Program, provision management device, and game device

TWI935586BActive Publication Date: 2026-08-11BANDAI CO LTD
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Patent Information

Application Number
TW113150200
Authority / Receiving Office
TW · TW
Patent Type
Patents
Current Assignee / Owner
Priority Date
2024-02-16
Filing Date
2024-12-23
Publication Date
2026-08-11
Estimated Expiration
2044-12-22

AI Technical Summary

Technical Problem

Existing game systems fail to maintain player interest by effectively managing and prompting game elements, leading to a decline in enjoyment.

Method used

Implementing a supply control mechanism that provides game elements in varying quantities, with the second quantity being exchangeable for a specified price, and limiting the number of times game elements can be provided in the second quantity to be less than the first, thereby enhancing player engagement.

Benefits of technology

This approach increases player enjoyment by maintaining interest through controlled availability and scarcity of game elements, ensuring a more engaging gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

The purpose of this invention is to provide a game that enhances player enjoyment. The program of this invention functions as a supply control mechanism, which provides game elements used in in-game transactions in either a first supply quantity or a second supply quantity that can be exchanged for a specified cost. The supply control mechanism controls the number of times game elements can be provided with the second supply quantity to be less than the number of times game elements can be provided with the first supply quantity.
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Description

[Technical Field]

[0001] This invention relates to a program, a management device, and a game device. [Previous Technology]

[0002] In recent years, game systems that deliver games to players' terminals via communication networks have become increasingly common. Furthermore, the game system's server provides various game elements that can be used in the game (e.g., Patent Document 1). [Prior Art Documents] [Patent Documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2015-047516 [Summary of the Invention]

[0004] [Problem to be solved by the invention] In the game system described above, an important problem is to focus on the types of game elements provided to the player and the methods of prompting the game elements in order to keep the player interested in the game. As a result, a game that enhances the player's enjoyment is provided.

[0005] Therefore, the object of the present invention is to provide a game program that can enhance player enjoyment, a management device, and a game device. [Technical Means for Solving the Problem]

[0006] One aspect of the present invention is a program that enables a computer to function as a supply control mechanism, which provides game elements used in in-game transactions in either a first supply quantity or a second supply quantity that can be exchanged for a specified price; and the supply control mechanism controls the number of times game elements can be provided with the second supply quantity to be less than the number of times game elements can be provided with the first supply quantity.

[0007] One aspect of the present invention is a provision management device comprising: a provision control mechanism that provides game elements used in transactions within a game in either a first provision amount or a second provision amount that can be exchanged for a specified cost; and the provision control mechanism controls the provision in such a way that the number of times game elements can be provided with the second provision amount is less than the number of times game elements can be provided with the first provision amount.

[0008] One aspect of the present invention is a program that enables a computer to function as: a prompting control mechanism that prompts for the provision of a first quantity of game elements that can be exchanged for a specified cost, and a second quantity of game elements that can be exchanged for a specified cost; and a granting control mechanism that grants game elements with either the selected first quantity or the second quantity; wherein the game elements are game elements used in transactions within the game; and the granting control mechanism controls the number of times game elements can be granted with the second quantity to be less than the number of times game elements can be granted with the first quantity.

[0009] One aspect of the present invention is a game device comprising: a prompting control mechanism that allows for the selection of: the provision of a first quantity of game elements that can be exchanged for a specified cost, and the provision of a second quantity of game elements that can be exchanged for a specified cost; and a delivery control mechanism that delivers game elements in either the selected first or second quantity; wherein the game elements are game elements used in in-game transactions; and the delivery control mechanism controls the delivery in such a way that the number of times game elements are delivered in the second quantity is less than the number of times game elements are delivered in the first quantity. [Effects of the Invention]

[0010] According to the present invention, a game with higher enjoyment can be provided.

Implementation Method

[0012] <Overall Configuration> Figure 1 is a diagram showing an example of the overall configuration of the game system of this embodiment. As shown in Figure 1, the game system is configured with a player terminal 1 prepared for each player A and B in the game, and a game server 2. The player terminal 1 and the game server 2 can be connected to a communication line N and can communicate with each other.

[0013] Communication line N means a communication line that can conduct data communication. That is, in addition to dedicated lines (dedicated cables) used for direct connection or LAN (Local Area Network) using Ethernet (registered trademark), communication line N also includes communication networks such as telephone communication networks or cable networks, Internet, etc. The communication method can be either wired or wireless.

[0014] Player terminal 1 is a computer capable of executing game programs. It is connected to communication line N via a wireless communication base station or the like, and can communicate data with game server 2. Player terminal 1 can be, for example, a personal computer, smartphone, mobile phone, portable gaming device, fixed home gaming device, commercial gaming device, tablet computer, or a controller for a fixed home gaming device. There are generally multiple player terminals 1, operated by individual players.

[0015] Game server 2 is a server system comprising one or more server devices or memory devices. Game server 2 provides various services for operating the game of this embodiment, including managing data required for game operation, executing game programs or publishing data required for the game on player terminal 1, etc.

[0016] Figure 2 is a diagram showing an example of the device configuration of a player terminal 1, namely a laptop computer. As shown in Figure 2, the player terminal 1 includes a display 11 and an operating mechanism, namely a keyboard 12. Furthermore, the player terminal 1 is equipped with a control board (not shown), a built-in battery, a power button, a volume control button, a speaker, etc.

[0017] The control board is equipped with various microprocessors such as CPU (Central Processing Unit), GPU (Graphics Processing Unit), and DSP (Digital Signal Processor), as well as various IC (Integrated Circuit) memory such as ASIC (Application Specific Integrated Circuit), VRAM (Video Random Access Memory), RAM (Random Access Memory), and ROM (Read Only Memory), and a wireless communication module for wireless communication with mobile phone base stations. Furthermore, the control board is equipped with I / F circuits (interface circuits) such as the driver circuit for the touch operation panel 12. Each element mounted on the control board is electrically connected via bus circuits, etc., and can be connected to read / write data or transmit / receive signals.

[0018] Multiple game elements appear in the game of this embodiment. Each game element will be described below.

[0019] <First Type of Game Element> The first type of game element is an item that materializes a character and is represented by an image. Images include static images and animated images. Furthermore, the item can be either intangible or tangible. For example, a virtual game card displayed on a computer, or a physical game card. Additionally, the item is not limited to cards, as long as it constitutes a game element that can be specifically associated with it. The item can be, for example, a figurine with the appearance of a game element. In the following explanation, the first type of game element will be explained using the example of a virtual game card that materializes a character.

