[go: up one dir, main page]

WO2020145335A1 - Program and information processing device - Google Patents

Program and information processing device Download PDF

Info

Publication number
WO2020145335A1
WO2020145335A1 PCT/JP2020/000413 JP2020000413W WO2020145335A1 WO 2020145335 A1 WO2020145335 A1 WO 2020145335A1 JP 2020000413 W JP2020000413 W JP 2020000413W WO 2020145335 A1 WO2020145335 A1 WO 2020145335A1
Authority
WO
WIPO (PCT)
Prior art keywords
player
gift
item
game
billing
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Ceased
Application number
PCT/JP2020/000413
Other languages
French (fr)
Japanese (ja)
Inventor
崇弘 大友
伊藤 真人
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Sega Corp
Original Assignee
Sega Games Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority claimed from JP2019003905A external-priority patent/JP7215178B2/en
Priority claimed from JP2019003907A external-priority patent/JP7215180B2/en
Priority claimed from JP2019003904A external-priority patent/JP6645596B1/en
Priority claimed from JP2019003906A external-priority patent/JP7215179B2/en
Application filed by Sega Games Co Ltd filed Critical Sega Games Co Ltd
Publication of WO2020145335A1 publication Critical patent/WO2020145335A1/en
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/792Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame

Definitions

  • the present invention relates to a program and an information processing device.
  • Non-Patent Document 1 discloses that one player can give a charging item to another player.
  • Non-Patent Document 1 when the gift described in Non-Patent Document 1 is realized, the problem that one player is threatened by another player to give a billing item to the other player, that is, the billing item is sent from another player to “blackmail”. It is assumed that the problem that "is caused.” When such a problem occurs, the motivation for the one player to log in to the game decreases.
  • the present invention has been made in view of the above problems, and an object thereof is to provide a program and information processing that can increase the motivation of a player who attempts to log in to a game when gifts of charging items are provided. To provide a device.
  • the program according to the first aspect of the present invention can use a computer for a game according to a reception unit that receives a gift request from one player and a request received by the reception unit.
  • the player functions as a restriction unit that restricts the use of the gift-processed billing item by the player.
  • a program according to a second aspect of the present invention can be used for a game by a computer, accepting means for accepting a gift request from one player, and can be used for a game according to the request accepted by the accepting means, and purchased by paying a charge
  • a gift processing means for executing a gift process of linking a charge item associated with the one player to another player, which is a charge item, and a restriction for limiting the gift process for the charge item for a predetermined period. Function as a means.
  • the accepting unit accepts a notification by the one player regarding a gift to the other player, and the limiting unit is the other player notified by the one player.
  • the charging item is associated with the gift item in the gift giving process.
  • the accepting means 44 accepts the notification by the one player P1 regarding the gift to the other player P2, and the limiting means notifies the one player who has notified the other player. Then, the gift processing or the purchase of the charging item is restricted for a predetermined period.
  • the computer is caused to function as a setting unit that sets the number of charging items that can be gift-processed to the other player based on the play data of the game.
  • the play data includes the number of billing items associated with the other player.
  • the play data includes the number of billing items associated with the one player.
  • the restriction means associates the gift-processed charged item and the non-charged item given to the other player by playing the game with the other player. If the other player requests the use of the charged item, the non-charged item is preferentially used.
  • the accepting means accepts a selection from the one player as to whether or not to execute the restriction by the restricting means, and the restricting means selects the execution of the restriction.
  • the acceptance unit accepts, the restriction is executed.
  • An information processing apparatus is an accepting unit that accepts a gift request from one player, and can be used for a game in response to the request accepted by the accepting unit and is purchased by paying a charge.
  • Gift processing means for executing a gifting process, which is a billing item and is associated with the billing item associated with the one player, and a gift processing means for executing a gift process for a predetermined period from when the gift process is executed. Restriction means for restricting the use of the gift-processed billing item by another player.
  • An information processing device is a reception unit that receives a gift request from one player, a game that can be used in a game in response to the request received by the reception unit, and is purchased by paying a charge. And a gift processing means for executing a gift process of linking a charge item associated with the one player to another player, and a charge item for a predetermined period from when the charge item is purchased. Limiting means for limiting the gifting process for the billing item.
  • FIG. 2 is a block diagram showing an example of functional means of the server device shown in FIG. 1.
  • It is a flowchart which shows an example of the flow of a process of the game system which concerns on 1st embodiment when one player gives a charging item to another player.
  • It is a flow chart which shows an example of the flow of processing of the game system concerning a first embodiment when one player reports another player.
  • It is a flow chart which shows an example of the flow of processing of the game system concerning a first embodiment when using a billing item.
  • the information processing apparatus according to the first embodiment is a server apparatus will be described, but it may be an information processing apparatus other than the server apparatus, such as a game device, a mobile phone, a tablet, a personal computer, or the like.
  • FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to the first embodiment of the present invention.
  • the game system 1 is a system that provides a game to a plurality of players.
  • the game system 1 includes a server device 10 and a plurality of terminal devices 12 including a first terminal device 12A and a second terminal device 12B.
  • the server device 10 and the terminal device 12 are communicably connected via a communication network NT such as an intranet or the Internet.
  • the server device 10 is an information processing device (computer) that manages various game data and executes various game processes.
  • the game is not particularly limited as long as it is a game in which chargeable items can be purchased/gifted.
  • a billing item is an item that can be used for a game and is purchased by paying a bill. Examples of the charged items include paid stones, gacha tickets, weapons, armor, stamina recovery items, and the like. This paid stone can be used for various purposes such as execution of gacha (lottery) and recovery of stamina.
  • Each terminal device 12 is operated by a game player.
  • the first terminal device 12A is operated by one player P1 and the second terminal device 12B is operated by another player P2.
  • Each terminal device 12 executes the game and provides it to the player while appropriately communicating with the server device 10.
  • Examples of the terminal device 12 include various devices such as a video game machine, an arcade game machine, a mobile phone, a smartphone, a tablet, and a personal computer.
  • the game may be executed by the server device 10 instead of the terminal device 12, and the terminal device 12 may output the execution result of the server device 10.
  • FIG. 2 is a block diagram showing an example of the hardware configuration of the server device 10.
  • the server device 10 includes a control device 20, a communication device 26, and a storage device 28.
  • the control device 20 mainly includes a CPU (Central Processing Unit) 22 and a memory 24.
  • CPU Central Processing Unit
  • the CPU 22 functions as various functional means by executing a predetermined program stored in the memory 24, the storage device 28, or the like. Details of this functional means will be described later.
  • the communication device 26 is composed of a communication interface and the like for communicating with an external device.
  • the communication device 26 transmits/receives various types of information to/from the terminal device 12, for example.
  • the storage device 28 is composed of a hard disk or the like.
  • the storage device 28 stores various programs and various information necessary for execution of processing in the control device 20, and information on processing results. ..
  • the server device 10 can be realized by using an information processing device such as a dedicated or general-purpose server computer. Further, the server device 10 may be configured by a single information processing device or may be configured by a plurality of information processing devices distributed on the communication network NT. Further, FIG. 2 only shows a part of the main hardware configuration of the server device 10, and the server device 10 can have other configurations that a server generally has. Further, the hardware configuration of the plurality of terminal devices 12 can also be provided with the same configuration as the server device 10 except that, for example, the operation means, the display device, and the sound output device are provided.
  • FIG. 3 is a block diagram showing an example of functional means of the server device 10 shown in FIG.
  • the server device 10 includes a storage unit 40, a purchasing unit 42, a receiving unit 44, a gift processing unit 46, a determining unit 48, a limiting unit 50, and a changing unit 52. ..
  • the storage unit 40 is realized by one or a plurality of storage devices 28. Other functional means are realized by the control device 20 executing a program stored in the storage device 28.
  • the storage unit 40 has a function of storing player information 40A, play data 40B, a notification list 40C, a gift target list 40D, and the like.
  • the player information 40A is stored for each player in association with the player ID of the player.
  • the player information 40A includes, for example, the player's name, age, sex, contact information, billing history, card information (for example, credit card number information and name information) used when billing is paid.
  • the player information 40A may be stored in another server device different from the server device 10.
  • the play data 40B is stored for each player in association with the player ID of the player.
  • the play data 40B includes data such as the player's game progress status, player rank, character possession content, item possession content, item possession quantity, and the like.
  • the “rank” is a numerical value or a symbol indicating the level of strength of the player. For this rank, for example, an experience value is obtained by winning a battle with an enemy character, and when the experience value reaches a certain value, the rank is increased by one. As the rank rises, the player's status rises accordingly and a new skill is learned. The above "rank” can be restated as "level”.
  • the play data 40B may be included in the player information 40A.
  • the notification list 40C the player ID of the one player P1 who has notified the other player P2 and the player ID of the other player P2 who has been notified are registered.
  • the gift target list 40D the player IDs of the objects (players) to whom the gift is permitted are registered in advance for each player. Examples of this target include the player's family and friends.
  • the purchase means 42 has a function of executing a purchase process of a charge item in response to a purchase request from a player.
  • the purchase means 42 may be provided in another server device different from the server device 10.
  • the accepting means 44 has a function of accepting a gift request (hereinafter, appropriately referred to as “gift request”) from one player P1.
  • gift request a gift request
  • the charging item is gifted from the one player P1 to the other player P2
  • the accepting unit 44 accepts a gift request from another player P2.
  • the gift processing means 46 has a function of executing a gift processing of associating the charging item associated with one player P1 with another player P2 in response to the gift request accepted by the accepting means 44.
  • the charging item associated with the play data 40B of one player P1 is associated with the play data 40B of another player P2, and is deleted from the play data 40B of one player P1. Processing.
  • the judging means 48 has a function of making various judgments. For example, it may be determined whether the one player P1 or the other player P2 is a predetermined person. Specifically, the determination unit 48 may refer to the gift target list 40D and determine whether the other player P2 is the family of the one player based on the registration information of the family of the one player.
  • the determination means 48 may refer to the player information 40A and determine whether or not the one player P1 is a minor based on the registration information of the age of the one player P1. Specifically, the determination unit 48 makes an affirmative determination that the one player P1 is a minor when the registration information of the age of the one player P1 is, for example, 19 years or less. Further, for example, the determination unit 48 may determine whether the one player P1 is a weak person based on the play data 40B of the one player P1. Specifically, the determination means 48 determines that the one player P1 is a weak person when the rank or play time of the one player P1 is equal to or less than a threshold value.
  • the determination unit 48 determines whether one player P1 is a weaker person than the other player P2 based on the play data 40B of the one player P1 and the play data 40B of the game of the other player P2. May be. Specifically, when the rank or play time of one player P1 is lower or shorter than the rank or play time of another player P2, the determination means 48 determines that one player P1 is a weak person. Further, for example, the determination unit 48 may refer to the player information 40A or the play data 40B and determine whether the one player P1 is a paying user based on the charging history of the one player P1. Specifically, the determination unit 48 determines that the one player P1 is a billing user when the one player P1 is billing a predetermined amount or more every month.
  • the determination unit 48 determines whether or not the one player P1 and the other player P2 are the same person based on the player information 40A of the one player P1 and the player information 40A of the other player P2. May be. Specifically, the determination means 48 determines that the one player P1 and the other player P2 are the same person when the card information of the one player P1 and the card information of the other player P2 are the same. .. Further, for example, the determination means 48 determines whether or not the one player P1 and the other player P2 are the same person based on the login time of the one player P1 and the login time of the other player P2. Good.
  • the determination means 48 determines the one player P1 and the other player P2. It may be determined that and are the same person. Further, for example, the determining unit 48 determines that the one player P1 and the other player P2 are the same person when the difference between the login time of the one player and the login time of the other player P2 is less than the threshold value. You may.
  • the restriction unit 50 has a function of restricting various charging items based on the determination result of the determination unit 48 or regardless of the determination result of the determination unit 48. Note that this “limit” includes “prohibition”.
  • the restricting unit 50 may restrict the use of the gift-processed billing item by another player P2 for a predetermined period (first predetermined period).
  • the first predetermined period is not particularly limited, such as 1 hour, 1 day, 1 week, 1 month, etc., but it is preferably 1 day or more from the viewpoint of ensuring a time in which one player P1 can make a notification, and it depends on the limitation. From the viewpoint of suppressing inconvenience, it is preferably one week or less.
  • Examples of the start time of the first predetermined period include a predetermined day such as 20th and 25th of every month after the gift processing is executed.
  • the restriction unit 50 may restrict the gifting process for the charging item for a predetermined period (second predetermined period).
  • the second predetermined period is not particularly limited, such as 1 hour, 1 day, 1 week, 1 month, etc., but it is to suppress blackmail (so-called katsuage) from another player P2 who is present when one player P1 purchases. From the viewpoint, it is preferably one day or more from the time the charged item is purchased, and preferably one week or less from the viewpoint of suppressing inconvenience due to restrictions.
  • the second predetermined period may be the same period as the first predetermined period or a different period. When the second predetermined period is different from the first predetermined period, the second predetermined period may be longer than the first predetermined period or shorter than the first predetermined period.
  • the restriction unit 50 restricts the other player P2 notified by the one player P1 from being a target for associating the charging item in the gift giving process for a predetermined period (third predetermined period). You may. That is, the restriction unit 50 may temporarily restrict the other player P2 from being provided with the charging item. Further, for example, the restricting unit 50 may restrict the gift processing or the purchase of the billing item to the one player who has notified the other player P2 for a predetermined period (third predetermined period). That is, the restriction unit 50 may temporarily restrict the gifting or purchase of the charging item by the one player P1.
  • the third predetermined period may be the same as or different from the first predetermined period and/or the second predetermined period.
  • the third predetermined period is different from the first predetermined period and/or the second predetermined period, even if the third predetermined period is longer than the first predetermined period and/or the second predetermined period, the first predetermined period or/and It may be shorter than the second predetermined period.
  • the restricting means 50 is a case where the gift-processed charged item and the non-charged item given to the other player P2 by playing the game are linked to the other player P2, When the other player P2 requests the use of the charged item, the non-charged item may be preferentially used.
  • the limiting means 50 is a case where the gift-processed paid stones and the free stones given to the other player P2 by playing the game are linked to the other player P2, When the other player P2 requests the use of paid stones, the free stones may be preferentially used.
  • the restriction means 50 determines that the other player P2 is not the family of the one player, for example.
  • the gifting process may be restricted when the means 48 makes a negative determination.
  • the limiting unit 50 may limit the gifting process, for example, when the determining unit 48 makes an affirmative determination that the one player P1 is a minor.
  • the limiting unit 50 may limit the gifting process, for example, when the determining unit 48 makes an affirmative determination that the one player P1 is a weak person.
  • the limiting unit 50 may limit the gift giving process, for example, when the determining unit 48 makes an affirmative determination that the one player P1 is weaker than the other player P2.
  • the limiting unit 50 may limit the gifting process, for example, when the determining unit 48 makes a negative determination that the one player P1 is not the paying user.
  • the limiting unit 50 may limit the number of charge items related to the gift process from one player P1 to the other player P2 or the price of the charge item related to the gift process.
  • an upper limit is set for the total number of charging items related to the gift processing from one player P1 to the other player P2, and the limiting unit 50 sets the upper limit for the total number of charging items related to the gift processing.
  • the gift processing is restricted.
  • the upper limit value is set for the total price of the charging item related to the gift processing from one player P1 to the other player P2, and the limiting means 50 sets the total price of the charging item related to the gift processing to the upper limit value. When it reaches, the gift processing is restricted.
  • the restriction means 50 suppresses the action of avoiding the purchase restriction of the minor for the billing item. Therefore, the gifting process from one player P1 to another player P2 is prohibited.
  • the changing unit 52 has a function of changing the value or quantity of the charging item related to the gift processing.
  • the changing unit 52 may change the value or amount of the charging item based on the play data 40B of the one player P1.
  • the value or amount of the charging item may be changed according to the rank of the one player P1 in the play data 40B of the one player P1. More specifically, in the play data 40B of one player P1, when the rank of the one player P1 is 1 or more and 10 or less, the value or amount is left unchanged, and when the rank is 11 or more and 20 or less, the charging item is Of the number of gifts to be donated, and if the rank is 21 or more, the amount of billing items is changed to several times the number of donated items, and the value of billing items is increased.
  • the changing unit 52 may change the value or amount of the charging item based on the play data 40B of the other player P2. Specifically, in the play data 40B of the other player P2, the value or amount of the charging item may be changed according to the rank of the other player P2. More specifically, in the play data 40B of the other player P2, when the rank of the other player P2 is 1 or more and 10 or less, the value or amount is left unchanged, and when the rank is 11 or more and 20 or less, the charging item is Of the number of gifts to be donated, and if the rank is 21 or more, the amount of billing items is changed to several times the number of donated items, and the value of billing items is increased. To do.
  • the changing unit 52 may acquire the relationship between one player P1 and the other player P2, and change the value or amount of the charging item based on the relationship.
  • the relationship includes, for example, whether the other player P2 is weak compared to the one player P1, is a family member, is a friend, is connected by social networking, or the like. Further, for example, the changing unit 52 may change the value or amount of the billing item based on the current time information.
  • the changing unit 52 uses a special lottery (a lottery in which a limited character can be obtained or a character with a high degree of rarity can be obtained with a higher probability than usual) when another player P2 uses the gifted billing item
  • a special lottery a lottery in which a limited character can be obtained or a character with a high degree of rarity can be obtained with a higher probability than usual
  • the value of the billing item may be changed (increase) so that a lottery (eg, lottery) can be performed.
  • FIG. 4 is a flowchart showing an example of a processing flow of the game system 1 according to the first embodiment when one player P1 gives a charging item to another player P2.
  • the order of the following processes can be changed as appropriate.
  • Step SP10 The first terminal device 12A displays a gift screen. On this gift screen, one player P1 selects another player P2 who is a gift recipient from a plurality of players, and selects a charging item to be gifted from the items possessed by one player P1. And a process transfers to the process of step SP12.
  • the first terminal device 12A is a server device that includes a gift request including a player ID of one player P1, a player ID of another selected player P2, and the content (item ID, quantity, etc.) of the selected charging item. Send to 10. And a process transfers to the process of step SP14.
  • Step SP14 The accepting unit 44 of the server device 10 accepts (receives) the gift request from the first terminal device 12A.
  • the determination means 48 determines whether or not the second predetermined period has elapsed since the charging item corresponding to the item ID included in the gift request was purchased. If the determination is affirmative, the process proceeds to step SP18, and if the determination is negative, the process proceeds to step SP16.
  • Step SP16 The restriction unit 50 restricts the gifting process for the charged item corresponding to the item ID included in the gift request. Subsequently, the restriction unit 50 notifies the first terminal device 12A that the gift processing has been restricted. 12 A of 1st terminal devices which received the notification display the content of the said notification. Then, the series of processing shown in FIG. 4 ends.
  • Step SP18 The determination means 48 refers to the notification list 40C and turns on the notification flag for the player ID of the one player P1 included in the gift request, or targets the player ID of the other player P2 included in the gift request. It is determined whether the report flag is on. Then, if the determination is affirmative, the process proceeds to step SP16, and if the determination is negative, the process proceeds to step SP20.
  • Step SP20 The determination unit 48 determines whether or not the player ID of the other player P2 included in the gift request is registered in the gift target list 40D. If the determination is affirmative, the process proceeds to step SP22, and if the determination is negative, the process proceeds to step SP16.
  • Step SP22 The determination unit 48 acquires the credit card information corresponding to the player ID of the one player P1 included in the gift request from the player information 40A or another server device. Similarly, the determination unit 48 acquires the credit card information corresponding to the player ID of the other player P2 included in the gift request from the player information 40A or another server device. Then, the determination means 48 determines whether the one player P1 and the other player P2 are the same person based on the acquired two credit card information. Then, if the determination is affirmative, the process proceeds to step SP16, and if the determination is negative, the process proceeds to step SP24.
  • Step SP24 The determination means 48 determines whether or not the total number of donations of the billing item or the total amount of donations of one player P1 including the number of donations of the current billing item exceeds the upper limit value. Then, if the determination is affirmative, the process proceeds to step SP16, and if the determination is negative, the process proceeds to step SP26. Note that, in this step, instead of the above determination, the determination means 48 includes the total number of donated billing items in the other player P2 or the total amount of donated billing items, including the number of donations of the current billing item. It may be determined whether or not exceeds the upper limit value.
