Reward distribution server, reward distribution method, reward distribution program, and computer-readable recording medium containing the reward distribution program.
The reward granting server automatically identifies and notifies users of unreceived rewards, addressing the issue of missed notifications and enhancing user satisfaction in online games.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- BANK OF INNOVATION INC
- Filing Date
- 2025-11-27
- Publication Date
- 2026-06-29
AI Technical Summary
Users in online games may miss notifications for uncollected rewards, leading to dissatisfaction and potential abandonment of the game.
A reward granting server that automatically identifies and acquires unreceived rewards, records them with acquisition details, and notifies users via their terminal.
Prevents user dissatisfaction by ensuring users receive missed rewards, enhancing game engagement.
Smart Images

Figure 0007881144000001_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to a reward granting server, a reward granting method, a reward granting program, and a computer-readable recording medium recording the reward granting program.
Background Art
[0002] Conventionally, in an online game, a system for granting a user a reward for a mission achieved within a period of an event that causes the user to attempt to achieve the mission is known. For example, Patent Document 1 discloses a system that notifies a user of an uncollected reward when the period of an event that causes the user to attempt to achieve a mission ends.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, although the system disclosed in Patent Document 1 notifies a user that there is an uncollected reward when the period of an event that causes the user to attempt to achieve a mission ends, if the user misses the notification, the user cannot receive the uncollected reward. If the user later realizes that they have not received the uncollected reward, they may feel dissatisfied and may leave the online game.
[0005] Therefore, the present disclosure has been made in view of the above problems, and an object thereof is to provide a reward granting server, a reward granting method, a reward granting program, and a computer-readable recording medium recording the reward granting program that can prevent user dissatisfaction due to missed rewards.
Means for Solving the Problems
[0006] The reward granting server relating to this disclosure includes: a storage unit that stores mission reward information indicating the correspondence between mission identifiers for identifying missions that a user can progress through via a user terminal during the event period in a game, and rewards granted upon completion of the missions; a reward management unit that, for a certain period from the end of the event period in which the user attempts to complete the missions via the user terminal, identifies and automatically acquires rewards that the user has already completed but has not received, based on the mission reward information; a recording control unit that records a log or history of the unreceived rewards automatically acquired by the reward management unit, along with the date and time of acquisition by the reward management unit and the mission identifier, in the storage unit; and a notification control unit that notifies the user via the user terminal that the unreceived rewards have been automatically acquired.
[0007] The reward granting method relating to this disclosure includes a reward acquisition step in which a computer, which has mission reward information stored in a storage unit indicating the correspondence between mission identifiers for which a user can progress through a user terminal during the event period in a game and rewards granted upon completion of the missions, identifies and automatically acquires rewards that the user has already completed but has not received, based on the mission reward information, for a certain period from the time when the event period in which the user attempts to complete the missions via the user terminal has ended; a recording control step in which the computer records the unreceived rewards automatically acquired in the reward acquisition step as a log or history in the storage unit, along with the date and time of acquisition by the reward acquisition step and the mission identifier; and a notification step in which the computer notifies the user via the user terminal that the unreceived rewards have been automatically acquired.
[0008] The reward granting program relating to this disclosure causes a computer to function as follows: a storage unit that stores mission reward information indicating the correspondence between mission identifiers for identifying missions that a user can progress through via a user terminal during an event period in a game, and rewards granted upon completion of the missions; a reward management unit that, for a certain period from the end of the event period in which the user attempts to complete the missions via the user terminal, identifies and automatically acquires rewards that the user has already completed but has not received, based on the mission reward information; a recording control unit that records a log or history of the unreceived rewards automatically acquired by the reward management unit, along with the date and time of acquisition by the reward management unit and the mission identifier, in the storage unit; and a notification control unit that notifies the user via the user terminal that the unreceived rewards have been automatically acquired.
[0009] The computer-readable recording medium recording the reward granting program relating to this disclosure causes the computer to function as follows: a storage unit that stores mission reward information indicating the correspondence between mission identifiers for identifying missions that a user can progress through via a user terminal during an event period in a game, and rewards granted upon completion of the missions; a reward management unit that, for a certain period from the end of the event period in which the user attempts to complete the missions via the user terminal, identifies and automatically acquires rewards that the user has already completed but has not received, based on the mission reward information; a recording control unit that records a log or history of the unreceived rewards automatically acquired by the reward management unit, along with the date and time of acquisition by the reward management unit and the mission identifier, in the storage unit; and a notification control unit that notifies the user via the user terminal that the unreceived rewards have been automatically acquired. [Effects of the Invention]
[0010] This disclosure can prevent user dissatisfaction due to missed rewards. [Brief explanation of the drawing]
[0011] [Figure 1] This is a schematic diagram showing the game provision system according to this embodiment. [Figure 2] This diagram schematically shows an example of the hardware configuration of the computer according to this embodiment. [Figure 3] Figure 1 is a functional block diagram of the reward distribution server. [Figure 4] This figure shows an example of mission reward information according to this embodiment. [Figure 5] This flowchart shows an example of the procedure for a reward granting process, which is an example of a reward granting method according to the present embodiment. [Figure 6] This figure shows an example of a gameplay screen where an event is being performed to complete a mission. [Figure 7] Figure 6 shows an example of how the settings screen pops up in front of the gameplay screen. [Figure 8] This figure shows an example of the rewards list screen. [Modes for carrying out the invention]
[0012] Hereinafter, the game provisioning system 1 according to the embodiment of this disclosure will be described with reference to the drawings. In all the drawings illustrating the embodiments, common components are denoted by the same reference numerals, and repeated descriptions are omitted.
[0013] (About the game) The game provision system 1 according to the embodiment of this disclosure is a system that provides game G to a user. Game G is envisioned as a browser game operated on a web browser, or a native app game downloaded to a storage medium on a user's device such as a smartphone, but it may also be a game operated on a game terminal equipped with other input means such as a touch panel.
[0014] In game G, the user can progress through "missions". A "mission" refers to a task presented by the game system as a specific goal or challenge that the user must achieve within the virtual space of game G. Missions include, for example, "perform daily logins", "collect 10 specific items", "clear a specific stage", etc.
[0015] There may be a predetermined "event period" set for missions. The event period can be, for example, "during the ○○ event period", "this week", "this month", etc. A series of missions that can be progressed during such an event period is also called a "mission path".
[0016] When the user completes a mission, a "reward" corresponding to that mission is given. "Reward" refers to digital content, in-game currency, points, etc. given to the user within game G. Rewards include, for example, in-game currency ("gems", "coins", etc.), items ("healing potions", "enhancement materials", etc.), characters, equipment, etc. After mission completion, the user receives the reward by operating a "receive" button or the like on a predetermined screen within game G (e.g., mission screen, reward screen). Additionally, the "reward" can be any of the things defined below.
