the lottery reception means 563 transmits a message to that effect to the server device 2. For example, when a user requests the holding of a gacha for a player character, the lottery reception means 563 transmits a message to that effect to the server device 2.
[0049] - Billing acceptance method 569 - The billing acceptance means 569 accepts a user's billing operation based on the user's operation of the touchpad 63, etc. As shown in FIG. 3, the billing targets in this embodiment include "individual insurance A11" and "individual insurance A12." The billing amount for individual insurance A11 is set to "X yen / month," and the billing amount for individual insurance A12 is set to "Y yen / month." The billing amount Y for individual insurance A12 is set to a higher price than the billing amount X for individual insurance A11.
[0050] - Compensation Target Setting Unit 566 - The compensation target setting unit 566 sets the game events to be compensated based on a predetermined set amount charged by the user. For example, when the user charges the charged amount X for the personal insurance A11 shown in FIG. 3, the compensation target setting unit 566 sets the game events to be compensated to "α11" and "α12."
[0051] The game event α11 is a game event related to gacha. For example, as the game event α11, an event in which the amount of virtual currency consumed Pb in the same gacha becomes equal to or greater than a predetermined threshold P11 can be used, as described in the application conditions of FIG. 3. For example, if a user starts a gacha G corresponding to a player character and then executes the same gacha G a predetermined number m times to obtain a character with S-rank rarity, the total amount of virtual currency consumed in the same gacha G (1) through the m-th gacha G (m) can be used as the amount of virtual currency consumed in the same gacha Pb. Note that "m" is an integer greater than or equal to 2. The character with S-rank rarity may be any player character, or may be a specific player character previously set by the user.
[0052] Furthermore, the amount of virtual currency consumed Pb in the same gacha can also be, for example, the amount of virtual currency consumed to acquire player characters of rarity other than S rank, i.e., characters of A rank and B rank rarity. The game event α12 is a game event related to a quest. For example, the game event α12 may be an event in which, after the user starts a predetermined quest, the amount of stamina consumed until the user completes the quest, Qb, exceeds a predetermined threshold Q11.
[0053] When the user pays the bill amount Y for the personal insurance A12 shown in FIG. 3, the compensation target setting unit 566 sets the game events to be compensated for as α21 and α22. The game event α21 corresponds to the game event α11 of the personal insurance A11, and is an event in which the amount of virtual currency consumed Pb in the same gacha becomes equal to or greater than a predetermined threshold P12. However, the threshold P12 is set to a value smaller than the threshold P11.
[0054] The game event α22 corresponds to the game event α12 of the personal insurance A11, and is an event in which the amount of stamina consumed Qb until the quest is completed exceeds a predetermined threshold Q12. However, the threshold Q12 is set to a value smaller than the threshold Q11. Thus, the application conditions for each of the game events α21 and α22 covered by the individual insurance A12 are more lenient than those for the game events α11 and α12 covered by the individual insurance A11. That is, the individual insurance A12 can provide users with more generous compensation than the individual insurance A11.
[0055] - Privilege Granting Means 568 - The privilege granting means 568 grants a predetermined privilege to the user in the game on the condition that a so-called monthly charge of a predetermined amount is charged every month. Specifically, the privilege granting means 568 grants a predetermined virtual currency, points, items, player characters, etc. to the user as the predetermined privilege. In addition, the privilege granting means 568 grants the individual insurance A11 to the user in conjunction with these privileges.
[0056] - Charge Amount Setting Means 567 - The charge amount setting means 567 determines the set charge amounts for each of the individual insurances A11 and A12 based on the play history DB223 stored in the server device 2. Specifically, as shown in FIG. 4, the charge amount setting means 567 sets the insurance premium Ea based on the cumulative consumption amounts Pa1 to Pa3 of the plurality of types of virtual currency stored in the play history DB223. For example, the charge amount setting means 567 sets the maximum value of the cumulative consumption amounts Pa1 to Pa3 of the plurality of types of virtual currency, or their average value, as the past basic cumulative consumption amount Pa of the virtual currency. Then, the charge amount setting means 567 compares the past basic cumulative consumption amount Pa of the virtual currency with predetermined values P21 to P23. Note that the relationship "P21 < P22 < P23" holds for the predetermined values P21 to P23. When the past consumption cumulative amount Pa of the virtual currency satisfies "Pa < P21", the charge amount setting means 567 sets the insurance premium Ea corresponding to the past basic cumulative consumption amount Pa of the virtual currency according to the following formula f1. Note that "E10" and "ΔE" are preset amounts. For example, "E10" is set to 1000 yen and "ΔE" is set to 100 yen.
[0057] Ea = E10 + ΔE10 × 1 (f1) In addition, when the past basic consumption cumulative amount Pa of the virtual currency satisfies "P21 ≦ Pa < P22", the charging amount setting means 567 sets the insurance premium Ea corresponding to the past basic consumption cumulative amount Pa of the virtual currency according to the following formula f2, and when it satisfies "P22 ≦ Pa", it sets it according to the following formula f3.
[0058] Ea = E10 + ΔE10 × 2 (f2) Ea = E10 + ΔE10 × 3 (f3) Therefore, the larger the consumption amount of the virtual currency by the gacha performed by the user in the past, the higher the insurance premium Ea corresponding to the past basic consumption cumulative amount Pa of the virtual currency.
