Game systems, methods, and programs
The game system automates the increase of in-game currency using a quantity change processing unit and settlement processing unit, addressing the inconvenience of external payment switches by ensuring a seamless and user-efficient payment process.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- KONAMI DIGITAL ENTERTAINMENT CO LTD
- Filing Date
- 2024-04-23
- Publication Date
- 2026-06-19
AI Technical Summary
Users find it troublesome to switch to external payment services for purchasing in-game currency, especially when consuming large amounts, and existing solutions do not adequately address the need for a seamless and user-efficient payment process.
A game system that includes a quantity change processing unit and a settlement processing unit, which automatically increases the amount of in-game currency by a predetermined amount without user intervention when certain conditions are met, using a valuable medium for payment.
The system provides a seamless and user-efficient payment process for maintaining in-game currency, reducing the effort required from users by automating the settlement process based on predefined conditions.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a game system, method, and program.
Background Art
[0002] There is in-game currency that can be exchanged for various items in the game. These may be obtained depending on the progress of the game, such as the clear reward for an event mission, or may be obtained by payment.
[0003] When the user performs an operation to purchase in-game currency, the user obtains the in-game currency by payment using a credit card or the like. Once the user has to use an external service that provides a payment service outside the game, it is troublesome for the user to start or switch to an external service different from the game being played. In particular, users who consume a large amount of in-game currency have more opportunities to purchase, and may find this troublesome.
[0004] Patent Document 1 describes a technique for automatically adding electronic value to the balance when payment cannot be made due to insufficient balance.
Prior Art Documents
Patent Documents
[0005]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0006] However, rather than replenishing the balance of in-game currency when it is less than the required amount when using a desired in-game service as in Patent Document 1, a settlement process of purchasing based on the amount set by the user, including a settlement process that requires less user effort, also contributes to user convenience by constructing a system.
[0007] One aspect of the present invention aims to realize a technology that provides a game system that includes a payment process for maintaining the amount of game media such as in-game currency associated with a user, and that involves a payment process that requires less effort from the user. [Means for solving the problem]
[0008] To solve the above problems, a game system according to one aspect of the present invention includes a quantity change processing unit that performs a first quantity change processing to change the quantity of at least some of the game media used in the progression of the game, and the quantity of the game media associated with the user, and a settlement processing unit that performs a settlement to cause the quantity change processing unit to perform a second quantity change processing to increase the quantity by a first predetermined amount in exchange for the consumption of a valuable medium associated with the user, wherein the settlement processing unit starts executing the settlement processing without user operation when a settlement start condition including setting conditions set by the user is met, and the setting conditions include conditions relating to the relationship between the quantity associated with the user for the game media corresponding to the settlement processing and a second predetermined amount set in advance by the user.
[0009] To solve the above problems, a method according to one aspect of the present invention is a method executed by one or more computers, wherein at least some of the game media used to advance the game and the amount of said game media are associated with a user, and the one or more computers execute a first amount change process to change the amount as the game progresses, and the one or more computers execute a settlement process to settle the amount change process to execute a second amount change process to increase the amount by a first predetermined amount in exchange for the consumption of a valuable medium associated with the user, wherein in the settlement process step, the one or more computers start executing the settlement process without user operation when a settlement start condition including setting conditions set by the user is met, and the setting conditions include conditions relating to the relationship between the amount associated with the user for the game media corresponding to the settlement process and a second predetermined amount set in advance by the user.
[0010] To solve the above problems, a program according to one aspect of the present invention is a program that causes one or more computers to execute a quantity change processing step which executes a first quantity change processing which changes the quantity as the game progresses, and a second quantity change processing which increases the quantity by a first predetermined amount, in exchange for the consumption of a valuable medium associated with the user, wherein in the settlement processing step the program causes one or more computers to start executing the settlement processing without user operation when a settlement start condition including setting conditions set by the user is met, and the setting conditions include conditions relating to the relationship between the quantity associated with the user for the game medium corresponding to the settlement processing and a second predetermined amount set in advance by the user. [Effects of the Invention]
[0011] According to one aspect of the present invention, a game system can be provided that includes a payment process for maintaining the amount of game currency or other game media associated with a user, and which requires less effort from the user. [Brief explanation of the drawing]
[0012] [Figure 1] This is a block diagram showing an example of the configuration of a game system according to Embodiment 1 of the present invention. [Figure 2] This is a block diagram showing the functional configuration of a store server according to Embodiment 1 of the present invention. [Figure 3] This is a block diagram showing the functional configuration of a game server according to Embodiment 1 of the present invention. [Figure 4] This is a block diagram showing the functional configuration of a user terminal according to Embodiment 1 of the present invention. [Figure 5] This figure shows an example of product information according to Embodiment 1 of the present invention. [Figure 6] This figure shows an example of a screen where a game medium according to Embodiment 1 of the present invention can be purchased. [Figure 7] This figure shows an example of setting management information according to Embodiment 1 of the present invention. [Figure 8] This figure shows an example of a screen on which setting conditions according to Embodiment 1 of the present invention can be configured. [Figure 9] This figure schematically shows the change in the amount of game media when the setting management information according to Embodiment 1 of the present invention includes a third predetermined amount. [Figure 10] This is a flowchart showing the flow of the method according to Embodiment 1 of the present invention. [Figure 11] This figure shows an example of a screen that includes information indicating that the upper limit has been exceeded according to Embodiment 1 of the present invention. [Modes for carrying out the invention]
[0013] [Embodiment 1] Hereinafter, the game system 1 according to this embodiment will be described in detail. At least a part of the game media used by the game system 1 for the progress of the game, and the amount of the game media are associated with the user.
[0014] <Configuration of Game System 1> FIG. 1 is a block diagram showing an example of the configuration of the game system 1. As shown in FIG. 1, the game system 1 includes a store server 10, game servers 30-1 and 30-2, user terminals 50-1 and 50-2, and a settlement server 90. These devices are communicably connected via a network NW. The network NW includes, for example, but is not limited to, the Internet. When there is no need to distinguish between the game servers 30-1 and 30-2 for explanation, each is described as the game server 30. Also, when there is no need to distinguish between the user terminals 50-1 and 50-2 for explanation, each is described as the user terminal 50. The number of each device included in the game system 1 is not limited to the number shown in FIG. 1. For example, the number of store servers 10 is not limited to one and may be plural. Also, the number of game servers 30 is not limited to two and may be one or three or more. Also, the number of user terminals 50 is not limited to two and may be one or three or more. Also, the number of settlement servers 90 is not limited to one and may be plural. Note that the game system 1 may be connected to an external settlement server instead of or in addition to including the settlement server 90.
[0015] The game server 30 and the user terminal 50 cooperate with each other to execute a game program to progress the game. When the game system 1 includes a plurality of game servers 30, at least two game servers 30 may be servers that respectively progress different types of games. The store server 10 uses the settlement server 90 to execute a settlement process for increasing the amount of game media associated with the user in exchange for the consumption of the valuable media associated with the user. When at least two game servers 30 respectively progress different types of games, the store server 10 may be in a mode of performing a settlement process for increasing the amount of the game media used in the respective different types of games. The settlement server 90 performs a process of consuming the valuable media associated with the user according to an instruction from the store server 10. The settlement server 90 may be a settlement agency server that collectively substitutes for settlements by a plurality of types of settlement means such as, for example, credit card settlement, convenience store settlement, bank transfer settlement, electronic money settlement, and the like.
[0016] (Hardware Configuration of Store Server 10) The store server 10 is a computer capable of communicating with the game server 30 and the user terminal 50. As shown in FIG. 1, for example, the store server 10 includes a processor 11, a memory 12, and a communication interface 13. These components are connected via a bus 19.
