Information processing device, information processing method, and program

By allowing users to trade game equipment growth parameters without transferring ownership, the system enhances user engagement and game excitement by monetizing game progress, addressing the limitations of traditional user-to-user transactions.

JP7876115B2Active Publication Date: 2026-06-19MIXI INC

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
MIXI INC
Filing Date
2025-02-04
Publication Date
2026-06-19

AI Technical Summary

Technical Problem

Existing user-to-user transactions in games primarily focus on transferring game media, which can discourage users from engaging in transactions due to the loss of ownership, limiting the activation of user communication and engagement.

Method used

A system enabling the trading of growth parameters such as level and rank values of game equipment between users without transferring ownership, allowing users to continue using the equipment post-transaction.

Benefits of technology

This approach stimulates user interaction and willingness to trade, increasing game excitement and playtime, as users can monetize their game progress without losing access to their game assets.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide an information processing device, an information processing method, and a program that allow a transaction of a new form to be executed among users of a game.SOLUTION: An offer of transfer is received from a first user, and an offer of transfer is received from a second user on a growth parameter of a first game medium that the first user grows in a game. When the offers from the first user and the second user are received and a predetermined condition is established, a growth parameter of a second game medium that the second user grows in the game is changed according to the growth parameter that is transferred to the second user from the first user.SELECTED DRAWING: Figure 2
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Description

Technical Field

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

Background Art

[0002] Among users who play games, it is already known to exchange or trade game media such as characters and items that can be used in the game (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] If, as a transaction between users, a new form of transaction becomes possible in addition to the transaction of game media that has been carried out so far, it is expected that the communication between users can be activated, and as a result, more users can be induced to play the game.

[0005] Therefore, an object of the present invention is to provide an information processing apparatus, an information processing method, and a program that enable a new form of transaction between users of a game.

Means for Solving the Problems

[0006] An information processing device according to one aspect of the present inventor is characterized by comprising: a receiving unit that receives an offer from a first user to transfer growth parameters of a first game medium that the first user develops in the game, and an offer from a second user to acquire growth parameters of a first game medium that the first user develops in the game; and a parameter changing unit that, when the receiving unit receives offers from the first user and the second user and predetermined conditions are met, changes the growth parameters of a second game medium that the second user develops in the game according to the growth parameters acquired by the second user from the first user. [Effects of the Invention]

[0007] According to one aspect of the present invention, since growth parameters of a game medium can be traded among users, a new form of transaction among users can be realized. [Brief explanation of the drawing]

[0008] [Figure 1] This is an explanatory diagram about the growth parameters of equipment. [Figure 2] This is an explanatory diagram about trading growth parameters between users. [Figure 3] This is a conceptual diagram showing the entire system, including an information processing device and terminals for each user, according to one embodiment of the present invention. [Figure 4] This is an explanatory diagram of the user terminal's functions. [Figure 5] A block diagram showing a plurality of functional units provided in an information processing device according to one embodiment of the present invention. [Figure 6] This figure shows an example of user data stored in the memory unit. [Figure 7] This figure shows an example of equipment data stored in the memory unit. [Figure 8] This figure shows an example of transaction data stored in the memory unit. [Figure 9] This figure shows an example of level enhancement data stored in the memory unit. [Figure 10] This figure shows an example of rank value enhancement data stored in the memory unit. [Figure 11] This diagram illustrates the flow of game progression, specifically showing the process of changing the level or rank value of equipment. [Figure 12A] This diagram illustrates the flow of parameter trading, specifically showing the flow when the trading growth parameter is a level (Part 1). [Figure 12B] This diagram illustrates the flow of parameter trading, specifically the flow when the trading growth parameter is a level (part 2). [Figure 13A] This diagram illustrates the flow of parameter trading, specifically showing the flow when the trading growth parameter is a rank value (Part 1). [Figure 13B] This diagram illustrates the flow of parameter trading, specifically the flow when the trading growth parameter is a rank value (part 2). [Figure 14] This figure shows the functions of the information processing device relating to the first modified example. [Figure 15A] The parameter trading flow for the first modified example is shown, illustrating the flow when the trading growth parameter is a rank value (Part 1). [Figure 15B] The parameter trading flow for the first modified example is shown, and the flow when the trading growth parameter is a rank value is shown (Part 2). [Figure 16A] The parameter trading flow for the second modified example is shown, illustrating the flow when the trading growth parameter is a rank value (Part 1). [Figure 16B] The parameter trading flow for the second variation is shown, illustrating the flow when the trading growth parameter is a rank value (Part 2). [Modes for carrying out the invention]

[0009] Hereinafter, specific embodiments of the information processing apparatus, information processing method, and program of the present invention will be described with examples. However, the embodiments described below are merely examples given to facilitate understanding of the present invention and do not limit the present invention. That is, the present invention can be changed or improved from the embodiments described below without departing from its gist. Naturally, equivalents of the present invention are included therein.

[0010] Also, the screen examples shown in the drawings referred to in the following description are merely examples, and the configuration examples of the screen, the content of the displayed information, the GUI (Graphical User Interface), etc. can be freely designed according to the system design specifications, user preferences, etc., and can be changed as appropriate.

[0011] Furthermore, in this specification, the "device" includes not only a single device that exhibits a predetermined function alone but also a plurality of devices that cooperate to exhibit a predetermined function although they are separated from each other.

[0012] Furthermore, in this specification, the "user" is a user of the information processing apparatus of the present invention, specifically, a user of the service provided by the information processing apparatus of the present invention. Unless otherwise specified, the user is an individual, but may also be a group of multiple people.

[0013] [Regarding a game according to an embodiment of the present invention] Prior to the description of the information processing apparatus according to an embodiment of the present invention (hereinafter referred to as this embodiment), a game playable by the user of the information processing apparatus will be described.

[0014] A game is content that users play by operating a game-playing device, and more specifically, it refers to an online game that utilizes data communication. Online games may include browser games that use a web browser, social games provided on SNS (Social Networking Service), and cloud games that are streamed. Games that can be played by downloading dedicated application software, such as mobile games, may also be included in the definition of online games. Furthermore, online games may also include regularly updated online games such as Play-by-Web (PBW).

[0015] The game may be a multiplayer game where multiple users can play the same game simultaneously, or it may be a game played by a single individual. Furthermore, the game may be one in which the parameters of the game medium described later change according to the progress of the game, and there are no particular limitations on its type (genre).

[0016] Users can progress through the game by playing in-game events (hereinafter also referred to as in-game events). In-game events are playable elements within the game, such as battles against enemies or opponents, stages and quests that are played with the objective of completion, and lotteries to obtain items.

[0017] Users utilize game media to progress through the game. Game media include characters, items, and equipment that users can use within the game. Characters include playing characters that are controlled by the user or act according to the user's instructions within the game, and support characters that assist the playing characters. Items are materials used within the game for purposes such as gaining an advantage in the game, and their use grants effects according to their type. Equipment is an example of an item, and when equipped to a character, it can change the character's abilities.

[0018] To use a game medium, it means using the acquired game medium within the game to progress through the game. If the game medium is a character, "use" includes controlling that character within the game, or giving instructions or commands to that character and having the character perform actions in accordance with those instructions or commands. If the game medium is an item, "use" includes using (consuming) that item within the game to activate its effect within the game. If the game medium is equipment, "use" includes equipping that equipment to a character (specifically, the character controlled by the user) and controlling that character to progress through the game.

[0019] The usage rights for the various game media mentioned above are granted to users who obtain each game media within the game. Users can use the game media for which they have usage rights within the game. For convenience, in the following, possessing the usage rights for a game media will be expressed as "possessing the game media."

[0020] There are no particular limitations on how users can acquire new game media. For example, they can purchase them with in-game currency at in-game shops, obtain them with a certain probability as rewards for defeating certain enemies or completing certain quests, or obtain them as prizes in lotteries. Users can also sell or discard unwanted game media within the game. Furthermore, users can evolve their game media by using evolution items on their characters and equipment. Evolution is the process of transforming a character or equipment into a different type of game media. The right to use game media that has been sold, discarded, or evolved is lost, and the game media becomes unusable.

[0021] In this embodiment, the game provides multiple types of game media, and each game media is classified according to its type. The classification is set, for example, based on the rarity of the game media, and rarity is an indicator of how difficult it is to obtain the game media in the game, and is determined according to the probability (drop rate) of obtaining it when a predetermined event is cleared in the game. Each game media is classified into one of the categories from Category 1 to Category X (where X is a natural number of 2 or more), and the higher the category number of the game media, the rarer the game media is considered to be.

[0022] Furthermore, each user can improve the game devices they own within the game. Improvement refers to enhancing, strengthening, enhancing, and developing the game device's performance, abilities, size, appearance, and other stats such as luck and popularity. Specifically, this involves increasing the growth parameters described below. It's also important to note that growth may temporarily decrease in some cases. In the following, we will explain one form of "growth" by using the case of strengthening the game medium as an example.

[0023] Game elements have growth parameters set according to their properties and abilities. For example, equipment, which is a game element, has level and rank values ​​set as growth parameters, as shown in Figure 1. Figure 1 is an example screen showing the current level and rank values ​​of equipment.

[0024] Level and rank values ​​increase through enhancement (growth) within the game. As these parameters increase, the performance (enhancement level) of the equipment improves, and the higher the enhancement level of the equipment used, the more advantageous the user can become in the game. The enhancement level of equipment is the sum of the enhancement level corresponding to the level and the enhancement level corresponding to the rank value. Note that level and rank values ​​may be represented as integer values ​​that increase discretely (for example, by +1 each time), or as continuous quantities that increase continuously like a numerical gauge.