[0059] On the other hand, the charging amount setting means 567 sets the maximum value of the past consumption amounts Qa1 to Qa3 of the stamina stored in the play history DB223, or their average value as the past basic consumption amount Qa of the stamina. Then, the charging amount setting means 567 compares the past basic consumption amount Qa of the stamina with predetermined values Q21 to Q23. Note that a relationship of "Q21 < Q22 < Q23" holds for the predetermined values Q21 to Q23. When the past basic consumption amount Qa of the stamina satisfies "Qa < Q21", the charging amount setting means 567 sets the insurance premium Eb corresponding to the past basic consumption amount Qa of the stamina according to the following formula f4, when it satisfies "Q21 ≦ Qa < Q22", it sets it according to the following formula f5, and when it satisfies "Q22 ≦ Qa", it sets it according to the following formula f6.
[0060] Eb = E20 + ΔE20 × 1 (f4) Eb = E20 + ΔE20 × 2 (f5) Eb = E20 + ΔE20 × 3 (f6) After calculating the insurance premium Ea corresponding to the accumulated basic consumption amount Pa of virtual currency in the past and the insurance premium Eb corresponding to the basic consumption amount Qa of stamina in the past in this way, the charge amount setting means 567 determines the set amount X of the charge for the personal insurance A11 based on a predetermined calculation formula f(Ea, Eb). For example, the charge amount setting means 567 determines the larger of the insurance premiums Ea and Eb as the set amount X of the personal insurance A11. The charge amount setting means 567 also determines an amount higher than the set amount X of the determined personal insurance A11 as the set amount Y of the personal insurance A12. For example, the charge amount setting means 567 sets the set amount Y of the personal insurance A12 to an amount obtained by multiplying or adding a predetermined value to the set amount X of the personal insurance A11.
[0061] -Means of Compensation Granting 570- The compensation granting means 570 determines the compensation content when a game event defined in each of the individual insurances A11 and A12 actually occurs, and grants the user compensation according to the determined content.
[0062] For example, suppose a user has paid for personal insurance A11 and a game event α11 shown in Fig. 3 occurs, specifically, an event occurs in which the user starts a gacha and then executes the same gacha a predetermined number of times to obtain a character with S-rank rarity. If the amount of virtual currency consumed in the same gacha Pb is greater than the threshold value P11, the compensation granting means 570 returns to the user virtual currency "Pb·p / 100" corresponding to a predetermined percentage p of the amount of virtual currency consumed Pb.
[0063] Also, for example, suppose that a user has paid for personal insurance A11, and has consumed a predetermined amount of stamina Qb after starting a game event α12 shown in Figure 3, specifically a predetermined quest, and has completed the quest. At this time, if the amount of stamina consumed Qb is equal to or greater than a predetermined threshold Q11, the compensation granting means 570 will return to the user stamina "Qb·q / 100" corresponding to a predetermined percentage q of the amount of stamina consumed Qb.
[0064] Furthermore, for example, if the user is paying for personal insurance A12 and the game event α21 or α22 shown in Fig. 3 occurs, the compensation granting means 570 similarly returns virtual currency "Pb·p / 100" or stamina "Qb·q / 100" to the user. Note that if the user is paying for personal insurance A12, the compensation granting means 570 may return more virtual currency or stamina to the user by setting the percentages p and q to larger values.
[0065] -Voice control means 564- The audio control means 564 controls the audio output of the speaker 62 based on the user's operation on the game device 5 during execution of the game. -Display control means 565- When a game is executed, the display control means 565 controls the display output of the display 61 based on operations by the user on the game device 5. For example, the display control means 565 displays a character confirmation screen, a gacha execution screen, and the like on the display 61.
[0066] Next, examples of screens displayed on the display 61 by the display control means 565 will be described with reference to FIGS. 5 on the display 61. The top screen 70 is provided with a gacha button 701, a formation button 702, a field button 703, a quest button 704, an item button 705, and a charge button 706.
[0067] The gacha button 701 is a button for requesting the execution of a gacha by consuming paid stones or unpaid stones. After operating the gacha button 701, the user selects one of multiple types of gacha, and the paid stones or unpaid stones associated with the user are consumed to execute the selected gacha.
[0068] The formation button 702 is a button that is operated when deciding or changing the player character that will perform, for example, a search within a field that is a virtual game space or an execution of a quest. The field button 703 is a button that is operated when the player character explores the field, which is the virtual game space. In the game of this embodiment, by exploring the field with the player character, it is possible to have the player character compete against non-player characters.
[0069] The quest button 704 is a button that is operated when challenging a quest. The item button 705 is a button that is operated when changing an item that the player character is equipped with or possesses.
[0070] The charge button 706 is a button that is operated when performing various charging operations in the game. When the user operates the charge button 706, a charge object selection screen 71 shown in Fig. 6 is displayed on the display 61. As shown in Fig. 6, the charge object selection screen 71 is provided with a virtual currency purchase button 711, a monthly charge button 712, an insurance purchase button 713, and a cancel button 714.
