Game system, information processing method, program, and information processing device.

The game system addresses the challenge of changing virtual spaces by using a management server to transfer billing points between servers, ensuring game balance and user motivation.

JP7836052B1Active Publication Date: 2026-03-26KOINIWA INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-07-30
Publication Date
2026-03-26

AI Technical Summary

Technical Problem

Users in social games face challenges in changing virtual spaces due to the risk of disrupting the game environment and balance of levels, especially when items and progress are reset, leading to potential loss of motivation.

Method used

A game system with multiple servers and a management server that manages billing and server points independently for each virtual space, allowing transfer of a percentage of cumulative billing as transfer points to maintain game balance and motivation.

Benefits of technology

Enables users to change virtual spaces without disrupting the game environment or level balance, preserving motivation by transferring points and maintaining game progress.

✦ Generated by Eureka AI based on patent content.

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Abstract

We provide game systems and other tools that can meet the needs of users who want to change the virtual environment without disrupting the balance of the virtual environment or game levels, and without diminishing the user's motivation. [Solution] The game system includes a billing management unit that independently manages user billing for each game server and calculates the user's cumulative billing amount; a server point management unit that manages server points that are limited to use only within each virtual space; an exchange unit that exchanges server points for items obtainable or services available in each virtual space; and a point transfer unit that, when it is determined that the user terminal has requested to connect to a second game server different from the first game server to which it connected during the previous login, calculates a certain percentage of the user's cumulative billing amount at the first game server at the time of the connection request as transfer points and transfers the transfer points to the server points of the second game server.
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Description

Technical Field

[0001] The present invention relates to a game system, an information processing method, a program, and an information processing apparatus.

Background Art

[0002] In recent years, social games in which multiple people can play in the same virtual space have been provided by connecting to a server via the Internet from programs installed on terminals such as smartphones and PCs or websites (see, for example, Patent Document 1).

[0003] In such social games, many users from around the world participate online. Therefore, multiple server devices are prepared in the game system, and the connection destination of the user terminal is dispersed to suppress the load on the server device (see paragraph 0004 of Patent Document 1). In the same social game, since the basic settings such as the geography and background in the virtual space provided by each server device are set identically, users can basically play the same kind of game regardless of which server device they connect to (that is, in which virtual space).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] On the other hand, social games also have aspects where users cooperate or compete with each other, influencing the game's progression. As a result, each user's performance and game progress change depending on the virtual space they play in. In this context, there is a need among users to change the virtual space they play in (in other words, to change the server device to which their user terminal is connected) for reasons such as wanting to play together with friends who are playing in different virtual spaces, or wanting to change their game environment.

[0006] When changing virtual spaces, you essentially have to leave the virtual space you're currently playing in and join a new one. As a result, parameters such as items acquired, game levels, and accumulated points in the current virtual space will be reset. In particular, if a user has acquired items through in-game purchases, those purchases will be wasted, which makes it difficult for users to change virtual spaces.

[0007] Technically, it is possible for users to transfer parameters such as items acquired in their current virtual space to another virtual space when switching virtual spaces. However, if such transfers were permitted, there is a risk of disrupting the environment within the virtual space and the balance of game levels between virtual spaces. Furthermore, if such transfers were allowed, for example, a user who had taken a long break from playing might feel a disparity in game progress when trying to resume playing in a new virtual space while maintaining their previous level, potentially leading to a loss of motivation.

[0008] Therefore, a game system is desired that can meet the user's need to change virtual spaces without disrupting the environment within the virtual space or the balance of game levels between virtual spaces, and without diminishing the user's motivation.

[0009] Therefore, the present invention aims to provide a game system, information processing method, program, and information processing device that can meet the user's need to change a virtual space without disrupting the environment within the virtual space or the balance of game levels between virtual spaces, and without diminishing the user's motivation. [Means for solving the problem]

[0010] The game system relating to this disclosure comprises a plurality of game servers, each providing a plurality of virtual spaces in which the game is played, and a management server that manages the plurality of game servers, and provides the game to a user terminal used by a user, and further comprises: a billing management unit that independently manages the user's billing for each game server and calculates the cumulative amount of the user's billing for each game server; a server point management unit that manages server points that are limited to use only within the virtual space provided by each game server; an exchange unit that exchanges the server points for items obtainable or services available in the virtual space provided by each game server; and a point transfer unit that, when it is determined that the user terminal has requested to connect to a second game server, which is different from the first game server to which the user connected during the previous login, calculates a certain percentage of the cumulative amount of the user's billing at the first game server at the time of the connection request as transfer points, and transfers the transfer points to the server points of the second game server.

[0011] The information processing method relating to this disclosure is an information processing method performed in a game system that provides the game to a user terminal used by a user, comprising: a plurality of game servers that each provide a plurality of virtual spaces in which the game is played; and a management server that manages the plurality of game servers, the method comprising: a billing management step that independently manages the user's billing for each game server and calculates the cumulative amount of the user's billing for each game server; a server point management step that manages server points that are limited to use only within the virtual space provided by each game server; an exchange step that exchanges the server points for items obtainable or services available in the virtual space provided by each game server; and a point transfer step that, when it is determined that the user terminal has requested to connect to a second game server among the plurality of game servers, which is different from the first game server to which the user connected during the user's previous login, calculates a certain percentage of the cumulative amount of the user's billing at the first game server at the time of the connection request as transfer points, and transfers the transfer points to the server points of the second game server.

[0012] The program relating to this disclosure is a program to be executed by a computer managing multiple game servers, which provide multiple virtual spaces in which the game is played, and which provides the game to a user terminal used by a user. The program includes: each game server managing server points that are limited to use only within the virtual space provided by that game server, exchanging the server points for items obtainable or services available in the virtual space provided by that game server, independently managing the user's billing for each game server, and calculating the cumulative amount of the user's billing for each game server; and, when it is determined that the user terminal has requested to connect to a second game server, which is different from the first game server to which the user connected during the user's previous login, the program calculates a certain percentage of the cumulative amount of the user's billing at the first game server at the time of the connection request as transfer points, and transfers the transfer points to the server points of the second game server.

[0013] The program relating to this disclosure is a program to be executed on a computer for providing the virtual spaces in a game system that provides the game to a user terminal used by a user, comprising: a plurality of game servers each providing a plurality of virtual spaces in which a game is played; and a management server for managing the plurality of game servers, wherein the management server independently manages the user's billing for each game server, calculates the cumulative amount of the user's billing for each game server, manages server points that are limited to use only within the virtual space provided by each game server, and provides the server points to each game server. The computer is instructed to perform an exchange process to exchange the user terminal for items obtainable or services available in the virtual space, and when it is determined that the user terminal has requested to connect to a second game server, which is different from the first game server to which the user connected during their previous login, the management server calculates a certain percentage of the user's cumulative spending amount on the first game server at the time of the connection request as transfer points, and when the transfer points are transferred to the server points of the second game server, the computer is further instructed to perform a process to accept the transfer points as server points.

[0014] The information processing device relating to this disclosure is an information processing device for managing the multiple game servers, which are provided to a user terminal used by a user, and which provide the game to the user terminal used by the user, and each game server manages server points that are limited to use only within the virtual space provided by the game server, and exchanges the server points for items that can be obtained or services that can be used in the virtual space provided by the game server, manages the user's billing independently for each game server, and calculates the cumulative amount of the user's billing for each game server, and a billing management unit that calculates a certain percentage of the cumulative amount of the user's billing at the first game server at the time of the connection request as transfer points when it is determined that the user terminal has requested to connect to a second game server, which is different from the first game server to which the user connected during the user's previous login, and a point transfer unit that transfers the transfer points to the server points of the second game server.