[0020] In the game of this embodiment, there are multiple types of the first game element, namely game cards. The information recorded on the front of the game card varies depending on the type of game card. Several types of game cards can be set, but in the following description, examples of three types of game cards are used: Leader Card 21 (first type, first game element), Battle Card 22 (first type, second game element), and Bonus Card 23 (first type, third game element). The common point of any type of game card is that it corresponds to the character image of the work. The character image is the image of the character appearing in the work, but in this embodiment, the image of the scene containing the character appearing in the work is also described as the character image. Furthermore, even for the same character, there are multiple game cards with different character images, which are treated as different game cards.

[0021] Players use acquired game cards to pre-construct a deck to play the game. Each time a deck is constructed, the total number of cards in the deck and the number of each type of card are predetermined. In this embodiment, a deck with a total of 50 cards, including 1 Leader Card 21, is used as an example for explanation, but the number of cards can be any number as long as it is predetermined.

[0022] Furthermore, the game card has a positive position, and the player can directly determine the state of the content recorded on the game card as positive when observing it. Moreover, there are multiple possible configuration states for the game card. In the following description, the state where the game card is in the positive position is called the active state, and the horizontal state after rotating the game card 90 degrees is called the resting state. Also, the state of the game card in the opposite position after rotating it 180 degrees in a designated area is called the active state. Additionally, a designated orientation can be predetermined as the active state, and the situation where the game card's orientation changes from a designated orientation can be predetermined as the resting state. During the game, these states of the game card can be used as appropriate.

[0023] <Leader Card 21> Explanation of Leader Card 21 (First Type, First Game Element). Figures 3 and 4 show examples of Leader Card 21. Figure 3 shows an example of the front of Leader Card 21. Figure 4 shows an example of the back of Leader Card 21. Leader Card 21 is a card that constitutes one card in the deck. Leader Card 21 is a game card used to battle against an opponent's Leader Card 21 or Battle Card 22.

[0024] Character information 10 and card information 11 are recorded on the front and back of the leader card 21, respectively. The leader card 21 is displayed so that the front can be seen at the start of the game, but the back can be seen when certain conditions are met.

[0025] Leader Card 21 includes Character Information 10 and Card Information 11. Character Information 10 includes Character Name 101, Character Image 102, Power Information 103, and Effect Information 104.

[0026] Character Name 101 is the name of the character corresponding to this card. In the example shown in Figures 3 and 4, it is recorded as "Sakurakoji".

[0027] Character Image 102 is an image of the character corresponding to this card.

[0028] Ability Information 103 refers to the parameter of the ability of the character corresponding to the game card. In this embodiment, the case where the character's power value is recorded is explained as ability information. Victory is achieved when the power value is greater than the power value of the opponent's battle card 22. In the example of Figure 3, the power value is recorded as "15000", but in the example of Figure 4, the power value is recorded as "20000".

[0029] Effect Information 104 contains skill information related to the effect activated when attacking, and awakening information related to the conditions and effects of returning from face to face. In the example of Figure 3, the skill information states "When attacking: Draw one card", and the awakening information states "When life points are 4 or less, draw 1 card. Then flip this card over".

[0030] Additionally, ability information 103 and effect information 104 may also be included in character information 10, but in this description, the example of ability information 103 and effect information 104 not being included in character information is used for illustration.

[0031] Card information 11 includes front and back information 111, card type name 112, card type mark 113, color information 114, rarity 115 and card identification information 116.

[0032] Front and Back Information 111 refers to the information on the front and back of the leader card 21. Any information indicating the front and back can be a text string, illustration, symbol, etc. In the example shown in Figure 3, the front is shown using the word "front," and in the example shown in Figure 4, the back is shown using the text string "back." Furthermore, the front and back information only needs to exist on the back. This is because the appearance of the cards in card games is also important, so it is preferable not to record unnecessary information on the front.

[0033] Card category name 112 displays information about the card category. Card category name 112 contains information about any of the following: leader card, battle card, and bonus card. However, in the example of leader card 21 shown in Figures 3 and 4, the card category name 112 is recorded as "leader".

[0034] Card category symbol 113 records any of the symbols that distinguish Leader Card 21, Battle Card 22, and Bonus Card 23. Leader Card 21 records a leader symbol indicating that it is a leader card. In order to visually understand that it is a leader card, this leader symbol (first symbol) is preferably a symbol that can be recalled as the function of Leader Card 21.

[0035] Color information 114 displays the color information of the card. Players refer to the color information 114 of the leader card 21 and use the battle card 22 and bonus card 23 of the same color information to construct a deck.

[0036] Rarity 115 displays the rarity level of the game card. The rarity level can be displayed in any way that is preset, but in this embodiment, a case where rarity is divided into 5 stages is used for explanation. The examples shown in Figures 3 and 4 illustrate the case where the rarity level is 1.

[0037] Card identification information 116 records the unique identification information of the game card. In the examples of Figures 3 and 4, "001" is recorded as card identification information 116.

[0038] Unlike other game cards, Leader Card 21 has a card type symbol 113 (leader symbol) and ability information 103 or effect information 104 printed on both sides. Furthermore, the ability information 103 or effect information 104 differs between the front and back. This allows a single card to represent a character's evolution or awakening, and also makes it possible to identify a Leader Card from the display on both sides.

[0039] <Battle Card 22> Explanation of Battle Card 22 (First Type, Second Game Element). Figure 5 shows an example of the front of Battle Card 22. Figure 6 shows an example of the back of Battle Card 22. As shown in Figure 5, Battle Card 22 only displays the image of the corresponding character on the front. The backs of Battle Card 22 are all identical. Battle Card 22 is a card used to attack the opponent's Leader Card 21 or Battle Card 22.

[0040] Battle Card 22 includes Character Information 10 and Card Information 11.

[0041] Character information 10, like leader card 21, includes character name 101, character image 102, power information 103, and effect information 104. It further includes combo information 105 and cost information 106.

[0042] Character name 101, like leader card 21, is the name of the character corresponding to that card. In the example shown in Figure 5, it is recorded as "Umekoji".

[0043] Character image 102, like leader card 21, is an image of the character corresponding to that card.

[0044] Ability Information 103, like Leader Card 21, consists of parameters related to the abilities of the character corresponding to that card. In the example in Figure 5, the strength value is recorded as "20000".

[0045] Effect Information 104 records skill information related to the effect activated when attacking. In the example of Figure 5, as skill information, it records "When attacked by this card and the attack is lost, Life Points are reduced by 1".

[0046] Combo information 105 is information related to the power value that increases the power value of other game cards placed in the battle area. In the example shown in Figure 5, combo information 105 is recorded as "+5000".

[0047] Cost information 106 refers to the cost information required when the battle card 22 is placed from the hand into the battle zone. That is, by changing the number of game cards configured in the energy zone according to the value recorded in cost information 106, for example, changing them from an active state to a resting state, the battle card 22 can be placed into the battle zone. In the example of Figure 5, "3" is recorded as cost information 106. Furthermore, in the following explanation, the change of a game card configured in the energy zone from an active state to a resting state will be explained as the "payment cost".

