Information processing system, information processing method, and program

The information processing system differentiates user benefits based on play history, addressing uniformity in existing game control methods by offering personalized rewards, thus enhancing user engagement.

JP7807675B2Active Publication Date: 2026-01-28CAPCOM CO LTD
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Patent Information

Application Number
JP2023120667
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-07-25
Publication Date
2026-01-28
Estimated Expiration
2043-07-25

AI Technical Summary

Technical Problem

Existing game control methods do not effectively differentiate between users who satisfy the same conditions, leading to uniform benefit distribution without considering individual play histories.

Method used

An information processing system identifies specific users based on their game play history and assigns them benefits through distinct benefit patterns, ensuring that users receive personalized rewards based on their unique play histories.

Benefits of technology

This approach allows for differentiated benefit distribution, enhancing user engagement by providing tailored rewards, thereby improving the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide novel technology.SOLUTION: According to one embodiment, an information processing system is provided. The information processing system includes a processor capable of performing a program so as to perform the following steps. At a specific step, specific users who satisfy a same condition about user information about the users are identified, among a plurality of users playing the game. The specific users include at least one first specific user and one second specific user. According to a game play history, the user is imparted with a prescribed privilege set. At a first imparting step, regardless any specific users satisfying the same condition, to the first specific user, a prescribed privilege set is imparted along a first privilege pattern. To a second specific user, a prescribed privilege set is imparted along a second privilege pattern different from the first privilege pattern.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

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

[0002] Patent Document 1 discloses a control method for activating a game or an event within a game.

[0003] A control method for a server device that provides this game includes the steps of: storing the user's activity status in the game or in-game events; judging the stored user's activity status; setting lottery objects for the user to select from multiple groups with different numbers of rewards corresponding to each rarity level based on the results of the judgment; creating setting information for displaying the set lottery objects on the user's terminal device; and storing rewards corresponding to the selected lottery objects in association with the user in accordance with the user's selection operation of the lottery objects; and when it is determined in the judging step that the activity status satisfies a first predetermined condition, in the setting step, the lottery objects are set by changing at least one of the number of rewards and the rarity level. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-174948 Summary of the Invention [Problem to be solved by the invention]

[0005] However, there is still room for improvement in the functions of the above-mentioned known techniques.

[0006] In view of the above circumstances, the present disclosure provides a novel technology. [Means for solving the problem]

[0007] According to one aspect of the present disclosure, an information processing system is provided. The information processing system includes a processor capable of executing a program to perform the following steps: In the identification step, specific users who satisfy the same conditions regarding their user information are identified from among multiple users playing a game. The specific users include at least a first specific user and a second specific user. These users are granted a predetermined set of benefits according to their game play history. In the first granting step, even though all of the specific users satisfy the same conditions, the first specific user is granted a predetermined set of benefits according to a first benefit pattern. The second specific user is granted a predetermined set of benefits according to a second benefit pattern different from the first benefit pattern.

[0008] According to the present disclosure, a novel technique can be provided. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a block diagram showing a hardware configuration of an information processing system 1 according to the present embodiment. [Figure 2] FIG. 2 is a block diagram showing a functional configuration of an information processing device 2 according to the present embodiment. [Figure 3] FIG. 2 is an activity diagram showing an overview of information processing executed by the information processing system 1. [Figure 4] FIG. 10 is a schematic diagram illustrating an example of a grouping process. [Figure 5] 10A and 10B are schematic diagrams of a benefit giving screen 5 (benefit giving screens 5a and 5b) showing an example of a first benefit pattern (an example of a benefit pattern). [Figure 6] FIG. 10 is a schematic diagram of a benefit providing screen 6 showing an example of a second benefit pattern. [Figure 7] FIG. 10 is a schematic diagram of a benefit providing screen 7 showing an example of a second benefit pattern. [Figure 8] FIG. 10 is a schematic diagram of a benefit providing screen 8 showing an example of a second benefit pattern. [Figure 9] FIG. 10 is a schematic diagram of a benefit providing screen 9 showing an example of a first benefit pattern. DETAILED DESCRIPTION OF THE INVENTION

[0010] [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.

[0011] 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).

[0012] 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.

[0013] 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.

[0014] 1. Game Description Fig. 1 is a block diagram showing the hardware configuration of an information processing system 1 according to this embodiment. In the information processing system 1 shown in Fig. 1, an information processing device 2 and a plurality of game devices 3 are communicably connected to each other via a communication network 11, and a game is executed on the game devices 3. In other words, the information processing system 1 is an information processing system consisting of at least one device.

[0015] The game according to this embodiment is an online game executed by the information processing system 1. In this game, a user of the game device 3 controls one or more player characters to act in a virtual game space, and controls the player characters to fight against enemy characters, which are non-player characters. The characters are an example of objects.

[0016] 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.

[0017] 2. Overview of Information Processing System 1 As shown in FIG. 1, the information processing system 1 is made up of an information processing device 2 and multiple game devices 3. The information processing 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 information processing device 2 is made up of, for example, a server. Each of the multiple 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 information processing device 2 or game device 3 described below alone can also be an example of the information processing system 1.

[0018] 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 information processing 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 information processing device 2 at the time of login, and is used for user authentication on the information processing device 2.

[0019] After user authentication, mutual communication becomes possible between the information processing device 2 and the game device 3. After logging in, the game device 3 receives data necessary for game progress (data related to the game progress status) from the information processing device 2, and then progresses the game while outputting game images and sounds to the display 4a and speaker 4b based on user operations.

[0020] 2.1 Hardware Configuration Hereinafter, each hardware configuration of the information processing system 1 will be described with reference to FIG.

[0021] <Information processing device 2> 1, the information processing device 2 includes 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.

[0022] 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 and a LAN. Main information that the information processing device 2 receives 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, a request to start / end autoplay, account information, game data, etc. Main information that the information processing device 2 transmits via the communication unit 21 includes information for confirming that the game device 3 has received the game program, information about game media obtained through gacha, etc.

[0023] 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.

