Electronic object assignment system, electronic object assignment program, and electronic object assignment method
The electronic object assignment system addresses the lack of excitement in gacha systems by allowing users to select and identify objects after conditions are met, enhancing anticipation and satisfaction through indistinguishable display and peeking features.
Patent Information
- Application Number
- JP2024165054
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-09-24
- Publication Date
- 2025-11-26
- Estimated Expiration
- 2044-09-24
AI Technical Summary
Conventional gacha systems lack excitement and user engagement as users know exactly what game content they will receive, reducing anticipation and satisfaction.
An electronic object assignment system that displays multiple objects indistinguishably, allowing users to select one after meeting conditions, and reveals the selected object's type, with features like peeking and shuffling to enhance anticipation.
Facilitates access to desired electronic objects and enhances user anticipation and satisfaction by maintaining mystery and engagement.
Smart Images

Figure 0007776599000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to an electronic object assignment system, an electronic object assignment program, and an electronic object assignment method. [Background technology]
[0002] Conventionally, games known as gacha are known in which a lottery called gacha is held upon receiving a lottery request (a so-called gacha request) from a user. In such conventional gacha, when a user makes a lottery request, game content selected from a lottery list is awarded to the user. However, this method has a drawback in that it lacks the excitement of gacha, since the game content that the user can acquire is simply determined.
[0003] Therefore, a technology has been disclosed in which partial information about the two game media selected by lottery is displayed, and if certain conditions are met, additional information such as which media has the highest parameters is notified to the user (Patent Document 1). This is said to be able to maintain the user's interest in gacha and increase satisfaction. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Publication No. 2020-171720 Summary of the Invention [Problem to be solved by the invention]
[0005] In a system that provides electronic objects such as cards, there is a need for technology that makes it easier for users to access the electronic objects they wish to acquire and that further increases the user's sense of anticipation when obtaining the electronic object. [Means for solving the problem]
[0006] One aspect of the present invention is an electronic object assignment system that assigns electronic objects to a user, comprising: a means for displaying multiple electronic objects in an indistinguishable state so that the type of the electronic objects cannot be identified; a means for, if predetermined conditions are met before assigning the electronic objects to the user, allowing the user to select at least one of the multiple electronic objects in the indistinguishable state and displaying the electronic object selected by the user in an identifiable state so that the type of the electronic object selected by the user can be identified; and a means for allowing the user to select at least one of the multiple electronic objects and assigning the electronic object selected by the user to the user.
[0007] Here, it is preferable to return the display state of the electronic object from the identifiable state to the indistinguishable state before giving the electronic object to the user.
[0008] Furthermore, it is preferable that the means for assigning the electronic object to the user displays the electronic object not selected by the user in the identifiable state, and then displays the electronic object selected by the user in the identifiable state, and assigns the electronic object to the user.
[0009] Preferably, the predetermined condition is a condition that is satisfied by consuming a predetermined value.
[0010] Preferably, the predetermined value is at least one of an electronic item and a charge to the user.
[0011] It is also preferable that the number of times the electronic object is displayed in the identifiable state that allows the type of the electronic object to be identified varies depending on the amount of consumption of the predetermined value.
[0012] It is also preferable that the predetermined condition be changed according to the rarity of the electronic object.
[0013] Furthermore, after displaying the electronic object in the identifiable state, it is preferable to perform a shuffle process to change the position of the display of the electronic object before executing the process of displaying the electronic object in the identifiable state again.
[0014] Another aspect of the present invention is an electronic object assignment program for assigning an electronic object to a user, characterized in that the program causes a computer to function as: means for displaying multiple electronic objects in an indistinguishable state in which the type of the electronic objects cannot be identified; means for, if predetermined conditions are met before assigning the electronic objects to the user, having the user select at least one of the multiple electronic objects in the indistinguishable state and displaying the electronic object selected by the user in an identifiable state in which the type of the electronic object selected by the user can be identified; and means for having the user select at least one of the multiple electronic objects and assigning the electronic object selected by the user to the user.