[0048] Card information 11 includes card category name 112, card category mark 113, color information 114, rarity 115 and card identification information 116.

[0049] Card category name 112 displays information about the card category. In the example of battle card 22 shown in Figure 5, the card category name 112 is recorded as "battle".

[0050] The battle symbol (second symbol) indicating that it is a battle card 22 is recorded in card category symbol 113. In order to visually understand that it is a battle card, the battle symbol is preferably a symbol that can be recalled of the function of battle card 22.

[0051] Color information 114 displays information about the color to which the card belongs. Players refer to the color information 114 of Leader Card 21 and use Battle Card 22 and Bonus Card 23 of the same color information to construct a deck.

[0052] Rarity 115 displays the rarity level of the game card. In the example shown in Figure 5, a rarity level of 1 is illustrated.

[0053] Card identification information 116 records the unique identification information of the game card. In the example of Figure 5, “002” is recorded as card identification information 116.

[0054] <Bonus Card 23> Explanation of Bonus Card 23 (Type 1, Third Game Element). Figure 7 is an example of the front of Bonus Card 23. As shown in Figure 7, the front of Bonus Card 23 displays an image of the corresponding character. The back of Bonus Card 23 is the same as Battle Card 22. Therefore, the back of Bonus Card 23 is the same as Battle Card 22 shown in Figure 6.

[0055] Bonus Card 23 includes Character Information 10 and Card Information 11.

[0056] Character information 10 includes character name 101, character image 102, effect information 104 and cost information 106.

[0057] Character Name 101 is the name of the character corresponding to this card. In the case of Bonus Card 23, it is the name of a characteristic scene (scene), situation, landscape, background, building, character's possessions, event, etc. that appears in the work. In the example of Figure 7, it is recorded as "Water Surface Slash".

[0058] Character Image 102 is an image of the character corresponding to this card. It is an image that represents the characteristic scenes (scenes), situations, landscapes, backgrounds, buildings, the character's possessions, events, etc., that appear in the work, together with the character.

[0059] Effect Information 104 contains skill information related to the effect activated when attacking (offending). In the example of Figure 7, the skill information states "Double power for 1 turn".

[0060] Cost information 106 refers to the cost information required when the bonus card 23 is loaded from the hand to the battle zone. In the example of Figure 7, "3" is recorded as cost information 106.

[0061] Card information 11 includes card category name 112, card category mark 113, color information 114, rarity 115 and card identification information 116.

[0062] Card category name 112 displays information about the card category. In the example of bonus card 23 shown in Figure 7, the card category name 112 is recorded as "bonus".

[0063] The card category mark 113 indicates that it is a bonus card 23 (the third symbol). In order to visually understand that it is a bonus card, the bonus symbol is preferably a symbol that can be recalled of the function of bonus card 23.

[0064] Color information 114 displays information about the color to which the card belongs. Players refer to the color information 114 of Leader Card 21 and use Battle Card 22 and Bonus Card 23 of the same color information to construct a deck.

[0065] Rarity 115 displays the rarity level of the game card. In the example shown in Figure 7, a case with a rarity level of 1 is illustrated.

[0066] Card identification information 116 records the identification information that uniquely identifies the game card. In the example of Figure 7, the card identification information 116 is recorded as "003".

[0067] <Second Game Element> The second game element is described.

[0068] The second type of game element in this embodiment is a game element used in in-game transactions and is referred to as in-game currency. The second type of game element includes a paid second type of game element (second type 1 game element) that players can obtain by paying a price (e.g., money), and a free second type of game element (second type 2 game element) that players do not need to exchange with a price (e.g., money) but are given by the game operator by fulfilling specified conditions (e.g., tasks prepared by the game operator). The paid second type of game element (second type 1 game element) and the free second type of game element (second type 2 game element) are mainly used for exchanging (purchasing) the aforementioned first type of game element (game card), etc. In the following description, the paid second type of game element (second type 1 game element) is referred to as paid currency, and the free second type of game element (second type 2 game element) is referred to as free currency.

[0069] Next, the composition of each device will be explained.

[0070] <Composition of Player Terminal 1> Figure 8 is a block diagram showing an example of the functional composition of player terminal 1.

[0071] As shown in FIG8, the terminal 1 includes a display unit 51, a game element reading unit 52, an operation input unit 53, a sound output unit 54, a communication unit 55, a memory unit 56, and a processing unit 57.

[0072] The display unit 51 displays various game screens based on the input image signal. The function of the display unit 51 can be realized by display devices such as flat panel displays such as liquid crystal displays, cathode ray tubes (CRTs), projectors, and head-mounted displays. In the example of the personal computer in Figure 2, the display unit 51 is equivalent to the monitor 11.

[0073] The game element reading unit 52 is a reader that reads information about characters appearing in the game from a physical game card. By setting (configuring) the characters appearing in the battle game from the game card held by the player, the game element reading unit 52 can read the identification information of the game card, etc.

[0074] The operation input unit 53 is used for players to input various operations related to the game, and outputs operation input signals corresponding to the operation input to the processing unit 57. The function of the operation input unit 53 can be realized not only by components that players can directly operate with their fingers, such as keyboards, mice, touch pads, home buttons, push-button switches, or joysticks and trackballs, but also by components that detect movement or posture, such as accelerometers, angular velocity sensors, tilt sensors, and geomagnetic sensors. In the example of the personal computer in Figure 2, the operation input unit 53 is equivalent to the keyboard 12.

[0075] The sound output unit 54 is used to output sound effects and the like related to the game based on the input sound signal.

[0076] The communication unit 55 is connected to the communication line N to realize communication. The function of the communication unit 55 can be realized, for example, through a wireless communication device, modem, TA (Terminal Adaptor), a jack for wired communication cable, or control circuit.

[0077] The memory unit 56 pre-memorizes programs that enable the player terminal 1 to operate, as well as data used during program execution, or temporarily memorizes them each time processing occurs. The memory unit 56 can be implemented, for example, by using a solid-state drive with IC memory such as RAM or ROM, flash memory, a magnetic disk such as a hard disk, a CD-ROM (Compact Disk-Read Only Memory) or DVD (Digital Video Disk).

[0078] The memory unit 56 stores the system program and the game program. The system program is used to implement the basic functions of the computer, which serves as the player terminal 1. The game program is used to enable the processing unit 57 to perform the functions described later. When the player completes account login, the program is released from the game server 2 or other application distribution server, etc. Furthermore, the memory unit 56 stores the databases required to execute the game. In this embodiment, the memory unit 56 stores the player information database D1 and the game element information database D2.

