Information processing system, information processing device and program

The system increases payment options for in-game charges by using different billing sources, enhancing user choice and potentially benefiting the game maker through preferential treatment and game progression advantages.

JP7755177B2Active Publication Date: 2025-10-16CAPCOM CO LTD
View PDF 3 Cites 0 Cited by

Patent Information

Application Number
JP2023102502
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-06-22
Publication Date
2025-10-16
Estimated Expiration
2041-10-28

AI Technical Summary

Technical Problem

The lack of diverse payment methods for in-game charges limits competition and may disadvantage users.

Method used

An information processing system that presents multiple payment methods, including a first and second payment method billed by different sources, with distinct game processing for each, increasing user payment options.

Benefits of technology

Enhances user choice and potentially benefits the game maker by offering preferential treatment and increased game progression advantages for certain payment methods.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007755177000001
    Figure 0007755177000001
  • Figure 0007755177000002
    Figure 0007755177000002
  • Figure 0007755177000003
    Figure 0007755177000003
Patent Text Reader

Abstract

To provide an information processing system, an information processor, and a program which increase the options of settlement means.SOLUTION: A game system 1 includes a game management device 2, an application distribution device 5, an EC management device 6, and a plurality of game devices 3. The game management device 2 stores a game program and game data and manages game data for each account information of the game device 3. The game management device 2 performs billing and settlement processing, user account authentification processing, and Gacha lottery selection processing by a control unit 23. The billing and settlement processing is performed on the basis of a request for billing necessary to recover the parameter in a game by a specific amount.SELECTED DRAWING: Figure 1
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

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

[0002] Patent Document 1 discloses a technology in which a game service platform performs processing to charge for the use of computer resources. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2013-37696 Summary of the Invention [Problem to be solved by the invention]

[0004] If there are few payment methods for charges, the principle of competition will not work and users may be disadvantaged.

[0005] In view of the above circumstances, this disclosure aims to increase the options for payment methods. [Means for solving the problem]

[0006] (1) According to one aspect of the present disclosure, an information processing system is provided. In a presentation step in this information processing system, payment methods for paying for in-game charges made by a user are presented on a screen of the game, and the payment methods include a first payment method and a second payment method that are billed by different sources. In a processing step, game processing is executed for the charged object for which payment has been made, and when payment is made using the first payment method, different game processing is executed than when payment is made using the second payment method.

[0007] According to this embodiment, the number of payment options can be increased. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a block diagram showing a hardware configuration of a game system 1 according to the present embodiment. [Figure 2] FIG. 2 is a diagram illustrating the functional configuration of a control unit of each device. [Figure 3] 1 is a flowchart showing the flow of information processing executed by the game system 1. [Figure 4] FIG. 10 is a diagram showing an example of a game screen related to billing. [Figure 5] FIG. 10 is a diagram showing an example of a game screen for selecting a charge target. [Figure 6] FIG. 10 is a diagram showing an example of a game screen for selecting a payment method. [Figure 7] FIG. 10 is a diagram illustrating an example of a virtual currency purchase page. [Figure 8] FIG. 10 is a diagram illustrating an example of an item purchase page. [Figure 9] FIG. 10 is a diagram illustrating an example of a virtual currency purchase page. [Figure 10] FIG. 10 is a diagram illustrating an example of a purchase page for an item through in-app billing. [Figure 11] FIG. 10 is a diagram showing an example of a page explaining preferential treatment details. [Figure 12] A figure showing an example of a gacha execution screen for paid stone A. [Figure 13] FIG. 10 is a diagram showing an example of a common gacha execution screen. [Figure 14] FIG. 10 is a diagram showing an example of an introduction page for a monthly mission. [Figure 15] FIG. 10 is a diagram showing another example of a virtual currency purchase page. [Figure 16] FIG. 10 is a diagram showing another example of a virtual currency purchase page. DETAILED DESCRIPTION OF THE INVENTION

[0009] [Embodiment] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings. Various features shown in the following embodiments can be combined with each other.

[0010] Incidentally, the program for realizing the software appearing in this embodiment may be provided as a non-transitory computer-readable medium, or may be provided so that it can be downloaded from an external server, or may be provided so that the program is started on an external computer and its functions are realized on a client terminal (so-called cloud computing).

[0011] In this embodiment, the term "unit" may also include, for example, a combination of hardware resources implemented by a circuit in the broad sense and software information processing that can be specifically realized by these hardware resources. In addition, this embodiment handles various types of information, which may be represented by, for example, physical values ​​of signal values ​​representing voltages and currents, high and low signal values ​​as a binary bit set consisting of 0 or 1, or quantum superposition (so-called quantum bits), and communication and calculations may be performed on a circuit in the broad sense.

[0012] In addition, a circuit in the broad sense is a circuit realized by at least appropriately combining a circuit, circuitry, a processor, a memory, etc. That is, it includes an application specific integrated circuit (ASIC), a programmable logic device (e.g., a simple programmable logic device (SPLD), a complex programmable logic device (CPLD), and a field programmable gate array (FPGA)), etc.

[0013] 1. Game Description Fig. 1 is a block diagram showing the hardware configuration of a game system 1 according to this embodiment. In the game system 1 shown in Fig. 1, a game management device 2, an application distribution device 5, an EC management device 6, and a plurality of game devices 3 are communicably connected to one another via a communication network 11, and a game is executed on the game devices 3. Each device connected to the game system 1 is an information processing device.

[0014] The game according to this embodiment is an online game executed by the game system 1. In this game, a user of the game device 3 causes one or more player characters to act in a virtual game space, and causes the player characters to fight against enemy characters that are non-player characters (NPCs). A character is an example of an object.

[0015] The above-described games are played using a game device 3, which is a home game console such as PlayStation (registered trademark), a portable game console such as Nintendo Switch (registered trademark), or an electronic device such as a personal computer, smartphone, or tablet terminal.

[0016] 2. Overview of Game System 1 As shown in FIG. 1, the game system 1 is made up of a game management device 2, an application distribution device 5, an EC management device 6, and a plurality of game devices 3. The game management device 2 stores game programs and game data, and manages the game data of the game devices 3 (for each account information described below). The game management device 2 is made up of, for example, a server. Each of the plurality of game devices 3 has the same configuration. Note that in this embodiment, a system is made up of one or more devices or components. Therefore, for example, the game management device 2 or a game device 3 described below alone can also be an example of the game system 1.

[0017] The game device 3 executes a predetermined game based on user operations. To do so, the game device 3 receives (specifically, downloads and installs) a game program and game data from the game management device 2 via the communication network 11. Each user is assigned account information, including identification information and a password, in association with the game device 3. This account information is transmitted from the game device 3 to the game management device 2 at the time of login, and is used for user authentication in the game management device 2.

[0018] After user authentication, mutual communication between the game management device 2 and the game device 3 becomes possible. After logging in, the game device 3 receives data necessary for game progress (data related to the game progress status) from the game management device 2, and progresses the game while outputting game images and sounds to the display 4a and speaker 4b based on user operations. The game management device 2 is operated by game maker A1.

[0019] The application distribution device 5 is a device that distributes application programs (hereinafter referred to as "applications"). The game program executed by the game device 3 is one of the applications, and is distributed by the application distribution device 5. The game device 3 runs the application on a platform such as an OS (Operating System) that provides a common operating environment. The application distribution device 5 is operated by a provider company B1 that provides the platform.

[0020] The EC management device 6 is a device that manages an EC (Electronic Commerce) site and provides a virtual store where electronic commerce can be conducted. In this embodiment, the EC management device 6, like the game management device 2, is operated by the game maker A1 and sells products related to games provided by the game maker A1.

[0021] 2.1 Hardware Configuration Hereinafter, each hardware component of the game system 1 will be described with reference to FIG.