[0025] The level of the equipment is set to the initial value (e.g., level 1) at the time of acquisition, and increases according to the cumulative value of the experience points given to the equipment. The experience points are added to the equipment when the user clears in-game events. For example, when using the equipment to defeat enemies that appear in the game, or when passing a predetermined stage while using the equipment, etc., experience points corresponding to the defeated enemies or passed stages are added to the equipment. Then, when the cumulative value of the experience points reaches the conditional value set for each level (hereinafter referred to as the conditional value for level), the level of the equipment rises to the value corresponding to the reached conditional value for level. Note that the higher the level, the larger the conditional value for level becomes.

[0026] The rank value of the equipment is a variable value that changes according to the progress of the game, and changes, for example, within the range of m to n (m < n). m is the rank value of the equipment at the time of acquisition, that is, the initial value of the rank value, and is a positive or negative integer, or 0. n is the upper limit value of the rank value of the equipment, and is a positive integer, which is determined according to the type of the equipment. Also, the maximum value of the rank value of the equipment differs depending on the category to which the equipment belongs (in other words, the rarity of the equipment).

[0027] When the user strengthens their equipment in the game, they can raise (increase) the rank value of the equipment. That is, the rank value of the equipment rises when the strengthening condition is satisfied while each user is playing the game using the equipment. The strengthening condition corresponds to specific growth conditions, and whether the condition is satisfied is determined according to the operation content (play content) when the user plays the game. Specifically explained, for example, using an item for raising the rank value for the equipment whose rank value is to be raised, or clearing a predetermined event while using the equipment whose rank value is to be raised, etc. correspond to the strengthening condition.

[0028] Furthermore, in this embodiment, when the enhancement conditions are met, the rank value increases according to a predetermined probability. The probability of the rank value increasing changes depending on the type of item used to increase the rank value and the content of the event cleared, and normally, the probability decreases as the rank value increases. As an exception, for example, if a special item is used or a special event is cleared, the rank value of the target equipment can be increased (raised) with a predetermined probability (specifically, 100%), regardless of the current rank value.

[0029] Furthermore, in this embodiment, there may be costs involved in increasing the level or rank of equipment. In other words, each user may incur costs when increasing the level or rank of their own equipment. Incurring costs may include, for example, using paid items or playing paid in-game events. Note that "paid" means requiring payment of monetary value such as cash or electronic money in the real world, and may also include the use of in-game currency acquired by the user through payment of monetary value within the game.

[0030] [Regarding parameter trading between users] In this embodiment, the level and rank values ​​of equipment can be traded between users as growth parameters for the game medium. For example, as shown in Figure 2, user A can transfer the level or rank value of equipment they own to another user B. On the other hand, user B can change, or more specifically increase, the level or rank value of equipment they own according to the level or rank value they received from user A. Figure 2 is an explanatory diagram of parameter trading between users.

[0031] In this embodiment, the trading of growth parameters between users (hereinafter also simply referred to as parameter trading) is a paid transaction involving the exchange of money or equivalent value, i.e., a buy and sell transaction. In other words, in this embodiment, the first user sells the level or rank value of the first user's equipment, and the second user purchases the sold level or rank value from the first user. The level or rank value of the second user's equipment then increases according to the level or rank value purchased by the second user. On the other hand, the level or rank value of the equipment of the first user that sold the level or rank value decreases by the amount that was sold.

[0032] Here, the first user is the user who transfers (sells) the level or rank value, and the second user is the user who receives (purchases) the level or rank value. Furthermore, the equipment owned by the first user corresponds to the first game medium, and the equipment owned by the second user corresponds to the second game medium.

[0033] As described above, in this embodiment, the level or rank value of equipment can be traded (bought and sold) between users. Furthermore, the above transaction does not involve the transfer of equipment. In other words, if the level or rank value of a first user's equipment is sold and purchased by a second user, the first user can continue to use the sold equipment in the game thereafter. This can stimulate the first user's willingness to trade.

[0034] To explain in more detail, traditional user-to-user transactions focused on the game medium itself (characters or items), particularly those involving rare game mediums. However, selling rare game mediums meant giving them up, making it difficult for the owner to decide to proceed with the transaction. Therefore, traditional user-to-user transactions struggled to stimulate user interest and revitalize user interaction through trading.

[0035] In contrast, in this embodiment, it is possible to trade growth parameters of game media as a transaction between users without transferring usage rights. In other words, in this embodiment, the first user can continue to use the game media whose growth parameters have been traded even after the transaction. As a result, in this embodiment, it is easier to stimulate the willingness of users, especially the first user, to trade compared to the conventional. This will activate interaction between users through trading, and as a result, it is expected that the game itself will become more exciting, and specifically, the game play time of each user and the number of users playing the game will increase.

[0036] Furthermore, the first user can enjoy the profits (earnings) obtained by selling the growth parameters of the game medium they own, specifically the level or rank value of their equipment. Thus, in this embodiment, since the first user can sell the level or rank value of equipment that they have increased in the game, the effort invested in the game (specifically, the time spent playing the game, etc.) can be treated as a kind of commodity.

[0037] The payment made by the second user to the first user when purchasing parameters may be cash, electronic money, virtual currency, in-game currency, or any other form of value. In-game currency may be a form of value that can be converted into cash, or it may be a form of value that can only be used within the game and cannot be converted into cash.

[0038] Furthermore, in this embodiment, the equipment subject to parameter trading is paid equipment (in other words, equipment that requires an acquisition cost) that can be obtained through charging or through a lottery or similar means that can be played for a fee. In this case, the effect of being able to continue using the equipment after the parameter trading of the equipment takes place becomes more significant. However, it is not limited to this, and it may also be free equipment that is given to the user for free as a bonus when the total number of times the game is played reaches a predetermined number of times or when the game is played for the first time.

[0039] Furthermore, the purchase price (payment amount) of growth parameters may be determined by bidding in an auction, by the first or second user setting an arbitrary amount based on their own will, or by the game operator setting it according to the type and quantity of growth parameters being sold in accordance with prescribed rules.

[0040] Regarding the processing of payments and receipts related to transactions (specifically, the handling of cash inflows and outflows), it is possible to use publicly known information processing technologies that have been conventionally adopted in transactions between users. Furthermore, in this embodiment, for example, a convertible in-game currency is used as the value for transactions (hereinafter referred to as "transaction currency"), and when a transaction between users is confirmed, the transaction currency is paid by the second user, and an amount of transaction currency corresponding to the payment amount is granted to the first user. Specifically, when a parameter transaction is confirmed, the amount of in-game currency held by the second user is reduced by an amount corresponding to the transaction amount, and the amount of in-game currency held by the first user is increased by an amount corresponding to the transaction amount. Note that the in-game currency that can be used as transaction currency may also be a non-convertible in-game currency that can only be used within the game.

[0041] The handling of value inflows and outflows associated with transactions is not limited to the above. For example, if each user's game account is linked to bank account information or credit card information, and a parameter transaction is confirmed, payment for the consideration may be requested from the second user through the second user's bank account information or credit card information, and the amount of money corresponding to the consideration may be transferred to the first user's bank account, etc.

[0042] [Regarding the information processing device and each user's terminal in this embodiment] Next, the information processing device and each user's terminal according to this embodiment will be described with reference to Figure 3. Figure 3 is a conceptual diagram showing the entire system including the information processing device and each user's terminal according to this embodiment.

[0043] In the following explanation, we will refer to User A as the first user and User B as the second user, and use an example where growth parameters are traded, i.e., bought and sold, between Users A and B. Furthermore, in the following explanation, we will refer to the equipment owned by User A in the game that is transferred as an item for trading, such as equipment whose level or rank value is the subject of the trade, as "tradable items," and the equipment owned by User B in the game that is strengthened (i.e., whose level or rank value increases) by the level or rank value received from User A, such as equipment whose level or rank value increases, as "enhanced items."

[0044] Users A and B each possess user terminals 11 and 12, respectively, as terminals for playing the game. In other words, each user operates their respective user terminals 11 and 12 to play the game, and performs predetermined operations during the game if they wish to conduct a trading transaction of parameters.

[0045] Each user's terminal 11, 12 consists of, for example, a personal computer, smartphone, mobile phone, tablet, communication-enabled game console, television receiver capable of sending and receiving information, or wearable device. In other words, user terminals 11, 12 have a hardware configuration similar to conventional terminals used for playing games online, and as shown in Figure 3, they are equipped with a processor 13, memory 14, communication interface 15, input device 16, and output device 17 such as a display. In addition, each user terminal 11, 12 has a game play program installed as terminal software.

[0046] Furthermore, each user's terminal 11 and 12 are connected to the server 10 via the communication network NT, as shown in Figure 3. The communication network NT is, for example, a communication network consisting of the Internet or a mobile communication network, and may include LAN (Local Area Network), WAN (Wide Area Network), intranet, and Ethernet (registered trademark).

[0047] Server 10 is an example of the "information processing device" of the present invention, and in this embodiment, it is composed of a computer for game distribution that generates and transmits data necessary for game progression, and performs various information processing related to game progression. The data transmitted and received by Server 10 includes data necessary for parameter trading between users, and the information processing performed by Server 10 includes processing related to parameter trading between users.

[0048] In this embodiment, the computers constituting the server 10 are managed by the game operating company, but are not limited to this, and may be managed by a company or organization other than the operating company. The server 10 may consist of a single computer, or it may consist of multiple computers in a parallel distributed configuration. Furthermore, the server 10 may be a server computer for ASP (Application Service Provider), SaaS (Software as a Service), PaaS (Platform as a Service), or IaaS (Infrastructure as a Service). In this case, since the server 10 performs a series of information processes related to game progress (excluding information input and display), each user terminal 11, 12 only needs to input information to be handed over to the server 10 and display the information distributed from the server 10.

[0049] As hardware components, server 10 includes a processor 10A, memory 10B, a communication interface 10C, and storage 10D, as shown in Figure 3, which are electrically connected via a bus. The processor 10A may be composed of a CPU (Central Processing Unit), MPU (Micro-Processing Unit), MCU (Micro Controller Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), TPU (Tensor Processing Unit), or ASIC (Application Specific Integrated Circuit), etc.