  • Step SP26 The gift processing unit 46 executes a gift process in which the charging item associated with the player ID of the one player P1 included in the gift request is associated with the player ID of the other player P2 included in the gift request. Specifically, the gift processing means 46 reduces or deletes the charging item from the play data 40B corresponding to the player ID of the one player P1 included in the gift request, and at the same time the other player P2 included in the gift request. The charge item is added to the play data 40B corresponding to the player ID. And a process transfers to the process of step SP28.
  • Step SP28 The changing unit 52 changes the value or the amount of the charge-processed gift item.
  • the value of the gift-processed billing item is changed to be higher. Then, the process proceeds to the process of step SP30.
  • Step SP30 The gift processing means 46 gives one player P1 and/or another player P2 a gift point that can be used in a game or other than the game.
  • the number of gift points provided may be changed according to, for example, the relationship between one player P1 and another player P2, or the play data 40B of one player P1 or another player P2.
  • the process proceeds to the process of step SP32. Note that this step may be omitted.
  • Step SP32 The gift processing means 46 turns on the use restriction flag for the charging item that has been gift-processed in the play data 40B of the other player P2. Then, the process proceeds to the process of step SP34.
  • Step SP34 The gift processing means 46 notifies the first terminal device 12A and/or the second terminal device 12B that the gift processing has been executed. Then, the series of processing shown in FIG. 4 ends.
  • FIG. 5 is a flowchart showing an example of the flow of processing of the game system 1 according to the first embodiment when one player P1 reports another player P2. Note that the following processing is executed regularly or randomly. Moreover, the order of the following processes can be changed as appropriate.
  • Step SP40 12 A of 1st terminal devices determine whether the notification screen request
  • Step SP42 The first terminal device 12A displays a notification screen including a notification button. On this notification screen, one player P1 selects another player P2 to be notified from among a plurality of players. Subsequently, the one player P1 presses the notification button on the notification screen. Then, the process proceeds to the process of step SP44.
  • Step SP44 The first terminal device 12A notifies the server device 10. This notification includes the player ID of one player and the player ID of the other selected player P2. Then, the process proceeds to the process of step SP46.
  • Step SP46 The accepting means 44 of the server device 10 accepts the notification from the first terminal device 12A.
  • the accepting unit 44 adds the player ID of the one player P1 included in the notification to the notification list 40C and turns on the notification flag for the added player ID.
  • the reception unit 44 may notify the first terminal device 12A that the notification has been processed (the notification flag has been turned on). Then, the process proceeds to the process of step SP48.
  • Step SP48 The reception unit 44 adds the player IDs of the other players P2 included in the notification to the notification list 40C and turns on the notified flag for the added player ID.
  • the reception unit 44 may notify the second terminal device 12B that the notification has been processed (the notification flag has been turned on). However, this notification is preferably performed after a lapse of a predetermined period because one player P1 may be threatened by another player P2. Then, the process proceeds to the process of step SP50.
  • Step SP50 The accepting unit 44 executes the return processing of the charge item. Specifically, the accepting unit 44 reduces or deletes the billing-processed billing item from the play data 40B corresponding to the player ID of the other player P2 included in the notification, and also the one player P1 included in the notification. The charge item is added to the play data 40B corresponding to the player ID of. Then, the process proceeds to the process of step SP52.
  • Step SP52 The determining means 48 determines whether or not the third predetermined period has elapsed. Then, if the determination is affirmative, the process proceeds to the process of step SP54, and if the determination is negative, the series of processes shown in FIG. 5 ends.
  • FIG. 6 is a flowchart showing an example of the processing flow of the game system 1 according to the first embodiment when using a charging item. Moreover, the order of the following processes can be changed as appropriate.
  • Step SP60 The second terminal device 12B transmits a use request including the player ID of the other player P2 and the item ID of the donated charging item to the server device 10. Then, the process proceeds to the process of step SP62.
  • Step SP62 The accepting unit 44 of the server device 10 receives the usage request from the second terminal device 12B.
  • the determination means 48 acquires the play data 40B corresponding to the player ID included in the usage request. Subsequently, the determination unit 48 refers to the acquired play data 40B and determines whether or not the usage restriction flag is turned on for the item ID included in the usage request. If the determination is affirmative, the process proceeds to step SP64, and if the determination is negative, the process proceeds to step SP70.
  • Step SP64 The determination means 48 determines whether or not the first predetermined period has elapsed since the charging item corresponding to the item ID included in the usage request was gifted, that is, the charging process was performed on the charging item. Then, if the determination is affirmative, the process proceeds to step SP70, and if the determination is negative, the process proceeds to step SP66.
  • Step SP66 The restriction unit 50 restricts the use of the billing item corresponding to the item ID included in the usage request by the other player P2. Then, the process proceeds to the process of step SP68.
  • Step SP68 The limiting means 50 sends an error notification to the second terminal device 12B.
  • the limiting means 50 may also send an error notification to the first terminal device 12A. Then, the series of processing shown in FIG. 6 ends.
  • Step SP70 The determination means 48 determines whether or not the charging item corresponding to the item ID included in the usage request is the gifted charging item. Specifically, the determination unit 48 determines whether the usage restriction flag is turned on for the billing item corresponding to the item ID included in the usage request. As a result, the determination means 48 makes an affirmative determination that the billing item corresponding to the item ID is a donated billing item when the use restriction flag is turned on. Further, the judging means 48 makes a negative judgment that the charging item corresponding to the item ID is not the gifted charging item when the usage restriction flag is off. If the determination is affirmative, the process proceeds to step SP74, and if the determination is negative, the process proceeds to step SP72.
  • Step SP72 The reception means 44 uses the charging item corresponding to the item ID included in the usage request. Specifically, the charge item is consumed from the play data 40B corresponding to the player ID included in the usage request. Then, the usage result is transmitted to the second terminal device 12B, and the second terminal device 12B reflects the usage result in the game.
  • Step SP74 The determining means 48 determines whether or not the play data 40B corresponding to the player ID included in the use request includes the same non-chargeable item as the chargeable item corresponding to the item ID included in the use request. Specifically, when the charged item is a paid stone, whether or not the play data 40B corresponding to the player ID included in the usage request has a function similar to that of the charged item and is a non-charged stone as a non-charged item. Determine whether. Then, if the determination is affirmative, the process proceeds to step SP76, and if the determination is negative, the process proceeds to step SP72. Note that if the determination is negative, the series of processes shown in FIG. 6 may end.
  • the determination is negative, it is determined whether or not there is a paid stone as a billing item (for example, a billing item purchased by another player P2) whose use restriction flag is off. You may move. In this case, if the determination is affirmative, the process proceeds to the process of consuming the billing item (the billing item for which the use restriction flag is off), and if the determination is negative, the process is donated. The process shifts to the process of consuming the billing item (the billing item whose use restriction flag is turned on).
  • Step SP76 The accepting unit 44 consumes the gratuitous stone from the play data 40B corresponding to the player ID included in the usage request. Then, the usage result is transmitted to the second terminal device 12B, and the second terminal device 12B reflects the usage result in the game. Then, the series of processing shown in FIG. 6 ends.
  • the server device 10 accepts the gift request from the player, and accepting means 44 that accepts the gift request from the player, and can be used for the game in response to the request accepted by the accepting means 44.
  • a gift processing unit 46 that executes a gift process of linking a billing item that is an item and linked to the one player P1 to another player P2, and a gift process by another player P2 for a predetermined period.
  • Restricting means 50 for restricting the use of the charged billing item.
  • the gift item associated with the one player P1 is associated with the other player P2. be able to. Then, in the case where such a charging item can be donated, the use of the gift-processed charging item by the other player P2 is restricted for a predetermined period, so that one player P1 A grace period can be given to inform the game management company that the billing item has been cut off, and the motivation of the player P1 who is trying to log in to the game can be increased.
  • the accepting unit 44 that accepts a gift request from one player P1 and a billing item that can be used in the game and that is purchased by paying the bill in response to the request accepted by the accepting unit 44.
  • the gift item associated with the charging item associated with one player P1 is associated with the other player P2, so that the accounting item can be donated. Further, according to this configuration, since the gifting process for the charged item is restricted for a predetermined period, the charged item is not cut during that period, and the motivation of the player who attempts to log in to the game can be increased. ..
  • the accepting unit 44 accepts the notification by the one player P1 regarding the gift to the other player P2, and the restricting unit 50 notifies the other player P2 notified by the one player P1.
  • the restricting unit 50 notifies the other player P2 notified by the one player P1.
  • the accepting unit 44 accepts the notification by the one player P1 regarding the gift to the other player P2, and the limiting unit 50 notifies the one player P1 that notified the other player P2 to the one player P1.
  • Gift processing or purchase of billing items may be restricted during the third predetermined period.
  • the restricting means 50 is a case where the gift-processed charged item and the non-charged item given to the other player P2 by playing the game are linked to the other player P2. Therefore, when the other player P2 requests the use of the charged item, the non-charged item may be preferentially used.
  • the charged item can be returned to one player P1.
  • the server device 10 accepts a gift request from one player P1, and accepts the gift request, and can be used for a game in response to the request accepted by the acceptor 44 and purchases by paying a charge.
  • the gift processing means 46 for executing a gift process of linking the charged item associated with the one player P1 with the other player P2, and the one player P1 or the other player P2.
  • the determination means 48 for determining whether or not the person is a predetermined person, and the limiting means 50 for limiting the gift processing from one player P1 to the other player P2 based on the determination result of the determination means 48 are provided.
  • the gift item associated with the one player P1 is associated with the other player P2. be able to.
  • the gifting process from one player P1 to the other player P2 is restricted based on the determination result of the determination means 48, and thus the person is not a predetermined person. It is possible to prevent one player P1 from being cut by another player P2, and thus to increase the motivation of the one player P1 who attempts to log in to the game.
  • the determination means 48 determines whether or not the other player P2 is a family of the one player P1, based on the registration information of the family of the one player P1, and the limiting means 50 makes the determination. If the means 48 makes a negative decision, the gifting process from one player P1 to another player P2 may be restricted.
  • the determination means 48 determines whether or not the one player P1 is a minor based on the age registration information related to the one player P1, and the limiting means 50 causes the determination means 48 to operate. If an affirmative decision is made, the gifting process from one player P1 to another player P2 may be restricted.
  • the determination means 48 determines whether or not the one player is a weak person based on the play data 40B of the game for the one player P1, and the limiting means 50 makes a positive determination by the determination means 48. In this case, the gifting process from one player P1 to another player P2 may be restricted.
  • the determination means 48 determines that one player P1 is weaker than another player P2 based on the game play data 40B of the one player P1 and the game play data 40B of the other player P2. If the determination means 48 makes an affirmative determination, the limiting means 50 may limit the gifting process from one player P1 to another player P2.
  • the play data 40B includes the rank of the corresponding player or the play time by the corresponding player.
  • the determination unit 48 determines that the user is a weak person, it can be easily determined using the rank of the player or the play time of the corresponding player.
  • the determination means 48 determines whether or not the one player P1 is a paying user based on the charging history of the one player P1, and the limiting means 50 makes a negative determination by the determination means 48.
  • the gifting process from one player P1 to another player P2 may be restricted.
  • the one player P1 since it is possible to restrict the gift of one player P1 who is assumed to be a weak person or a minor and is not a paying user, the one player P1 can play the game with peace of mind. As a result, the motivation of the player P1 who is trying to log in to the game can be increased.
  • the server device 10 accepts a gift request from one player P1, and accepts the gift request, and can be used for a game in response to the request accepted by the acceptor 44 and purchases by paying a charge.
  • Gift processing means 46 for executing a gift process of associating the charged item associated with the one player P1 with the other player P2, and the one player P1 to the other player P2.
  • Limiting means 50 for limiting the number of billing items or the price of the billing items related to the gift processing.
  • the gift item associated with the one player P1 is associated with the other player P2. be able to.
  • the number of charging items or the price of the charging item related to the gifting process from one player P1 to another player P2 is limited, so that one player P1 It is possible to suppress the amount of damage caused by the accidental damage, and thus to increase the motivation of the player P1 who is trying to log in to the game.
  • the limiting means 50 may further include means 48, and when the determining means 48 makes an affirmative determination, the limiting means 50 may prohibit the gift processing from one player P1 to the other player P2.
  • the player information 40A includes the card information of the card used when paying the charge
  • the determining unit 48 determines that the card information of the one player P1 and the card information of the other player P2. If they are the same, it may be determined that one player P1 and the other player P2 are the same person.
  • the determination means 48 can easily make the determination using the card information.
  • the player information 40A includes the login time at which the game was logged in, and the determination means 48 determines the one player P1 based on the login time of the one player P1 and the login time of the other player P2. It may be determined whether and the other player P2 are the same person.
  • the determination means 48 can easily determine using the login time.
  • the server device 10 can be used for a game in response to the request accepted by the accepting unit 44, and accepting unit 44 for accepting a gift request by one player P1, and purchasing by paying a charge.
  • changing means 52 for changing.
  • the gift item associated with the one player P1 is associated with the other player P2. be able to. Then, in the case where such a charging item can be donated, the value or amount of the charging item relating to the gift processing is changed, so that the surprise of the gift is increased, the gift of the charging item is activated, and the social of the game is increased. In the case where the chargeable item is gifted, the motivation of the one player P1 who attempts to log in to the game can be increased.
  • the changing unit 52 may change the value or amount of the charging item based on the play data 40B of the player P1.
  • the value or amount of the chargeable item is changed when the game is played, and therefore the motivation of one player P1 who attempts to log in to the game is increased to change the value or amount.
  • the changing unit 52 may change the value or amount of the charging item based on the play data 40B of the other player P2.
  • the value or amount of the chargeable item is changed when the game is played, so that the motivation of another player P2 who attempts to log in to the game is increased in order to change the value or amount.
  • the changing unit 52 may acquire the relationship between the one player P1 and the other player P2, and change the value or amount of the charging item based on the relationship.
  • the relationship between the one player P1 and the other player P2 is a good relationship such as a family member or a friend, the value or amount of the charging item is improved, and the one player P1 and the other player P2 are connected. If the relationship with the player P2 is poor, it is possible to reduce the value or amount of the charge item, and thus it is possible to suppress cuts and the like.
  • the changing unit 52 changes the value of the charged item so that the exclusive lottery can be executed when the gift-processed charged item is used by another player P2.
  • the second embodiment is different from the first embodiment in that the server device 10 further includes a setting unit as a functional unit, and a gift item giftable period and a charge item usable period are set.
  • the configuration and processing of the game system according to the second embodiment not described below are the same as those described in the first embodiment. Further, it is preferable that there is a gap between the giftable period and the usable period.
  • the usable period is preferably shorter than the giftable period.
  • the setting means sets the number of charging items that can be gift-processed to the other player P2 based on the game play data 40B. Specifically, the setting means is the number of charging items in the play data 40B associated with another player P2, and/or the play data 40B associated with one player P1. Based on the number of billing items, the number of billing items that can be gift-processed to another player P2 is set. For example, if the number of billing items associated with another player P2 is large, the setting means may set the number of billing items that can be gift-processed to the other player P2 to be large.
  • the setting means sets the number of billing items that can be gift-processed to the other player P2 by less than or equal to the number of billing items linked to the other player P2, preferably less than or equal to half of the number. You may. Further, if the number of billing items associated with one player P1 is large, the setting means may set a large number of billing items that can be gift-processed to the other player P2. Further, the setting means can perform a gift process to another player P2 based on the number of billing items associated with the other player P2 and the number of billing items associated with the one player P1. The number of billing items may be set.
  • the setting means sets the other player P2.
  • the number of chargeable items that can be gift-processed may be set low for P2, and if the difference is less than the threshold value, the number of chargeable items that can be gift-processed may be set high for another player P2.
  • FIG. 7 is a flowchart showing an example of the processing flow of the game system according to the second embodiment when one player P1 gives a charging item to another player P2.
  • the order of the following processes can be changed as appropriate.
  • Step SP90 After the processing of step SP10, the first terminal device 12A displays the restriction selection screen.
  • This restriction selection screen is a screen that allows one player P1 to select whether or not to restrict the use of the gift-processed billing item by another player P2.
  • FIG. 8 is a diagram showing an example of the restriction selection screen 100.
  • the restriction selection screen 100 is provided with a restriction button 100 for restricting the use of the gift-processed charging item and a non-restriction button 102 for not restricting the use of the gift-processed charging item.
  • a restriction button 100 for restricting the use of the gift-processed charging item
  • a non-restriction button 102 for not restricting the use of the gift-processed charging item.
  • Step SP92 The first terminal device 12A selects the player ID of one player P1, the player IDs of the other selected players P2, the content (item ID, quantity, etc.) of the selected charging item, and the selection on the restriction selection screen 100. A gift request including the result and the result is transmitted to the server device 10. Then, the process proceeds to the process of step SP94.
  • Step SP94 The accepting unit 44 of the server device 10 accepts (receives) the gift request from the first terminal device 12A.
  • the setting means of the server device 10 acquires the play data 40B corresponding to the player IDs of the other players included in the gift request. Then, the process proceeds to the process of step SP96.
  • Step SP96 The setting means extracts the number of billing items corresponding to the item ID included in the gift request from the acquired play data 40B. Then, the setting means sets the maximum value M of the number of billing items that one player P1 can give a gift to another player P2 based on the number of extracted billing items. For example, the setting means sets the same number as the extracted number of billing items as the maximum value M. Then, the process proceeds to the process of step SP98.
  • Step SP98 The determination means 48 determines whether or not the current date and time is within the set giftable period (for example, between 1 and 20 days). Then, when the determination is affirmative, the process proceeds to step SP100, and when the determination is negative, the process proceeds to step SP16.
  • Step SP100 The determining means 48 determines whether or not the total number of gift items to be charged by one player P1 to the other player P2 (total gift amount S) exceeds the maximum value M, including the number of charge items to be donated this time. .. Then, if the determination is affirmative, the process proceeds to step SP16, and if the determination is negative, the process proceeds to step SP26.
  • Step SP102 After the processing of step SP26, the gift processing means 46 updates the total gift quantity S. Specifically, the gift processing means 46 adds the number of charge-processed gift items to the total gift number S.
  • the total number of gifts S may be initialized after a lapse of one week, one month, or the like. And a process transfers to the process of step SP104.
  • Step SP104 The determination unit 48 determines whether or not the use restriction is selected by the one player P1 based on the selection result included in the gift request. Then, if the determination is affirmative, the process proceeds to step SP106, and if the determination is negative, the process proceeds to step SP34.
  • Step SP106 The gift processing means 46 turns on the use restriction flag for the charging item that has been gift-processed in the play data 40B of the other player P2. Then, the process proceeds to the process of step SP34.
  • step SP64 the determination means 48 determines the current date and time. , It is determined whether or not it is a usable period (for example, between 25th and 31st).
  • the setting means sets the number of chargeable items that one player P1 can give a gift to another player P2 based on the game play data 40B.
  • the play data 40B includes the number of billing items associated with another player P2.
  • the billing item can be returned even if a cut-and-picked item is used, so the gifting process to the other player P2 is possible.
  • a large number of possible billing items can be set.
  • the charge item cannot be returned if the cut item is used, and thus the charge that can be gift-processed to the other player P2.
  • the number of items can be set small. As a result, the charged item can be surely returned to the one player even if the game is cut.
  • the play data 40B may include the number of billing items associated with one player P1.
  • the number of chargeable items that can be gift-processed is set to a large number, and if almost no chargeable item is possessed, the gift-processable charge is set.
  • the number of items can be set small. As a result, it is possible to reduce the damage of the cuticle according to one player P1.
  • the accepting unit 44 accepts a selection from one player P1 as to whether or not to execute the restriction by the restricting unit 50, and the restricting unit 50 receives the selection result for executing the restriction. When is accepted, the restriction is executed.
  • the one player P1 can make a self-selection so that the opponent who is likely to be cutaded will be limited by the limiting means 50 and the opponent who really wants to give the gift will not be limited by the limiting means 50. ..
  • the degree of freedom in gifting can be improved.
  • the storage means 40 of the server device 10 is charged as a gift target for a predetermined period.
  • the item may be stored and the gift-giving process may be executed when a predetermined period has elapsed.
  • the changing unit 52 can operate the one player P1. Depending on the situation, it may be changed appropriately.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Theoretical Computer Science (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The purpose of the present invention is to make it possible to improve the motivation in a player about to log into a game, in a case in which gifting of a chargeable item is enabled. The present invention provides a program that causes a computer to function as: a gifting processing means for executing a gifting process of associating a chargeable item, which is associated with one player, with another player; and a restriction means for restricting the use, by the other player for a prescribed period, of a chargeable item that has been gifting-processed, or restricting a gifting process from being performed on a chargeable item for a prescribed period after the chargeable item has been purchased.