[0015] Another aspect of the present invention is an electronic object assignment method for assigning an electronic object to a user, which is characterized by having a computer execute the following processes: a process of displaying multiple electronic objects in an indistinguishable state in which the type of the electronic objects cannot be identified; a process of having the user select at least one of the multiple electronic objects in the indistinguishable state and displaying the electronic object selected by the user in an identifiable state in which the type of the electronic object selected by the user can be identified if predetermined conditions are met before the electronic objects are assigned to the user; and a process of having the user select at least one of the multiple electronic objects and assigning the electronic object selected by the user to the user. [Effects of the Invention]
[0016] According to the present invention, it is possible to facilitate access to an electronic object that a user desires to acquire, and to improve the user's sense of expectation when obtaining an electronic object. Other objects of the embodiments of the present invention will become apparent by reference to the entire specification. [Brief explanation of the drawings]
[0017] [Figure 1] 1 is a diagram showing a configuration of an electronic object assignment system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram illustrating a configuration of a server according to an embodiment of the present invention. [Figure 3] FIG. 2 is a diagram illustrating a configuration of a client according to an embodiment of the present invention. [Figure 4] 10 is a flowchart showing an electronic object assignment process according to an embodiment of the present invention. [Figure 5] FIG. 3 is a diagram illustrating an example of a user database according to the embodiment of the present invention. [Figure 6] FIG. 3 is a diagram illustrating an example of a card database according to the embodiment of the present invention. [Figure 7] FIG. 4 is a diagram illustrating an example of a card group database according to the embodiment of the present invention. [Figure 8] FIG. 10 is a diagram showing a display example of an object group selection screen according to the embodiment of the present invention. [Figure 9] FIG. 10 is a diagram showing a display example of an object group selection screen according to the embodiment of the present invention. [Figure 10] FIG. 10 is a diagram showing a display example of a shuffle screen according to the embodiment of the present invention. [Figure 11] FIG. 10 is a diagram showing a display example of an object selection screen according to the embodiment of the present invention. [Figure 12] FIG. 10 is a diagram showing arrangement positions of card images on an object selection screen according to an embodiment of the present invention. [Figure 13] FIG. 4 is a diagram illustrating an example of a card group database according to the embodiment of the present invention. [Figure 14]FIG. 10 is a diagram showing an example of a display of an object selection screen on which a peek chance is given in the embodiment of the present invention. [Figure 15] FIG. 10 is a diagram showing an example of a display of an object selection screen on which a peek chance is given in the embodiment of the present invention. [Figure 16] FIG. 10 is a diagram showing an example of a display of an object selection screen on which a peek chance is given in the embodiment of the present invention. [Figure 17] 10A and 10B are diagrams illustrating an example of a display of an object selection screen in a peek state according to an embodiment of the present invention. [Figure 18] FIG. 10 is a diagram showing a display example of an object selection screen according to the embodiment of the present invention. [Figure 19] FIG. 10 is a diagram showing a display example of an object selection screen according to the embodiment of the present invention. [Figure 20] FIG. 10 is a diagram showing an example of an object selection screen displayed when selecting an electronic card to acquire in the embodiment of the present invention. [Figure 21] FIG. 10 is a diagram showing an example of an object selection screen displayed when selecting an electronic card to acquire in the embodiment of the present invention. [Figure 22] FIG. 10 is a diagram showing a display example of an object assignment screen according to the embodiment of the present invention. [Figure 23] FIG. 10 is a diagram showing a display example of an object assignment screen according to the embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION
[0018] [System Configuration] 1, an electronic object provision system 100 according to an embodiment of the present invention includes a server 102 and a client 104. The number of clients 104 may be one or more. The server 102 and the client 104 are connected to each other via an information and communication network 106 such as the Internet so that they can exchange information with each other.
[0019] The information and communication network 106 is not limited to the Internet, but may be anything that can connect the server 102 and the client 104 to each other so that they can communicate with each other. For example, it may be a dedicated line, a public line (telephone line, mobile communication line, etc.), a wired LAN (Local Area Network), a wireless LAN, etc., or it may be a combination of the Internet and these.
[0020] As shown in FIG. 2, the server 102 includes a processing unit 10, a memory unit 12, an input unit 14, an output unit 16, and a communication unit 18. The processing unit 10 includes a means for performing arithmetic processing, such as a CPU. The processing unit 10 executes an electronic object assignment server program stored in the memory unit 12, thereby realizing a function for assigning an electronic object to a client 104 in the electronic object assignment system 100 of this embodiment. The memory unit 12 includes storage means, such as a semiconductor memory or a memory card. The memory unit 12 is accessible from the processing unit 10 and stores the electronic object assignment server program and information required for the processing. The input unit 14 includes a means for inputting information. The input unit 14 includes, for example, a keyboard, a touch panel, buttons, etc. for receiving input from an administrator. The output unit 16 includes a means for outputting processing results of the server 102, such as a user interface screen (UI) for receiving input information from the administrator. The output unit 16 includes, for example, a display for presenting images to the administrator. The communication unit 18 includes an interface for communicating information with the client 104 via the information and communication network 106. The communication by the communication unit 18 may be wired or wireless.
[0021] The server 102 accepts access via the information and communication network 106 from the client 104 of each user who receives the electronic object provision service, stores and manages information about each user in a storage device such as a database, and provides services to each user via the information and communication network 106.
[0022] As shown in FIG. 3, the client 104 includes a processing unit 20, a memory unit 22, an input unit 24, an output unit 26, and a communication unit 28. The client 104 is also referred to as a communication terminal. The processing unit 20 includes a processor such as a CPU. The processing unit 20 executes an electronic object assignment client program stored in the memory unit 22 to function as a client terminal in the electronic object assignment system 100 of this embodiment. The memory unit 22 includes a storage unit such as a semiconductor memory or a memory card. The memory unit 22 is accessible to the processing unit 20 and stores the electronic object assignment client program and information required for its processing. The input unit 24 includes a means for inputting information. The input unit 24 includes, for example, a keyboard, a touch panel, buttons, a motion sensor, etc. for receiving input from a user. The output unit 26 includes a means for outputting information required for processing by the client 104, such as a screen for receiving input information from a user or a display for displaying image information such as a user interface screen (UI). The communication unit 28 includes an interface for communicating information with the server 102 via the information and communication network 106. The communication by the communication unit 28 may be wired or wireless.
[0023] Various information processing devices capable of executing a client program for providing an electronic object assignment service can be used as the client 104. For example, the client 104 can be a stationary or portable game console, a personal computer (PC), a tablet computer, a smartphone, a mobile phone terminal, a PHS (Personal Handy-phone System) terminal, a personal digital assistant (PDA), a multi-function television receiver with information processing capabilities (so-called smart TV), etc.