[0050] The memory 10B may be composed of semiconductor memory such as ROM (Read Only Memory) and RAM (Random Access Memory). The communication interface 10C may be configured, for example, by a network interface card or a communication interface board. The data communication standard using the communication interface 10C is not particularly limited and may include communication via Wi-Fi®-based wireless LAN, communication via 3G-5G or later generations of mobile communication systems, or communication based on LTE (Long Term Evolution).

[0051] Storage 10D may consist of flash memory, HDD (Hard Disc Drive), SSD (Solid State Drive), FD (Flexible Disc), MO disk (Magneto-Optical disc), CD (Compact Disc), DVD (Digital Versatile Disc), SD card (Secure Digital card), or USB memory (Universal Serial Bus memory), etc. Storage 10D may be built into the server 10 or attached to the server body as an external device. Furthermore, storage 10D may consist of an external computer (e.g., a database server) connected to the server body in a communicative manner. Additionally, as a technology for recording various types of data, distributed ledger technology such as blockchain may be used to prevent unauthorized data tampering. In particular, blockchain management and recording of each user's trading currency holdings is suitable.

[0052] Furthermore, the server 10 has software installed, including a program for the operating system (OS) and an information processing program for game progression. These programs correspond to the "programs" of the present invention, and are executed by the processor 10A, enabling the server 10 to function as an information processing device of the present invention.

[0053] To explain in more detail, for example, while users A and B are playing the game, server 10 generates display data for the gameplay screen by executing the program described above and sends it to each user's user terminal 11 and 12. When users A and B perform operations to advance the game through user terminals 11 and 12, data indicating the content of those operations is sent from user terminals 11 and 12 to server 10, and server 10 performs information processing to advance the game according to the user operations based on the data received from user terminals 11 and 12.

[0054] Furthermore, if User A wishes to transfer (sell) the level or rank value of an item among the equipment they possess, they make a transfer offer through User Terminal 11, and Server 10 accepts the transfer offer from User A via communication with User Terminal 11. On the other hand, if User B wishes to acquire (purchase) the level or rank value that User A has sold, they make an acquisition offer through User Terminal 12, and Server 10 accepts the acquisition offer from User B via communication with User Terminal 12.

[0055] Then, when Server 10 accepts offers from both User A and User B and the transaction conditions are met, Server 10 performs a series of information processing related to the parameter transaction. As a result, the level or rank value of the enhanced equipment owned by User B increases, while the level or rank value of the traded item owned by User A decreases.

[0056] Transaction conditions correspond to predetermined conditions, specifically the conditions that confirm the completion of a parameter transaction, or in other words, the conditions that confirm the transfer and acquisition of the level or rank value of the traded item. Examples of transaction conditions include storing data indicating that the parameter transaction has been confirmed (more specifically, switching the success / failure flag of the transaction data described later to the value of transaction confirmation), or User B paying the consideration for the transfer of the parameter (more specifically, executing the settlement process described later). Furthermore, if the parameter transaction is conducted in an auction format, the transaction condition may be that the bidding period expires with the highest bid offered.

[0057] The programs to be installed on server 10 may be obtained by reading them from a computer-readable storage medium (media), or they may be obtained (downloaded) via a network such as the Internet or an intranet.

[0058] Next, we will explain the configuration of each device from a functional standpoint, referring to Figures 4 and 5, for each user's terminal 11, 12, and server 10. Figure 4 shows the functions of user terminals 11 and 12, and Figure 5 shows the functions (in other words, multiple functional units) provided in server 10.

[0059] (Regarding the functions of the user terminal) As shown in Figure 4, user terminals 11 and 12 include a terminal-side receiving unit 21, a terminal-side transmitting / receiving unit 22, a terminal-side storage unit 23, and a display execution unit 24. Each of these functional units is realized through the cooperation of the hardware equipment constituting user terminals 11 and 12 and the software (specifically, the game play program) installed on user terminals 11 and 12.

[0060] The terminal-side reception unit 21 accepts operations (game operations) that the user performs during gameplay, such as operations for game progression and operations for parameter trading. The terminal-side transmitting / receiving unit 22 receives data sent from the server 10 or other user terminals, and also transmits data to the server 10 or other users. The data that the terminal-side transmitting / receiving unit 22 transmits to the server 10 includes data corresponding to the game operation content received by the terminal-side receiving unit 21, and for example, the data (a) to (f) below. (a) Data regarding the use of equipment and other items owned by the user. (b) Data regarding gameplay in in-game events (c) Instruction data for the user to sell or dispose of equipment, etc. (d) Instruction data for strengthening or evolving equipment owned by the user (e) Data relating to the offer to transfer parameters (f) Data regarding offers to transfer parameters

[0061] Data (a) to (d) represent data corresponding to the user's actions during game progression. Data (a) is generated when a user uses equipment in the game and indicates, for example, the user ID, identification information of the equipment being used, and which character it is being used for. Data (b) is generated when a user plays an in-game event and includes, for example, the user ID, identification information for the event being played, identification information for each character and equipment used in the event, and instructions or commands given to the character during the event (specifically, commands regarding the character's movement direction or actions such as attacking or defending). Data (c) is generated when a user sells or discards equipment they possess in the game, and includes, for example, the user ID and identification information of the equipment being sold or discarded. Data (d) is generated when a user enhances or evolves equipment they possess in the game, and for example, it shows the user ID, identification information of the equipment to be enhanced or evolved, and, in cases where enhancement or evolution items are used, the identification information of those items and the number of items used.

[0062] Data (e) and (f) are data corresponding to operations performed by the user for parameter trading. Data (e) is generated when the first user (i.e., User A) offers to transfer the level or rank value of the traded item, and may include, for example, the user ID, the identification information of the traded item, and the range of the level or rank value to be transferred (transfer range), and may also include the desired transfer price (sale price) specified by the first user. Data (f) is generated when a second user (i.e., user B) offers to acquire the level or rank value of the traded item, and may include, for example, the user ID, identification information of the traded item, the scope of the transfer, and identification information of the enhanced item that will be enhanced by the acquired level or rank value, and may also include the desired acquisition price (purchase price) specified by the second user.

[0063] The terminal-side storage unit 23 stores data necessary for the game, such as data sent from the server 10, including display data. The display execution unit 24 expands the display data received from the server 10 and displays the game screen (the screen during gameplay) indicated by the display data on the output devices 17, or more specifically, the displays, of the user terminals 11 and 12.

[0064] (Regarding server functionality) As shown in Figure 5, the server 10 comprises a game progress reception unit 31, a game progress unit 32, a server-side storage unit 33, a transaction reception unit 34, a cost calculation unit 35, a transaction processing unit 36, and a rejection unit 37. Each of these functional units is realized through the cooperation of hardware devices constituting the server 10 and a program as software installed on the server 10 (i.e., the program of the present invention).

[0065] The game progress reception unit 31 receives in-game operations from the user, particularly operations for game progression, through communication with the user terminals 11 and 12. Specifically, it receives game progression data from the user terminals 11 and 12 via the communication network NT. The data received by the game progress reception unit 31 corresponds to the game progression operations performed by the user, and includes, for example, the data (a) to (d) described above.

[0066] The game progression unit 32 advances the game according to the game progression data received by the game progression reception unit 31 while the user is playing the game. As mentioned above, the game progression data includes data (a), namely data regarding the use of equipment, etc. Therefore, the game progression unit 32 advances the game played by each user according to the use of equipment, etc. Furthermore, the game progression unit 32 advances the game according to the above-mentioned data (b), namely data regarding the content of gameplay in in-game events. Specifically, for example, it moves the character according to the user's instructions and commands to advance in-game events.

[0067] Furthermore, in this embodiment, the game progression unit 32 includes a state change unit 41 and an experience point granting unit 42, as shown in Figure 5, and the state change unit 41 includes a parameter change unit 43. The state change unit 41 changes the state of the equipment in response to in-game operations received by the game progress reception unit 31, specifically in accordance with the game progress data received from user terminals 11 and 12, particularly the data (a), (c), and (d) described above. The state of the equipment is the current status and current values ​​of the parameters of the equipment. The status is information indicating, for example, whether the equipment is currently being used, whether the equipment has already been sold or discarded, and whether the equipment is in its pre-evolution or post-evolution state, while the parameters are the level and rank values.

[0068] The experience point granting unit 42 grants experience points to the equipment used when the user clears a predetermined event in the game using that equipment, according to the event cleared. The granted experience points are added to the cumulative value of experience points granted to the equipment up to that point.

[0069] The parameter modification unit 43 performs a function of the state modification unit 41, and modifies the growth parameters of the equipment owned by the user, specifically the level or rank value. More specifically, the parameter modification unit 43 identifies the cumulative experience points given to each piece of equipment for each user, and raises the level of equipment whose cumulative experience points have reached the level requirement value to the value corresponding to that level requirement value.

[0070] Furthermore, for example, if the game progress reception unit 31 receives the above-mentioned data (d), more precisely, instruction data for strengthening equipment, the parameter change unit 43 determines whether the aforementioned strengthening conditions are met based on the information indicated by the instruction data, and if the strengthening conditions are met, it changes the rank value of the equipment to be strengthened. In this case, the parameter change unit 43 raises (increases) the rank value of the equipment according to a predetermined probability.

[0071] Furthermore, if a parameter transaction takes place between users A and B, the parameter modification unit 43 changes the level or rank value of the traded items among the equipment owned by user A, and the enhanced items among the equipment owned by user B, according to the details of the transaction. Specifically, triggered by the fulfillment of the transaction conditions, the parameter modification unit 43 decreases the level or rank value of user A's traded items according to the amount transferred (sold) by user A, and increases the level or rank value of user B's enhanced items according to the amount received (purchased) by user B.

[0072] The server-side memory unit 33 corresponds to the memory unit and stores various data necessary for game progression and parameter trading between users. Specifically, it stores user data shown in Figure 6, equipment data shown in Figure 7, trading data shown in Figure 8, level enhancement data shown in Figure 9, and rank value enhancement data shown in Figure 10. Figures 6 to 10 show examples of data stored in the server-side memory unit 33.