[0015] The information processing device relating to this disclosure comprises a plurality of game servers, each providing a plurality of virtual spaces in which a game is played, and a management server, which manages the plurality of game servers, and provides the game to a user terminal used by a user. The information processing device for providing the virtual spaces comprises the management server, which independently manages the user's billing for each game server, calculates the cumulative amount of the user's billing for each game server, manages server points that are limited to use only within the virtual space provided by each game server, and exchanges the server points for items obtainable or services available in the virtual space provided by each game server. The information processing device relating to this disclosure determines that the user terminal has requested to connect to a second game server, which is different from the first game server to which the user connected during the user's previous login, and the management server calculates a certain percentage of the cumulative amount of the user's billing at the first game server at the time of the connection request as transfer points, and transfers the transfer points to the server points of the second game server, and the server point management unit accepts the transfer points as server points. [Effects of the Invention]

[0016] According to the present invention, which has the configuration described above, it is possible to provide a game system, information processing method, program, and information processing device that can meet the user's need to change a virtual space without disrupting the environment within the virtual space or the balance of game levels between virtual spaces, and without diminishing the user's motivation. [Brief explanation of the drawing]

[0017] [Figure 1] This is a schematic diagram showing a game system according to an embodiment of the present invention. [Figure 2] This is a functional block diagram of a management server according to an embodiment of the present invention. [Figure 3] This table shows examples of user information stored on the management server. [Figure 4] It is a functional block diagram of a game server according to an embodiment of the present invention. [Figure 5] It is a table showing an example of play information stored in the game server. [Figure 6] It is a functional block diagram of a user terminal according to an embodiment of the present invention. [Figure 7] It is a diagram showing a specific example of a top screen displayed on a user terminal according to an embodiment of the present invention. [Figure 8] It is a sequence diagram showing virtual space change processing by a game system according to an embodiment of the present invention. [Figure 9] It is a block diagram showing the basic configuration of a computer.

Mode for Carrying Out the Invention

[0018] Hereinafter, a game system, an information processing method, a program, and an information processing apparatus according to embodiments of the present invention will be described with reference to the drawings. In all the drawings for explaining the embodiments, common components are denoted by the same reference numerals, and repeated explanations are omitted.

[0019] <System Configuration> FIG. 1 is a schematic diagram showing a game system 1 according to an embodiment of the present invention.

[0020] The game system 1 includes a management server 100, a plurality of game servers 200 (first game server 200(1), second game server 200(2)), and a plurality of user terminals 300 (300(1), 300(2),..., 300(N)). The management server 100, the game server 200, and the user terminal 300 are connected to a network NW and can communicate with each other via the network NW. The network NW includes the Internet. The network NW may include a LAN (Local Area Network) and / or a WAN (Wide Area Network).

[0021] The management server 100, multiple game servers 200, and user terminals 300 are each composed of one or more computers 900. The basic configuration of the computers 900 will be described later.

[0022] Game System 1 is a system that provides a social game G (hereinafter simply referred to as Game G) to user terminals 300 connected via a network NW, allowing multiple users to play online in the same virtual space W. The type of Game G is not particularly limited and may include role-playing games in which users complete tasks (also called "quests") assigned in Game G, exploration games in which users explore maps set up in the virtual space W, simulation games in which users build towns or gardens in the virtual space W, matching games that allow users to interact with each other through these games, or other types of games.

[0023] Multiple game servers 200 are logical servers that provide multiple virtual spaces W in which such a game G is played. Here, one game server 200 may be configured using one physical server, which is actual hardware. Alternatively, multiple logical servers (i.e., game servers 200) may be configured by dividing the resources of one physical server.

[0024] In this embodiment, the user terminal 300 is a smartphone, and the following description will be based on the example of a case where the user needs to install the Game G application on the user terminal 300. The virtual space W is also referred to as a world server, world, or virtual space server. The game system 1 provides the virtual space W of Game G to the user via each game server 200.

[0025] Figure 2 is a functional block diagram of a management server 100 according to an embodiment of the present invention. The management server 100 is an information processing device that manages a plurality of game servers 200, and comprises a communication unit 110, a storage unit 120, and a processing unit 130.

[0026] The communication unit 110 is a network interface and communicates with the user terminal 300 and the game server 200 via the network NW. The communication unit 110 passes data received from the user terminal 300 to the processing unit 130 for authentication and notifies the user terminal 300 of the authentication result. The communication unit 110 also passes data received from the game server 200 to the processing unit 130 and transmits the data processed by the processing unit 130 to the game server 200.

[0027] The storage unit 120 is configured using a storage device such as a magnetic hard disk or a semiconductor storage device. The storage unit 120 stores various programs 121 for the computer to function as a management server 100, various parameters used during the execution of programs 121, information about users who use the game system 1 (user information 122), and game level information 123 in the virtual space provided by each game server 200.

[0028] Figure 3 shows an example of user information 122 stored in the storage unit 120 of the management server 100. The user information includes a user ID, username, authentication information such as a password, billing information, transfer points, and a server ID which is the identification information of the game server 200 currently used by the user. The billing information includes information such as the date and time of billing, the amount billed, and the cumulative amount billed in the virtual space W currently being played by the user.

[0029] Here, "points" refer to parameters within the game G, which can be used in the virtual space W to exchange for in-game virtual currency, exchange for items, use services, perform lotteries (also called "gacha"), participate in events, and restore character health and stamina. Points are awarded as rewards for player activities in the virtual space W (for example, logging into game G, participating in events within the virtual space W, completing quests, etc.), and can also be purchased with real money. Regarding the use of points, depending on the design of game G, there are cases where points can be directly exchanged for items, etc., and cases where points are first converted into virtual currency usable within game G, and then the virtual currency is exchanged for items, etc.

[0030] Hereafter, points that are limited to use only within the virtual space W provided by each game server 200 will be referred to as server points.

[0031] Furthermore, transfer points are points that a user can carry over from their previous virtual space W to their new virtual space W when they change the virtual space W they are playing in. When a user changes the virtual space W they are playing in, items, levels, and other achievements acquired by the user in the previous virtual space W, as well as server points, are generally reset. However, in this embodiment, points calculated based on the user's charges in the previous virtual space W can be carried over to the new virtual space W.

[0032] Level information 123 is information about the overall game level of players in each of the multiple virtual spaces W provided by the multiple game servers 200. Level information can be obtained, for example, based on the scores of user groups playing in each virtual space W. Level information may also be statistical values ​​such as the sum, mean, or median of the user group scores. Alternatively, level information may be the standard deviation of the statistical values ​​of the user group scores for each virtual space W across multiple virtual spaces W. Alternatively, level information may be a value calculated by substituting the statistical values ​​of the user group scores for each virtual space W into a predetermined formula. Alternatively, level information may be information that classifies the statistical values ​​of the user group scores for each virtual space W into stages. For example, level information for each virtual space W may be set such that virtual space W with a statistical score of less than 1,000 is level 1, virtual space W with a statistical score of 1,000 to 5,000 is level 3, and so on. Alternatively, an operator may determine the level information for each virtual space W based on the scores of the user group in each virtual space W.

[0033] The processing unit 130 includes, as a functional unit, a user information management unit 131, an authentication unit 132, a display control unit 133, a connection management unit 134, a billing management unit 135, and a point transfer unit 136.

[0034] The user information management unit 131 manages the user information 122 stored in the storage unit 120. For example, if a user changes the game server 200 they are using, the user information management unit 131 updates the server ID included in the user information.

[0035] When the user terminal 300 requests to connect to the game system 1, the authentication unit 132 performs authentication based on authentication information such as a password sent from the user terminal 300.

[0036] The display control unit 133 controls the display of the login screen and other screens for game G on the user terminal 300.