Description

プログラム及び情報処理装置Program and information processing device

 本発明は、プログラム及び情報処理装置に関する。 The present invention relates to a program and an information processing device.

 従来から、例えば有償石や武器、スタミナ回復剤等、ゲームにおいて使用可能で、課金の支払いにより購入可能な課金アイテムが知られている。 From the past, there are known billing items that can be used in games, such as paid stones, weapons, and stamina recovery agents, and can be purchased by paying bills.

 これに関して、非特許文献1には、一のプレイヤから他のプレイヤに課金アイテムを贈与することが可能になることが開示されている。 In this regard, Non-Patent Document 1 discloses that one player can give a charging item to another player.

“App Store Reviewガイドライン”、[online]、[平成31年1月11日検索]、インターネット<https://developer.apple.com/jp/app-store/review/guidelines/#in-app-purchas>"App Store Review Guidelines", [online], [January 11, 2019 search], Internet <https://developer.apple.com/jp/app-store/review/guidelines/#in-app-purchas >

 しかしながら、非特許文献1に記載の贈与を実現した場合、一のプレイヤが、他のプレイヤから脅迫されて当該他のプレイヤに課金アイテムを贈与するという問題、すなわち課金アイテムを他のプレイヤから「恐喝」されるという問題が発生することが想定される。このような問題が発生してしまうと、一のプレイヤは、ゲームにログインしようとするモチベーションが低下してしまう。 However, when the gift described in Non-Patent Document 1 is realized, the problem that one player is threatened by another player to give a billing item to the other player, that is, the billing item is sent from another player to “blackmail”. It is assumed that the problem that "is caused." When such a problem occurs, the motivation for the one player to log in to the game decreases.

 本発明はこのような課題に鑑みてなされたものであり、その目的は、課金アイテムの贈与を行えるようにした場合において、ゲームにログインしようとするプレイヤのモチベーションを高めることができるプログラム及び情報処理装置を提供することにある。 The present invention has been made in view of the above problems, and an object thereof is to provide a program and information processing that can increase the motivation of a player who attempts to log in to a game when gifts of charging items are provided. To provide a device.

 上記課題を解決するために、本発明の第一態様に係るプログラムは、コンピュータを、一のプレイヤによる贈与の要求を受け付ける受付手段、前記受付手段が受け付けた要求に応じて、ゲームに使用可能で、課金の支払いにより購入された課金アイテムであって、当該一のプレイヤに紐づけられている課金アイテムを他のプレイヤに紐づける贈与処理を実行する贈与処理手段、所定期間の間、前記他のプレイヤによる、前記贈与処理された課金アイテムの使用を制限する制限手段、として機能させる。 In order to solve the above-mentioned problems, the program according to the first aspect of the present invention can use a computer for a game according to a reception unit that receives a gift request from one player and a request received by the reception unit. , A gift processing means for executing a gift process of linking a charge item, which is a charge item purchased by payment of a charge, and which is linked to the one player, to another player, during a predetermined period, The player functions as a restriction unit that restricts the use of the gift-processed billing item by the player.

 本発明の第二態様に係るプログラムは、コンピュータを、一のプレイヤによる贈与の要求を受け付ける受付手段、前記受付手段が受け付けた要求に応じて、ゲームに使用可能で、課金の支払いにより購入された課金アイテムであって、当該一のプレイヤに紐づけられている課金アイテムを他のプレイヤに紐づける贈与処理を実行する贈与処理手段、所定期間の間、前記課金アイテムに対する前記贈与処理を制限する制限手段、として機能させる。 A program according to a second aspect of the present invention can be used for a game by a computer, accepting means for accepting a gift request from one player, and can be used for a game according to the request accepted by the accepting means, and purchased by paying a charge A gift processing means for executing a gift process of linking a charge item associated with the one player to another player, which is a charge item, and a restriction for limiting the gift process for the charge item for a predetermined period. Function as a means.

 本発明の第三態様に係るプログラムでは、前記受付手段は、前記他のプレイヤへの贈与について前記一のプレイヤによる通報を受け付け、前記制限手段は、前記一のプレイヤにより通報された前記他のプレイヤに対して、所定期間の間、前記贈与処理において前記課金アイテムを紐づける対象となることを制限する。 In the program according to the third aspect of the present invention, the accepting unit accepts a notification by the one player regarding a gift to the other player, and the limiting unit is the other player notified by the one player. On the other hand, for a predetermined period of time, it is restricted that the charging item is associated with the gift item in the gift giving process.

 本発明の第四態様に係るプログラムでは、受付手段44は、他のプレイヤP2への贈与について一のプレイヤP1による通報を受け付け、前記制限手段は、前記他のプレイヤを通報した一のプレイヤに対して、所定期間の間、前記贈与処理又は前記課金アイテムの購入を制限する。 In the program according to the fourth aspect of the present invention, the accepting means 44 accepts the notification by the one player P1 regarding the gift to the other player P2, and the limiting means notifies the one player who has notified the other player. Then, the gift processing or the purchase of the charging item is restricted for a predetermined period.

 本発明の第五態様に係るプログラムでは、前記コンピュータを、前記ゲームのプレイデータに基づき、当該他のプレイヤに対して贈与処理可能な課金アイテムの個数を設定する設定手段として機能させる。 In the program according to the fifth aspect of the present invention, the computer is caused to function as a setting unit that sets the number of charging items that can be gift-processed to the other player based on the play data of the game.

 本発明の第六態様に係るプログラムでは、前記プレイデータは、前記他のプレイヤに紐づけられている課金アイテムの個数を含む。 In the program according to the sixth aspect of the present invention, the play data includes the number of billing items associated with the other player.

 本発明の第七態様に係るプログラムでは、前記プレイデータは、前記一のプレイヤに紐づけられている課金アイテムの個数を含む。 In the program according to the seventh aspect of the present invention, the play data includes the number of billing items associated with the one player.

 本発明の第八態様に係るプログラムでは、前記制限手段は、前記贈与処理された課金アイテムと、ゲームのプレイにより前記他のプレイヤに付与された非課金アイテムとが前記他のプレイヤに紐づけられている場合であって、当該他のプレイヤが前記課金アイテムの使用を要求した場合、前記非課金アイテムを優先的に使用する。 In the program according to the eighth aspect of the present invention, the restriction means associates the gift-processed charged item and the non-charged item given to the other player by playing the game with the other player. If the other player requests the use of the charged item, the non-charged item is preferentially used.

 本発明の第九態様に係るプログラムでは、前記受付手段は、前記制限手段による制限を実行させるか否かについて、前記一のプレイヤから選択を受け付け、前記制限手段は、前記制限を実行させる選択を前記受付手段が受け付けた場合に、当該制限を実行する。 In the program according to the ninth aspect of the present invention, the accepting means accepts a selection from the one player as to whether or not to execute the restriction by the restricting means, and the restricting means selects the execution of the restriction. When the acceptance unit accepts, the restriction is executed.