[0073] User data is data relating to users who play the game, that is, users who have a game account, and is stored in the server-side storage unit 33 for each user. As shown in Figure 6, user data includes user ID, identification information of owned characters, items and equipment, amount of game progression currency owned, and amount of trading currency owned. Both game progression currency and trading currency are in-game currencies that can be obtained through charging, purchasing, or playing in-game events. Game progression currency is mainly used to progress in the game, such as by purchasing items and equipment within the game, while trading currency is mainly used for trading parameters between users. Furthermore, user data may include data other than that shown in Figure 6, such as information on the bank account or credit card that the user uses to pay for in-game currency.

[0074] Equipment data is data about the equipment each user owns, and is stored for each piece of equipment owned by each user. As shown in Figure 7, the equipment data includes the equipment's identification information, the user ID of the user who owns the equipment, the initial and current values ​​of its category, level, and rank, the cumulative amount of experience points awarded to date, its usage status, the change history of its level or rank, and a flag indicating whether or not it is a tradable item.

[0075] Each level or rank value change history corresponds to the parameter change history, showing the cost spent on the equipment at each point in time as the level or rank value progresses from its initial value to its current value, i.e., the cost related to equipment enhancement (parameter changes) up to that point. More specifically, as shown in Figure 7, the change history represents, at each stage of level or rank value, the type of parameter enhancement items used on the equipment, the number of items consumed, the amount of currency (amount) paid when purchasing the items, as well as the type of parameter enhancement events played using the equipment, the number of times they were played, and the amount of currency (amount) paid when playing the events. Note that the equipment data may include data other than that shown in Figure 7, for example, the number of times it has been traded (i.e., the number of times growth parameters have been transferred).

[0076] Transaction data is data related to parameter transactions and is stored for each transaction. As shown in Figure 8, transaction data includes transaction identification information, user IDs of the users involved in the transaction (i.e., the first and second users), identification information of the equipment corresponding to the traded item, the type of parameter to be transferred (whether it is a level or rank value), the transfer range of the parameter, the experience points converted from the transfer range if the parameter is a level, the transfer amount (sale price) specified by the first user, the transfer amount (purchase price) specified by the second user, identification information of the equipment corresponding to the item to be enhanced, and a success / failure flag indicating whether the transaction has been confirmed or not. Furthermore, the transaction data may include data other than that shown in Figure 8, such as time limits set for the transaction. For transactions with time limits, the transaction may be canceled if it is not completed within the time limit.

[0077] The level enhancement data and rank value enhancement data are data that the parameter modification unit 43 references when the user instructs the enhancement of equipment. As shown in Figure 9, the level enhancement data is data that defines the cumulative value of experience points required to raise the level of each piece of equipment by one stage, i.e., the level condition value for each stage, and is stored for each type of equipment.

[0078] As shown in Figure 10, the rank value enhancement data is data that defines the enhancement conditions that must be met for each equipment item to increase its rank value by one level, and is stored for each type of equipment. The enhancement conditions are the type and number of items required to raise the rank value, or the type and number of events that must be played to raise the rank value. In addition, as shown in Figure 10, the rank value enhancement data includes the probability that the rank value can be raised to the next higher level if the enhancement conditions are met at each rank value level.

[0079] The transaction reception unit 34 corresponds to the reception unit and accepts user operations related to parameter trading between users. Specifically, it receives parameter trading data from user terminals 11 and 12 via the communication network NT. The data received by the transaction reception unit 34 is data corresponding to the parameter trading operations performed by the user, such as the data (e) and (f) described above. In other words, the transaction reception unit 34 accepts an offer from user A, the first user, to transfer (sell) the level or rank value of the item to be traded among the equipment owned by user A, and also accepts an offer from user B, the second user, to acquire (purchase) it.

[0080] Furthermore, in this embodiment, the transaction reception unit 34 accepts a request from user B to acquire a level or rank value of the item to be traded, provided that the request from user B satisfies the request acceptance conditions. The request acceptance conditions are set to correct inequalities between users in the progression of the game and to realize fair transactions. The request acceptance conditions are set in association with the item to be traded and are set based, for example, on the attributes of the item to be traded (e.g., category, etc.) or the level or rank value at the time of the transaction.

[0081] While there are no specific limitations on the conditions for accepting an offer, in this embodiment, the condition for accepting an offer is that User B possesses equipment of the same category as the item being traded. In other words, in this embodiment, an offer from User B to acquire the item can only be accepted if User B possesses equipment of the same category as the item being traded, and User B can acquire (purchase) the level or rank value of the item being traded that User A has transferred. However, such a restriction is not required, and User B may be permitted to acquire (purchase) the level or rank value of the item being traded even if User B does not possess equipment of the same category as the item being traded.

[0082] The cost calculation unit 35 calculates the costs incurred so far on the traded item, particularly the costs incurred to enhance the traded item (hereinafter referred to as enhancement costs), when the trading reception unit 34 receives a transfer offer from user A regarding the level or rank value of the traded item. When calculating the enhancement costs, the cost calculation unit 35 reads the equipment data of the traded item from the server-side storage unit 33 and calculates the enhancement costs based on the change history of the level or rank value indicated by the data. More specifically, for paid items among the parameter enhancement items used on the traded item so far, the enhancement costs due to item use are calculated from the purchase price and the number of items consumed. In addition, for paid events among the parameter enhancement events played using the traded item so far, the enhancement costs due to event play are calculated from the play fee and the number of times the event was played.

[0083] When a parameter transaction is confirmed, the transaction processing unit 36 ​​executes settlement processing for the consideration of the traded growth parameter as part of the processing related to that transaction. In the settlement processing, an amount of trading currency corresponding to the acquisition price (purchase price) of the growth parameter is deducted from User B's trading currency holdings, and an amount of trading currency corresponding to the amount deducted from User B (payment amount) is added to User A's trading currency holdings. Here, the amount corresponding to the acquisition price of the growth parameter may be the acquisition price itself, or an amount corresponding to the acquisition price plus a certain fee. Similarly, the amount corresponding to the payment amount may be the payment amount itself, or an amount corresponding to the payment amount minus a certain fee.

[0084] The rejection unit 37 rejects User A's offer to transfer the level or rank value of the item being traded if the item meets certain conditions (hereinafter referred to as the rejection conditions). In this embodiment, for example, the rejection condition is that the enhancement cost of the item being traded, calculated by the cost calculation unit 35, is equal to or greater than a predetermined value. If User A's offer to transfer the level or rank value of the item being traded is rejected, the transaction for that item's level or rank value will naturally be canceled.

[0085] [Information processing flow according to this embodiment] Next, the game progression flow and the parameter trading flow will be described as information processing flows according to this embodiment. Each flow described below employs the information processing method of the present invention, and each step in the flow corresponds to a component of the information processing method of the present invention. The following flowcharts are merely examples, and unnecessary steps may be deleted, new steps added, or the order of steps rearranged, without departing from the spirit of the present invention.

[0086] <Game progression flow> In the game progression flow, as the user plays the game using their own user terminal, Server 10 advances the game according to the user's gameplay. Below, we will explain the process of changing the level or rank value of the equipment used by the user in the game according to the progress of the game, referring to Figure 11. Figure 11 shows the flow of the game progression flow, specifically the process of changing the level or rank value of the equipment. In the following discussion, we will assume that User A plays the game using equipment U.

[0087] When user A plays the game using equipment U (S001), the server 10, which is a computer, receives game progression operations from user A, specifically receiving game progression data from the user terminal 11 (S002). Based on the received data, the server 10 advances the game that user A is playing (S003).

[0088] Furthermore, when user A clears an in-game event while using equipment U (S004), server 10 grants experience points to user A's equipment U (S005). Specifically, server 10 reads the equipment data for equipment U from the server-side storage unit 33, and adds the experience points granted in step S003 to the cumulative experience point value indicated by the read data. If the cumulative experience point value after the addition reaches the level requirement value set for equipment U (S006), server 10 raises the level of equipment U to the value corresponding to the level requirement value reached (S007).

[0089] In this embodiment, experience points are awarded to equipment U when an in-game event is cleared using equipment U. However, if, for example, a level-up item is used on equipment U, an amount of experience points corresponding to that item may also be awarded to equipment U.

[0090] If User A fulfills the enhancement conditions in the game, such as using an item to increase the rank value of Equipment U (S008), Server 10 will raise the rank value of Equipment U to one rank higher according to a probability determined by the current rank value of Equipment U and the number of items used (S009). Even if the enhancement conditions are met, the rank value may not increase based on the above probabilities. In such cases, the rank value may remain at its current value or may decrease. Furthermore, by using certain items during enhancement, it may be possible to avoid a decrease in the rank value if an increase is not implemented.

[0091] If the level or rank value of equipment U is increased, Server 10 updates the current level or rank value indicated in the equipment data of equipment U to the increased level or rank value. The series of steps S002 to S009 described above are repeated while User A is playing the game, and the game progress flow ends when User A finishes playing the game (S010).

[0092] Although not specifically illustrated in Figure 11, User A can sell or discard Equipment U within the game during gameplay, and can also transform Equipment U into other equipment through evolution. Server 10 causes User A to lose the right to use Equipment U when Equipment U is sold, discarded, or evolved.

[0093] <Parameter Trading Flow> In the parameter trading flow, when a parameter trade is performed, server 10 executes a process to change the growth parameters of both the traded item and the item being enhanced as part of the transaction processing. The growth parameters include level and rank values, and the processing flow differs depending on whether the traded growth parameter is a level or a rank value. The following will explain the flow of the parameter trading flow in each case with reference to Figures 12A, 12B and 13A, 13B. Figures 12A, 12B and 13A, 13B are diagrams showing the flow of the parameter trading flow, with Figures 12A and 12B showing the flow when the traded growth parameter is a level, and Figures 13A and 13B showing the flow when the traded growth parameter is a rank value. In the following discussion, we will assume a scenario where User A and User B trade the growth parameters of equipment U, which User A possesses.

