JP6556908B2 - Game system and program - Google Patents

Game system and program Download PDF

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JP6556908B2
JP6556908B2 JP2018088043A JP2018088043A JP6556908B2 JP 6556908 B2 JP6556908 B2 JP 6556908B2 JP 2018088043 A JP2018088043 A JP 2018088043A JP 2018088043 A JP2018088043 A JP 2018088043A JP 6556908 B2 JP6556908 B2 JP 6556908B2
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shop
user
game
virtual currency
processing unit
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JP2018140203A (en
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宏明 大地
宏明 大地
恩田 明生
明生 恩田
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株式会社バンダイナムコエンターテインメント
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Description

  The present invention relates to a game system, a program, and the like.
  2. Description of the Related Art Conventionally, game systems that provide items that can be used in games for a fee are known. In this game system, game items are provided to the user by a so-called charging method called item charging. In such item charging, the user purchases a virtual currency and purchases an item using the virtual currency. As a conventional technique of a game system that performs such virtual currency processing, for example, a technique disclosed in Patent Document 1 is known.
Japanese Patent Laying-Open No. 2015-192751
  In such a game system, the user purchases a virtual currency called in-game currency in advance by electronic payment or the like, but the virtual currency may not be consumed easily without purchasing an item after purchasing the virtual currency. For this reason, the purchased virtual currency remains unconsumed, and it becomes impossible to expect further purchase of the virtual currency.
  According to some aspects of the present invention, it is possible to provide a game system, a program, and the like that can effectively promote consumption of virtual currency.
  One aspect of the present invention includes a game processing unit that performs a game process for a user to play a game, a purchase processing unit that performs a process for the user to purchase virtual currency, and the virtual currency that the user has purchased. A management unit that manages the purchase information in association with user information, a shop processing unit that performs a virtual shop setting process that allows the user to acquire game items by consuming the purchased virtual currency, The shop processing unit is related to a game system that causes a special shop different from a normal shop to appear as the shop based on the purchase information of the virtual currency of the user. The present invention also relates to a program that causes a computer to function as each of the above-described units, or a computer-readable information storage medium that stores the program.
  According to one aspect of the present invention, when a user purchases virtual currency, purchase information of the purchased virtual currency is managed in association with the user information. Also, a shop setting process is performed in which items can be acquired by consuming purchased virtual currency. In one aspect of the present invention, a process for causing a special shop different from the normal shop to appear is performed based on the purchase information of the virtual currency of the user. When such a special shop appears, the user consumes virtual currency for acquiring items at the special shop. Therefore, it is possible to provide a user with effective motivation to consume virtual currency, and to provide a game system and the like that can effectively promote consumption of virtual currency.
  In the aspect of the invention, the shop processing unit may cause the special shop to appear by changing the normal shop to the special shop.
  In this way, the special shop appearance process can be simplified and the processing load can be reduced.
  Moreover, in one aspect of the present invention, the shop processing unit may cause the special shop to appear by selecting from a plurality of special shops with different items that can be acquired.
  In this way, it is possible to prepare various special shops with different items that can be acquired, and to make a special shop selected from them appear.
  Moreover, in one aspect of the present invention, the shop processing unit may perform setting processing for the special shop to appear according to the purchase status of the virtual currency of the user.
  In this way, a special shop corresponding to the purchase situation of the virtual currency can appear, and effective motivation for the purchase of the virtual currency can be given to the user.
  Moreover, in one aspect of the present invention, the shop processing unit is more advantageous in acquiring an item as the purchase amount or accumulated purchase amount of the virtual currency of the user is larger or the purchase frequency of the virtual currency is higher. Special shops may appear.
  In this way, the user purchases a larger amount of virtual currency or purchases an item earlier, so that the user can be effectively motivated to purchase the virtual currency.
  In the aspect of the invention, the shop processing unit may perform the setting process of the appearance period of the special shop according to the purchase status of the virtual currency by the user.
  In this way, it is possible to realize the special shop appearance period setting process that reflects the virtual currency purchase status of the user.
  In one aspect of the present invention, the shop processing unit allows the user to acquire an item by purchasing an item by consuming the virtual currency or by performing a lottery process of the item by consuming the virtual currency. May be.
  If it does in this way, it will become possible to acquire an item by making an item purchase by paying a virtual currency, or paying a virtual currency and performing a lottery.
  In one aspect of the present invention, the game processing unit may perform a game parameter setting process for the game process in accordance with a consumption state of the virtual currency of the user at the special shop.
  In this way, the game parameters of the game process change depending on the consumption status of the virtual currency, and the user can be encouraged to consume the virtual currency.
  Also, in one aspect of the present invention, the game processing unit changes the game parameter to an advantageous setting as the consumption amount of the virtual currency at the special shop is larger or the consumption time of the virtual currency is earlier. May be.
  In this way, it is possible to prompt the user to consume a larger amount of virtual currency or to consume virtual currency earlier.
  Moreover, in one aspect of the present invention, the game processing unit may perform a parameter setting process for a character corresponding to the user according to a consumption state of the virtual currency of the user at the special shop.
  In this way, it is possible to realize character parameter setting processing that reflects the consumption status of the user's virtual currency, and to give the user effective motivation for consumption of the virtual currency.
  Moreover, in one aspect of the present invention, the game processing unit may perform a change process of the game progress according to the consumption status of the virtual currency of the user at the special shop.
  In this way, it is possible to realize a game progress that reflects the user's virtual currency consumption status at the special shop.
  In one aspect of the present invention, the shop processing unit is configured to provide an item discount process in the special shop and items that can be acquired in the special shop according to the consumption status of the virtual currency of the user in the special shop. At least one of the change processes may be performed.
  In this way, discounts on items and changes in acquirable items are motivated to encourage users to consume virtual currency at special shops.
  In the aspect of the invention, the shop processing unit may cause a new special shop to appear in accordance with a consumption situation of the virtual currency of the user at the special shop.
  In this way, the emergence of a new special shop can be motivated to encourage the user to consume virtual currency.
  In one aspect of the present invention, the game processing unit generates a given game event by the game processing, and the shop processing unit generates the virtual currency of the user when the game event occurs. The special shop may appear based on the purchase information.
  If a special shop appears based on the virtual currency purchase information on the condition that a game event has occurred in this way, the user can acquire an item corresponding to the generated game event in the special shop. Therefore, effective motivation for item acquisition can be given to the user.
  According to another aspect of the present invention, a purchase processing unit that performs processing for a user to purchase virtual currency, a management unit that manages purchase information of the virtual currency purchased by the user in association with user information, and purchase A shop processing unit that performs a setting process of a virtual shop capable of acquiring an item by consuming the virtual currency by the user, the shop processing unit including the purchase information of the virtual currency of the user The present invention relates to a virtual currency processing system in which a special shop different from a normal shop appears as the shop. The present invention also relates to a program that causes a computer to function as each of the above-described units, or a computer-readable information storage medium that stores the program.
  According to one aspect of the present invention, processing for causing a special shop different from the normal shop to appear is performed based on the purchase information of the virtual currency of the user. When such a special shop appears, the user consumes virtual currency for acquiring items at the special shop. Therefore, it is possible to provide the user with effective motivation for consuming the virtual currency, and to provide a virtual currency processing system that can effectively promote the consumption of the virtual currency.
1A to 1E are explanatory diagrams of a configuration example of a game system according to the present embodiment. The structural example of the server system of this embodiment. The structural example of the terminal device of this embodiment. An example of a game home screen. An example of a game image. 6 (A) and 6 (B) are explanatory diagrams of a special shop for items. FIG. 7A and FIG. 7B are explanatory diagrams of a special shop for items. FIG. 8A and FIG. 8B are explanatory diagrams of a special shop for gacha. FIG. 9A and FIG. 9B are explanatory diagrams of a rare item hit probability setting process. An example of virtual currency purchase information. An example of shop information. The flowchart of the setting process of the special shop according to the purchase situation of virtual currency. The flowchart which shows the detailed example of the setting process of a special shop. FIG. 14A and FIG. 14B are explanatory diagrams of setting processing of a special shop rank and an appearance period according to the virtual currency purchase status. Explanatory drawing of the change process of the item according to the purchase situation of virtual currency. The flowchart of the setting process of the game parameter according to the consumption condition of virtual currency. Explanatory drawing of the setting process of the game parameter according to the consumption condition of virtual currency. The flowchart of the game progress process according to the consumption condition of virtual currency. FIGS. 19A and 19B are explanatory diagrams of item discount processing according to virtual currency consumption status and item change processing that can be acquired at a special shop. The flowchart of the appearance process of the new special shop according to the consumption situation of virtual currency. Explanatory drawing of the appearance process of the special shop based on a game event.
  Hereinafter, this embodiment will be described. In addition, this embodiment demonstrated below does not unduly limit the content of this invention described in the claim. In addition, all the configurations described in the present embodiment are not necessarily essential configuration requirements of the present invention.
1. Game System First, a configuration example of a game system (a virtual currency processing system in a broad sense) of the present embodiment will be described with reference to FIGS. 1 (A) to 1 (E).
  In FIG. 1A, a server system 500 (information processing system) is communicatively connected to terminal devices TM1 to TMn via a network 510. For example, the server system 500 is a host, and the terminal devices TM1 to TMn are clients. In the following description, the case where the game system and its processing according to the present embodiment are mainly realized by the server system 500 will be described as an example. However, the game system and all or part of the processing are performed by the terminal devices TM1 to TMn. It may be realized. Hereinafter, the terminal devices TM1 to TMn are appropriately referred to as a terminal device TM.