 本発明の第十態様に係る情報処理装置は、一のプレイヤによる贈与の要求を受け付ける受付手段と、前記受付手段が受け付けた要求に応じて、ゲームに使用可能で、課金の支払いにより購入された課金アイテムであって、当該一のプレイヤに紐づけられている課金アイテムを他のプレイヤに紐づける贈与処理を実行する贈与処理手段と、前記贈与処理が実行されたときから所定期間の間、前記他のプレイヤによる、前記贈与処理された課金アイテムの使用を制限する制限手段と、を備える。 An information processing apparatus according to a tenth aspect of the present invention is an accepting unit that accepts a gift request from one player, and can be used for a game in response to the request accepted by the accepting unit and is purchased by paying a charge. Gift processing means for executing a gifting process, which is a billing item and is associated with the billing item associated with the one player, and a gift processing means for executing a gift process for a predetermined period from when the gift process is executed. Restriction means for restricting the use of the gift-processed billing item by another player.

 本発明の第十一態様に係る情報処理装置は、一のプレイヤによる贈与の要求を受け付ける受付手段と、前記受付手段が受け付けた要求に応じて、ゲームに使用可能で、課金の支払いにより購入された課金アイテムであって、当該一のプレイヤに紐づけられている課金アイテムを他のプレイヤに紐づける贈与処理を実行する贈与処理手段と、前記課金アイテムが購入されたときから所定期間の間、前記課金アイテムに対する前記贈与処理を制限する制限手段と、を備える。 An information processing device according to an eleventh aspect of the present invention is a reception unit that receives a gift request from one player, a game that can be used in a game in response to the request received by the reception unit, and is purchased by paying a charge. And a gift processing means for executing a gift process of linking a charge item associated with the one player to another player, and a charge item for a predetermined period from when the charge item is purchased. Limiting means for limiting the gifting process for the billing item.

 本発明によれば、課金アイテムの贈与を行えるようにした場合において、ゲームにログインしようとするプレイヤのモチベーションを高めることができる。 According to the present invention, it is possible to increase the motivation of the player who attempts to log in to the game when the gift of the charge item can be given.

本発明の第一実施形態に係るゲームシステムの全体構成の一例を示すブロック図である。It is a block diagram showing an example of the whole composition of the game system concerning a first embodiment of the present invention. サーバ装置のハードウェア構成の一例を示すブロック図である。It is a block diagram which shows an example of the hardware constitutions of a server apparatus. 図1に示すサーバ装置の機能手段の一例を示すブロック図である。FIG. 2 is a block diagram showing an example of functional means of the server device shown in FIG. 1. 一のプレイヤが他のプレイヤに課金アイテムを贈与する場合における、第一実施形態に係るゲームシステムの処理の流れの一例を示すフローチャートである。It is a flowchart which shows an example of the flow of a process of the game system which concerns on 1st embodiment when one player gives a charging item to another player. 一のプレイヤが他のプレイヤを通報する場合における、第一実施形態に係るゲームシステムの処理の流れの一例を示すフローチャートである。It is a flow chart which shows an example of the flow of processing of the game system concerning a first embodiment when one player reports another player. 課金アイテムを使用する場合における、第一実施形態に係るゲームシステムの処理の流れの一例を示すフローチャートである。It is a flow chart which shows an example of the flow of processing of the game system concerning a first embodiment when using a billing item. 一のプレイヤが他のプレイヤに課金アイテムを贈与する場合における、第二実施形態に係るゲームシステムの処理の流れの一例を示すフローチャートである。It is a flow chart which shows an example of the flow of processing of the game system concerning a second embodiment when one player gives a billing item to another player. 制限選択画面の一例を示す図である。It is a figure which shows an example of a restriction selection screen.

 以下、添付図面を参照しながら本発明の複数の実施形態について説明する。説明の理解を容易にするため、各図面において同一の構成要素及びステップに対しては可能な限り同一の符号を付して、重複する説明は省略する。 A plurality of embodiments of the present invention will be described below with reference to the accompanying drawings. In order to facilitate understanding of the description, the same components and steps in the drawings will be denoted by the same reference symbols as much as possible, and redundant description will be omitted.

---第一実施形態---
 まずは、本発明の第一実施形態に係る情報処理装置を含むゲームシステムについて説明する。第一実施形態に係る情報処理装置はサーバ装置である場合を説明するが、サーバ装置以外の情報処理装置、例えばゲーム装置や携帯電話、タブレット、パーソナルコンピュータ等であってもよい。
--- First embodiment ---
First, a game system including the information processing device according to the first embodiment of the present invention will be described. The case where the information processing apparatus according to the first embodiment is a server apparatus will be described, but it may be an information processing apparatus other than the server apparatus, such as a game device, a mobile phone, a tablet, a personal computer, or the like.

<全体構成>
 図1は、本発明の第一実施形態に係るゲームシステム1の全体構成の一例を示すブロック図である。
<Overall structure>
FIG. 1 is a block diagram showing an example of the overall configuration of a game system 1 according to the first embodiment of the present invention.

 図1に示すように、ゲームシステム1は、複数のプレイヤにゲームを提供するシステムである。ゲームシステム1は、サーバ装置10と、第一端末装置12A及び第二端末装置12Bを含む複数の端末装置12と、を備える。これらのサーバ装置10と端末装置12とは、イントラネットやインターネット等の通信ネットワークNTを介して通信可能に接続されている。 As shown in FIG. 1, the game system 1 is a system that provides a game to a plurality of players. The game system 1 includes a server device 10 and a plurality of terminal devices 12 including a first terminal device 12A and a second terminal device 12B. The server device 10 and the terminal device 12 are communicably connected via a communication network NT such as an intranet or the Internet.

 サーバ装置10は、ゲームの各種データを管理したり、ゲームの各種処理を実行したりする情報処理装置(コンピュータ)である。ゲームとしては、課金アイテムを購入可能・贈与可能なゲームであれば特に限定されない。課金アイテムとは、ゲームに使用可能で、課金の支払いにより購入されたアイテムである。この課金アイテムとしては、例えば有償石、ガチャチケット、武器、防具、スタミナ回復アイテム等が挙げられる。この有償石は、ガチャ(抽選)の実行やスタミナ回復等の様々な用途で使用可能なものである。 The server device 10 is an information processing device (computer) that manages various game data and executes various game processes. The game is not particularly limited as long as it is a game in which chargeable items can be purchased/gifted. A billing item is an item that can be used for a game and is purchased by paying a bill. Examples of the charged items include paid stones, gacha tickets, weapons, armor, stamina recovery items, and the like. This paid stone can be used for various purposes such as execution of gacha (lottery) and recovery of stamina.

 各端末装置12は、ゲームのプレイヤが操作するものである。第一実施形態では、第一端末装置12Aは一のプレイヤP1が操作し、第二端末装置12Bは他のプレイヤP2が操作する。各端末装置12は、適宜、サーバ装置10と通信しながら、ゲームを実行し、プレイヤに提供する。端末装置12としては、ビデオゲーム機や、アーケードゲーム機、携帯電話、スマートフォン、タブレット、パーソナルコンピュータ等の様々なものが挙げられる。なお、ゲームは、端末装置12ではなく、サーバ装置10が実行し、端末装置12はサーバ装置10の実行結果を出力するようにしてもよい。 Each terminal device 12 is operated by a game player. In the first embodiment, the first terminal device 12A is operated by one player P1 and the second terminal device 12B is operated by another player P2. Each terminal device 12 executes the game and provides it to the player while appropriately communicating with the server device 10. Examples of the terminal device 12 include various devices such as a video game machine, an arcade game machine, a mobile phone, a smartphone, a tablet, and a personal computer. The game may be executed by the server device 10 instead of the terminal device 12, and the terminal device 12 may output the execution result of the server device 10.

<ハードウェア構成>
 図2は、サーバ装置10のハードウェア構成の一例を示すブロック図である。
<Hardware configuration>
FIG. 2 is a block diagram showing an example of the hardware configuration of the server device 10.

 図2に示すように、サーバ装置10は、制御装置20と、通信装置26と、記憶装置28と、を備える。制御装置20は、CPU(Central Processing Unit)22及びメモリ24を主に備えて構成される。 As shown in FIG. 2, the server device 10 includes a control device 20, a communication device 26, and a storage device 28. The control device 20 mainly includes a CPU (Central Processing Unit) 22 and a memory 24.

 制御装置20では、CPU22がメモリ24或いは記憶装置28等に格納された所定のプログラムを実行することにより、各種の機能手段として機能する。この機能手段の詳細については後述する。 In the control device 20, the CPU 22 functions as various functional means by executing a predetermined program stored in the memory 24, the storage device 28, or the like. Details of this functional means will be described later.

 通信装置26は、外部の装置と通信するための通信インターフェース等で構成される。この通信装置26は、例えば、端末装置12との間で各種の情報を送受信する。 The communication device 26 is composed of a communication interface and the like for communicating with an external device. The communication device 26 transmits/receives various types of information to/from the terminal device 12, for example.

 記憶装置28は、ハードディスク等で構成される。記憶装置28は、制御装置20における処理の実行に必要な各種プログラムや各種の情報、及び処理結果の情報を記憶する。  The storage device 28 is composed of a hard disk or the like. The storage device 28 stores various programs and various information necessary for execution of processing in the control device 20, and information on processing results. ‥

 なお、サーバ装置10は、専用又は汎用のサーバ・コンピュータなどの情報処理装置を用いて実現することができる。また、サーバ装置10は、単一の情報処理装置より構成されるものであっても、通信ネットワークNT上に分散した複数の情報処理装置より構成されるものであってもよい。また、図2は、サーバ装置10が有する主要なハードウェア構成の一部を示しているに過ぎず、サーバ装置10は、サーバが一般的に備える他の構成を備えることができる。また、複数の端末装置12のハードウェア構成も、例えば操作手段や表示装置、音出力装置を備える他は、サーバ装置10と同様の構成を備えることができる。 The server device 10 can be realized by using an information processing device such as a dedicated or general-purpose server computer. Further, the server device 10 may be configured by a single information processing device or may be configured by a plurality of information processing devices distributed on the communication network NT. Further, FIG. 2 only shows a part of the main hardware configuration of the server device 10, and the server device 10 can have other configurations that a server generally has. Further, the hardware configuration of the plurality of terminal devices 12 can also be provided with the same configuration as the server device 10 except that, for example, the operation means, the display device, and the sound output device are provided.

<機能手段>
 図3は、図1に示すサーバ装置10の機能手段の一例を示すブロック図である。
<Functional means>
FIG. 3 is a block diagram showing an example of functional means of the server device 10 shown in FIG.

 図3に示すように、サーバ装置10は、記憶手段40と、購入手段42と、受付手段44と、贈与処理手段46と、判定手段48と、制限手段50と、変更手段52と、を備える。記憶手段40は、一又は複数の記憶装置28で実現される。その他の機能手段は、記憶装置28に格納されているプログラムを制御装置20が実行することにより実現される。 As shown in FIG. 3, the server device 10 includes a storage unit 40, a purchasing unit 42, a receiving unit 44, a gift processing unit 46, a determining unit 48, a limiting unit 50, and a changing unit 52. .. The storage unit 40 is realized by one or a plurality of storage devices 28. Other functional means are realized by the control device 20 executing a program stored in the storage device 28.

 記憶手段40は、プレイヤ情報40Aや、プレイデータ40B、通報リスト40C、贈与対象リスト40D等を記憶する機能を有する。プレイヤ情報40Aは、プレイヤ毎に、当該プレイヤのプレイヤIDと紐づけて記憶されている。このプレイヤ情報40Aは、例えば、プレイヤの名前や年齢、性別、連絡先、課金履歴、課金の支払いの際に利用されるカード情報(例えばクレジットカードの番号情報や名義情報)等を含む。なお、このプレイヤ情報40Aは、サーバ装置10とは異なる他のサーバ装置に記憶されていてもよい。プレイデータ40Bは、プレイヤ毎に、当該プレイヤのプレイヤIDと紐づけて記憶されている。このプレイデータ40Bは、プレイヤのゲームの進行状況や、プレイヤのランク、キャラクタの所持内容、アイテムの所持内容、アイテムの所持個数等のデータを含む。「ランク」とは、プレイヤの強さの段階を表す数値又は記号である。このランクは、例えば、敵キャラクタとの戦闘に勝つことにより経験値を得て、その経験値が一定値に達するとランクが1つ上昇する。ランクが上昇すると、それに伴ってプレイヤのステイタスが上昇したり、新たな技を覚えたりする。なお、上記「ランク」は、「レベル」と言い換えることができる。なお、プレイデータ40Bは、プレイヤ情報40Aに含まれていてもよい。通報リスト40Cには、他のプレイヤP2を通報した一のプレイヤP1のプレイヤIDや、通報された他のプレイヤP2のプレイヤIDが登録されている。贈与対象リスト40Dには、プレイヤ毎に、贈与を許可する対象(プレイヤ)のプレイヤIDが予め登録されている。この対象としては、プレイヤの家族やフレンド等が挙げられる。 The storage unit 40 has a function of storing player information 40A, play data 40B, a notification list 40C, a gift target list 40D, and the like. The player information 40A is stored for each player in association with the player ID of the player. The player information 40A includes, for example, the player's name, age, sex, contact information, billing history, card information (for example, credit card number information and name information) used when billing is paid. The player information 40A may be stored in another server device different from the server device 10. The play data 40B is stored for each player in association with the player ID of the player. The play data 40B includes data such as the player's game progress status, player rank, character possession content, item possession content, item possession quantity, and the like. The “rank” is a numerical value or a symbol indicating the level of strength of the player. For this rank, for example, an experience value is obtained by winning a battle with an enemy character, and when the experience value reaches a certain value, the rank is increased by one. As the rank rises, the player's status rises accordingly and a new skill is learned. The above "rank" can be restated as "level". The play data 40B may be included in the player information 40A. In the notification list 40C, the player ID of the one player P1 who has notified the other player P2 and the player ID of the other player P2 who has been notified are registered. In the gift target list 40D, the player IDs of the objects (players) to whom the gift is permitted are registered in advance for each player. Examples of this target include the player's family and friends.

 購入手段42は、プレイヤの購入要求に応じて、課金アイテムの購入処理を実行する機能を有する。なお、この購入手段42は、サーバ装置10とは異なる他のサーバ装置に設けられてもよい。 The purchase means 42 has a function of executing a purchase process of a charge item in response to a purchase request from a player. The purchase means 42 may be provided in another server device different from the server device 10.

 受付手段44は、一のプレイヤP1による贈与の要求(以下、適宜、「贈与要求」という。)を受け付ける機能を有する。なお、第一実施形態では、一のプレイヤP1から他のプレイヤP2に課金アイテムを贈与する場合を説明するが、他のプレイヤP2から一のプレイヤP1に贈与してもよい。この場合、受付手段44は、他のプレイヤP2による贈与要求を受け付ける。 The accepting means 44 has a function of accepting a gift request (hereinafter, appropriately referred to as “gift request”) from one player P1. In the first embodiment, the case where the charging item is gifted from the one player P1 to the other player P2 will be described, but it may be gifted from the other player P2 to the one player P1. In this case, the accepting unit 44 accepts a gift request from another player P2.

 贈与処理手段46は、受付手段44が受け付けた贈与要求に応じて、一のプレイヤP1に紐づけられている課金アイテムを他のプレイヤP2に紐づける贈与処理を実行する機能を有する。この贈与処理は、例えば、一のプレイヤP1のプレイデータ40Bに紐づけられている課金アイテムを、他のプレイヤP2のプレイデータ40Bに紐づけ、且つ、一のプレイヤP1のプレイデータ40Bから削除する処理である。 The gift processing means 46 has a function of executing a gift processing of associating the charging item associated with one player P1 with another player P2 in response to the gift request accepted by the accepting means 44. In this gifting process, for example, the charging item associated with the play data 40B of one player P1 is associated with the play data 40B of another player P2, and is deleted from the play data 40B of one player P1. Processing.

 判定手段48は、各種の判定を行う機能を有する。例えば、一のプレイヤP1又は他のプレイヤP2が予め定められた者か否かを判定してもよい。具体的には、判定手段48は、贈与対象リスト40Dを参照し、一のプレイヤに係る家族の登録情報に基づき、他のプレイヤP2が一のプレイヤの家族か否かを判定してもよい。 The judging means 48 has a function of making various judgments. For example, it may be determined whether the one player P1 or the other player P2 is a predetermined person. Specifically, the determination unit 48 may refer to the gift target list 40D and determine whether the other player P2 is the family of the one player based on the registration information of the family of the one player.