[0079] Player Information Database D1 is a database that stores various information about players. Figure 9 shows an example of Player Information Database D1. Player Information Database D1 includes fields for Player ID, Player Name, Player Information, Level, Profile Card Information, Game Cards Held, Deck Information, Currency Held, Purchase History Information, and Last Update Date, which establishes associations and remembers various pieces of information.

[0080] The Player ID field records identification information for the player. The Player Name field, for example, records a nickname. The Player Information field records experience points gained through gameplay. The Level field records the player's level gained through accumulated experience points. The Profile Card Information field records information related to the profile card (described later). The Game Card Holding Information field records the game card identification information (game card ID) of the game cards held by the player. The Deck Information field contains information related to the player's deck composed of game cards, and records the game card IDs of the game cards constituting each deck.

[0081] The Currency Holding Information field records information related to the in-game currency held by the player, listing the number of each type of paid or free currency. Specifically, for each type of paid or free currency, it records the acquisition date, the number acquired, and the total. The Purchase Record Information field records the player's purchase records for game cards, in-game currency, etc. Specifically, it records the game element ID of the purchased game element, the name of the game element, the purchase date, and the quantity purchased. The Last Update Date field records the last update date of the player information database D1.

[0082] The Game Element Information Database D2 is a database that stores information about game elements that appear or are used in the game. Figure 10 shows an example of the Game Element Information Database D2. The Game Element Information Database D2 includes a Game Element ID field, a Character Information field, a Game Element Image field, and a Last Update Date field, which associate and remember the various pieces of information. The Game Element ID field records the identification information (Game Card ID) of game elements such as game cards. The Character Information field records the character information (such as profile information, ability values, etc.) of the character embodied in the game element. The Game Element Image field records the image data of the game element itself (such as a game card) or the image data of the character embodied in the game element. In addition, the image data includes static images and dynamic images. The Last Update Date field records the last update date of the Game Element Information Database D2.

[0083] Additionally, these databases can be downloaded sequentially from the game server 2 by adding or changing characters used in the game.

[0084] The processing unit 57 comprehensively controls the operation of the terminal 1 based on the programs or data stored in the memory unit 56 and various input signals from the operation input unit 53. The functions of the processing unit 57 can be implemented by electronic components such as microprocessors such as CPUs or GPUs, ASICs, and IC memory. The processing unit 57 includes a player information management unit 60, a game execution control unit 61, and a store prompt control unit 62 as its main functional units.

[0085] The Player Information Management Department 60 uses the Player Information Database D1 to manage player information. The Player Information Management Department 60 uses the Player Information Database D1 to manage player information such as player ID and player name, game cards held, in-game currency, and game elements such as player-constructed decks. When this information is updated, the Player Information Management Department 60 updates the Player Information Database D1, recording the update date.

[0086] The game execution control unit 61 controls and manages the overall progress of the game. For example, the game execution control unit 61 displays a menu screen such as a home screen and performs processing selected by the player. Figure 11 is an example of displaying a home screen. In the home screen of Figure 11, the following are displayed: a home screen tab 200, a deck tab 201 for switching to a deck arrangement screen, a shop tab 202 for switching to a shop for purchasing game cards, a battle mode selection button 203 for selecting a deck to use in battle, a battle button 204 for switching to the selected battle mode, an icon 205, a reward button 206 for switching to a reward screen related to mission rewards, an icon for in-game currency 207, the balance (holding amount) of in-game currency 208, and a purchase button 209 for switching to a purchase screen for in-game currency. In addition, the balance (holding amount) of in-game currency 208 is the sum of the amount of paid currency and the amount of free currency. Additionally, icon 205 displays the name of the deck the player has currently selected, along with the leader cards contained in that deck.

[0087] The game execution control unit 61 executes the battle game between players. When the outcome of the game is determined, such as the battle result or the experience points, level, ranking, etc. that change due to the battle, the player information database D1 is updated with player information, level, etc., and the updated date is recorded as the final update date in the final update date field.

[0088] When the Shop tab 202 is selected on the home screen, the Shop prompt control unit 62 prompts for a shop screen for trading game elements (game cards, in-game currency, etc.), and displays game elements that can be selected as trading objects on the shop screen. Figures 12 and 13 are examples of displaying a shop screen. Figure 12 is an example of a shop screen for purchasing card packs (a collection of game cards), and Figure 13 is an example of a shop screen for purchasing beginner decks (a collection of game cards), prompting the selection of card packs that can be provided (given). In the card pack area, the name of the card pack 210 and the option 211 for purchasing the card pack are displayed. Here, providing (giving) includes obtaining it through exchange between the player and a cost, or providing (giving) it by the operator without a cost.

[0089] Furthermore, the available game elements may be provided with or without restrictions on the provider. Game elements with restricted provision may have limitations on the quantity provided or given, or the period during which game elements can be provided or given may be limited to a specific period. Restrictions on the quantity of game elements provided or given may include limiting the quantity provided to one player or limiting the quantity provided to all players. Additionally, multiple or separate instances of game elements with no restrictions on provision or given, and game elements with restricted provision or given, may be displayed. In the example of Figure 12, the "XXX Card Pack" and "YYY Card Pack" have no restriction on the quantity provided, but the "ZZZ Card Pack" and "SSS Card Pack" have a restriction on the quantity provided. In the example of Figure 13, the "AAA Deck," "BBB Deck," "CCC Deck," and "DDD Deck" all have a restriction on the quantity provided. Thus, unlike normally sold game elements, by setting game elements that are provided or given only in limited quantities or for a specific period, player interest in game elements can be sustained.

[0090] Furthermore, the game elements displayed on the store screen include not only currently tradable game elements, but also game elements that were previously available but are currently untradable. Currently untradable game elements include those where the number of times a game element can be given to each player is limited and that limit has been reached, or game elements where a specific number is provided to all players and that number (gift quantity) has been reached (sold out). The store display control unit 62 displays currently unavailable game elements in a form that allows the player to identify them from the currently available game elements, preventing the player from selecting those currently unavailable game elements. Figure 14 shows an example of currently available and currently unavailable game elements displayed on the store screen. In the example of Figure 14, the area 220 representing the "AAA" and "CCC" decks, which are in a sold-out state, is represented by the black color of area 221, which can be identified by the "BBB" and "DDD" decks that are available. The display of the "AAA" and "CCC" deck options 211 is changed to show "SOLD OUT", indicating that the player cannot select them. In this way, by indicating that the game elements that are currently unavailable cannot be selected, the player can know about the game elements that were previously available and will not select the game elements that are currently unavailable, thus improving the player's convenience.