[0037] The connection management unit 134 authorizes the user terminal 300 to connect to the game server 200 selected by the user terminal 300. Furthermore, if the connection management unit 134 determines, based on the user information 122, that the user terminal 300 has requested to connect to a second game server 200 that is different from the first game server 200 to which the user connected during their previous login, it instructs the relevant units to start processing for server change.

[0038] The billing management unit 135 independently manages user billing for each virtual space W provided by the game server 200 and calculates the user's cumulative billing amount for each virtual space W. The billing management unit 135 may calculate the cumulative billing amount each time a charge is made, or it may calculate the cumulative billing amount periodically, or it may calculate the cumulative billing amount at a predetermined timing (for example, when the user changes the virtual space W they are playing in).

[0039] The point transfer unit 136, when the connection management unit 134 determines that the user terminal 300 has requested a connection to a second game server 200 different from the first game server 200 to which the user connected during their previous login, calculates a certain percentage of the user's cumulative spending on the first game server 200 at the time of the connection request as transfer points, and transfers these transfer points to the server points of the second game server 200. The percentage to be converted to points can be set arbitrarily, for example, it may be 10%, 30%, or 50% of the cumulative spending.

[0040] Figure 4 is a functional block diagram of a game server according to an embodiment of the present invention. The game server 200 comprises a communication unit 210, a storage unit 220, and a processing unit 230.

[0041] The communication unit 210 is a network interface and communicates with the user terminal 300 and the management server 100 via the network NW. The communication unit 210 provides the game G by passing signals corresponding to operations performed on the user terminal 300 to the processing unit 230, and by transmitting data generated by the processing unit 230 to the user terminal 300.

[0042] The memory unit 220 is configured using a storage device such as a magnetic hard disk or a semiconductor storage device. The memory unit 220 stores various programs 221 for the computer to function as a game server 200, various parameters used during the execution of programs 221, and user play information 222 for users playing in the virtual space W provided by the game server 200.

[0043] Figure 5 shows an example of play information 222 stored in the memory unit 220 of the game server 200. The play information 222 includes information such as user ID, username, information about the character the user uses in the virtual space W, server points, currency, and items owned by the user, and game level, rank, and progress.

[0044] The processing unit 230 comprises a game provision unit 231, a play information management unit 232, a server point management unit 233, and an exchange unit 234 as functional units. When the processing unit 230 executes the program 221 stored in the memory unit 220, each of these functional units is realized, and the game provision process to the user terminal 300 is executed.

[0045] The game provision unit 231 provides the user terminal 300 with game G, which users can play by logging in via their respective user terminals 300.

[0046] The play information management unit 232 manages the user's play information in the virtual space W. Specifically, the play information management unit 232 performs processes such as generating play information 222 for users who have newly started using the game server 200, and updating the play information according to the user's play status.

[0047] The Server Point Management Unit 233 manages server points, which are points that can only be used within the virtual space W provided by the game server 200. For example, when transfer points are transferred from the point transfer unit 136 of the management server 100, the Server Point Management Unit 233 accepts the transfer points as server points and makes them available for use in the virtual space W. Specifically, the Server Point Management Unit 233 converts the server points transferred from the transfer points into in-game virtual currency, making the server points available for use in the virtual space W in the form of virtual currency. The Server Point Management Unit 233 may also set an expiration date for the server points transferred from the transfer points, encouraging users to exchange them for items or services within a certain period.

[0048] In the virtual world W, there are two types of virtual currency: one that can be obtained through payment (also known as "paid diamonds") and another that can be obtained as a reward for player activities (e.g., logging into game G, participating in events within virtual world W, completing quests, etc.) (also known as "free diamonds"). The two types differ in how they are obtained and how they are used. Specifically, paid diamonds can be used for everything within virtual world W, including exchanging items and services, performing raffles, and recovering resources. Free diamonds, on the other hand, have limitations, such as not being usable for performing raffles or purchasing limited items.

[0049] The server point management unit 233 may convert the server points migrated from the transfer points into virtual currency that can be obtained through billing. This effectively prevents users from wasting billing in the virtual space W before the change.

[0050] Furthermore, the server point management unit 233 may determine the conversion rate from handover points to server points based on the level information 123 stored in the management server 100. Specifically, the server point management unit 233 obtains the level information of the virtual space W provided by the game server 200 before the change and the level information of the virtual space W provided by the game server 200 after the change, and sets the conversion rate based on this level information. The conversion rate can be calculated, for example, as the reciprocal of the level L2 of the virtual space W after the change (=L1 / L2) relative to the level L1 of the virtual space W before the change.

[0051] For example, if the level L1 of the virtual space W provided by the original game server 200 is 50, and the level L2 of the virtual space W provided by the new game server 200 is lower at 40, the conversion rate would be L1 / L2 = 50 / 40 = 1.25. Therefore, in this case, 100 transfer points would be converted into server points worth 100 × 1.25 = 125 points.

[0052] This conversion process allows for the exchange of server points (or virtual currency converted from them) for items or services, taking into account the game balance between the virtual space W before and after the change. As a result, even if a user changes virtual space W, they can acquire items and services in the new virtual space W that are substantially equivalent to those acquired through charging in the previous virtual space W.

[0053] The exchange unit 234 exchanges server points for items obtainable or services available in the virtual space W provided by the game server 200. As described above, if the server point management unit 233 converts server points into in-game virtual currency, the exchange unit 234 exchanges the server points for items or services via the in-game virtual currency.

[0054] Furthermore, the exchange unit 234 may enable the exchange of server points (or in-game virtual currency converted from these server points) transferred from the transfer points for items or services that can only be obtained or used in the virtual space W provided by the game server 200. This provides users with an incentive to be able to obtain exclusive items or services in the changed virtual space W, even if they change virtual space W.

[0055] Figure 6 is a functional block diagram of a user terminal 300 according to an embodiment of the present invention. The user terminal 300 comprises a communication unit 310, a storage unit 320, a control unit 330, a display unit 340, and an operation unit 350. The communication unit 310, storage unit 320, control unit 330, display unit 340, and operation unit 350 are electrically connected to each other via a communication bus 360. In this embodiment, the user terminal 300 is a smartphone, but any other terminal that can play game G by connecting to the management server 100 and the game server 200 via an installed program may be used, such as a tablet terminal, game terminal, or PC.

[0056] <Screen example> Next, we will explain an example screen for game G provided by game server 200.

[0057] Figure 7 shows a specific example of the top screen displayed on a user terminal 300 according to an embodiment of the present invention. The top screen D400 shown in Figure 7 is an interface that allows the user to select a "world" as a virtual space W of the game G. The top screen D400 has a main area D410, a sub-area D420, and a close button D430. The main area D410 is positioned on the top screen D400 to be of a size (range, area) that is easy for the user to use, so as to visually attract the user's attention, and has the function of prompting the user to make a selection. The sub-area D420 is relatively small compared to the main area D410 and has the function of presenting auxiliary information to the user.

[0058] The main area D410 contains button D411 for selecting the world "W124xxx" along with the text "Previous Login," and button D412 for selecting the world "W237xxx" along with the text "NEW."

[0059] Button D411 contains a string indicating the world is "W124xxx", the username, and the string "Rank: 50" which indicates the current rank in that world.

[0060] Button D412 contains the string "NEW," indicating that it is a new world provided in game G, and the string "W237xxx," indicating that it is a world.

[0061] Sub-area D420 contains the title string "World List" and several buttons D421, D422, D423, ... which each indicate one of the selectable worlds.

[0062] On the top screen D400, the user can select button D411 located in the main area D410 to connect their terminal 300 to the same game server 200 they used during their last login, and play game G in the same virtual space W (world "W124xxx") as before.