[0024] [Service Overview] In this embodiment, a service is provided in which an electronic object is given to a user. In this embodiment, an electronic card is described as an example of the electronic object. However, the electronic object is not limited to an electronic card, and may be any type that can be treated as an electronic medium to which the present invention can be applied. Furthermore, the electronic object may be used for other purposes, such as an electronic game.
[0025] Each electronic card is given a unique design. For example, an electronic card relating to a specific anime may have a design of a character appearing in the anime. Various attributes may also be associated with the electronic card. For example, the strength of the card when used in an electronic gate, the type of special move, physical strength (hit points HP), etc. may be associated with the electronic card. Furthermore, a rarity attribute indicating the degree of possibility of acquiring the electronic card may also be associated with the electronic card.
[0026] In this embodiment, a plurality of electronic cards are associated with an electronic card pack, and by performing a process of opening the electronic card pack, the electronic card associated with the electronic card pack is given to the user.
[0027] The method for acquiring an electronic card pack is not particularly limited, and may be such that the user can acquire it free of charge as a reward, or may acquire it for a fee by paying some kind of consideration such as a fee. For example, the electronic card pack may be purchased from an online shop. Alternatively, for example, the electronic card pack may be awarded through a random lottery, free of charge or for a fee. Alternatively, for example, the electronic card pack may be awarded by joining a fan club. Alternatively, for example, the electronic card pack may be awarded by participating in a predetermined SNS event. Alternatively, for example, the electronic card pack may be provided by another user. However, the method for acquiring an electronic card pack is not limited to these methods, and any method may be used.
[0028] Various series of electronic card packs may be provided. For example, electronic card packs that compile electronic cards related to characters appearing in each anime series may be provided in accordance with the respective series. Furthermore, for example, a series of rare card packs may be provided that increase the possibility of acquiring highly rare electronic cards.
[0029] In this embodiment, a user can obtain an electronic card by a method called Get Challenge. In Get Challenge, multiple card groups are generated by combining a predetermined number (e.g., five cards) of multiple types of electronic cards belonging to an electronic card pack. The user selects one of the card groups, and then selects one of the electronic cards included in the selected card group to obtain the electronic card.
[0030] [Electronic card issuing process] 4 is a flowchart showing the electronic card issuing process. The electronic card issuing process according to this embodiment will be described below with reference to the flowchart of FIG.
[0031] In the following processing, image data required to display an image on the client 104 is stored in the storage unit 12 of the server 102, and is transmitted from the server 102 to the client 104 as needed. Also, image data required to display a dynamic image that changes over time on the client 104 may be generated in advance and stored in the storage unit 12 of the server 102, or may be generated by image processing from the original image data on the server 102 or the client 104 as needed.
[0032] In step S10, the initial process for electronic card issuance is initiated. First, a login process is performed. Through the process in this step, the electronic object issuance system 100 functions as a login processing means. The user inputs information required for the login process using the input unit 24 of the client 104. The information required for the login process preferably includes a user ID and a user name for identifying the user. Security information such as a password may also be input as needed. The input login information is transmitted to the server 102 via the communication unit 28. The server 102 receives the login information via the communication unit 18. The server 102 permits the user's login if the login information includes information required to permit the login. For example, the server 102 permits the user's login if the login ID received from the client 104 matches a user ID registered in a user database pre-stored in the memory unit 12 of the server 102. When the login process is completed, a notification to that effect is transmitted from the server 102 to the client 104 via the communication units 18 and 28.
[0033] FIG. 5 shows an example of a user database. The user database stores information on user names, billing information, challenge power, peek items, and owned cards in association with user IDs that identify users who use the electronic object granting system 100. Billing information is information used when purchasing electronic card packs, challenge power, peek items, etc., and includes, for example, a credit card number or bank account number. Challenge power is points consumed when executing a get challenge to acquire an electronic card. Peek items are items consumed when executing the peek process described below. Owned cards are card IDs that identify electronic cards owned by each user.
[0034] Furthermore, information on electronic cards granted to users in the electronic object granting system 100 is stored as a card database in the storage unit 12 of the server 102. As shown in Fig. 6, the card database stores a card ID uniquely assigned to each electronic card, in association with the series of the electronic card pack to which the electronic card belongs, the rarity of the electronic card pack, the probability of obtaining an electronic card by opening an electronic card pack belonging to that series, and other attributes related to the electronic card.
[0035] Each electronic card belongs to a series, and at least one type of electronic card pack is set for each series. The series can be set according to the characteristics of each electronic card, such as the motif of the manga or anime series in which the character depicted on the electronic card appears, or the team to which the sports player depicted on the electronic card belongs. The user can select the series to which the electronic card they want to acquire belongs. If multiple types of electronic card packs are set for one series, the user can select and open one type of electronic card pack from the electronic card packs of the selected series.
[0036] Each electronic card has a set probability of being awarded by opening an electronic card pack. The probability corresponds to the probability that each electronic card is contained in each type of electronic card pack. When a Get Challenge is performed, multiple card groups are generated, each combining a predetermined number (e.g., five cards) of various electronic cards belonging to a series of electronic card packs purchased by the user or given by other users. At this time, the card groups are generated so that various electronic cards are included with the probability that each type of electronic card belonging to the series of the electronic card pack is awarded.