[0017] An "avatar" refers to a digital entity that visually or conceptually represents the user within the virtual space of game G. An avatar is digital representation data of the user within the virtual space that is linked to and managed by the user account. An avatar has the function of accepting the user's operations and performing actions (such as moving, interacting, communicating, etc.) within game G, and functions as an object recognized between other users and the game system. An avatar can take the form of a character model, an icon, or other forms of representation. A "character" refers to a digital entity within the virtual space of Game G that is operated and controlled by the user or the game system and has a specific role or function. Characters are composed of graphic models, animations, sounds, and attribute data (e.g., name, race, occupation, ability scores, equipment, behavior patterns), and are entities that form the world of the game and influence the user's game experience. "Characters" include both user characters (PCs) that are directly controlled by the user and non-user characters (NPCs) that are controlled by the game system. "Items" refer to digital objects that users can acquire, possess, use, or trade within the virtual space of Game G. Items have a wide range of functions, including equipment that enhances character abilities, consumables that restore health or status, keys that enable specific actions, in-game currency, or visual customization elements. These are provided to users through gameplay or in exchange for consideration, including real-world currency (fiat currency). A "quest" refers to a series of tasks presented by the game system within the virtual space of an online game as a specific goal or challenge that the user must achieve. Completing a quest can lead to results such as story progression, acquisition of in-game rewards, character growth, or unlocking access to a specific area. A quest typically consists of elements such as starting conditions, objectives, completion conditions, and rewards, and the user takes actions within the game to achieve the presented objectives. A "battle" refers to a contest or combat activity within the virtual space of Game G, based on defined rules, that occurs between one or more characters, or between a character and a system-controlled hostile entity (e.g., a monster). The outcome of this activity is influenced by the participants' abilities, equipment, skills, or strategic choices, and typically aims to neutralize an opponent, achieve a specific objective, or establish an advantage within a time limit. The outcome of a battle affects the game's progression, reward acquisition, or character stats. "Lottery" (also known as "gacha") is a mechanism where users pay a price within the game and randomly obtain digital content. The probability of obtaining items is controlled by the system. In game G, the appearance probability of digital content is set and controlled. "Payment" refers to the act of a user paying real currency, or virtual currency, points, or other digital assets obtained through real currency within the game, to the game operator or its designated payment system as consideration for specific services, digital content, functions, or other values provided in game G, and the entire system in which specific value is conferred on the user by such payment act. Through this act, users gain benefits such as expanding the game experience, accelerating progress, or differentiating themselves from other users. "Bonus" refers to additional items or content that are granted separately from normal by playing the main game or by making purchases within the game or meeting specific conditions. The bonus may be, for example, a character or equipment item that can be used in the game and can be enhanced by lifting the upper limit without limiting the type, i.e., a so-called general-purpose convex item. The bonus may also be an evolution material item used for lifting the upper limit in the game. The bonus may be something like a select ticket that allows users to specify the type of character or equipment item that can be used in the game and exchange it. The bonus may be a lottery right (such as a ticket) for a lottery (gacha, etc.) that only the bonus giver can challenge limitedly within the game. The bonus may also be a limited skin that includes elements such as backgrounds and character outfits that can be applied within the game for the user. The bonus may be the right to participate in limited content such as high-difficulty dungeons or high-efficiency dungeons provided within the game. The bonus may also be something that makes the advertisements provided within the game non-displayable. The non-display of the advertisement may be applied permanently. The rewards may be so-called "paid gems" provided for a fee through external payment within the game. Such paid gems obtained through external payment may differ in form from paid gems obtained through in-platform purchases. For example, if paid gems obtained through in-platform purchases are blue, paid gems obtained through external payment may be red. Such paid gems obtained through external payment may be usable for the same purposes as paid gems obtained through in-platform purchases, or they may be usable for exclusive purposes that are not possible with paid gems obtained through in-platform purchases.
[0018] Game G can be any type of game (as long as it is a game that the user interacts with), such as RPGs (Role Playing Games), simulation games, puzzle games, battle games, sandbox games, and matching games. The game G according to the embodiment of this disclosure may be a sandbox game or a city-building game that includes a matching element with other users. Users register their profile information (age, location, hobbies, etc.) and have the opportunity to "match" with other users through their activities in the game. Once a match is made, both players will play the game together as a "pair". Pairs of players are given a shared virtual garden ("shared garden") in addition to their own individual "gardens" (private miniature gardens). In these gardens, users engage in various cultivation activities such as growing crops, raising animals, constructing facilities, and placing decorations. In the shared garden, pairs cooperate to carry out various cultivation activities together, and each user's actions affect the state of the shared garden. Through this collaborative work, communication and relationship building between pairs are promoted. In the game, paired users engage in active communication through in-game chat functions and emotes. The gameplay is designed to directly facilitate communication, such as setting goals for developing the shared garden and dividing tasks. Specifically, "quests" and "missions" are provided to encourage the development of the shared garden and the achievement of goals as a pair. By completing these quests, players can earn rewards such as items to expand their garden, decorations, or avatar items. Users can create and customize their own avatars. These avatars function as the player's representation within the game and interact with other players' avatars. Customization elements such as clothing and accessories can be acquired through in-game activities or in-app purchases. Users can spend real-world currency to purchase items to efficiently cultivate their gardens, avatar decorations, or features that facilitate matchmaking. This allows for faster game progression, the creation of more attractive avatars, or more opportunities for matching with other players. The game G according to the embodiment of this disclosure may be, for example, an idle RPG for smartphones. (Specifically, set in a desolate world after the witch hunts, the user unravels the mysteries of the world while raising characters called "witches.") Players progress through Game G primarily by collecting and training characters, battling, accumulating idle rewards, and completing quests. Players acquire characters through "gacha" (loot boxes), improving their abilities through leveling up, skill enhancement, and equipping gear. Battles are mostly automated, but some manual control is possible, with character abilities and formation significantly influencing victory or defeat. A key feature is the idle reward system, which accumulates experience points and items even when the player is inactive, enabling efficient character development. The main story progresses by completing "quests" that meet specific conditions, earning rewards in the process. The game also offers cooperative and interactive features through "guild" formation with other players. In Game G, users can purchase items for "gacha" and character development acceleration items using real-world currency (in-app purchases). This allows players to gain an advantage in the game and collect a diverse range of characters.