[0094] <<When the traded growth parameter is level>> When User A transfers (sells) the level of equipment U, User A operates User Terminal 11 to make a request for parameter transfer (S021). In step S021, User A selects equipment U as the item to be traded and specifies the range of the level to be transferred.

[0095] The user terminal 11 sets the transfer range for the level of equipment U based on the operation specified by user A (S022). At this time, the transfer range is set so that the lower limit does not fall below the level of equipment U at the time user A obtained it (i.e., the initial level), and the upper limit of the transfer range matches the current level of equipment U. For example, if the initial level of equipment U is 1 (Lv1) and the current level is 5 (Lv5), the transfer range can be set to a maximum of "Lv5→Lv1", or it can be set to "Lv5→Lv2", "Lv5→Lv3", or "Lv5→Lv4".

[0096] Furthermore, in step S021, user A may specify the transfer amount for the level. In that case, user terminal 11 will set both the transfer range and the transfer amount (sales price) of the level based on user A's specified operation. Note that the transfer range and transfer amount of the level may also be set on the server 10 side based on user A's specified operation.

[0097] Subsequently, the user terminal 11 generates data regarding the transfer of parameters (specifically, levels) and sends it to the server 10. The server 10 receives the data from the user terminal 11 and accepts the offer from user A to transfer the level of equipment U (S023). The server 10 converts the level change amount corresponding to the transfer range of equipment U offered by user A into experience points (S024). Then, the server 10 records the transaction data showing the offer to transfer the level of equipment U and the converted experience points, etc., in the server-side storage unit 33 (S025). From thereafter, the transaction data is stored in a state that can be searched by each user.

[0098] When Server 10 receives a transfer offer from User A regarding the level of Equipment U, it determines whether User A is currently using Equipment U to play the game (S026). If it determines that User A is currently using Equipment U to play the game (Yes in S026), Server 10 maintains the level of Equipment U at its current value and allows User A to progress through the game according to their use of Equipment U during the period from when Server 10 receives the transfer offer from User A regarding the level of Equipment U until the transaction conditions are met (hereinafter referred to as the waiting period) (S027).

[0099] Furthermore, if step S027 is performed, server 10 will not change the status of equipment U during the waiting period, specifically prohibiting (locking) the sale, disposal, enhancement, and evolution of equipment U (S028). This is because these procedures involve operations that change the ownership and level of equipment U, and could affect transactions related to the level of equipment U.

[0100] Furthermore, if step S027 is performed, the experience points that User A gains by using equipment U to progress through the game during the waiting period will be temporarily stored. If the transaction ends without User B making an offer to take over the level of equipment U, the stored experience points may be added to equipment U.

[0101] Returning to step S026, if it is determined that user A is not using equipment U to play the game (No in S026), then steps S027 and S028 are not performed, and the process proceeds to the following steps.

[0102] User B searches for transaction data using the available experience points and transfer amount as keys. If the search results show that the details of the transfer offered by User A for the level of equipment U (specifically, the available experience points and transfer amount) are favorable to User B, User B makes an offer to acquire (purchase) that level (S029). In step S029, User B selects equipment U as the item to be acquired (transaction item) and specifies the transfer amount (purchase amount) for the level via the user terminal 12. Also in step S029, User B selects the equipment items that will be enhanced by the acquired level (enhanced items) from among the equipment items that User B possesses.

[0103] Subsequently, the user terminal 12 generates data regarding the transfer of parameters (specifically, levels) and sends it to the server 10. The server 10 receives the data from the user terminal 12 and accepts the offer from user B to transfer the level of equipment U (S031).

[0104] In this embodiment, when server 10 receives a transfer offer from user B, it determines whether user B possesses equipment classified in the same category as equipment U, which is the item to be traded (S030). Only if it is determined that user B possesses equipment classified in the same category as equipment U (Yes in S030), server 10 accepts the transfer offer from user B for equipment U at the same level. In other words, in this embodiment, when server 10 receives a transfer offer from user A for equipment U at the same level, it accepts transfer offers only from users (second users) who possess equipment classified in the same category as equipment U. The determination in step S030 may be performed by the server 10, or it may be performed by user B (specifically, user B's user terminal 12).

[0105] When Server 10 receives offers from both User A and User B regarding the level of equipment U, in step S025, it switches the success / failure flag of the transaction data recorded in the server-side storage unit 33 from "0 (transaction not confirmed)" to "1 (transaction confirmed)". This completes the transaction (S034). Although not specifically shown in Figures 12A and 12B, if the transfer price (sale price) for the level of equipment U is set based on User A's specified operation, the transaction may be considered complete if the transfer price (purchase price) specified by User B is equal to or greater than the transfer price. Furthermore, if there are multiple users who have made offers to acquire the level of equipment U, the transaction may be confirmed between User A and the user who specified the highest transfer price, and the transactions for the other users may be canceled.

[0106] Subsequently, Server 10 changes the level of the equipment selected by User B as the item to be enhanced, according to the level that User B received from User A. More specifically, Server 10 converts the level received by User B into experience points and adds the converted experience points to the cumulative experience points of the item to be enhanced (S033). The experience points added in this step S032 are the same value as the experience points calculated in step S024. Then, if the cumulative experience points after addition have reached the level requirement value (S034), Server 10 raises the level of the item to be enhanced to the value corresponding to the reached level requirement value (S035).

[0107] As described above, in this embodiment, since the level is converted into experience points and assigned to the item being enhanced, it is possible to trade levels between users regardless of the level of the item being enhanced. However, this is not the only option, and the items being enhanced according to the level received from user A may be limited to equipment that has reached a certain level, or equipment that has not reached a certain level.

[0108] Furthermore, Server 10 determines whether User A is playing the game using Equipment U at the time the transaction conditions are met (S036). If Server 10 determines that User A is not playing the game using Equipment U (No in S036), Server 10 lowers the level of Equipment U according to the level that User A transferred to User B (S037). As a result, the level of Equipment U is lowered by an amount corresponding to the transfer range of levels set in step S022.

[0109] On the other hand, if in step S034 it is determined that user A is playing the game using equipment U (Yes in S036), then server 10 will keep the level of equipment U unchanged and maintain its current value while user A continues to use equipment U, and will advance the game according to user A's use of equipment U (S037). In other words, if user A is using equipment U in the game at the time that server 10 accepts user B's offer to take equipment U, the level of equipment U will be temporarily maintained at its pre-transaction value, and the level of user B's enhanced item will become its post-transaction (i.e., post-enhancement) value.

[0110] Then, when user A finishes using equipment U (for example, when user A quits the game), server 10 performs step S037 to lower the level of equipment U.

[0111] Although not shown in Figures 12A and 12B, as one process related to parameter trading, Server 10 performs the aforementioned settlement process for the level of equipment U. That is, Server 10 deducts an amount of trading currency from User B's trading currency holdings corresponding to the transfer amount (purchase amount) specified by User B, and adds an amount of trading currency corresponding to the amount deducted from User B (payment amount) to User A's trading currency holdings. The timing of the settlement process may be immediately after the transaction conditions are met (i.e., at the time the parameter transaction is confirmed), or it may be after User A has finished using equipment U, following the determination in step S036 that User A is using equipment U.

[0112] Once the series of steps described above are completed, the information processing flow (parameter transaction flow) related to the transaction of equipment U's level is finished.

[0113] <<When the traded growth parameter is a rank value>> When User A transfers (sells) the rank value of equipment U, User A operates User Terminal 11 to make a request for parameter transfer (S041). In step S041, User A selects equipment U as the item to be traded and specifies the range of rank value to be transferred.

[0114] The user terminal 11 sets the transfer range for the rank value of equipment U based on the operation specified by user A (S042). At this time, the transfer range is set so that the lower limit does not fall below the rank value of equipment U at the time user A acquired it (i.e., the initial rank value), and the upper limit of the transfer range matches the current rank value of equipment U. For example, if the initial rank value of equipment U is +1 and the current value is +4, the transfer range can be as high as "+4→+1", or it can be "+4→+2" or "+4→+3".

[0115] Furthermore, in step S041, user A may specify the transfer amount for the rank value. In that case, user terminal 11 will set the transfer range and transfer amount (sales price) of the rank value based on user A's specified operation. Note that the transfer range and transfer amount of the rank value may also be set on the server 10 side based on user A's specified operation.

[0116] Subsequently, the user terminal 11 generates data regarding the transfer of parameters (specifically, rank values) and sends it to the server 10. Upon receiving the data from the user terminal 11, the server 10 accepts the offer from user A to transfer the rank value of equipment U (S043).

[0117] When Server 10 receives a transfer offer from User A regarding the rank value of Equipment U, it calculates the cost spent on enhancing Equipment U up to that point (increasing its rank value), i.e., the enhancement cost (S044). Server 10 then determines whether the calculated enhancement cost is above a predetermined value (for example, 1 yen or more) (S045). If the enhancement cost is above the predetermined value (Yes in S045), Server 10 rejects User A's offer to transfer the rank value of Equipment U (S046). In this case, the parameter transaction flow ends when step S046 is performed.

[0118] On the other hand, if the enhancement cost is less than a predetermined value (No in S045), the process proceeds to step S047. In step S047, server 10 records transaction data in server-side storage unit 33, indicating the offer to transfer the rank value of equipment U and the range of the rank value to be transferred. Thereafter, this transaction data is stored in a state that can be searched by each user.

[0119] The subsequent steps (i.e., S048-S058) are generally the same as the steps for trading equipment level U (S026-S038), as shown in Figures 13A and 13B.

[0120] To explain in more detail, suppose that when Server 10 accepts User A's offer to transfer Equipment U's rank value, User A is using Equipment U to play the game (Yes in S048). In this case, during the waiting period from when Server 10 accepts User A's offer to transfer Equipment U's rank value until the transaction conditions are met, Server 10 maintains Equipment U's rank value at its current value and allows User A to progress through the game according to their use of Equipment U (S049). Also, during the waiting period, Server 10 prohibits (locks) Equipment U from being sold, discarded, enhanced, or evolved so as not to change its state (S050).