[0071] The virtual currency purchase button 711 is a button that is operated when purchasing virtual currency that can be used in the game based on the user's billing operation. The monthly billing button 712 is a button that is operated when making a monthly bill to receive a predetermined benefit every month. When the user operates the monthly billing button 712, the monthly billing screen 72 shown in FIG. 7 is displayed on the display 61.
[0072] As shown in FIG. 7, the monthly billing screen 72 displays, by means of text or the like, various benefits included in the benefit pack granted to the user through the monthly billing. The monthly benefit pack includes personal insurance A11. Therefore, by paying the monthly billing to acquire the monthly benefit pack, the user can receive coverage for personal insurance A11 without being charged the set amount X for personal insurance A11. The monthly billing screen 72 displays information that personal insurance A11 is included in the monthly benefit pack and that coverage for personal insurance A11 can be received by paying a flat fee corresponding to the monthly benefit pack.
[0073] The monthly billing screen 72 is provided with a purchase button 721 and a cancel button 722. The purchase button 721 is a button that is operated by the user when making a monthly billing payment. 6 is a button that is operated when individually subscribing to the personal insurance A11 or the personal insurance A12. When the user operates the insurance subscription button 713, an insurance subscription screen 73 shown in FIG.
[0074] As shown in FIG. 8, the insurance enrollment screen 73 is provided with an enrollment button 731 and a details button 732 corresponding to the personal insurance A11, an enrollment button 733 and a details button 734 corresponding to the personal insurance A12, and a cancel button 735. The subscription button 731 is a button that is operated when subscribing to the personal insurance A11 on the condition that a set amount X of the personal insurance A11 is charged.
[0075] The details button 732 is a button that is operated when displaying a details screen of the personal insurance A11 on the display 61. The details screen of the personal insurance A11 displays information such as the coverage details and set amount of the personal insurance A11. The subscription button 733 is a button that is operated when subscribing to the personal insurance A12 on the condition that a set amount Y of the personal insurance A12 is charged.
[0076] The details button 734 is a button that is operated when displaying a details screen of the personal insurance A12 on the display 61. The details screen of the personal insurance A12 displays information such as the coverage details and set amount of the personal insurance A12. <Operation flow of game system 1> Next, the procedure of the process executed by the control unit 56 of the game device 5 will be specifically described with reference to FIGS.
[0077] FIG. 9 shows the procedure of the process executed at a predetermined interval by the compensation target setting unit 566, the charge amount setting means 567, and the charge acceptance means 569 of the control unit 56. As shown in FIG. 9, the charge amount setting means 567 first reads the play history DB223 stored in the server device 2 (step S10), and then determines the set amount X of the personal insurance A11 and the set amount Y of the personal insurance A12 based on the read play history DB223 (step S11).
[0078] Next, the charge acceptance means 569 determines whether or not a charge operation has been performed by the user (step S12). Specifically, the charge acceptance means 569 determines that a charge operation has been performed by the user when the user has charged for a monthly benefit pack on the monthly charge screen 72 shown in Fig. 7 (step S12: YES). Alternatively, the charge acceptance means 569 also determines that a charge operation has been performed by the user when the user has charged the set amount X of the personal insurance A11 or the set amount Y of the personal insurance A12 by operating either the subscription button 731 or 733 on the insurance subscription screen 73 shown in Fig. 8 (step S12: YES).
[0079] As described above, in the game system 1 of this embodiment, there are two methods for subscribing to the personal insurance A11: a method of charging a monthly benefit pack, and a method of charging a set amount X for the personal insurance A11. In this embodiment, the set amount X for the personal insurance A11 corresponds to the first set amount, and the set amount of the monthly benefit pack charge corresponds to the second set amount.
[0080] When the charge acceptance means 569 determines that the user has performed a charge operation (step S12: YES), the compensation target setting unit 566 sets the game event to be compensated (step S13). For example, when the user has charged for a monthly benefit pack or when the user has charged a set amount X for personal insurance A11, the compensation target setting unit 566 determines that the user has subscribed to personal insurance A11. In this case, the compensation target setting unit 566 sets the game event to be compensated to the game events α11 and α12 shown in FIG. 3. On the other hand, when the user has charged a set amount Y for personal insurance A12, that is, when the user has subscribed to personal insurance A12, the compensation target setting unit 566 sets the game event to be compensated to the game events α21 and α22 shown in FIG. 3.
[0081] In addition, if the billing acceptance means 569 does not determine that the user has performed a billing operation (step S12: NO), that is, if the user has not performed a billing operation corresponding to personal insurance A11 or personal insurance A12, the game event to be compensated is not set and the processing shown in Figure 9 is temporarily terminated.
[0082] FIG. 10 shows the procedure of the process executed by the compensation granting means 570 of the game device 5 at a predetermined cycle. 10, the compensation providing means 570 first determines whether a game event to be compensated for has occurred (step S20). For example, if the user has subscribed to personal insurance A11, the compensation providing means 570 determines whether a game event α11 or a game event α12 corresponding to personal insurance A11 has occurred. On the other hand, if the user has subscribed to personal insurance A12, the compensation providing means 570 determines whether a game event α21 or a game event α22 corresponding to personal insurance A12 has occurred.