[0019] <System Overview> Figure 1 is a schematic diagram showing a game provision system 1 according to this embodiment. The game provision system 1 includes a game server 300 equipped with a reward awarding server 100 according to this embodiment, a user terminal 200, and a network NW. The reward awarding server 100 may be located outside the game server 300. The game server 300 equipped with the reward awarding server 100 and the user terminal 200 are connected to the network NW and can communicate with each other via the network NW. The network NW includes the Internet. The network NW may also include a LAN (Local Area Network) and / or a WAN (Wide Area Network). In Figure 1, only one reward awarding server 100 and one user terminal 200 are shown as an example, but a configuration of multiple units is also possible.
[0020] The game server 300, user terminals 200, and reward distribution server 100 are each composed of one or more computers (corresponding to computer 900, which will be described later). The basic configuration of these computers will be described later. Game server 300 is a server operated by the operator of game G.
[0021] <Basic Computer Configuration> Next, a general configuration example of a computer including the server computer described above will be explained. Figure 2 is a schematic diagram showing an example of the hardware configuration of a computer 900 according to the embodiment of this disclosure. Computer 900 is an example of a configuration where, for example, the user terminal 200, game server 300, and reward granting server 100 described above are computers. Computer 900 has a control unit 901, a storage unit 902, a communication unit 903, an input unit 904, and an output unit 905. The control unit 901, storage unit 902, communication unit 903, input unit 904, and output unit 905 are electrically connected to each other via a communication bus 910.
[0022] The control unit 901 includes a CPU (Central Processing Unit, also called a processor) and controls various parts of the computer 900, as well as reading and executing various programs stored in the storage unit 902.
[0023] The memory unit 902 includes a main memory such as DRAM (Dynamic Random Access Memory) and an auxiliary memory such as a hard disk, and is a device for storing various programs for running the operating system and various applications of the computer 900, as well as data used by these programs. The processes shown in the flowcharts described above are realized by the control units 901 of each computer constituting the game provision system 1, game server 300, user terminal 200, and game server 300 executing the programs stored in their respective memory units 902.
[0024] The communication unit 903 is a device for communicating with external devices and sends and receives data according to instructions from the control unit 901. Each computer constituting the game provision system 1, game server 300, and user terminal 200 uses this communication unit 903 to communicate with other devices, including the network NW shown in Figure 1.
[0025] The input unit 904 is a device that receives input from an external source and supplies it to the control unit 901, and includes, for example, a keyboard, mouse, touch panel, and camera. The output unit 905 is a device that outputs the processing results of the control unit 901 to the outside, and includes, for example, a display and speaker.
[0026] Figure 3 is a functional block diagram of the reward distribution server 100 shown in Figure 1. The reward distribution server 100 is a server operated by the operator of game G. The reward distribution server 100 comprises a communication unit 110, a storage unit 120, and a processing unit 130.
[0027] The communication unit 110 is a network interface and communicates with the user terminal 200 via the network NW. Based on the control of the processing unit 130, which will be described later, the communication unit 110 notifies the user via the user terminal 200 that unreceived rewards have been automatically acquired.
[0028] The communication unit 110 controls data communication between the reward-granting server 100 and the outside world. The communication unit 110 communicates with the user terminal 200 via the network NW. The communication unit 110 is a communication interface that controls the transmission and reception of data and commands via the network NW. The communication unit 110 includes, for example, a network card and a software module that processes communication control protocols such as TCP / IP.
[0029] The memory unit 120 stores various information necessary for the control processing described later. The memory unit 120 stores mission reward information 121, log or history information (hereinafter also referred to as "log or history") 122, mission information 123, and reward information (hereinafter also referred to as "reward information") 124.
[0030] Mission reward information 121 is information that shows the correspondence between mission identifiers, which are used in the game to identify missions that users can progress through via the user terminal 200 during the event period, and the rewards that are awarded upon completion of the missions. Mission reward information 121 also includes information regarding the end date and time of the event period.
[0031] The log or history 122 contains information about the user's log or history. The log or history 122 also contains information about unreceived rewards for the user, which is automatically obtained by the reward management unit 131. For example, the log or history 122 includes each user's mission completion status and the reward receipt history regarding the history of rewards the user has received. Mission information 123 and reward information 124 will be described later.
[0032] The processing unit 130 performs various calculation and control processes in the game server 300. The processing unit 130 includes a reward management unit 131, a record control unit 132, and a notification control unit 136. Furthermore, the processing unit 130 may also include a control unit 133, a deadline setting unit 134, and a display control unit 135. The reward management unit 131, record control unit 132, control unit 133, deadline setting unit 134, display control unit 135, and notification control unit 136 perform their respective functions when the reward granting program stored in the storage unit 120 is read and executed.
[0033] The reward management unit 131 identifies and automatically retrieves rewards that users have already received but have not yet received, based on the mission reward information 121, for a certain period of time starting from the end of the event period in which users attempt to complete missions via the user terminal 200.
[0034] For example, if the event period ends at "23:59 on November 30, 2025", the reward management unit 131 executes the processing according to this embodiment at that time. The reward management unit 131 compares the mission completion status of each user, which is recorded in the storage unit 120 as a log or history 122, with the mission reward information 121 related to the mission rewards and the reward receipt history, which is recorded in the storage unit 120 as a log or history 122. As a result, the reward management unit 131 identifies rewards that have been completed and that correspond to the mission but have not yet been received (unreceived rewards). The reward management unit 131 automatically adds the identified unreceived rewards to the user's possession data or stores them in the gift box described later.
[0035] The recording control unit 132 records logs or history 122 in the storage unit 120, along with the date and time of acquisition and mission identifier of unclaimed rewards automatically acquired by the reward management unit 131. This allows for retrospective verification of when and for which mission rewards were automatically granted to each user.
[0036] The recording control unit 132 may, for example, increase or decrease the amount of unreceived rewards to be received depending on the length of the period until the unreceived rewards are received.
[0037] The reward management unit 131 may store the aforementioned unclaimed rewards in the in-game gift box or reward storage area.
[0038] The control unit 133 may control whether or not the reward management unit 131 automatically receives unclaimed rewards, depending on the user's settings via the user terminal 200. Specifically, the control unit 133 may allow the user to set ON / OFF, for example, in the settings screen within game G, for automatic acquisition of rewards when the period of an event in which the user attempts to complete a mission ends. The control unit 133 will execute the automatic acquisition process by the reward management unit 131 only for users for whom this setting is ON.
[0039] The expiration date setting unit 134 may set an expiration date for unclaimed rewards granted by the reward management unit 131, allowing the unclaimed rewards to be obtained. For example, if the reward management unit 131 stores unclaimed rewards in the gift box, the expiration date setting unit 134 may set the expiration date for receiving the rewards to, for example, 30 days from the automatic acquisition date.
[0040] The display control unit 135 performs display control to display various screens of game G on the user terminal 200. The display control unit 135 may also display on the user terminal 200 a list of unclaimed rewards that are scheduled to be automatically awarded by the reward management unit 131 before the event period ends.