[0024] Specifically, for example, the storage unit 22 stores a user DB, a lottery list, and the like. The user DB stores user information for each user identification number (user ID) playing the game. The user information is information about the game associated with the user, specifically, for example, the user name, account information (including the user ID), user rank, user attributes, information such as the status of the player character operated by the user, the amount of consumable media usable in the virtual game space, information about parameters, game progress, login history, and billing history. The lottery list is used for a lottery process generally known as gacha, and includes multiple pieces of information about game media to be selected. The lottery list associates information about the game media (such as name, ability parameters, rarity, and level) with a selection rate in the lottery. Furthermore, if the game media is a player character, the ability parameters include, for example, combat power, HP, attack power, defense power, intelligence, or speed.

[0025] The control unit 23 is configured by a microcomputer including a CPU and semiconductor memory, and controls the operation of the information processing device 2, which is its own device. In particular, the control unit 23 realizes various functions related to the information processing device 2, which is its own device, by reading out predetermined programs stored in the storage unit 22. That is, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and each functional unit described below can be executed. Note that the control unit 23 is not limited to being single, and it may be implemented with multiple control units 23 for each function. It may also be a combination of these.

[0026] 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.

[0027] 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 acquire game media through direct purchase, quest completion, or a lottery system known as gacha. The acquired game media is stored and managed in a user DB in association with the identification information of the user who will own the game media. Furthermore, "gacha" refers to a method in which an information processing 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 a 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."

[0028] <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.

[0029] 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 information processing 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 information processing device 2 in response to the download request information, information on the game media selected by lottery processing, etc.

[0030] The storage unit 32 is composed of an HDD, an SSD, a RAM, a ROM, and the like. The storage unit 32 stores game data downloaded from the information processing device 2, various programs including a part of the game program, account information of the game device 3 itself, user information, and the like. The user information is at least a part of the information in a user DB stored in the storage unit 22 of the information processing 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 part of the information in this master that is distributed from the information processing device 2.

[0031] The control unit 33 is configured by a microcomputer including a CPU and semiconductor memory, and controls the operation of the game device 3, which is the device itself. In particular, the control unit 33 realizes various functions related to the game device 3, which is the device 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 single, and multiple control units 33 may be provided for each function. A combination of these may also be used. In other words, the information processing system 1 includes a processor capable of executing programs to perform each of the steps described below.

[0032] In particular, the control unit 33 is configured to execute a game in accordance with the operation of the input device 4c by the user of the game apparatus 3, which is the own apparatus. 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 information processing 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 perform display control of the display 4a and audio output control of the speaker 4b in accordance with the operation of the user of the game apparatus 3, which is the own apparatus, when executing a game.

[0033] 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 by operating 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.

[0034] 2.2 Functional Configuration Next, the functional configuration of the information processing device 2 of the information processing system 1 will be described with reference to FIG.

[0035] 2 is a block diagram showing the functional configuration of the information processing device 2 according to this embodiment. As shown in Fig. 2, the control unit 23 executes various programs stored in the storage unit 22, thereby functioning as a reception unit 231, a display control unit 232, an identification unit 233, an assignment unit 234, a determination unit 235, a change unit 236, and a calculation unit 237. In other words, information processing by software stored in the storage unit 22 is specifically realized by the control unit 23, which is an example of hardware, and can be executed as each functional unit included in the control unit 23.

[0036] The reception unit 231 is configured to receive various data. For example, the reception unit 231 receives user information, game data, input from a user, and the like from the storage unit 22 of the information processing device 2 or the game device 3. In this embodiment, the description will be given assuming that the various information received by the reception unit 231 is stored in the storage unit 22.

[0037] The display control unit 232 displays various pieces of information stored in the storage unit 32 or screens containing such information in a visible manner on the display 4a of the game device 3. Specifically, the display control unit 232 may generate visual information itself generated in a human-visible manner, such as a screen, an image (e.g., a still image or a video), an icon, or text, or may generate rendering information for displaying the visual information on the display 4a and transmit the information.

[0038] The identification unit 233 is configured to identify various pieces of information as the identification step. For example, the identification unit 233 is configured to identify a specific user from a plurality of users playing the game.

[0039] The granting unit 234 is configured to grant various benefits to a specific user in accordance with the game play history as a first granting step or a second granting step.

[0040] The determination unit 235 is configured to make various determinations based on various information as a determination step. For example, the determination unit 235 is configured to determine the achievement level of the game based on the play history.

[0041] The change unit 236 is configured to change various settings as a change step. For example, the change unit 236 changes a pattern for granting a benefit assigned to a specific user. This will be described in detail later.

[0042] The calculation unit 237 is configured to execute various information processing calculations related to the information processing device 2.

[0043] 3. Overview of information processing This section provides an overview of the flow of the information processing method executed by the information processing system 1. FIG. 3 is an activity diagram showing an overview of the information processing executed by the information processing system 1. The results of the processing in each activity included in the information processing described below may be output in a manner that is recognizable to the user, using the display 4a of the game device 3, etc., as appropriate. Note that the information processing may include any exception processing not shown. Exception processing includes the interruption of the information processing or the omission of each process. The selection or input performed in the information processing may be based on a user operation or may be performed automatically without relying on a user operation.

[0044] First, the receiving unit 231 receives user information from the storage unit 22 (activity A001). Since the storage unit 22 stores user information for each of all users who play the game, the receiving unit 231 receives multiple pieces of user information corresponding to all or part of the user information.

[0045] Next, the calculation unit 237 executes a process of extracting predetermined elements from the received user information, and the identification unit 233 uses the extracted predetermined elements to identify specific users among multiple users playing the game who satisfy the same conditions regarding their user information (activity A002). The same conditions in this case indicate identity or commonality in the predetermined elements of the user information, specifically, for example, at least one of the following: the same game progress, the same user attributes, and the history of payment for the same game. Examples of game progress include user rank, number of completed quests, and play time or number of days. User attributes include various information such as age, gender, occupation, nationality, and address. Payment history includes information such as the amount of payment within a predetermined period and the frequency of payment. As an example, the following describes a case where specific users who satisfy the same game progress are identified using three conditions included in game progress: "beginner," "intermediate player," and "advanced player."