 また、例えば、判定手段48は、プレイヤ情報40Aを参照し、一のプレイヤP1に係る年齢の登録情報に基づき、一のプレイヤP1が未成年者か否かを判定してもよい。具体的には、判定手段48は、一のプレイヤP1に係る年齢の登録情報が例えば19歳以下である場合に、一のプレイヤP1が未成年者であると肯定判定する。また、例えば、判定手段48は、一のプレイヤP1のプレイデータ40Bに基づき、一のプレイヤP1が弱者か否かを判定してもよい。具体的には、判定手段48は、一のプレイヤP1のランクやプレイ時間が閾値以下であるときに、一のプレイヤP1が弱者と判定する。また、例えば、判定手段48は、一のプレイヤP1におけるプレイデータ40B及び他のプレイヤP2におけるゲームのプレイデータ40Bに基づき、一のプレイヤP1が他のプレイヤP2に比べて弱者か否かを判定してもよい。具体的には、判定手段48は、一のプレイヤP1のランクやプレイ時間が他のプレイヤP2のランクやプレイ時間よりも低い或いは短いときに、一のプレイヤP1が弱者と判定する。また、例えば、判定手段48は、プレイヤ情報40A又はプレイデータ40Bを参照し、一のプレイヤP1の課金履歴に基づき、一のプレイヤP1が課金ユーザか否かを判定してもよい。具体的には、判定手段48は、一のプレイヤP1が毎月所定額以上課金しているときに、一のプレイヤP1が課金ユーザと判定する。 Further, for example, the determination means 48 may refer to the player information 40A and determine whether or not the one player P1 is a minor based on the registration information of the age of the one player P1. Specifically, the determination unit 48 makes an affirmative determination that the one player P1 is a minor when the registration information of the age of the one player P1 is, for example, 19 years or less. Further, for example, the determination unit 48 may determine whether the one player P1 is a weak person based on the play data 40B of the one player P1. Specifically, the determination means 48 determines that the one player P1 is a weak person when the rank or play time of the one player P1 is equal to or less than a threshold value. Further, for example, the determination unit 48 determines whether one player P1 is a weaker person than the other player P2 based on the play data 40B of the one player P1 and the play data 40B of the game of the other player P2. May be. Specifically, when the rank or play time of one player P1 is lower or shorter than the rank or play time of another player P2, the determination means 48 determines that one player P1 is a weak person. Further, for example, the determination unit 48 may refer to the player information 40A or the play data 40B and determine whether the one player P1 is a paying user based on the charging history of the one player P1. Specifically, the determination unit 48 determines that the one player P1 is a billing user when the one player P1 is billing a predetermined amount or more every month.

 また、例えば、判定手段48は、一のプレイヤP1のプレイヤ情報40A及び他のプレイヤP2のプレイヤ情報40Aに基づき、一のプレイヤP1と他のプレイヤP2とが同一人物であるか否かを判定してもよい。具体的には、判定手段48は、一のプレイヤP1のカード情報及び他のプレイヤP2のカード情報が同一である場合に、一のプレイヤP1と他のプレイヤP2とが同一人物であると判定する。また、例えば、判定手段48は、一のプレイヤP1のログイン時間と他のプレイヤP2のログイン時間に基づいて、一のプレイヤP1と他のプレイヤP2とが同一人物であるか否かを判定してもよい。具体的には、判定手段48は、一のプレイヤP1のログイン時間の合計時間と他のプレイヤP2のログイン時間の合計時間との差が閾値以上の場合に、一のプレイヤP1と他のプレイヤP2とが同一人物であると判定してもよい。また、例えば、判定手段48は、一のプレイヤのログイン時間と他のプレイヤP2のログイン時間との差が閾値未満の場合に、一のプレイヤP1と他のプレイヤP2とが同一人物であると判定してもよい。 Further, for example, the determination unit 48 determines whether or not the one player P1 and the other player P2 are the same person based on the player information 40A of the one player P1 and the player information 40A of the other player P2. May be. Specifically, the determination means 48 determines that the one player P1 and the other player P2 are the same person when the card information of the one player P1 and the card information of the other player P2 are the same. .. Further, for example, the determination means 48 determines whether or not the one player P1 and the other player P2 are the same person based on the login time of the one player P1 and the login time of the other player P2. Good. Specifically, when the difference between the total login time of the one player P1 and the total login time of the other player P2 is equal to or more than a threshold value, the determination means 48 determines the one player P1 and the other player P2. It may be determined that and are the same person. Further, for example, the determining unit 48 determines that the one player P1 and the other player P2 are the same person when the difference between the login time of the one player and the login time of the other player P2 is less than the threshold value. You may.

 制限手段50は、判定手段48の判定結果に基づき、又は、判定手段48の判定結果に係わらず、課金アイテムに関して各種制限する機能を有する。なお、この「制限」は、「禁止」を含む。 The restriction unit 50 has a function of restricting various charging items based on the determination result of the determination unit 48 or regardless of the determination result of the determination unit 48. Note that this “limit” includes “prohibition”.

 例えば、制限手段50は、所定期間(第一所定期間)の間、他のプレイヤP2による、贈与処理された課金アイテムの使用を制限してもよい。第一所定期間としては、1時間や1日、1週間、1ヵ月等、特に限定されないが、一のプレイヤP1が通報できる時間を確保するという観点から1日以上であることが好ましく、制限による不便さを抑制するという観点から1週間以下であることが好ましい。第一所定期間の開始時期としては、贈与処理が実行されたときからや、毎月20日や25日等の所定日が挙げられる。 For example, the restricting unit 50 may restrict the use of the gift-processed billing item by another player P2 for a predetermined period (first predetermined period). The first predetermined period is not particularly limited, such as 1 hour, 1 day, 1 week, 1 month, etc., but it is preferably 1 day or more from the viewpoint of ensuring a time in which one player P1 can make a notification, and it depends on the limitation. From the viewpoint of suppressing inconvenience, it is preferably one week or less. Examples of the start time of the first predetermined period include a predetermined day such as 20th and 25th of every month after the gift processing is executed.

 また、例えば、制限手段50は、所定期間(第二所定期間)の間、課金アイテムに対する贈与処理を制限してもよい。第二所定期間としては、1時間や1日、1週間、1ヵ月等、特に限定されないが、一のプレイヤP1が購入したときに居合わせる他のプレイヤP2からの恐喝(いわゆるカツアゲ)を抑制するという観点から課金アイテムが購入されたときから1日以上であることが好ましく、制限による不便さを抑制するという観点から1週間以下であることが好ましい。この第二所定期間は、第一所定期間と同一期間であっても異なる期間であってもよい。第二所定期間が第一所定期間と異なる場合は、第二所定期間が第一所定期間よりも長くても、第一所定期間よりも短くてもよい。 Further, for example, the restriction unit 50 may restrict the gifting process for the charging item for a predetermined period (second predetermined period). The second predetermined period is not particularly limited, such as 1 hour, 1 day, 1 week, 1 month, etc., but it is to suppress blackmail (so-called katsuage) from another player P2 who is present when one player P1 purchases. From the viewpoint, it is preferably one day or more from the time the charged item is purchased, and preferably one week or less from the viewpoint of suppressing inconvenience due to restrictions. The second predetermined period may be the same period as the first predetermined period or a different period. When the second predetermined period is different from the first predetermined period, the second predetermined period may be longer than the first predetermined period or shorter than the first predetermined period.

 また、例えば、制限手段50は、一のプレイヤP1により通報された他のプレイヤP2に対して、所定期間(第三所定期間)の間、贈与処理において課金アイテムを紐づける対象となることを制限してもよい。すなわち、制限手段50は、一時的に、他のプレイヤP2が課金アイテムを贈与されることを制限してもよい。また、例えば、制限手段50は、他のプレイヤP2を通報した一のプレイヤに対して、所定期間(第三所定期間)の間、贈与処理又は課金アイテムの購入を制限してもよい。すなわち、制限手段50は、一時的に、一のプレイヤP1が課金アイテムを贈与することや購入することを制限してもよい。第三所定期間としては、第一所定期間又は/及び第二所定期間と同一期間であっても異なる期間であってもよい。第三所定期間が第一所定期間又は/及び第二所定期間と異なる場合は、第三所定期間が第一所定期間又は/及び第二所定期間よりも長くても、第一所定期間又は/及び第二所定期間よりも短くてもよい。 In addition, for example, the restriction unit 50 restricts the other player P2 notified by the one player P1 from being a target for associating the charging item in the gift giving process for a predetermined period (third predetermined period). You may. That is, the restriction unit 50 may temporarily restrict the other player P2 from being provided with the charging item. Further, for example, the restricting unit 50 may restrict the gift processing or the purchase of the billing item to the one player who has notified the other player P2 for a predetermined period (third predetermined period). That is, the restriction unit 50 may temporarily restrict the gifting or purchase of the charging item by the one player P1. The third predetermined period may be the same as or different from the first predetermined period and/or the second predetermined period. If the third predetermined period is different from the first predetermined period and/or the second predetermined period, even if the third predetermined period is longer than the first predetermined period and/or the second predetermined period, the first predetermined period or/and It may be shorter than the second predetermined period.

 また、例えば、制限手段50は、贈与処理された課金アイテムと、ゲームのプレイにより他のプレイヤP2に付与された非課金アイテムと、が他のプレイヤP2に紐づけられている場合であって、当該他のプレイヤP2が課金アイテムの使用を要求した場合、非課金アイテムを優先的に使用してもよい。具体的には、制限手段50は、贈与処理された有償石と、ゲームのプレイにより他のプレイヤP2に付与された無償石と、が他のプレイヤP2に紐づけられている場合であって、当該他のプレイヤP2が有償石の使用を要求した場合、無償石を優先的に使用してもよい。 In addition, for example, the restricting means 50 is a case where the gift-processed charged item and the non-charged item given to the other player P2 by playing the game are linked to the other player P2, When the other player P2 requests the use of the charged item, the non-charged item may be preferentially used. Specifically, the limiting means 50 is a case where the gift-processed paid stones and the free stones given to the other player P2 by playing the game are linked to the other player P2, When the other player P2 requests the use of paid stones, the free stones may be preferentially used.

 また、判定手段48の判定結果に基づき、一のプレイヤP1から他のプレイヤP2への贈与処理を制限する場合は、制限手段50は、例えば、他のプレイヤP2が一のプレイヤの家族でないと判定手段48が否定判定したときに贈与処理を制限してもよい。また、制限手段50は、例えば、一のプレイヤP1が未成年であると判定手段48が肯定判定したときに贈与処理を制限してもよい。また、制限手段50は、例えば、一のプレイヤP1が弱者であると判定手段48が肯定判定したときに贈与処理を制限してもよい。また、制限手段50は、例えば、一のプレイヤP1が他のプレイヤP2よりも弱者であると判定手段48が肯定判定したときに贈与処理を制限してもよい。また、制限手段50は、例えば、一のプレイヤP1が課金ユーザでないと判定手段48が否定判定したときに贈与処理を制限してもよい。 When the gifting process from one player P1 to another player P2 is restricted based on the determination result of the determination means 48, the restriction means 50 determines that the other player P2 is not the family of the one player, for example. The gifting process may be restricted when the means 48 makes a negative determination. Further, the limiting unit 50 may limit the gifting process, for example, when the determining unit 48 makes an affirmative determination that the one player P1 is a minor. Further, the limiting unit 50 may limit the gifting process, for example, when the determining unit 48 makes an affirmative determination that the one player P1 is a weak person. Further, the limiting unit 50 may limit the gift giving process, for example, when the determining unit 48 makes an affirmative determination that the one player P1 is weaker than the other player P2. Further, the limiting unit 50 may limit the gifting process, for example, when the determining unit 48 makes a negative determination that the one player P1 is not the paying user.

 また、例えば、制限手段50は、一のプレイヤP1から他のプレイヤP2への贈与処理に係る課金アイテムの個数又は贈与処理に係る課金アイテムの価格を制限してもよい。具体的には、一のプレイヤP1から他のプレイヤP2への贈与処理に係る課金アイテムの総合個数に上限値が設定されており、制限手段50は、贈与処理に係る課金アイテムの総合個数が上限値に達した場合には贈与処理を制限する。同様に、一のプレイヤP1から他のプレイヤP2への贈与処理に係る課金アイテムの総合価格に上限値が設定されており、制限手段50は、贈与処理に係る課金アイテムの総合価格が上限値に達した場合には贈与処理を制限する。ここで、判定手段48が、一のプレイヤP1と他のプレイヤP2とが同一人物であると肯定判定した場合、制限手段50は、課金アイテムの未成年者の購入制限を回避する行為を抑制するため、一のプレイヤP1から他のプレイヤP2への贈与処理を禁止する。 Further, for example, the limiting unit 50 may limit the number of charge items related to the gift process from one player P1 to the other player P2 or the price of the charge item related to the gift process. Specifically, an upper limit is set for the total number of charging items related to the gift processing from one player P1 to the other player P2, and the limiting unit 50 sets the upper limit for the total number of charging items related to the gift processing. When the value is reached, the gift processing is restricted. Similarly, the upper limit value is set for the total price of the charging item related to the gift processing from one player P1 to the other player P2, and the limiting means 50 sets the total price of the charging item related to the gift processing to the upper limit value. When it reaches, the gift processing is restricted. Here, when the determination means 48 makes an affirmative determination that the one player P1 and the other player P2 are the same person, the restriction means 50 suppresses the action of avoiding the purchase restriction of the minor for the billing item. Therefore, the gifting process from one player P1 to another player P2 is prohibited.

 変更手段52は、贈与処理に係る課金アイテムの価値又は量を変更する機能を有する。例えば、変更手段52は、一のプレイヤP1のプレイデータ40Bに基づき、課金アイテムの価値又は量を変更してもよい。具体的には、一のプレイヤP1のプレイデータ40Bにおいて当該一のプレイヤP1のランクに応じて課金アイテムの価値又は量を変更してもよい。より具体的には、一のプレイヤP1のプレイデータ40Bにおいて当該一のプレイヤP1のランクが1以上10以下のときは、価値又は量をそのままにし、ランクが11以上20以下のときは、課金アイテムの量を贈与される個数の数倍に変更し、ランクが21以上のときは、課金アイテムの量を贈与される個数の数倍に変更し、且つ、課金アイテムの価値が高くなるように変更する。また、例えば、変更手段52は、他のプレイヤP2のプレイデータ40Bに基づき、課金アイテムの価値又は量を変更してもよい。具体的には、他のプレイヤP2のプレイデータ40Bにおいて当該他のプレイヤP2のランクに応じて課金アイテムの価値又は量を変更してもよい。より具体的には、他のプレイヤP2のプレイデータ40Bにおいて当該他のプレイヤP2のランクが1以上10以下のときは、価値又は量をそのままにし、ランクが11以上20以下のときは、課金アイテムの量を贈与される個数の数倍に変更し、ランクが21以上のときは、課金アイテムの量を贈与される個数の数倍に変更し、且つ、課金アイテムの価値が高くなるように変更する。 The changing unit 52 has a function of changing the value or quantity of the charging item related to the gift processing. For example, the changing unit 52 may change the value or amount of the charging item based on the play data 40B of the one player P1. Specifically, the value or amount of the charging item may be changed according to the rank of the one player P1 in the play data 40B of the one player P1. More specifically, in the play data 40B of one player P1, when the rank of the one player P1 is 1 or more and 10 or less, the value or amount is left unchanged, and when the rank is 11 or more and 20 or less, the charging item is Of the number of gifts to be donated, and if the rank is 21 or more, the amount of billing items is changed to several times the number of donated items, and the value of billing items is increased. To do. Further, for example, the changing unit 52 may change the value or amount of the charging item based on the play data 40B of the other player P2. Specifically, in the play data 40B of the other player P2, the value or amount of the charging item may be changed according to the rank of the other player P2. More specifically, in the play data 40B of the other player P2, when the rank of the other player P2 is 1 or more and 10 or less, the value or amount is left unchanged, and when the rank is 11 or more and 20 or less, the charging item is Of the number of gifts to be donated, and if the rank is 21 or more, the amount of billing items is changed to several times the number of donated items, and the value of billing items is increased. To do.