  The server system 500 can be realized by, for example, one or a plurality of servers (management server, game server, billing server, service providing server, content distribution server, authentication server, database server, communication server, or the like). The server system 500 provides various services for managing community-type websites and online games, and can manage data necessary for game execution and distribute client programs and various data. Thereby, for example, the terminal device TM which is a user terminal accesses the server system 500 in order to use SNS (Social Networking Service) and the like, and a play such as a social game which is an online game provided from the server system 500 is performed. It becomes possible.
  The network 510 (distribution network, communication line) is a communication path using, for example, the Internet or a wireless LAN. In addition to a LAN using a dedicated line (dedicated cable) or Ethernet (registered trademark) for direct connection, telephone communication is also possible. A communication network such as a network, a cable network, or a wireless LAN can be included. The communication method may be wired / wireless.
  The terminal device TM (user terminal, player terminal) is a terminal having a network connection function (Internet connection function), for example. As these terminal devices TM, for example, a portable communication terminal (smart phone, mobile phone) shown in FIG. 1B, a portable game device shown in FIG. 1C, and a home game device shown in FIG. (Stationary type) or various devices such as the arcade game device shown in FIG. 1E can be used. Alternatively, an information processing device such as a personal computer (PC) or a tablet computer may be used as the terminal device TM. Alternatively, as the terminal device TM, a wearable device (HMD, watch-type device, or the like) worn on a part such as a user's head or arm may be used.
  FIG. 2 shows a configuration example of the server system 500 (game system) of the present embodiment. The server system 500 includes a processing unit 600, an operation unit 660, a storage unit 670, and a communication unit 696. Note that the configuration of the server system 500 is not limited to FIG. 2, and various modifications such as omitting some of the components (each unit) or adding other components are possible. Each processing of the processing unit 600 of the server system 500 may be realized by the processing unit 100 of the terminal device TM of FIG. 3 to be described later, or distribution of the processing unit 600 of the server system 500 and the processing unit 100 of the terminal device TM. It may be realized by processing.
  The processing unit 600 (processor) is necessary for game processing, game result calculation processing, display processing, sound processing, and a server based on various information stored in the storage unit 670 (database), programs, operation information, and the like. Various control processes or management processes are performed.
  Each processing (each function) of this embodiment performed by each unit of the processing unit 600 (processing unit 100) can be realized by a processor (a processor including hardware). For example, each process of the present embodiment can be realized by a processor that operates based on information such as a program and a memory that stores information such as a program. In the processor, for example, the function of each unit may be realized by individual hardware, or the function of each unit may be realized by integrated hardware. For example, the processor may include hardware, and the hardware may include at least one of a circuit that processes a digital signal and a circuit that processes an analog signal. For example, the processor may be configured by one or a plurality of circuit devices (for example, an IC or the like) mounted on a circuit board or one or a plurality of circuit elements (for example, a resistor or a capacitor). The processor may be, for example, a CPU (Central Processing Unit). However, the processor is not limited to the CPU, and various processors such as a GPU (Graphics Processing Unit) or a DSP (Digital Signal Processor) can be used. The processor may be an ASIC hardware circuit. The processor may include an amplifier circuit, a filter circuit, and the like that process an analog signal. The memory (storage units 670 and 170) may be a semiconductor memory such as SRAM or DRAM, or may be a register. Alternatively, it may be a magnetic storage device such as a hard disk device (HDD) or an optical storage device such as an optical disk device. For example, the memory stores instructions that can be read by a computer, and the processing (function) of each unit of the processing unit 600 (processing unit 100) is realized by executing the instructions by the processor. The instruction here may be an instruction set constituting a program, or an instruction for instructing an operation to the hardware circuit of the processor.
  The processing unit 600 includes an input processing unit 602, an arithmetic processing unit 610, and an output processing unit 640. The arithmetic processing unit 610 includes a game processing unit 611, a purchase processing unit 612, a shop processing unit 613, a management unit 616, a display processing unit 620, and a sound processing unit 630. As described above, each process of this embodiment executed by these units can be realized by a processor (or a processor and a memory).
  The input processing unit 602 performs, as input processing, processing for receiving operation information input by the operation unit 660, processing for reading information from the storage unit 670, and processing for receiving information via the communication unit 696. For example, the input processing unit 602 performs processing for acquiring operation information detected by the operation unit 660, processing for reading information specified by a read command from the storage unit 670, and external devices (terminal devices, etc.) of the server system 500 A process for receiving information from the server system via the network 510 is performed as an input process. Here, the reception process includes a process of instructing the communication unit 696 to receive information, a process of acquiring information received by the communication unit 696, and writing the information in the storage unit 670.
  The arithmetic processing unit 610 performs various arithmetic processes. For example, arithmetic processing such as game processing, purchase processing, shop processing, management processing, display processing, or sound processing is performed.
  The game processing unit 611 (game processing program module) performs game processing. The game process includes a process for starting a game when a game start condition is satisfied, a process for advancing the game, or a process for ending a game when a game end condition is satisfied. Alternatively, as game processing, object space setting processing for arranging and setting a plurality of objects in the object space, moving body processing for moving (or moving) a moving body in the object space, and generating an image that can be seen from a given viewpoint in the object space You may make it perform the virtual camera control process which controls this virtual camera, the game result calculation process which calculates a user's game result, etc.
  The purchase processing unit 612 (purchase processing program module) performs processing for purchasing virtual currency. The shop processing unit 613 (shop processing program module) performs processing for a shop from which items can be acquired. Details of these processes will be described later.
  The management unit 616 (management processing program module) includes an authentication processing unit 617, a charging processing unit 618, and a management processing unit 619. The authentication processing unit 617 performs user authentication processing. For example, authentication processing of a user who has logged in using the terminal device TM is performed. This authentication process is performed based on, for example, a password or account information input by the user. The billing processing unit 618 performs various billing processing (billing determination processing, billing data creation processing, storage processing, etc.). The billing information storage unit 676 of the storage unit 670 stores billing information to be charged by the billing processing unit 618. The management processing unit 619 performs various server management processes. For example, management processing of various services provided by the server and management processing of various information such as server management information are performed.
  For example, in order to use a service provided by the server system 500, the user performs a predetermined procedure to acquire an account. By logging in by entering the password associated with the acquired account, the user can play network games, play services on the game site, online shopping for items, exchange messages between users, friends, Various services such as user registration can be used. The management processing unit 619 also performs such user account information management processing.
  The display processing unit 620 (display processing program module) performs processing for displaying an image on a display unit such as the terminal device TM. For example, image generation data for generating the image is generated. Or you may perform control which displays an image on display parts, such as terminal unit TM. The sound processing unit 630 (sound processing program module) performs processing for outputting sound from a sound output unit such as the terminal device TM. For example, sound generation data for generating the sound (sound, game sound, sound effect) is generated. Or you may perform control which outputs a sound from sound output parts, such as terminal unit TM. Here, the image generation data for generating the image is data for displaying the image generated by the method of the present embodiment on the terminal device TM or the like, and may be the image data itself, It may be various data (display screen setting data, object data, etc.) used by the terminal device TM to generate an image. The same applies to sound generation data generated by the sound processing unit 630.
  The output processing unit 640 performs various types of information output processing. For example, the output processing unit 640 performs processing for writing information in the storage unit 670 and processing for transmitting information via the communication unit 696 as output processing. For example, the output processing unit 640 performs processing for writing the information specified by the write command into the storage unit 670 or sends information to the external device (terminal device, other server system, etc.) of the server system 500 via the network 510. Process to send. The transmission process is a process of instructing the communication unit 696 to transmit information, or instructing the communication unit 696 to transmit information.
  The operation unit 660 is for a system administrator (operator) to input various information.
  The storage unit 670 stores various types of information. For example, various information is stored in a database format. The storage unit 670 functions as a work area such as the processing unit 600 and the communication unit 696. The function of the storage unit 670 can be realized by a semiconductor memory, HDD, SDD, optical disk device, or the like.
  The storage unit 670 includes a shop information storage unit 672, an item information storage unit 673, a parameter information storage unit 674, a charging information storage unit 676, and a user information storage unit 678. The shop information storage unit 672 stores various information about the shop. For example, shop ID, rank and type information, item or gacha list information, etc. are stored as shop information. The item information storage unit 673 stores various information about items. For example, information such as an item ID and a game parameter set for the item is stored. The parameter information storage unit 674 stores various parameter information. For example, character parameter information and the like are stored. The billing information storage unit 676 stores information on billing processing performed by the billing processing unit 618. The user information storage unit 678 stores user personal information (name, gender, date of birth, e-mail address, etc.) as user information. For example, the above-described user account information is also stored as user information. The billing information stored in the billing information storage unit 676 is associated with each account information (user ID) of each user.
  An information storage medium 680 (a computer-readable medium) stores programs, data, and the like, and its function can be realized by an optical disk (CD, DVD, BD), HDD, semiconductor memory (ROM), or the like.
  The communication unit 696 communicates with the terminal device TM or the like via a wired or wireless network 510, and the function can be realized by hardware such as a communication ASIC or a communication processor, or communication firmware. .
  FIG. 3 shows a configuration example of the terminal device TM (user terminal, client device, game device) of the present embodiment. Note that the configuration of the terminal device TM is not limited to that in FIG. 3, and various modifications such as omitting some of the components (each unit) or adding other components are possible.
  The terminal device TM includes a processing unit 100, an operation unit 160, an imaging unit 162, a storage unit 170, a display unit 190, a sound output unit 192, an I / F unit 194, and a communication unit 196.
  The processing unit 100 (processor) performs game processing, game result calculation processing, display processing, sound processing, and the like based on operation information from the operation unit 160, a program, and the like. The processing unit 100 can be realized by a processor, or a processor and a memory, like the processing unit 600 of FIG. 2 described above.
  The processing unit 100 includes an input processing unit 102, an arithmetic processing unit 110, and an output processing unit 140. The arithmetic processing unit 110 includes a game processing unit 111, a purchase processing unit 112, a shop processing unit 113, a management unit 116, a display processing unit 120, and a sound processing unit 130.