[0083] If a game event to be compensated for has not occurred (step S20: NO), the compensation providing means 570 temporarily ends the processing shown in FIG. If a game event eligible for compensation has occurred (step S20: YES), the compensation granting means 570 provides compensation to the user (step S21). For example, if the user has subscribed to personal insurance A11 and a game event α11 corresponding to personal insurance A11 has occurred, the compensation granting means 570 returns to the user virtual currency "Pb·p / 100" corresponding to a predetermined percentage p of the virtual currency consumption amount Pb in the same gacha.
[0084] To summarize the above, the control unit 56 (computer) of the game device 5 functions as a charge accepting means 569 that accepts a charge request from a user (first user), a charge amount setting means 567 that determines the set charge amount based on the game play history of the user (first user), a compensation target setting means 566 that sets a game event eligible for compensation in accordance with the charge amount charged by the user (first user), and a compensation granting means 570 that grants compensation for the charge to the user (first user) based on the occurrence of a game event eligible for compensation.
[0085] <Effects> In the game system 1 of this embodiment, a user pays a set amount X or Y, and is then compensated for the payment. This allows the user to freely play the game with the support of the compensation, thereby increasing the interest of the game.
[0086] The play history used to determine the set amount of charges includes information about the value of the consideration that the user has previously spent to cause a specific game event to occur. A specific game event is, for example, a game result that a user can obtain by performing gacha (a specific game action) on the condition that the user pays virtual currency (amount of compensation), specifically, the game result of obtaining an S-rank character. In this case, the game event to be compensated is when the amount of virtual currency consumed (accumulated value) Pb paid by the user to perform gacha reaches a threshold value P11 after the user has continued to be unable to obtain an S-rank character despite repeated gacha attempts.
[0087] Furthermore, a specific game event is, for example, a game result that can be obtained by a user performing a quest (specific game action) on the condition that the user pays stamina (amount of compensation), specifically, the game result of clearing a quest. In this case, the game event to be compensated is when the amount of stamina consumed (accumulated value) Qb paid by the user to clear a quest reaches a threshold Q11 after the user has repeatedly performed the quest but continues to be unable to clear the quest.
[0088] By setting the play history for determining the set charge amount in this way, if a situation arises where the user has a terrible luck with the gacha or a beginner user has used up a large amount of stamina before completing a quest, the user can be provided with appropriate compensation according to the situation.
[0089] The compensation provided to the user by personal insurance A11 and A12 is to provide the user with the compensation required to change the user's state back to the state before the change. Specifically, if the user consumes virtual currency equal to or greater than the threshold P11 before acquiring an S-rank character, the compensation provided to the user by personal insurance A11 is to provide the user with the compensation required to change the user's state back to the state before the virtual currency was consumed, i.e., a predetermined amount of virtual currency. Also, if the user consumes stamina equal to or greater than the threshold Q11 before completing a quest, the compensation provided to the user by personal insurance A11 is to provide the user with the compensation required to change the user's state back to the state before the stamina was consumed, i.e., a predetermined amount of stamina. This configuration allows the user to receive appropriate compensation corresponding to their losses.
[0090] The benefit granting means 568 grants the user a benefit other than the benefit of being able to subscribe to the personal insurance A11 based on the user's payment for the monthly benefit pack. This configuration allows the user to easily subscribe to the personal insurance A11 by paying a monthly fee, thereby improving convenience.
[0091] <First Modification> When a user of a game device 5 is defined as a first user and a user of another game device 5 is defined as a second user, the compensation granting means 570 may grant compensation to the second user based on the occurrence of game events α11 and α12 of the personal insurance A11 subscribed to by the first user. The same applies to the personal insurance A12.
[0092] <Second Modification> The compensation granting means 570 is not limited to granting the user virtual currency "Pb·p / 100" corresponding to percentage p of the amount of virtual currency consumed by gacha Pb, but may be any means that returns a predetermined amount of virtual currency to the user up to the amount of virtual currency consumed (accumulated value) Pb. Similarly, the compensation granting means 570 is not limited to returning stamina "Qb·q / 100" corresponding to percentage q of the amount of stamina consumed (accumulated value) Qb by performing quests, but may be any means that returns a predetermined amount of stamina to the user up to the amount of stamina consumed Qb.
[0093] <Third Modification> The insurance coverage provided to the user in the game system 1 can be changed as appropriate. For example, games that can be provided by the game system 1 include online role-playing games (RPGs) that allow multiple players to participate simultaneously, so-called massively multiplayer online (MMO) RPGs. Some MMORPGs allow players to battle each other online. Game systems 1 that provide such games may have insurance that compensates for game events related to interference from other player characters, based on a user's predetermined charging operation.
[0094] Specifically, in this modification, in addition to the personal insurances A11 and A12, a "personal insurance A13" as shown in FIG. 11 is further provided as personal insurance related to interference from other users. The billing reception means 569 accepts billing operations of a user corresponding to personal insurance A13. The billing amount for personal insurance A13 is set to "Z yen / month." Hereinafter, a user who has subscribed to personal insurance A13 will also be referred to as an "insured user," and a user other than the insured user will be referred to as an "other user." In this modified example, the insured user corresponds to the first user, and the other user corresponds to the third user.