[0091] Furthermore, the store notification control unit 62 also provides and distributes in-game currency. As shown in Figures 11 to 14, the provision of in-game currency is not converted into an in-game currency provision screen, but is displayed on any screen of the home screen of the home screen tab 200, the deck arrangement screen of the deck tab 201, and the store screen of the store tab 202, showing an in-game currency icon 207, a player's in-game currency balance icon 208, and an in-game currency provision screen conversion button 209.

[0092] When either the in-game currency icon 207 or the player's in-game currency balance icon 208 is selected, the store prompt control unit 62 refers to the currency holding information field in the player information database D1 to display details of the amount of paid and unpaid in-game currency currently held by the player. Figure 15 is an example of displaying details of paid and unpaid in-game currency currently held. In the example of Figure 15, the balance of paid currency and the balance of unpaid currency currently held by the player are displayed. Furthermore, as the price for purchasing game elements, it is shown that unpaid currency is consumed first, and paid currency is consumed starting from the game element acquired earlier.

[0093] Thus, in each screen, by displaying the in-game currency icon 207, the in-game currency balance icon 208, and the in-game currency provision screen switching button 209, players can see the balance of the in-game currency they currently hold and its details of paid and unpaid currency, and can switch from each screen to the in-game currency provision screen used to obtain the required in-game currency.

[0094] When the in-game currency provision screen switch button 209 is selected, the store prompt control unit 62 switches to the in-game currency provision screen. The store prompt control unit 62 displays the currently available in-game currencies on the in-game currency provision screen.

[0095] Figure 16 shows an example of an in-game currency provision screen. In the example of Figure 16, the in-game currency provision screen displays a first paid currency pack 231 and a second paid currency pack 232. The first paid currency pack 231 contains 100 yen and 150 currency, while the second paid currency pack 232 contains 100 yen and 100 currency. Thus, the amount provided for each specified cost differs between the first paid currency pack 231 and the second paid currency pack 232. That is, the first paid currency pack 231 is more favorable. However, there is a limit to the number of times the first paid currency pack 231 can be provided (given quantity) to one player. In the example of Figure 16, the limit for the number of times the first paid currency pack 231 can be provided (given quantity) to one player is 3 times. On the other hand, there is no limit to the number of times the second paid currency pack 232 can be provided (given quantity) to one player.

[0096] The store notification control unit 62, referring to the purchase record information in the player's player information database D1, notifies the player that the supply quantity (gift quantity) of the first paid currency pack 231 has reached its limit and the pack is sold out when the supply quantity (gift quantity) of the first paid currency pack 231 has reached its limit. The first paid currency pack 231 is then displayed as unselectable. Figure 17 is an example of a situation where the supply quantity (gift quantity) of the first paid currency pack 231 has reached its limit and the pack is sold out.

[0097] As mentioned above, unlike game elements that are sold normally, by setting a limited number of game elements or providing them only during a specific period, players' interest in game elements can be sustained.

[0098] Furthermore, as a method for switching to the in-game currency provision screen, the store notification control unit 62 can also notify the user of the intention when purchasing game elements such as game cards in the store screen for purchasing game elements, and display a screen that allows switching to the in-game currency provision screen. Figure 18 is an example of a screen displayed when the in-game currency for the price of a game element is insufficient. In the example of Figure 18, a notification 233 indicating that the in-game currency for the price of a game element is insufficient and a button 234 indicating that switching to the in-game currency provision screen is possible are displayed.

[0099] <Composition of Game Server 2> Figure 19 is a block diagram showing an example of the functional composition of game server 2. Game server 2 includes a processing unit 70, a communication unit 71, and a memory unit 72.

[0100] The processing unit 70 controls the actions of the game server 2 based on the programs or data stored in the memory unit 72 and the information received. The functions of the processing unit 70 can be implemented by electronic components such as microprocessors (CPU or GPU), ASICs, and IC memory. The processing unit 70 has the functions of a player information management unit 80, a game execution management unit 81, and a store management unit 82.

[0101] The Player Information Management Department 81 uses the User Information Management Database D3 to manage player information. Figure 20 shows an example of the User Information Management Database D3. The User Information Management Database D3 has one record for each player, which is the same as the User Information Database D1.

[0102] The Player Information Management Department 81 compares the player ID and the last update date of the user information database D1 sent when the player terminal 1 logs into the game with the player ID and the last update date of the user information management database D3. If they match, the department sends the message; if they do not match, the department sends the message that the player has logged into the user information management database D3. This is to achieve synchronization of the content of the user information database D1 between the player terminal 1 and the game server 2.

[0103] The game execution management unit 82 executes and manages player matchmaking, the execution of the battle game, and the allocation of various parameters such as experience points based on the results of the battle game. Furthermore, the game execution management unit 82 uses the game element management database D4 to manage various game elements such as game cards used in the game. Figure 21 shows an example of the game element management database D4. The game element management database D4 contains the same information as the game element database D4 stored in each player's terminal 1. The game execution management unit 82 updates the game element management database D4 by the appearance of new game elements, etc. Moreover, it seeks to synchronize the content of the game element database D2 between the player's terminal 1 and the game server 2 by means of login, etc.

[0104] The Store Management Department 83 uses the Store Management Database D5 to manage stores that provide game elements. Figure 22 shows an example of the Store Management Database D5. In the example of Figure 22, a record includes a Game Element ID field that identifies the game element as a provided object, the game element field, the cost (in-game currency) field of the game element, the provision limit field of the game element, and the inventory quantity field of the game element.

[0105] The Game Element ID field records not only the Game Element IDs of game cards and in-game currency themselves, but also the identification information of a collection of multiple game cards, i.e., a game card pack (including decks), or a collection of in-game currency, i.e., an in-game currency pack. Furthermore, in the case of game card packs, even with the same identification information, the contents of the included game cards may differ. In such cases, a list of Game Card IDs associated with the game card pack's identification information (game cards that may be included in the game card pack) is pre-memorized. When provided to the player, the store management department 83 selects a Game Card ID from this list by drawing cards according to the number of cards in the game card pack, and provides the collection of game cards with the selected Game Card ID as the game card pack. The Provision Restriction field records the provision restrictions of the game element. Provision restrictions may include, for example, the quantity of the game element provided (given), and the period during which it can be provided. The inventory quantity field is marked "Yes" when there is no limit to the quantity provided, and "Inventory Quantity" is recorded when there is a limit to the quantity provided to all players.

[0106] The store management department 83 receives a request from the player terminal 1, reads the information of the game elements that become the recipients from the store management database D5, and sends it as store information.

[0107] Communication unit 71 is connected to communication line N to achieve communication.

[0108] The memory unit 72 stores the system program and the game program. The system program is used to implement the basic functions of the computer as the game server 2. The game program is used to enable the processing unit 70 to perform the functions of the player information management unit 80, the game execution management unit 81, and the store management unit 82.