[0017] The processor 11 controls each part of the store server 10 by executing a program stored in the memory 12. The processor 11 is constituted by, for example, an integrated circuit such as a CPU (Central Processing Unit) or a GPU (Graphics Processing Unit).
[0018] Memory 12 stores programs executed by the processor 11 and various data used by the processor 11. Memory 12 is composed of, for example, an HDD (Hard Disk Drive), an SSD (Solid State Drive), an EEPROM (Electrically Erasable Programmable Read-Only Memory), a ROM (Read Only Memory), a RAM (Random Access Memory), or a combination thereof. Note that part or all of memory 12 is not limited to being built into the store server 10, but may also be externally connected via an input / output interface (not shown) such as USB (Universal Serial Bus). Furthermore, part or all of memory 12 may be connected to the store server 10 via a network as a device independent of the store server 10.
[0019] The communication interface 13 is an interface that connects to the network NW. The communication interface 13 is composed of, for example, a wired connection interface such as Ethernet (registered trademark) or a wireless connection interface such as WiFi (registered trademark).
[0020] (Hardware configuration of game server 30) The game server 30 is a computer capable of communicating with the store server 10 and the user terminal 50. As shown in Figure 1, the game server 30 includes, for example, a processor 31, memory 32, and a communication interface 33. These components are connected via a bus 39. The processor 31, memory 32, and communication interface 33 will be described in the same way as the components of the same name in the store server 10, so a detailed description will not be repeated.
[0021] (Hardware configuration of user terminal 50) The user terminal 50 is a terminal used by a user to play games using game media associated with them. The user terminal 50 is also a terminal used by a user to change the amount of game media associated with them. Examples of user terminals 50 include, but are not limited to, home game consoles, personal computers, smartphones, tablets, smart TVs, or commercial game consoles. As shown in Figure 1, for example, the user terminal 50 includes a processor 51, memory 52, a communication interface 53, an input device 54, and a display device 55. These components are connected via a bus 59. The processor 51, memory 52, and communication interface 53 will be described similarly to the components of the same name in the store server 10, and therefore a detailed explanation will not be repeated.
[0022] The input device 54 is a device that accepts user input and is composed of, for example, a controller, keyboard, mouse, touchpad, microphone, or a combination of some or all of these. The display device 55 may be a device that displays a screen for advancing the game, a screen for changing the amount of game medium associated with it, etc., and is composed of, for example, a display. The input device 54 and the display device 55 may be separate devices, but at least a part of the input device 54 may be formed integrally with the display device 55 as a touch panel or the like. The input device 54 and some or all of the display device 55 are not limited to being built into the user terminal 50, but may also be connected externally as peripheral devices.
[0023] (Functional configuration of each device) Figure 2 is a block diagram showing the functional configuration of the store server 10. As shown in Figure 2, the store server 10 includes a control unit 110 and a storage unit 130. The control unit 110 is implemented by the processor 11 of the store server 10 executing a program. The storage unit 130 is composed of the memory 12 of the store server 10. As shown in Figure 2, the control unit 110 includes a payment processing unit 111. The storage unit 130 also stores setting management information and possession information.
[0024] Figure 3 is a block diagram showing the functional configuration of the game server 30. As shown in Figure 3, the game server 30 includes a control unit 310 and a storage unit 330. The control unit 310 is implemented by the game server 30's processor 31 executing a program. The storage unit 330 is comprised of the game server 30's memory 32. As shown in Figure 3, the control unit 310 includes a game progress unit 311, a quantity change processing unit 312, and a user interface (hereinafter also referred to as UI) unit 313. The storage unit 330 also stores product information and possession information.
[0025] Figure 4 is a block diagram showing the functional configuration of the user terminal 50. As shown in Figure 4, the user terminal 50 includes a control unit 510 and a storage unit 530. The control unit 510 is implemented by the user terminal 50's processor 51 executing a program. The storage unit 530 is comprised of the user terminal 50's memory 52. As shown in Figure 4, the control unit 510 includes a game progress unit 511 and a UI unit 512. The storage unit 530 also stores possession information.
[0026] Furthermore, some or all of the functions of the control unit 110 of the store server 10 may be included in the control unit 310 of the game server 30. Also, some or all of the information stored in the storage unit 130 of the store server 10 may be stored in the storage unit 330 of the game server 30. Furthermore, the game server 30 may be configured to include all of the functions of the control unit 110 and all of the information stored in the storage unit 130, that is, the game server 30 may include the functions of the store server 10.
[0027] (Game progress unit 311 and game progress unit 511) The game progress unit 311 of the game server 30 and the game progress unit 511 of the user terminal 50 cooperate to perform various processes necessary to advance the game being played by the user. These processes include processes that involve changes in the amount of game media.
[0028] (Quantity change processing unit 312) The quantity change processing unit 312 executes a first quantity change process to change the quantity of game media associated with the user as the game progresses. In this embodiment, the state in which game media is associated with a user is also referred to as the user "possessing" the game media. Modes of possession include, for example, a mode in which the user possesses the game media permanently until it is consumed by the user, and a mode in which the user possesses it temporarily through rental, etc. The state of the user possessing the game media is also referred to as granting it to the user.
[0029] Here, "game medium" refers to the medium used to advance the game. Specific examples of game medium include, for example, game objects such as characters or character cards corresponding to characters that appear in the game, various items used in the game (for example, items that produce a predetermined effect when equipped to or used on a character), in-game currency, and mediums owned by the user that are separate from the game terminal (for example, recording media such as cards on which data to be read by the game terminal). Furthermore, for example, game medium is a unit that a user can possess. A possessable unit is, for example, the smallest unit that can be consumed or acquired.
[0030] In-game currency refers to the in-game currency required to use certain functions within a game. These functions include, for example, exchanging in-game currency for characters, items, avatars, etc.; using it for lotteries to obtain in-game currency (such as "gacha"); and restoring parameters necessary for game progression (which may be referred to as "stamina" in some games). Examples of in-game currency include points associated with users in exchange for valuable in-game currency (described later). Furthermore, if the valuable in-game currency can be used within the game, that currency also falls under the category of "in-game currency."
[0031] The game medium may be associated with non-fungible tokens whose holders are managed on the blockchain.
[0032] The first quantity change process is a process that changes the amount of game media associated with the user as the game progresses. The first quantity change process includes a process to decrease the amount. The first quantity change process may also include a process to increase the amount. Note that increasing the amount of game media, that is, associating game media with the user, is also referred to as "charging game media," but is not limited to this terminology.
[0033] For example, one example of a process that reduces the amount in the first quantity change process is a process that consumes at least a portion of one or more game media associated with the user as the game progresses. The consumption of game media may be performed in response to user actions. An example of a user action that involves the consumption of game media is, for example, an action that instructs the use of the aforementioned "certain in-game functions" when the game media is in-game currency, but is not limited to this. Note that the consumption of game media may also be performed without user action.
[0034] Furthermore, the process of increasing the amount in the first quantity change process may or may not require the consumption of a valuable medium associated with the user. For example, a game medium that requires the consumption of a valuable medium may be referred to as a "paid" game medium. The process of increasing the amount of a "paid" game medium in the first quantity change process is performed based on user operation. Increasing the amount of a "paid" game medium based on user operation may be referred to as "manual charging," but is not limited to this terminology. Furthermore, a game medium that does not require the consumption of a valuable medium may be referred to as a "free" game medium. This terminology is used in this embodiment as well, but is not limited to this terminology. As for methods of increasing free game medium, for example, it may be provided to the user as an in-game reward.