[0041] The memory unit 120 described above may also store, for each of several different events, mission information 123 relating to missions assigned to the user in a mission event described later, and reward information 124 relating to rewards such as item A1, item B1, and gacha A3 described later. The reward management unit 131 may be configured to automatically grant any unclaimed rewards as described above when the period of each event has ended.
[0042] The display control unit 135 may also configure the display area for users to check rewards (for example, the gift box screen) to prioritize the display of unclaimed rewards automatically granted by the reward management unit 131 over other rewards granted by the reward management unit 131 (for example, login bonuses, compensation items from the management).
[0043] Figure 4 shows an example of mission reward information 121 according to this embodiment. Mission reward information 121 mainly manages the mission name, which is the name of the corresponding mission, and the reward that will be given to the user when that mission is completed, for each mission identifier.
[0044] Mission reward information 121 is information that manages the mission name and the content of the reward for each mission identifier. More specifically, mission reward information 121 further shows the correspondence between the mission completion conditions, the reward ID for identifying each reward content from one another, and the event ID for identifying the duration of multiple events from one another. For example, mission identifier "0001" is associated with the mission name "Defeat Monster A" and the reward content "Item A1".
[0045] The game server 300 equipped with the reward-granting server 100 according to this embodiment has the configuration described above. Next, an example of the operation of the game server 300 equipped with the reward-granting server 100 according to this embodiment will be described.
[0046] Figure 5 is a flowchart illustrating an example of a reward granting process as an example of a reward granting method according to this embodiment. The reward granting method according to this embodiment includes a reward acquisition step in which a computer (reward management unit 131), which stores mission identifiers for identifying missions that a user can progress through during an event period via a user terminal 200 in a game, and mission reward information 121 indicating the correspondence between mission identifiers and rewards granted upon completion of missions, automatically identifies and acquires unreceived rewards that the user has already completed via the user terminal 200, based on the mission reward information 121, for a certain period from the end of the event period in which the user attempts to complete missions via the user terminal 200; a recording control step in which a computer (record control unit 132) records the unreceived rewards automatically acquired by the reward management unit 131 as a log or history 122 in the storage unit 120, along with the date and time of acquisition by the reward management unit 131 and the mission identifier; and a notification step in which a computer (notification control unit 136) notifies the user via the user terminal 200 that the unreceived rewards have been automatically acquired. This reward granting process is realized when the processing unit 130 of the reward granting server 100 executes the reward granting program described above, while referring to various information recorded in the storage unit 120. This reward granting program may be recorded on a computer-readable recording medium.
[0047] As described above, the reward-granting server 100, which is a computer, includes a memory unit 120. This memory unit 120 stores mission identifiers, which are used in the game to identify missions that users can progress through via the user terminal 200 during the event period, and mission reward information 121, which shows the correspondence between mission identifiers and rewards granted upon completion of the missions.
[0048] In step S100, the processing unit 130 initiates a period of events in which the user can accomplish the mission via the user terminal 200.
[0049] In step S200, the reward management unit 131 of the processing unit 130 determines whether the user has completed the mission via the user terminal 200. Specifically, the reward management unit 131 determines whether the user has met the mission completion conditions via the user terminal 200.
[0050] In step S300, the reward management unit 131 records the granting of a reward to the user who completed the mission in the log or history 122 of the storage unit 120. Here, "recording of reward granting" does not mean that the reward was actually given to the user, but rather that the user has become entitled to receive the reward. When the user has become entitled to receive the reward, they perform a specific operation to receive it, and then the user becomes entitled to receive the reward. The reward management unit 131 may manage each of these states in the log or history 122, for example, by using flags.
[0051] In step S400, the reward management unit 131 monitors whether the event period has ended. For example, the reward management unit 131 periodically checks the end date and time of the event period stored in the mission reward information 121.
[0052] In step S400, if the reward management unit 131 does not determine that the event period has ended, it repeatedly executes steps S200 and S300 described above. If it determines that the event period has ended, it executes step S500.
[0053] In step S500, the reward management unit 131 refers to the log or history 122 and determines whether there are any unreceived rewards from the user via the user terminal 200. Specifically, the reward management unit 131 determines whether there are any rewards that have been recorded as being awarded via the user terminal 200 for a certain period from the end of the event period, but which the user has not yet received.
[0054] In step S500, the reward management unit 131 terminates the reward granting process if the user has no unclaimed rewards, while executing step S600 if the user has unclaimed rewards.
[0055] In step S600, the reward management unit 131 automatically retrieves any unreceived rewards. Specifically, for each user who participated in an event whose event period has ended, the reward management unit 131 refers to the logs or history 122 stored in the storage unit 120, refers to each user's mission completion status and reward receipt history, and identifies any unreceived rewards for which the missions in that event have been completed.
[0056] In step S600, the reward management unit 131 checks whether the automatic reward acquisition setting is ON for users who have been identified as having unclaimed rewards, that is, whether the user has permitted automatic acquisition in the in-game settings screen (corresponding to Figure 8 described later).
[0057] If the automatic reward acquisition setting is OFF, that is, if the user has not permitted automatic acquisition in the in-game settings screen (corresponding to Figure 8 described later), the reward management unit 131 terminates the reward granting process for that user. In this case, unreceived rewards will not be granted to the user who has completed the mission described above.
[0058] On the other hand, if the automatic acquisition setting is ON, the reward management unit 131 automatically acquires the identified unpaid rewards (corresponding to the reward acquisition step).
[0059] The reward management unit 131 may perform automatic retrieval, for example, by storing the rewards in a gift box or reward storage area within the game. The gift box or reward storage area is a temporary storage area within the memory unit 120 where users can individually check and receive rewards.
[0060] In step S600, the expiration date setting unit 134 automatically sets an expiration date for the reward that has been recorded as being granted to the user. Specifically, the expiration date setting unit 134 sets the expiration date for receiving the reward to, for example, 30 days from the date of automatic acquisition, and records it in correspondence with the gift box in the storage unit 120. Note that the expiration date set may not be related to receiving the reward.
[0061] The recording control unit 132 records a log or history 122 in the storage unit 120 with respect to unreceived rewards automatically acquired by the reward management unit 131, along with the date and time of acquisition and the mission identifier (recording control step). The recording control unit 132 records the following as the log or history 122 in the storage unit 120: for example, the user ID, the date and time the automatic acquisition was performed (acquisition date and time), the target mission identifier, the reward details, and a statement that it was "automatically acquired".
[0062] Here, the recording control unit 132 may, for example, increase or decrease the amount of unreceived rewards to be received depending on the length of the period until the unreceived rewards are received.