[0109] Furthermore, the Records Unit 72 stores the User Information Management Database D3, the Game Element Management Database D4, and the Store Management Database D5.

[0110] <Actions of Each Device> Explanation of the actions of player terminal 1 and game server 2. Figure 23 is a sequence diagram used to explain the actions of player terminal 1 and game server 2. In the following explanation, the player ID is given based on the initial settings when the player ends the game.

[0111] When a player launches the game application on player terminal 1, the game execution control unit 61 sends the player's player ID, the player information database D1, and the last update date of the game element database D2 to the game server 2 (Step 1).

[0112] The player information management unit 80 of game server 2 compares the last update date of the received player ID with the last update date of the player ID in player information management database D3 (step 2). If the last update dates match, the player information management unit 80 sends the notification. On the other hand, if they do not match, the player information management unit 80 sends all the information stored in the player ID record in player information management database D3 (step 3). This synchronizes the player information between player terminal 1 and game server 2. Similarly, the player information management unit 80 compares the last update date of game element database D2 with the last update date of game element management database D4. If they do not match, it sends all the information from game element management database D4. This synchronizes the game element information between player terminal 1 and game server 2. Furthermore, the information sent from game server 2 can also be differential information that differs between player terminal 1 and game server 2.

[0113] The player information management unit 60 and the game execution control unit 61 of the player terminal 1 receive the database notification from the game server 2, and update the player information database D1 and the game element database D2 if necessary (step 4).

[0114] The store notification control unit 62 of the player terminal 1 displays the home screen shown in Figure 11 and requests store information from the game server 2 (step 5).

[0115] The store management department 82 of the game server 2 receives the request from the player terminal 1, reads the information of the game elements that become the object of the provision from the store management database D5, and sends it as store information (step 6).

[0116] The store notification control unit 62 of the player terminal 1 receives store information. For game elements in the store information that have limitations on provision, the store notification control unit 62 compares these limitations with the purchase record information in the player information database D1 to determine whether the game element can be provided (given) or cannot be provided (given) (step 7). Furthermore, when the store tab 202 is selected, the store notification control unit 62 provides a notification in a format that identifies game elements that can be provided (given) and game elements that cannot be provided (given), and can selectively provide game elements that can be provided (given), and cannot selectively provide game elements that cannot be provided (step 8).

[0117] Figure 24 is a diagram illustrating the determination of whether a game element can be provided (given) or not. Figure 24 shows the received store information and the purchase record information in the player information database D1. The store notification control unit 62 determines whether the game element ID with provision restrictions in the received store information is logged into the purchase record information. In the example of Figure 24, the "Special Offer Item" of game element ID "1001", the "FFF Pack" of game element ID "1002", ..., the "AAA Deck" of game element ID "1010", ..., and the "CCC Deck" of game element ID "1012" have provision restrictions. On the other hand, in the purchase record information, the "AAA Deck" of game element ID "1010", the "CCC Deck" of game element ID "1012", and the "Special Offer Item" of game element ID "1001" have 1 purchase record.

[0118] In the beginner deck screen of the shop screen, as shown in Figure 14, the shop prompt control unit 62 uses a black color, which can be identified by the area 221 of the "BBB deck" and "DDD deck" that can provide status, to display the area 220 of the "AAA deck" and "CCC deck" that are sold out. The display of the "AAA deck" and "CCC deck" option 211 is changed to display the "sold out" status, and the player is prompted that they cannot select it.

[0119] Furthermore, the purchase of the "Special Offer Item" with game element ID "1001" was limited to 1 time, which did not reach the maximum number of purchases. Therefore, in each screen, when selecting the in-game currency provision screen switch button 209 to switch to the in-game currency provision screen, as shown in Figure 16, the store prompt control unit 62 displays the paid currency packs 231 and 232 of the "Special Offer Item" in the in-game currency provision screen.

[0120] The store notification control unit 62 provides the game element based on the player's selection of the game element and the exchange of costs or in-game currency (step 9). During the transaction, the store notification control unit 62 refers to the currency holding information in the player information database D1 and consumes it in the following order: 1. Consume free currency in the order of the earliest acquisition date among the free currencies. 2. After the amount of free currency becomes zero, consume paid currency in the order of the earliest acquisition date among the paid currencies.

[0121] Furthermore, the store prompts the control unit 62 to update the player information database D1 with information on game cards held, currency held, or purchase records, and sends the updated information of the player information database D1 to the game server 2 (step 10).

[0122] The player information management department 80 of the game server 2 receives the update information from the player information database D1 and updates the player information of that player (step 11). Repeat the above actions for each player's selection and purchase.

[0123] In an embodiment of the present invention, unlike game elements that are sold in ordinary form, the game elements provided (given) in a limited number or for a limited period of time can sustain the player’s interest in the game elements.

[0124] Furthermore, in this embodiment of the invention, by providing a non-selectable prompt for game elements that are currently unavailable, players can be aware of previously available game elements, thus maintaining their interest in the game elements. Moreover, since players cannot select the prompted unavailable game elements, they are less likely to make incorrect selections, improving player convenience.

[0125] Furthermore, in this embodiment, since each screen is equipped with a mechanism (such as an icon or button) to switch to the in-game currency provision screen, when needed, the player can switch from each screen to the in-game currency provision screen for obtaining in-game currency, thereby improving the player's convenience.

[0126] Furthermore, in this embodiment, since each screen is equipped with a mechanism (such as an icon or button) that shows the details of the in-game currency, players can know the balance of the in-game currency they hold and the details of whether it is paid or free when needed, thus improving the convenience for players.

[0127] <Example 1 of Implementation Variation> The store notification control unit 62 can also be set with a maximum amount for billing on a daily, monthly, or yearly basis. When a transaction involving a game element that requires billing occurs, the unit will notify the user if the total billing amount exceeds the maximum amount. For example, the store notification control unit 62 can also calculate the monthly billing total from the purchase record information in the player information database D1. When the total billing amount exceeds a preset amount, the unit will notify the user when a transaction involving a game element occurs. Figure 25 shows an example of notification when the total billing amount exceeds the preset amount. This configuration helps prevent over-billing, especially protecting individuals with weaker economic resources, such as minors.

[0128] <Example 2 of Implementation> The store prompt control unit 62 can also set an upper limit on the amount of in-game currency that can be maintained. For example, when a player purchases new in-game currency on the in-game currency offering screen, the store prompt control unit 62 refers to the currency holding information in the player information database D1. When purchasing new in-game currency, if the amount of in-game currency held (the sum of paid and free currency) exceeds the preset amount, the store prompts the in-game currency selection button in a manner that can be distinguished from other selection buttons. When the selection button is selected, the store notifies the player that the upper limit of the in-game currency that can be maintained has been exceeded, and that new in-game currency cannot be purchased.