[0046] Next, the calculation unit 237 executes a grouping process to associate users with predetermined groups (activity A003). In the process of activity A002, the identification unit 233 identifies multiple specific users for each of the three conditions of "beginner," "intermediate," and "advanced." Based on this, the calculation unit 237 executes a grouping process as a first round of grouping process to associate multiple specific users who satisfy the "beginner" condition with a "beginner group." Similarly, the calculation unit 237 executes a grouping process to associate multiple specific users who satisfy the "intermediate" condition with an "intermediate group," and executes a grouping process to associate multiple specific users who satisfy the "advanced" condition with an "advanced group" (see FIG. 4).

[0047] Furthermore, the calculation unit 237 performs a second grouping process to further subdivide each of the “beginner group,” “intermediate group,” and “advanced group.” The grouping conditions in the second grouping process should be different from those in the first grouping process and should result in groups with as equal a number of users as possible. For example, the grouping may be performed using a predetermined element of user information, or users may be randomly selected and divided. As an example, the following describes a case where the “beginner group” is divided into groups based on whether the last digit of a user ID, which is a string of numbers, is an even or odd number. Note that grouping may also be performed to increase the number of users belonging to a specific group. For example, the number of users belonging to each group may be adjusted by adjusting the number of characters at the end of the user ID. The second grouping process for the “intermediate group” and the “advanced group” is substantially similar to the second grouping process for the “beginner group,” and therefore will not be described here.

[0048] The calculation unit 237 executes a process of extracting the last digit of the user ID included in the user information received in activity A001. The calculation unit 237 then executes a process of further associating, among multiple specific users associated with the "beginner group," specific users whose last digit is an even number with the "beginner group A," and further associating, with the "beginner group B," specific users whose last digit is an odd number. The calculation unit 237 executes a similar second grouping process for the "intermediate group" and the "advanced group." Furthermore, the identification unit 233 identifies specific users belonging to the "beginner group A" as first specific users, and identifies specific users belonging to the "beginner group B" as second specific users. That is, the specific users include at least the first specific user and the second specific user.

[0049] Next, the calculation unit 237 executes a process of associating a first benefit pattern with a first specific user who belongs to "beginner group A" (an example of a first group) (activity A104). In parallel with activity A104, the calculation unit 237 executes a process of associating a second benefit pattern with a second specific user who belongs to "beginner group B" (an example of a second group) (activity A204). The display control unit 232 causes a benefit granting screen (see FIGS. 5 to 8) corresponding to the first benefit pattern to be displayed in a visible manner on the display 4a of the game device 3 of the first specific user. The display control unit 232 causes a benefit granting screen (see FIGS. 5 to 8) corresponding to the second benefit pattern to be displayed in a visible manner on the display 4a of the game device 3 of the second specific user. The benefit pattern in this case is the order in which different types of individual benefits are granted, and the first benefit pattern and the second benefit pattern are benefit patterns in which the individual benefits are granted in mutually different orders. Furthermore, regardless of the benefit pattern, a predetermined benefit set is granted when all individual benefits are granted. That is, the predetermined benefit set is composed of a plurality of different types of individual benefits. That is, the order in which the individual benefits are granted differs between the first benefit pattern and the second benefit pattern, and once all individual benefits are granted, the predetermined benefit set is the same whether it is the first benefit pattern or the second benefit pattern. As an example, the following will be described using a case where there are seven individual benefits.

[0050] Next, the calculation unit 237 sets the variable i to an initial value (0) (activity A105) and sets the variable k to an initial value (0) (activity A205). The variables i and k are values ​​that change stepwise depending on the user's play history and correspond to the status of individual benefits being granted. In other words, the range of variables i and k is a value that changes stepwise from 0 to N to correspond to the number (N) of individual benefits. As mentioned above, the value of N is set to (7) to correspond to seven individual benefits. Hereinafter, for convenience of explanation, the values ​​of variables i and k may be simply referred to as "i" and "k".

[0051] Next, the determination unit 235 determines whether all individual benefits have been granted (activity A106). Specifically, the determination unit 235 determines whether the value of the variable i has reached the number of individual benefits (N). In this case, the determination unit 235 determines that all individual benefits have not been granted (i.e., i<7) based on i=0, and the process proceeds to activity A107. Similarly, the determination unit 235 determines whether all individual benefits have been granted (activity A206). The determination unit 235 determines that all individual benefits have not been granted (i.e., k<7) based on k=0, and the process proceeds to activity A207.

[0052] Next, the reception unit 231 receives the play history of the first specific user from the storage unit 22 (activity A107). The play history is part of the user information and is information related to the play of a game associated with the user. Specifically, the play history is, for example, at least one of a login history for the game, a progress in the game, a progress in rank within the game, and a history of charges for the game. Below, a case where the login history is used as the play history will be described. Similarly, the reception unit 231 receives the login history (an example of a play history) of the second specific user from the storage unit 22 (activity A207).

[0053] Next, the determination unit 235 determines whether the grant condition is satisfied based on the login history of the first specific user accepted in activity A107 (activity A108). Similarly, the determination unit 235 determines whether the grant condition is satisfied based on the login history of the second specific user accepted in activity A207 (activity A208).

[0054] The granting condition is a condition for granting individual benefits in stages according to a benefit pattern. In this description, a condition for granting individual benefits in stages according to the number of days of login (so-called login bonus) is adopted. Specifically, for example, when a first specific user logs in on the first day in activity A108 through a game login screen (not shown), the determination unit 235 determines that the corresponding granting condition is met based on the login history. Thereafter, the process proceeds to activity A109. For example, if the first specific user logs in again on the same day, the corresponding granting condition has already been met, so the process does not proceed to activity A109 but returns to activity A106.