[0063] For example, the recording control unit 132 will, for missions completed within a short period from the time the mission is achieved until the end of the event period, that is, missions completed near the end of the event period, return the amount of the reward for that mission to the normal amount (or reduce it). On the other hand, for missions completed within a long period from the time the mission is achieved until the end of the event period, that is, missions completed early in the event period, the recording control unit 132 will, for example, increase the amount of the reward for that mission as a bonus, for example, by 10%.
[0064] Alternatively, the record control unit 132 may, for example, adjust the amount of rewards according to the time elapsed until the user receives the rewards stored in the aforementioned gift box. For example, the record control unit 132 may grant a bonus if the user receives the rewards within one day of automatically acquiring them by storing them in the gift box. On the other hand, the record control unit 132 may, for example, reduce the rewards (or not grant a bonus) if the user does not receive the rewards until just before the expiration date. This control method encourages early completion of missions within the event period, and / or frequent logins and / or checks for unclaimed rewards, thereby making it less likely for users to leave the game.
[0065] The notification control unit 136 controls the communication unit 110 and notifies the user via the user terminal 200 that unclaimed rewards have been automatically received (corresponding to the notification step). As a specific notification method, the notification control unit 136 may, for example, display a pop-up when the user logs into game G next time, as described later, or send a notification message to the user's message box within game G. Alternatively, as a specific notification method, the notification control unit 136 may, for example, send a push notification outside the game stating, "You have automatically received unclaimed rewards for the XX event." This is expected to encourage users who have been away from the game for a while (dormant users) to return to the game.
[0066] In the reward distribution server 100, the memory unit 120 may store mission information 123 and reward information 124 for multiple different events, such as weekly mission events and seasonal events. In this case, the reward management unit 131 executes the reward distribution process according to the date and time when the period of each event has ended (for example, 23:59 every Sunday) and / or when the seasonal event has ended.
[0067] <Screen example> Figure 6 shows an example of the gameplay screen SC0 during which an event requiring the completion of a mission (corresponding to the "mission event" in the illustrated example) is being executed. In the illustrated mission event (hereinafter abbreviated as "event"), the user is tasked with defeating monsters A, B, and / or C within the game. A settings button S is located at the bottom of the gameplay screen SC0. The settings button S will be explained later.
[0068] In this event, user U is tasked with defeating three monsters, MA, MB, and MC, for example, "Monster A," "Monster B," and "Monster C." Next to the three monsters MA, MB, and MC, it is indicated that there are rewards R1, R2, and R3 for defeating each of them.
[0069] In other words, it is indicated that when the mission to defeat Monster MA is completed, the reward R1 will be recorded as a reward for defeating it. When the mission to defeat Monster MB is completed, the reward R2 will be recorded as a reward for defeating it. When the mission to defeat Monster MC is completed, the reward R3 will be recorded as a reward for defeating it. When the setting button S is operated, the display control unit 135 displays the following setting screen.
[0070] Figure 7 shows an example of how the settings screen SC1 pops up in front of the play screen SC0 shown in Figure 6. Whether or not the settings screen SC1 is displayed is controlled by the display control unit 135.
[0071] The control unit 133 controls whether or not to perform automatic receipt of unreceived rewards by the reward management unit 131, according to the user's settings on the setting screen SC1 via the user terminal 200.
[0072] When the display control unit 135 displays the settings screen SC1, the settings screen SC1 displays a setting item related to whether or not to automatically acquire unclaimed rewards: a radio button RY for "Yes" indicating acquisition, a radio button RN for "No" indicating non-acquisition, and an OK button AP. Either radio button RY or radio button RN can be selected. By checking radio button RY, the user can set the system to automatically acquire unclaimed rewards, while by checking radio button RN and pressing the OK button AP, the system can set the system not to automatically acquire unclaimed rewards.
[0073] Specifically, the control unit 133 controls whether or not to automatically receive unreceived rewards in response to the user selecting either the "Yes" radio button RY or the "No" radio button RN, which are displayed as setting items on the setting screen SC1 regarding whether or not to automatically receive unreceived rewards, and pressing the OK button AP. For example, if radio button RY is selected, the control unit 133 will have the reward management unit 131 automatically receive the unreceived rewards, while if radio button RN is selected, the reward management unit 131 will not automatically receive the unreceived rewards.
[0074] Figure 8 shows an example of the reward list screen SC2. This reward list screen SC2 is displayed in the display area of the user terminal 200's display device when, for example, a user logs into game G on user terminal 200.
[0075] As described above, the display control unit 135 displays on the user terminal 200 a list of unreceived rewards that are scheduled to be automatically awarded by the reward management unit 131, that is, rewards for which an award has been recorded.
[0076] On the reward list screen SC2, for example, if the radio button RY is selected on the settings screen SC1 mentioned above, and there is at least one reward that the user has completed but not received during the event period, that unclaimed reward will be displayed in a vertical arrangement. On the other hand, if there is no at least one reward that the user has completed but not received during the event period, that unclaimed reward will not be displayed in a vertical arrangement.
[0077] In this embodiment, the user has, for example, three unclaimed rewards recorded, but these three rewards are automatically granted. Specifically, the play screen displays, for example, item A1, item B1, and gacha A3 as rewards that have been recorded as being granted. In this example, item A1, item B1, and gacha A3 were treated as unclaimed rewards because they had not been granted to the user at the end of the event period, but they are automatically granted to the user immediately afterward.
[0078] The display control unit 135 prioritizes the display of unclaimed rewards, such as Gacha A3, which have been automatically awarded by the reward management unit 131, in the display area where the user checks their rewards, over other rewards awarded by the reward management unit 131. Specifically, the display control unit 135 displays such priority rewards, for example, at the very top of the screen to make them easily noticeable to the user.
[0079] In this embodiment, the display control unit 135 displays the message "Automatically Received Reward" N1 for items A1, B1, and Gacha A3, for example, so that it is clear to the user that items A1, B1, and Gacha A3 are rewards that have been automatically given to the user. This allows the user to recognize that the rewards have been automatically granted.
[0080] The reward granting server 100 according to this embodiment includes: a storage unit 120 that stores mission reward information 121 indicating the correspondence between mission identifiers for identifying missions that a user can progress through via a user terminal 200 during an event period in a game, and rewards granted upon completion of those missions; a reward management unit 131 that, for a certain period from the end of an event period in which a user attempts to complete missions via a user terminal 200, identifies and automatically acquires unclaimed rewards for missions that the user has already completed via a user terminal 200, based on the mission reward information 121; a record control unit 132 that records a log or history 122 in the storage unit 120 regarding the unclaimed rewards automatically acquired by the reward management unit 131, along with the date and time of acquisition and the mission identifier; and a notification control unit 136 that notifies the user via the user terminal 200 that unclaimed rewards have been automatically acquired. These reward management unit 131, record control unit 132, and notification control unit 136 constitute a reward granting program. The reward granting program may also be stored in a computer-readable storage medium.