[0022] <Game Management Device 2> 1, the game management device 2 has a communication unit 21, a storage unit 22, and a control unit 23. The communication unit 21 and the storage unit 22 are electrically connected to the control unit 23 via a communication bus 20.

[0023] The communication unit 21 is a so-called network interface that is communicatively connected to each game device 3 via a communication network 11 such as the Internet or a LAN. Main information received by the game management device 2 via the communication unit 21 includes game program download request information, a gacha lottery request in response to a user operation, a quest execution request, an autoplay execution / end request, account information, game data, etc. Main information transmitted by the game management device 2 via the communication unit 21 includes information for confirming that the game device 3 has received the game program, information regarding game media obtained through gacha, etc.

[0024] 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 according to this embodiment, various data related to the game, etc.

[0025] Specifically, for example, the storage unit 22 stores a user DB, a lottery list, and the like. The user DB stores, for each identification number of a user playing a game, information such as the user name, user rank, status information regarding the player character operated by the user, the amount of consumable media usable in the virtual game space, information regarding parameters, and the like, in association with each other. The lottery list is used for a lottery process commonly known as gacha, and includes multiple pieces of information regarding game media to be selected. The lottery list associates information regarding game media (such as name, ability parameters, rarity, and level) with the selection rate in the lottery. Furthermore, when the game media is a player character, the ability parameters include, for example, combat power, HP, attack power, defense power, intelligence, or speed.

[0026] Control unit 23 is configured by a microcomputer including a CPU and semiconductor memory, and controls the operation of game management device 2, which is its own device. In particular, control unit 23 realizes various functions related to game management device 2, which is its own device, by reading out predetermined programs stored in storage unit 22. That is, information processing by software stored in storage unit 22 is specifically realized by control unit 23, which is an example of hardware, and each functional unit described below can be executed. Note that control unit 23 is not limited to being single, and multiple control units 23 may be provided for each function. A combination of these may also be used.

[0027] Examples of information processing executed by the control unit 23 include a charge settlement process, a user account authentication process, and a gacha lottery selection process. The charge settlement process is executed, for example, based on a request for a charge required to restore a predetermined amount of in-game parameters. The user account authentication process is executed, for example, using user identification information received from the game device 3. The gacha lottery selection process is a process in which, in response to a gacha lottery request, one or more game media are selected by lottery from a lottery list based on the selection probability for each game medium. According to the gacha lottery selection process, information about the selected game media and the identification information of the user who performed the operation that sent the lottery request are associated in the user DB, and the user is thereby awarded the game media that they won as a result of their own gacha draw.

[0028] To further expand on the above, "game media" refers to electronic data representing elements related to a game, such as the name of a character used as a player character and items (weapons, armor, tools) used by the player character in the virtual game space. Users can obtain game media through direct purchase, quest completion, or a lottery system known as gacha. The obtained game media is stored and managed in a user DB in association with the identification information of the user who has acquired the game media. Furthermore, "gacha" refers to a method in which the game management device 2 randomly selects game media from a lottery list based on a predetermined selection rate. The selected game media is then granted to the user's game device 3. The phrase "granting the game media selected through gacha to the user / owning the user" is synonymous with "associating the game media selected through the lottery process with / being associated with the identification information identifying the user."

[0029] <Application distribution device 5, EC management device 6> The hardware configurations of the application distribution device 5 and the EC management device 6 are basically the same as those of the game management device 2, although there are differences in specifications and performance. However, the hardware configurations corresponding to the control unit 23 of the application distribution device 5 and the EC management device 6 (referred to as control unit 53 and control unit 63) execute information processing different from that of the game management device 2. Details of this information processing will be described later.

[0030] <Game Device 3> A display 4a, a speaker 4b, and an input device 4c are externally connected or built into the game device 3. The game device 3 also has a communication unit 31, a storage unit 32, a control unit 33, a graphics processing unit 34a, an audio processing unit 34b, and an operation unit 34c. The communication unit 31, the storage unit 32, the graphics processing unit 34a, the audio processing unit 34b, and the operation unit 34c are electrically connected to the control unit 33 via a communication bus 30.

[0031] The communication unit 31 is a so-called network interface that is communicatively connected to the communication network 11 in order to transmit and receive various data between the game device 3 and the game management device 2. Main information that the game device 3 receives via the communication unit 31 includes account information, download request information for new game data, a gacha execution request, a quest execution request, etc. Main information that the game device 3 transmits via the communication unit 31 includes new game data sent from the game management device 2 in response to download request information, information on game media selected by lottery processing, etc.

[0032] The storage unit 32 is composed of an HDD, SSD, RAM, ROM, etc. The storage unit 32 stores game data downloaded from the game management device 2, various programs including a portion of the game program, account information for the game device 3 itself, user information, etc. The user information is at least a portion of the information in a user DB stored in the storage unit 22 of the game management device 2. The user DB manages a master of the user information, and the storage unit 32 of the game device 3 stores at least a portion of the information in this master that is distributed from the game management device 2.

[0033] The control unit 33 is configured by a microcomputer including a CPU and semiconductor memory, and controls the operation of the game device 3 itself. In particular, the control unit 33 realizes various functions related to the game device 3 itself by reading out predetermined programs stored in the storage unit 32. That is, information processing by software stored in the storage unit 32 is specifically realized by the control unit 33, which is an example of hardware, and each of the functional units described below can be executed. Note that the control unit 33 is not limited to being a single unit, and multiple control units 33 may be provided for each function. A combination of these may also be used.

[0034] In particular, the control unit 33 is configured to execute a game in accordance with inputs made by a user of the game apparatus 3 via the input device 4c. Specifically, the control unit 33 reads data such as virtual game space objects and textures included in the game data from the storage unit 32, or generates two-dimensional or three-dimensional game image information using data received from the game management device 2. The game image information is processed by the graphics processing unit 34a, and the processed game images are sequentially displayed on the display 4a. In other words, the control unit 33 is configured to control the display of the display 4a and the audio output of the speaker 4b in accordance with operations by the user of the game apparatus 3, which is the game apparatus 3, when executing a game.

[0035] The graphics processing unit 34a renders game images, including characters and various objects related to the virtual game space, in a moving image format in accordance with game image information output from the control unit 33. The graphics processing unit 34a is connected to the display 4a, which may be, for example, a liquid crystal display, and the rendered game images are displayed on the display 4a as a game screen. The audio processing unit 34b is connected to the speaker 4b and plays and synthesizes game sounds in accordance with instructions from the control unit 33, and outputs the sounds from the speaker 4b. The operation unit 34c is connected to the input device 4c and transmits and receives data related to operation inputs to and from the input device 4c. The user inputs operation signals to the game apparatus 3 via the input device 4c. The input device 4c is a general term for a touch panel integrated with the display 4a, an external game pad, a mouse, a keyboard, etc.

[0036] 2.2 Functional Configuration This section describes the functional configuration of this embodiment. As described above, information processing by software stored in the storage unit of each device is specifically realized by a control unit, which is an example of hardware, so that each functional unit included in the control unit can be executed.

[0037] 2 is a diagram showing the functional configuration of the control unit of each device. The control unit 23 of the game management device 2 includes a game progress processing unit 201 and a billing-related processing unit 211. The game progress processing unit 201 includes a character processing unit 202, a quest processing unit 203, a battle processing unit 204, and a story processing unit 205. The billing-related processing unit 211 includes a billing target presentation unit 212, a payment method presentation unit 213, and a payment processing unit 514.