[0037] Other attributes of the electronic card include attributes when the electronic card is used in an electronic game, various parameters (hit points HP, magic points MP, rarity, etc.), special moves, etc. Image data for displaying the electronic card may also be associated and saved.
[0038] When the login process is completed and the user starts a get challenge to acquire an electronic card, a process of generating a card group from the electronic card pack is performed, and the electronic object granting system 100 functions as an object group processing means.
[0039] The server 102 generates multiple card groups by combining a predetermined number of various electronic cards belonging to an electronic card pack. In this case, the series of electronic card packs to be processed may be selectable by a user for a fee, such as by paying a fee, as described above, or may be selected by a random drawing, free of charge or for a fee, or may be provided by another user. The method of selecting an electronic card pack is not limited to these.
[0040] The server 102 stores information about the types of electronic cards belonging to each card group in the storage unit 12 as a card group database. Fig. 7 shows an example of the card group database. The card group database stores a group ID uniquely assigned to each card group, a card ID that identifies the type of electronic card combined with each card group, and information indicating the placement position of the card in association with each other. The placement position of the card will be described later.
[0041] The server 102 transmits information about multiple card groups stored in the card group database and information about the logged-in user to the client 104. The client 104 stores the received information in the storage unit 22. The client 104 also displays an object group selection screen 200 on the output unit 26 based on the information.
[0042] 8 shows an example of the display of the object group selection screen 200. The object group selection screen 200 includes a challenge power display section 202 and a card group display section 204.
[0043] The challenge power display section 202 is an area that displays the challenge power owned by the user. An image showing the amount of challenge power owned by the user is displayed in the challenge power image display section 202a of the challenge power display section 202. The user can grasp the amount of challenge power that he or she owns by checking the challenge power image display section 202a.
[0044] The challenge power display unit 202 may also be provided with a challenge power acquisition button 202b. When the user selects (e.g., clicks or taps) the challenge power acquisition button 202b, a process for increasing the challenge power is executed. The process for increasing the challenge power may be, for example, a process for granting challenge power to the user by charging the user. The challenge power may also be restored over time. However, the process is not limited to these, and any process that can increase the challenge power may be used.
[0045] The card group display section 204 is an area that displays one of the card groups generated in the server 102. The card group display section 204 includes a user display area 204a, an electronic card pack display area 204b, a card display area 204c, and a required challenge power display area 204d. Each card group display section 204 and the information on the electronic card displayed in that card group display section 204 are associated with each other.
[0046] The user display area 204a is an area for displaying the name of another user when the electronic card pack has been given by another user. If the electronic card pack has not been given by another user, other information may be displayed in the user display area 204a. The electronic card pack display area 204b is an area for displaying information specifying the electronic card pack that is the target of the Get Challenge. For example, the electronic card pack display area 204b displays the series name of the electronic card pack that is the target of the Get Challenge.
[0047] The card display area 204c is an area for displaying electronic cards included in one of the card groups. In this embodiment, five electronic cards are combined into one card group, so images of the five electronic cards are displayed in the card display area 204c. Image data of the electronic cards can be obtained from the server 102.
[0048] The required challenge power display area 204d is an area that shows the amount of challenge power that is consumed when performing a get challenge on the card group displayed in the card group display unit 204. In other words, when an electronic card is acquired in the get challenge, the challenge power displayed in the required challenge power display area 204d is consumed.
[0049] The amount of Challenge Power consumed when an electronic card is acquired in the Get Challenge may be changed depending on the rarity of the electronic card pack series. Specifically, for example, it is preferable to increase the amount of Challenge Power consumed for the Get Challenge for an electronic card pack with a higher appearance rate of a higher rarity electronic card. For example, the Challenge Power consumed for the Get Challenge for an electronic card pack of normal rarity may be set to 3, and the Challenge Power consumed for an electronic card pack of higher rarity may be set to 5.
[0050] A plurality of card group display sections 204 are displayed on the object group selection screen 200. That is, a card group display section 204 is displayed for each of the plurality of card groups generated in the server 102. If the display area sufficient to simultaneously display a plurality of card group display sections 204 cannot be secured in the output section 26 of the client 104, a function such as screen scrolling may be used to enable the user to check the card group display section 204 for each of the plurality of card groups generated by the user.
[0051] In step S12, a card group selection process is performed. By the process in this step, the electronic object granting system 100 functions as an object group selection processing means.
[0052] The user selects a card group display section 204 that displays a card group that includes an electronic card that the user wants to acquire on the object group selection screen 200 displayed on the output unit 26 of the client 104. For example, when the user selects (clicks, taps, etc.) one of the card group display sections 204 displayed on the object group selection screen 200, a selection confirmation button 206 is displayed, as shown in FIG. 9. It is preferable that the selection confirmation button 206 displays a message confirming the user's intention, such as "Do you want to get a challenge?" When the user selects (clicks, taps, etc.) the selection confirmation button 206, a get challenge is opened for the electronic card included in the card group displayed in the selected card group display section 204.
[0053] If the challenge power possessed by the user is insufficient for the selected card group, it is preferable to display an image indicating that the challenge power is insufficient on the output unit 26. For example, it may be possible to indicate that challenge power can be acquired by paying a fee or the like, and to encourage the user to acquire the insufficient challenge power.
[0054] When the Get Challenge is started, the electronic cards included in the selected card group are displayed face down, and a shuffling process is performed to rearrange the cards so that the arrangement of the individual electronic cards is not visible.