  The input processing unit 102 performs processing for receiving operation information input from the operation unit 160, processing for reading information from the storage unit 170, and processing for receiving information via the communication unit 196 as input processing. For example, the input processing unit 102 performs processing for acquiring operation information detected by the operation unit 160, processing for reading information specified by a read command from the storage unit 170, and external devices (server system, other information) of the terminal device TM. A process of receiving information from a terminal device or the like via the network 510 is performed as an input process. The game processing unit 111 performs the various game processes described above. The purchase processing unit 112, the shop processing unit 113, and the management unit 116 perform purchase processing, shop processing, and management processing, respectively. The display processing unit 120 performs processing for displaying an image on the display unit 190. For example, when an image is generated on the terminal device side, a drawing process is performed based on the results of various processes (application process and game process) performed by the processing unit 100, thereby generating an image and displaying the image on the display unit 190. Output. When an image is generated on the server side, an image based on image information from the server system is displayed on the display unit 190. The sound processing unit 130 performs sound control based on the results of various processes performed by the processing unit 100. As a result, BGM, sound effects, or voices are output from the sound output unit 192. Note that the game processing, purchase processing, shop processing, management processing, display processing, sound processing, and the like of the present embodiment may be realized by either one of the server system 500 or the terminal device TM, or the server system 500. It may be realized by distributed processing of the terminal device TM. For example, in the case of a stand-alone game system that does not use a network, each process of the present embodiment is performed by the terminal device TM that is a game system.
  The operation unit 160 is for a user (player) to input various information such as operation information, and functions thereof are an operation button, a direction instruction key, an analog stick, a lever, and various sensors (an angular velocity sensor, an acceleration). Sensor), a microphone, or a touch panel display.
  The imaging unit 162 (camera) captures a subject and is realized by an optical system including an image sensor such as a CCD or a CMOS sensor and a focus lens.
  The storage unit 170 serves as a work area for the processing unit 100, the communication unit 196, and the like, and its functions can be realized by a semiconductor memory, HDD, SDD, optical disk device, or the like. The storage unit 170 includes a shop information storage unit 172, an item information storage unit 173, and a parameter information storage unit 174.
  An information storage medium 180 (a computer-readable medium) stores programs, data, and the like, and its function can be realized by an optical disk, an HDD, a semiconductor memory, or the like. The processing unit 100 performs various processes of the present embodiment based on a program (data) stored in the information storage medium 180. A program for causing a computer (an apparatus including an operation unit, a processing unit, a storage unit, and an output unit) to function as each unit of the present embodiment on the information storage medium 180 (a program for causing the computer to execute processing of each unit). I can remember.
  The display unit 190 outputs an image generated according to the present embodiment, and its function can be realized by an LCD, an organic EL display, a CRT, an HMD, or the like. The sound output unit 192 outputs the sound generated by the present embodiment, and its function can be realized by a speaker, headphones, or the like.
  The I / F (interface) unit 194 performs interface processing with the portable information storage medium 195, and the function can be realized by an ASIC for I / F processing or the like. The portable information storage medium 195 is for a user to save various types of information, and is a storage device that retains storage of such information even when power is not supplied. The portable information storage medium 195 can be realized by an IC card (memory card), a USB memory, a magnetic card, or the like.
  The communication unit 196 communicates with an external device such as the server system 500 and other terminal devices via the network 510, and functions thereof are hardware such as a communication ASIC or a communication processor, This can be realized by communication firmware.
  Note that a program (data) for causing a computer to function as each unit of the present embodiment is transferred from the information storage medium included in the server system (host device) to the information storage medium 180 (or storage unit 170) via the network and communication unit 196. You may distribute. Use of the information storage medium by such a server system can also be included in the scope of the present invention.
  In this embodiment, as shown in FIG. 2, the server system 500 (or terminal device TM) as a game system includes a game processing unit 611 (game processing unit 111), a purchase processing unit 612 (purchase processing unit 112), a shop. A processing unit 613 (shop processing unit 113) is included. In the following description, the case where the game system of the present embodiment is realized by the server system 500 will be mainly described as an example. However, the present embodiment is not limited to this, and the game system is realized by the terminal device TM or the server. You may implement | achieve by the distributed process of the system 500 and the terminal device TM.
  A game processing unit 611 (game processing unit 111; hereinafter the same) performs a game process for a user (player) to play a game. For example, a game is progressed, a game parameter update process is performed, or a game result is calculated. This game process is performed based on game parameter information and the like stored in the parameter information storage unit 674 (parameter information storage unit 174, hereinafter the same).
  A purchase processing unit 612 (purchase processing unit 112, hereinafter the same) performs processing for the user to purchase virtual currency. For example, a request to purchase a virtual currency by the user, a process of receiving information on the purchase amount of the virtual currency, and the like are performed. The management unit 616 manages the purchase information of the virtual currency purchased by the user in association with the user information. For example, the purchase information is stored in the user information storage unit 678 in association with the user information. For example, the purchase processing unit 612 (game system) performs processing related to the purchase of virtual currency in cooperation with an external electronic payment server operated by an electronic payment company or the like. The virtual currency is also called an in-game currency, and is a virtual currency that can be used in the game. In response to the inquiry from the purchase processing unit 612, the electronic settlement server performs a process of paying out the purchase amount of the virtual currency with the user's credit card, prepaid card, or the like. For example, the user is made to purchase virtual currency by electronic payment or the like. When the virtual currency is purchased, a virtual currency (in-game points) corresponding to the paid purchase amount is given to the user. Specifically, the management unit 616 stores the virtual currency purchased by the user in the user information storage unit 678 in association with the user ID of the user.
  The shop processing unit 613 (shop processing unit 113; hereinafter the same) performs a virtual shop setting process in which a user can acquire game items by consuming purchased virtual currency. This shop is a virtual shop that exists in the game space (network space). The user may acquire an item by paying (consuming) virtual currency and purchasing the item directly. Alternatively, the virtual currency may be paid (consumed), a lottery process using a virtual lottery machine (gacha or the like) may be performed, and an item (rare item or the like) may be acquired as a result of the lottery process. For example, a shop from which an item can be acquired (acquired) is a shop from which an item can be purchased or a shop from which an item can be acquired by a lottery using a virtual lottery machine. The shop setting process is a process for causing a shop to appear and various settings relating to the shop. The item is a game display that can be used in a game or the like. For example, various game items such as equipment such as weapons and armor, and tools for recovering physical strength and decoration can be assumed as items.
  And the shop process part 613 performs the process which makes a special shop (special shop, special shop) appear based on the purchase information of a user's virtual currency. For example, a special shop different from a normal shop appears (opens) as a shop (virtual shop). For example, the shop processing unit 613 reads virtual currency purchase information associated with the user information from the user information storage unit 678 (purchase information storage unit). And based on the read purchase information, the process which makes a special shop appear is performed. For example, the shop processing unit 613 determines whether or not the special shop appearance condition is satisfied based on the purchase amount of the virtual currency included in the purchase information. When the appearance condition is satisfied, a special shop appears. The process for causing a special shop to appear is a process for making a user recognizable item that can be acquired at least in the special shop, for example. For example, it is a process of displaying (presenting) information on items that can be acquired at a special shop to the user. Specifically, this is a process of displaying a special shop screen. In addition, the process which notifies that a special shop appeared may be sufficient.
  In this case, the shop processing unit 613 causes the special shop to appear by changing the normal shop to the special shop, for example. The process of changing a regular shop to a special shop is, for example, in addition to items that can be earned in a regular shop, making it possible to earn unique items in a special shop, or changing the contents of items that can be earned in a regular shop. For example, processing for changing to a shop item or changing the lineup or bargain level of a normal shop.
  Further, the shop processing unit 613 may cause a special shop to appear by selecting from among a plurality of special shops having different items that can be acquired (purchasable). For example, information on a plurality of special shops is stored as shop information in a shop information storage unit 672 (shop information storage unit 172, hereinafter the same). Then, a special shop is extracted from the shop information to select a special shop to be presented to the user. In these plurality of special shops, at least two special shops have different settings (types, contents, lineups, etc.) of items that can be acquired.
  Further, the shop processing unit 613 performs a setting process for a special shop to appear according to the purchase status of the user's virtual currency. This special shop setting process is, for example, a process for changing a normal shop to a special shop, a process for selecting a special shop to appear from a plurality of special shops, or a process for making various settings for the contents of the special shop. It is. The purchase status of the user's virtual currency is, for example, at least one of the purchase amount of the user's virtual currency, the accumulated purchase amount, the purchase frequency, and the purchase time (when the purchase was made).
  In addition, the shop processing unit 613 causes a special shop that is more advantageous to acquire an item to appear as the purchase amount or accumulated purchase amount of the virtual currency by the user increases or as the purchase frequency of the virtual currency increases. The purchase amount, the accumulated purchase amount, and the purchase frequency of the virtual currency are information associated with the user information as purchase information. The accumulated purchase amount is obtained, for example, by the accumulated processing (integration processing) of the purchase amount of the virtual currency of the user so far. The purchase frequency is an index representing the frequency of purchase, for example, and can be determined, for example, as the number of purchases of the virtual currency, or the purchase amount at each number of purchases. The advantage of acquiring items is that it is possible to acquire items with higher rarity and rank, the amount of virtual currency required to acquire items (purchase, lottery) is small, or the lineup of items increases And so on.