[0055] If it is determined in activity A108 that the grant condition is satisfied, the calculation unit 237 executes a process of incrementing the variable i (i + = 1) (activity A109). That is, the value of the variable i becomes (1) and changes stepwise depending on the login history. Similarly, if it is determined in activity A208 that the grant condition is satisfied, the calculation unit 237 executes a process of incrementing the variable k (k + = 1) (activity A209). That is, the value of the variable k becomes (1) and changes stepwise depending on the login history.

[0056] Next, the display control unit 232 causes the display 4a of the game device 3 of the first specific user to display the individual benefit corresponding to the first of the first benefit patterns in a visible manner. Then, the granting unit 234 grants the individual benefit corresponding to the i-th (i.e., the first) of the first benefit patterns to the first specific user (activity A110). Similarly, the display control unit 232 causes the display 4a of the game device 3 of the second specific user to display the individual benefit corresponding to the first of the second benefit patterns in a visible manner. Then, the granting unit 234 grants the individual benefit corresponding to the k-th (i.e., the first) of the second benefit patterns, which is different from the first benefit pattern, to the second specific user (activity A210).

[0057] The processing of activities A106 to A110 is then repeatedly executed until the first specific user logs in on the seventh day (i.e., until it is determined that i=N). In other words, when the first specific user logs in on the seventh day, all individual benefits have been granted. Similarly, the processing of activities A206 to A210 is repeatedly executed until the second specific user logs in on the seventh day (i.e., until it is determined that k=N). In other words, when the second specific user logs in on the seventh day, all individual benefits have been granted.

[0058] Through this process, the same privilege set is granted to both the first specific user and the second specific user, regardless of the pattern for granting individual privileges (activity A311). In other words, a specific user is a user to whom a predetermined privilege set is granted according to the game's login history (an example of a play history). Furthermore, even though both specific users satisfy the same conditions, the granting unit 234 grants the predetermined privilege set to the first specific user according to the first privilege pattern, and grants the predetermined privilege set to the second specific user according to the second privilege pattern that is different from the first privilege pattern.

[0059] To summarize the above, the information processing method executed by the information processing system 1 includes the following steps. In the identification step, specific users who satisfy the same conditions regarding their user information are identified from among multiple users playing a game. The specific users include at least a first specific user and a second specific user, and are users to whom a predetermined set of benefits is granted based on their game play history. In the first granting step, even though all of the specific users satisfy the same conditions, the first specific user is granted a predetermined set of benefits according to a first benefit pattern, and the second specific user is granted a predetermined set of benefits according to a second benefit pattern different from the first benefit pattern. Furthermore, the program according to this embodiment causes at least one computer to execute each of the steps of the information processing system 1. According to this aspect, a novel technology can be provided.

[0060] 4. Details of data processing The details of the information processing outlined above will be explained using the drawings.

[0061] 4.1 Grouping process FIG. 4 is a schematic diagram showing an example of the grouping process. The grouping process shown in FIG. 4 is performed twice. In the first grouping process, the grouping process is performed using three conditions, "beginner," "intermediate player," and "advanced player," included in the game progress (an example of user information). As a result, users are divided into three groups, "beginner group," "intermediate player group," and "advanced player group." In other words, each group contains multiple users who satisfy the same condition (for example, the same game progress). In other words, the identification unit 233 identifies specific users who satisfy the same condition regarding the user information of the users from among multiple users playing the game.

[0062] In the second grouping process, further grouping is performed to subdivide the "beginner group." Specifically, the grouping process is performed using two conditions: whether the last digit of the user ID (an example of user information) is an "even number" or an "odd number." As a result, users belonging to the "beginner group" are divided into two groups: "beginner group A" and "beginner group B." Similarly, a second grouping process is also performed for the "intermediate group" and the "advanced group" (not shown).

[0063] According to such grouping processing, when a plurality of candidates are compared and judged as to whether they are good or bad, it is possible to judge whether the candidates are good or bad on the premise that the user is a "beginner," for example.

[0064] The same condition used in the first grouping process indicates the sameness or commonality of a predetermined element of user information. Specifically, the same condition is at least one of the following: the same game progress, the same user attributes and charge history for the same game, and the same bonus pattern for the previous login bonus. This embodiment allows for effective setting of conditions for identifying users. While the above-described grouping process is performed twice, the grouping process may be performed three or more times. Specifically, the following process may be considered: First, the first grouping process is performed using the same bonus pattern for the previous login bonus (e.g., "Bonus Pattern X" and "Bonus Pattern Y"). Next, the second grouping process is performed using the charge history for the same game (e.g., "No Charge," "Low Frequency Charge," and "High Frequency Charge"). Finally, the third grouping process is performed randomly into four groups. This type of grouping process allows for determining the suitability of candidates based on more specific underlying conditions.

[0065] 4.2 Benefits Granting Screen FIG. 5 is a schematic diagram of a bonus awarding screen 5 (bonus awarding screens 5a and 5b) showing an example of a first bonus pattern (an example of a bonus pattern). FIG. 6 is a schematic diagram of a bonus awarding screen 6 showing an example of a second bonus pattern. FIG. 7 is a schematic diagram of a bonus awarding screen 7 showing an example of the second bonus pattern. FIG. 8 is a schematic diagram of a bonus awarding screen 8 showing an example of the second bonus pattern. FIG. 9 is a schematic diagram of a bonus awarding screen 9 showing an example of the first bonus pattern.