[0095] When the user is charged the set amount Z of the personal insurance A13, the compensation target setting unit 566 sets the game events to be compensated for to "α31" and "α32." The game event α31 is a game event related to an injury to a player character in the game. For example, the game event α31 can be an event in which the player character is injured by an attack on a field in the game from another player character or an enemy character that is a non-player character, and the degree of the injury is equal to or greater than a predetermined threshold S.
[0096] The game event α32 is a game event related to damage to an item in the game. For example, the game event α32 may be an event that, when a building in the player's area in the game field is damaged by an attack from another player character or an enemy character, the degree of damage is equal to or greater than a predetermined amount T.
[0097] 12, the play history DB 223 stored in the server device 2 of this modification further stores the usernames of opponents attacked by the player character on the field and the dates and times of the attacks. The play history DB 223 also stores in-game buildings of other users destroyed on the field and the dates and times of the destruction.
[0098] The charge amount setting means 567 determines the set amount Z of the charge for the personal insurance A13 based on the play history DB223 stored in the server device 2. Specifically, the charge amount setting means 567 calculates the frequency with which the insured user attacks other users based on the "user name and date and time of the opponent attacked on the field" of the insured user stored in the play history DB223, and sets the insurance premium Ec from the calculated frequency based on a predetermined calculation formula. The charge amount setting means 567 also sets the insurance premium Ed from the attack frequency of other users in the same area and the frequency with which other users destroy in-game buildings based on the "objects destroyed by others on the field and date and time" of the other users stored in the play history DB223. The charge amount setting means 567 sets the set amount Z of the personal insurance A13 to, for example, the larger of the calculated insurance premiums Ec and Ed.
[0099] When the user has paid for the personal insurance A13 and the game events α31 and α32 shown in FIG. 11 occur, the compensation providing means 570 provides the user with compensation corresponding to the personal insurance A13. For example, suppose that a user is paying for personal insurance A13 and a game event α31 shown in Fig. 11 occurs. At this time, the compensation granting means 570 returns to the insured user virtual currency corresponding to a predetermined percentage s of the cost of items required for the treatment of the injury of the insured user's player character, as shown in Fig. 11.
[0100] On the other hand, suppose that the user is paying for personal insurance A13 and a game event α32 shown in Fig. 11 occurs. In this case, the compensation granting means 570 returns virtual currency to the insured user according to a predetermined percentage t of the cost of repairing or replacing the insured user's building, as shown in Fig. 11.
[0101] (effect) In the game system 1 of this modification, the play history for determining the set amount Z of the charge for the personal insurance A13 includes information on the game actions that the insured user (first user) performed against another user (third user). This configuration makes it possible to enhance compensation for disputes between users in the game.
[0102] In addition, as in the first variant example described above, when the insured user (first user) who is a subscriber to personal insurance A13 is different from the user (second user) who receives compensation from personal insurance A13, information regarding the gaming behavior performed by the user who receives compensation from personal insurance A13 against another user (third user) may be used as the play history.
[0103] The game events covered by the personal insurance A13 are changes in a game object associated with a user (first user) who is a subscriber of the personal insurance A13, or the insured user (first user), that satisfy certain conditions. Specifically, the game events α31 and α32 covered by the personal insurance A13 are when the insured user's player character sustains an injury equal to or greater than a threshold S, and when the insured user's building sustains damage equal to or greater than a predetermined amount T. Furthermore, the compensation provided by the personal insurance A13 is to provide the insured user (first user) with the compensation necessary to restore the state of the insured user's object to its pre-change state. Specifically, the compensation provided by the personal insurance A13 is to provide the insured user with the virtual currency necessary to treat the injury of the insured user's player character and the virtual currency necessary to repair the damage to the insured user's building. This configuration makes it possible to accurately compensate for damages that are likely to occur in MMORPGs, such as injuries to player characters and damage to buildings.
[0104] <Fourth Modification> For example, some games that can be provided by the game system 1 allow users to establish a group, or so-called guild, made up of multiple users. In some of these games, users can play guild events in which multiple guilds compete against each other to see who can progress the most in an in-game event. In guild events, players can receive rewards based on their ranking in the progress of the events. Guilds have a so-called guild master who has special authority to add or remove members from the guild. In a game system 1 that allows users to establish such a guild, insurance may be available that compensates for game events related to the guild when a user performs a predetermined payment operation.
[0105] Specifically, in this modification, in addition to the individual insurances A11 to A13, "group insurance B11" and "group insurance B12" as shown in FIG. 13 are further provided as group insurances related to the guild. The billing reception means 569 receives billing operations from the user corresponding to the group insurance B11 and B12. The billing amount for the group insurance B11 is set to "x yen / month." The billing amount for the group insurance B12 is set to "y yen / month." The billing amount y is set to an amount higher than the billing amount x.
[0106] In this modification, only the user who is the guild master can perform billing operations for the group insurance B11 and B12, because the group insurance B11 and B12 are subscribed to by the guild, not by individual users. When the set amount x of the group insurance B11 is charged by the user, the compensation target setting unit 566 sets the game events to be compensated for to "β11" and "β12".