  Further, the shop processing unit 613 performs a setting process of the appearance period of the special shop according to the purchase situation of the virtual currency of the user. The setting process of the appearance period (open period) of the special shop is, for example, a process of changing the appearance period, for example, a process of changing the length of the appearance period or changing the start timing and end timing of the appearance period. For example, the appearance period of the special shop is lengthened as the purchase amount of the virtual currency, the accumulated purchase amount, or the purchase frequency increases. The appearance period setting process may be a process of setting (changing) various parameters related to the appearance period such as lineup of items and bargains in the appearance period.
  Further, the shop processing unit 613 causes the user to acquire an item by purchasing an item by consuming virtual currency or by performing an item lottery process by consuming virtual currency. For example, when a user pays virtual currency, the item is purchased, or the virtual currency lottery is performed by paying the virtual currency to acquire the item.
  In addition, the game processing unit 611 performs a game parameter setting process for the game process in accordance with the consumption status of the user's virtual currency at the special shop. For example, processing for changing game parameters or setting various values is performed. The consumption status of the virtual currency of the user at the special shop is, for example, the virtual currency consumption (payment amount. Purchase amount of the item), the virtual currency consumption time, or the virtual currency consumption frequency at the special shop. For example, the game processing unit 611 changes the game parameter to an advantageous setting as the consumption amount of the virtual currency in the special shop is larger or the consumption time of the virtual currency is earlier. The game parameter is a parameter used for game processing (game progress processing or the like). The game parameter is, for example, a character (user character) parameter, an item parameter, or a game progress parameter. The character parameter is a parameter representing the status or ability of the character (user). For example, as the game parameters of the character, parameters indicating the character's ability (battle power, defense power, intelligence, etc.), status parameters indicating the character's state and psychology, parameters indicating the character's attributes, parameters relating to the character's action, or character Various parameters such as parameters related to the belongings can be assumed. The item parameter is a parameter that represents the ability (attack power, defense power, etc.), attribute, or state of the item. Changing the game parameter to an advantageous setting is, for example, changing the game parameter so as to be more advantageous in the game, or changing the game parameter so that the user can obtain various benefits in the game. For example, the ability represented by the game parameter is increased, or the effect of the activation using the game parameter is enhanced. For example, the game processing unit 611 performs a parameter setting process for a character corresponding to the user (a user character appearing in the game space corresponding to the user) according to the consumption state of the virtual currency of the user at the special shop. For example, the process of changing the character parameters according to the consumption situation of the virtual currency is performed. The character corresponding to the user is, for example, a character that appears in the game world as a user's alternation or the like. This character is operated based on user operation information, for example.
  In addition, the game processing unit 611 performs a game progress change process in accordance with the consumption status of the user's virtual currency at the special shop. For example, various game events are generated according to the consumption situation of the virtual currency to change the game progress. For example, the game development is varied according to the consumption situation of the virtual currency. For example, if the consumption amount (payment amount, consumption amount) of the virtual currency at a special shop is high, a game event that is more advantageous to the user is generated, and the game is advanced so that the user is more advantageous.
  In addition, the shop processing unit 613 performs at least one of an item discount process at the special shop and an item change process that can be acquired at the special shop according to the consumption status of the virtual currency of the user at the special shop. The item discount process is, for example, a process of discounting the consumption (payment amount) of virtual currency that can be acquired for an item. The change process of items that can be acquired in the special shop is to change the lineup of items in the special shop, change the bargain price of the item, or change the contents of the item (setting contents, game parameter value). It is.
  In addition, the shop processing unit 613 causes a new special shop to appear according to the consumption status of the virtual currency of the user at the special shop. For example, a special shop that has not been available to the user so far appears (opens). For example, when the consumption amount of virtual currency in a certain special shop is large, a special shop (a shop with different item lineups, contents, etc.) different from the special shop is newly presented to the user.
  The game processing unit 611 generates a given game event by game processing. And the shop process part 613 makes a special shop appear based on the purchase information of a user's virtual currency, when a game event generate | occur | produces. For example, a special shop appears when a specific game event occurs and an appearance condition based on the purchase information of the virtual currency of the user (for example, purchase of virtual currency over a given amount) is satisfied. In this case, for example, a special shop where an item corresponding to the generated game event can be acquired appears.
  Here, the item corresponding to the game event is an item that makes the user more advantageous settings. For example, it is an item that makes the user more advantageous settings in the generated game event. In other words, the item corresponding to the game event is an item that makes it easier to clear the game event when used in the generated game event. For example, when used in a generated game event, it is an item that makes it easier to clear the game event than when used in another game event. Alternatively, the item corresponding to the game event is an item to be combined with the item acquired at the game event.
  For example, a game event generated by the game processing unit 611 is an important event for the user in the progress of the game, and is a special event. As such a game event, for example, there is an event in which a specific character called a boss having a very high ability value appears. When a game event in which a specific character such as this boss character appears and the appearance condition based on the purchase information of the virtual currency of the user is satisfied, the shop processing unit 612 A special shop where you can acquire useful items will appear. For example, an item that can be acquired at a special shop that appears is an item that makes the user more advantageous when used in a game event in which this particular character appears. Alternatively, it is an item that makes it easier to clear a game event (win against a specific character) when used in a game event in which this specific character appears. Alternatively, it is assumed that the user has acquired the possessed item of the specific character by winning the specific character. In this case, an item to be combined with the possessed item can be acquired at the special shop where it appears.
  The system according to the present embodiment includes a purchase processing unit 612 that performs processing for the user to purchase virtual currency, a management unit 616 that manages purchase information of the virtual currency purchased by the user in association with user information, and purchase. It may be a virtual currency processing system (virtual currency consumption system) including a shop processing unit 613 that performs a virtual shop setting process in which an item can be acquired by consuming virtual currency by a user. For example, in addition to items that can be used in the game, various items (such as products) that can be acquired (purchased) in virtual currency can be assumed. And the shop process part 613 makes the special shop different from a normal shop appear as a shop based on the purchase information of a user's virtual currency. For example, a special shop appears with different items that can be acquired from a normal shop.
  In addition, although the case where the server system 500 of FIG. 2 performs the game process, the purchase process, the shop process, the management process, and the like of the present embodiment has been described above, the present embodiment is not limited to this. For example, part or all of the game processing, purchase processing, shop processing, management processing, and the like of the present embodiment described above may be performed by the terminal device TM of FIG. In this case, the terminal device TM (or a system in which the terminal device and the server system cooperate) functions as the game system of this embodiment.
2. Next, the method of this embodiment will be described in detail. In the following, the case where the method of the present embodiment is applied to a battle game using characters will be mainly described as an example. However, the method of the present embodiment can be applied to various games (RPG, action game, race game, competitive game). , A simulation game, a card game, a sports game, a quiz game, a puzzle game, a communication game, a music game, or the like.
2.1 Appearance of Special Shop FIG. 4 is an example of a game home screen (main screen, my page screen) realized by the game system of the present embodiment. In FIG. 4, various status information such as an image of a character CH (user character), a rank, a name, a virtual currency possession point, and the like are displayed. Also, when the user selects the A1 icon (tab) (touch in the case of a touch screen; the same applies hereinafter), the screen shifts to a point purchase screen that is a virtual currency. Also, by selecting the icons A2 and A3, the screen shifts to the item or gacha shop screen. By selecting the A4 icon, a battle game screen is displayed. Various notifications are displayed in A5. For example, the user may be notified on the A5 notification screen that a special shop has appeared. Various advertisements are displayed in A6. Special shops may be displayed in this advertisement.
  When the user selects the A4 game play icon in FIG. 4, game play on the game screen as shown in FIG. 5 becomes possible. In the game of FIG. 5, a battle between the user character CH and the subordinate characters CS1, CS2 and the enemy characters CE1, CE2, CE3 is performed. The user selects a desired character from CH, CS1, and CS2 by touching a finger and performs a slide operation or the like to determine an attack target and attack the enemy characters CE1, CE2, and CE3. . Note that a battle by automatic battle is also possible by the user selecting the B1 icon. When the battle by the automatic battle is temporarily stopped, the icon shown in B2 is selected. Each character of CH, CS1, and CS2 has a skill, and when it is desired to activate this skill, the icon shown in B3 is selected.
  When purchasing the virtual currency, the user selects the icon A1. Then, a virtual currency purchase screen is displayed, and the user can purchase the virtual currency by paying a desired price by electronic payment or the like.
  A user who has purchased a virtual currency can purchase an item at the item shop by consuming points of the purchased virtual currency (by paying the virtual currency). In addition, by consuming points of the purchased virtual currency, it is possible to draw a gacha which is a virtual lottery machine, and it is possible to acquire rare items and the like by winning the lottery.
  For example, when the user purchases a game item at the shop, the icon A2 in FIG. 4 is selected. Then, the shop screen of the item demonstrated in FIG. 6 (A)-FIG. 7 (B) is displayed.
  FIG. 6A shows a shop screen of a normal shop. In C1 of FIG. 6A, items ITA, ITB, and ITC that can be purchased at this ordinary shop (acquired in a broad sense) are presented as a lineup. The user can purchase the item by selecting a desired item from ITA, ITB, and ITC and selecting a purchase icon shown in C2. By this purchase, virtual currency points corresponding to the purchased icon are consumed. For example, in FIG. 6A, 100 points of virtual currency is consumed by purchasing items ITA, ITB, and ITC.
  Thus, in this embodiment, the purchase process for a user to purchase virtual currency is performed. For example, when the user touches the icon A1 in FIG. 4 and purchases the virtual currency, the purchase request is accepted, and the user can select a virtual currency that is a virtual currency that can be used in the game by electronic payment or the like. Can be purchased. There are various settings for the virtual currency rate. For example, one point of the virtual currency may be 1 yen or 10 yen. Alternatively, it may be lower than 1 yen or higher than 10 yen. Then, the purchase information of the virtual currency purchased by the user is stored in the user information storage unit 678 of FIG. 2 in association with the user information. This purchase information includes, for example, information such as the purchase price and purchase date and time of virtual currency. Then, as shown in FIG. 6A, a shop is prepared in which items can be acquired when the user consumes the purchased virtual currency. This shop is a virtual shop (a shop different from the real world shop) prepared in the game space (network space). For example, when the user selects a desired item at C1 in FIG. 6A and selects the purchase icon at C2, the stocked user's virtual currency is consumed, and the user purchases the item (in a broad sense). Acquire).