[0066] The bonus granting screens 5 to 8 are screens that display any bonus pattern. In other words, the user can see all the individual bonuses that will be granted at a glance through these bonus granting screens. A predetermined bonus set is made up of multiple individual bonuses of different types. In other words, the user can understand the predetermined bonus set by understanding all the individual bonuses through these bonus granting screens 5 to 8. A predetermined bonus set is made up of a combination of regular bonuses and special bonuses that are rarer than the regular bonuses in the game. Regular bonuses are game media, such as consumable items used in the game (recovery items, support items, development items, progress items, etc.), in-game currency, etc. Special bonuses are game media that are rarer than the regular bonuses, such as avatar costumes used by the player character in the virtual game space. As an example, Table 1 summarizes examples of icons for regular bonuses and special bonuses. [Table 1]

[0067] In addition, the main benefit may be composed of multiple individual benefits, specifically, for example, two or three individual benefits. As an example of this case, Table 2 summarizes examples of icons in the configuration of the main benefit. [Table 2]

[0068] As shown in FIG. 5, the bonus awarding screens 5a and 5b display bonus displays 501 to 507, which show individual bonuses to be awarded as login bonuses according to a first bonus pattern. The bonus displays 501 to 507 each display "Day 1" to "Day 7" and an icon representing each individual bonus. The bonus displays 501 to 506 also display icons representing standard bonuses. The bonus display 507 displays an icon representing a special bonus. That is, the bonus awarding screens 5a and 5b show that individual bonuses are awarded to a specific user (e.g., a first specific user) in stages as the game login history (an example of a play history) progresses from Day 1 to Day 7. In the case of the first bonus pattern, the bonus display shows that the special bonus is awarded by logging in on Day 7. The button 508 labeled "Receive" is displayed when an individual bonus can be awarded.

[0069] In the benefit display 501 on the benefit granting screen 5a, the item indicating the individual benefit is shaded to make it difficult to see, and a "check mark" is added. Furthermore, the benefit display 502 on the benefit granting screen 5a is surrounded by a bold line as a highlight 509. Furthermore, the benefit granting screen 5a also has a button 508 labeled "Receive." Based on these aspects, the user can visually understand that the individual benefit corresponding to "Day 1" has already been granted by logging in on the first day. Furthermore, the user can visually understand that the individual benefit corresponding to "Day 2" can be granted by logging in on the second day. In this case, when the user presses the button 508, the individual benefit corresponding to "Day 2" is granted.

[0070] When button 508 on the bonus awarding screen 5a is pressed, the bonus awarding screen 5a transitions to a bonus awarding screen 5b. Bonus displays 501 and 502 on the bonus awarding screen 5b are each shaded to make the items indicating the individual bonus less visible, and are marked with a "check mark." Bonus display 503 on the bonus awarding screen 5b is also highlighted with a double line around it and the words "You'll get this next time!" Based on these aspects, the user can visually understand that when they log in on the third day, they will be awarded the individual bonus corresponding to "Day 3."

[0071] As shown in FIG. 6, the bonus awarding screen 6 displays bonus indicators 601-607, which represent individual bonuses awarded according to the second bonus pattern as login bonuses. The bonus indicators 601-607 each display "Day 1" through "Day 7" and an icon representing each individual bonus. The bonus indicators 601, 602, and 604-607 also display icons representing standard bonuses. The bonus indicator 603 displays an icon representing a special bonus. Similar to the bonus awarding screen 5, the bonus awarding screen 6 displays that individual bonuses are awarded to a specific user (e.g., a second specific user) in stages as the game login history (an example of a play history) progresses from Day 1 to Day 7. In the case of the second bonus pattern, the bonus indicator 603 displays a highlight indicator 608, which is surrounded by a double line and displays the message "Get this next!" Based on these aspects, the user can visually understand that when they log in on the third day, they will be granted an individual benefit corresponding to "Day 3" (in this case, the featured benefit).

[0072] As described above, the predetermined benefit set shown on benefit granting screen 5 and benefit granting screen 6 is granted to a specific user (first specific user or second specific user) in stages as the login history (an example of a play history) gradually satisfies multiple benefit granting conditions, ie, logins on days 1 to 7. Although the order in which the individual benefits are granted differs between the first benefit pattern and the second benefit pattern, the predetermined benefit set has the same configuration whether it is the first benefit pattern or the second benefit pattern, since all individual benefits are granted according to the play history. According to this aspect, by making the configuration of the benefits granted the same, it is possible to grasp the impact of differences in the patterns in which benefits are granted.

[0073] In the first bonus pattern, the special bonus is granted to the first specific user when the login history is on the seventh day, whereas in the second bonus pattern, the special bonus is granted to the second specific user when the login history is on the third day. That is, when the login history is on the third day, the special bonus is not granted to the first specific user, but is granted to the second specific user. In other words, in the first granting step, the granting unit 234 grants the special bonus to the first specific user earlier than the second specific user, even though they have the same play history. This allows the first specific user to use the special bonus earlier than the second specific user. According to this aspect, when the special bonus is available earlier than the second specific user, even though they have the same play history, the user can grasp the impact of granting the special bonus.

[0074] Furthermore, on the bonus award screen 6, bonus displays 601 to 603 are arranged horizontally in the upper row, and bonus displays 604 to 607 are arranged horizontally in the lower row. In addition, bonus display 603 indicating the main bonus is drawn larger than the other bonus displays on the right side of the upper row. This configuration makes the user aware that logging in on the third day is the first goal, and that the login bonus will continue on the fourth day and beyond.

[0075] As shown in FIG. 7, the bonus awarding screen 7 displays bonus displays 701 to 707, which represent individual bonuses awarded according to the second bonus pattern. The second bonus pattern on the bonus awarding screen 7 is a bonus pattern different from the second bonus pattern on the bonus awarding screen 6. Bonus displays 701, 702, and 704 to 706 each depict an icon representing a regular bonus. Bonus displays 703 and 707 depict an icon representing an individual bonus constituting a special bonus (corresponding to bonus configuration example 1 in Table 2). That is, in the case of the second bonus pattern on the bonus awarding screen 7, logging in on the third day grants one of the individual bonuses constituting the special bonus. Logging in on the seventh day grants the remaining individual bonus constituting the special bonus. The two individual bonuses constituting the special bonus are then granted, i.e., the special bonus becomes available upon logging in on the seventh day. In other words, one of the individual bonuses constituting the special bonus is granted on the third day, but the user cannot use the special bonus until all of the individual bonuses constituting the special bonus have been granted. In addition, the combination of normal benefits in each individual benefit is adjusted so that the given predetermined benefit set has the same configuration, thereby adjusting the benefit pattern.