[0107] Game event β11 is a game event related to a decrease in guild members. For example, game event β11 can be an event in which the decrease in the number of guild members V within a predetermined period U becomes equal to or exceeds a predetermined number W11. The decrease in the number of guild members V includes the number of members who have left the guild or the number of members who have retired from the game. The number of members who have retired from the game is, for example, the number of members who have not logged in for a predetermined period of time or longer.
[0108] The game event β12 is a game event related to the results of the guild event. For example, the game event β12 may be an event in which the rank H of the guild event is lower than a predetermined rank I11. When the set amount y of the group insurance B12 is charged by the user, the compensation target setting unit 566 sets the game events to be compensated to "β21" and "β22".
[0109] Game event β21 corresponds to game event β11 of group insurance B11, and is an event in which the decrease in the number of guild members V within a predetermined period U is equal to or greater than a predetermined number W12. However, the predetermined number W12 is set to a value smaller than the predetermined number W11. The game event β22 corresponds to the game event β12 of the group insurance B11, and is an event in which the ranking H of the guild event is equal to or higher than a predetermined ranking I12. However, the predetermined ranking I12 is set to a value greater than the predetermined ranking I11.
[0110] In this way, the application conditions for the game events β21 and β22 covered by the group insurance B12 are more lenient than the application conditions for the game events β11 and β12 covered by the group insurance B11. In other words, the group insurance B12 can provide the guild master with more generous compensation than the group insurance B11.
[0111] 14, the play history DB 223 stored in the server device 2 of this modification further stores information indicating the user's login frequency, such as the number of login days, etc. The play history DB 223 also stores information such as the degree of contribution to guild events and points earned in events.
[0112] The charge amount setting means 567 determines the set amount x of the charge for the group insurance B11 and the set amount y of the charge for the group insurance B12 based on the play history DB223 stored in the server device 2. Specifically, the charge amount setting means 567 sets the insurance premium Ee based on a predetermined calculation formula using the login frequency of each guild member, the participation rate of each guild member in guild events, and the contribution level to the guild events stored in the play history DB223. The charge amount setting means 567 also sets the insurance premium Ef based on a predetermined calculation formula using the average ranking of past guild events stored in the play history DB223, the highest ranking of past guild events, and information on member replacement in guild events. Information on member replacement in guild events can include, for example, the deviation between the ability values of the characters owned by the members before the replacement and the ability values of the characters owned by the members after the replacement. The charge amount setting means 567 sets the set amount x of the group insurance B11 to the larger of the calculated insurance premiums Ee and Ef. Furthermore, the billing amount setting means 567 sets the amount obtained by adding or multiplying the determined set amount x of the group insurance B11 by a predetermined value as the set amount y of the group insurance B12.
[0113] When the guild master has charged for the group insurance B11 and game events β11 and β12 shown in FIG. 13 occur, the compensation granting means 570 grants the guild master compensation corresponding to the group insurance B11. For example, suppose that the guild master is charging for group insurance B11 and a game event β11 shown in Fig. 13 occurs. In this case, the compensation granting means 570 grants the guild master a benefit that enables the guild to increase the number of members joining the guild, as shown in Fig. 13. Such a benefit may, for example, cause the guild to be preferentially displayed for a predetermined period of time in a list of recommended guilds that is displayed on the display 61 of each user's game device 5.
[0114] Also, suppose that the guild master is billing for group insurance B11 and a game event β12 shown in Fig. 13 occurs. In this case, the compensation granting means 570 grants the guild master a benefit corresponding to the reward for the guild event, as shown in Fig. 13. Such a benefit may be, for example, a reward corresponding to a predetermined percentage of the reward that can be obtained when the guild master is ranked first in the guild event.
[0115] The same applies if the guild master is billing for group insurance B12. (effect) In the game system 1 of this modified example, the guild members (second users) correspond to users related to the guild master (first user). The play history used to determine the set amounts x and y of charges for the group insurance B11 and B12 includes information on the frequency of the guild members' (second users') logins to the game. This configuration makes it possible to provide insurance against situations in which a guild member leaves the guild.
[0116] The game events β11 and β21 covered by group insurance B11 and B12 include an event where a guild member (second user) does not log in for a certain period of time. This configuration provides insurance for cases where a guild member retires from the game, i.e., a type of life insurance.
[0117] The compensation for the game events β11 and β21 of the group insurance B11 and B12 is to grant the guild master (first user) an in-game benefit that makes it easier to associate a user other than the guild master (first user) and the guild members (second users) with the guild master or the guild (group) associated with the guild master. With this configuration, it is possible to realize insurance that compensates for a situation in which the number of guild members decreases.
[0118] The play history used to determine the set amounts x and y of charges for group insurance B11 and B12 includes information about specific game activities by guild members (second users), specifically, their participation rate in guild events and their contribution to those events. This configuration makes it possible to realize insurance that compensates for situations where guild members have a low participation rate or low contribution to guild events, i.e., guild members who are likely to drop out.
[0119] The game events β11, β21 covered by the group insurance B11, B12 include at least a partial cancellation of the association of a guild member (second user) with the guild master (first user) or a guild (group) associated with the guild master (first user), for example, withdrawal from the guild while maintaining friend registration with the guild master. This configuration makes it possible to realize insurance that compensates for situations in which a guild member withdraws from a guild.