[0081] The reward granting method according to this embodiment includes a reward acquisition step in which a computer (reward management unit 131), which stores mission identifiers for identifying missions that a user can progress through during an event period via a user terminal 200 in a game, and mission reward information 121 indicating the correspondence between mission identifiers and rewards granted upon completion of missions, automatically acquires rewards that have been achieved by the user via the user terminal 200 but have not yet received, based on the mission reward information 121, for a certain period from the time when the event period in which the user attempts to complete missions via the user terminal 200 has ended; a recording control step in which a computer (record control unit 132) records the unreceived rewards automatically acquired in the reward acquisition step as a log or history 122 in the storage unit 120, along with the date and time of acquisition and the mission identifier; and a notification step in which a computer (notification control unit 136) notifies the user via the user terminal 200 that unreceived rewards have been automatically acquired.
[0082] In this way, by automatically acquiring unclaimed rewards based on mission reward information 121 for a certain period after the event ends, it is possible to prevent users from forgetting to claim rewards even after completing missions, and to prevent user dissatisfaction due to missed rewards. By recording the automatically acquired unclaimed rewards as a log or history 122 along with the acquisition date and time and mission identifier, users can later check the content and acquisition date of the automatically acquired rewards, ensuring transparency. Furthermore, by notifying the user via the user terminal 200 that unclaimed rewards have been automatically acquired, the user can recognize that the rewards have been automatically granted, thus gaining a sense of security.
[0083] In this embodiment, the recording control unit 132 may increase or decrease the amount of unclaimed rewards received depending on the length of time until the unclaimed rewards are received. This would create a difference in the final amount of rewards received between users who promptly receive their rewards after completing a mission and users who have not received their rewards even after the event period has ended, thereby providing an incentive to encourage early receipt and reducing the sense of unfairness due to the timing of receipt. Furthermore, by increasing the amount of rewards received for rewards that have been unclaimed for a long period, a compensatory effect can be provided for users who have forgotten to claim their rewards, thereby eliminating the sense of unfairness among users.
[0084] In this embodiment, the reward management unit 131 may store unclaimed rewards in the in-game gift box or reward storage area. This improves user convenience because automatically acquired unclaimed rewards can be temporarily stored in a location where the user can check and receive them at any time. Furthermore, by utilizing the in-game functions of the gift box or reward storage area, there is no need to create a new receiving interface, enabling intuitive and easy-to-understand reward management for the user.
[0085] The reward granting server 100 according to this embodiment may further include a control unit 133 that controls whether or not to perform automatic receipt of unclaimed rewards by the reward management unit 131, according to the user's settings via the user terminal 200. In this way, the automatic acquisition function for unclaimed rewards can be enabled or disabled according to the user's wishes, and the needs of both users who want to actively receive rewards themselves and users who want them to be received automatically can be met. This makes it possible to provide a flexible system that prevents users from missing out on rewards while respecting their freedom of choice.
[0086] The reward granting server 100 according to this embodiment further includes a deadline setting unit 134 that sets an expiration date for unclaimed rewards granted by the reward management unit 131, allowing the unclaimed rewards to be obtained. The expiration date may be an expiration date for the period during which the rewards can be received, as in the example described above, or it may be an expiration date for the period during which the rewards can be used by the user. In this way, it is possible to prevent unclaimed rewards that have been automatically obtained from being stored indefinitely, thereby encouraging users to receive their rewards within a certain period. By setting an expiration date in this way, the game operator can suppress database bloat and achieve efficient management of system resources.
[0087] The reward granting server 100 according to this embodiment further includes a display control unit 135 that displays a list of unreceived rewards scheduled to be automatically granted by the reward management unit 131 on the user terminal 200 before the event period ends. In this way, users can check in advance any unreceived rewards for which they have already completed the mission, before the event period ends, allowing them to decide whether to receive the rewards themselves during the event period or leave it to be automatically acquired. This increases transparency for users and improves their confidence in the automatic acquisition function.
[0088] In this embodiment, the storage unit 120 stores mission information 123 and reward information 124 for each of several different events, and the reward management unit 131 may automatically grant any unclaimed rewards when the period of each event has ended. In this way, when several different events are held in parallel, or when several events are held at different times, unclaimed rewards can be automatically acquired individually at the end of each event, enabling appropriate reward management for each event. This comprehensively prevents users from missing out on rewards, even in games that offer a variety of events.
[0089] The reward granting server 100 according to this embodiment further includes a display control unit 135 that, in the display area for users to check their rewards, displays unclaimed rewards automatically granted by the reward management unit 131 with priority over other rewards granted by the reward management unit 131. This allows users to easily recognize automatically acquired unclaimed rewards without overlooking them, and to clearly understand which rewards were automatically acquired. As a result, users can reliably confirm rewards granted by the automatic acquisition function, improving the transparency and reliability of the system.
[0090] <Other Embodiments> Each of the above operation flows can be performed not only independently, but also in combination of two or more operation flows. For example, some steps of one operation flow may be added to another operation flow, or some steps of one operation flow may be replaced with some steps of another operation flow. It is not necessary to execute all steps in each flow; only some steps may be executed. Also, the order of steps in each flow may be changed as appropriate.
[0091] In this embodiment, the reward management unit 131 may distribute unclaimed rewards in stages over multiple installments, rather than automatically acquiring all unclaimed rewards at once at the end of the event period. Specifically, the reward management unit 131 may automatically acquire 50% of the unclaimed rewards on the first day after the end of the event period, and the remaining 50% on the third day, thus distributing the rewards with a time lag. This allows the user to be notified of the reward receipt multiple times, thereby increasing the frequency of logging into the game. The record control unit 132 records the date, time, and amount of distribution at each stage in the storage unit 120 as a log or history 122. The notification control unit 136 notifies the user via the user terminal 200 for each distribution stage.
[0092] In the settings screen SC1 shown in Figure 7, the control unit 133 may allow the user to set automatic acquisition on or off for each type of reward. Specifically, the display control unit 135 displays checkboxes for each type of reward on the settings screen SC1, such as "Automatically acquire items," "Do not automatically acquire gacha tickets," and "Automatically acquire in-game currency." Based on these settings via the user terminal 200, the control unit 133 controls the types of rewards that are subject to automatic acquisition by the reward management unit 131. For example, if a user only wants to receive gacha tickets themselves, only rewards other than gacha tickets will be automatically acquired, and gacha tickets will be kept in a state where they need to be received manually. This allows for detailed automatic acquisition settings according to the user's preferences.