[0076] Furthermore, on the bonus awarding screen 7, bonus displays 701-703 are arranged horizontally in the upper row, and bonus displays 704-707 are arranged horizontally in the lower row. Bonus displays 703 and 707, which indicate individual bonuses that constitute the main bonus, are larger than the other bonus displays and are drawn on the right side of the upper row and the right side of the lower row. This aspect makes the user aware that logging in on the third day is the first goal, and logging in on the seventh day is the second goal. Note that a description of aspects that are substantially the same as those of the bonus awarding screens 5 and 6 will be omitted.

[0077] As shown in FIG. 8, the bonus awarding screen 8 displays bonus displays 801 to 807, which show individual bonuses awarded according to a second bonus pattern. The second bonus pattern on the bonus awarding screen 8 is a bonus pattern different from the second bonus patterns on the bonus awarding screens 6 and 7. Bonus displays 801, 802, 804, and 806 each show an icon indicating a regular bonus. Bonus displays 803, 805, and 807 show an icon indicating an individual bonus constituting a special bonus (corresponding to bonus configuration example 2 in Table 2). That is, in the case of the second bonus pattern on the bonus awarding screen 8, logging in on the third day grants one of the individual bonuses constituting the special bonus. Logging in on the fifth day grants another one of the individual bonuses constituting the special bonus. Logging in on the seventh day grants the remaining one of the individual bonuses constituting the special bonus. The three individual bonuses constituting the special bonus are awarded, that is, the special bonus becomes available when the user logs in on the seventh day. In other words, one individual benefit that constitutes the special benefit is granted on the third day and one on the fifth day, but the user cannot use the special benefit until all individual benefits that constitute the special benefit have been granted. Also, the benefit pattern is adjusted by adjusting the combination of regular benefits in each individual benefit so that the given set of benefits has the same configuration.

[0078] In the bonus awarding screen 8, bonus displays 801-803 are arranged horizontally in the upper row, and bonus displays 804-807 are arranged horizontally in the lower row. Bonus displays 803 and 807, which indicate individual bonuses that constitute the main bonus, are larger than the other bonus displays and drawn on the right side of the upper row and the right side of the lower row. Bonus display 805, which indicates an individual bonus that constitutes the main bonus, is larger than the other bonus displays and drawn approximately in the center of the lower row. This configuration allows the user to recognize that logging in on the third day is the first goal, logging in on the seventh day is the second goal, and logging in on the fifth day is the midpoint. Descriptions of the configurations that are substantially the same as those in the bonus awarding screens 5-7 will be omitted.

[0079] In this way, the main perk consists of at least one individual perk. The order in which the individual perks that make up the main perk are granted differs between the first perk pattern on perk granting screen 5 and the second perk pattern on perk granting screen 7. Similarly, the order in which the individual perks that make up the main perk are granted differs between the first perk pattern on perk granting screen 5 and the second perk pattern on perk granting screen 8. The granting condition (for example, the login history must meet the seventh day login requirement) required for all the individual perks that make up the main perk is granted is the same whether it is the first perk pattern or the second perk pattern. According to this aspect, it is possible to grasp the impact of granting the main perk when there is a difference in the method of granting the main perk.

[0080] As shown in FIG. 9, the bonus granting screen 9 is a screen in which a change button 901 labeled "Change with Z100" is added to the configuration of the bonus granting screen 5b. When the change button 901 is pressed by the user and a predetermined change condition is met, the assigned first bonus pattern is changed to the second bonus pattern. The predetermined change condition may be an arbitrary instruction by the user (e.g., simple selection of the second bonus pattern), consumption of game elements such as in-game items and in-game currency, or billing. In other words, as a change step, the change unit 236 changes the assignment of the first specific user from the first bonus pattern to the second bonus pattern in response to an instruction by the first specific user to whom the first bonus pattern is assigned, if a predetermined change condition is met. According to this aspect, the bonus set can be changed to a pattern for granting a bonus set as desired by the user.

[0081] Furthermore, if some of the optional bonus sets have already been granted (if some individual bonuses have already been granted), the bonus pattern may be changed only to a second bonus pattern that shares the individual bonuses already granted. This configuration avoids unfair treatment before and after the bonus pattern change, and maintains fairness. Furthermore, a change condition requiring a higher fee may be set when changing to a bonus pattern that allows the use of a featured bonus earlier.

[0082] [others] The information processing system 1 according to the above embodiment may be configured as follows.

[0083] In the above-described bonus award screen 8, the individual bonuses are displayed in two rows, an upper row and a lower row. However, the present invention is not limited to this, and the bonuses may be displayed in three rows, an upper row, a middle row, and a lower row. Specifically, bonus displays 803, 805, and 807 indicating the individual bonuses that constitute the featured bonus may be displayed larger than the other bonus displays on the right side of the upper row, the right side of the middle row, and the right side of the lower row. This embodiment can make the user aware that logging in on the third day is the first goal, logging in on the fifth day is the second goal, and logging in on the seventh day is the third goal.

[0084] In the above embodiment, a login history is used as the play history, but this is not limiting. For example, the play history may be at least one of a login history for the game, a progress level in the game, a progress level in the rank within the game, and a history of charges for the game. According to this aspect, the conditions for granting a bonus can be set effectively. Furthermore, the determination unit 235 may determine the level of achievement in the game based on the play history as the determination step. In this case, the granting unit 234 grants a predetermined bonus set according to the level of achievement as the first granting step. According to this aspect, the conditions for granting a bonus can be set more effectively.

[0085] In the above embodiment, a predetermined bonus set is granted according to a bonus pattern. However, this is not limited to this. For example, after all individual bonuses have been granted as a login bonus, an additional bonus may be granted if the user continues to log in for a certain period of time or if the user charges a predetermined amount or frequency. In this case, the content of the additional bonus or the granting criteria for granting the additional bonus may be set according to the bonus pattern of the login bonus. In other words, the granting unit 234 may grant the additional bonus to a specific user who has been granted the predetermined bonus set based on the play history as a second granting step. The content of the additional bonus may be configured to differ depending on whether the predetermined bonus set has been granted according to the first bonus pattern or the second bonus pattern. This aspect allows the granting of an additional bonus that can effectively support the progress of the game. Furthermore, in the second granting step, the granting unit 234 may grant the additional bonus to a specific user who has been granted the predetermined bonus set based on the play history and the granting criteria. The granting criteria may be set to differ depending on whether the predetermined bonus set has been granted according to the first bonus pattern or the second bonus pattern. According to this aspect, it is possible to provide additional benefits that can effectively support the progress of the game.