[0035] Furthermore, the quantity change processing unit 312 executes a second quantity change process that increases the amount of game media associated with the user by a first predetermined amount. The second quantity change process is executed in exchange for the consumption of the valuable media associated with the user in the settlement process described later, which is initiated without user intervention. In other words, the game media whose quantity the user possesses has increased through the second quantity change process are paid game media. To put it another way, the second quantity change process is a process that increases the amount of "paid" game media in exchange for the completion of a settlement process initiated without user intervention, and is sometimes referred to as "auto-charge," but is not limited to this term. Note that manually charging or auto-charging paid game media is also referred to as "purchasing game media" or "selling game media."
[0036] (Possession information) In this embodiment, possession information indicates the game media associated with the user and the quantity of said game media.
[0037] Possession information is updated by the first quantity change process or the second quantity change process. For example, possession information is updated due to (1) the purchase of paid game media through manual charging etc. in the first quantity change process, (2) the purchase of paid game media through auto-charging, which is the second quantity change process, (3) the granting of free game media as rewards etc. in the first quantity change process, (4) the consumption of game media in the first quantity change process, etc. For example, the amount of game media shown in the possession information updated by these factors (1) to (4) is compared with the second predetermined amount described later. However, the factors that update possession information are not limited to these. Possession information may include, but is not limited to, breakdown information that makes it possible to distinguish between paid game media and free game media among the game media associated with the user. Furthermore, if possession information includes breakdown information, it may be stipulated which of paid game media and free game media should be reduced first when the amount is reduced in the first quantity change process.
[0038] The possession information is shared by the store server 10, the game server 30, and the user terminal 50. In this embodiment, the possession information is described as being stored in each of these devices and synchronized with each other. However, this is not the only option; for example, the possession information may be stored in any of these devices and transmitted to and from each other as needed.
[0039] (Payment processing unit 111) The settlement processing unit 111 executes a settlement process to cause the quantity change processing unit 312 to perform a second quantity change process, which increases the amount of game media associated with the user by a first predetermined amount, in exchange for the consumption of the valuable media associated with the user. Furthermore, the settlement processing unit 111 starts executing the settlement process without user intervention when the settlement start conditions, which include setting conditions set by the user, are met. These setting conditions include conditions relating to the relationship between the amount of game media associated with the user that corresponds to the settlement process and the second predetermined amount set in advance by the user. As a result, the settlement process starts without user intervention. Consequently, the effort required from the user can be reduced in the settlement process that increases the amount of game media, such as in-game currency, associated with the user based on the amount set by the user.
[0040] A "valuable medium" is the consideration that a user must pay to make a payment. "Consideration" refers to the medium that a user must consume to make a payment. Examples of consideration include legal tender, cryptocurrency, and other forms of money.
[0041] "Settlement processing" refers to the process of making a payment. Settlement processing includes, for example, the process of executing the payment by the settlement server 90, and the process of transmitting the information necessary for the payment, instructions to execute the payment, etc., to the settlement server 90. Furthermore, for example, in one embodiment of the present invention, when the payment is made by an external settlement server managed by an external service, the settlement processing includes the process of transmitting the information necessary for the payment and instructions to execute the payment to the external settlement server, etc. The information necessary for the payment includes, for example, information and quantity that identify the game medium associated with the user through the payment, and the consideration necessary for the payment. In addition, settlement processing may be the process of making a payment using one of several payment methods based on priority. For example, the priority may be an order determined by a predetermined rule, or an order specified by the user. In settlement processing, if a problem occurs with one of the payment methods based on priority and the payment cannot be made, the payment may be made using the payment method with the next priority.
[0042] Furthermore, the payment process may include processes that require user action after the payment process has been initiated. For example, the payment process may include a process that accepts user approval before the process of distributing the payment, after the payment process has been initiated. In this case, if user approval is not accepted in a payment process initiated without user action, the payment itself may not be executed.
[0043] "Settlement Initiation Conditions" are the conditions for initiating settlement processing. In one embodiment of the present invention, these include settings set by the user. Settlement Initiation Conditions only need to include settings set by the user, and may also include other conditions. For example, they may include conditions relating to upper limits, as described later. However, other conditions may not be included in the Settlement Initiation Conditions, but may be included as conditions for advancing the settlement process from the start until its completion.
[0044] "Without user intervention" means that no user action is required. In one aspect of the present invention, it is sufficient that the payment process can be started without user action after the payment start conditions are met. In other words, user actions that are not necessary to start the payment process may be accepted. Examples of such actions include notifying the user that the payment process is about to start and the user indicating that they have confirmed the notification. Furthermore, it is sufficient that no user action is required before the payment process starts, and as mentioned above, the payment process started without user action may include processes that require user action.
[0045] Furthermore, the conditions for proceeding with the payment process, or the payment start conditions, which must be met between the start and end of the payment process, may include an upper limit condition that the amount of valuable media consumed by the user within a predetermined period must be below a predetermined upper limit. This prevents excessive consumption of valuable media by the user. The predetermined upper limit may also be a value set in advance by the user. This allows the user to limit the amount of valuable media consumed by the payment process of this embodiment to a value they set themselves. The predetermined upper limit does not necessarily have to be a value set in advance by the user; it may also be a value set in advance by the game system 1. Furthermore, the conditions for proceeding with the payment process or the payment start conditions do not necessarily have to include an upper limit condition, and neither may include such an upper limit condition.
[0046] Furthermore, the payment processing may include, before executing the process that consumes the valuable media through the payment processing, an output process that determines whether the conditions set for the amount of valuable media consumed in the past and the amount of valuable media to be consumed by the payment processing are met, and if the conditions are met, outputs information indicating that the conditions are met in a way that is recognizable to the user. This allows the user to be notified before the amount of valuable media consumed exceeds a value set by the user.
[0047] The "conditions set regarding the amount of valuable media consumed in the past and the amount of valuable media consumed by the settlement process" may, for example, be a condition that "the sum of the amount of valuable media consumed in the past and the amount of valuable media consumed by the settlement process is equal to or exceeds a value predetermined by the user." Alternatively, the "conditions set regarding the amount of valuable media consumed in the past and the amount of valuable media consumed by the settlement process" may, for example, be a condition that "the balance of valuable media is less than or equal to a value predetermined by the user." However, the conditions are not limited to the examples given above. Here, "balance of valuable media" refers to the remaining amount obtained by subtracting the sum of the amount of valuable media consumed in the past and the amount of valuable media consumed by the settlement process from the amount predetermined as the upper limit of the amount of valuable media to be used as consideration for the settlement process. In the following explanation, for the sake of simplicity, either "greater than or equal to" or "greater than" may be used for some threshold, but this embodiment will be explained similarly even if one is used instead of the other. Similarly, while either "less than or equal to" or "less than" may be used, this embodiment will be explained in the same manner even if the other is used.
[0048] The payment processing may include a process that causes the quantity change processing unit 312 to execute a second quantity change processing that increases the quantity of the game medium by a first predetermined amount associated with a product identification information previously identified by the user from among a plurality of product identification information to which each first predetermined amount is associated. This makes it possible to make the product associated with the user by the payment processing that occurs when the payment start conditions are met a product that is in accordance with the user's wishes.
[0049] For example, each of multiple product identification information may be associated with a different first predetermined quantity. In this case, the quantity of game media associated with the user through payment processing can be the same as the quantity associated with the product identification information, which reduces processing load compared to, for example, accepting the quantity desired by the user or having the game system calculate the quantity.