[0063] Furthermore, by selecting any button D421, D422, D423, ... located in sub-area D420, or button D412 located in main area D410, the user terminal 300 can connect to a different game server 200 than the one used during the previous login, and play game G in a different virtual space W than the previous time.

[0064] <System Operation> Next, the operation of game system 1, which has the configuration and functions described above, will be explained using a flowchart. Figure 8 is a sequence diagram showing the virtual space modification process by the game system 1 according to an embodiment of the present invention.

[0065] In step S101, when the user terminal 300 detects a login operation to the game system 1, it sends authentication information such as the user ID and password to the management server 100.

[0066] In step S102, the management server 100 performs authentication, and if authentication is successful, it sends the top screen D400 of game G (see Figure 7) to the user terminal 300. In response, in step S103, the user terminal 300 displays the top screen D400.

[0067] In step S104, when the user terminal 300 detects a selection operation for the game server 200 on the top screen D400, it sends server information (e.g., server ID) representing the selected game server 200 to the management server 100.

[0068] In step S105, the management server 100 determines, based on the user information 122 (see Figure 3), whether the selected game server 200 is the same as the game server 200 that the user connected to during their previous login.

[0069] If it is determined that the selected game server 200 is the same as the game server 200 to which the user connected during their previous login, steps S201 to S203 are executed. In the following explanation, it is assumed that the user terminal 300 connected to the first game server 200(1) during the previous login and selected the first game server 200(1) again this time.

[0070] In step S201, the management server 100 (connection management unit 134) sends connection information to the first game server 200(1) that authorizes the connection of the user terminal 300. The connection information includes information such as the user ID and the IP address of the user terminal 300.

[0071] In step S202, the first game server 200(1) begins providing the game to the user terminal 300. In response to this, in step S203, the user terminal 300 displays the virtual space W provided by the first game server 200(1).

[0072] On the other hand, if it is determined in step S105 that the selected game server 200 is not the same as the game server 200 to which the user connected during their previous login, the processes in steps S301 to S311 are executed. In the following explanation, it is assumed that the user terminal 300 connected to the first game server 200(1) during the previous login and selected the second game server 200(2) this time.

[0073] In step S301, the management server 100 (user information management unit 131) updates the server ID included in the user information 122 (see Figure 3) to the server ID of the selected second game server 200(2).

[0074] In step S302, the management server 100 (point transfer unit 136) obtains the cumulative amount charged by the user while using the first game server 200(1). The cumulative amount charged may be calculated at this time, or it may be calculated in advance and stored in the user information 122.

[0075] In step S303, the management server 100 (point transfer unit 136) calculates the transfer points by multiplying the cumulative charge amount by a predetermined percentage.

[0076] In step S304, the management server 100 (connection management unit 134) sends connection information to the second game server 200(2) that permits the user to connect.

[0077] In step S305, the second game server 200(2) generates new play information 222 (see Figure 5) for the user in question.

[0078] In step S306, the management server 100 sends the transfer points calculated in step S303 to the second game server 200.

[0079] In step S307, the second game server 200(2) (server point management unit 233) registers the received transfer points as the server points of the user. At this time, the server point management unit 233 may convert the transfer points into in-game virtual currency usable in the virtual space W provided by the second game server 200(2).

[0080] In step S308, the second game server 200(2) begins providing the game to the user terminal 300.

[0081] In response, in step S309, the user terminal 300 displays the virtual space W provided by the second game server 200(2). Subsequently, in the virtual space W, the user can acquire or use desired items, services, etc., using the in-game virtual currency converted from server points in step S307.

[0082] <Basic Computer Configuration> Figure 9 is a block diagram showing the basic hardware configuration of computer 900. Computer 900 includes a control unit 901, a storage unit 902, a communication unit 903, an input unit 904, and an output unit 905. The control unit 901, storage unit 902, communication unit 903, input unit 904, and output unit 905 are electrically connected to each other via a communication bus 910.

[0083] The control unit 901 includes a CPU (Central Processing Unit, also called a processor) and controls various parts of the computer 900, as well as reading and executing various programs stored in the storage unit 902.

[0084] The memory unit 902 includes a main memory such as DRAM (Dynamic Random Access Memory) and an auxiliary memory such as a hard disk, and is a device for storing various programs for running the operating system and various applications of the computer 900, as well as data used by these programs. The processes shown in the flowcharts described above are realized by the control units 901 of each computer constituting the management server 100, the game server 200, and the user terminal 300 executing the programs stored in their respective memory units 902.

[0085] The communication unit 903 is a device for communicating with external devices and sends and receives data according to instructions from the control unit 901. Each computer constituting the management server 100, game server 200, and user terminal 300 uses this communication unit 903 to communicate with other devices, including the network NW shown in Figure 1.

[0086] The input unit 904 is a device that receives input from an external source and supplies it to the control unit 901, and includes, for example, a keyboard, mouse, touch panel, and camera. The output unit 905 is a device that outputs the processing results of the control unit 901 to the outside, and includes, for example, a display and speaker.

[0087] <Program> Here, we will describe the programs for realizing each functional unit of the management server 100 according to this embodiment.

[0088] The management server 100 is implemented in the computer 900. The operation of each component of the management server 100 is stored in the auxiliary storage device of the storage unit 902 in the form of a program. The control unit 901 reads the program from the auxiliary storage device of the storage unit 902, expands it into the main memory of the storage unit 902, and executes the above processing according to the program. The control unit 901 also reserves a storage area in the main memory of the storage unit 902 corresponding to the storage unit 120 described above, according to the program.

[0089] Specifically, the program is a program to be executed by a computer 900, which is equipped with a processor and a memory unit, wherein the computer is a computer that manages the multiple game servers in a game system that provides the game to a user terminal used by a user, and each game server manages server points that are limited to use only within the virtual space provided by that game server, and has a function to exchange the server points for items that can be obtained or services that can be used in the virtual space provided by that game server, independently manages the user's billing for each game server, and is a program that causes the computer to execute a billing management process that calculates the cumulative amount of the user's billing for each game server, and when it is determined that the user terminal has requested to connect to a second game server, which is different from the first game server to which the user connected during the user's previous login, the program calculates a certain percentage of the cumulative amount of the user's billing at the first game server at the time of the connection request as transfer points, and transfers the transfer points to the server points of the second game server.

[0090] The auxiliary storage device of the memory unit 902 is an example of a tangible medium that is not temporary. Other examples of tangible mediums that are not temporary include magnetic disks, magneto-optical disks, CD-ROMs, DVD-ROMs, and semiconductor memory connected via the input unit 904. Furthermore, if this program is distributed to the computer 900 via the network NW, the computer 900 that receives the program may load it into the main memory of the memory unit 902 and execute the above processing.

[0091] Furthermore, the program may be intended to implement some of the functions described above. In addition, the program may be a so-called differential file (differential program) that implements the functions described above in combination with other programs already stored in the auxiliary storage device of the memory unit 902.

[0092] According to the game system 1 of this embodiment described above, when a user changes virtual space W, the transfer points calculated according to the cumulative amount charged in the previous virtual space W are transferred to the server points in the new virtual space W. Therefore, users can change virtual space W without wasting their previous charges. On the other hand, in the game system 1, items, achievements, and server points acquired by the user in the previous virtual space W are reset in principle, so the impact on each virtual space W before and after the change can be suppressed. Accordingly, it is possible to meet the needs of users who want to change virtual space W without disrupting the environment within virtual space W or the balance of game levels between virtual spaces W, and without diminishing the user's motivation.