[0121] Furthermore, if User B searches the transaction data using the transfer range and transfer amount of the rank value as keys, and the details of the transfer offered by User A regarding the rank value of equipment U are favorable to User B, User B makes an offer to acquire (purchase) that rank value (S051). At this time, User B selects equipment U as the item to be traded, specifies the transfer amount (purchase amount) for the rank value, and further selects the item to be enhanced by the acquired rank value from among the equipment owned by User B.

[0122] Subsequently, user terminal 12 generates data regarding the transfer of parameters (specifically, rank values), and server 10 receives this data from user terminal 12 and accepts user B's offer to transfer the rank value of equipment U (S053).

[0123] Furthermore, in step S053, it is determined whether user B possesses equipment equivalent to equipment U, which is the item to be traded (S052). Equipment equivalent to equipment U is equipment that is classified in the same category as equipment U and whose current rank value matches the lower limit of the transfer range for equipment U's rank value. Only if user B possesses equipment equivalent to equipment U (Yes in S052), server 10 accepts user B's offer to transfer the rank value of equipment U.

[0124] When Server 10 receives offers from both User A and User B regarding the rank value of equipment U, in step S047, it switches the success / failure flag of the transaction data recorded in the server-side storage unit 33 from "0 (transaction not confirmed)" to "1 (transaction confirmed)". This completes the transaction (S054). Although not specifically shown in Figures 13A and 13B, if the transfer price (sale price) for the rank value of equipment U is set based on User A's specified operation, the transaction may also be considered complete if the acquisition price (purchase price) specified by User B is equal to or greater than the transfer price. Furthermore, if there are multiple users who have made offers to acquire the rank value of equipment U, the transaction may be confirmed between the user who specified the highest acquisition price and User A, and the transactions for the other users may be canceled.

[0125] Subsequently, triggered by the fulfillment of the transaction conditions, Server 10 increases the rank value of the equipment selected by User B as the item to be enhanced, according to the rank value that User B received from User A (S055). Here, the equipment to be enhanced may be limited to equipment classified in the same category as equipment U, which is the item being traded, or equipment classified in a category with a category number smaller than that of equipment U.

[0126] Server 10 lowers the rank value of equipment U according to the rank value that user A transferred to user B, specifically by an amount corresponding to the transfer range set in step S042 (S057). If user A is using equipment U to play the game at the time the transaction conditions are met (Yes in S056), Server 10 will keep the rank value of equipment U at its current value without changing it as long as user A continues to use equipment U, and will allow the game to progress according to user A's use of equipment U (S058). After user A stops using equipment U, Server 10 will perform step S057 to lower the rank value of equipment U.

[0127] Although not shown in Figures 13A and 13B, upon the fulfillment of the transaction conditions, Server 10 executes a settlement process for the rank value of Equipment U. Specifically, Server 10 deducts an amount of transaction currency corresponding to the transfer amount (purchase amount) specified by User B from User B's trading currency holdings, and adds an amount of transaction currency corresponding to the amount deducted from User B (payment amount) to User A's trading currency holdings. The timing of the settlement process may be immediately after the fulfillment of the transaction conditions (i.e., at the time of confirmation of the parameter transaction), or it may be after User A has finished using Equipment U, following the determination in step S056 that User A is using Equipment U.

[0128] Once the series of steps described above are completed, the information processing flow (parameter transaction flow) related to the transaction of the rank value of equipment U is finished.

[0129] [Regarding the first variation] In the above embodiment, when a transfer offer from user A for the rank value of equipment U is received, the enhancement cost incurred to enhance equipment U up to that point is calculated, and if the enhancement cost is greater than or equal to a predetermined value, the transfer offer from user A is rejected. However, the present invention is not limited to this embodiment, and other forms (hereinafter referred to as the first modified form) are conceivable. The first modified form will be described below with reference to Figures 14, 15A, and 15B. Figure 14 shows the functions of server 10X, which is an information processing device according to the first modified form. Figures 15A and 15B show the parameter transaction flow according to the first modified form, illustrating the flow when the growth parameter being traded is the rank value. In the following, we will primarily describe the differences between the first modified example and the embodiment described above, and will omit explanations of the points that are common to both embodiments.

[0130] The information processing device according to the first modified example is comprised of a server 10X. The configuration and functions of the server 10X are generally the same as those of the server 10 according to the above embodiment (this embodiment), but differ from the server 10 in that it has a condition setting unit 38 instead of a rejection unit 37, as shown in Figure 14. The condition setting unit 38 is a function realized through the cooperation of the hardware equipment and software of the server 10X (that is, one of the functional units provided by the server 10X). The condition setting unit 38 sets the acceptance conditions for the parameters of the equipment U, which is the item to be traded, specifically the minimum acceptance amount (minimum purchase amount). In this case, the condition setting unit 38 sets the minimum acceptance amount according to the enhancement cost calculated by the cost calculation unit 35.

[0131] In the first modified example, regarding the parameters of equipment U, the offer to acquire it from user B (second user) will only be accepted if the acquisition conditions are met, specifically, if the acquisition amount specified by user B is equal to or greater than the minimum acquisition amount.

[0132] Next, we will describe the parameter processing flow for the first modified example, specifically the case where the growth parameter being traded is a rank value. Each step of the parameter processing flow for the first modified example (specifically, S061-S064, S066-S071, S073, S075-S079) is generally the same as each step of the parameter processing flow according to the above embodiment, as can be seen from Figures 15A and 15B.

[0133] On the other hand, in the first modified example, as shown in Figures 15A and 15B, the server 10X calculates the enhancement costs that have been spent so far on enhancing equipment U, and then sets a minimum transfer amount according to the calculated enhancement costs (S065). Preferably, the minimum transfer amount is set to an amount equivalent to or greater than the enhancement costs.

[0134] Furthermore, in the first modified example, regarding the rank value of equipment U, if user B makes an offer to acquire it after server 10X has received an offer to acquire it from user A, server 10X determines whether the acquisition price (sale price) specified by user B is equal to or greater than the minimum acquisition price (S072). If the acquisition price specified by user B is equal to or greater than the minimum acquisition price, server 10X accepts the offer to acquire equipment U from user B (S073).

[0135] On the other hand, if the transfer price specified by user B is below the minimum transfer price, server 10X will not accept the transfer offer from user B. In this case, if no offer specifying a transfer price equal to or greater than the minimum transfer price is received within a predetermined time (S074) from the time the transfer offer from user A is received, the parameter transaction flow will terminate at that point. This procedure allows user A to avoid a situation where the rank value of equipment U, which they have spent costs to raise, is transferred (sold) for an amount below the minimum transfer price, thus preventing user A from incurring transactional losses.

[0136] Furthermore, if the parameter trading flow ends under the above circumstances (case where Yes is answered in S074), the game operator may purchase the rank value of equipment U for an amount equal to or greater than the minimum acquisition amount.

[0137] Furthermore, the parameter trading flow relating to the first modified example described above is not limited to cases where the trading growth parameter is a rank value, but can also be applied when the trading growth parameter is a level.

[0138] [Regarding the second variation] In the above embodiment, the rank values ​​of equipment U are traded (sold) collectively within a set transfer range, and one user who requests to acquire the parameters acquires (purchases) all of the rank values ​​within the transfer range. However, the present invention is not limited to this embodiment, and other forms (hereinafter referred to as the second modified example) are conceivable. The second modified example will be described below with reference to Figures 16A and 16B. Figures 16A and 16B show the parameter trading flow for the second modified example, illustrating the flow when the trading growth parameter is a rank value.

[0139] In the second variation, when a transfer range is set for the growth parameters of equipment U, that transfer range is divided into multiple sub-ranges. Each of these sub-ranges has different upper and lower limits. In this second variation, the rank values ​​of the transfer range are transferred (sold) in multiple sub-units, or in other words, the transferred rank values ​​can be acquired (purchased) for each sub-range. This means that user B, the second user, does not need to purchase all of the rank values ​​of the transfer range, but only needs to purchase the rank values ​​of the desired range (sub-range), making it a more rational and economical way to purchase rank values. Furthermore, because the rank values ​​of the transfer range are transferred (sold) in multiple sub-units, rank values ​​can be transferred to multiple users in sub-unit increments.

[0140] There are no particular restrictions on the procedure for dividing the transfer range into multiple sub-ranges; for example, the upper and lower limits of each sub-range can be set to any value. Furthermore, the multiple sub-ranges may be determined by user A, who is transferring the rank value, by user B and other users, who are receiving the rank value, or by server 10 automatically.

[0141] Furthermore, in the second variation, when acquiring the transferred rank values ​​in sub-ranges, the rank values ​​of each sub-range are acquired in order from the sub-range closest to the upper limit of the transfer range (i.e., the sub-range with the largest upper limit). In other words, offers to acquire are accepted in order from the sub-range closest to the upper limit of the transfer range. To explain with a specific example, if the transfer range set to "+3→0" is divided into the sub-ranges "+3→+2", "+2→+1", and "+1→0", the rank values ​​of each sub-range will be acquired (purchased) in this order.

[0142] Next, we will explain the parameter processing flow for the second variation, specifically the case where the growth parameter being traded is a rank value. In the following, we will assume that there are other users besides User B who receive the rank value (i.e., second users), and will refer to these users collectively as "User B, etc."

[0143] As can be seen from Figures 16A and 16B, each step of the parameter processing flow in the second modified example is generally the same as each step of the parameter processing flow in the first modified example. That is, in the second modified example as well, first, user A, the first user, makes a request to transfer the rank value of equipment U (S081), and the transfer range for the rank value is set (S082). In the second modified example, thereafter, for example, at user A's user terminal 11, the transfer range is divided into several sub-ranges based on user A's operation (S083). In the following, the transfer range for the rank value of equipment U is set to "+3→0" and divided into the sub-ranges "+3→+2", "+2→+1", and "+1→0".