[0050] Furthermore, it is not limited to the fact that each of the multiple product identification pieces is associated with a different first predetermined quantity. For example, the same first predetermined quantity may be associated with at least two product identification pieces. In this case, each of the at least two product identification pieces may be associated with other game media of a different type and different from the game media associated with the same first predetermined quantity. When a user purchases a game media associated with the product identification piece, in addition to associating that game media with the user, the other game media also becomes associated with the user. Such other game media can be considered "bonuses" attached to the game media that increases the first predetermined quantity, but it may be at the discretion of the game operator, etc., to decide which of the game media that increases the first predetermined quantity and the other game media is treated as a "bonus," and it may also be the case that it is not explicitly stated which is a bonus on the product and it is left to the subjective judgment of the purchasing user.
[0051] In this embodiment, product information includes product identification information and a first predetermined amount associated with the product identification information. As described above, the product information is stored, for example, in the storage unit 330 of the game server 30. Furthermore, if part or all of the product information is required by the store server 10, part or all of the product information is transmitted from the game server 30 to the store server 10 as appropriate. Alternatively, the product information may also be stored in the storage unit 130 of the store server 10 and synchronized with the product information of the game server 30.
[0052] Furthermore, the payment processing may include a product identification process that identifies at least one product identification piece from among multiple product identification pieces, each associated with a first predetermined quantity, based on a predetermined rule, and a second quantity change process that increases the quantity of the game medium by the first predetermined quantity associated with the product identification piece identified by the product identification process. This allows product information to be identified based on a predetermined rule. As a result, product information can be identified more quickly than, for example, when identifying product information, when generating or receiving rules for identifying product information from an external source. This also eliminates the need for users to pre-configure settings to identify one of multiple product identification pieces.
[0053] "Prescribed rules" include, for example, rules based on either or both of a first predetermined quantity and / or the quantity of the valuable medium. More specifically, for example, a "prescribed rule" may be a rule that identifies the product with the largest first predetermined quantity. Alternatively, for example, a "prescribed rule" may be a rule that identifies the product with the largest quantity of the valuable medium. Alternatively, for example, a "prescribed rule" may be a rule that identifies the product with the smallest unit price calculated based on the first predetermined quantity and / or the quantity of the valuable medium. It should be noted that the user may have previously selected to apply rules based on either or both of the first predetermined quantity and / or the quantity of the valuable medium as "prescribed rules."
[0054] (Product information) Product information refers to information that indicates products sold in the game. A product is, for example, "a predetermined quantity of game media," and the amount of valuable media that must be consumed in order to purchase it is set. Multiple products are identified by product identification information, and the type of game media, the predetermined quantity, and the amount of valuable media are set according to each product.
[0055] Figure 5 shows an example of product information. As mentioned above, product information is stored, for example, in the memory unit 330 of the game server 30. As shown in Figure 5, product information includes product ID, sales item, quantity, bonus, price, sales period, purchase limit, and charge target information. Product ID is an example of product identification information. Sales item is an example of game media. Quantity is an example of a first predetermined quantity. Bonus is an example of the "other game media" mentioned above. Price is an example of the quantity of valuable media. Sales period indicates the period during which the product is sold. Purchase limit indicates the upper limit of the number of times the product can be purchased.
[0056] In Figure 5, product IDs 0001-0005 and 0101 represent products that sell "Stones." Stones are an example of in-game currency, which is an example of a game medium. In this way, information on multiple products that sell the same type of game medium may be stored. Product ID 1001 represents a product that sells "Recovery Items," which is an example of a game medium different from Stones. Recovery Items are items that restore a character's functions and are an example of an item that can be used on a character. In this way, information on multiple products that sell different types of game mediums may be stored.
[0057] Here, among the multiple product listings for stones as a sales item, product IDs 0001 to 0004 are associated with different quantities: "500," "1050," "5500," and "12000." In the example in Figure 5, the prices associated with product IDs 0001 to 0004 are "500 yen," "1000 yen," "5000 yen," and "10000 yen." In other words, product IDs 0001 to 0004 have different unit prices for stones. Thus, multiple product IDs for the same type of game medium may be associated with pairs of first predetermined quantities and quantities of valuable medium that can result in different unit prices. This allows users to compare first predetermined quantities and unit prices when purchasing game medium and select the desired product.
[0058] Furthermore, among the multiple product listings that sell stones, product IDs 0004 to 0005 are associated with the same quantity "12,000" and the same price "10,000 yen". Therefore, the unit price of stones is the same for product IDs 0004 to 0005. However, product IDs 0004 to 0005 are associated with different types of bonuses, "Item Y" and "Item Z". When a user purchases "12,000 stones" indicated by product ID 0004, "Item Y" is associated with the user as a bonus. Similarly, when a user purchases "12,000 stones" indicated by product ID 0005, "Item Z" is associated with the user as a bonus. This allows users to compare bonuses and select a product even when there are multiple products with the same quantity or unit price when purchasing game media.
[0059] Additionally, among the multiple product listings that use stones as a sales item, product IDs 0001 to 0005 are associated with a "no time limit" for sales, an "unlimited" purchase limit, and "eligible for charging." Product ID 0101 is associated with a "sales period until y / m / d," a "maximum of 3 purchases," and "not eligible for charging."
[0060] Here, the "Eligible for Charge" item indicates whether or not the product is eligible for auto-charge. In the example in Figure 5, all items with an unlimited "Sales Period" also have an unlimited "Purchase Limit" and are marked as "Eligible for Charge," but this is not the only example. The "Eligible for Charge," "Sales Period," and "Purchase Limit" items may be set independently of each other.
[0061] (Example of purchase screen) Figure 6 shows an example of a screen where a product corresponding to the product information can be purchased. Screen example G1 shown in Figure 6 is displayed on the display device 55 of the user terminal 50. In screen example G1, object G13a, which shows the sales item and quantity, and object G14a, which shows the price, correspond to the product (500 stones) indicated by product ID 0001 shown in Figure 5. Operator G15a accepts an operation to instruct the purchase of the product indicated by product ID 0001. Similarly, objects G13b to G13e and G14b to G14e correspond to the products with product IDs 0002 to 0005 shown in Figure 5, respectively. Operators G15b to G15e accept operations to instruct the purchase of the corresponding products, respectively. Operator G16 accepts an operation to cancel the purchase operation. The user selects the product they wish to purchase by operating any of the operators G15a to G15e. For example, when operator G15a is operated, the product indicated by product ID 0001 (500 stones) is selected, and a purchase request including product ID 0001 is sent to the store server 10 via the game server 30. The quantity change processing unit 312 of the game server 30 associates 500 stones with the user once the payment of 500 yen associated with product ID 0001 is completed. The payment of 500 yen is executed by notification from the game server 30 to the payment server 90 via the store server 10. As a result, the amount of stones associated with the user increases by 500. This process of increasing the amount of game media associated with a user through a user's purchase operation is an example of the first quantity change process.
[0062] (Settings management information) The settings management information includes settings conditions set by the user and is associated with that user. As mentioned above, the settings conditions indicate the relationship between the amount of game media associated with the user and a second predetermined amount set in advance by the user. For example, the settings condition may be that the amount falls below the second predetermined amount. In other words, by setting the second predetermined amount in advance, the user can enable auto-charging.
[0063] The setting management information is stored, for example, in 330 of the store server 10. If a user has associated multiple types of game media that can be obtained by exchanging some kind of in-game currency, such as a valuable medium, setting management information may be stored for each type of game media. Alternatively, multiple sets of setting management information may be stored for the same type of game media. In such an configuration, the user may be allowed to select which setting management information to use for auto-charging from among the multiple sets of setting management information. For example, in this embodiment, multiple sets of setting management information for auto-charging may be stored for a certain type of game media. In this way, the user may be able to select the auto-charging setting management information to actually execute from multiple sets of setting information registered in advance by the user, or, for example, multiple sets of setting management information that apply to periods that do not overlap may be stored, and the auto-charging setting management information to actually execute may change depending on the period.