[0093] In this embodiment, the notification control unit 136 may notify not only the user who has automatically received the unclaimed reward, but also other users registered as friends of that user. Specifically, the memory unit 120 stores friend information indicating the friendship between users, and the notification control unit 136 refers to this friend information and sends a message such as "Your friend, XX, has automatically received the mission reward" to the user terminal 200 of the friend of the user who has automatically received the reward. This promotes the sharing of game progress among friends and encourages community building and continued participation in the game. Also, knowing about the activities of friends can motivate oneself to take on missions. Alternatively, the notification control unit 136 may, for example, automatically receive the reward for a mission achieved by the entire guild (team) if a member has forgotten to receive it, and notify the guild chat with "XX has automatically received the reward!". This can revitalize communication within the guild.
[0094] A program may be provided that causes a computer to execute each of the processes described in the above embodiment. The program may be recorded on a computer-readable medium. Using a computer-readable medium, it is possible to install the program on a computer. Here, the computer-readable medium on which the program is recorded may be a non-transient storage medium. The non-transient storage medium is not particularly limited, but may be a storage medium such as a CD-ROM or DVD-ROM. Furthermore, the circuits that execute each of the processes performed by the device according to the above embodiment may be integrated, and at least a part of the device may be configured as a semiconductor integrated circuit (chipset, SoC).
[0095] The functions realized by the apparatus according to the above embodiments may be implemented in a circuit or processing circuitry, including a general-purpose processor, an application-specific processor, an integrated circuit, an ASIC (Application Specific Integrated Circuit), a CPU (a Central Processing Unit), conventional circuits, and / or a combination thereof, programmed to realize the described functions. A processor, including transistors and other circuits, is considered a circuit or processing circuitry. A processor may be a programmed processor that executes a program stored in memory. In this disclosure, circuitry, unit, and means are hardware programmed to realize or perform the described functions. Such hardware may be any hardware disclosed herein, or any hardware known to be programmed to realize or perform the described functions. If such hardware is a processor that is considered to be a type of circuitry, then such circuitry, means, or unit is a combination of hardware and software used to constitute such hardware and / or processor.
[0096] The terms "based on" and "depending on / in response to" used in this disclosure do not mean "based solely on" or "depending solely on" unless otherwise specified. "Based on" means both "based solely on" and "at least partially on." Similarly, "depending on" means both "at least partially on" and "at least partially on." The terms "include," "comprise," and their variations do not mean to include only the listed items, but may include only the listed items or may include additional items in addition to the listed items. Furthermore, the term "or" used in this disclosure is not intended to mean exclusive OR. Additionally, any reference to elements using designations such as "first," "second," etc., used in this disclosure does not generally limit the quantity or order of those elements. These designations may be used herein as a convenient way to distinguish between two or more elements. Therefore, references to the first and second elements do not imply that only two elements may be adopted therein, or that the first element must precede the second element in any way. In this disclosure, where articles are added by translation, such as a, an, and the in English, these articles shall be plural unless it is clearly indicated by the context that they are not.
[0097] Although the embodiments have been described in detail above with reference to the drawings, the specific configuration is not limited to those described above, and various design changes can be made without departing from the gist of the invention.
[0098] For example, in the above embodiment, the reward management unit 131 automatically acquires all unclaimed rewards, but this is not limited to this. Certain rare rewards or rewards that require the user to be presented with a choice (e.g., one of A, B, or C) may be excluded from automatic acquisition. In that case, a field such as an "automatic acquisition target flag" may be provided in the mission reward information 121, and for rewards that are excluded, only notification (see Patent Document 1) will be sent as before at the end of the event period.
[0099] Furthermore, while the reward management unit 131 in the above embodiment is said to perform automatic acquisition processing for a certain period from the time the event period ends, for example, it may perform automatic acquisition processing when the user logs in again after the event period has ended, or it may perform automatic acquisition processing in a batch at the time of regular maintenance after the event period has ended. Also, the reward management unit 131 may perform automatic execution processing not only for a certain period from the time the event period ends, but for example, during the event period.
[0100] The reward management unit 131 may perform the above-described automated acquisition process only for users who meet certain conditions, only for users whose cumulative spending exceeds a certain amount (VIP), only for users who have purchased and activated a specific subscription, only for users whose game progress is above a certain level, or only for users whose game has been played for a certain number of days since they started playing the game.
[0101] (Note) The features of the above-described embodiment are noted below. (Note 1) A storage unit that stores mission identifiers for identifying missions that users can progress through during an event via a user terminal in a game, and mission reward information that shows the correspondence between these identifiers and the rewards given upon completion of the missions. A reward management unit that, for a certain period from the time when the event period in which the user attempts to complete the mission via the user terminal ends, identifies and automatically retrieves rewards that the user has already completed but has not yet received, based on the mission reward information, A record control unit records a log or history in the storage unit with respect to unreceived rewards automatically acquired by the reward management unit, along with the date and time of acquisition by the reward management unit and the mission identifier. A notification control unit that notifies the user via the user terminal that the unreceived reward has been automatically acquired, A reward-granting server equipped with the necessary features. (Note 2) The record control unit increases or decreases the amount of unreceived rewards to be received, depending on the length of the period until the unreceived rewards are received. The reward distribution server as described in Appendix 1. (Note 3) The reward management unit stores the unreceived rewards in the in-game gift box or reward storage area. The reward-granting server specified in either Appendix 1 or Appendix 2. (Note 4) The system further includes a control unit that controls whether or not to perform automatic receipt of the unreceived rewards by the reward management unit, in accordance with the user's settings via the user terminal. The reward-granting server specified in any of the appendices 1 through 3. (Note 5) With respect to the unreceived rewards granted by the aforementioned reward management unit, the system further includes a deadline setting unit that sets an expiration date for when the unreceived rewards can be obtained. The reward-granting server specified in any of the appendices 1 through 4. (Note 6) The system further includes a display control unit that displays a list of unclaimed rewards scheduled to be automatically awarded by the reward management unit to the user terminal before the end of the event period in which the user attempts to complete a mission. The reward-granting server specified in any of Appendix 1 to Appendix 5. (Note 7) The memory unit stores, for each of several different events, mission information related to the mission and reward information related to the reward. The reward management unit automatically grants any unreceived rewards upon the completion of the respective event period. The reward-granting server specified in any of the appendices 1 through 6. (Note 8) The display area for the user to check the rewards further includes a display control unit that prioritizes displaying the unreceived rewards automatically granted by the reward management unit over other rewards granted by the reward management unit. The reward-granting server specified in any of the appendices 1 through 7. (Note 9) A computer in a game, which stores mission identifiers for identifying missions that a user can progress through during an event via a user terminal, and mission reward information indicating the correspondence between these identifiers and the rewards awarded upon completion of the missions, automatically acquires rewards for missions that the user has already completed but has not yet received, based on the mission reward information, for a certain period of time starting from the end of the event period in which the user attempts to complete