 また、例えば、変更手段52は、一のプレイヤP1と他のプレイヤP2との関係性を取得し、当該関係性に基づき、課金アイテムの価値又は量を変更してもよい。関係性としては、他のプレイヤP2が一のプレイヤP1と比較して弱者か否か、家族か否か、フレンドか否か、ソーシャルネットワーキングで繋がっているか否か等が挙げられる。また、例えば、変更手段52は、現在の時間情報に基づき、課金アイテムの価値又は量を変更してもよい。また、例えば、変更手段52は、贈与処理された課金アイテムを他のプレイヤP2が使用した場合に専用の抽選(限定キャラクタが獲得可能な抽選やレアリティの高いキャラクタが通常よりも高確率で獲得可能な抽選など)が実行可能となるように、当該課金アイテムの価値を(高めるように)変更してもよい。 Further, for example, the changing unit 52 may acquire the relationship between one player P1 and the other player P2, and change the value or amount of the charging item based on the relationship. The relationship includes, for example, whether the other player P2 is weak compared to the one player P1, is a family member, is a friend, is connected by social networking, or the like. Further, for example, the changing unit 52 may change the value or amount of the billing item based on the current time information. Further, for example, the changing unit 52 uses a special lottery (a lottery in which a limited character can be obtained or a character with a high degree of rarity can be obtained with a higher probability than usual) when another player P2 uses the gifted billing item The value of the billing item may be changed (increase) so that a lottery (eg, lottery) can be performed.

<贈与に係る処理の流れ>
 図4は、一のプレイヤP1が他のプレイヤP2に課金アイテムを贈与する場合における、第一実施形態に係るゲームシステム1の処理の流れの一例を示すフローチャートである。なお、以下の処理の順番は、適宜、変更することができる。
<Flow of gift-related processing>
FIG. 4 is a flowchart showing an example of a processing flow of the game system 1 according to the first embodiment when one player P1 gives a charging item to another player P2. The order of the following processes can be changed as appropriate.

(ステップSP10)
 第一端末装置12Aは、贈与画面を表示する。この贈与画面において、一のプレイヤP1は、複数のプレイヤの中から贈与相手の他のプレイヤP2を選択し、且つ、一のプレイヤP1が所持するアイテムの中から贈与対象の課金アイテムを選択する。そして、処理は、ステップSP12の処理に移行する。
(Step SP10)
The first terminal device 12A displays a gift screen. On this gift screen, one player P1 selects another player P2 who is a gift recipient from a plurality of players, and selects a charging item to be gifted from the items possessed by one player P1. And a process transfers to the process of step SP12.

(ステップSP12)
 第一端末装置12Aは、一のプレイヤP1のプレイヤIDと、選択された他のプレイヤP2のプレイヤIDと、選択された課金アイテムの内容(アイテムIDや数量等)と、含む贈与要求をサーバ装置10に送信する。そして、処理は、ステップSP14の処理に移行する。
(Step SP12)
The first terminal device 12A is a server device that includes a gift request including a player ID of one player P1, a player ID of another selected player P2, and the content (item ID, quantity, etc.) of the selected charging item. Send to 10. And a process transfers to the process of step SP14.

(ステップSP14)
 サーバ装置10の受付手段44は、第一端末装置12Aから贈与要求を受け付ける(受信)する。これに応答して、判定手段48は、贈与要求に含まれるアイテムIDに対応する課金アイテムが購入されたときから第二所定期間が経過したか否かを判定する。そして、当該判定が肯定判定された場合には処理はステップSP18の処理に移行し、当該判定が否定された場合には処理はステップSP16の処理に移行する。
(Step SP14)
The accepting unit 44 of the server device 10 accepts (receives) the gift request from the first terminal device 12A. In response to this, the determination means 48 determines whether or not the second predetermined period has elapsed since the charging item corresponding to the item ID included in the gift request was purchased. If the determination is affirmative, the process proceeds to step SP18, and if the determination is negative, the process proceeds to step SP16.

(ステップSP16)
 制限手段50は、贈与要求に含まれるアイテムIDに対応する課金アイテムに対する贈与処理を制限する。続いて、制限手段50は、贈与処理を制限した旨を第一端末装置12Aに通知する。通知を受信した第一端末装置12Aは、当該通知の内容を表示する。そして、図4に示す一連の処理が終了する。
(Step SP16)
The restriction unit 50 restricts the gifting process for the charged item corresponding to the item ID included in the gift request. Subsequently, the restriction unit 50 notifies the first terminal device 12A that the gift processing has been restricted. 12 A of 1st terminal devices which received the notification display the content of the said notification. Then, the series of processing shown in FIG. 4 ends.

(ステップSP18)
 判定手段48は、通報リスト40Cを参照し、贈与要求に含まれる一のプレイヤP1のプレイヤIDに対して通報フラグがオン、又は、贈与要求に含まれる他のプレイヤP2のプレイヤIDに対して被通報フラグがオンになっているか否かを判定する。そして、当該判定が肯定判定された場合には処理はステップSP16の処理に移行し、当該判定が否定判定された場合には処理はステップSP20の処理に移行する。
(Step SP18)
The determination means 48 refers to the notification list 40C and turns on the notification flag for the player ID of the one player P1 included in the gift request, or targets the player ID of the other player P2 included in the gift request. It is determined whether the report flag is on. Then, if the determination is affirmative, the process proceeds to step SP16, and if the determination is negative, the process proceeds to step SP20.

(ステップSP20)
 判定手段48は、贈与要求に含まれる他のプレイヤP2のプレイヤIDが贈与対象リスト40Dに登録されているか否かを判定する。そして、当該判定が肯定判定された場合には処理はステップSP22の処理に移行し、当該判定が否定判定された場合には処理はステップSP16の処理に移行する。
(Step SP20)
The determination unit 48 determines whether or not the player ID of the other player P2 included in the gift request is registered in the gift target list 40D. If the determination is affirmative, the process proceeds to step SP22, and if the determination is negative, the process proceeds to step SP16.

(ステップSP22)
 判定手段48は、プレイヤ情報40A又は他のサーバ装置から、贈与要求に含まれる一のプレイヤP1のプレイヤIDに対応するクレジットカード情報を取得する。同様に、判定手段48は、プレイヤ情報40A又は他のサーバ装置から、贈与要求に含まれる他のプレイヤP2のプレイヤIDに対応するクレジットカード情報を取得する。続いて、判定手段48は、取得した二つのクレジットカード情報に基づき、一のプレイヤP1と他のプレイヤP2とが同一人物か否かを判定する。そして、当該判定が肯定判定された場合には処理はステップSP16の処理に移行し、当該判定が否定判定された場合には処理はステップSP24の処理に移行する。
(Step SP22)
The determination unit 48 acquires the credit card information corresponding to the player ID of the one player P1 included in the gift request from the player information 40A or another server device. Similarly, the determination unit 48 acquires the credit card information corresponding to the player ID of the other player P2 included in the gift request from the player information 40A or another server device. Then, the determination means 48 determines whether the one player P1 and the other player P2 are the same person based on the acquired two credit card information. Then, if the determination is affirmative, the process proceeds to step SP16, and if the determination is negative, the process proceeds to step SP24.

(ステップSP24)
 判定手段48は、今回の課金アイテムの贈与数を含めて、一のプレイヤP1における課金アイテムの贈与の総数又は贈与金額の総額が上限値を超えるか否かを判定する。そして、当該判定が肯定判定された場合には処理はステップSP16の処理に移行し、当該判定が否定判定された場合には処理はステップSP26の処理に移行する。なお、本ステップでは、上記判定の代わりに、判定手段48は、今回の課金アイテムの贈与数を含めて、他のプレイヤP2における課金アイテムの贈与された総数又は贈与された課金アイテムの金額の総額が上限値を超えるか否かを判定してもよい。
(Step SP24)
The determination means 48 determines whether or not the total number of donations of the billing item or the total amount of donations of one player P1 including the number of donations of the current billing item exceeds the upper limit value. Then, if the determination is affirmative, the process proceeds to step SP16, and if the determination is negative, the process proceeds to step SP26. Note that, in this step, instead of the above determination, the determination means 48 includes the total number of donated billing items in the other player P2 or the total amount of donated billing items, including the number of donations of the current billing item. It may be determined whether or not exceeds the upper limit value.

(ステップSP26)
 贈与処理手段46は、贈与要求に含まれる一のプレイヤP1のプレイヤIDに紐づけられている課金アイテムを、贈与要求に含まれる他のプレイヤP2のプレイヤIDに紐づける贈与処理を実行する。具体的には、贈与処理手段46は、贈与要求に含まれる一のプレイヤP1のプレイヤIDに対応するプレイデータ40Bから課金アイテムを減少させる又は削除するとともに、贈与要求に含まれる他のプレイヤP2のプレイヤIDに対応するプレイデータ40Bに当該課金アイテムを追加する。そして、処理は、ステップSP28の処理に移行する。
(Step SP26)
The gift processing unit 46 executes a gift process in which the charging item associated with the player ID of the one player P1 included in the gift request is associated with the player ID of the other player P2 included in the gift request. Specifically, the gift processing means 46 reduces or deletes the charging item from the play data 40B corresponding to the player ID of the one player P1 included in the gift request, and at the same time the other player P2 included in the gift request. The charge item is added to the play data 40B corresponding to the player ID. And a process transfers to the process of step SP28.

(ステップSP28)
 変更手段52は、贈与処理された課金アイテムの価値又は量を変更する。第一実施形態では、贈与処理された課金アイテムの価値が高くなるように変更する。そして、処理は、ステップSP30の処理に移行する。
(Step SP28)
The changing unit 52 changes the value or the amount of the charge-processed gift item. In the first embodiment, the value of the gift-processed billing item is changed to be higher. Then, the process proceeds to the process of step SP30.

(ステップSP30)
 贈与処理手段46は、一のプレイヤP1又は/及び他のプレイヤP2に、ゲーム又は当該ゲーム以外で使用可能な贈与ポイントを付与する。贈与ポイントの付与数は、例えば、一のプレイヤP1と他のプレイヤP2との関係性や、一のプレイヤP1や他のプレイヤP2のプレイデータ40Bに応じて変更されてもよい。そして、処理は、ステップSP32の処理に移行する。なお、本ステップは省略してもよい。
(Step SP30)
The gift processing means 46 gives one player P1 and/or another player P2 a gift point that can be used in a game or other than the game. The number of gift points provided may be changed according to, for example, the relationship between one player P1 and another player P2, or the play data 40B of one player P1 or another player P2. Then, the process proceeds to the process of step SP32. Note that this step may be omitted.

(ステップSP32)
 贈与処理手段46は、他のプレイヤP2のプレイデータ40Bにおいて、贈与処理された課金アイテムに対して使用制限フラグをオンする。そして、処理は、ステップSP34の処理に移行する。
(Step SP32)
The gift processing means 46 turns on the use restriction flag for the charging item that has been gift-processed in the play data 40B of the other player P2. Then, the process proceeds to the process of step SP34.

(ステップSP34)
 贈与処理手段46は、贈与処理を実行した旨を第一端末装置12A又は/及び第二端末装置12Bに通知する。そして、図4に示す一連の処理が終了する。
(Step SP34)
The gift processing means 46 notifies the first terminal device 12A and/or the second terminal device 12B that the gift processing has been executed. Then, the series of processing shown in FIG. 4 ends.

<通報に係る処理の流れ>
 図5は、一のプレイヤP1が他のプレイヤP2を通報する場合における、第一実施形態に係るゲームシステム1の処理の流れの一例を示すフローチャートである。なお、以下の処理は、定期的に又はランダムに実行される。また、以下の処理の順番は、適宜、変更することができる。
<Flow of processing related to notification>
FIG. 5 is a flowchart showing an example of the flow of processing of the game system 1 according to the first embodiment when one player P1 reports another player P2. Note that the following processing is executed regularly or randomly. Moreover, the order of the following processes can be changed as appropriate.

(ステップSP40)
 第一端末装置12Aは、一のプレイヤP1の操作情報に基づき、通報画面を要求する通報画面要求がされたか否かを判定する。そして、当該判定が肯定判定された場合には処理はステップSP42の処理に移行し、当該判定が否定判定された場合には処理はステップSP52の処理に移行する。
(Step SP40)
12 A of 1st terminal devices determine whether the notification screen request|requirement which requests a notification screen was made based on the operation information of one player P1. Then, if the determination is affirmative, the process proceeds to step SP42, and if the determination is negative, the process proceeds to step SP52.

(ステップSP42)
 第一端末装置12Aは、通報ボタンを含む通報画面を表示する。この通報画面において、一のプレイヤP1は、複数のプレイヤの中から通報対象の他のプレイヤP2を選択する。続いて、一のプレイヤP1は通報画面において通報ボタンを押下する。そして、処理は、ステップSP44の処理に移行する。
(Step SP42)
The first terminal device 12A displays a notification screen including a notification button. On this notification screen, one player P1 selects another player P2 to be notified from among a plurality of players. Subsequently, the one player P1 presses the notification button on the notification screen. Then, the process proceeds to the process of step SP44.

(ステップSP44)
 第一端末装置12Aは、サーバ装置10に通報を行う。この通報には、一のプレイヤのプレイヤIDと、選択された他のプレイヤP2のプレイヤIDと、を含む。そして、処理は、ステップSP46の処理に移行する。
(Step SP44)
The first terminal device 12A notifies the server device 10. This notification includes the player ID of one player and the player ID of the other selected player P2. Then, the process proceeds to the process of step SP46.

(ステップSP46)
 サーバ装置10の受付手段44は、第一端末装置12Aから通報を受け付ける。これに応答して、受付手段44は、通報に含まれる一のプレイヤP1のプレイヤIDを通報リスト40Cに追加するとともに、追加したプレイヤIDに対して通報フラグをオンする。なお、受付手段44は、通報に対して処理した旨(通報フラグをオンした旨)を第一端末装置12Aに通知してもよい。そして、処理は、ステップSP48の処理に移行する。
(Step SP46)
The accepting means 44 of the server device 10 accepts the notification from the first terminal device 12A. In response to this, the accepting unit 44 adds the player ID of the one player P1 included in the notification to the notification list 40C and turns on the notification flag for the added player ID. Note that the reception unit 44 may notify the first terminal device 12A that the notification has been processed (the notification flag has been turned on). Then, the process proceeds to the process of step SP48.

(ステップSP48)
 受付手段44は、通報に含まれる他のプレイヤP2のプレイヤIDを通報リスト40Cに追加するとともに、追加したプレイヤIDに対して被通報フラグをオンする。なお、受付手段44は、通報に対して処理した旨(被通報フラグをオンした旨)を第二端末装置12Bに通知してもよい。ただし、この通知は、一のプレイヤP1が他のプレイヤP2から恫喝等される恐れがあるので、所定期間経過後に行われることが好ましい。そして、処理は、ステップSP50の処理に移行する。
(Step SP48)
The reception unit 44 adds the player IDs of the other players P2 included in the notification to the notification list 40C and turns on the notified flag for the added player ID. Note that the reception unit 44 may notify the second terminal device 12B that the notification has been processed (the notification flag has been turned on). However, this notification is preferably performed after a lapse of a predetermined period because one player P1 may be threatened by another player P2. Then, the process proceeds to the process of step SP50.

(ステップSP50)
 受付手段44は、課金アイテムの返却処理を実行する。具体的には、受付手段44は、通報に含まれる他のプレイヤP2のプレイヤIDに対応するプレイデータ40Bから贈与処理された課金アイテムを減少させる又は削除するとともに、通報に含まれる一のプレイヤP1のプレイヤIDに対応するプレイデータ40Bに当該課金アイテムを追加する。そして、処理は、ステップSP52の処理に移行する。
(Step SP50)
The accepting unit 44 executes the return processing of the charge item. Specifically, the accepting unit 44 reduces or deletes the billing-processed billing item from the play data 40B corresponding to the player ID of the other player P2 included in the notification, and also the one player P1 included in the notification. The charge item is added to the play data 40B corresponding to the player ID of. Then, the process proceeds to the process of step SP52.