[0055] For example, a shuffle screen 210 is displayed as shown in Fig. 10. On the shuffle screen 210, it is preferable to display a shuffle video 212, which is an animation of shuffling up the face-down electronic cards. After that, as shown in Fig. 11, an object selection screen 220 is displayed on which card images 222 representing the face-down electronic cards are arranged.
[0056] Each of the card images 222 of the electronic cards on the object selection screen 220 is assigned a card placement position that specifies its position. For example, as shown in Fig. 12, placement positions P1 to P5 are assigned in order from the upper left card image 222 to the lower right card image 222. By shuffling, the placement positions of the card images 222 that display the electronic cards included in the selected card group are changed. For example, the placement positions of the card images 222 that display the electronic cards included in the selected card group are changed randomly.
[0057] 13 shows an example of the positions of the card images 222 for each electronic card before shuffling and the positions of the card images 222 for each electronic card after shuffling. As shown in Fig. 13, the positions of each card image 222 displayed on the object selection screen 220 and the information of the electronic card corresponding to the card image 222 are stored in an associated state in the storage unit 22. That is, each card image 222 and the electronic card corresponding to the card image 222 are associated one-to-one.
[0058] In step S14, it is determined whether or not to give the user a chance to peek. The processing in this step causes the electronic object granting system 100 to function as a peek determination means. The peek chance refers to a process of giving the user a chance to turn over one of the electronic cards displayed on the object selection screen 220 and peek at the front of the electronic card.
[0059] Whether or not the chance to peek is granted may be determined probabilistically for each Get Challenge. For example, the chance to peek may be granted with a 10% probability for each Get Challenge.
[0060] Here, the probability of generating a peek chance may be changed. For example, the probability of generating a peek chance may be changed according to the rarity of the series of the electronic card pack. Specifically, for example, it is preferable to set the probability of providing a peek chance to be lower for an electronic card pack with a higher appearance rate of electronic cards with a higher rarity. For example, the probability of generating a peek chance may be set to 10% for electronic card packs of normal rarity, and to 5% for electronic card packs of higher rarity.
[0061] The chance to peek may also be granted for a limited period of time. For example, a start date and time and an end date and time for granting the chance to peek may be set, and the chance to peek may be granted only during the period from the start date and time to the end date and time. In this case, the chance to peek may also be granted probabilistically.
[0062] Alternatively, a user may be granted a peek chance by using an item. For example, a process may be performed in which a user consumes a peek item that the user owns to grant the user a peek chance. Specifically, for example, a peek button 224 may be displayed on the object selection screen 220, and the user may grant a peek chance by selecting (clicking, tapping, etc.) the peek button 224. When the user selects the peek button 224, the client 104 transmits the required number of peek items to the server 102, and the server 102 subtracts the number of peek items used from the number of peek items associated with the user in the user database. The peek chance is then granted.
[0063] Here, the amount of peeking items consumed to provide one peeking chance may be changed according to the rarity of the series of the electronic card pack. Specifically, for example, it is preferable to increase the amount of peeking items consumed to provide a peeking chance for an electronic card pack with a higher appearance rate of electronic cards with a higher rarity.
[0064] Alternatively, a chance to peek may be given by charging the user or by consuming coins used in electronic games, etc. In this case, the number of chances to peek may be set to multiple times depending on the amount of charge or coins consumed.
[0065] When the peek chance is activated, a chance activation image 226 is displayed on the object selection screen 220, as shown in Fig. 14. For example, the chance activation image 226 is displayed superimposed on the object selection screen 220 together with a message such as "Peek Chance".
[0066] In step S16, a peek process is performed. By the process in this step, the electronic object granting system 100 functions as a peek processing means. As shown in Fig. 15, the client 104 displays an explanation area 228 on the object selection screen 220, which prompts the user to select a card to peek at. The explanation area 228 displays a message prompting the user to select a card to peek at, such as "You can check the contents only once. Please choose the card you want to check."
[0067] The user selects (by clicking, tapping, etc.) the card image 222 corresponding to the electronic card whose front side the user wishes to check. At this time, it is preferable to display the card image 222 of the selected electronic card as a card image 230 that is different from the card images of the unselected electronic cards, as shown in Fig. 16 .
[0068] When an electronic card is selected, a peek confirmation button 232 is displayed on the object selection screen 220. The user selects (clicks, taps, etc.) the peek confirmation button 232 when peeking at the selected electronic card.
[0069] When the peek confirmation button 232 is selected, the client 104 refers to the card group database to obtain the location of the card image 222 of the selected electronic card, and displays a card image 234 showing the front of the electronic card associated with that location, as shown in Figure 17.
[0070] It is preferable that the client 104 displays the card image 234 showing the front side of the electronic card for only a predetermined period of time, and then returns the display to the original object selection screen 220, as shown in Fig. 11. The predetermined period of time is preferably, for example, about 1 to 10 seconds. At this time, an animation may be displayed in which the electronic card is turned over from the card image 222 showing the back side of the electronic card to the card image 234 showing the front side of the electronic card, and the card image 234 is displayed for the predetermined period of time, and then the electronic card is turned over from the card image 234 showing the front side of the electronic card to the card image 222 showing the back side of the electronic card.
[0071] Also, a process may be performed in which the chance to peek is given multiple times. After the process related to the chance to peek is executed in step S16, the process returns to step S14 to determine whether or not to give another chance to peek.