[0144] Server 10 accepts User A's offer to transfer Equipment U by receiving data from User Terminal 11 indicating the transfer range and multiple sub-ranges regarding the rank value of Equipment U (S084). Subsequently, Server 10 calculates the enhancement costs spent to date on enhancing Equipment U based on the history of changes in Equipment U's rank value (S085). At this time, the enhancement costs are calculated for each of the multiple sub-ranges into which the transfer range is divided. Specifically, Server 10 calculates the enhancement costs spent when the rank value increased from "0 to +1", the enhancement costs spent when the rank value increased from "+1 to +2", and the enhancement costs spent when the rank value increased from "+2 to +3".

[0145] Furthermore, Server 10 sets a minimum transfer amount for the rank value of each sub-range according to the enhancement cost calculated for each sub-range (S086). In other words, Server 10 sets a minimum transfer amount for each sub-range, which is the transfer condition for the rank value. Subsequently, transaction data indicating the transfer range and multiple sub-ranges for the rank value of equipment U, as well as the minimum transfer amount set for the rank value of each sub-range, is recorded and stored in the server-side storage unit 33 (S087). The following steps S088 to S090 are the same as steps S048 to S050 and steps S067 to S069 of the parameter transaction flow according to the embodiment described above.

[0146] On the other hand, each user, such as User B, searches the transaction data, and if the terms of the transfer offered by User A regarding the rank value of equipment U are favorable to User B, they make an offer to acquire (purchase) that rank value (S091). In this case, each user, such as User B, uses a small range as the transaction unit and makes an offer to acquire the rank value corresponding to that small range. Offers to acquire are accepted in order from the small range with the largest upper limit, specifically in the order of "+3 → +2", "+2 → +1", and "+1 → 0".

[0147] When server 10 accepts transfer offers from each user, such as user B, it determines whether each user possesses equipment equivalent to equipment U, and whether the transfer price specified by each user is equal to or greater than the minimum transfer price (S092, S093). Here, equipment equivalent to equipment U is equipment classified in the same category as equipment U, and whose current rank value matches the lower limit of the small range for which a transfer offer has been made.

[0148] The above checks S092 and S093 are performed for each sub-range. If a user who has requested to acquire a rank value for a particular sub-range (hereinafter referred to as the "transaction sub-range") does not possess equipment equivalent to equipment U (resulting in a "No" in S092), the parameter transaction flow for that transaction sub-range ends at that point. Furthermore, if, within a specified time after receiving a transfer offer from User A, no offer specifying a transfer amount equal to or greater than the minimum transfer amount for the transaction sub-range (No in S093 and Yes in S094), the parameter transaction flow for that transaction sub-range will also terminate. In this case, the game operator, etc., may purchase the rank value of that sub-range for an amount equal to or greater than the minimum transfer amount.

[0149] The subsequent steps S095 to S099 are the same as the steps of the parameter trading flow according to the embodiment described above (specifically, steps S054 to S058 and steps S075 to S079).

[0150] In the second modified version, the series of steps S091 to S099, following each person such as User B making an offer to acquire, are performed for each sub-range. In other words, if there are any sub-ranges among the multiple sub-ranges for which the rank value transaction is not yet finalized (S0100), steps S091 to S099 are repeated. The parameter transaction flow related to the second modified version ends when the transaction is finalized for all sub-ranges and the transaction processing (transfer and acquisition) for the rank value of each sub-range is completed (Yes in S100).

[0151] In the above-described flow, the enhancement cost is calculated for each of the multiple sub-ranges, and a minimum transfer amount is set for the rank value of each sub-range according to the calculated enhancement cost. The rank value is then transferred to users who specify a transfer amount equal to or greater than the minimum transfer amount. However, this is not the only option. Sub-ranges with an enhancement cost of a predetermined value or higher may be made non-transferable (non-saleable), and only the rank values ​​of sub-ranges with an enhancement cost below the predetermined value may be made transferable. Alternatively, if there is one or more sub-ranges with an enhancement cost of a predetermined value or higher, all of the sub-ranges, i.e., the entire transfer range, may be made non-transferable.

[0152] Furthermore, the parameter trading flow relating to the second modified example described above is not limited to cases where the trading growth parameter is a rank value, but can also be applied when the trading growth parameter is a level.

[0153] [Other embodiments] To date, the information processing apparatus, information processing method, and program of the present invention have been described with specific examples. However, the embodiments described above are merely examples, and other embodiments may also be conceivable.

[0154] In the above embodiment, the server computer (server 10, 10X) performs the functions of the information processing device of the present invention. However, some of the functions of the server computer, such as the parameter change unit 43, may be provided on the user terminal 12 of the second user. In that case, the user terminal 12 may change the growth parameters of the game medium held by the second user according to the growth parameters that the second user has received from the first user.

[0155] Furthermore, in the above embodiment, the growth parameters traded (bought and sold) are assumed to be the level or rank value of equipment, but are not limited to this. They may also be growth parameters of other game media, such as in-game characters, and specifically, they may be character abilities, stamina, intelligence, luck, popularity, and other status values.

[0156] Furthermore, growth parameters are not limited to those represented by numerical values ​​such as level and rank. In other words, the growth parameters traded can represent the superiority or inferiority ranking or quality of game media, and can change (more specifically, go up or down) according to the progress of the game. For example, they may be represented by letters or symbols such as "A, B, C..." or "Gold, Silver, Bronze...". In addition, in games where the rarity (difficulty of obtaining) of game media and classifications based on rarity can be increased, rarity may also be traded as a growth parameter.

[0157] Furthermore, in this embodiment, a larger (higher) growth parameter value indicates that the game medium having that growth parameter has higher performance or capabilities, but this is not limited to this. The growth parameter may be a value that decreases (falls) from its initial value as it grows. In that case, a smaller (lower) growth parameter indicates that the game medium having that growth parameter has higher performance or capabilities.

[0158] Furthermore, in the above embodiment, growth parameters are traded between users for a fee, but the invention is not limited to this, and the trading of growth parameters (i.e., the transfer and acquisition of parameters) may be carried out free of charge.

[0159] Furthermore, in the above embodiment, when a second user receives growth parameters (specifically, experience points or rank values ​​equivalent to levels) from the first user, the growth parameters of the game medium owned by the second user are changed according to the received growth parameters. However, this is not limited to this, and for example, the second user may temporarily stock the growth parameters received from the first user. In this case, after receiving the parameters, the second user may specify the game medium to be strengthened at any time, and change the growth parameters of that game medium according to the stocked growth parameters. Alternatively, a limit on the number of uses (permissions) for using the stocked growth parameters to strengthen the second user's game medium may be set, allowing the second user to switch the game medium being strengthened using the stocked growth parameters up to the number of uses allowed.

[0160] [summary] The present invention provides the following effects through the configuration shown below. [1] The information processing device of the present invention includes a receiving unit that receives an offer from a first user to transfer growth parameters of a first game medium that the first user develops in the game, and an offer from a second user to acquire growth parameters of a first game medium that the first user develops in the game, and a parameter changing unit that, when the receiving unit receives offers from the first user and the second user and predetermined conditions are met, changes the growth parameters of a second game medium that the second user develops in the game according to the growth parameters acquired by the second user from the first user. According to the above configuration, the first user can transfer the growth parameters of their game medium that they have strengthened within the game so far, and the second user can receive the growth parameters transferred by the first user and use them to change the growth parameters of their own game medium. If users can trade game medium growth parameters in this way, interaction among users will be stimulated, thereby promoting gameplay.

[0161] [2] In addition, in the information processing apparatus of the present invention, when the reception unit receives requests from the first user and the second user and predetermined conditions are met, the parameter change unit may increase the growth parameters of the second game medium in accordance with the growth parameters that the second user has received from the first user, and decrease the growth parameters of the first game medium in accordance with the growth parameters that the first user has transferred to the second user. With the above configuration, when parameter transactions occur between users, the details of those transactions can be appropriately reflected in the game. In other words, for each game medium (specifically, the traded item and the item being enhanced) of the first and second users who conducted the parameter transaction, the growth parameters will be changed by the transaction, allowing each user to play the game fairly. Furthermore, there is no transfer of usage rights associated with parameter transactions, and the usage rights of the first game medium remain with the first user even after the transaction, which can encourage the first user to engage in parameter transactions.

[0162] [3] In addition, in the information processing device of the present invention, if a second user makes an offer to acquire growth parameters of the first game medium and the offer acceptance conditions associated with the first game medium are met, the acceptance unit may accept the offer from the second user. According to the above configuration, by setting conditions for accepting offers of transfer from a second user, it is possible to correct inequalities between users in game progression and realize fair transactions. For example, acquiring (purchasing) growth parameters of a low-rarity game medium and using those acquired growth parameters to grow a high-rarity game medium is not desirable because it lacks fairness in game progression. Therefore, by setting a condition for accepting an offer that the second user possesses a game medium belonging to the same category as the game medium being traded, users can be made to comply with fair gameplay.

[0163] [4] The information processing device of the present invention may also include a state changing unit that changes the state of the game medium that each user develops in the game according to the operation of each user. In this case, it is preferable that the state changing unit does not change the state of the first game medium from the time the receiving unit receives a transfer offer from the first user regarding the growth parameters of the first game medium until predetermined conditions are met. In the above configuration, if the first user offers to transfer the growth parameters of the first game medium, it is possible to avoid a situation where the state of the first game medium changes before the transaction is completed, thus affecting the transaction details.

[0164] [5] The information processing device of the present invention may also include a game progression unit that progresses the game according to the use of the game medium by each user. In this case, it is preferable that the game progression unit maintains the growth parameters of the first game medium and progresses the game according to the use of the first game medium by the first user from the time the receiving unit receives a transfer offer from the first user regarding the growth parameters of the first game medium until predetermined conditions are met. In the above configuration, when the first user is playing the game using the first game medium, the growth parameters of the first game medium are maintained from the time the first user offers to transfer them until the second user offers to accept them. This prevents the first user from suffering any disadvantages due to parameter changes while playing the game using the first game medium (for example, changes in game difficulty due to parameter changes).