[0093] <Variation> In the above embodiment, transfer points are calculated based on the cumulative amount charged in the virtual space W before the change, and these transfer points are transferred to server points in the virtual space W after the change. However, in addition to transfer points, all or part of the benefits (preferential treatment) given to the user in accordance with the charges in the virtual space W before the change may also be transferred to the virtual space W after the change.

[0094] The system of rewards based on the amount spent is sometimes called a "VIP level," and as the amount spent increases, the rank of the rewards (VIP level) that the user receives rises, and the rewards become more substantial. Examples of rewards include a more favorable conversion rate when converting points to currency, and the ability to exchange currency for more premium items and services with the same currency.

[0095] In this case, the management server 100 obtains information regarding preferential treatment given to the user based on the cumulative amount charged (e.g., VIP level) from the first game server 200(1) before the change, and when it sends the transfer points to the second game server 200(2) after the change (see step S306 in Figure 8), it also sends this information regarding preferential treatment (same as above), and the second game server 200(2) applies the preferential treatment corresponding to this information to the user. This makes it possible for the second game server 200(2) to utilize transfer points according to the user's VIP level.

[0096] The preferential treatment that can be carried over from the original Game Server 1 200(1) to the new Game Server 200(2) may be all or part of the preferential treatment that the user received on Game Server 1 200(1). For example, a predetermined percentage of the user's VIP level on Game Server 1 200(1) may be carried over to Game Server 200(2). Specifically, if 80% can be carried over, and the VIP level on Game Server 200 before the change was "10", the VIP level after the change will be "8". As another example, an upper limit may be set on the preferential treatment that can be carried over. Specifically, if the upper limit on the VIP level that can be carried over is "5", and the VIP level on Game Server 200 before the change was "3", the VIP level after the change will also be "3". On the other hand, if the VIP level before the change was "8", the VIP level after the change will be "5".

[0097] Furthermore, in the above embodiment, the server point management unit 233 determines the conversion rate from the handover point to the server point based on the level information 123. However, the management server 100 may have a conversion rate that takes into account the level information between virtual spaces stored in advance. In this case, the server point management unit 233 can obtain the conversion rate between the virtual space before the change and the current virtual space from the management server 100 and convert the handover point to the server point based on this conversion rate.

[0098] <Other Embodiments> The above-described operation flows can be performed not only independently, but also in combination of two or more operation flows. For example, some steps of one operation flow may be added to another operation flow, or some steps of one operation flow may be replaced with some steps of another operation flow. It is not necessary to execute all steps in each flow; only some steps may be executed. Furthermore, the order of steps in each flow may be changed as appropriate.

[0099] A program may be provided that causes a computer to execute each of the processes according to the above embodiment. The program may be recorded on a computer-readable medium. Using a computer-readable medium, it is possible to install the program on a computer. Here, the computer-readable medium on which the program is recorded may be a non-transient storage medium. The non-transient storage medium is not particularly limited, but may be a storage medium such as a CD-ROM or DVD-ROM. Furthermore, the circuits that execute each of the processes performed by the device according to the above embodiment may be integrated, and at least a part of the device may be configured as a semiconductor integrated circuit (chipset, SoC).

[0100] The functions realized by the apparatus according to the above-described embodiment may be implemented in a circuit or processing circuitry, including a general-purpose processor, an application-specific processor, an integrated circuit, an ASIC (Application Specific Integrated Circuit), a CPU (a Central Processing Unit), conventional circuits, and / or a combination thereof, programmed to realize the described functions. A processor, including transistors and other circuits, is considered a circuit or processing circuitry. A processor may be a programmed processor that executes a program stored in memory. In this disclosure, circuitry, unit, and means are hardware programmed to realize or perform the described functions. Such hardware may be any hardware disclosed herein, or any hardware known to be programmed to realize or perform the described functions. If such hardware is a processor that is considered to be a type of circuitry, then such circuitry, means, or unit is a combination of hardware and software used to constitute such hardware and / or processor.

[0101] The terms "based on" and "depending on / in response to" used in this disclosure do not mean "based solely on" or "depending solely on" unless otherwise specified. "Based on" means both "based solely on" and "at least partially on." Similarly, "depending on" means both "at least partially on" and "at least partially on." The terms "include," "comprise," and their variations do not mean to include only the listed items, but may include only the listed items or may include additional items in addition to the listed items. Furthermore, the term "or" used in this disclosure is not intended to mean exclusive OR. Additionally, any reference to elements using designations such as "first," "second," etc., used in this disclosure does not generally limit the quantity or order of those elements. These designations may be used herein as a convenient way to distinguish between two or more elements. Therefore, references to the first and second elements do not imply that only two elements may be adopted therein, or that the first element must precede the second element in any way. In this disclosure, where articles are added by translation, such as a, an, and the in English, these articles shall be plural unless it is clearly indicated by the context that they are not.

[0102] Although the embodiments have been described in detail above with reference to the drawings, the specific configuration is not limited to those described above, and various design changes can be made without departing from the gist of the invention.