[0038] The control unit 53 of the application distribution device 5 includes an application presenting unit 511, an application distribution unit 512, a payment information presenting unit 513, and a payment processing unit 514. The control unit 63 of the EC management device 6 includes a product presenting unit 611, a transaction processing unit 612, a payment information presenting unit 613, and a payment processing unit 614. The control unit 33 of the game device 3 includes application processing units 311-1, 311-2, ... (referred to as "application processing unit 311" when not distinguished) and application operation receiving units 312-1, 312-2, ... (referred to as "application operation receiving unit 312" when not distinguished).

[0039] The game progression processing unit 201 of the game management device 2 executes processing related to the progression of the game (hereinafter referred to as "game progression processing"). In this embodiment, it is assumed that a game is played in which characters participate in quests and fight battles while the overall story progresses. The character processing unit 202 executes processing related to the characters. The quest processing unit 203 executes processing related to quests. The battle processing unit 204 executes processing related to battles. The story processing unit 205 executes processing related to the progression of the story. Note that the game progression processing unit 201 may also include processing units necessary for the progression of the game in addition to those described here.

[0040] The billing-related processing unit 211 executes processing related to billing within the game. Billing objects in a game are items that can be used in the game, such as virtual currency, items, and characters. The billing object presentation unit 212 presents these billing objects to the user via the game device 3. The payment method presentation unit 213 presents payment methods to be used for purchasing the billing objects to the user via the game device 3. In the game system 1, at least two payment methods are selectable. The payment processing unit 514 performs processing related to payment based on user operations on the game device 3. Note that the billing processing may also function as game progress processing.

[0041] An application presenting unit 511 of the application distribution device 5 presents applications to be distributed to the user. An application distribution unit 512 distributes an application selected by the user to the game device 3. A payment information presenting unit 513 presents information related to payment for the application (=payment information) to the user. When the user agrees to payment based on the presented payment information, a settlement processing unit 514 performs a settlement process for the payment.

[0042] The product presentation unit 611 of the EC management device 6 presents products available on the EC site to the user. The transaction processing unit 612 processes transactions such as shipping of products that the user has decided to purchase. The payment information presentation unit 613 presents payment information for the products to the user. If the user agrees to payment based on the presented payment information, the settlement processing unit 614 performs settlement processing for the payment.

[0043] The application processing unit 311 of the game device 3 executes processing related to the application distributed from the application distribution device 5. For example, if the application is a game, the processing related to the application includes processing for progressing the game and processing related to billing. The application operation receiving unit 312 receives an operation related to the application by the user.

[0044] 3. Operational flow of game system 1 This section describes the flow of operations of the above-mentioned game system 1. As an example of a preferred embodiment, a game in which a user controls a character and progresses through a quest while acquiring items and the like will be described.

[0045] 3.1 Overview of Information Processing 3 is a flowchart showing the flow of information processing executed by the game system 1. Below, the flow of information processing will be outlined with reference to this flowchart.

[0046] First, in A11, the game progress processing unit 201 or the billing-related processing unit 211 of the game management device 2 and the application processing unit 311 of the game device 3 cooperate to execute game progress processing based on a user operation accepted by the application operation accepting unit 312 of the game device 3. Specifically, the game management device 2 causes the game progress processing unit 201 to generate screen data showing game screens that change as the game progresses, and transmits the screen data to the game device 3. The game device 3 causes the application processing unit 311 to display the game screen shown by the received screen data.

[0047] As the game progresses, charges may be incurred for items that can be used in the game, such as virtual currency, items, or characters. In this case, the game management device 2 causes the charge object presentation unit 212 to generate screen data showing a game screen for selecting a charge object and transmits the screen data to the game device 3. Furthermore, the game management device 2 causes the payment method presentation unit 213 to generate screen data showing a game screen for selecting either a payment method provided by the EC management device 6 (hereinafter referred to as the "first payment method") or a payment method provided by the application distribution device 5 (hereinafter referred to as the "second payment method") and transmits the screen data to the game device 3.

[0048] The game device 3 displays the game screen indicated by the received screen data via the application processing unit 311. In this way, the charge object presentation unit 212 presents the charge object in the game being played by the user on the game screen. Furthermore, the payment method presentation unit 213 functions as a presentation unit that presents payment methods for the payment of in-game charges made by the user on the game screen. At A12, the game device 3 accepts an operation to select the charge object and the payment method via the application operation acceptance unit 312.

[0049] When an operation to select the first payment method is performed at A12, the game device 3 transmits purchase item data indicating the selected purchase item to the EC management device 6. At A21, the EC management device 6 causes the product presentation unit 611 to generate a purchase page for purchasing the purchase item indicated by the received purchase item data, and transmits the generated purchase page to the game device 3. At A22, the game device 3 causes the application processing unit 311 to display the transmitted purchase page.

[0050] With the purchase page displayed, the game device 3, when the application operation accepting unit 312 accepts an operation to confirm the purchase item at A23, transmits purchase data indicating the confirmed purchase item to the EC management device 6. At A24, the EC management device 6, via the payment processing unit 614, executes payment processing for the purchase item indicated in the transmitted purchase data. The EC management device 6 executes payment processing that is the same as the payment processing used for transactions on the EC site.

[0051] At A25, the EC management device 6 generates completion data indicating that the payment process has been completed, using the payment processing unit 614, and transmits the completion data to the game management device 2. At A26, the game management device 2 executes a granting process, using the game progress processing unit 201 or the billing-related processing unit 211, to grant the billing object for which the payment process has been completed to the user. Next, at A27, the game management device 2 executes a game progress processing, using the game progress processing unit 201 in cooperation with the application processing unit 311 of the game device 3, to progress the game using the billing object granted to the user.

[0052] When an operation to select the second payment method is performed in A12, the game device 3 transmits purchase object data indicating the selected purchase object to the game management device 2. In A31, the game management device 2 causes the game progress processing unit 201 to generate a purchase page for purchasing the purchase object indicated by the received purchase object data, and transmits the purchase page to the game device 3. In A32, the game device 3 causes the application processing unit 311 to display the transmitted purchase page.

[0053] With the purchase page displayed, the game device 3, when the application operation accepting unit 312 accepts an operation to confirm the purchase item at A33, transmits purchase data indicating the confirmed purchase item to the game management device 2. At A34, the game management device 2, using the payment processing unit 514, generates request data requesting payment processing for the purchase item indicated in the transmitted purchase data, and transmits the request data to the application distribution device 5.

[0054] At A35, the application distribution device 5, using the payment processing unit 514, executes payment processing for the purchase object indicated in the transmitted request data. The application distribution device 5 executes the same payment processing as the payment processing used for payment in application distribution. At A36, the application distribution device 5, using the payment processing unit 514, generates completion data indicating that the payment processing has been completed, and transmits the data to the game management device 2. At A37, the game management device 2, using the game progress processing unit 201, executes granting processing to grant the billable object, for which the payment processing has been completed, to the user.

[0055] Next, at A38, the game management device 2, in cooperation with the application processing unit 311 of the game device 3, causes the game progress processing unit 201 to execute game progress processing for progressing the game using the billing object granted to the user. As described above, the game progress processing unit 201 functions as a processing unit that executes game processing related to the billing object for which payment has been made. The game processing refers to all processing related to the game, and includes the first processing and the second processing.

[0056] The awarding process is an example of a "first process," and the game progress process is an example of a "second process." The awarding process and the game progress process will be explained in detail later. When payment is made using a first payment means, the game progress processing unit 201 executes a different game process than when payment is made using a second payment means. More specifically, when payment is made using the first payment means, the game progress processing unit 201 favors the result of the awarding process or the result of the game progress process compared to when payment is made using the second payment means, for example.