(ステップSP52)
 判定手段48は、第三所定期間が経過したか否かを判定する。そして、当該判定が肯定判定された場合には処理はステップSP54の処理に移行し、当該判定が否定判定された場合には図5に示す一連の処理が終了する。
(Step SP52)
The determining means 48 determines whether or not the third predetermined period has elapsed. Then, if the determination is affirmative, the process proceeds to the process of step SP54, and if the determination is negative, the series of processes shown in FIG. 5 ends.

<課金アイテムの使用に係る処理の流れ>
 図6は、課金アイテムを使用する場合における、第一実施形態に係るゲームシステム1の処理の流れの一例を示すフローチャートである。また、以下の処理の順番は、適宜、変更することができる。
<Process flow related to usage of billing item>
FIG. 6 is a flowchart showing an example of the processing flow of the game system 1 according to the first embodiment when using a charging item. Moreover, the order of the following processes can be changed as appropriate.

(ステップSP60)
 第二端末装置12Bは、他のプレイヤP2のプレイヤIDと、贈与された課金アイテムのアイテムIDと、を含む使用要求をサーバ装置10に送信する。そして、処理は、ステップSP62の処理に移行する。
(Step SP60)
The second terminal device 12B transmits a use request including the player ID of the other player P2 and the item ID of the donated charging item to the server device 10. Then, the process proceeds to the process of step SP62.

(ステップSP62)
 サーバ装置10の受付手段44は、第二端末装置12Bから使用要求を受信する。これに応答して、判定手段48は、使用要求に含まれるプレイヤIDに対応するプレイデータ40Bを取得する。続いて、判定手段48は、取得したプレイデータ40Bを参照し、使用要求に含まれるアイテムIDに対して使用制限フラグがオンになっているか否かを判定する。そして、当該判定が肯定判定された場合には処理はステップSP64の処理に移行し、当該判定が否定判定された場合には処理はステップSP70の処理に移行する。
(Step SP62)
The accepting unit 44 of the server device 10 receives the usage request from the second terminal device 12B. In response to this, the determination means 48 acquires the play data 40B corresponding to the player ID included in the usage request. Subsequently, the determination unit 48 refers to the acquired play data 40B and determines whether or not the usage restriction flag is turned on for the item ID included in the usage request. If the determination is affirmative, the process proceeds to step SP64, and if the determination is negative, the process proceeds to step SP70.

(ステップSP64)
 判定手段48は、使用要求に含まれるアイテムIDに対応する課金アイテムが贈与されたとき、すなわち、当該課金アイテムが贈与処理されたときから第一所定期間が経過したか否かを判定する。そして、当該判定が肯定判定された場合には処理はステップSP70の処理に移行し、当該判定が否定判定された場合には処理はステップSP66の処理に移行する。
(Step SP64)
The determination means 48 determines whether or not the first predetermined period has elapsed since the charging item corresponding to the item ID included in the usage request was gifted, that is, the charging process was performed on the charging item. Then, if the determination is affirmative, the process proceeds to step SP70, and if the determination is negative, the process proceeds to step SP66.

(ステップSP66)
 制限手段50は、他のプレイヤP2による、使用要求に含まれるアイテムIDに対応する課金アイテムの使用を制限する。そして、処理は、ステップSP68の処理に移行する。
(Step SP66)
The restriction unit 50 restricts the use of the billing item corresponding to the item ID included in the usage request by the other player P2. Then, the process proceeds to the process of step SP68.

(ステップSP68)
 制限手段50は、第二端末装置12Bにエラー通知を送信する。また、制限手段50は、第一端末装置12Aにもエラー通知を送信してもよい。そして、図6に示す一連の処理が終了する。
(Step SP68)
The limiting means 50 sends an error notification to the second terminal device 12B. The limiting means 50 may also send an error notification to the first terminal device 12A. Then, the series of processing shown in FIG. 6 ends.

(ステップSP70)
 判定手段48は、使用要求に含まれるアイテムIDに対応する課金アイテムが贈与された課金アイテムか否かを判定する。具体的には、判定手段48は、使用要求に含まれるアイテムIDに対応する課金アイテムに対して使用制限フラグがオンになっているか否かを判定する。この結果、判定手段48は、使用制限フラグがオンになっている場合にはアイテムIDに対応する課金アイテムが贈与された課金アイテムであると肯定判定する。また、判定手段48は、使用制限フラグがオフになっている場合にはアイテムIDに対応する課金アイテムが贈与された課金アイテムでないと否定判定する。そして、当該判定が肯定判定された場合には処理はステップSP74の処理に移行し、当該判定が否定判定された場合には処理はステップSP72の処理に移行する。
(Step SP70)
The determination means 48 determines whether or not the charging item corresponding to the item ID included in the usage request is the gifted charging item. Specifically, the determination unit 48 determines whether the usage restriction flag is turned on for the billing item corresponding to the item ID included in the usage request. As a result, the determination means 48 makes an affirmative determination that the billing item corresponding to the item ID is a donated billing item when the use restriction flag is turned on. Further, the judging means 48 makes a negative judgment that the charging item corresponding to the item ID is not the gifted charging item when the usage restriction flag is off. If the determination is affirmative, the process proceeds to step SP74, and if the determination is negative, the process proceeds to step SP72.

(ステップSP72)
 受付手段44は、使用要求に含まれるアイテムIDに対応する課金アイテムを使用する。具体的には、使用要求に含まれるプレイヤIDに対応するプレイデータ40Bから当該課金アイテムを消費する。続いて、その使用結果を第二端末装置12Bに送信し、第二端末装置12Bはその使用結果をゲームに反映させる。
(Step SP72)
The reception means 44 uses the charging item corresponding to the item ID included in the usage request. Specifically, the charge item is consumed from the play data 40B corresponding to the player ID included in the usage request. Then, the usage result is transmitted to the second terminal device 12B, and the second terminal device 12B reflects the usage result in the game.

(ステップSP74)
 判定手段48は、使用要求に含まれるプレイヤIDに対応するプレイデータ40Bに、使用要求に含まれるアイテムIDに対応する課金アイテムと同様の非課金アイテムがあるか否かを判定する。具体的には、当該課金アイテムが有償石である場合、使用要求に含まれるプレイヤIDに対応するプレイデータ40Bに、課金アイテムと同様の機能を持ち、非課金アイテムとしての無償石があるか否かを判定する。そして、当該判定が肯定判定された場合には処理はステップSP76の処理に移行し、当該判定が否定判定された場合には処理はステップSP72の処理に移行する。なお、当該判定が否定判定された場合には図6に示す一連の処理が終了してもよい。また、当該判定が否定判定された場合には使用制限フラグがオフになっている課金アイテム(他のプレイヤP2によって購入された課金アイテムなど)としての有償石があるか否かを判定する処理に移行してもよい。この場合、当該判定が肯定された場合には当該課金アイテム(使用制限フラグがオフになっている課金アイテム)を消費する処理に移行し、当該判定が否定された場合には処理は贈与された課金アイテム(使用制限フラグがオンになっている課金アイテム)を消費する処理に移行する。
(Step SP74)
The determining means 48 determines whether or not the play data 40B corresponding to the player ID included in the use request includes the same non-chargeable item as the chargeable item corresponding to the item ID included in the use request. Specifically, when the charged item is a paid stone, whether or not the play data 40B corresponding to the player ID included in the usage request has a function similar to that of the charged item and is a non-charged stone as a non-charged item. Determine whether. Then, if the determination is affirmative, the process proceeds to step SP76, and if the determination is negative, the process proceeds to step SP72. Note that if the determination is negative, the series of processes shown in FIG. 6 may end. In addition, when the determination is negative, it is determined whether or not there is a paid stone as a billing item (for example, a billing item purchased by another player P2) whose use restriction flag is off. You may move. In this case, if the determination is affirmative, the process proceeds to the process of consuming the billing item (the billing item for which the use restriction flag is off), and if the determination is negative, the process is donated. The process shifts to the process of consuming the billing item (the billing item whose use restriction flag is turned on).

(ステップSP76)
 受付手段44は、使用要求に含まれるプレイヤIDに対応するプレイデータ40Bから無償石を消費する。続いて、その使用結果を第二端末装置12Bに送信し、第二端末装置12Bはその使用結果をゲームに反映させる。そして、図6に示す一連の処理が終了する。
(Step SP76)
The accepting unit 44 consumes the gratuitous stone from the play data 40B corresponding to the player ID included in the usage request. Then, the usage result is transmitted to the second terminal device 12B, and the second terminal device 12B reflects the usage result in the game. Then, the series of processing shown in FIG. 6 ends.

<効果>
 以上、第一実施形態では、サーバ装置10が、プレイヤによる贈与の要求を受け付ける受付手段44と、受付手段44が受け付けた要求に応じて、ゲームに使用可能で、課金の支払いにより購入された課金アイテムであって、当該一のプレイヤP1に紐づけられている課金アイテムを他のプレイヤP2に紐づける贈与処理を実行する贈与処理手段46と、所定期間の間、他のプレイヤP2による、贈与処理された課金アイテムの使用を制限する制限手段50と、を備える。
<Effect>
As described above, in the first embodiment, the server device 10 accepts the gift request from the player, and accepting means 44 that accepts the gift request from the player, and can be used for the game in response to the request accepted by the accepting means 44. A gift processing unit 46 that executes a gift process of linking a billing item that is an item and linked to the one player P1 to another player P2, and a gift process by another player P2 for a predetermined period. Restricting means 50 for restricting the use of the charged billing item.

 この構成によれば、受付手段44が受け付けた要求に応じて、一のプレイヤP1に紐づけられている課金アイテムを他のプレイヤP2に紐づける贈与処理を実行するので、課金アイテムの贈与を行うことができる。そして、このような課金アイテムの贈与を行うことができる場合において、所定期間の間、他のプレイヤP2による、贈与処理された課金アイテムの使用を制限するので、その間に、一のプレイヤP1は、課金アイテムがカツアゲされたことをゲームの運営会社等に通報できる猶予が生まれ、ゲームにログインしようとする一のプレイヤP1のモチベーションを高めることができる。 According to this configuration, in accordance with the request accepted by the accepting unit 44, the gift item associated with the one player P1 is associated with the other player P2. be able to. Then, in the case where such a charging item can be donated, the use of the gift-processed charging item by the other player P2 is restricted for a predetermined period, so that one player P1 A grace period can be given to inform the game management company that the billing item has been cut off, and the motivation of the player P1 who is trying to log in to the game can be increased.

 また、第一実施形態では、一のプレイヤP1による贈与の要求を受け付ける受付手段44と、受付手段44が受け付けた要求に応じて、ゲームに使用可能で、課金の支払いにより購入された課金アイテムであって、当該一のプレイヤP1に紐づけられている課金アイテムを他のプレイヤP2に紐づける贈与処理を実行する贈与処理手段46と、所定期間の間、課金アイテムに対する贈与処理を制限する制限手段50と、を備える。 Further, in the first embodiment, the accepting unit 44 that accepts a gift request from one player P1 and a billing item that can be used in the game and that is purchased by paying the bill in response to the request accepted by the accepting unit 44. There is a gift processing unit 46 for executing a gift process for associating the charge item associated with the one player P1 with another player P2, and a limiting unit for restricting the gift process for the charge item for a predetermined period. And 50.

 この構成によれば、受付手段44が受け付けた要求に応じて、一のプレイヤP1に紐づけられている課金アイテムを他のプレイヤP2に紐づける贈与処理を実行するので、課金アイテムを贈与できる。また、この構成によれば、所定期間の間、課金アイテムに対する贈与処理を制限するので、その間は、課金アイテムがカツアゲされることがなく、ゲームにログインしようとするプレイヤのモチベーションを高めることができる。 According to this configuration, in response to the request accepted by the accepting unit 44, the gift item associated with the charging item associated with one player P1 is associated with the other player P2, so that the accounting item can be donated. Further, according to this configuration, since the gifting process for the charged item is restricted for a predetermined period, the charged item is not cut during that period, and the motivation of the player who attempts to log in to the game can be increased. ..

 また、第一実施形態では、受付手段44は、他のプレイヤP2への贈与について一のプレイヤP1による通報を受け付け、制限手段50は、一のプレイヤP1により通報された他のプレイヤP2に対して、第三所定期間の間、贈与処理において課金アイテムを紐づける対象となることを制限してもよい。 Further, in the first embodiment, the accepting unit 44 accepts the notification by the one player P1 regarding the gift to the other player P2, and the restricting unit 50 notifies the other player P2 notified by the one player P1. During the third predetermined period, it may be possible to restrict the target of associating the charging item in the gift processing.

 この構成によれば、他のプレイヤP2がカツアゲを繰り返すことを抑制することができる。 According to this configuration, it is possible to prevent another player P2 from repeating the cutout.

 また、第一実施形態では、受付手段44は、他のプレイヤP2への贈与について一のプレイヤP1による通報を受け付け、制限手段50は、他のプレイヤP2を通報した一のプレイヤP1に対して、第三所定期間の間、贈与処理又は課金アイテムの購入を制限してもよい。 Further, in the first embodiment, the accepting unit 44 accepts the notification by the one player P1 regarding the gift to the other player P2, and the limiting unit 50 notifies the one player P1 that notified the other player P2 to the one player P1. Gift processing or purchase of billing items may be restricted during the third predetermined period.

 この構成によれば、一のプレイヤP1がカツアゲされることを抑制することができる。 According to this configuration, it is possible to prevent one player P1 from being cutieed.

 また、第一実施形態では、制限手段50は、贈与処理された課金アイテムと、ゲームのプレイにより他のプレイヤP2に付与された非課金アイテムとが他のプレイヤP2に紐づけられている場合であって、当該他のプレイヤP2が課金アイテムの使用を要求した場合、非課金アイテムを優先的に使用してもよい。 Further, in the first embodiment, the restricting means 50 is a case where the gift-processed charged item and the non-charged item given to the other player P2 by playing the game are linked to the other player P2. Therefore, when the other player P2 requests the use of the charged item, the non-charged item may be preferentially used.

 この構成によれば、カツアゲされても一のプレイヤP1に課金アイテムを返却することができる。 According to this configuration, even if it is cut, the charged item can be returned to one player P1.

 また、第一実施形態では、サーバ装置10が、一のプレイヤP1による贈与の要求を受け付ける受付手段44と、受付手段44が受け付けた要求に応じて、ゲームに使用可能で、課金の支払いにより購入された課金アイテムであって、当該一のプレイヤP1に紐づけられている課金アイテムを他のプレイヤP2に紐づける贈与処理を実行する贈与処理手段46と、一のプレイヤP1又は他のプレイヤP2が予め定められた者か否かを判定する判定手段48と、判定手段48の判定結果に基づき、一のプレイヤP1から他のプレイヤP2への贈与処理を制限する制限手段50と、を備える。 Further, in the first embodiment, the server device 10 accepts a gift request from one player P1, and accepts the gift request, and can be used for a game in response to the request accepted by the acceptor 44 and purchases by paying a charge. The gift processing means 46 for executing a gift process of linking the charged item associated with the one player P1 with the other player P2, and the one player P1 or the other player P2. The determination means 48 for determining whether or not the person is a predetermined person, and the limiting means 50 for limiting the gift processing from one player P1 to the other player P2 based on the determination result of the determination means 48 are provided.

 この構成によれば、受付手段44が受け付けた要求に応じて、一のプレイヤP1に紐づけられている課金アイテムを他のプレイヤP2に紐づける贈与処理を実行するので、課金アイテムの贈与を行うことができる。そして、このような課金アイテムの贈与を行うことができる場合において、判定手段48の判定結果に基づき、一のプレイヤP1から他のプレイヤP2への贈与処理を制限するので、予め定められた者でない他のプレイヤP2からは一のプレイヤP1がカツアゲされることを抑制でき、もって、ゲームにログインしようとする一のプレイヤP1のモチベーションを高めることができる。 According to this configuration, in accordance with the request accepted by the accepting unit 44, the gift item associated with the one player P1 is associated with the other player P2. be able to. In the case where such a charging item can be gifted, the gifting process from one player P1 to the other player P2 is restricted based on the determination result of the determination means 48, and thus the person is not a predetermined person. It is possible to prevent one player P1 from being cut by another player P2, and thus to increase the motivation of the one player P1 who attempts to log in to the game.