[0086] In the above embodiment, the case where the same bonus set is associated with each group has been exemplified, but at least some of the bonuses included in the bonus set may be different. For example, the featured bonus may be common to all groups, while the regular bonuses may be set to be different for each group. Also, some of the bonuses included in the regular bonuses (e.g., consumable items with high rarity) may be common to all groups, while the other bonuses (e.g., consumable items with low rarity) may be set to be different. Also, all of the regular bonuses and featured bonuses may be set to be different. Even in such cases, the merits of the candidate bonus and regular bonus awarding orders can be evaluated regardless of whether the specific bonuses are the same or different.

[0087] In the above embodiment, the benefit is described as a game medium. However, the benefit is not limited to an object or medium, and may be an advantageous effect or right granted to the user. The benefit may include, for example, digital assets issued as NFTs, virtual currency, game medium usable in the game, or items usable in the virtual space. The advantageous effect granted to the user also includes an effect that enhances the user's interest in the virtual space compared to normal times. In other words, the advantageous effect includes an effect that enhances the user's interest in the virtual space through the user's five senses, such as displaying special visual effects on the display 4a, enhancing the image display, generating special background music or sound effects, or adding vibrations to the input device 4c. The right also includes at least advantageous rights in the real world, such as the right to enter a predetermined lottery, the right to hold a predetermined lottery, the right to pre-order, or the right to a special discount.

[0088] At least one of the devices included in the information processing system 1 may be installed outside Japan. For example, the information processing device 2 may be installed outside Japan, and a user in Japan may access the information processing device 2 using his or her own game device 3, or the information processing device 2 may be installed in Japan, and a user outside Japan may access the information processing device 2 using his or her own game device 3. According to such an embodiment, a more interesting experience can be provided to the user through various management forms.

[0089] In the present embodiment, the reception unit 231, the display control unit 232, the identification unit 233, the assignment unit 234, the determination unit 235, the change unit 236, and the calculation unit 237 are described as functional units implemented by the control unit 23 of the information processing device 2, but at least some of these may be implemented as functional units implemented by the control unit 33 of the game device 3. Furthermore, the various information described in the above example may be stored in a distributed manner not only in the storage unit 22 of the information processing device 2 but also in other external devices. In such a case, distributed ledger management based on a blockchain or the like may be performed.

[0090] Furthermore, it may be provided in the following aspects.

[0091] (1) An information processing system comprising a processor capable of executing a program to perform each of the following steps: in the identification step, among multiple users playing a game, specific users who satisfy the same conditions regarding the user information of the users are identified, wherein the specific users include at least a first specific user and a second specific user, and are users to be granted a predetermined set of benefits according to their game play history; in the first granting step, even though all of the specific users satisfy the same conditions, the first specific user is granted the predetermined set of benefits in accordance with a first benefit pattern, and the second specific user is granted the predetermined set of benefits in accordance with a second benefit pattern different from the first benefit pattern.

[0092] According to this embodiment, a novel technique can be provided.

[0093] (2) In the information processing system described in (1) above, the system further includes a determination step in which the degree of achievement of the game is determined based on the play history, and a first granting step in which the specified bonus set is granted according to the degree of achievement.

[0094] According to this aspect, the conditions for granting a benefit can be set more effectively.

[0095] (3) In the information processing system described in (1) or (2) above, the predetermined benefit set is composed of a plurality of different individual benefits, and each of the individual benefits is gradually granted to the specific user as the play history gradually satisfies a plurality of granting conditions, and the order in which each of the individual benefits is granted differs between the first benefit pattern and the second benefit pattern, and all of the individual benefits are granted according to the play history, so that the predetermined benefit set has the same configuration whether it is the first benefit pattern or the second benefit pattern.

[0096] According to this aspect, by making the configuration of the benefits to be granted the same, it is possible to grasp the influence of differences in patterns of granting benefits.

[0097] (4) In the information processing system described in (3) above, the specified benefit set is composed of a combination of a regular benefit and a special benefit that is rarer than the regular benefit in the game as the individual benefit, and in the first granting step, the special benefit is granted to the first specific user earlier than the second specific user, even though they have the same playing history, thereby enabling the first specific user to use the special benefit earlier than the second specific user.

[0098] According to this aspect, even if the play history is the same, when the special bonus can be used earlier, it is possible to grasp the impact of the special bonus being given.

[0099] (5) In the information processing system described in (3) above, the specified bonus set is composed of a combination of a regular bonus and a special bonus that is rarer than the regular bonus in the game as the individual bonus, wherein the special bonus consists of at least one of the individual bonuses, and the order in which each of the individual bonuses that make up the special bonus is awarded differs between the first bonus pattern and the second bonus pattern, and the awarding conditions required for all of the individual bonuses that make up the special bonus to be awarded are the same whether it is the first bonus pattern or the second bonus pattern.

[0100] According to this aspect, when there are differences in the method of awarding the special bonus, it is possible to grasp the impact of awarding the special bonus.

[0101] (6) In the information processing system described in any one of (1) to (5) above, the second granting step further grants an additional benefit to the specific user to whom the specified benefit set has been granted based on the play history, and the content of the additional benefit is configured to differ depending on whether the specified benefit set has been granted according to the first benefit pattern or the second benefit pattern.

[0102] According to this aspect, it is possible to provide additional benefits that can effectively support the progress of the game.

[0103] (7) In the information processing system described in any one of (1) to (5) above, in a second granting step, an additional benefit is granted to the specific user to whom the specified benefit set has been granted based on the play history and the granting criteria, and the granting criteria are set to be different depending on whether the specified benefit set has been granted according to the first benefit pattern or the second benefit pattern.