[0103] (Note) The features of the above-described embodiment are noted below. (Note 1) A game system comprising multiple game servers, each providing multiple virtual spaces in which a game is played, and a management server that manages the multiple game servers, wherein the game is provided to a user terminal used by a user, A billing management unit independently manages the user's billing for each game server and calculates the cumulative amount of the user's billing for each game server. The Server Point Management Unit manages server points that are limited to use only within the virtual space provided by each game server, An exchange unit that exchanges the server points for items obtainable or services available in the virtual space provided by each game server, When it is determined that the user terminal has requested to connect to a second game server, which is different from the first game server to which the user connected during their previous login, the point transfer unit calculates a certain percentage of the user's cumulative spending on the first game server at the time of the connection request as transfer points, and transfers the transfer points to the server points of the second game server. A game system that includes these features. This makes it possible to meet the needs of users who want to change virtual spaces without disrupting the environment within the virtual space or the balance of game levels between virtual spaces, and without diminishing the user's motivation. (Note 2) The server point management unit converts the server points transferred from the transfer points into in-game virtual currency obtainable through payment. The exchange unit exchanges the server points for the items or services via the in-game virtual currency. The game system described in Appendix 1. This allows users to immediately start playing in the modified virtual space. (Note 3) The server point management unit sets an expiration date for the server points migrated from the transfer points. The game system described in Appendix 1 or 2. This allows users to be encouraged to exchange the server points transferred from the transfer points for items or services within a certain period of time. (Note 4) The exchange unit makes the server points transferred from the transfer points exchangeable for items or services that can only be obtained or used in the virtual space provided by the second game server. The game system described in any one of the appendices 1-3. This provides users with an incentive to acquire exclusive items and services in the modified virtual space. (Note 5) The server point management unit determines the conversion rate from the transfer points to server points based on information regarding the total game level of all players in the virtual space provided by the first game server and the information in the virtual space provided by the second game server. The game system described in any one of the appendices 1-4. This allows users to acquire items and services in the modified virtual space that are substantially equivalent to those they acquired through billing in the virtual space before the change. (Note 6) The management server obtains information from the first game server regarding preferential treatment given to the user in accordance with the cumulative amount of charges, and applies the preferential treatment corresponding to said information to the user on the second game server. The game system described in any one of the appendices 1-5. This allows users to continue using the benefits of their previous virtual space even if they switch to a different virtual space. (Note 7) An information processing method executed in a game system that provides the game to a user terminal used by a user, comprising: multiple game servers, each providing multiple virtual spaces in which the game is played; and a management server that manages the multiple game servers, the system providing the game to a user terminal used by a user. A billing management step that independently manages the user's billing for each game server and calculates the cumulative amount of the user's billing for each game server, A server point management step that manages server points that are limited to use only within the virtual space provided by each game server, An exchange step of exchanging the server points for items obtainable or services available in the virtual space provided by each game server, When it is determined that the user terminal has requested to connect to a second game server, which is different from the first game server to which the user connected during their previous login, among the multiple game servers, a point transfer step is performed in which a certain percentage of the user's cumulative spending on the first game server at the time of the connection request is calculated as transfer points, and the transfer points are transferred to the server points of the second game server. Information processing methods including (Note 8) A game system comprising multiple game servers, each providing multiple virtual spaces in which the game takes place, and providing the game to a user terminal used by a user, wherein a program is to be executed on a computer that manages the multiple game servers, Each game server manages server points that are limited to use only within the virtual space provided by that game server, and allows users to exchange said server points for items obtainable or services available within the virtual space provided by that game server. A billing management process that independently manages the user's billing for each game server and calculates the cumulative amount of the user's billing for each game server, When it is determined that the user terminal has requested to connect to a second game server, which is different from the first game server to which the user connected during their previous login, the system performs a point transfer process that calculates a certain percentage of the user's cumulative spending on the first game server at the time of the connection request as transfer points, and transfers the transfer points to the server points of the second game server. A program that causes the aforementioned computer to execute. (Note 9) A game system comprising multiple game servers, each providing a multiple virtual space in which a game is played, and a management server that manages the multiple game servers, wherein the game is provided to a user terminal used by a user, and the system provides a program to be executed on a computer for providing the virtual space, The management server independently manages the user's billing for each game server and calculates the cumulative amount of the user's billing for each game server. Server point management process that manages server points that are limited to use only within the virtual space provided by each game server, An exchange process for exchanging the aforementioned server points for items obtainable or services available in the virtual space provided by each of the aforementioned game servers, The computer is made to execute the above, A program that, when it is determined that the user terminal has requested a connection to a second game server, which is different from the first game server to which the user connected during their previous login, and the management server calculates a certain percentage of the user's cumulative spending on the first game server at the time of the connection request as transfer points, and when the transfer points are transferred to the server points of the second game server, causes the computer to further execute a process to accept the transfer points as server points. (Note 10) A game system comprising multiple game servers, each providing multiple virtual spaces in which a game is played, and providing the game to a user terminal used by a user, wherein the information processing device manages the multiple game servers, Each game server manages server points that are limited to use only within the virtual space provided by that game server, and allows users to exchange said server points for items obtainable or services available within the virtual space provided by that game server. A billing management unit independently manages the user's billing for each game server and calculates the cumulative amount of the user's billing for each game server. When it is determined that the user terminal has requested to connect to a second game server, which is different from the first game server to which the user connected during their previous login, the point transfer unit calculates a certain percentage of the user's cumulative spending on the first game server at the time of the connection request as transfer points, and transfers the transfer points to the server points of the second game server. An information processing device equipped with the following features. (Note 11) A game system comprising multiple game servers, each providing a multiple virtual space in which a game is played, and a management server that manages the multiple game servers, wherein the game is provided to a user terminal used by a user, and the system provides an information processing device for providing the virtual space, The management server independently manages the user's billing for each game server and calculates the cumulative amount of the user's billing for each game server. The Server Point Management Unit manages server points that are limited to use only within the virtual space provided by each game server, An exchange unit that exchanges the server points for items obtainable or services available in the virtual space provided by each game server, Equipped with, An information processing device in which, when it is determined that the user terminal has requested to connect to a second game server, which is different from the first game server to which the user connected during their previous login, and the management server calculates a certain percentage of the user's cumulative spending amount on the first game server at the time of the connection request as transfer points, and transfers the transfer points to the server points of the second game server, the server point management unit accepts the transfer points as server points. [Explanation of symbols]

[0104] 1: Game System 100: Management Server 110: Communications Department 120: Storage section 121: Program 122: User Information 123: Level Information 130: Processing Unit 131: User Information Management Department 132: Authentication Department 133: Display Control Unit 134: Connection Management Department 135: Billing Management Department 136: Point Transfer Section 200, 200(1), 200(2): Game Server 210: Communications Department 220: Storage section 221: Program 222: Play Information 230: Processing Unit 231: Game Provision Department 232: Play Information Management Department 233: Server Point Management Department 234: Exchange Department 300: User terminal NW: Network W: Virtual space

Claims

1. A game system comprising: a plurality of game servers, each providing a plurality of virtual spaces in which a game is played; and a management server, which manages the plurality of game servers, wherein the game is provided to a user terminal used by a user, A billing management unit independently manages the user's billing for each game server and calculates the cumulative amount of the user's billing for each game server. The Server Point Management Unit manages server points that are limited to use only within the virtual space provided by each game server, An exchange unit that exchanges the aforementioned server points for items obtainable or services available in the virtual space provided by each of the aforementioned game servers, When it is determined that the user terminal has requested to connect to a second game server, which is different from the first game server to which the user connected during their previous login, the point transfer unit calculates a certain percentage of the user's cumulative spending on the first game server at the time of the connection request as transfer points, and transfers the transfer points to the server points of the second game server. Equipped with, The server point management unit sets an expiration date for the server points migrated from the transfer points. Game system.

2. A game system comprising: a plurality of game servers, each providing a plurality of virtual spaces in which a game is played; and a management server, which manages the plurality of game servers, wherein the game is provided to a user terminal used by a user, A billing management unit independently manages the user's billing for each game server and calculates the cumulative amount of the user's billing for each game server. The Server Point Management Unit manages server points that are limited to use only within the virtual space provided by each game server, An exchange unit that exchanges the aforementioned server points for items obtainable or services available in the virtual space provided by each of the aforementioned game servers, When it is determined that the user terminal has requested to connect to a second game server, which is different from the first game server to which the user connected during their previous login, the point transfer unit calculates a certain percentage of the user's cumulative spending on the first game server at the time of the connection request as transfer points, and transfers the transfer points to the server points of the second game server. Equipped with, The server point management unit determines the conversion rate from the transfer points to server points based on the information regarding the total game level of all players in the virtual space provided by the first game server and the information in the virtual space provided by the second game server. The aforementioned information is obtained based on the scores of user groups playing in each virtual space. Game system.

3. If the game level in the virtual space provided by the first game server is higher than the game level in the virtual space provided by the second game server, the conversion rate is greater than 1. The game system according to claim 2.

4. In a case where the game level in each virtual space is represented by a larger number as the game level increases, The conversion rate is calculated as L1 / L2, where L1 is the first game level in the virtual space provided by the first game server and L2 is the second game level in the virtual space provided by the second game server. The game system according to claim 2 or 3.

5. A game system comprising: a plurality of game servers, each providing a plurality of virtual spaces in which a game is played; and a management server, which manages the plurality of game servers, wherein the game is provided to a user terminal used by a user, A billing management unit independently manages the user's billing for each game server and calculates the cumulative amount of the user's billing for each game server. The Server Point Management Unit manages server points that are limited to use only within the virtual space provided by each game server, An exchange unit that exchanges the aforementioned server points for items obtainable or services available in the virtual space provided by each of the aforementioned game servers, When it is determined that the user terminal has requested to connect to a second game server, which is different from the first game server to which the user connected during their previous login, the point transfer unit calculates a certain percentage of the user's cumulative spending on the first game server at the time of the connection request as transfer points, and transfers the transfer points to the server points of the second game server. Equipped with, A game system in which the management server obtains from the first game server information regarding preferential treatment given to the user in accordance with the cumulative amount of charges, and applies all or part of the preferential treatment corresponding to said information to the user in the second game server.

6. The exchange unit exchanges the server points for items obtainable or services available in the virtual space provided by the second game server, based on preferential treatment corresponding to the information obtained from the first game server by the management server. The game system according to claim 5.