  At this time, in the present embodiment, a special shop different from the normal shop appears based on the purchase information of the user's virtual currency. For example, a special shop appears according to the purchase amount of the virtual currency of the user. For example, when the user purchases a predetermined amount of virtual currency and the conditions for appearance of the special shop are satisfied, the special shop is opened.
  FIGS. 6B, 7A, and 7B are shop screens showing examples of item special shops.
  In one method of this embodiment, a special shop appears by changing a normal shop into a special shop. For example, in FIG. 6B, in addition to the lineup of items of the normal shop in FIG. 6A, a special item ITSP shown in C3 can be purchased. The difference between the regular shop in FIG. 6 (A) and the special shop in FIG. 6 (B) is the lineup of item ITSP. The special shop in FIG. 6 (B) is a modified version of the regular shop in FIG. 6 (A). It can be said that.
  The item ITSP that can be purchased at a special shop is an item that exhibits a special effect, for example. For example, the item ITSP is an item that predominates the game situation of the user in a game event such as the competitive game of FIG. For example, the item ITSP has the effect of giving large damage to the enemy characters CE1, CE2, and CE3 and effectively defending the attack from the enemy. For example, when the enemy characters CE1, CE2, and CE3 have a fire attribute, an item having a water attribute strong against the fire attribute is caused to appear as a special item ITSP in the special shop in FIG. The item ITSP of the special shop may be a rare item that many users desire to acquire.
  In FIG. 7A, the special shop appears by changing the normal shop to the special shop. In FIG. 7A, the item ITC has a discount (discount) of 20%, for example. That is, in the normal shop of FIG. 6A, the virtual currency of 100 points was necessary for purchasing the item ITC, but in FIG. 7A, the item ITC can be purchased with 80 points cheaper than that. In this way, in FIG. 7A, the contents of the items sold in the normal shop are changed, and a special shop in which the normal shop is changed appears.
  In another method of this embodiment, a special shop appears by selecting from a plurality of special shops. Specifically, a special shop is made to appear by a selection process from a plurality of special shops with different items that can be acquired.
  For example, in FIG. 7B, as shown by D2, a special shop different from the normal shop in FIG. 6A has newly appeared. In this special shop, as shown in D3, unique special items ITSPA, ITSPB, and ITSPC can be purchased in the special shop. These items ITSPA, ITSPB, and ITSPC are items that have an advantageous effect on the user in a game event such as a competitive game in FIG. 5, for example, similarly to the item ITSP in C3 in FIG. 6B. Or it is a rare item called a rare item that is difficult to acquire.
  FIG. 8A and FIG. 8B are examples of special shops for gacha shops. FIG. 8A is an example of a special shop that appears by changing the normal shop, as in FIG. 7A. In the special shop in FIG. 8A, the chance of hitting a rare item of gacha GAC is increased as shown at E1. That is, this gacha GAC is also lined up in a normal shop, but the gacha GAC in a special shop has a higher probability of hitting a rare item than the gacha GAC in a normal shop. As shown in FIG. 9A, in the normal shop, the chance of hitting a rare item in Gacha GAC is, for example, 2%, whereas in the special shop, it is increased to, for example, 10%. Therefore, when a user draws the same 300 points of virtual currency and performs a lottery with a gacha GAC in a special shop, the user can acquire a rare item with a higher probability than when a lottery is performed in a normal shop. .
  In FIG. 8B, a special shop of gacha appears by selecting from a plurality of special shops. Specifically, a special shop is made to appear by a selection process from a plurality of special shops with different items that can be acquired (for example, the type of gacha, the probability of hitting, or the setting of a rare item corresponding to the gacha). For example, as shown in E2 in FIG. 8B, a special shop different from the normal shop has newly appeared. In this special shop, as shown in E3, special gacha GASPA, GASPB, and GASPC that cannot be played in the normal shop are prepared. The user selects a desired gacha from GASPA, GASPB, and GASPC, and pays virtual currency, so that a rare item can be acquired with a gacha set differently from the gacha of a normal shop. For example, FIG. 9B shows an example of the hit probability of special shops Gacha, GASPA, and GASPC. For example, by consuming 200 and 500 points of virtual currency, the user can play special gacha GASPA and GASPB with high win probabilities of 5% and 20%, respectively. Also, if you consume 1000 points of virtual currency, you can play a special gacha GASPC with a very high probability of winning, for example 50%.
  As described above, acquisition of an item at a special shop may be based on purchasing an item by consuming virtual currency as shown in FIGS. 6 (B) to 7 (B), or FIG. 8 (A). As shown in FIG. 8B, the item lottery process may be performed by consuming virtual currency.
  FIG. 10 shows an example of virtual currency purchase information. This purchase information is associated with, for example, a user ID (IDY in FIG. 10). By associating the purchase information with the user ID in this way, the management unit 616 in FIG. 2 can manage the purchase information of the virtual currency purchased by the user in association with the user information.
  As shown in FIG. 10, the purchase information can include information on the purchase amount (purchase amount) of the virtual currency. This purchase amount information is recorded in association with the date and time of purchase of the virtual currency, for example. The purchase information can include information on the consumption (consumption) of the virtual currency. This consumption amount information is recorded in association with the date and time of consumption (payment) of the virtual currency. The date and time of consumption of virtual currency is, for example, the date and time of purchase of an item at a shop or the date and time of a lottery play of a virtual lottery machine (gacha). Further, the purchase information can include information on the balance of virtual currency, the total purchase amount, and the number of purchases. The balance of virtual currency can be calculated based on the purchase amount, consumption amount, etc. of virtual currency. The accumulated purchase amount can be calculated by, for example, the accumulated processing of the purchase amount of the virtual currency. The number of purchases is counted up, for example, every time virtual currency is purchased. The virtual currency purchase frequency can be obtained from the number of purchases. For example, the purchase frequency may be the number of purchases itself, or may be obtained based on the number of purchases and the purchase amount. For example, even with the same number of purchases, the purchase frequency may be set so that the higher the purchase amount at each purchase, the higher the frequency is evaluated. The purchase information is not limited to the example shown in FIG. 10, and various modifications can be made.
  FIG. 11 shows an example of shop information. This shop information can include a shop ID. The shop ID is shop ID information prepared by the system, and is information for specifying a shop. The shop information can include shop type and rank information. The type of shop is for specifying the kind of shop. For example, an item shop and a virtual lottery shop are classified into different types. For example, the type of shop may be set according to the item to be sold, the type of virtual lottery machine, or the like. The rank of the shop is for setting the grade and the rarity of the shop. For example, in FIG. 11, rank C, rank B, rank A, rank S (RKC, RCB, RKA, RKS) are set as the shop rank. It is prepared. Rank C has the lowest grade (rare), and rank S has the highest grade. Further, the shop information can include item list or virtual lottery list, appearance period information, and appearance flag information. The item list and virtual lottery list are information for specifying items and virtual lotteries prepared as a lineup in the shop, and items and virtual lotteries sold in the shop are set by these lists. . The appearance period information is information for specifying the appearance period (open period) of the shop, and the length and time of the appearance period of the shop are set by the appearance period information. For example, the appearance flag is set to appear in a special shop that has already appeared, and the flag is set to not appear in a special shop that has not yet appeared.
  By using the shop information as shown in FIG. 11, it is possible to make a special shop appear by selecting from a plurality of special shops with different items that can be acquired. For example, a plurality of special shops having different items that can be acquired are prepared according to shop information as shown in FIG. And the special shop to appear is selected from these several special shops, for example based on the purchase situation of the virtual currency mentioned later. The setting of items that can be acquired here is different, for example, in the shop information of FIG. 11, the contents of the item list and virtual lottery list are different. Alternatively, the shop type, rank, or appearance period information may be different.
  As described above, in the present embodiment, a special shop different from the normal shop appears based on the purchase information of the virtual currency of the user. For example, based on the purchase information as shown in FIG. 10, a special shop as shown in FIGS. For example, a special shop appears when the purchase price of the user's virtual currency exceeds a given amount. Or even if a special shop appears when the accumulated purchase price of the user's virtual currency exceeds a given amount or the purchase frequency (number of purchases) of the user's virtual currency exceeds the given frequency Good. These purchase price, accumulated purchase price, and purchase frequency can be acquired based on the purchase information illustrated in FIG.
  For example, conventional systems that use virtual currency have not been able to provide effective motivation to consume virtual currency purchased by the user. For this reason, after purchasing the virtual currency, the user does not readily consume the purchased virtual currency, and the virtual currency remains in stock. Therefore, since the purchased virtual currency is sufficiently stocked, the user does not purchase the next virtual currency. As a result, charging to the user due to the purchase of virtual currency has been stagnant, and efficient charging processing cannot be realized.
  On the other hand, according to the method of the present embodiment, a special shop different from the normal shop appears based on purchase information such as the purchase price of the virtual currency of the user. In this special shop, as described with reference to FIGS. 6B to 8B, items and virtual lottery machines having different settings from the normal shop are prepared as a lineup. And the item prepared in a special shop has the effect which makes a user advantageous in game events, such as a battle game in which a user participates, or has become a rare item. Alternatively, a virtual lottery machine prepared in a special shop has an advantageous setting such as the probability of winning a lottery as shown in FIGS. 9 (A) and 9 (B). Accordingly, the user is motivated by the acquisition of the item at the special shop that appears, and actively consumes the purchased virtual currency. For example, a virtual currency is consumed to purchase an item of a special shop, or a lottery play of a virtual lottery machine of the special shop is performed. Thereby, the virtual currency stocked by the user is consumed. For example, when the balance of the virtual currency becomes 0 or approaches 0, the user who wants to acquire an item in the special shop purchases the next virtual currency. It becomes like this. That is, it is possible to prevent a situation in which the virtual currency purchased by the user remains in stock and is retained internally. Accordingly, charging to the user by purchasing virtual currency is promoted, and efficient charging processing can be realized.