[0057] To summarize the above, the game system 1 according to this embodiment has the following components. The payment method presentation unit 213 presents payment methods for paying for in-game charges made by the user on the game screen. The payment methods include a first payment method (A1 payment in this embodiment) and a second payment method (B1 payment in this embodiment) that are billed by different parties. The game progress processing unit 201 executes game processing related to the billable object for which payment has been made. When payment has been made using the first payment method, the game progress processing unit 201 executes game processing that is different from when payment has been made using the second payment method.

[0058] According to this embodiment, the number of payment options can be increased.

[0059] 3.2 Details of information processing Next, the details of the information processing outlined above will be described. <Game screen transition> First, the transition of the game screen displayed by the game device 3 based on the screen data transmitted from the game management device 2 when a charge is incurred will be described with reference to FIG. 4 and subsequent figures.

[0060] Figure 4 is a diagram showing an example of a game screen related to charging. A gacha button D1 and a charge button D2 are displayed on the game screen C1 shown in Figure 4. When these buttons are pressed, a game screen for selecting a charge target is displayed.

[0061] Figure 5 is a diagram showing an example of a game screen for selecting a payment target. A virtual currency purchase button D3 and an item purchase button D4 are displayed on the game screen C2 shown in Figure 5. When these buttons are pressed, a game screen for selecting a payment method is displayed.

[0062] FIG. 6 is a diagram showing an example of a game screen for selecting a payment method. A payment selection button D5 for out-of-app billing and a payment selection button D6 for in-app billing are displayed on the game screen C3 shown in FIG. 6. The payment selection button D5 displays a message saying, "*Jump to external EC site." The payment selection button D5 is a button for selecting a first payment method provided by the EC management device 6. The payment selection button D6 is a button for selecting a second payment method provided by the application distribution device 5.

[0063] The requester of a payment using the first payment method is the operator of the EC management device 6, which in this embodiment is the game maker A1 that provides the game. The requester of a payment using the second payment method is the platform provider B1 that operates the application distribution device 5. Hereinafter, a payment using the first payment method will also be referred to as an "A1 payment," and a payment using the second payment method will also be referred to as a "B1 payment." Note that the operator of the EC management device 6 may be any entity other than the platform provider B1 that operates the application distribution device 5, such as the game maker A1 or a platform provider B2 that operates another application distribution device 5. When a B1 payment is made, a predetermined fee is deducted from the payment amount and the resulting amount is paid to the game maker A1. On the other hand, when an A1 payment is made to the game maker A1, the amount based on the payment is paid to the game maker A1 without deducting the predetermined fee of the platform provider B1 from the payment amount. Furthermore, if the A1 payment is made to a party other than the game maker A1 or the platform provider B1, the payment amount minus a predetermined fee paid to the party is paid to the game maker A1. Therefore, it is advantageous for the game maker A1 if the fee paid to the party is lower than the fee paid to the platform provider B1.

[0064] The payment selection button D6 simply displays the text "In-app billing." On the other hand, the payment selection button D5 displays the text "Out-of-app billing" and the aforementioned information, as well as the text "Great deal!" In this way, the payment method presentation unit 213 presents recommended information on the screen that encourages payment using the first payment method. Note that the recommended information is not limited to this, and may be other text, or may be an image that suggests that the first payment method is more advantageous. This aspect makes it possible to make the first payment method more likely to be used than the second payment method.

[0065] FIG. 7 shows a purchase page displayed by the game device 3 when the charge button D2 in FIG. 4, the virtual currency purchase button D3 in FIG. 5, and the first payment method payment selection button D5 in FIG. 6 are operated in that order. 7 is a diagram showing an example of a virtual currency purchase page. The purchase page E1 shown in FIG. 7 displays a charge target E11, an A1 payment benefit E12, price information E13, a special offer button D11, and a purchase button D12.

[0066] The billable item E11 indicates a paid virtual currency called "Paid Stone A" and five different quantities (10, 20, 30, 40, 50). The A1 payment benefit E12 indicates a free virtual currency called "Free Stone" and five different quantities (20, 40, 60, 80, 100) as a benefit for each quantity of Paid Stone A. Paid virtual currency is a virtual currency that can only be acquired by paying and purchasing it by completing a payment on the virtual currency purchase page described above. Free virtual currency is the same type of virtual currency as virtual currency that can be acquired without completing a payment based on game progress, and free virtual currency granted as a benefit and free virtual currency granted based on game progress can be used interchangeably.

[0067] The price information E13 indicates the prices (100 yen, 200 yen, 300 yen, 400 yen, and 500 yen) determined for five different quantities of paid stones A. The special offer button D11 displays the text "Special Offer Available! (Details Here)." This indicates that paid stones A are given preferential treatment compared to paid stones B; details will be explained later. The purchase button D12 is a button for purchasing various quantities of paid stones A. For example, suppose the game device 3 accepts a user's operation on the purchase button D12 for 30 paid stones A. In this case, the game management device 2 grants the user the 30 purchased paid stones A and 60 free stones as a bonus, provided that a payment of 300 yen is made to the EC site.

[0068] Next, FIG. 8 shows a purchase page that the game device 3 displays when the charge button D2 in FIG. 4, the item purchase button D4 in FIG. 5, and the first payment method payment selection button D5 in FIG. 6 are operated in this order. Figure 8 is a diagram showing an example of an item purchase page. The purchase page E2 shown in Figure 8 displays a charge object E21, price information E22, a special offer button D21, and a purchase button D22. The charge object E21 indicates a set of items including "500 Paid Stones A," "700 Free Stones," "200 Recovery Points," and "UR Item" as the charge object.

[0069] Paid Stone A and unpaid Stone are virtual currencies, but are also treated as items that can be used to purchase other items in the game. Price information E22 indicates the price (5,000 yen) set for the charged object indicated by charged object E21. The preferential treatment button D21 displays the text "Special treatment available!" This indicates that Paid Stone A has a preferential treatment compared to Paid Stone B, as in the example of Figure 7, and more details will be explained later. The purchase button D22 is a button for purchasing charged object E21.

[0070] When the game device 3 accepts an operation on the purchase button D22 by the user, the game management device 2 provides the user with a set of items shown in FIG. 8 on the condition that a payment of 5,000 yen is made to the EC site. The recovery 200 points is a recovery item that recovers a predetermined number of status points related to the user or character in the game. An UR (UltraRare) item is an item associated with a rarity value of UR. The rarity values ​​of items are set, for example, as UR > SSR (Super Special Rare) > SR (Super Rare).

[0071] FIG. 9 shows a purchase page displayed by the game device 3 when the charge button D2 in FIG. 4, the virtual currency purchase button D3 in FIG. 5, and the second payment method payment selection button D6 in FIG. 6 are operated in this order. Figure 9 is a diagram showing an example of a virtual currency purchase page. The purchase page E3 shown in Figure 9 displays a charge object E31, a B1 payment benefit E32, price information E33, and a purchase button D31. The charge object E31 indicates a paid virtual currency called "Paid Stone B" and five different quantities (10, 20, 30, 40, and 50).

[0072] The B1 payment benefit E32 indicates the "free stones" that are a benefit for each quantity of paid stones B and five different quantities (10, 20, 30, 40, and 50). The price information E33 indicates the prices (100 yen, 200 yen, 300 yen, 400 yen, and 500 yen) determined for each of the five quantities of paid stones B. In the example of FIG. 9, the quantity and price of paid stones B are determined to be the same as those of paid stones A shown in FIG. 7. The purchase button D31 is a button for purchasing each quantity of paid stones B. For example, suppose the game device 3 accepts a user's operation on the purchase button D31 for 50 paid stones B. In this case, the game management device 2 grants the user the 50 purchased paid stones B and the 50 free stones that are a benefit, provided that a payment of 500 yen is made within the app.