[0064] Figure 7 shows an example of setting management information. As shown in Figure 7, the setting management information includes the auto-charge ID, product ID, minimum quantity, and current quantity. The auto-charge ID is the information that identifies the setting management information. The product ID and minimum quantity indicate the setting conditions. In other words, the setting management information includes the setting conditions set by the user. To put it another way, the auto-charge ID is the information that identifies the auto-charge that can be executed when the setting conditions included in the setting management information are met.
[0065] The Product ID indicates the product targeted in the auto-charge and is an example of product identification information identified in the product identification process. The Product ID will be any Product ID where the "Target for Charge" item shown in Figure 5 is set to "Target". The "Minimum Quantity" is an example of the second predetermined quantity. The "Current Quantity" is the amount of game media, which is a sales item associated with the Product ID, currently associated with the user. The "Current Quantity" is information synchronized with the "Quantity of Game Media" indicated in the possession information.
[0066] Furthermore, in the example in Figure 7, one setting condition is set for each type of game medium associated with the user. The setting management information indicated by Auto Charge ID 01 includes the setting conditions set for stones. The setting management information indicated by Auto Charge ID 02 includes the setting conditions set for recovery items.
[0067] For example, the setting management information indicated by auto-charge ID 01 includes a setting condition that the number of stones falls below the minimum of 2000. This setting management information also indicates that when the payment start condition, which includes this setting condition, is met, the payment processing unit 111 will start the payment process to purchase the product corresponding to product ID 0003 without any user intervention. This setting management information also indicates that the current number of stones held is 3000. For example, suppose that by consuming 1200 stones in the game, the current number of stones held decreases from 3000 to 1800. Let's assume that the only condition included in the payment start condition is the setting condition. In this case, since the current number of stones held is 1800, which is below the minimum of 2000, the payment process for 5000 yen to purchase "5500 stones" of product ID 0003 will start. Once the payment process is complete, the current number of stones held will increase to 7300 (1800 + 5500).
[0068] (Example of settings screen) Figure 8 shows an example of a screen where setting conditions can be configured. Screen example G2 shown in Figure 8 is displayed on the display device 55 of the user terminal 50. In screen example G2, objects G21a and G21b accept the operation to select the game medium to be subject to auto-charge. If object G21a is selected, stones will be subject to auto-charge. If object G21b is selected, recovery items will be subject to auto-charge. Either object G21a or G21b may be selected, or both may be selected. In the example in Figure 8, both stones and recovery items are selected as subjects for auto-charge.
[0069] Objects G22a and G22b accept a selection operation regarding the amount to be compared to the lower limit (an example of a second predetermined amount) when stones are to be subject to auto-charge. If object G22a is selected, only the amount of paid stones will be applied as the amount to be compared to the lower limit. If object G22b is selected, the total amount of paid and free stones will be applied as the amount to be compared to the lower limit. Either object G22a or G22b will be selected. In the example in Figure 8, only paid stones are selected.
[0070] For example, if only paid stones are selected, the amount of paid stones will be more likely to be maintained at or above a second predetermined amount. In this case, for example, in game configurations where at least some of the functions available through the consumption of stones differ between paid and free stones, there is the advantage that functions available through the consumption of paid stones will be more readily available. On the other hand, if a total amount of paid and free stones is selected, the total amount will be more likely to be maintained at or above a second predetermined amount. In this case, there is the advantage that the frequency of auto-charging can be reduced compared to selecting only paid stones. Furthermore, by allowing users to choose between "paid only" and "paid and free," there is the advantage that auto-charging can be tailored to the user's consumption needs, for example, in game configurations where at least some of the functions available through the consumption of stones differ between paid and free stones.
[0071] Object G23a accepts input for the minimum quantity when only paid items are selected as the quantity to be compared to the minimum quantity. In the example in Figure 8, 2000 is entered. Object G23b accepts input for the minimum quantity when the total amount of paid and free items is selected as the quantity to be compared to the minimum quantity. In the example in Figure 8, the total amount of paid and free items is not selected, so input is not accepted for object G23b. Object G23c accepts input for the minimum quantity related to recovery items. In the example in Figure 8, 100 is entered.
[0072] Object G24a accepts an operation to select an item to purchase for replenishment when the amount of stones associated with the user falls below a minimum. For example, when an operation is accepted on object G24a, the selection list G25 may be displayed in place of or superimposed on screen example G2. The selection list G25 includes selectable items that are eligible for auto-charging. In the example in Figure 8, each option in the selection list G25 corresponds to an item among the sales items shown in Figure 5 that uses stones and is eligible for charging. When any option is selected in the selection list G25, the quantity associated with that item ID is displayed in the area of object G24a. Object G24b is described similarly, however, in the example in Figure 8, since the total amount of paid and free items has not been selected, object G24b is not accepting operations.
[0073] Furthermore, object G24c accepts an operation to select the item to be used for replenishment when the amount of recovery items associated with the user falls below the minimum number. A specific example of when an operation is accepted for object G24c is explained in the same way as the above explanation for when an operation is accepted for object G24a, by replacing "stone" with "recovery item".
[0074] Object G26 accepts input for the upper limit of the amount of valuable media that the user will consume within a specified period. In the example in Figure 8, 30,000 yen is entered as the upper limit for one month. Note that the upper limit may also be set on a per-product basis. In other words, the upper limit may be information indicating the maximum number of each product that can be purchased.
[0075] Operator G28 accepts an operation to cancel the settings in example screen G2. Operator G27 accepts an operation to set according to the settings in example screen G2. When operator G27 is operated, the settings in example screen G2 are sent to the store server 10. These settings include the items used to replenish stones (5500 stones), a minimum of 2000 paid stones, the items used to replenish recovery items (50 recovery items), a minimum of 100 recovery items, and a monthly spending limit of 30000 yen.
[0076] When the settings are sent from the user terminal 50 to the store server 10, the setting management information, as shown in Figure 7 as an example, is stored in the store server 10. If the settings include an upper limit, that upper limit is also stored in the store server 10. If the store server 10 already has setting management information and / or upper limits associated with the user, that setting management information and / or upper limits are updated based on the settings.
[0077] Furthermore, the setting management information may also include a third predetermined quantity. The third predetermined quantity indicates the amount of the user's game media that should be achieved by executing the second quantity change process when the payment processing initiated in response to the fulfillment of the payment initiation conditions including the setting conditions is completed. If the setting management information includes the third predetermined quantity, the payment processing is executed such that the second quantity change process is executed once or multiple times until the amount exceeds the third predetermined quantity. The third predetermined quantity may be set in advance by the user.
[0078] Figure 9 schematically shows the change in the amount of game media when the setting management information includes a third predetermined amount. In Figure 9, the vertical axis represents the number of game media owned, and the horizontal axis represents the passage of time. In Figure 9, the target number is an example of the third predetermined amount. At time t0, the number owned is greater than the lower limit, so auto-charge is not performed. At time t1, game media is consumed and the number owned decreases, but it is still greater than the lower limit, so auto-charge is not performed. At time t2, game media is consumed and the number owned decreases, falling below the lower limit, so auto-charge is performed. At this time, if the target number is not exceeded in a single purchase process of the specified product, the purchase process of that product is performed additionally until the target number is exceeded. As a result, the number owned exceeds the target number. Thus, setting a third predetermined amount has the advantage of making it easier to maintain the amount of game media above the third predetermined amount.