[0129] Figure 26 is a diagram illustrating variation example 2 of the implementation form. In the example of Figure 26, the maximum amount of currency that can be held is set to 1000. When purchasing discounted items, the total amount of currency held is 1050, exceeding the maximum of 1000. However, when purchasing regular items, the total amount is 1000, not exceeding the maximum of 1000. Therefore, the button 240 for selecting discounted items is black and cannot be selected, while the button 241 for selecting regular items is white and can be selected. Thus, the player cannot select discounted items. Furthermore, when the player selects button 240, the message "Your in-game currency holdings exceed the number of additional purchases allowed. Please consume in-game currency before making the purchase" is displayed.

[0130] By setting it to this structure, the player will not hold more than the required in-game currency, which can avoid excessive billing, especially protecting those with weaker economic foundations, such as minors.

[0131] The present invention has been described above with reference to preferred embodiments, but the present invention is not limited to the above embodiments and can be implemented in various ways within the scope of its technical concept.

[0132] Furthermore, some or all of the above-described embodiments are also described as follows, but not limited to the following.

[0133] [Appendix 1] A program that enables a computer to function as a supply control mechanism, which provides game elements used in in-game transactions in either a first supply quantity or a second supply quantity that can be exchanged for a specified cost; and the supply control mechanism controls the number of times the game elements can be provided with the second supply quantity is less than the number of times the game elements can be provided with the first supply quantity.

[0134] [Note 2] As described in Note 1, the second amount provided above is greater than the first amount provided above.

[0135] [Note 3] As described in Note 1 or Note 2, the above-mentioned supply control mechanism limits the number of times the above-mentioned game element can be provided with respect to the second supply quantity, but does not limit the number of times the above-mentioned game element can be provided with respect to the first supply quantity.

[0136] [Appendix 4] As described in any of Appendices 1 to 3, the above-mentioned supply control mechanism performs the following control: if the number of times the above-mentioned game element is supplied with the second supply amount does not reach the upper limit, it may select one of the first supply amount and the second supply amount.

[0137] [Note 5] As described in any of Notes 1 to 4, the above-mentioned supply control mechanism performs the following control: the above-mentioned game element in the first supply quantity can be provided frequently, and the above-mentioned game element in the second supply quantity can be provided only during a specific period.

[0138] [Note 6] As described in any of Notes 1 to 5, the aforementioned supply control mechanism notifies the cost required to supply the game element in the aforementioned second supply quantity if the maximum number of times the game element is supplied in the aforementioned second supply quantity is not reached.

[0139] [Note 7] As described in any of Notes 1 to 6, the aforementioned providing control mechanism notifies the intention on the condition that the number of times the aforementioned game element is provided in respect of the aforementioned second providing quantity reaches the upper limit.

[0140] [Appendix 8] A provision management device comprising: a provision control mechanism that provides game elements used in transactions within a game in either a first provision amount or a second provision amount that can be exchanged for a specified cost; and the provision control mechanism controls the provision in such a way that the number of times the game elements can be provided with the second provision amount is less than the number of times the game elements can be provided with the first provision amount.

[0141] [Appendix 9] A program that enables a computer to function as: a prompting control mechanism that prompts for the provision of a first supply quantity of game elements that can be exchanged for a specified cost, and a second supply quantity of game elements that can be exchanged for a specified cost; and a granting control mechanism that grants the game elements in either the selected first supply quantity or the second supply quantity; wherein the game elements are game elements used in transactions within the game; and the granting control mechanism controls the number of times the game elements can be granted with respect to the second supply quantity to be less than the number of times the game elements can be granted with respect to the first supply quantity.

[0142] [Note 10] As described in Note 9, the second amount provided above is greater than the first amount provided above.

[0143] [Note 11] As described in Note 9 or Note 10, when the above-mentioned prompt control mechanism reaches the maximum number of times the above-mentioned second provision quantity is given to the above-mentioned game element, the provision of the above-mentioned game element in the above-mentioned second provision quantity is set to be unselectable.

[0144] [Appendix 12] As described in any of Appendix 1 to Appendix 11, the above-mentioned prompting control mechanism prompts that either the first or the second provision of the game element can be selected if the number of times the second provision of the game element has not reached the upper limit.

[0145] [Note 13] As described in any of Notes 1 to 12, the above-mentioned prompting control mechanism may selectively prompt the above-mentioned game elements of the first provision from time to time, and may selectively prompt the above-mentioned game elements of the second provision only during a specific period.

[0146] [Note 14] As described in any of Notes 1 to 13, the above-mentioned prompting control mechanism notifies the cost required to provide the game element in the second provision amount if the maximum number of times the game element is provided in the second provision amount has not been reached.

[0147] [Note 15] As described in any of Notes 1 to 14, the above-mentioned prompting control mechanism notifies the intention on the condition that the number of times the above-mentioned game element is provided with the second provision quantity reaches the upper limit.

[0148] [Appendix 16] As described in any of Appendices 1 to 15, the above-mentioned prompt control mechanism prompts a first screen containing the quantity of the above-mentioned game elements owned and other game elements that can be exchanged with the above-mentioned game elements. By selecting the quantity of the above-mentioned game elements owned, the first screen is closed and switched to a second screen prompting the game elements provided in the first and second quantities.

[0149] [Note 17] As described in any of Notes 1 to 16, the other game elements mentioned above that can be exchanged with the game elements mentioned above are game elements that can be used in the battle game.

[0150] [Note 18] As described in any of Notes 1 to 17, the above-mentioned prompt control mechanism switches to the above-mentioned second screen on the condition that the exchange quantity of the above-mentioned game element used to obtain the selected other game element is insufficient in the first screen.