[0120] The game events β12, β22 covered by group insurance B11, B12 include the failure of a guild event (specific game action) to progress to the point where a condition (predetermined condition) of reaching a predetermined rank I11, I12 or higher in ranking H is met. This configuration makes it possible to realize insurance that compensates for situations such as not achieving a goal in a guild event or ranking battle.
[0121] The compensation for the group insurance B11, B12 is to award to the guild master (first user) at least a portion of the reward that will be awarded if the guild event (specific game action) progresses to the point where the condition (predetermined condition) of first place is met. With this configuration, it is possible to realize insurance that provides minimum compensation for the guild event.
[0122] [Other embodiments] The various control means and processing procedures described in the above embodiments are merely examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be appropriately modified in design within the scope that does not change the gist of the present invention.
[0123] The game events covered by the insurance can be changed as needed. For example, with regard to the personal insurance A13 of the third modified example related to interference from other users, harassment by other users through chat can be used as the game event covered. In this case, as shown in FIG. 15, the play history DB 223 stored in the server device 2 stores the number of statements in guild chat that correspond to harassment, the number of statements in world chat that correspond to harassment, and the like. Note that these number of statements can be obtained by performing linguistic analysis on the guild chat and world chat.
[0124] Furthermore, some games allow for the synthesis of items. For example, a user can synthesize multiple B-rank items to create an A-rank item or an S-rank item. In such games, a new insurance policy may be introduced that covers game events related to the synthesis of items. For example, a game event that is covered by the insurance policy may be an event in which the number of times B-rank items are synthesized from the start of synthesis of B-rank items until an S-rank item is created exceeds a predetermined threshold. Alternatively, a game event that is covered by the insurance policy may be an event in which the number of times synthesized items are created from the start of synthesis of B-rank items until an S-rank item is created exceeds a predetermined threshold.
[0125] Furthermore, the compensation granting means 570 may determine the compensation content based on the user's multiple billing history, such as the billing period, the total amount paid, etc. Also, the compensation granting means 570 may determine whether or not to grant compensation to the user based on the user's multiple billing history. In the above embodiment, the case where the game device 5 is a smartphone is exemplified, but the game device 5 may also be an amusement machine provided in a game center or the like.
[0126] The above games may be action games, shooting games, role-playing games, simulation games, board games, puzzle games, etc., and can be applied to various types of games. In the above embodiment, the object is a player character, but the object is not limited to this. For example, the object may be a card or an item (weapon, armor, or other equipment) used in the virtual game space.
[0127] In the above embodiment, the server device 2 and the multiple game devices 5 function as a single unit to execute the game program. However, this is not limiting. All of the means of the game program, i.e., the compensation target setting means 566, the charge amount setting means 567, the bonus granting means 568, the charge acceptance means 569, and the compensation granting means 570, may be provided in the server device 2 alone, the game device 5 alone, a communications terminal separate from the server device 2 and the game device 5, or two of these devices that can be combined (e.g., distributed processing between the server device 2 and the game device 5). Furthermore, when the server device 2, the game device 5, and the communications terminals function as a single unit, the means that function in each device can be changed as appropriate. For example, the control unit 23 of the server device 2 may execute various programs to function as the compensation target setting means 566, the charge amount setting means 567, the bonus granting means 568, the charge acceptance means 569, and the compensation granting means 570 of the game device 5 illustrated in the above embodiment.
[0128] The effects of this embodiment can be achieved even when these other embodiments are adopted. Furthermore, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate. [Explanation of symbols]
[0129] 1. Game System 5...Game device 56...Computer 566...Compensation target setting means (compensation target setting unit) 567...Billing amount setting means (billing amount setting section) 568...Means of granting benefits 569...Charge acceptance means (charge acceptance unit) 570...Compensation granting means (compensation granting unit)
Claims
1. Computer, a charge receiving means for receiving a charge request from a first user; a charge amount setting means for determining a set amount of charge based on the game play history of the first user or the game play history of a second user different from the first user; a compensation target setting means for setting a game event to be compensated for in accordance with the set amount charged by the first user; a compensation granting means for granting compensation corresponding to the charge to the first user or the second user upon occurrence of the game event for which compensation is required; The game event to be compensated is when the first user repeatedly performs a specific game action in exchange for payment of a fee, but continues to fail to obtain a specific game result, and the cumulative value of the fee paid by the first user to perform the specific game action reaches a threshold value. Game program.
2. The play history includes information about the value of consideration previously consumed by the first user to generate the particular game outcome. The game program according to claim 1 .
3. The compensation is to provide the first user with the consideration with the cumulative value as an upper limit value. The game program according to claim 1 .
4. Computer, a charge receiving means for receiving a charge request from a first user; a charge amount setting means for determining a set amount of charge based on the game play history of the first user or the game play history of a second user different from the first user; a compensation target setting means for setting a game event to be compensated for in accordance with the set amount charged by the first user; a compensation granting means for granting compensation corresponding to the charge to the first user or the second user upon occurrence of the game event for which compensation is required; The compensated game event is a change in the state of the first user or an object in the game associated with the first user that satisfies a specific condition. Game program.