[0073] FIG. 10 shows a purchase page displayed by the game device 3 when the charge button D2 in FIG. 4, the item purchase button D4 in FIG. 5, and the second payment method payment selection button D6 in FIG. 6 are operated in that order. Figure 10 is a diagram showing an example of an item purchase page for in-app purchases. The purchase page E4 shown in Figure 10 displays a charge object E41, price information E42, and a purchase button D41. The charge object E41 indicates a set of items, including "500 Paid Stones B," "100 Free Stones," "100 Recovery Points," and "SSR Item," as the items to be charged.

[0074] The price information E42 indicates the price (5,000 yen) determined for the charge object indicated by the charge object E41. The purchase button D41 is a button for purchasing the charge object E41. Assume that the game device 3 accepts an operation on the purchase button D41 by the user. In this case, the game management device 2 provides the user with the set of items shown in FIG. 10 on the condition that a payment of 5,000 yen is made within the app.

[0075] FIG. 11 is a diagram showing an example of a special offer explanation page. FIG. 11 shows a special offer explanation page E5 that the game device 3 displays when the special offer button D11 in FIG. 7 or the special offer button D21 in FIG. 8 is operated. The explanation page E5 shows special offers E51, E52, E53, and E54 and special offer buttons D51, D52, and D53. The special offer refers to a process that the game management device 2 performs when it consumes paid stones A to progress the game, making the game more advantageous than when it consumes paid stones B. Examples of special offer content for the game include the game management device 2 performing a process to progress the game in an advantageous manner for the user, or performing a process to allow the user to acquire game content that is valuable to the user (e.g., a character that the user does not yet own) regardless of whether the game progresses advantageously or disadvantageously.

[0076] The preferential treatment content E51 indicates that, as an example of a game process that can only be executed by consuming paid stone A, a process for drawing a gacha exclusive to paid stone A can be executed by the game management device 2. The preferential treatment content E52 indicates that, as an example of a game process that can be executed by consuming either paid stone A or paid stone B, a process for drawing a common gacha can be executed by the game management device 2, and that when paid stone A is consumed in the process for drawing the common gacha, a process for adding a benefit to be provided to the user will be executed by the game management device 2.

[0077] The preferential treatment content E53 indicates that there is a mission that is cleared according to the actual consumption of paid stones A in any game process, and details will be described later. The preferential treatment content E54 indicates that the VIP level, which is a parameter associated with the user, increases according to the cumulative consumption of paid stones A. When the VIP level increases, the user is granted benefits such as additional items that can be purchased in the shop, preferential treatment for stamina consumption, and the unlocking of exclusive events.

[0078] Fig. 12 is a diagram showing an example of a gacha execution screen for paid stone A. The execution screen E6 shown in Fig. 12 is a screen displayed on the game device 3 when the gacha button D1 shown in Fig. 4 is operated or the preferential treatment button D51 displayed in association with the preferential treatment content E51 shown in Fig. 11 is operated. The execution screen E6 shown in Fig. 12 shows a gacha explanation E61, a single gacha button D61, and a continuous gacha button D62. The gacha explanation E61 indicates that there is a featured character that can only be obtained in the gacha and that the winning rate for characters of a certain rarity or higher in the gacha is three times higher.

[0079] The single gacha button D61 is a button for consuming 20 paid stones A to execute one gacha. The continuous gacha button D62 is a button for consuming 200 paid stones A to execute 11 gacha. When the operation of these gacha buttons is accepted, the game progress processing unit 201 performs a process of consuming the required number of paid stones A and granting the user a character selected by lottery from a plurality of characters.

[0080] FIG. 13 is a diagram illustrating an example of a common gacha execution screen. FIG. 13 illustrates a screen displayed on the game device 3 when the gacha button D1 shown in FIG. 4 is operated or when an operation is received on the preferential offer button D52 displayed in association with the preferential offer content E52 shown in FIG. 10. The execution screen E6 includes a gacha explanation E71, a preferential offer explanation E72, a consecutive gacha button D71 using paid stones A, a consecutive gacha button D72 using paid stones B, and a consecutive gacha button D73 using unpaid stones. The gacha explanation E71 indicates that, unlike the gacha exclusively for paid stones A, the lottery is executed with a normal offering probability on the execution screen E6. Each consecutive gacha button allows the player to execute the gacha 11 times by consuming the required amount of virtual currency (paid stones A, paid stones B, unpaid stones). When paying for Paid Stone A or Paid Stone B, the game progress processing unit 201 executes the common gacha with a smaller amount of virtual currency than when paying for unpaid stones. Paid Stone A and Paid Stone B require the same amount of virtual currency (200) to be consumed for the gacha, but when using Paid Stone A, the player is given preferential treatment as shown in the preferential treatment explanation E72, making the game more favorable for the player.

[0081] The preferential treatment explanation E72 indicates that consecutive gacha using paid stone A comes with a bonus and can be redrawn. Therefore, when a common gacha is executed by consuming paid stone A, the game progression processing unit 201 will grant the user a predetermined bonus item as a bonus in addition to the character determined by lottery. Furthermore, if the user views the determined character but performs a redraw operation requesting a new lottery without acquiring the character, the game progression processing unit 201 will perform a process to draw a character again.

[0082] When the common gacha is executed by consuming paid stones B, the amount of virtual currency consumed is less than when the common gacha is executed by consuming unpaid stones, and thus the player can receive the same preferential treatment as when the common gacha is executed by consuming paid stones A. On the other hand, when the common gacha is executed by consuming paid stones B, the game progression processing unit 201 does not grant the bonus item described above, nor does it execute a new lottery process by operating a gacha again. In this way, when the common gacha is executed by consuming paid stones B, the preferential treatment is more limited than when paid stones A are consumed.

[0083] FIG. 14 is a diagram showing an example of an introduction page for a monthly mission. FIG. 14 shows a screen displayed on the game device 3 when the preferential treatment button D53, which provides the preferential treatment content E53 shown in FIG. 10, is operated. The introduction page E8 shown in FIG. 14 shows a mission title E81 and mission contents E82, E83, and E84. The mission title E81 indicates that a mission is provided that can be completed by consuming paid stones A. A monthly mission is completed when the user's game behavior within the month satisfies a predetermined condition, and a reward is awarded to the user who completes the mission. Missions may be set to be completed on a weekly or semi-annual basis, or without a time limit.

[0084] Mission content E82 indicates that the mission is to purchase Paid Stone A a predetermined number of times (10 times) in a row during a predetermined period without purchasing Paid Stone B. It also indicates that, as a bonus for completing this mission, additional bonus items will be added and increased if the user subsequently purchases Paid Stone A, that purchasable items will be added to the shop where items can be purchased with in-game currency or virtual currency (see the purchase page displayed by pressing the Item Purchase button D4 shown in FIG. 5), and that a special limited quest will be added to the quests that can be challenged using the Quest button shown in FIG. 4.

[0085] Mission content E83 indicates a mission to purchase Paid Stone A again within 12 hours after purchasing Paid Stone A. This mission differs from mission content E82 in that even if Paid Stone B is purchased after Paid Stone A, the mission can be completed by purchasing Paid Stone A again within 12 hours.

[0086] Mission content E84 indicates that the mission requires a cumulative purchase of 10,000 or more paid stones A. This mission differs from mission content E82 in that, even if paid stones B are purchased after paid stones A, the mission can be achieved by purchasing a predetermined cumulative number of paid stones A within a predetermined period. Although not shown in FIG. 14, mission contents E83 and E84 also specify a bonus for completing the mission. In this manner, the game progression processing unit 201 performs game progression processing to provide the user with a predetermined bonus when each mission is completed. Furthermore, the game progression processing unit 201 may grant the user an additional bonus when all missions are completed.