[0079] (UI section 313 and UI section 512) The UI unit 313 of the game server 30 and the UI unit 512 of the user terminal 50 cooperate to perform processes that provide various user interfaces for playing the game. The user interfaces include a user interface for instructing the execution of the second quantity change process, a user interface for setting setting conditions, and a user interface for presenting information output by the output process.
[0080] <Processing of Game System 1> The game system 1 configured as described above executes method S1. Figure 10 is a flowchart showing the flow of method S1. Before executing method S1, it is assumed that the user has been associated with either a paid game medium or a free game medium, or both, through the first quantity change process. Also, it is assumed that the setting management information is stored in the store server 10 before executing method S1. As shown in Figure 10, method S1 includes steps S531-S537, S331-S333, S131-S145, and S931.
[0081] In step S531, the UI unit 512 of the user terminal 50 receives an operation from the user that consumes game media. For example, an operation that consumes game media may be an operation that uses a game function that is available in exchange for consuming game media. When the UI unit 512 receives such an operation, it notifies the game server 30 of the consumption request. The consumption request may include, for example, an instruction to execute an in-game function that involves consuming game media (for example, the lottery mentioned above). Also, for example, the consumption request may include information indicating the amount of game media to be consumed.
[0082] In step S331, the quantity change processing unit 312 of the game server 30 consumes the game medium associated with the user based on the received consumption request. The amount of game medium to be consumed is the amount included in the consumption request. If the game medium associated with the user includes both paid and free items, it may be predetermined which game medium to consume first. As a result, the amount of the game medium associated with the user decreases. In other words, the process of consuming game medium is an example of the first quantity change process that changes the amount of the game medium. For example, if an example of game medium is stones, and an operation is received to instruct the execution of a gacha (an example of a function that draws game medium to be associated with the user) in exchange for 100 stones, 100 stones will be consumed. As a result, the amount of stones associated with the user decreases by 100.
[0083] Furthermore, the quantity change processing unit 312 of the game server 30 updates the possession information associated with the user in accordance with the consumption of game media and notifies the store server 10 of the updated possession information. In step S131, the control unit 110 of the store server 10 synchronizes its own device's possession information with the notified possession information. As a result, the current amount associated with the user for game media set as the target of auto-charge is updated. As an example, the current number of possessions included in the setting management information shown in Figure 7 is updated. Although not shown in the figure, the quantity change processing unit 312 also notifies the user terminal 50 of the updated possession information. As a result, the possession information of the user terminal 50 is also synchronized with the notified possession information.
[0084] In step S133, the payment processing unit 111 of the store server 10 determines whether the payment initiation conditions are met based on the updated current amount. The payment initiation conditions include, as an example, the setting conditions included in the setting management information shown in Figure 7. For example, if the current amount of stones is updated, the setting management information for auto-charge ID 01 related to stones is referenced. In this setting management information, the lower limit is 2000. Therefore, if the updated current number of stones held is less than 2000, the decision in step S133 is Yes. If the updated current number of stones held is 2000 or more, the decision in step S133 is No.
[0085] If step S133 is determined to be No, method S1 terminates. If step S133 is determined to be Yes, steps S135 onward are executed. Note that step S133 may be executed by the game server 30 instead of the store server 10. In this case, the configuration management information may be stored in the game server 30 instead of the store server 10. Also in this case, the store server 10 does not need to store the possession information, and for example, the process of synchronizing the possession information of the store server 10 with the possession information of the game server 30 in step S131 and S145 described later does not necessarily need to be executed.
[0086] In step S135, the payment processing unit 111 performs product identification processing. Product identification processing is the process of identifying the product to be used to replenish game media whose current quantity has fallen below a second predetermined amount. As an example, the payment processing unit 111 identifies the product ID included in the setting management information referenced in step S133. For example, by referring to auto-charge ID 01 in Figure 7, product ID 0003 for replenishing stones is identified.
[0087] In step S137, the settlement processing unit 111 determines whether the amount of valuable media to be consumed within a predetermined period exceeds the upper limit, based on the amount of valuable media to be consumed in order to purchase the specified product. For example, suppose the upper limit for one month is set to 30,000 yen, as set in the example screen G2 of Figure 8. In this case, an example of the predetermined period may be from the beginning to the end of the calendar month, including the present time. The settlement processing unit 111 determines whether the sum of the amount of valuable media already consumed by the user in the month and the amount of valuable media to be consumed in order to purchase the specified product exceeds the upper limit. For example, if 20,000 yen has already been consumed in the month, the sum of 27,000 yen (20,000 yen + 5,000 yen for product ID 0003) does not exceed the upper limit of 30,000 yen, so the determination in step S137 is No. On the other hand, for example, if you have already spent 27,000 yen in a month, the total of 32,000 yen (including the price of product ID 0003 at 5,000 yen) exceeds the upper limit of 30,000 yen, so the decision to proceed is "Yes" in step S137.
[0088] Furthermore, the settlement processing unit 111 may determine whether the balance falls below the lower limit if the value medium is consumed to purchase a specified product, regardless of whether the total exceeds the upper limit. In this case, a lower limit may be set instead of an upper limit.
[0089] If the result in step S137 is No, then steps S141 and later described below will be executed. If the result in step S137 is Yes, then the next step S139 will be executed.
[0090] In step S139, the settlement processing unit 111 notifies the user terminal 50 to output warning information in a way that the user can recognize, indicating that the total amount of valuable media to be consumed in one month exceeds the upper limit. The processing in step S139 is an example of output processing. In step S533, the UI unit 512 of the user terminal 50 displays the received warning information on the display device 55. The UI unit 512 may also output a user interface that allows the user to select whether or not to perform auto-charge after recognizing the warning information.
[0091] Figure 11 shows an example of a screen containing information indicating that the upper limit has been exceeded. The example screen G3 shown in Figure 11 is displayed on the display device 55 of the user terminal 50 in step S533. In the example screen G3, information G31 indicates that the sum of the amount of valuable media consumed in one month and the amount of valuable media to be consumed by auto-charge is 32,000 yen, which exceeds the currently set upper limit of 30,000 yen. Any one of objects G32a to G32d can be selected.
[0092] Object G32a accepts the option to increase the upper limit. If object G32a is selected, object G33a accepts the input of the changed upper limit. This enables the current auto-charge. The increased upper limit will also be applied from next month onwards. Note that object G33a accepts input of amounts that qualify for auto-charge (32,000 yen or more in the example in Figure 11) and does not accept input of amounts that qualify for auto-charge (less than 32,000 yen in the example in Figure 11).
[0093] Object G32b accepts the option to increase the limit for this month only. If object G32b is selected, object G33b accepts the input of the modified limit that will only apply this month. In the same way as object G33a, object G33b accepts input of amounts that will allow auto-charge and does not accept input of amounts that will not. This will enable auto-charge for this month. However, the limit for next month and beyond will remain at the original limit.
[0094] Object G32c accepts the option to perform an auto-charge only this time. In this case, the upper limit will not be changed. Therefore, if another payment process for auto-charging is initiated later this month after this auto-charge has been performed, this screen will be displayed again.
[0095] Object G32d accepts an operation to choose not to perform auto-recharge without changing the upper limit. In this case, auto-recharge will not be performed until the following month.
[0096] Operator G35 accepts an operation to determine a selection for any one of the objects G32a to G32d.
[0097] In step S535, the UI unit 512 determines whether or not it has received an execution operation from the user who recognized the warning information, instructing them to perform auto-charge. For example, in the example in Figure 11, if the operator G35 is operated while any of the objects G32a to G32c are selected in screen example G3, it is determined that the execution operation has been received. If the operator G35 is operated while object G32d is selected, it is determined that the execution operation has not been received.
[0098] If the result in step S535 is No, then method S1 is terminated. If the result in step S535 is Yes, then the next step S537 is executed.