5. the second user is a user related to the first user; When a user other than the first user and the second user is a third user, The play history includes information about a gaming action performed by the second user against the third user, or information about a gaming action performed by the first user against the third user. The game program according to claim 4.
6. The compensation is to provide the first user with a price necessary to change the state of the first user or the object to the state before the change. The game program according to claim 4.
7. Computer, a charge receiving means for receiving a charge request from a first user; a charge amount setting means for determining a set amount of charge based on the game play history of the first user or the game play history of a second user different from the first user; a compensation target setting means for setting a game event to be compensated for in accordance with the set amount charged by the first user; a compensation granting means for granting compensation corresponding to the charge to the first user or the second user upon occurrence of the game event for which compensation is required; the second user is a user related to the first user; The play history includes information regarding the frequency of the second user's login to the game. Game program.
8. Computer, a charge receiving means for receiving a charge request from a first user; a charge amount setting means for determining a set amount of charge based on the game play history of the first user or the game play history of a second user different from the first user; a compensation target setting means for setting a game event to be compensated for in accordance with the set amount charged by the first user; a compensation granting means for granting compensation corresponding to the charge to the first user or the second user upon occurrence of the game event for which compensation is required; the second user is a user related to the first user; The compensated game event is the second user not logging in for a certain period of time. Game program.
9. Computer, a charge receiving means for receiving a charge request from a first user; a charge amount setting means for determining a set amount of charge based on the game play history of the first user or the game play history of a second user different from the first user; a compensation target setting means for setting a game event to be compensated for in accordance with the set amount charged by the first user; a compensation granting means for granting compensation corresponding to the charge to the first user or the second user upon occurrence of the game event for which compensation is required; the second user is a user related to the first user; When a gaming behavior related to the first user and the second user is a specific gaming behavior, The play history includes information about the specific game behavior of the second user. Game program.
10. Computer, a charge receiving means for receiving a charge request from a first user; a charge amount setting means for determining a set amount of charge based on the game play history of the first user or the game play history of a second user different from the first user; a compensation target setting means for setting a game event to be compensated for in accordance with the set amount charged by the first user; a compensation granting means for granting compensation corresponding to the charge to the first user or the second user upon occurrence of the game event for which compensation is required; the second user is a user related to the first user; The compensated game event is at least a partial disassociation of the second user from the first user or a group associated with the first user. Game program.
11. Computer, a charge receiving means for receiving a charge request from a first user; a charge amount setting means for determining a set amount of charge based on the game play history of the first user or the game play history of a second user different from the first user; a compensation target setting means for setting a game event to be compensated for in accordance with the set amount charged by the first user; a compensation granting means for granting compensation corresponding to the charge to the first user or the second user upon occurrence of the game event for which compensation is required; the second user is a user related to the first user; When a gaming behavior related to the first user and the second user is a specific gaming behavior, The game event to be compensated is that the specific game action did not progress until a predetermined condition was met. Game program.
12. Computer, a charge receiving means for receiving a charge request from a first user; a charge amount setting means for determining a set amount of charge based on the game play history of the first user or the game play history of a second user different from the first user; a compensation target setting means for setting a game event to be compensated for in accordance with the set amount charged by the first user; a compensation granting means for granting compensation corresponding to the charge to the first user or the second user upon occurrence of the game event for which compensation is required; the second user is a user related to the first user; When a gaming behavior related to the first user and the second user is a specific gaming behavior, The compensation is to provide the first user with at least a portion of a reward that would be provided if the specific game behavior progresses to a point where a predetermined condition is satisfied. Game program.
13. When the set amount of the charge set by the charge amount setting means is a first set amount, The charge amount setting means sets a second set amount different from the first set amount regardless of the play history for setting the set amount, and further includes a benefit granting means for granting a different benefit to the first user in addition to a settable benefit for the game event to be compensated for, based on the first user charging the second set amount. The game program according to any one of claims 1 to 12.
14. The compensation providing means sets at least one of the content of the compensation and whether or not the compensation is to be provided based on a plurality of billing histories of the first user. The game program according to any one of claims 1 to 12.
15. a charge receiving unit that receives a charge request from a first user; a charge amount setting unit that determines a set amount of charge based on a game play history of the first user or a game play history of a second user different from the first user; a compensation target setting unit that sets a game event to be compensated for in accordance with the set amount charged by the first user; a compensation granting unit that grants compensation corresponding to the charge to the first user or the second user based on the occurrence of the game event for which compensation is required; The game event to be compensated is when the first user repeatedly performs a specific game action in exchange for payment of a fee, but continues to fail to obtain a specific game result, and the cumulative value of the fee paid by the first user to perform the specific game action reaches a threshold value. Game device.
16. a charge receiving unit that receives a charge request from a first user; a charge amount setting unit that determines a set amount of charge based on a game play history of the first user or a game play history of a second user different from the first user; a compensation target setting unit that sets a game event to be compensated for in accordance with the set amount charged by the first user; a compensation granting unit that grants compensation corresponding to the charge to the first user or the second user based on the occurrence of the game event for which compensation is required; The game event to be compensated is when the first user repeatedly performs a specific game action in exchange for payment of a fee, but continues to fail to obtain a specific game result, and the cumulative value of the fee paid by the first user to perform the specific game action reaches a threshold value. Game system.
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