[0072] 18, an item use confirmation image 236 may be displayed superimposed on the object selection screen 220 to confirm whether or not to use the peek item again. If the user selects (clicks, taps, etc.) the use button 236a in the item use confirmation image 236, the user consumes the peek item they own, causing the process to shift again to step S16, and the user is given another chance to peek. On the other hand, if the user selects (clicks, taps, etc.) the non-use button 236b in the item use confirmation image 236, the process shifts to step S18.
[0073] Also, if multiple peek chances are given depending on the charge or the amount of coins consumed, the user may be asked whether to use the peek chance multiple times. For example, as shown in FIG. 19, a chance execution confirmation image 238 may be displayed superimposed on the object selection screen 220 to confirm whether to try another peek chance. If the user selects (clicks, taps, etc.) the play button 238a in the chance execution confirmation image 238, the process may proceed to step S16 again, where the user is given another peek chance. On the other hand, if the user selects (clicks, taps, etc.) the non-play button 238b in the chance execution confirmation image 238, the process may proceed to step S18.
[0074] When multiple peeking chances are granted to the same card group, the card images 222 representing the electronic cards included in the card group may be shuffled. In this case, similar to the start of the Get Challenge, it is preferable to display a shuffle screen 210 showing a shuffle video 212 that appears to shuffle the face-down electronic cards, as shown in Fig. 10.
[0075] By being given multiple chances to peek, the user has the possibility to check the types of multiple electronic cards included in the card group. On the other hand, by applying the shuffling process, it is possible to prevent the user from knowing the positions of two or more electronic cards even when multiple chances to peek are executed.
[0076] In step S18, a card selection process is performed. Through the process in this step, the electronic object granting system 100 functions as an object selection processing means. As shown in Fig. 20, the client 104 displays a card selection display image 240 on the object selection screen 220, which prompts the user to select a card image 222 of the electronic card that the user wishes to acquire.
[0077] The user selects (by clicking, tapping, or the like) the card image 222 corresponding to the electronic card that the user wishes to acquire on the object selection screen 220. At this time, by being able to grasp the type of electronic card presented in the peek chance, the user can select the electronic card after knowing whether the electronic card that the user wishes to acquire is included in the card group. In particular, for the electronic card last checked in the peek chance, not only the type of the electronic card but also the location of the card image 222 corresponding to the electronic card can be grasped, so that if the user wishes to acquire the electronic card, the user can reliably select the electronic card. When the card image 222 is selected, it is preferable to display the selected card image 222 as a card image 244 in a display manner that allows it to be distinguished from the card images 222 of other electronic cards, as shown in FIG. 21 .
[0078] If the player does not wish to acquire an electronic card from the current card group, the player may select (click, tap, etc.) the back button 242 to return to the object group selection screen 200.
[0079] In step S20, a card granting process is performed. Through the process in this step, the electronic object granting system 100 functions as an object granting means. The client 104 refers to the card group database and transmits to the server 102 the card ID of the electronic card associated with the placement position of the card image 222 selected in step S18. At this time, the client 104 also transmits to the server 102 the user ID of the user who performed the Get Challenge and information on the amount of challenge power consumed for the Get Challenge in the card group selection process in step S12.
[0080] When the server 102 receives the information transmitted from the client 104, it accesses the user database and reduces the challenge power associated with the received user ID by the amount of challenge power consumed for the Get Challenge. At the same time, it associates the card ID of the received electronic card with the user ID and adds it as a new owned card. This allows the user to acquire the selected electronic card.
[0081] Note that when an electronic card is granted to a user, image effects may be performed in the client 104. For example, as shown in FIG. 22, it is preferable to display an object granting screen in such a way that card images 222 showing their backs are sequentially opened to reveal their fronts. That is, it is preferable to display an animation in which the card images 222 of electronic cards not selected by the user on the object selection screen 220 are sequentially opened (FIGS. 22(a) to 22(d)), and the card image 222 of the electronic card selected by the user is finally opened (FIGS. 22(e) to 22(f)). Thereafter, it is preferable to display an enlarged object granting screen 250 as shown in FIG. 23 so that the user can clearly see the electronic card they have acquired.
[0082] The images of the electronic cards with their backs displayed are opened in order, and the image of the electronic card selected by the user is opened last, so that it takes time for the user to understand the type of electronic card to be acquired, and the process of acquiring the electronic card can be made more enjoyable by making the user impatient.