[0099] In step S537, the UI unit 512 requests the store server 10 to perform auto-charge.
[0100] In step S141, the payment processing unit 111 of the store server 10 requests the payment server 90 to settle the price associated with the product ID identified in step S135. The payment server 90 to which the request is made may, but is not limited to, be set in advance by the user in accordance with the setting conditions. In step S931, the payment server 90 executes a process to consume the value media associated with the user for the amount of the price and notifies the store server 10 that the settlement is complete. For example, if product ID 0003 was identified as the product to be used to replenish stones, the payment server 90 notifies the store server 10 that the settlement of its price of 5000 yen is complete.
[0101] In step S143, the payment processing unit 111 of the store server 10 notifies the game server 30 that the payment process, which was initiated without user intervention in response to the fulfillment of the payment initiation conditions, has been completed. The payment processing unit 111 also notifies the game server 30 of the product ID for which the payment process has been completed. Note that the series of processes including steps S135, S137, S139, and S141 is an example of a payment process.
[0102] In step S333, the quantity change processing unit 312 of the game server 30 refers to the quantity and sales item associated with the product ID for which payment processing has been completed, and associates the user with the game medium indicated by the sales item for that quantity. As a result, the amount of the game medium associated with the user increases. The process of associating the game medium indicated by the product ID for which payment processing has been completed with the user in this step is an example of the second quantity change process.
[0103] Furthermore, the quantity change processing unit 312 of the game server 30 updates the ownership information associated with the user according to the association of game media, and notifies the store server 10 and the user terminal 50 of the updated ownership information. As a result, in step S145, the ownership information of the store server 10 is synchronized with the notified ownership information. The ownership information of the user terminal 50 is also synchronized with the notified ownership information. This reduces the effort required for the user to perform settlement processing to maintain the amount of game media they own at a second predetermined amount.
[0104] [Variation] In the embodiments described above, an example was explained in which the game medium associated with the user in exchange for the consumption of the user's associated valuable medium is a "paid game medium." However, the invention is not limited to this, and both paid and free game mediums may be associated with the user in exchange for the consumption of the user's associated valuable medium. For example, as shown in Figure 5, a free game medium of the same type as the sold item may be provided as a "bonus."
[0105] [Note] Based on the above description, the present invention can be understood as follows, for example. For the sake of ease of understanding the present invention, reference numerals in the attached drawings are conveniently added in parentheses, but this does not mean that the present invention is limited to the illustrated embodiments.
[0106] The game system (1) according to Embodiment 1 includes a quantity change processing unit (312) that performs a first quantity change processing to change the quantity of at least some of the game media used in the progression of the game, and the quantity of said game media associated with the user as the game progresses, and a settlement processing unit (111) that performs a settlement processing to cause the quantity change processing unit (312) to perform a second quantity change processing to increase the quantity by a first predetermined amount in exchange for the consumption of valuable media associated with the user, wherein the settlement processing unit (111) starts executing the settlement processing without user operation when it satisfies settlement start conditions including setting conditions set by the user, and the setting conditions include conditions relating to the relationship between the quantity of said game media associated with the user corresponding to the settlement processing and a second predetermined amount set in advance by the user. With the above configuration, the settlement processing is started without user operation. As a result, the effort required of the user can be reduced in the settlement processing that increases the quantity of game media such as in-game currency associated with the user based on an amount set by the user.
[0107] The game system (1) according to Embodiment 2 includes, in Embodiment 1, conditions for proceeding with the settlement process that must be met between the start of the settlement process and its completion, or an upper limit condition that the settlement start condition ensures that the amount of the valuable medium consumed by the user within a predetermined period is less than or equal to a predetermined upper limit. Since the settlement process is started without user intervention, the effort required of the user can be reduced in the settlement process that increases the amount of game medium, such as in-game currency, associated with the user based on an amount set by the user. With the above configuration, excessive consumption of the valuable medium by the user can be prevented.
[0108] In the game system (1) according to embodiment 3, in embodiment 2, the predetermined upper limit is a value set in advance by the user. With the above configuration, the user can keep the value of the valuable media consumed through payment processing below a desired value set by the user.
[0109] The game system (1) according to Embodiment 4 includes, in any one of Embodiments 1 to 3, an output process which determines whether the conditions set for the amount of the value medium consumed in the past and the amount of value medium to be consumed by the payment process are met, before executing the process that consumes the value medium by the payment process, and if the conditions are met, outputs information indicating that the conditions are met in a manner that can be recognized by the user. With the above configuration, the user can be notified before the consideration is paid in excess of a value set by the user.
[0110] The game system (1) according to Embodiment 5 includes, in any one of Embodiments 1 to 4, a process that causes the quantity change processing unit (312) to execute a second quantity change process that increases the quantity by a first predetermined amount associated with a product identification information previously identified by the user from among a plurality of product identification information to which the first predetermined amount is each associated. With the above configuration, the product associated with the user through the payment process in response to the fulfillment of the payment start conditions can be a product according to the user's wishes.
[0111] The game system (1) according to embodiment 6, in any one of embodiments 1 to 4, includes a payment processing that includes a product identification processing that identifies at least one product identification piece from among a plurality of product identification pieces, each associated with a first predetermined quantity, based on a predetermined rule, and a second quantity change processing that increases the quantity by the first predetermined amount associated with the product identification piece identified by the product identification processing. With the above configuration, when identifying product information, it is sufficient to base it on a predetermined rule. As a result, for example, when identifying product information, product information can be identified more quickly than when generating or receiving rules for identifying product information from an external source. Furthermore, this eliminates the need for the user to set up a prior selection of any of the multiple product identification pieces.
[0112] The method (S1) according to embodiment 7 is a method executed by one or more computers, wherein at least some of the game media used to advance the game and the amount of said game media are associated with a user, and the one or more computers execute a first amount change process to change the amount as the game progresses, and the one or more computers execute a settlement process to settle the amount by having the one or more computers execute a second amount change process (S333) to increase the amount by a first predetermined amount in exchange for the consumption of the valuable media associated with the user, the settlement process step (S135-S141, S931), wherein in the settlement process step, the one or more computers start executing the settlement process (S135-S141, S931) without user operation when a settlement start condition including setting conditions set by the user is met, the setting conditions include conditions relating to the relationship between the amount associated with the user for the game media corresponding to the settlement process and a second predetermined amount set in advance by the user. The above configuration produces the same effects as in Embodiment 1.
[0113] The program according to embodiment 8 is a program that causes one or more computers to execute a settlement process for making a settlement in which one of the game media used to advance the game, and the amount of the game media, is associated with the user, and one or more computers execute a quantity change processing step (S331) which executes a first quantity change processing which changes the amount as the game progresses, and a second quantity change processing (S333) which increases the amount by a first predetermined amount, in exchange for the consumption of the valuable media associated with the user, wherein in the settlement process step, the program causes one or more computers to start executing the settlement process (S135-S141, S931) without user operation in response to the fulfillment of settlement start conditions including setting conditions set by the user, and the setting conditions include conditions relating to the relationship between the amount associated with the user for the game media corresponding to the settlement process and a second predetermined amount set in advance by the user. With the above configuration, the same effects as in embodiment 1 are achieved.
[0114] [Examples of implementation using software] The functions of each device constituting the game system 1 can be realized by a program that causes the computer to function as the device, and by a program that causes the computer to function as each control block of the device (particularly the parts included in the control units 110, 310, and 510).
[0115] In this case, the device includes a computer having at least one control device (e.g., a processor) and at least one storage device (e.g., memory) as hardware for executing the program. By executing the program using this control device and storage device, the functions described in each of the embodiments are realized.