[0104] According to this aspect, it is possible to provide additional benefits that can effectively support the progress of the game.

[0105] (8) In the information processing system described in any one of (1) to (7) above, the change step further includes changing the allocation of the first specific user from the first benefit pattern to the second benefit pattern in response to an instruction from the first specific user to whom the first benefit pattern is assigned, if a predetermined change condition is satisfied.

[0106] According to this embodiment, the pattern for granting the special set can be changed to the pattern desired by the user.

[0107] (9) In the information processing system described in any one of (1) to (8) above, the same conditions are at least one of the following: the same progress of the game, the same attributes of the user, and the same billing history for the game.

[0108] According to this aspect, it is possible to effectively set conditions for identifying a user.

[0109] (10) In the information processing system described in any one of (1) to (9) above, the play history is at least one of the following: login history for the game, progress in the game, rank progress in the game, and charge history for the game.

[0110] According to this aspect, the conditions for granting a benefit can be set effectively.

[0111] (11) An information processing method, comprising the steps of the information processing system according to any one of (1) to (10) above.

[0112] According to this embodiment, a novel technique can be provided.

[0113] (12) A program that causes at least one computer to execute each step of the information processing system according to any one of (1) to (10) above.

[0114] According to this embodiment, a novel technique can be provided. Of course, this is not the case.

[0115] Finally, various embodiments of the present disclosure have been described, but 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]

[0116] 1: Information processing system 11: Communication Network 2: Information processing equipment 20: Communication bus 21: Communications Department 22: Storage section 23: Control section 231: Reception 232: Display control unit 233: Specific part 234: Granting section 235: Judgment section 236: Change section 237: Arithmetic section 3: Game device 30: Communication bus 31: Communications Department 32: Storage section 33: Control section 34a: Graphics processing unit 34b: Audio processing section 34c: Operation section 4a: Display 4b: Speaker 4c: Input Device 5: Bonus award screen 5a: Bonus award screen 5b: Bonus award screen 501: Display benefits 502: Display benefits 503: Display benefits 504: Display benefits 505: Benefits display 506: Benefits display 507: Benefits display 508: Button 509 : Highlight 510 :Highlight 6: Bonus award screen 601: Benefits display 602: Benefits display 603: Display benefits 604: Benefits display 605: Benefits display 606: Display benefits 607: Benefits display 608 :Highlight 7: Bonus award screen 701: Display benefits 702: Benefits display 703: Benefits display 704: Benefits display 705: Benefits display 706: Benefits display 707: Benefits display 8: Bonus award screen 801: Display benefits 802: Display benefits 803: Display benefits 804: Display benefits 805: Display benefits 806: Display benefits 807: Display benefits 9: Bonus award screen 901: Change button

Claims

1. An information processing system, A processor capable of executing a program to perform the following steps: In the identification step, a specific user who satisfies the same conditions regarding the user information of the user is identified from among a plurality of users who play the game, and the specific user is including at least a first specific user and a second specific user; A user who is granted a predetermined set of benefits according to the play history of the game, In the first granting step, even though all of the specific users satisfy the same condition, The first specific user is granted the predetermined benefit set in accordance with a first benefit pattern; granting the predetermined benefit set to the second specific user in accordance with a second benefit pattern different from the first benefit pattern; the predetermined benefit set is composed of a plurality of different individual benefits, and the individual benefits are granted to the specific user in stages as the play history gradually satisfies a plurality of granting conditions; the first benefit pattern and the second benefit pattern have different orders in which the individual benefits are granted; A system in which all of the individual benefits are granted according to the play history, so that the predetermined benefit set has the same configuration whether it is the first benefit pattern or the second benefit pattern.

2. 2. The information processing system according to claim 1, Furthermore, in the determination step, a degree of achievement of the game is determined based on the play history; In the first granting step, the predetermined bonus set is granted according to the achievement level.

3. 2. The information processing system according to claim 1, the predetermined benefit set is composed of a combination of a normal benefit and a special benefit that is rarer than the normal benefit in the game, as the individual benefit; In the first granting step, the first specific user is granted the featured perk earlier than the second specific user, even though the play history is the same, thereby enabling the first specific user to use the featured perk earlier than the second specific user.

4. 2. The information processing system according to claim 1, The predetermined benefit set is configured as the individual benefit by a combination of a normal benefit and a special benefit that is rarer than the normal benefit in the game, wherein the special benefit is made up of at least one of the individual benefits; The first benefit pattern and the second benefit pattern differ in the order in which the individual benefits constituting the main benefit are granted, A system in which the conditions for granting all of the individual benefits constituting the main benefit are the same whether it is the first benefit pattern or the second benefit pattern.

5. 2. The information processing system according to claim 1, Furthermore, in a second granting step, an additional benefit is granted to the specific user to whom the predetermined benefit set has been granted based on the play history; The system is configured such that the content of the additional benefit differs depending on whether the predetermined benefit set is granted by the first benefit pattern or the second benefit pattern.

6. 2. The information processing system according to claim 1, Furthermore, in a second granting step, an additional benefit is granted to the specific user to whom the predetermined benefit set has been granted, based on the play history and the granting criteria; The awarding criteria are set to be different depending on whether the predetermined award set is awarded according to the first award pattern or the second award pattern.

7. 2. The information processing system according to claim 1, Furthermore, in the change step, the system changes the allocation of the first specific user from the first benefit pattern to the second benefit pattern in response to an instruction from the first specific user to whom the first benefit pattern is assigned, if a predetermined change condition is satisfied.

8. 2. The information processing system according to claim 1, The system, wherein the same condition is at least one of the same progress of the game, the same attributes of the user, and the same billing history for the game.

9. 2. The information processing system according to claim 1, The play history is at least one of a login history for the game, a progress in the game, a progress in rank within the game, and a history of charges for the game.

10. An information processing method, comprising: A method comprising the steps of the information processing system according to any one of claims 1 to 9.

11. A program, A program causing at least one computer to execute each step of the information processing system according to any one of claims 1 to 9.

Citation Information

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