  In this embodiment, for example, a special shop appears by changing a normal shop to a special shop. In this way, it is possible to prepare a special shop to appear only by changing a part of the normal shop lineup and the like, so that the appearance process of the special shop can be simplified and the processing load can be reduced.
  Alternatively, in the present embodiment, a special shop appears by selecting from among a plurality of special shops having different items that can be acquired. In this way, you can prepare various special shops with different items (item lineup, type, rank, rarity, effect, chance of hitting, etc.) that can be acquired. , Can be provided to the user as a special shop that appeared. Accordingly, the variety of special shops that can be provided to the user can be improved.
  It should be noted that various modifications can be made for setting items and virtual lotteries in special shops. For example, the difference between the special shop and the normal shop may be not only the lineup and contents of items and virtual lottery machines, but also the difference in the number of stocks and types.
2.2 Processing According to Purchase Status of Virtual Currency In the present embodiment, various processes are performed according to the purchase status of virtual currency. For example, in this embodiment, a special shop setting process is performed according to the purchase status of the user's virtual currency. The purchase status of the virtual currency is, for example, the purchase amount of the virtual currency, the accumulated purchase amount, the purchase frequency or the purchase time. The purchase amount, the accumulated purchase amount, the purchase frequency, and the purchase time of the virtual currency can be specified by, for example, the purchase information of the virtual currency in FIG. In this way, a special shop corresponding to the purchase situation of the virtual currency can appear, and effective motivation for the purchase of the virtual currency can be given to the user.
  For example, in the present embodiment, the larger the purchase amount or accumulated purchase amount of the virtual currency, or the higher the purchase frequency of the virtual currency, the special shop where the item acquisition is more advantageous appears. Or you may make the special shop where the acquisition of an item becomes more advantageous appear, so that the purchase time of virtual currency is earlier. For example, when a user purchases virtual currency immediately after logging in to the game, a special shop with a more advantageous setting is made to appear. In this way, the larger the purchase amount and cumulative purchase amount of virtual currency, the higher the purchase frequency, or the earlier the purchase time, the more advantageous special shops will appear. The user purchases a larger amount of virtual currency or purchases an item earlier. Therefore, it is possible to give the user effective motivation for purchasing virtual currency.
  FIG. 12 is a flowchart illustrating an example of a special shop setting process according to the virtual currency purchase status.
  First, purchase information of the user's virtual currency is read (step S1). For example, purchase information as shown in FIG. 10 associated with user information (user ID) is read from the user information storage unit 678 (storage unit in a broad sense) of FIG. Then, based on the read purchase information, the purchase status such as the purchase price, the accumulated purchase price, the purchase frequency, or the purchase time of the user is determined (step S2). For example, an evaluation value of the purchase status of virtual currency as described later is obtained.
  Next, it is determined whether or not the special shop appearance condition is satisfied (step S3). For example, when the user purchases a virtual currency of a predetermined amount or more, it is determined that the special shop appearance condition is satisfied. Then, if the appearance condition is satisfied, a special shop setting process is performed according to the purchase status of the user's virtual currency (step S4). For example, it is determined whether a special shop appears by changing a normal shop, or whether a special shop appears by selection from a plurality of special shops. Alternatively, the lineup of items at special shops to appear and virtual lottery machines is set. Alternatively, the type, rank, or appearance period of a special shop to appear is set. And the process which makes the special shop set in this way appear is performed (step S5). For example, a shop screen of a special shop as shown in FIGS. 6B to 8B can be displayed to the user.
  FIG. 13 is a flowchart illustrating a detailed example of the special shop setting process. First, the rank, type, etc. of the special shop to appear are determined based on the purchase situation of the user's virtual currency (step S11). For example, the rank and type of the shop described in the shop information of FIG. 11 are determined. Moreover, the appearance period of a special shop is set according to the purchase situation of a user's virtual currency (step S12). For example, the length or time of the appearance period of the special shop is set.
  Then, a special shop corresponding to the determined rank, type, etc. is extracted from a plurality of special shops (shop information in FIG. 11) that are to appear (step S13). For example, when the purchase price, accumulated purchase price, or purchase frequency of the user's virtual currency is high and the rank of the shop determined in step S11 is high, a special shop (for example, S rank) having a high rank in the shop information of FIG. , A rank, etc.) are selected as special shops to appear. On the other hand, if the purchase price, accumulated purchase price or purchase frequency of the user's virtual currency is low and the rank of the shop determined in step S11 is low, the shop information in FIG. Rank, B rank, etc.) is selected as a special shop to appear. Then, the extracted special shop appears in the set appearance period (step S14). For example, when the appearance period of the special shop set in step S12 is long, the special shop appears over a long period. If the time of the appearance period is also set in step S12, the special shop appears in the appearance period at that time.
  FIGS. 14A to 15 are explanatory diagrams of processing examples according to the purchase status of virtual currency. For example, in this embodiment, an evaluation value for the purchase status of virtual currency is obtained. This evaluation value can be obtained based on, for example, the purchase amount of virtual currency, the accumulated purchase amount, the purchase frequency, or the purchase time. For example, the higher the purchase amount, the accumulated purchase amount, or the purchase frequency, or the earlier the purchase time, the higher the evaluation value. Conversely, the lower the purchase amount, the accumulated purchase amount, or the purchase frequency, or the later the purchase time, the lower the evaluation value. In FIG. 14A, the rank of the special shop to appear is set based on the evaluation value of the virtual currency purchase status. Specifically, the higher the purchase status evaluation value, the higher the special shops appear. In a high-ranking special shop, it is possible to acquire higher-value items (items with a high degree of rarity) and items that make the user more advantageous in games and the like. Alternatively, a virtual lottery with a high item discount rate, a large number of stocks, and a low probability of winning an item is prepared at a special shop with a high rank.
  In this way, according to the evaluation value of the purchase status of the virtual currency, if the rank of the special shop to appear is determined to be a high rank, for example, the purchase price of the virtual currency is large, for example, to the user who has a high purchase status evaluation value On the other hand, special shops with higher ranks can appear. Therefore, a user who desires the appearance of a special shop with a higher rank purchases a larger amount of virtual currency, and can provide the user with effective motivation to purchase the virtual currency.
  In FIG. 14B, the appearance period of the special shop is set in accordance with the evaluation value of the purchase status of the user's virtual currency. Specifically, the higher the purchase status evaluation value, the longer the appearance period (open period) of the special shop. For example, a special shop is open only for a certain period of appearance, and a user who has a high purchase status evaluation value due to a large amount of virtual currency purchases, for example, has a special shop for a longer period. Open. For example, for a user with a low evaluation value, the appearance period of the special shop is, for example, 3 days. For a user with a high evaluation value, the appearance period of the special shop is, for example, one week. In this way, it is possible to realize the special shop appearance period setting process that reflects the virtual currency purchase status of the user. Then, a user who desires a long appearance period of the special shop comes to purchase a larger amount of virtual currency, and can provide the user with effective motivation for purchasing the virtual currency.
  In FIG. 15, for example, the number of lineups of items and the bargain level are lowered according to the elapsed time in the appearance period of the special shop. For example, at the start of appearance of a special shop, the number of lineups and bargains of items is high, but the number of lineups and bargains decreases with time. If it does in this way, a user will purchase an item etc. at a special shop early, and can give an effective motivation of consumption of virtual currency to a user.
  As shown in FIG. 15, when the evaluation value of the virtual currency purchase status is high, the rate of decrease in the number of item lineups and bargains over time (change per unit time) compared to when the evaluation value is low The amount is small. Therefore, for users with a high evaluation value due to a large amount of virtual currency purchases, etc., the number of lineups of items and the degree of bargain reduction during the appearance period will be low, and users with a high evaluation value of purchase status will be more Preferential treatment is possible.
2.3 Processing According to the Consumption Status of the Virtual Currency at the Special Shop In the present embodiment, various processes according to the consumption status of the virtual currency at the special shop are performed. The consumption situation of the virtual currency is, for example, the consumption amount of the virtual currency at a special shop, the consumption time or the consumption frequency. The consumption status of the virtual currency corresponds to, for example, the purchase status of an item at a special shop or the status of a lottery play of a virtual lottery machine.
  For example, in the present embodiment, the game parameter setting process of the game process is performed in accordance with the consumption situation of the virtual currency of the user at the special shop. Specifically, the game parameter is changed to an advantageous setting as the consumption amount of the virtual currency at the special shop is larger or the consumption time of the virtual currency is earlier. In this way, the game parameters of the game process change variously depending on the consumption state of the virtual currency, and it is possible to prompt the user to consume the virtual currency. And, as the amount of consumption is larger or the time of consumption is earlier, the game parameter changes to an advantageous setting, so that the user can consume a larger amount of virtual currency or consume the virtual currency earlier. Can be urged. Note that the consumption amount of virtual currency at the special shop is the purchase amount of the item at the special shop and the play amount of the virtual lottery device (the amount paid for the lottery). Further, the consumption time of the virtual currency of the special shop corresponds to the purchase time of the item at the special shop and the play time of the virtual lottery machine.