[0116] The above program may be recorded on one or more computer-readable recording media, not temporary ones. These recording media may or may not be provided by the above device. In the latter case, the program may be supplied to the above device via any wired or wireless transmission medium.
[0117] Furthermore, some or all of the functions of each of the above control blocks can also be realized by logic circuits. For example, an integrated circuit in which logic circuits functioning as each of the above control blocks are formed is also included in the scope of the present invention. In addition, it is also possible to realize the functions of each of the above control blocks by, for example, a quantum computer.
[0118] Furthermore, each process described in the above embodiments may be performed by AI (Artificial Intelligence). In this case, the AI may operate on the control device described above, or it may operate on other devices (for example, an edge computer or a cloud server).
[0119] The present invention is not limited to the embodiments described above, and various modifications are possible within the scope of the claims. Embodiments obtained by appropriately combining the technical means disclosed in different embodiments are also included in the technical scope of the present invention. [Explanation of symbols]
[0120] 1. Game System 10 Store Servers 30 game servers 50 User Terminals 90 Payment Server 11, 31, 51 processors 12, 32, 52 memory 13, 33, 53 Communication Interfaces Buses 19, 39, and 59 54 Input device 55 Display device 110, 310, 510 Control Unit 130, 330, 530 storage section 111 Payment Processing Unit 311, 511 Game Management Section 312 Quantity Change Processing Unit UI department 313, UI department 512
Claims
1. At least some of the game media used to progress the game, and the amount of said game media, are associated with the user. A quantity change processing unit that performs a first quantity change process to change the aforementioned quantity as the game progresses, Includes a settlement processing unit that performs a settlement to cause the quantity change processing unit to perform a second quantity change processing that increases the aforementioned quantity by a first predetermined amount in exchange for the consumption of a valuable medium associated with the user, The settlement processing unit, upon confirming that the settlement initiation conditions, including the setting conditions set by the user, have been met, will begin executing the settlement process without any user intervention. The setting conditions include conditions relating to the relationship between the amount associated with the user for the game medium corresponding to the payment processing and a second predetermined amount set in advance by the user. The settlement process includes causing the quantity change processing unit to execute a second quantity change process that increases the quantity by a first predetermined amount associated with a product identification information previously identified by the user from among a plurality of product identification information to which the first predetermined amount is associated. Game system.
2. At least some of the game media used to progress the game, and the amount of said game media, are associated with the user. A quantity change processing unit that performs a first quantity change process to change the aforementioned quantity as the game progresses, Includes a settlement processing unit that performs a settlement to cause the quantity change processing unit to perform a second quantity change processing that increases the aforementioned quantity by a first predetermined amount in exchange for the consumption of a valuable medium associated with the user, The settlement processing unit, upon confirming that the settlement initiation conditions, including the setting conditions set by the user, have been met, will begin executing the settlement process without any user intervention. The setting conditions include conditions relating to the relationship between the amount associated with the user for the game medium corresponding to the payment processing and a second predetermined amount set in advance by the user. The aforementioned payment processing is, A product identification process that identifies at least one product identification information from among a plurality of product identification information to which the first predetermined quantity is associated, based on a predetermined rule, The process includes causing the execution of a second quantity modification process that increases the amount by a first predetermined amount associated with the product identification information identified by the product identification process, Game system.
3. The conditions for proceeding with the payment process that must be met between the start of the payment process and its completion, or the payment start condition includes an upper limit condition that the amount of the valuable media consumed by the user within a predetermined period is less than or equal to a predetermined upper limit, The game system according to claim 1 or 2.
4. The predetermined upper limit is a value set in advance by the user. The game system according to claim 3.
5. The aforementioned payment processing is, The payment process includes, before executing the process that consumes the aforementioned valuable medium, determining whether the conditions set for the amount of the aforementioned valuable medium previously consumed and the amount of the aforementioned valuable medium to be consumed by the payment process are met, and if the conditions are met, outputting information indicating that the conditions are met in a manner recognizable to the user. The game system according to claim 1 or 2.
6. A method performed by one or more computers, At least some of the game media used to progress the game, and the amount of said game media, are associated with the user. A quantity change processing step in which one or more computers perform a first quantity change processing to change the quantity as the game progresses, The settlement process includes a settlement process for performing a settlement in which one or more computers perform a second quantity change process to increase the quantity by a first predetermined amount in exchange for the consumption of a valuable medium associated with the user, In the settlement processing step, when one or more computers satisfy the settlement start conditions, including the setting conditions set by the user, they start executing the settlement process without any user intervention. The setting conditions include conditions relating to the relationship between the amount associated with the user for the game medium corresponding to the payment processing and a second predetermined amount set in advance by the user. The settlement process includes a process to perform a second quantity change process that increases the quantity by a first predetermined amount associated with a product identification information that has been previously identified by the user from among a plurality of product identification information to which the first predetermined amount is associated. method.
7. A method performed by one or more computers, At least some of the game media used to progress the game, and the amount of said game media, are associated with the user. A quantity change processing step in which one or more computers perform a first quantity change processing to change the quantity as the game progresses, The settlement process includes a settlement process for performing a settlement in which one or more computers perform a second quantity change process to increase the quantity by a first predetermined amount in exchange for the consumption of a valuable medium associated with the user, In the settlement processing step, when one or more computers satisfy the settlement start conditions, including the setting conditions set by the user, they start executing the settlement process without any user intervention. The setting conditions include conditions relating to the relationship between the amount associated with the user for the game medium corresponding to the payment processing and a second predetermined amount set in advance by the user. The aforementioned payment processing is, A product identification process that identifies at least one product identification information from among a plurality of product identification information to which the first predetermined quantity is associated, based on a predetermined rule, The process includes causing the execution of a second quantity modification process that increases the amount by a first predetermined amount associated with the product identification information identified by the product identification process, method.
8. At least some of the game media used to progress the game, and the amount of said game media, are associated with the user. On one or more computers, A quantity change processing step that performs a first quantity change processing that changes the aforementioned quantity as the game progresses, A program that performs a settlement process for performing a settlement to cause a second quantity change process, which increases the aforementioned quantity by a first predetermined amount, to be performed in the quantity change process step in exchange for the consumption of a valuable medium associated with the user, In the settlement processing step, the one or more computers are instructed to start executing the settlement process without user intervention when the settlement start conditions, including the setting conditions set by the user, are met. The setting conditions include conditions relating to the relationship between the amount associated with the user for the game medium corresponding to the payment processing and a second predetermined amount set in advance by the user. The settlement process includes a process to perform a second quantity change process that increases the quantity by a first predetermined amount associated with a product identification information that has been previously identified by the user from among a plurality of product identification information to which the first predetermined amount is associated. program.
9. At least some of the game media used to progress the game, and the amount of said game media, are associated with the user. On one or more computers, A quantity change processing step that performs a first quantity change processing that changes the aforementioned quantity as the game progresses, A program that performs a settlement process for performing a settlement to cause a second quantity change process, which increases the aforementioned quantity by a first predetermined amount, to be performed in the quantity change process step in exchange for the consumption of a valuable medium associated with the user, In the settlement processing step, the one or more computers are instructed to start executing the settlement process without user intervention when the settlement start conditions, including the setting conditions set by the user, are met. The setting conditions include conditions relating to the relationship between the amount associated with the user for the game medium corresponding to the payment processing and a second predetermined amount set in advance by the user. The aforementioned payment processing is, A product identification process that identifies at least one product identification information from among a plurality of product identification information to which the first predetermined quantity is associated, based on a predetermined rule, The process includes causing the execution of a second quantity modification process that increases the amount by a first predetermined amount associated with the product identification information identified by the product identification process, program.