7. The preferential treatment is set so that the level increases with the amount of payment, The management server applies to the user in the second game server a predetermined percentage of the level of preferential treatment given to the user in the first game server, or a level of preferential treatment within a predetermined upper limit range from the levels of preferential treatment given to the user in the first game server. The game system according to claim 5 or 6.

8. The server point management unit converts the server points transferred from the transfer points into in-game virtual currency obtainable through payment. The exchange unit exchanges the server points for the items or services via the in-game virtual currency. The game system according to any one of claims 1, 2, or 5.

9. The exchange unit makes it possible to exchange the server points transferred from the transfer points for items or services that can only be obtained or used in the virtual space provided by the second game server. The game system according to any one of claims 1, 2, or 5.

10. An information processing method executed in a game system that provides the game to a user terminal used by a user, comprising: multiple game servers, each providing multiple virtual spaces in which the game is played; and a management server that manages the multiple game servers, the system providing the game to a user terminal used by a user. A billing management step that independently manages the user's billing for each game server and calculates the cumulative amount of the user's billing for each game server, A server point management step that manages server points that are limited to use only within the virtual space provided by each game server, An exchange step of exchanging the server points for items obtainable or services available in the virtual space provided by each game server, When it is determined that the user terminal has requested a connection to a second game server, which is different from the first game server to which the user connected during their previous login, among the multiple game servers, a point transfer step is performed in which a certain percentage of the user's cumulative spending on the first game server at the time of the connection request is calculated as transfer points, and the transfer points are transferred to the server points of the second game server. Includes, The server point management step is an information processing method that sets an expiration date for the server points migrated from the transfer points.

11. A game system comprising multiple game servers, each providing multiple virtual spaces in which the game is played, and providing the game to a user terminal used by a user, wherein a program is to be executed on a computer that manages the multiple game servers, Each game server manages server points that are limited to use only within the virtual space provided by that game server, and allows users to exchange said server points for items obtainable or services available within the virtual space provided by that game server. A billing management process that independently manages the user's billing for each game server and calculates the cumulative amount of the user's billing for each game server, When it is determined that the user terminal has requested to connect to a second game server, which is different from the first game server to which the user connected during their previous login, among the multiple game servers, a point transfer process is performed to calculate a certain percentage of the user's cumulative spending on the first game server at the time of the connection request as transfer points, and to transfer the transfer points to the server points of the second game server. The computer is made to execute the above, A program that sets an expiration date for server points transferred from the transfer points in the second game server.

12. A game system comprising multiple game servers, each providing a multiple virtual space in which a game is played, and a management server that manages the multiple game servers, wherein the game is provided to a user terminal used by a user, and the system provides a program to be executed on a computer for providing the virtual space, The management server independently manages the user's billing for each game server and calculates the cumulative amount of the user's billing for each game server. Server point management process that manages server points that are limited to use only within the virtual space provided by each game server, An exchange process for exchanging the aforementioned server points for items obtainable or services available in the virtual space provided by each of the aforementioned game servers, The computer is made to execute the above, When the user terminal determines that it has requested a connection to a second game server, which is different from the first game server to which the user connected during their previous login, and the management server calculates a certain percentage of the user's cumulative spending on the first game server at the time of the connection request as transfer points, and transfers the transfer points to the server points of the second game server, the computer further executes a process to accept the transfer points as server points. The server point management process is a program that sets an expiration date for the server points migrated from the transfer points.

13. A game system comprising multiple game servers, each providing multiple virtual spaces in which a game is played, and providing the game to a user terminal used by a user, wherein the information processing device manages the multiple game servers, Each game server manages server points that are limited to use only within the virtual space provided by that game server, and allows users to exchange said server points for items obtainable or services available within the virtual space provided by that game server. A billing management unit independently manages the user's billing for each game server and calculates the cumulative amount of the user's billing for each game server. When it is determined that the user terminal has requested to connect to a second game server, which is different from the first game server to which the user connected during their previous login, the point transfer unit calculates a certain percentage of the user's cumulative spending on the first game server at the time of the connection request as transfer points, and transfers the transfer points to the server points of the second game server. Equipped with, An information processing device that sets an expiration date for server points transferred from the transfer points in the second game server.

14. A game system comprising a plurality of game servers, each providing a plurality of virtual spaces in which a game is played, and a management server that manages the plurality of game servers, wherein the game is provided to a user terminal used by a user, and the information processing device for providing the virtual spaces, The management server independently manages the user's billing for each game server and calculates the cumulative amount of the user's billing for each game server. The Server Point Management Unit manages server points that are limited to use only within the virtual space provided by each game server, An exchange unit that exchanges the aforementioned server points for items obtainable or services available in the virtual space provided by each of the aforementioned game servers, Equipped with, An information processing device which determines that the user terminal has requested a connection to a second game server, which is different from the first game server to which the user connected during their previous login, among the plurality of game servers, and the management server calculates a certain percentage of the user's cumulative spending amount on the first game server at the time of the connection request as transfer points, and transfers the transfer points to the server points of the second game server, the server point management unit accepts the transfer points as server points, and sets an expiration date for the server points transferred from the transfer points.

15. An information processing method to be performed in a game system that provides a game to a user terminal used by a user, comprising: a plurality of game servers each providing a plurality of virtual spaces in which a game is played; and a management server managing the plurality of game servers, the system providing the game to a user terminal used by a user. A billing management step that independently manages the user's billing for each game server and calculates the cumulative amount of the user's billing for each game server, A server point management step that manages server points that are limited to use only within the virtual space provided by each game server, An exchange step of exchanging the server points for items obtainable or services available in the virtual space provided by each game server, When it is determined that the user terminal has requested a connection to a second game server, which is different from the first game server to which the user connected during their previous login, among the multiple game servers, a point transfer step is performed in which a certain percentage of the user's cumulative spending on the first game server at the time of the connection request is calculated as transfer points, and the transfer points are transferred to the server points of the second game server. Includes, The server point management step determines the conversion rate from the transfer points to server points based on information regarding the total game level of players in the virtual space provided by the first game server and the information in the virtual space provided by the second game server. The aforementioned information is obtained based on the scores of user groups playing in each virtual space, and is an information processing method.

16. A game system comprising a plurality of game servers, each providing a plurality of virtual spaces in which a game is played, and providing the game to a user terminal used by a user, wherein a program is to be executed by a computer that manages the plurality of game servers, Each game server manages server points that are limited to use only within the virtual space provided by that game server, and allows users to exchange said server points for items obtainable or services available within the virtual space provided by that game server. A billing management process that independently manages the user's billing for each game server and calculates the cumulative amount of the user's billing for each game server, When it is determined that the user terminal has requested to connect to a second game server, which is different from the first game server to which the user connected during their previous login, among the multiple game servers, a point transfer process is performed to calculate a certain percentage of the user's cumulative spending on the first game server at the time of the connection request as transfer points, and to transfer the transfer points to the server points of the second game server. A process of storing in a memory unit of the computer the conversion rate from the transfer point to the server point used in the second game server, based on information regarding the game level of all players in the virtual space provided by the first game server and the information in the virtual space provided by the second game server, The computer is made to execute the above, The aforementioned information is obtained by a program based on the scores of user groups playing in each virtual space.

17. A game system comprising a plurality of game servers, each providing a plurality of virtual spaces in which a game is played, and a management server, which manages the plurality of game servers, wherein the game is provided to a user terminal used by a user, and the system provides a program to be executed by a computer for providing the virtual spaces, The management server independently manages the user's billing for each game server and calculates the cumulative amount of the user's billing for each game server. Server point management process that manages server points that are limited to use only within the virtual space provided by each game server, An exchange process for exchanging the aforementioned server points for items obtainable or services available in the virtual space provided by each of the aforementioned game servers, The computer is made to execute the above, When the user terminal determines that it has requested a connection to a second game server, which is different from the first game server to which the user connected during their previous login, and the management server calculates a certain percentage of the user's cumulative spending on the first game server at the time of the connection request as transfer points, and transfers the transfer points to the server points of the second game server, the computer further executes a process to accept the transfer points as server points. The server point management process determines the conversion rate from the transfer points to server points based on information regarding the total game level of all players in the virtual space provided by the first game server and the information in the virtual space provided by the second game server. The aforementioned information is obtained by a program based on the scores of user groups playing in each virtual space.