[0083] [Configuration of the invention] [Configuration 1] An electronic object assignment system for assigning an electronic object to a user, comprising: a means for displaying a plurality of electronic objects in an indistinguishable state in which the types of the electronic objects cannot be specified; means for prompting a user to select at least one of the plurality of unidentifiable electronic objects when a predetermined condition is satisfied before the electronic object is assigned to the user, and displaying the electronic object selected by the user in an identifiable state that allows the type of the electronic object to be specified; means for allowing a user to select at least one of the plurality of electronic objects and for granting the electronic object selected by the user to the user; An electronic object provision system comprising: [Configuration 2] 10. The electronic object provision system according to claim 1, An electronic object assignment system, characterized in that, before assigning the electronic object to the user, the display state of the electronic object is returned from the identifiable state to the unidentifiable state. [Configuration 3] 3. The electronic object provision system according to claim 1 or 2, An electronic object assignment system characterized in that the means for assigning the electronic object to the user displays the electronic object not selected by the user in the identifiable state, and then displays the electronic object selected by the user in the identifiable state, and assigns the electronic object to the user. [Configuration 4] The electronic object assignment system according to any one of configurations 1 to 3, The electronic object granting system is characterized in that the predetermined condition is a condition that is satisfied by consuming a predetermined value. [Configuration 5] 5. The electronic object provision system according to claim 4, The electronic object granting system, wherein the predetermined value is at least one of an electronic item and a charge to a user. [Configuration 6] 6. The electronic object provision system according to configuration 4 or 5, An electronic object providing system, characterized in that the number of times the electronic object is displayed in the identifiable state that allows the type of the electronic object to be identified varies depending on the amount of consumption of the predetermined value. [Configuration 7] The electronic object assignment system according to any one of the first to sixth aspects, An electronic object granting system, characterized in that the predetermined condition is changed depending on the rarity of the electronic object. [Configuration 8] The electronic object assignment system according to any one of configurations 1 to 7, An electronic object assignment system characterized in that, after displaying the electronic object in the identifiable state, a shuffle process is performed to change the position of the display of the electronic object before re-executing the process of displaying the electronic object in the identifiable state. [Configuration 9] An electronic object assignment program for assigning an electronic object to a user, comprising: On the computer, a means for displaying a plurality of electronic objects in an indistinguishable state in which the types of the electronic objects cannot be specified; means for prompting a user to select at least one of the plurality of unidentifiable electronic objects when a predetermined condition is satisfied before the electronic object is assigned to the user, and displaying the electronic object selected by the user in an identifiable state that allows the type of the electronic object to be specified; means for allowing a user to select at least one of the plurality of electronic objects and for granting the electronic object selected by the user to the user; An electronic object providing program characterized by causing the program to function as: [Configuration 10] 1. A method for assigning an electronic object to a user, comprising: On the computer, a process of displaying a plurality of electronic objects in an indistinguishable state in which the types of the electronic objects cannot be identified; a process of prompting the user to select at least one of the plurality of unidentifiable electronic objects when a predetermined condition is satisfied before the electronic object is assigned to the user, and displaying the selected electronic object in an identifiable state that allows the type of the electronic object to be identified; a process of having a user select at least one of the plurality of electronic objects and granting the electronic object selected by the user to the user; 2. A method for providing an electronic object, comprising: [Explanation of symbols]
[0084] 10 Processing unit, 12 Memory unit, 14 Input unit, 16 Output unit, 18 Communication unit, 20 Processing unit, 22 Memory unit, 24 Input unit, 26 Output unit, 28 Communication unit, 100 Electronic object granting system, 102 Server, 104 Client, 106 Information and communication network, 200 Object group selection screen, 202 Challenge power display unit, 202a Challenge power image display unit, 202b Challenge power acquisition button, 204 Card group display unit, 204a User display area, 204b Electronic card pack display area, 204c Card display area, 204d Required challenge power display area, 206 Selection confirmation button, 210 Shuffle screen, 212 Shuffle video, 220 Object selection screen, 222 Card image, 224 Peek button, 226 Chance activation image, 228 Explanation area, 230 Card image, 232 Peek confirmation button, 234 card image, 236 item use confirmation image, 236a use button, 236b non-use button, 238 chance execution confirmation image, 238a play button, 238b non-play button, 240 card selection display image, 242 back button, 244 card image, 250 object granting screen.
Claims
1. An electronic object assignment system for assigning an electronic object to a user, comprising: a means for displaying a plurality of electronic objects in an indistinguishable state in which the types of the electronic objects cannot be specified; means for prompting a user to select at least one of the plurality of unidentifiable electronic objects when a predetermined condition is satisfied before the electronic object is assigned to the user, and displaying the selected electronic object in an identifiable state that allows the type of the electronic object to be specified; means for allowing a user to select at least one of the plurality of electronic objects and for granting the electronic object selected by the user to the user; Equipped with An electronic object assignment system, characterized in that, before assigning the electronic object to the user, the display state of the electronic object is returned from the identifiable state to the unidentifiable state.
2. An electronic object assignment system for assigning an electronic object to a user, comprising: a means for displaying a plurality of electronic objects in an indistinguishable state in which the types of the electronic objects cannot be specified; means for prompting a user to select at least one of the plurality of unidentifiable electronic objects when a predetermined condition is satisfied before the electronic object is assigned to the user, and displaying the selected electronic object in an identifiable state that allows the type of the electronic object to be specified; means for allowing a user to select at least one of the plurality of electronic objects and for granting the electronic object selected by the user to the user; Equipped with the predetermined condition is a condition that is satisfied by consuming a predetermined value; An electronic object providing system, characterized in that the number of times the electronic object is displayed in the identifiable state that allows the type of the electronic object to be identified varies depending on the amount of consumption of the predetermined value.
3. An electronic object assignment system for assigning an electronic object to a user, comprising: a means for displaying a plurality of electronic objects in an indistinguishable state in which the types of the electronic objects cannot be specified; means for prompting a user to select at least one of the plurality of unidentifiable electronic objects when a predetermined condition is satisfied before the electronic object is assigned to the user, and displaying the selected electronic object in an identifiable state that allows the type of the electronic object to be specified; means for allowing a user to select at least one of the plurality of electronic objects and for granting the electronic object selected by the user to the user; Equipped with An electronic object assignment system characterized in that, after displaying the electronic object in the identifiable state, a shuffle process is performed to change the position of the display of the electronic object before re-executing the process of displaying the electronic object in the identifiable state.