[0087] The "A1 payment" shown in Figures 7 and 8 is a payment billed by game maker A1, which is different from platform provider company B1 that operates the above-mentioned application distribution device 5, and is processed by the EC management device 6. The "B1 payment" shown in Figures 9 and 10 is a payment billed by platform provider company B1, which is processed by the application distribution device 5. In this way, the payment methods include a first payment method (A1 payment in this embodiment) and a second payment method (B1 payment in this embodiment) that are billed by different sources.

[0088] As described above, provider company B1 provides a common platform on which multiple applications are provided. The games provided by game system 1 are provided by this platform, and the source of the invoice for the second payment method is the provider of this platform. On the other hand, the source of the invoice for the first payment method is game maker A1, the provider of the game, and therefore different from the provider of the platform. This embodiment can increase the number of payment method options and can eliminate dependence on the platform provider's payment method. It also allows game providers to have more flexibility in payment.

[0089] <Game processing related to billing targets> As described above, the game progress processing unit 201 executes game processing related to the billable object for which payment has been made. The game processing includes a granting process (first process) and a game progress processing (second process). When payment is made using the first payment method, the game progress processing unit 201 gives preferential treatment to at least one of the compensation or result of the granting process and the compensation or result of the game progress processing compared to when payment is made using the second payment method. An example of game processing related to the billable object is shown below.

[0090] <Preferential treatment of grant processing results> In the example of the first payment method shown in Fig. 7 and the example of the second payment method shown in Fig. 9, the billable items include a first item called paid stone A and a second item called paid stone B. Each of the first and second items includes paid content (paid stones A and B in this embodiment) that is granted to the user in response to a charge, and free content (free stones in this embodiment) that can be acquired as the game progresses. As shown in Figs. 8 and 10, the free content may include items other than free stones (recovery items, UR items, etc.).

[0091] In this case, the game progression processing unit 201 grants the first object (paid stone A and free stone) to the user through payment with the first payment means, and grants the second object (paid stone B and free stone) to the user through payment with the second payment means. In this way, while the quantities of paid content (paid stone A and paid stone B) granted for the payment amount are the same for the first object and the second object, the game progression processing unit 201 may favor the result of the first process by varying at least one of the quantity and type of free content (free stone).

[0092] The game progress processing unit 201 gives preferential treatment to virtual currency purchases made through charges outside the app, for example, by making the quantity of free stones shown in Figures 7 and 8 greater than the quantity of free stones shown in Figures 9 and 10. The game progress processing unit 201 also gives preferential treatment to virtual currency purchases made through charges outside the app, by making the quantity of items (recovery items) other than free stones shown in Figures 7 and 8 greater than the quantity of items other than free stones shown in Figures 9 and 10.

[0093] The game progression processing unit 201 also prioritizes purchases of virtual currency through in-app purchases by making the types of items other than free stones (UR items) shown in FIGS. 7 and 8 rarer than the types of items other than free stones (SSR items, etc.) shown in FIGS. 9 and 10. These free stones and items are examples of bonus items granted when purchasing paid virtual currency. Furthermore, as shown in FIG. 14, a mission is set based on the purchase of paid stone A, and a reward for completing the mission is granted. This type of implementation allows for differences between payment methods without changing the value of paid content.

[0094] <Preferential treatment of game progress results> In the example of the first payment method shown in Fig. 7 and the example of the second payment method shown in Fig. 9, the billing object includes a first object called paid stone A and a second object called paid stone B. The game progress processing unit 201 grants the first object (= paid stone A) to the user through payment using the first payment method, and grants the second object (= paid stone B) to the user through payment using the second payment method.

[0095] As described above, the game processing includes a first process (a granting process) and a second process (a game progression process), and the second process, which is the game progression process, includes a third process and a fourth process. In this embodiment, the game progression processing unit 201 executes the third process in response to the use of paid stone A, and executes the fourth process in response to the use of paid stone B. In this case, the game progression processing unit 201 does not permit the execution of the fourth process in response to the use of paid stone A, and does not permit the execution of the third process in response to the use of paid stone B. For example, if the game progression processing is a process for acquiring an item through gacha, the game progression processing unit 201 executes, as the third process, the process of gacha using paid stone A shown in FIGS. 12 and 13, and executes, as the fourth process, the process of gacha using paid stone B shown in FIG. 13, for example.

[0096] Furthermore, when the game progression processing unit 201 executes processing for purchasing an item using paid stones as game progression processing, it executes processing for favoring the game when processing for purchasing an item by consuming paid stones A is executed compared to processing for consuming paid stones B. The game progression processing unit 201 executes processing for favoring the game, such as reducing the number of paid stones consumed as consideration or providing additional bonus items. Furthermore, the game progression processing unit 201 may execute processing for purchasing an item that can be purchased with paid stones A as a third process, and processing for purchasing an item that can be purchased with paid stones B as a fourth process. This aspect allows the user to be more clearly aware of the differences between payment methods.

[0097] [others] In the granting process in the above-described embodiment, the charged object to be subjected to the granting process may be an item or character acquired by consuming paid virtual currency instead of paid virtual currency.

[0098] In this case, the game progression processing unit 201 executes, as game progression processing, processing for progressing through a game, such as a quest, using items or characters acquired by consuming paid virtual currency. The game progression processing unit 201 then reduces the amount of paid virtual currency consumed when acquiring items or characters from a shop or gacha, thereby making the compensation for the granting processing by the first payment means more favorable than the compensation for the granting processing by the second payment means. For example, when paid stones A are consumed when acquiring an item, etc., the game progression processing unit 201 may reduce the amount consumed compared to paid stones B.

[0099] The game progression processing unit 201 may also execute a process for favoring the results of the granting process by the first payment means, such as a process for favoring the results of a gacha game, as shown in FIGS. 12 and 13 . The game progression processing unit 201 may also favor the compensation for the game progression process by the first payment means by reducing the items and parameters consumed when completing a quest using items or characters acquired by consuming paid virtual currency through the first payment means compared to when paid virtual currency through the second payment means is consumed. One example of a parameter consumed when completing a quest is so-called "stamina," which recovers over time in the real world and is consumed at the start or completion of a quest. Furthermore, when a quest is completed using items or characters acquired by consuming paid virtual currency through the first payment means, the game progression processing unit 201 may favor the results of the game progression process by the first payment means by increasing or improving the value of the reward for completing the quest, or by simplifying the quest by strengthening the character, weakening enemy characters, or reducing the number of enemy characters, for example.

[0100] In the examples of Figures 7 to 10, the first target paid content and the second target paid content were different items (paid stone A and paid stone B), but the game progress processing unit 201 may grant the user items that can be used to execute game processing without distinction from either payment method or second payment method based on payment by the first payment method and the second payment method.

[0101] FIG. 15 is a diagram showing another example of a virtual currency purchase page. The purchase page E9 for the first payment method (out-of-app billing) shown in FIG. 15 displays a charge object E91, an A1 payment benefit E92, price information E93, and a purchase button D91. The charge object E91 indicates a paid virtual currency called "paid stones" and five quantities (10, 20, 30, 40, 50). The A1 payment benefit E92 indicates free stones and five quantities (20, 40, 60, 80, 100) as a benefit for each quantity of paid stones. The price information E93 indicates the prices (100 yen, 200 yen, 300 yen, 400 yen, 500 yen) set for each of the five quantities of paid stones. The purchase button D91 is a button for purchasing each quantity of paid stones.

[0102] FIG. 16 is a diagram showing another example of a virtual currency purchase page. The purchase page E10 for the second payment method (in-app billing) shown in FIG. 16 displays a charge object E101, an A1 payment benefit E102, price information E103, and a purchase button D101. The charge object E101 indicates the paid virtual currency named "paid stones," as in the example of FIG. 15, and five quantities (10, 20, 30, 40, 50). The A1 payment benefit E102 indicates free stones and five quantities (10, 20, 30, 40, 50) as a benefit for each quantity of paid stones. The price information E103 indicates the prices (100 yen, 200 yen, 300 yen, 400 yen, 500 yen) determined for each of the five quantities of paid stones. The purchase button D101 is a button for purchasing a certain quantity of paid stones.