18. A game system comprising a plurality of game servers, each providing a plurality of virtual spaces in which a game is played, and providing the game to a user terminal used by a user, wherein an information processing device for managing the plurality of game servers, Each game server manages server points that are limited to use only within the virtual space provided by that game server, and allows users to exchange said server points for items obtainable or services available within the virtual space provided by that game server. A billing management unit independently manages the user's billing for each game server and calculates the cumulative amount of the user's billing for each game server. When it is determined that the user terminal has requested to connect to a second game server, which is different from the first game server to which the user connected during their previous login, the point transfer unit calculates a certain percentage of the user's cumulative spending on the first game server at the time of the connection request as transfer points, and transfers the transfer points to the server points of the second game server. A storage unit that stores the conversion rate from the transfer point to the server point used in the second game server, based on information regarding the game level of all players in the virtual space provided by the first game server and the information in the virtual space provided by the second game server, Equipped with, The aforementioned information is obtained based on the scores of user groups playing in each virtual space, and is an information processing device.

19. A game system comprising a plurality of game servers, each providing a plurality of virtual spaces in which a game is played, and a management server for managing the plurality of game servers, wherein the game is provided to a user terminal used by a user, and the information processing device for providing the virtual space, The management server independently manages the user's billing for each game server and calculates the cumulative amount of the user's billing for each game server. The Server Point Management Unit manages server points that are limited to use only within the virtual space provided by each game server, An exchange unit that exchanges the aforementioned server points for items obtainable or services available in the virtual space provided by each of the aforementioned game servers, Equipped with, When the user terminal determines that it has requested a connection to a second game server, which is different from the first game server to which the user connected during their previous login, and the management server calculates a certain percentage of the user's cumulative spending on the first game server at the time of the connection request as transfer points, and transfers the transfer points to the server points of the second game server, the server point management unit accepts the transfer points as server points, The server point management unit determines the conversion rate from the transfer points to server points based on the information regarding the total game level of all players in the virtual space provided by the first game server and the information in the virtual space provided by the second game server. The aforementioned information is obtained based on the scores of user groups playing in each virtual space, and is an information processing device.

20. An information processing method to be performed in a game system that provides a game to a user terminal used by a user, comprising: a plurality of game servers each providing a plurality of virtual spaces in which a game is played; and a management server managing the plurality of game servers, the system providing the game to a user terminal used by a user. A billing management step that independently manages the user's billing for each game server and calculates the cumulative amount of the user's billing for each game server, A server point management step that manages server points that are limited to use only within the virtual space provided by each game server, An exchange step of exchanging the server points for items obtainable or services available in the virtual space provided by each game server, When it is determined that the user terminal has requested a connection to a second game server, which is different from the first game server to which the user connected during their previous login, among the multiple game servers, a point transfer step is performed in which a certain percentage of the user's cumulative spending on the first game server at the time of the connection request is calculated as transfer points, and the transfer points are transferred to the server points of the second game server. The steps include: obtaining information from the first game server regarding preferential treatment given to the user in accordance with the cumulative amount of charges, and applying all or part of the preferential treatment corresponding to said information to the user in the second game server; Information processing methods, including those mentioned above.

21. A game system comprising a plurality of game servers, each providing a plurality of virtual spaces in which a game is played, and providing the game to a user terminal used by a user, wherein a program is to be executed by a computer that manages the plurality of game servers, Each game server manages server points that are limited to use only within the virtual space provided by that game server, and allows users to exchange said server points for items obtainable or services available within the virtual space provided by that game server. A billing management process that independently manages the user's billing for each game server and calculates the cumulative amount of the user's billing for each game server, When it is determined that the user terminal has requested to connect to a second game server, which is different from the first game server to which the user connected during their previous login, among the multiple game servers, a point transfer process is performed to calculate a certain percentage of the user's cumulative spending on the first game server at the time of the connection request as transfer points, and to transfer the transfer points to the server points of the second game server. The process involves obtaining information from the first game server regarding preferential treatment given to the user in accordance with the cumulative amount of charges, and applying all or part of the preferential treatment corresponding to said information to the user in the second game server, A program that causes the aforementioned computer to execute.

22. A game system comprising a plurality of game servers, each providing a plurality of virtual spaces in which a game is played, and a management server, which manages the plurality of game servers, wherein the game is provided to a user terminal used by a user, and the system provides the game to a computer for providing the virtual spaces, The management server independently manages the user's billing for each game server and calculates the cumulative amount of the user's billing for each game server. Server point management process that manages server points that are limited to use only within the virtual space provided by each game server, An exchange process for exchanging the aforementioned server points for items obtainable or services available in the virtual space provided by each of the aforementioned game servers, The computer is made to execute the above, When the user terminal determines that it has requested a connection to a second game server, which is different from the first game server to which the user connected during their previous login, and the management server calculates a certain percentage of the user's cumulative spending on the first game server at the time of the connection request as transfer points, and transfers the transfer points to the server points of the second game server, the management server processes the transfer points to accept the transfer points as server points. The process involves obtaining information regarding preferential treatment given to the user in accordance with the cumulative amount of charges from the first game server via the management server, and applying all or part of the preferential treatment corresponding to said information to the user. A program that causes the aforementioned computer to execute further.

23. A game system comprising a plurality of game servers, each providing a plurality of virtual spaces in which a game is played, and providing the game to a user terminal used by a user, wherein an information processing device for managing the plurality of game servers, Each game server manages server points that are limited to use only within the virtual space provided by that game server, and allows users to exchange said server points for items obtainable or services available within the virtual space provided by that game server. A billing management unit independently manages the user's billing for each game server and calculates the cumulative amount of the user's billing for each game server. When it is determined that the user terminal has requested to connect to a second game server, which is different from the first game server to which the user connected during their previous login, the point transfer unit calculates a certain percentage of the user's cumulative spending on the first game server at the time of the connection request as transfer points, and transfers the transfer points to the server points of the second game server. Equipped with, An information processing device that obtains information from the first game server regarding preferential treatment given to the user in accordance with the cumulative amount of charges, and applies all or part of the preferential treatment corresponding to said information to the user in the second game server.

24. A game system comprising a plurality of game servers, each providing a plurality of virtual spaces in which a game is played, and a management server, which manages the plurality of game servers, wherein the game is provided to a user terminal used by a user, and the information processing device for providing the virtual space, The management server independently manages the user's billing for each game server and calculates the cumulative amount of the user's billing for each game server. The Server Point Management Unit manages server points that are limited to use only within the virtual space provided by each game server, An exchange unit that exchanges the aforementioned server points for items obtainable or services available in the virtual space provided by each of the aforementioned game servers, Equipped with, When the user terminal determines that it has requested a connection to a second game server, which is different from the first game server to which the user connected during their previous login, and the management server calculates a certain percentage of the user's cumulative spending on the first game server at the time of the connection request as transfer points, and transfers the transfer points to the server points of the second game server, the server point management unit accepts the transfer points as server points, Furthermore, an information processing device that obtains information regarding preferential treatment given to the user in accordance with the cumulative amount of charges in the first game server from the first game server via the management server, and applies all or part of the preferential treatment corresponding to said information to the user.

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