  For example, in the present embodiment, the character parameter setting process corresponding to the user is performed according to the user's consumption of virtual currency at the special shop. For example, setting processing (change processing or the like) of parameters (parameters such as attack power and defense strength) of the character CH of FIG. 5 or the characters CS1 and CS2 is performed. In this way, the consumption situation of the virtual currency can be reflected in the parameter of the user's character. Since the user consumes the virtual currency in order to set the character parameter to a more advantageous setting, the user can be effectively motivated to consume the virtual currency.
  FIG. 16 is a flowchart of a game parameter setting process according to the virtual currency consumption status at the special shop.
  First, the user's virtual currency consumption amount, consumption time, or consumption status such as consumption frequency at the special shop is determined (step S21). For example, an evaluation value of the consumption situation of virtual currency as described later is obtained. Next, game parameters such as item parameters or character parameters are set in accordance with the user's consumption of virtual currency at the special shop (step S22). For example, the value of the game parameter is variously changed based on the consumption situation of the virtual currency. And when performing a game process, a game process is performed based on the game parameter set according to the consumption condition of virtual currency (step S23, S24). For example, the game parameter is set to be more advantageous as the consumption amount of the virtual currency at the special shop is larger or the consumption time of the virtual currency is earlier.
  FIG. 17 is an explanatory diagram of the game parameter setting process based on the consumption status of the virtual currency at the special shop. For example, in this embodiment, an evaluation value for the consumption status of virtual currency at a special shop is obtained. This evaluation value can be obtained based on, for example, the amount of virtual currency consumed at a special shop, the time of consumption, or the frequency of consumption. For example, the higher the consumption amount and the consumption frequency, or the earlier the consumption period, the higher the evaluation value. Conversely, the lower the consumption amount and the consumption frequency, or the later the consumption time, the lower the evaluation value. For example, if a large number of items are frequently purchased at a special shop that appears, or if lottery is frequently performed using a virtual lottery machine, the evaluation value of the consumption status increases. Further, if an item is purchased at the special shop or a virtual lottery play is performed at an early stage after the appearance of the special shop, the evaluation value of the consumption situation becomes high.
  In FIG. 17, game parameters such as item parameters and character parameters are set based on the evaluation value of the consumption state of the virtual currency. Specifically, the higher the evaluation value of the consumption status of the virtual currency at the special shop, the more advantageous the game parameters are set. For example, the parameter of the item is set so as to generate a more advantageous effect in the game, or the parameters of the attack power and defense power of the character corresponding to the user are increased. By doing so, a user with a high evaluation value of the consumption status of the virtual currency can advance the game he / she plays more advantageously. Accordingly, the user actively purchases an item or plays a virtual lottery machine at a special shop that appears, and consumes more virtual currency. Therefore, effective motivation for consumption of the virtual currency can be given to the user, and consumption of the virtual currency can be promoted. For this reason, for example, when the balance of the virtual currency becomes zero or approaches zero, the user further purchases the virtual currency. Accordingly, charging to the user by purchasing virtual currency is promoted, and efficient charging processing can be realized.
  In the present embodiment, the game progress change process may be performed in accordance with the consumption status of the user's virtual currency at the special shop. FIG. 18 is a flowchart illustrating an example of a change process of the game progress according to the virtual currency consumption status.
  First, the evaluation value of the consumption status of the virtual currency is calculated based on the consumption amount, the consumption time or the consumption frequency of the virtual currency at the special shop (step S31). Then, it is determined whether or not the evaluation value of the consumption situation exceeds the threshold value VT1 (step S32). Here, the evaluation value is higher as the amount of consumption, the consumption frequency is higher, or the consumption time is earlier. If the evaluation value of the consumption status exceeds the threshold value VT1, it is determined whether or not the threshold value VT2 is exceeded (step S33). The threshold value VT2 is larger than VT1. If the evaluation value of the consumption state exceeds the threshold value VT1, but does not exceed VT2, a game event such as a battle event or a lottery event with an advantage AD1 is generated (steps S33 and S34). On the other hand, when the evaluation value of the consumption situation exceeds the threshold value VT2, a battle event, a lottery event, etc. with an advantage AD2 are generated (steps S33 and S35). This advantage AD2 is greater than AD1. That is, in the game event having the advantage AD2 generated in step S35, the user can play the game of the battle event more advantageously than the game event having the advantage AD1 generated in step S34, or to draw a lottery with a more advantageous setting. You will be able to play the event.
  According to such a method of the present embodiment, a game event that reflects the user's consumption of virtual currency at a special shop occurs. Therefore, for example, a user who wants to generate a more advantageous game event purchases a large number of items at a special shop or plays lots of virtual lottery lotteries. Therefore, effective motivation for consumption of the virtual currency can be given to the user, and consumption of the virtual currency can be promoted. For this reason, the user further purchases virtual currency, and it is possible to realize an efficient billing process for the user.
  In the present embodiment, discount processing of items at the special shop and change processing of items that can be acquired at the special shop are performed according to the consumption status of the virtual currency of the user at the special shop. FIG. 19A and FIG. 19B are explanatory diagrams of such item discount processing and change processing.
  For example, in FIG. 19A, the higher the evaluation value of the virtual currency consumption status at the special shop, the higher the item discount rate at the special shop. In other words, discount processing (discount) at a special shop is performed so that items can be purchased with virtual currency at a lower price. Or you may perform the discount process of the play fee of a virtual lottery machine. Thus, if discount processing according to the evaluation value of the consumption situation of the virtual currency is performed, the discount rate of the item etc. is motivated, and the user is encouraged to consume the virtual currency at the special shop. It becomes possible. Therefore, further purchase of virtual currency by the user can be promoted, and efficient billing processing can be realized.
  In FIG. 19B, the higher the evaluation value of the consumption status of the virtual currency at the special shop, the greater the number of lineups of items at the special shop and the higher the rarity of items that can be acquired at the special shop. doing. That is, change processing of items that can be acquired at a special shop is performed. Note that the number of virtual lottery lineups in the special shop may be increased, or the rarity of the item that is won by the lottery may be increased, and the change process of items that can be acquired in the special shop is also realized. In this way, if the change process of the item according to the evaluation value of the consumption status of the virtual currency is performed, the increase in the number of lineups of items and the increase in the rarity will motivate the user's virtual currency at the special shop. It becomes possible to encourage consumption. Therefore, further purchase of virtual currency by the user can be promoted, and efficient billing processing can be realized.
  In the present embodiment, a new special shop appears according to the consumption situation of the user's virtual currency at the special shop. FIG. 20 is a flowchart of the appearance process of a new special shop corresponding to the consumption situation of the virtual currency.
  First, the evaluation value of the consumption status of the virtual currency is calculated based on the consumption amount, the consumption time or the consumption frequency of the virtual currency at the special shop (step S41). Next, it is determined whether or not the calculated evaluation value of the consumption situation exceeds a threshold value VTA (step S42). If the evaluation value of the consumption situation exceeds the threshold value VTA, a process for causing a new special shop to appear is performed (step S43). For example, a special shop different from the special shop that currently appears is caused to appear. For example, a new special shop appears with different ranks, types, items that can be purchased, and virtual lotters that can be played.
  In this way, the user is motivated by the appearance of a new special shop, and in the special shop that is currently appearing, users can purchase items or play virtual lottery machines, and more Will consume the virtual currency. Accordingly, it is possible to create a chain of consumption of virtual currency and to promote further purchase of virtual currency by the user, so that efficient billing processing can be realized.
2.4 Appearance of Special Shop by Game Event In this embodiment, a given game event is generated by a game process. When a game event occurs, a special shop appears based on the purchase information of the user's virtual currency. For example, when a specific game event occurs and the appearance condition based on the purchase information of the user's virtual currency is satisfied, the special shop appears. In this case, for example, a special shop where an item corresponding to the generated game event can be acquired appears.
  For example, in FIG. 21, an event in which the boss character CHBS appears is generated as such a game event. For example, in a network game or the like, a game event of the appearance of such a boss character CHBS is generated as a daily event. The user can acquire valuable items possessed by the boss character CHBS by defeating the boss character CHBS. As an example, among the users participating in the network game, the user (or the team to which the user belongs) who first defeated the appearing boss character CHBS can collect all the possessed items of the boss character CHBS. Therefore, the user who participates in the network game is enthusiastic about the battle game that defeats the boss character CHBS and tries to defeat the boss character.
  At this time, in this embodiment, as shown in F1 of FIG. 21, a boss special shop appears. In other words, when a game event as shown in FIG. 21 occurs and the appearance condition based on the purchase information of the virtual currency of the user is satisfied, the special shop for bosses appears. Specifically, as shown in F1, when the special shop for bosses is notified to the user and the user who sees the notification selects the icon (tab) shown in F2, the shop of the special shop for bosses is displayed. Enable transition to screen.
  This special shop for bosses is a special shop that can acquire items that favor the user in the battle with the boss character CHBS. That is, such items are prepared as a lineup of special shops for bosses. For example, when the boss character CHBS has a fire attribute (first attribute in a broad sense), a strong water attribute (in a broad sense, a first attribute superior to the first attribute). Item 2) is prepared as a lineup in the boss special shop, and can be purchased (acquired) by the user. In addition, when the boss character CHBS is a character with very strong attack power, items (such as armor) that can greatly improve the defense power of the user characters CH, CS1, and CS2 can be purchased at the boss special shop. become. Also, if the boss character CHBS is a character with a very strong defense, items (weapons etc.) that can greatly increase the attack power of the user's character CH, CS1, CS2 can be purchased at the boss special shop become. When the boss character CHBS performs a poison attack or a magic attack, an item for treating poison or an item for weakening the magic attack can be purchased at the boss special shop.
  When such a special shop for bosses appears, the user consumes a lot of virtual currency in the special shop for bosses and purchases items in an eager manner to defeat the boss character CHBS. That is, it is possible to give the user an effective motivation to consume the virtual currency, and it is possible to effectively promote the consumption of the virtual currency. Thereby, an efficient charging process can be realized.