[0165] [6] In addition, in the information processing apparatus of the present invention, if a first user is using the first game medium in a game when a predetermined condition is met, the parameter changing unit may not change the growth parameters of the first game medium until the first user has finished using the first game medium, and then change the growth parameters of the first game medium when the first user has finished using the first game medium. In the above configuration, when the first user is playing the game using the first game medium, the parameters of the first game medium are maintained until the first user stops using the first game medium. This prevents the first user from suffering any disadvantage due to parameter changes while using the first game medium.

[0166] [7] In addition, in the information processing device of the present invention, while each user is playing a game using the game medium, the parameter change unit may change the growth parameters of the game medium in accordance with the cumulative value of experience points added to the game medium by each user clearing events in the game. In this case, with respect to the growth parameters of the first game medium, it is preferable that, when the reception unit receives requests from the first user and the second user and predetermined conditions are met, the parameter change unit changes the growth parameters of the second game medium in accordance with the cumulative value of experience points of the second game medium that changes based on the growth parameters that the second user has received from the first user. According to the above configuration, the second user converts the growth parameters received from the first user into experience points, and changes the growth parameters of the second game medium according to the converted experience points. In this case, regardless of the current value of the growth parameters of the second game medium, the growth parameters received from the first user can be effectively used for the growth of the second game medium.

[0167] [8] The information processing device of the present invention may further include a storage unit that stores a parameter change history for each game medium, including information on the costs incurred for each game medium, and a condition setting unit that, when the receiving unit receives a transfer offer from a first user for the growth parameters of the first game medium, sets transfer conditions for the growth parameters of the first game medium based on the parameter change history of the first game medium and according to the costs incurred for the first game medium to date. In this case, the receiving unit may accept the transfer offer from the second user for the growth parameters of the first game medium if the transfer conditions are met. In the above configuration, the first user will only accept a parameter transfer offer from the second user if it meets the transfer conditions set according to the cost spent on the first game medium. This ensures that the second user makes a transfer offer that is commensurate with the cost, thus preventing the first user from incurring losses in relation to the cost in parameter transactions.

[0168] [9] The information processing device of the present invention may also include a storage unit that stores a parameter change history for each game medium, including information on the cost spent on each game medium. In this case, the information processing device of the present invention may further include a rejection unit that, when a receiving unit receives a transfer offer from a first user for the growth parameters of the first game medium, rejects the transfer offer from the first user for the growth parameters of the first game medium if the cost spent on the first game medium to date is greater than or equal to a predetermined value, based on the parameter change history of the first game medium. In the above configuration, if the cost spent on the first game medium exceeds a predetermined value, the system will reject the first user's offer to transfer parameters. This cancels parameter transactions that are disadvantageous to the first user in terms of cost, thus preventing the first user from suffering losses as a result of such transactions.

[0169]

[10] In addition, in the above configuration, the cost may be the cost that has been spent so far on changing the growth parameters of the first game medium. In this case, it is possible to avoid a situation in which the first user is at a disadvantage (suffers a loss) in relation to the cost spent on the growth of the first game medium.

[0170]

[11] In addition, in the information processing device of the present invention, the receiving unit may receive an offer from a second user to acquire the growth parameters of the first game medium within the transfer range set for the growth parameters of the first game medium. According to the above configuration, the second user will offer to acquire the growth parameters of the first game medium within the transfer range set for those growth parameters. This ensures that transactions (transactions between users) of the growth parameters of the first game medium are conducted appropriately within the transfer range.

[0171]

[12] In addition, in the information processing device of the present invention, if the transfer range is divided into a plurality of sub-ranges that are different from each other, the receiving unit may receive offers from the second user to transfer growth parameters in the sub-ranges, starting with the sub-range closest to the upper limit of the transfer range. According to the above configuration, the transfer range set for the growth parameters of the first game medium is divided into multiple sub-ranges, and the second user can acquire the growth parameters in units of these sub-ranges. In other words, the second user does not need to acquire the growth parameters of the entire transfer range at once, but can efficiently acquire the growth parameters within the desired range (sub-range).

[0172]

[13] In addition, in the information processing apparatus of the present invention, the transfer range may be set such that the lower limit of the transfer range does not fall below the growth parameters of the first game medium at the time the first user obtains it. In the above configuration, the growth parameters of the first game medium after the transaction can be ensured that they do not fall below the parameters (initial values) at the time of acquisition. This allows the first user to use the first game medium in an appropriate state (specifically, with its growth parameters within a normal range) even after the parameter transaction.

[0173]

[14] In addition, in the information processing apparatus of the present invention, the growth parameters of the game medium that each user grows in the game include a variable value that changes according to the progress of the game, and when a specific growth condition is met while each user is using the game medium in the game, the parameter change unit may increase the variable value of the game medium according to a predetermined probability. In this case, it is preferable that the reception unit accepts an offer to transfer the variable value of the first game medium from the first user and an offer to acquire it from the second user. In the above configuration, if the growth parameter being traded is a variable value that increases with a predetermined probability, that growth parameter is more tradable (easier to stimulate user interest in parameter trading) compared to a growth parameter that increases reliably when certain conditions are met. Therefore, by making the above variable value the target of trading, it is possible to further stimulate parameter trading among users.

[0174]

[15] The information processing method of the present invention is characterized in that, with respect to the growth parameters of a first game medium that the first user develops in the game, the computer receives an offer from the first user to transfer the growth parameters of the first game medium that the first user develops in the game, and also receives an offer from the second user to acquire the growth parameters of the first game medium that the second user develops in the game, and when the offers from the first user and the second user have been accepted and predetermined conditions have been met, the computer changes the growth parameters of a second game medium that the second user develops in the game according to the growth parameters acquired by the second user from the first user. According to the method described above, if users can trade with each other using the growth parameters of the game medium, a new form of trading will be realized, which will stimulate interaction among users and promote gameplay.

[0175]

[16] The present invention also provides a program that allows a computer to accept an offer from the first user to transfer growth parameters of a first game medium that the first user develops in the game, and to accept an offer from the second user to acquire growth parameters of the first game medium that the second user develops in the game, and when the offers from the first user and the second user are accepted and predetermined conditions are met, the computer provides a program that allows the computer to change the growth parameters of a second game medium that the second user develops in the game according to the growth parameters acquired by the second user from the first user. By having the computer execute this program, a new form of transaction targeting the growth parameters of a game medium is realized as a transaction between users. This can stimulate interaction between users and promote game play. [Explanation of Symbols]

[0176] 10,10X Server (Information Processing Equipment, Computer) 10A Processor 10B memory 10C communication interface 10D Output Device 11,12 User terminals 13 processors 14 memory 15. Communication Interfaces 16 Input Devices 17 Output Devices 21 Terminal-side reception section 22 Terminal-side transceiver 23 Terminal-side storage unit 24 Display Execution Unit 31 Game Progress Reception Desk 32 Game Progression Section 33 Server-side storage unit (storage unit) 34. Transaction Reception Department (Reception Department) 35. Cost Calculation Section 36 Transaction Processing Section 37 Rejection Section 38 Condition Setting Section 41 State Change Section 42 Experience Point Granting Section 43 Parameter Change Section NT communication network

Claims

1. The system accepts the specification of the parameter amount within the transfer range of the growth parameters of the first game medium that the first user develops in the game, and accepts the specification of the parameter amount within at least a portion of the range of growth parameters to be acquired from the transfer range of the growth parameters specified for the first game medium of the first user from the second user. When the requests from the first user and the second user are accepted and the predetermined conditions are met, the growth parameter of the first game medium is reduced by the amount of value corresponding to the consideration for the specified parameter amount, by subtracting the amount of value held by the second user and adding it to the amount of value held by the first user, and the growth parameter of the second game medium that the second user grows in the game is increased. Information processing device.

2. The processor accepts the specification of the transferable parameter amount among the growth parameters of the first game medium that the first user grows in the game. The processor receives from the second user the specification of at least a portion of the range of parameter amounts to be acquired from the range of growth parameters to be acquired for the first game medium specified by the first user. When the processor accepts offers from the first user and the second user and the predetermined conditions are met, the processor subtracts an amount of value corresponding to the price of the specified parameter amount from the amount of value held by the second user and adds it to the amount of value held by the first user, thereby decreasing the growth parameter of the first game medium and increasing the growth parameter of the second game medium that the second user grows in the game. Information processing methods.

3. If the amount of the transferable parameter among the growth parameters of the first game medium that the first user develops in the game is specified, The system receives from the second user the specification of at least a portion of the parameter amounts to be transferred from the range of growth parameters specified for the first game medium of the first user. When the requests from the first user and the second user are accepted and the predetermined conditions are met, the growth parameter of the first game medium is reduced by the amount of value corresponding to the consideration for the specified parameter amount, by subtracting the amount of value held by the second user and adding it to the amount of value held by the first user, and the growth parameter of the second game medium that the second user grows in the game is increased. A program that instructs the processor to perform a task.

4. The system includes a server and terminal devices. The aforementioned server, The first user's terminal device receives the specification of the parameter amount for the transfer range among the growth parameters of the first game medium that the first user grows in the game. The terminal device of the second user receives a specification from the first user of the parameter amounts to be transferred, which are at least a portion of the range of growth parameters that are to be transferred from the transfer range of growth parameters specified in the first game medium of the first user. When the requests from the first user and the second user are accepted and the predetermined conditions are met, the growth parameter of the first game medium is reduced by the amount of value corresponding to the consideration for the specified parameter amount, by subtracting the amount of value held by the second user and adding it to the amount of value held by the first user, and the growth parameter of the second game medium that the second user grows in the game is increased. system.