4. An electronic object assignment system according to any one of claims 1 to 3, An electronic object assignment system characterized in that the means for assigning the electronic object to the user displays the electronic object not selected by the user in the identifiable state, and then displays the electronic object selected by the user in the identifiable state, and assigns the electronic object to the user.
5. 3. The electronic object provision system of claim 2, The electronic object granting system is characterized in that the predetermined value is at least one of an electronic item and a charge to a user.
6. An electronic object assignment system according to any one of claims 1 to 3, An electronic object granting system, characterized in that the predetermined condition is changed depending on the rarity of the electronic object.
7. An electronic object assignment program for assigning an electronic object to a user, comprising: On the computer, a means for displaying a plurality of electronic objects in an indistinguishable state in which the types of the electronic objects cannot be specified; means for prompting a user to select at least one of the plurality of unidentifiable electronic objects when a predetermined condition is satisfied before the electronic object is assigned to the user, and displaying the selected electronic object in an identifiable state that allows the type of the electronic object to be specified; means for allowing a user to select at least one of the plurality of electronic objects and for granting the electronic object selected by the user to the user; It functions as an electronic object assignment program, characterized in that, before assigning the electronic object to the user, the display state of the electronic object is returned from the identifiable state to the unidentifiable state;
8. An electronic object assignment program for assigning an electronic object to a user, comprising: On the computer, a means for displaying a plurality of electronic objects in an indistinguishable state in which the types of the electronic objects cannot be specified; means for prompting a user to select at least one of the plurality of unidentifiable electronic objects when a predetermined condition is satisfied before the electronic object is assigned to the user, and displaying the selected electronic object in an identifiable state that allows the type of the electronic object to be specified; means for allowing a user to select at least one of the plurality of electronic objects and for granting the electronic object selected by the user to the user; It functions as the predetermined condition is a condition that is satisfied by consuming a predetermined value; An electronic object providing program, characterized in that the number of times the electronic object is displayed in the identifiable state that allows the type of the electronic object to be identified varies depending on the amount of consumption of the predetermined value.
9. An electronic object assignment program for assigning an electronic object to a user, comprising: On the computer, a means for displaying a plurality of electronic objects in an indistinguishable state in which the types of the electronic objects cannot be specified; means for prompting a user to select at least one of the plurality of unidentifiable electronic objects when a predetermined condition is satisfied before the electronic object is assigned to the user, and displaying the selected electronic object in an identifiable state that allows the type of the electronic object to be specified; means for allowing a user to select at least one of the plurality of electronic objects and for granting the electronic object selected by the user to the user; It functions as An electronic object assignment program characterized in that, after displaying the electronic object in the identifiable state, a shuffle process is performed to change the position of the display of the electronic object before re-executing the process of displaying the electronic object in the identifiable state.
10. 1. A method for assigning an electronic object to a user, comprising: On the computer, a process of displaying a plurality of electronic objects in an indistinguishable state in which the types of the electronic objects cannot be identified; a process of prompting the user to select at least one of the plurality of unidentifiable electronic objects when a predetermined condition is satisfied before the electronic object is assigned to the user, and displaying the selected electronic object in an identifiable state that allows the type of the electronic object to be identified; a process of having a user select at least one of the plurality of electronic objects and granting the electronic object selected by the user to the user; Execute a display state of the electronic object being returned from the identifiable state to the unidentifiable state before the electronic object is assigned to the user;
11. A method for assigning an electronic object to a user, comprising: On the computer, a process of displaying a plurality of electronic objects in an indistinguishable state in which the types of the electronic objects cannot be identified; a process of, when a predetermined condition is satisfied before the electronic object is assigned to the user, having the user select at least one of the plurality of electronic objects in the indistinguishable state and displaying the electronic object selected by the user in an identifiable state that allows the type of the electronic object to be specified; a process of having a user select at least one of the plurality of electronic objects and granting the electronic object selected by the user to the user; Execute the predetermined condition is a condition that is satisfied by consuming a predetermined value; An electronic object providing method, characterized in that the number of times the electronic object is displayed in the identifiable state that allows the type of the electronic object to be identified varies depending on the amount of consumption of the predetermined value.
12. A method for assigning an electronic object to a user, comprising: On the computer, a process of displaying a plurality of electronic objects in an indistinguishable state in which the types of the electronic objects cannot be identified; a process of, when a predetermined condition is satisfied before the electronic object is assigned to the user, having the user select at least one of the plurality of electronic objects in the indistinguishable state and displaying the electronic object selected by the user in an identifiable state that allows the type of the electronic object to be specified; a process of having a user select at least one of the plurality of electronic objects and granting the electronic object selected by the user to the user; Execute An electronic object assignment method characterized in that, after displaying the electronic object in the identifiable state, a shuffle process is performed to change the position of the display of the electronic object before re-executing the process of displaying the electronic object in the identifiable state.
Citation Information
Patent Citations
Control method of server device
JP2017113582A
Game program, method, information processor, and game system
JP2018161502A
Game system, item providing method, and program
JP2019088463A
Computer program and computer device
JP2020171720A
Game program, game method, and game system
JP2022128023A