[0103] In the examples of FIGS. 15 and 16, the same "paid stones" are purchased whether the first payment method or the second payment method is used. Therefore, the game progress processing unit 201 can execute game processing without distinguishing between paid stones purchased through payment with the first payment method and paid stones purchased through payment with the second payment method. For example, the game progress processing unit 201 can execute gacha lottery processing, item purchase processing, and the like by adding up paid stones granted through payment with the first payment method and paid stones granted through payment with the second payment method. In other words, the game progress processing unit 201 executes game progress processing without distinguishing between the first object (= paid stones) and the second object (= paid stones). This aspect makes it possible to prevent the player from being aware of the difference between payment methods. In addition, the game progress processing unit 201 may be capable of granting paid stones A in response to payment using a first payment method and paid stones B in response to payment using a second payment method, and then adding up the two without distinction to execute game progress processing.

[0104] In the embodiment, the result of the awarding process when payment is made using the first payment means is more favorable than when payment is made using the second payment means, but the method of favoring the first payment means is not limited to this. For example, the game progress processing unit 201 may favor the result of the game progress processing when payment is made using the first payment means compared to when payment is made using the second payment means.

[0105] For example, if gacha processing is performed as the game progression processing, the result of the game progression processing is content such as items or characters acquired through gacha. In this case, the game progression processing unit 201 favors the result of the game progression processing by, for example, increasing the number of content acquired through gacha, improving its performance, or increasing its rarity.

[0106] Furthermore, when processing to use an item is performed as game progression processing, the result of the game progression processing is the effect of using the item or the degree to which the item is consumed or consumed. In this case, the game progression processing unit 201 favors the result of the game progression processing by, for example, increasing the effect of using the item, widening the range of the effect, or increasing the number of times the item can be used.

[0107] Furthermore, the game progress processing unit 201 may provide a more favorable compensation for the granting process when payment is made using the first payment method than when payment is made using the second payment method. The compensation for the granting process is money paid based on the payment made when purchasing the charged item, and is the price of the charged item. For example, the game progress processing unit 201 provides a more favorable compensation for the granting process by changing the price of the item set that is the charged item for B1 payment (second payment method) shown in FIG. 10 from 5,000 yen to 4,000 yen when purchased using A1 payment (first payment method).

[0108] Furthermore, the game progress processing unit 201 may provide a more favorable price for the game progress processing when payment is made using the first payment method than when payment is made using the second payment method. The price for the game progress processing is, for example, the amount of virtual currency paid when purchasing an item. For example, the game progress processing unit 201 provides a more favorable price for the game progress processing by setting the amount of virtual currency required for gacha to acquire the UR item shown in FIG. 8 to 100 paid stones for B1 payment and 50 paid stones for A1 payment.

[0109] As described above, by providing various preferential treatment when payment is made using the first payment means, it is possible to make the first payment means more likely to be used than the second payment means.

[0110] The billable objects may include a first object granted to the user through a payment using a first payment method and a second object granted to the user through a payment using a second payment method. In the embodiment, the game progress processing unit 201 executes the game progress processing using the first object and the second object interchangeably. In this case, the game progress processing unit 201 may give preferential treatment to the compensation or results of the second processing depending on the proportion of the first object used in the game progress processing.

[0111] For example, suppose the first target is paid stone A and the second target is paid stone B, and a certain item can be purchased for 10 paid stones A alone, or 20 paid stones B alone. In this case, 5 paid stones A are worth the same as 10 paid stones B. Therefore, the game progression processing unit 201 makes the item purchasable for 5 paid stones A and 10 paid stones B, thereby providing preferential treatment for the compensation for the game progression processing in accordance with the proportion of the first target.

[0112] Furthermore, when aiming for a certain item through a gacha that requires 10 paid stones, one paid stone A increases the probability of obtaining the item by 2%, and one paid stone B increases the probability of obtaining the item by 1%. In this case, the game progression processing unit 201 may set the probability of obtaining the item to 14% if the gacha is drawn with, for example, four paid stones A and six paid stones B, or set the probability of obtaining the item to 18% if the gacha is drawn with eight paid stones A and two paid stones B. In this way, the game progression processing unit 201 favors the results of the game progression processing according to the proportion of the first target.

[0113] According to this embodiment, for example, if there is a remaining paid stone B that has already been purchased, even if it is used in combination with a later-purchased paid stone A, it is possible to obtain at least a portion of the benefit of paid stone A. Conversely, if there is a remaining paid stone A that has already been purchased, even if it is used in combination with a later-purchased paid stone B, it is possible to obtain at least a portion of the benefit of paid stone A. In either case, it is possible to effectively utilize the purchased items without wasting them.

[0114] The billable objects include a first object and a second object, and the game progress processing unit 201 grants the first object to the user through payment by a first payment means, and grants the second object to the user through payment by a second payment means. The first object and the second object each include paid content granted to the user in accordance with the payment, and free content that can be acquired based on the progress of the game, and the paid content is the same for the first object and the second object.

[0115] For example, the first object includes 10 paid stones and 10 free stones A, and the second object includes 10 paid stones and 10 free stones B. In this case, the game progression processing unit 201 may provide a preferential treatment for the compensation for the granting process or the game progression process by varying the amount of charge for the paid content. For example, if the price when paying for the second object using the second payment method is 1,000 yen, the game progression processing unit 201 sets the price when paying for the first object using the first payment method to a lower price of 500 yen. In this way, the compensation for the granting process for the first object (500 yen) is treated more favorably than the compensation for the granting process for the second object (1,000 yen).

[0116] Furthermore, when the game progression processing unit 201 sets the same price for the granting process for the first target and the second target, it may set it so that 10 paid stones purchased as the second target can be used to draw gacha five times, and 10 paid stones purchased as the first target can be used to draw gacha ten times. In this way, the price for the game progression processing for the first target (one paid stone per gacha) is more favorable than the price for the game progression processing for the second target (two paid stones per gacha).

[0117] According to the above aspect, the user can reduce expenses for the game by selecting an appropriate payment method.

[0118] As payments are made using the first payment method and the second payment method, payment records are accumulated. The game progress processing unit 201 may grant additional rewards based on the accumulated payment records. The mission completion reward described in the explanation of FIG. 14 is an example of this additional reward. In the example of FIG. 14, the game progress processing unit 201 grants a monthly mission completion reward to the user, for example, when paid stone A is purchased a predetermined number of times in succession, i.e., when A1 payments are made a predetermined number of times in succession.

[0119] In addition to the above example, the game progress processing unit 201 may grant an additional benefit depending on the ratio of the frequency or amount of payments made by the first payment means to the frequency or amount of payments made by the second payment means. In this case, for example, if the monthly frequency or amount of payments made by the first payment means is at least twice the frequency or amount of payments made by the second payment means, the game progress processing unit 201 may grant the user 200 free stones as an additional benefit. Furthermore, the game progress processing unit 201 may grant the user a number of free stones as an additional benefit according to the ratio, such as 300 stones if the ratio of this frequency or amount is at least three times, or 400 stones if it is at least four times. This embodiment can motivate the user to continue using the first payment means.

[0120] In the embodiment, two payment methods are used, but three or more payment methods may be used. In this case, the payment method presentation unit 213 presents the three or more payment methods on the game screen for selecting a payment method, and the game progress processing unit 201 executes game processing related to the billable object paid with the selected payment method. When payment is made with the first payment method, the game progress processing unit 201 executes game processing that is different from when payment is made with a payment method other than the first payment method (considered to be the second payment method). This aspect also makes it possible to make the first payment method more likely to be used than the second payment method.