  Further, in the present embodiment, when a game event as shown in FIG. 21 occurs, a special shop capable of acquiring an item corresponding to the generated game event appears. For example, in FIG. 21, a special shop for bosses appears as such a special shop.
  In this case, various items can be assumed as items corresponding to the game event that can be acquired at the special shop. For example, an item corresponding to a game event is an item that makes the user more advantageous settings. The item that makes the user more advantageous is, for example, an item that makes it easier for the user to clear the game. In the example of FIG. 21, the item is for setting the user more advantageously in the battle with the boss character CHBS. For example, an item for setting the user more advantageously is an item having an attribute superior to the attribute of the boss character CHBS. Moreover, the item which sets a user more advantageously is an item which raises the defense power of a user's character CH, CS1, CS2, for example, when the attack power of the boss character CHBS is high, and the defense power of the boss character CHBS is high. In this case, the item increases the attack power of the user characters CH, CS1, and CS2.
  Further, the item corresponding to the game event may be an item to be combined with the item acquired at the game event. For example, if the boss character CHBS is defeated in the battle of FIG. 21, the user can acquire the possessed item of the boss character CHBS. The boss special shop sells items to be combined with the possessed items of the boss character CHBS acquired in this way. The user can acquire a more powerful item by purchasing this item and performing item synthesis with the possessed item of the boss character CHBS. That is, a special item that makes the game play of the user more advantageous can be acquired.
  If such an item can be purchased as an item corresponding to a game event, the user actively purchases an item at a special shop in order to advance the game advantageously or acquire a more valuable item by synthesizing the item. To do it. As a result, the user can be encouraged to consume virtual currency, and an efficient billing process can be realized.
  Although the present embodiment has been described in detail as described above, it will be easily understood by those skilled in the art that many modifications can be made without departing from the novel matters and effects of the present invention. Accordingly, all such modifications are intended to be included in the scope of the present invention. For example, a term (purchase, etc.) that has been described together with a different term having a broader meaning or the same meaning (acquisition, etc.) at least once in the specification or drawing may be replaced with the different term in any part of the specification or drawing. it can. Further, game processing, virtual currency purchase processing, shop processing, purchase information management processing, special shop appearance processing, and the like are not limited to those described in this embodiment, and techniques equivalent to these are also within the scope of the present invention. included.
TM1 to TMn, TM terminal device, CH, CS1, CS2 character,
CE1-CE3 enemy characters,
100 processing units, 102 input processing units, 110 arithmetic processing units, 111 game processing units,
112 purchase processing unit, 113 shop processing unit, 116 management unit,
120 display processing unit, 130 sound processing unit, 160 operation unit, 162 imaging unit,
170 storage unit, 172 shop information storage unit, 173 item information storage unit,
174 Parameter information storage unit, 180 information storage medium, 190 display unit,
192 sound output unit, 194 I / F unit, 195 portable information storage medium, 196 communication unit, 500 server system, 510 network, 600 processing unit,
602 input processing unit, 610 arithmetic processing unit, 611 game processing unit,
612 purchase processing unit, 613 shop processing unit, 616 management unit, 617 authentication processing unit, 618 charging processing unit, 619 management processing unit, 620 display processing unit, 630 sound processing unit,
660 operation unit, 670 storage unit, 672 shop information storage unit,
673 Item information storage unit, 674 Parameter information storage unit, 676 Billing information storage unit,
678 User information storage unit, 680 information storage medium, 696 communication unit

Claims (12)

  1. A game processing unit for performing game processing for a user to play a game;
    A purchase processing unit for performing processing for the user to purchase virtual currency;
    A management unit that manages purchase information of the virtual currency purchased by the user in association with user information;
    A shop processing unit for performing a virtual shop setting process capable of acquiring game items by consuming the purchased virtual currency by the user;
    Including
    The shop processing unit
    Based on the purchase information of the virtual currency of the user, a special shop different from a normal shop appears as the shop,
    The special shop appears when an appearance condition based on the purchase information of the virtual currency is satisfied, and the user consumes the virtual currency, so that an item of a game different from the normal shop can be acquired. Is a possible shop,
    The normal shop is a shop that can acquire game items even when the appearance condition is not satisfied,
    The game processing unit
    A game system for performing a game parameter setting process of the game process according to a consumption situation of the virtual currency of the user at the special shop.
  2. In claim 1,
    The game processing unit
    The game system, wherein the game parameter is changed to an advantageous setting as the consumption amount of the virtual currency at the special shop is larger or the consumption time of the virtual currency is earlier.
  3. A game processing unit for performing game processing for a user to play a game;
    A purchase processing unit for performing processing for the user to purchase virtual currency;
    A management unit that manages purchase information of the virtual currency purchased by the user in association with user information;
    A shop processing unit for performing a virtual shop setting process capable of acquiring game items by consuming the purchased virtual currency by the user;
    Including
    The shop processing unit
    Based on the purchase information of the virtual currency of the user, a special shop different from a normal shop appears as the shop,
    The special shop appears when an appearance condition based on the purchase information of the virtual currency is satisfied, and the user consumes the virtual currency, so that an item of a game different from the normal shop can be acquired. Is a possible shop,
    The normal shop is a shop that can acquire game items even when the appearance condition is not satisfied,
    The game processing unit
    A game system for performing a parameter setting process for a character corresponding to the user in accordance with a consumption situation of the virtual currency of the user at the special shop.
  4. A game processing unit for performing game processing for a user to play a game;
    A purchase processing unit for performing processing for the user to purchase virtual currency;
    A management unit that manages purchase information of the virtual currency purchased by the user in association with user information;
    A shop processing unit for performing a virtual shop setting process capable of acquiring game items by consuming the purchased virtual currency by the user;
    Including
    The shop processing unit
    Based on the purchase information of the virtual currency of the user, a special shop different from a normal shop appears as the shop,
    The special shop appears when an appearance condition based on the purchase information of the virtual currency is satisfied, and the user consumes the virtual currency, so that an item of a game different from the normal shop can be acquired. Is a possible shop,
    The normal shop is a shop that can acquire game items even when the appearance condition is not satisfied,
    The game processing unit
    A game system, wherein a game progress change process is performed in accordance with a consumption situation of the virtual currency of the user at the special shop.
  5. In any one of Claims 1 thru | or 4,
    The shop processing unit
    The game system, wherein the special shop appears by changing the normal shop to the special shop.
  6. In any one of Claims 1 thru | or 5,
    The shop processing unit
    A game system characterized in that the special shop appears by selecting from a plurality of special shops with different items that can be acquired.
  7. In any one of Claims 1 thru | or 6.
    The shop processing unit
    A game system that performs setting processing of the special shop to appear according to the purchase status of the virtual currency by the user.
  8. In any one of Claims 1 thru | or 7,
    The shop processing unit
    A game system, wherein a setting process of an appearance period of the special shop is performed according to the purchase status of the virtual currency by the user.
  9. In any one of Claims 1 thru | or 8.
    The shop processing unit
    A game system that causes the user to acquire an item by purchasing the item by consuming the virtual currency or by performing a lottery process for the item by consuming the virtual currency.
  10. A game processing unit for performing game processing for a user to play a game;
    A purchase processing unit for performing processing for the user to purchase virtual currency;
    A management unit that manages purchase information of the virtual currency purchased by the user in association with user information;
    As a shop processing unit that performs a virtual shop setting process that allows the user to acquire game items by consuming the purchased virtual currency,
    Make the computer work,
    The shop processing unit
    Based on the purchase information of the virtual currency of the user, a special shop different from a normal shop appears as the shop,
    The special shop appears when an appearance condition based on the purchase information of the virtual currency is satisfied, and the user consumes the virtual currency, so that an item of a game different from the normal shop can be acquired. Is a possible shop,
    The normal shop is a shop that can acquire game items even when the appearance condition is not satisfied,
    The game processing unit
    A program for performing a game parameter setting process of the game process according to a consumption situation of the virtual currency of the user at the special shop.
  11. A game processing unit for performing game processing for a user to play a game;
    A purchase processing unit for performing processing for the user to purchase virtual currency;
    A management unit that manages purchase information of the virtual currency purchased by the user in association with user information;
    As a shop processing unit that performs a virtual shop setting process that allows the user to acquire game items by consuming the purchased virtual currency,
    Make the computer work,
    The shop processing unit
    Based on the purchase information of the virtual currency of the user, a special shop different from a normal shop appears as the shop,
    The special shop appears when an appearance condition based on the purchase information of the virtual currency is satisfied, and the user consumes the virtual currency, so that an item of a game different from the normal shop can be acquired. Is a possible shop,
    The normal shop is a shop that can acquire game items even when the appearance condition is not satisfied,
    The game processing unit
    The program which performs the parameter setting process of the character corresponding to the said user according to the consumption situation of the said user's virtual currency in the said special shop.
  12. A game processing unit for performing game processing for a user to play a game;
    A purchase processing unit for performing processing for the user to purchase virtual currency;
    A management unit that manages purchase information of the virtual currency purchased by the user in association with user information;
    As a shop processing unit that performs a virtual shop setting process that allows the user to acquire game items by consuming the purchased virtual currency,
    Make the computer work,
    The shop processing unit
    Based on the purchase information of the virtual currency of the user, a special shop different from a normal shop appears as the shop,
    The special shop appears when an appearance condition based on the purchase information of the virtual currency is satisfied, and the user consumes the virtual currency, so that an item of a game different from the normal shop can be acquired. Is a possible shop,
    The normal shop is a shop that can acquire game items even when the appearance condition is not satisfied,
    The game processing unit
    A program for performing a change process of a game progress according to a consumption situation of the virtual currency of the user at the special shop.
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