[0151] [Appendix 19] A gaming device comprising: a prompting control mechanism that prompts the provision of a first supply quantity of a game element that can be exchanged for a specified cost, and a second supply quantity of a game element that can be exchanged for a specified cost; and a granting control mechanism that grants the game element with either the selected first supply quantity or the second supply quantity; wherein the game element is a game element used in transactions within the game; and the granting control mechanism controls the game element to be granted the game element the number of times with the second supply quantity is less than the number of times with the first supply quantity. [Simplified Explanation of the Diagram]

[0011] Figure 1 is a diagram showing an example of the overall structure of the game system of this embodiment. Figure 2 is a diagram showing an example of the device structure of a player terminal 1, namely a laptop computer. Figure 3 is a diagram showing an example of the front of the leader card 21. Figure 4 is a diagram showing an example of the back of the leader card 21. Figure 5 is a diagram showing an example of the front of the battle card 22. Figure 6 is a diagram showing an example of the back of the battle card 22. Figure 7 is a diagram showing an example of the front of the bonus card 23. Figure 8 is a block diagram showing an example of the functional structure of the player terminal 1. Figure 9 is a diagram showing an example of the player information database D1. Figure 10 is a diagram showing an example of the game element information database D2. Figure 11 is a diagram showing an example of the home screen. Figure 12 is a diagram showing an example of the shop screen. Figure 13 is a diagram showing an example of the shop screen. Figure 14 is a diagram showing an example of currently tradable game elements and currently untradable game elements displayed on the shop screen. Figure 15 shows an example of a breakdown of currently held in-game currency, both paid and free. Figure 16 shows an example of a screen displaying in-game currency provision. Figure 17 shows an example of a situation where the first paid currency pack 231 has reached its maximum supply and is sold out. Figure 18 shows an example of a screen displayed when the in-game currency for a game element is insufficient. Figure 19 is a block diagram showing an example of the functional structure of game server 2. Figure 20 shows an example of a user information management database D3. Figure 21 shows an example of a game element management database D4. Figure 22 shows an example of a shop management database D5. Figure 23 is a sequence diagram illustrating the actions of player terminal 1 and game server 2. Figure 24 shows a diagram illustrating the determination of whether game elements can be provided (given) or not. Figure 25 shows an example of a notification when the total billing exceeds a preset amount. Figure 26 is a diagram used to illustrate Example 2 of the variation in implementation form.

Claims

1. A program that enables a computer to function as a supply control mechanism, the supply control mechanism providing game elements used in in-game transactions at either a first supply quantity or a second supply quantity that can be exchanged for a specified cost; and the supply control mechanism controls the number of times the game elements can be provided with the second supply quantity to be less than the number of times the game elements can be provided with the first supply quantity; the supply control mechanism limits the number of times the game elements can be provided with the second supply quantity, but does not limit the number of times the game elements can be provided with the first supply quantity; the supply control mechanism performs the following control: if the number of times the game elements can be provided with the second supply quantity does not reach the upper limit, it can select either the first supply quantity or the second supply quantity.

2. As in request item 1, wherein the second provision quantity is greater than the first provision quantity.

3. The program as requested in Request 1, wherein the aforementioned supply control mechanism performs the following control: the aforementioned game element in the first supply quantity can be provided frequently, and the aforementioned game element in the second supply quantity can be provided only during a specific period.

4. The procedure of request item 1, wherein the aforementioned supply control mechanism notifies the cost required to supply the game element in the second supply quantity if the maximum number of times the game element is supplied in the second supply quantity is not reached.

5. The program of request item 1, wherein the aforementioned providing control mechanism notifies the intention on the condition that the number of times the aforementioned game element is provided in respect of the aforementioned second providing quantity reaches the upper limit.

6. A supply management device comprising: a supply control mechanism that supplies game elements used in in-game transactions at either a first supply quantity or a second supply quantity that can be exchanged for a specified price; wherein the supply control mechanism controls the supply in such a way that the number of times the game elements can be supplied with the second supply quantity is less than the number of times the game elements can be supplied with the first supply quantity; the supply control mechanism limits the number of times the game elements can be supplied with the second supply quantity, but does not limit the number of times the game elements can be supplied with the first supply quantity; the supply control mechanism performs the following control: if the number of times the game elements can be supplied with the second supply quantity does not reach the upper limit, it can select either the first supply quantity or the second supply quantity.

7. A program that enables a computer to function as: a prompting control mechanism that prompts for the provision of: a first supply quantity of game elements that can be exchanged for a specified cost, and a second supply quantity of game elements that can be exchanged for a specified cost; and a granting control mechanism that grants the game elements in either the selected first supply quantity or the second supply quantity; wherein the game elements are game elements used in in-game transactions; the granting control mechanism controls the number of times the game elements can be granted with the second supply quantity to be less than the number of times the game elements can be granted with the first supply quantity; the granting control mechanism limits the number of times the game elements can be granted with the second supply quantity, but does not limit the number of times the game elements can be granted with the first supply quantity; the granting control mechanism performs the following control: if the maximum number of times the game elements can be granted with the second supply quantity has not been reached, it can select either the first supply quantity or the second supply quantity.

8. The program as requested in item 7, wherein the second provision quantity is greater than the first provision quantity.

9. As in request item 7 or request item 8, where the above-mentioned prompt control mechanism sets the provision of the above-mentioned game element in the second provision to be unselectable when the number of times the above-mentioned game element is provided in the second provision reaches the upper limit.

10. The program as requested in item 9, wherein the aforementioned prompting control mechanism prompts that either the first or the second provision of the game element can be selected if the maximum number of times the game element has been provided with the second provision has not been reached.

11. The program as requested in item 9, wherein the aforementioned prompting control mechanism may selectively prompt the aforementioned game elements of the first provision amount from time to time, and may selectively prompt the aforementioned game elements of the second provision amount only during specific periods.

12. The procedure of request item 9, wherein the aforementioned notification control mechanism notifies the cost required to provide the game element in the second provision quantity if the maximum number of times the game element is provided in the second provision quantity has not been reached.

13. The program of request item 9, wherein the aforementioned prompting control mechanism notifies the intention on the condition that the maximum number of times the aforementioned game element is provided with the aforementioned second provision quantity has been reached.

14. As in request item 9, the above-mentioned prompt control mechanism prompts a first screen containing the quantity of the above-mentioned game elements owned and other game elements that can be exchanged with the above-mentioned game elements. By selecting the quantity of the above-mentioned game elements owned, the first screen is closed and switched to a second screen prompting the game elements provided in the first and second quantities.

15. The program as described in request item 14, wherein the other game elements mentioned above that can be exchanged with the game elements mentioned above are game elements that can be used in the battle game.

16. As in request item 14, wherein the aforementioned prompting control mechanism, in the aforementioned first screen, switches to the aforementioned second screen on the condition that the exchange quantity of the aforementioned game element used to obtain the selected other game element is insufficient.

17. A gaming device comprising: a prompting control mechanism that prompts selectable provision of: a first provision quantity of a game element that can be exchanged for a specified cost, and a second provision quantity of a game element that can be exchanged for a specified cost; and a granting control mechanism that grants the game element in either the selected first provision quantity or the second provision quantity; wherein the game element is a game element used in in-game transactions; the granting control mechanism controls the number of times the game element is granted in the second provision quantity is less than the number of times the game element is granted in the first provision quantity; the granting control mechanism limits the number of times the game element can be granted in the second provision quantity, but does not limit the number of times the game element can be granted in the first provision quantity; the granting control mechanism performs the following control: if the number of times the game element is granted in the second provision quantity has not reached the upper limit, it can select either the first provision quantity or the second provision quantity.

Citation Information

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