[0121] The overall configuration shown in Fig. 1 is an example and is not limiting. For example, the game management device 2, the application distribution device 5, and the EC management device 6 may be integrated into one or two devices, or may be distributed among four or more devices. Furthermore, these devices may be replaced by a cloud computing system.

[0122] 2 is also an example and is not limited to this. For example, the functions of the game management device 2 and the EC management device 6 may be realized by a single device, or conversely, the functions of the game management device 2 may be distributed and realized by two or more devices. Furthermore, two functions may be integrated into one function, or one function may be separated into two or more functions. In short, any configuration may be adopted as long as the game system 1 as a whole realizes functions corresponding to the functions shown in FIG. 2.

[0123] The above-described embodiments may be implemented as an information processing device. The information processing device includes the components of an information processing system such as the game system 1. The above-described embodiments may be implemented as an information processing method. The information processing method includes the components of a similar information processing system. The above-described embodiments may be implemented as a program. The program causes a computer to execute the steps of the information processing system.

[0124] <Additional Notes> Furthermore, it may be provided in the following aspects.

[0125] (2) In the information processing system, the game is provided by a common platform on which multiple applications are provided, the billing source of the first payment means is different from the provider of the platform, and the billing source of the second payment means is the provider of the platform.

[0126] According to this embodiment, it is possible to break away from dependence on the payment methods of the platform provider.

[0127] (3) In the information processing system, the biller of the first payment means is the provider of the game.

[0128] According to this embodiment, game providers can increase the flexibility of payment.

[0129] (4) In the information processing system, the game processing includes a first process of granting the chargeable item to the user and a second process of progressing the game using the chargeable item, and in the processing step, when payment is made using the first payment means, the compensation or result of the first process or the second process is given preferential treatment compared to when payment is made using the second payment means.

[0130] According to this aspect, it is possible to make the first payment means more likely to be used.

[0131] (5) In the information processing system, in the presentation step, recommendation information recommending payment by the first payment means is presented on the screen.

[0132] According to this aspect, it is possible to make the first payment means more likely to be used.

[0133] (6) In the information processing system, the billing object includes a first object and a second object, and in the processing step, the first object is granted to the user by payment using the first payment means, and the second object is granted to the user by payment using the second payment means, and the second processing is performed using the first object and the second object without distinction.

[0134] According to this embodiment, it is possible to make the player unaware of the difference in payment methods.

[0135] (7) In the information processing system, in the processing step, the consideration or result of the second processing is given preferential treatment depending on the proportion of the first object used in the second processing.

[0136] According to this aspect, it is possible to effectively utilize the purchased items.

[0137] (8) In the information processing system, the billing object includes a first object and a second object, the second process includes a third process and a fourth process, and in the processing step, the first object is granted to the user by payment of the first payment means, the second object is granted to the user by payment of the second payment means, the third process is executed in accordance with the use of the first object, and the fourth process is executed in accordance with the use of the second object.

[0138] According to this embodiment, it is possible to make players aware of the differences in payment methods.

[0139] (9) In the information processing system, the charged object includes a first object and a second object, each of which includes paid content granted to the user in accordance with the charge and free content that can be acquired based on the progress of the game, and in the processing step, the first object is granted to the user by payment using the first payment means, and the second object is granted to the user by payment using the second payment means, and when the paid content is the same for the first object and the second object, the free content is made different to favor the result of the first processing or the second processing.

[0140] According to this embodiment, it is possible to differentiate between payment methods without changing the value of paid content.

[0141] (10) In the information processing system, the charged object includes a first object and a second object, each of which includes paid content granted to the user in accordance with the charge and free content that can be acquired based on the progress of the game, and in the processing step, the first object is granted to the user by payment using the first payment means, and the second object is granted to the user by payment using the second payment means, and when the paid content is the same for the first object and the second object, the amount of the charge is made different to give preferential treatment to the first processing or the second processing.

[0142] According to this aspect, it is possible to reduce expenses by selecting an appropriate payment method.

[0143] (11) In the information processing system, the processing step includes granting an additional benefit depending on the ratio of the frequency or amount of payments made by the first payment means to payments made by the second payment means.

[0144] According to this embodiment, it is possible to create an incentive to continue using the first payment means.

[0145] (12) An information processing device configured to execute each step of the information processing system.

[0146] According to this embodiment, the number of payment options can be increased.

[0147] (13) A program that causes a computer to execute each step of the information processing system.

[0148] According to this embodiment, the number of payment options can be increased. Of course, this is not the case. Furthermore, the above-described embodiments and modifications may be combined in any desired manner.

[0149] Finally, although various embodiments according to the present disclosure have been described, these are presented as examples and are not intended to limit the scope of the disclosure. The novel embodiments can be implemented in various other forms, and various omissions, substitutions, and modifications can be made without departing from the spirit of the disclosure. The embodiments and their modifications are intended to be included within the scope and spirit of the disclosure, as well as within the scope of the disclosure and its equivalents as set forth in the claims. [Explanation of symbols]

[0150] 1: Game System 2: Game management device 3: Game device 5: Application distribution device 6:EC management device 201: Game progress processing section 202: Character processing section 203: Quest Processing Unit 204: Combat Processing Department 205: Story processing section 211: Billing-related processing unit 212: Chargeable item presentation section 213: Payment method presentation unit 311: Application processing section 312: App operation reception section 511: App presentation section 512: App Distribution Department 513: Payment information presentation unit 514: Payment processing unit 611:Product presentation department 612: Transaction Processing Unit 613: Payment information presentation unit 614: Payment processing unit

Claims

1. An information processing system, The information processing system, In the presentation step, payment means for making a payment for an in-game charge made by the user are presented on a screen of the game, and the payment means include a first payment means and a second payment means having different billing sources; In the processing step, a process related to the charge is executed, and after the process is executed, a game process related to the object of the charge is executed, and when the charge is settled by the first settlement means, a process different from a process when the charge is settled by the second settlement means is executed as the game process; The game is provided by a common platform on which multiple applications are provided; The billing source of the first payment instrument is different from the platform provider, The biller of the second payment method is the provider of the platform, An information processing system wherein, when the charging is performed by the first payment means, the fee paid to the billing source of the first payment means in response to the payment by the first payment means is lower than the fee paid to the billing source of the second payment means in response to the payment by the second payment means in response to the charging by the second payment means.

2. 2. The information processing system according to claim 1, the game processing related to the object of charging includes a first processing of granting the object of charging to the user, and a second processing of progressing the game using the object of charging; In the processing step, when payment is made using the first payment means, the consideration or result of the first processing or the second processing is given preferential treatment compared to when payment is made using the second payment means. Information processing system.

3. 3. The information processing system according to claim 2, In the presenting step, recommendation information recommending payment by the first payment means is presented on a screen before transition to a screen presenting the amount of the charge. Information processing system.

4. In the information processing system according to claim 2, a screen displaying the object of the charge to be paid by the first payment means displays a character string indicating that the price or result of the first process or the second process related to the object will be preferentially treated; Information processing system.

5. In the information processing system according to claim 2, displaying on the screen a character string indicating the compensation or the preferential treatment of the result when the game is progressed using the object of charge; Information processing system.

6. An information processing device, An information processing device configured to execute each step of the information processing system according to any one of claims 1 to 5.

7. A program, A program that causes a computer to execute each step of the information processing system according to any one of claims 1 to 5.

Citation Information

Patent Citations

  • Game service platform and game service providing method using the same

    JP2013037696A

  • Game assisting device and gaming machine

    JP2018169804A

  • Information processing method, information processor and program

    JP2020141804A