the missions via the user terminal. A recording control step in which the computer records in the storage unit as a log or history with respect to unreceived rewards automatically obtained in the reward acquisition step, along with the date and time of acquisition in the reward acquisition step and the mission identifier, A notification step in which the computer notifies the user via the user terminal that it has automatically acquired the unreceived reward, A method of awarding rewards that includes the following. (Note 10) Computers, A storage unit that stores mission identifiers for identifying missions that users can progress through during an event via a user terminal in a game, and mission reward information that shows the correspondence between these identifiers and the rewards given upon completion of the missions. A reward management unit that, for a certain period from the time when the event period in which the user attempts to complete the mission via the user terminal ends, identifies and automatically retrieves rewards that the user has already completed but has not yet received, based on the mission reward information, A record control unit records a log or history in the storage unit with respect to unreceived rewards automatically acquired by the reward management unit, along with the date and time of acquisition by the reward management unit and the mission identifier. A notification control unit that notifies the user via the user terminal that the unreceived reward has been automatically acquired, A reward program designed to function as such. (Note 11) Computers, A storage unit that stores mission identifiers for identifying missions that users can progress through during an event via a user terminal in a game, and mission reward information that shows the correspondence between these identifiers and the rewards given upon completion of the missions. A reward management unit that, for a certain period from the time when the event period in which the user attempts to complete the mission via the user terminal ends, identifies and automatically retrieves rewards that the user has already completed but has not yet received, based on the mission reward information, A record control unit records a log or history in the storage unit with respect to unreceived rewards automatically acquired by the reward management unit, along with the date and time of acquisition by the reward management unit and the mission identifier. A notification control unit that notifies the user via the user terminal that the unreceived reward has been automatically acquired, A computer-readable recording medium containing a reward program designed to function as such. [Explanation of symbols]
[0102] 1: Game delivery system 100: Reward Distribution Server 110: Communications Department 120: Storage section 121: Mission Reward Information 122: Log or history 123: Mission Information 124: Reward Information 130: Processing Unit 131: Compensation Management Department 132: Recording Control Unit 133: Control Unit 134: Deadline setting section 135: Display Control Unit 136: Notification Control Unit 200: User terminal
Claims
1. A storage unit that stores mission identifiers for identifying missions that users can progress through during an event via a user terminal in a game, and mission reward information that shows the correspondence between these identifiers and the rewards given upon completion of the missions. A reward management unit that, for a certain period from the time when the event period in which the user attempts to complete the mission via the user terminal ends, identifies and automatically retrieves rewards that the user has already completed but has not yet received, based on the mission reward information, A record control unit records a log or history in the storage unit with respect to unreceived rewards automatically acquired by the reward management unit, along with the date and time of acquisition by the reward management unit and the mission identifier. The system includes a notification control unit that notifies the user via the user terminal that the unreceived reward has been automatically acquired, The record control unit is a reward granting server that increases or decreases the amount of unreceived rewards to be received depending on the length of time until the unreceived rewards are received.
2. A storage unit that stores mission identifiers for identifying missions that a user can progress through via a user terminal during the event period in a game, and mission reward information indicating the correspondence between mission identifiers and rewards given upon completion of the missions, A reward management unit that, for a certain period from the time when the event period in which the user attempts to complete the mission via the user terminal ends, identifies and automatically retrieves rewards that the user has already completed but has not yet received, based on the mission reward information, A record control unit records a log or history in the storage unit with respect to unreceived rewards automatically acquired by the reward management unit, along with the date and time of acquisition by the reward management unit and the mission identifier. A notification control unit that notifies the user via the user terminal that the unreceived reward has been automatically acquired, The system further includes a control unit that controls whether or not to perform automatic receipt of the unreceived rewards by the reward management unit, in accordance with the user's settings via the user terminal. Reward distribution server.
3. The reward management unit stores the unreceived rewards in the in-game gift box or reward storage area. The reward-granting server according to claim 1 or claim 2.
4. With respect to the unreceived rewards granted by the aforementioned reward management unit, the system further includes a deadline setting unit that sets an expiration date for when the unreceived rewards can be obtained. The reward-granting server according to claim 1 or claim 2.
5. The system further includes a display control unit that displays a list of unclaimed rewards scheduled to be automatically awarded by the reward management unit to the user terminal before the end of the event period in which the user attempts to complete a mission. The reward-granting server according to claim 1 or claim 2.
6. The memory unit stores, for each of several different events, mission information related to the mission and reward information related to the reward. The reward management unit automatically grants any unreceived rewards upon the completion of the respective event period. The reward-granting server according to claim 1 or claim 2.
7. The display area for the user to check the rewards further includes a display control unit that prioritizes displaying the unreceived rewards automatically granted by the reward management unit over other rewards granted by the reward management unit. The reward-granting server according to claim 1 or claim 2.
8. A computer in which a storage unit stores mission identifiers for identifying missions that a user can progress through via a user terminal during the event period in a game, and mission reward information indicating the correspondence between mission identifiers and rewards awarded upon completion of the missions, a reward acquisition step in which, within a certain period from the time when the event period in which the user attempts to complete the missions via the user terminal ends, the computer identifies and automatically acquires rewards that the user has already completed but has not yet received, based on the mission reward information, A recording control step in which the computer records in the storage unit as a log or history with respect to unreceived rewards automatically obtained in the reward acquisition step, along with the date and time of acquisition by the reward acquisition step and the mission identifier, A notification step in which the computer notifies the user via the user terminal that it has automatically acquired the unreceived reward, It has, The record control step includes a reward granting method in which the computer increases or decreases the amount of unreceived rewards received depending on the length of time until the unreceived rewards are received.
9. A computer in a game, which stores mission identifiers for identifying missions that a user can progress through during an event via a user terminal, and mission reward information indicating the correspondence between these identifiers and the rewards awarded upon completion of the missions, automatically acquires rewards for missions that the user has already completed but has not yet received, based on the mission reward information, for a certain period of time starting from the end of the event period in which the user attempts to complete the missions via the user terminal. A recording control step in which the computer records in the storage unit as a log or history with respect to unreceived rewards automatically obtained in the reward acquisition step, along with the date and time of acquisition by the reward acquisition step and the mission identifier, A notification step in which the computer notifies the user via the user terminal that it has automatically acquired the unreceived reward, A control step in which the computer controls whether or not to perform automatic receipt of the unreceived rewards according to the user's settings via the user terminal, A method of awarding rewards that includes the following.
10. A reward granting program for functioning as a reward granting server according to Claim 1 or Claim 2.
11. A computer-readable recording medium that stores a reward granting program for functioning as a reward granting server according to Claim 1 or Claim 2.