 また、第一実施形態では、判定手段48は、一のプレイヤP1に係る家族の登録情報に基づき、他のプレイヤP2が一のプレイヤP1の家族か否かを判定し、制限手段50は、判定手段48が否定判定した場合に、一のプレイヤP1から他のプレイヤP2への贈与処理を制限してもよい。 Further, in the first embodiment, the determination means 48 determines whether or not the other player P2 is a family of the one player P1, based on the registration information of the family of the one player P1, and the limiting means 50 makes the determination. If the means 48 makes a negative decision, the gifting process from one player P1 to another player P2 may be restricted.

 この構成によれば、家族でない他のプレイヤP2からは一のプレイヤP1がカツアゲされることを抑制でき、もって、ゲームにログインしようとする一のプレイヤP1のモチベーションを高めることができる。 With this configuration, it is possible to prevent one player P1 from being cut by another player P2 who is not a family member, and thus to increase the motivation of the one player P1 who attempts to log in to the game.

 また、第一実施形態では、判定手段48は、一のプレイヤP1に係る年齢の登録情報に基づき、一のプレイヤP1が未成年者か否かを判定し、制限手段50は、判定手段48が肯定判定した場合に、一のプレイヤP1から他のプレイヤP2への贈与処理を制限してもよい。 Further, in the first embodiment, the determination means 48 determines whether or not the one player P1 is a minor based on the age registration information related to the one player P1, and the limiting means 50 causes the determination means 48 to operate. If an affirmative decision is made, the gifting process from one player P1 to another player P2 may be restricted.

 この構成によれば、カツアゲされ易いと想定される未成年者の一のプレイヤP1が贈与することを制限できるので、当該一のプレイヤP1は安心してゲームができる。この結果、ゲームにログインしようとする一のプレイヤP1のモチベーションを高めることができる。 According to this configuration, it is possible to restrict the gift of one minor player P1 who is likely to be easily cut, so that the one player P1 can play the game with peace of mind. As a result, the motivation of the player P1 who is trying to log in to the game can be increased.

 また、第一実施形態では、判定手段48は、一のプレイヤP1におけるゲームのプレイデータ40Bに基づき、一のプレイヤが弱者か否かを判定し、制限手段50は、判定手段48が肯定判定した場合に、一のプレイヤP1から他のプレイヤP2への贈与処理を制限してもよい。 Further, in the first embodiment, the determination means 48 determines whether or not the one player is a weak person based on the play data 40B of the game for the one player P1, and the limiting means 50 makes a positive determination by the determination means 48. In this case, the gifting process from one player P1 to another player P2 may be restricted.

 この構成によれば、カツアゲされ易いと想定される弱者である一のプレイヤP1が贈与することを制限できるので、当該一のプレイヤP1は安心してゲームができる。この結果、ゲームにログインしようとする一のプレイヤP1のモチベーションを高めることができる。 According to this configuration, it is possible to restrict the gift of the one player P1 who is a weak person who is likely to be easily cut, so that the one player P1 can play the game with peace of mind. As a result, the motivation of the player P1 who is trying to log in to the game can be increased.

 また、第一実施形態では、判定手段48は、一のプレイヤP1におけるゲームのプレイデータ40B及び他のプレイヤP2におけるゲームのプレイデータ40Bに基づき、一のプレイヤP1が他のプレイヤP2に比べて弱者か否かを判定し、制限手段50は、判定手段48が肯定判定した場合に、一のプレイヤP1から他のプレイヤP2への贈与処理を制限してもよい。 Further, in the first embodiment, the determination means 48 determines that one player P1 is weaker than another player P2 based on the game play data 40B of the one player P1 and the game play data 40B of the other player P2. If the determination means 48 makes an affirmative determination, the limiting means 50 may limit the gifting process from one player P1 to another player P2.

 この構成によれば、カツアゲされ易いと想定される、他のプレイヤP2に比べて弱者である一のプレイヤP1が贈与することを制限できるので、当該一のプレイヤP1は安心してゲームができる。この結果、ゲームにログインしようとする一のプレイヤP1のモチベーションを高めることができる。 According to this configuration, it is possible to restrict the gift of one player P1 who is weaker than the other player P2, which is assumed to be easily cut, so that the one player P1 can play the game with peace of mind. As a result, the motivation of the player P1 who is trying to log in to the game can be increased.

 また、第一実施形態では、プレイデータ40Bは、対応するプレイヤのランク、又は、対応するプレイヤによるプレイ時間を含む。 Also, in the first embodiment, the play data 40B includes the rank of the corresponding player or the play time by the corresponding player.

 この構成によれば、判定手段48が弱者と判定する際に、プレイヤのランク、又は、対応するプレイヤによるプレイ時間を用いて容易に判定することができる。 According to this configuration, when the determination unit 48 determines that the user is a weak person, it can be easily determined using the rank of the player or the play time of the corresponding player.

 また、第一実施形態では、判定手段48は、一のプレイヤP1の課金履歴に基づき、一のプレイヤP1が課金ユーザか否かを判定し、制限手段50は、判定手段48が否定判定した場合に、一のプレイヤP1から他のプレイヤP2への贈与処理を制限してもよい。 Further, in the first embodiment, the determination means 48 determines whether or not the one player P1 is a paying user based on the charging history of the one player P1, and the limiting means 50 makes a negative determination by the determination means 48. In addition, the gifting process from one player P1 to another player P2 may be restricted.

 この構成によれば、弱者又は未成年者と想定される、課金ユーザでない一のプレイヤP1が贈与することを制限できるので、当該一のプレイヤP1は安心してゲームができる。この結果、ゲームにログインしようとする一のプレイヤP1のモチベーションを高めることができる。 According to this configuration, since it is possible to restrict the gift of one player P1 who is assumed to be a weak person or a minor and is not a paying user, the one player P1 can play the game with peace of mind. As a result, the motivation of the player P1 who is trying to log in to the game can be increased.

 また、第一実施形態では、サーバ装置10が、一のプレイヤP1による贈与の要求を受け付ける受付手段44と、受付手段44が受け付けた要求に応じて、ゲームに使用可能で、課金の支払いにより購入された課金アイテムであって、当該一のプレイヤP1に紐づけられている課金アイテムを他のプレイヤP2に紐づける贈与処理を実行する贈与処理手段46と、一のプレイヤP1から他のプレイヤP2への贈与処理に係る課金アイテムの個数又は課金アイテムの価格を制限する制限手段50と、を備える。 Further, in the first embodiment, the server device 10 accepts a gift request from one player P1, and accepts the gift request, and can be used for a game in response to the request accepted by the acceptor 44 and purchases by paying a charge. Gift processing means 46 for executing a gift process of associating the charged item associated with the one player P1 with the other player P2, and the one player P1 to the other player P2. Limiting means 50 for limiting the number of billing items or the price of the billing items related to the gift processing.

 この構成によれば、受付手段44が受け付けた要求に応じて、一のプレイヤP1に紐づけられている課金アイテムを他のプレイヤP2に紐づける贈与処理を実行するので、課金アイテムの贈与を行うことができる。そして、このような課金アイテムの贈与を行うことができる場合において、一のプレイヤP1から他のプレイヤP2への贈与処理に係る課金アイテムの個数又は課金アイテムの価格を制限するので、一のプレイヤP1がカツアゲされる被害の大きさを抑制でき、もって、ゲームにログインしようとする一のプレイヤP1のモチベーションを高めることができる。 According to this configuration, in accordance with the request accepted by the accepting unit 44, the gift item associated with the one player P1 is associated with the other player P2. be able to. When such a charging item can be donated, the number of charging items or the price of the charging item related to the gifting process from one player P1 to another player P2 is limited, so that one player P1 It is possible to suppress the amount of damage caused by the accidental damage, and thus to increase the motivation of the player P1 who is trying to log in to the game.

 また、第一実施形態では、一のプレイヤP1のプレイヤ情報40A及び他のプレイヤP2のプレイヤ情報40Aに基づき、一のプレイヤP1と他のプレイヤP2とが同一人物であるか否かを判定する判定手段48を更に備え、制限手段50は、判定手段48が肯定判定した場合に、一のプレイヤP1から他のプレイヤP2への贈与処理を禁止してもよい。 Further, in the first embodiment, it is determined whether or not the one player P1 and the other player P2 are the same person based on the player information 40A of the one player P1 and the player information 40A of the other player P2. The limiting means 50 may further include means 48, and when the determining means 48 makes an affirmative determination, the limiting means 50 may prohibit the gift processing from one player P1 to the other player P2.

 この構成によれば、課金アイテムの購入制限を回避するために、未成年者等の一のプレイヤP1が、自身のサブアカウントで購入した課金アイテムをメインアカウントに贈与することを抑制できる。 According to this configuration, it is possible to prevent one player P1 such as a minor from gifting the billing item purchased by his/her sub-account to the main account in order to avoid the purchase limitation of the billing item.

 また、第一実施形態では、プレイヤ情報40Aは、課金の支払いの際に利用されるカードのカード情報を含み、判定手段48は、一のプレイヤP1のカード情報及び他のプレイヤP2のカード情報が同一である場合に、一のプレイヤP1と他のプレイヤP2とが同一人物であると判定してもよい。 In addition, in the first embodiment, the player information 40A includes the card information of the card used when paying the charge, and the determining unit 48 determines that the card information of the one player P1 and the card information of the other player P2. If they are the same, it may be determined that one player P1 and the other player P2 are the same person.

 この構成によれば、一のプレイヤP1と他のプレイヤP2とが同一人物と判定する際に、判定手段48は、カード情報を用いて容易に判定することができる。 According to this configuration, when it is determined that one player P1 and the other player P2 are the same person, the determination means 48 can easily make the determination using the card information.

 また、第一実施形態では、プレイヤ情報40Aは、ゲームへログインしたログイン時間を含み、判定手段48は、一のプレイヤP1のログイン時間と他のプレイヤP2のログイン時間に基づいて、一のプレイヤP1と他のプレイヤP2とが同一人物であるか否かを判定してもよい。 Further, in the first embodiment, the player information 40A includes the login time at which the game was logged in, and the determination means 48 determines the one player P1 based on the login time of the one player P1 and the login time of the other player P2. It may be determined whether and the other player P2 are the same person.

 この構成によれば、一のプレイヤP1と他のプレイヤP2とが同一人物と判定する際に、判定手段48は、ログイン時間を用いて容易に判定することができる。 According to this configuration, when the one player P1 and the other player P2 determine that they are the same person, the determination means 48 can easily determine using the login time.

 また、第一実施形態では、サーバ装置10は、一のプレイヤP1による贈与の要求を受け付ける受付手段44と、受付手段44が受け付けた要求に応じて、ゲームに使用可能で、課金の支払いにより購入された課金アイテムであって、当該一のプレイヤP1に紐づけられている課金アイテムを他のプレイヤP2に紐づける贈与処理を実行する贈与処理手段46と、贈与処理に係る課金アイテムの価値又は量を変更する変更手段52と、を備える。 Further, in the first embodiment, the server device 10 can be used for a game in response to the request accepted by the accepting unit 44, and accepting unit 44 for accepting a gift request by one player P1, and purchasing by paying a charge. The charged item associated with the one player P1 and the value or amount of the charged item related to the gift process, which executes a gift process of linking the charged item associated with the one player P1 to the other player P2. And changing means 52 for changing.

 この構成によれば、受付手段44が受け付けた要求に応じて、一のプレイヤP1に紐づけられている課金アイテムを他のプレイヤP2に紐づける贈与処理を実行するので、課金アイテムの贈与を行うことができる。そして、このような課金アイテムの贈与を行うことができる場合において、贈与処理に係る課金アイテムの価値又は量を変更するので、贈与の意外性が高まり、課金アイテムの贈与が活発化してゲームのソーシャル性が向上し、もって、課金アイテムの贈与を行えるようにした場合において、ゲームにログインしようとする一のプレイヤP1のモチベーションを高めることができる。 According to this configuration, in accordance with the request accepted by the accepting unit 44, the gift item associated with the one player P1 is associated with the other player P2. be able to. Then, in the case where such a charging item can be donated, the value or amount of the charging item relating to the gift processing is changed, so that the surprise of the gift is increased, the gift of the charging item is activated, and the social of the game is increased. In the case where the chargeable item is gifted, the motivation of the one player P1 who attempts to log in to the game can be increased.

 また、第一実施形態では、変更手段52は、一のプレイヤP1のプレイデータ40Bに基づき、課金アイテムの価値又は量を変更してもよい。 Further, in the first embodiment, the changing unit 52 may change the value or amount of the charging item based on the play data 40B of the player P1.

 この構成によれば、ゲームをプレイすれば課金アイテムの価値又は量が変更されることになるので、その価値又は量を変更しようと、ゲームにログインしようとする一のプレイヤP1のモチベーションを高めることができる。 According to this configuration, the value or amount of the chargeable item is changed when the game is played, and therefore the motivation of one player P1 who attempts to log in to the game is increased to change the value or amount. You can

 また、第一実施形態では、変更手段52は、他のプレイヤP2のプレイデータ40Bに基づき、課金アイテムの価値又は量を変更してもよい。 Further, in the first embodiment, the changing unit 52 may change the value or amount of the charging item based on the play data 40B of the other player P2.

 この構成によれば、ゲームをプレイすれば課金アイテムの価値又は量が変更されることになるので、その価値又は量を変更しようと、ゲームにログインしようとする他のプレイヤP2のモチベーションを高めることができる。 According to this configuration, the value or amount of the chargeable item is changed when the game is played, so that the motivation of another player P2 who attempts to log in to the game is increased in order to change the value or amount. You can

 また、第一実施形態では、変更手段52は、一のプレイヤP1と他のプレイヤP2との関係性を取得し、当該関係性に基づき、課金アイテムの価値又は量を変更してもよい。 Further, in the first embodiment, the changing unit 52 may acquire the relationship between the one player P1 and the other player P2, and change the value or amount of the charging item based on the relationship.

 この構成によれば、例えば、一のプレイヤP1と他のプレイヤP2との関係性が家族や友達など良い関係性であれば、課金アイテムの価値又は量を向上し、一のプレイヤP1と他のプレイヤP2との関係性が悪い関係性であれば、課金アイテムの価値又は量を低下させることができ、もって、カツアゲ等を抑制できる。 According to this configuration, for example, if the relationship between the one player P1 and the other player P2 is a good relationship such as a family member or a friend, the value or amount of the charging item is improved, and the one player P1 and the other player P2 are connected. If the relationship with the player P2 is poor, it is possible to reduce the value or amount of the charge item, and thus it is possible to suppress cuts and the like.

 また、第一実施形態では、変更手段52は、贈与処理された課金アイテムを他のプレイヤP2が使用した場合に専用の抽選が実行可能となるように、当該課金アイテムの価値を変更する。 Further, in the first embodiment, the changing unit 52 changes the value of the charged item so that the exclusive lottery can be executed when the gift-processed charged item is used by another player P2.

 この構成によれば、専用の抽選を目的に、課金アイテムの贈与が活発に行われるようになる。この結果、贈与の際にコミュニケーションが生まれてゲームのソーシャル性が高まり、もって、ゲームにログインしようとする一のプレイヤP1及び他のプレイヤP2のモチベーションを高めることができる。 With this structure, gift items will be actively gifted for the purpose of a dedicated lottery. As a result, communication is generated at the time of gift giving, the sociality of the game is enhanced, and the motivation of one player P1 and another player P2 who are trying to log in to the game can be increased.

---第二実施形態---
 次に、第二実施形態に係るゲームシステムについて説明する。第二実施形態では、サーバ装置10が機能手段として設定手段を更に備える点、課金アイテムの贈与可能期間と、課金アイテムの使用可能期間とが設定されている点で、第一実施形態と異なる。なお、以下で説明しない第二実施形態に係るゲームシステムの構成及び処理は、第一実施形態で説明したものと同様である。また、贈与可能期間と、使用可能期間の間には間隔が空いていることが好ましい。また、使用可能期間は、贈与可能期間よりも短いことが好ましい。
--- Second Embodiment ---
Next, a game system according to the second embodiment will be described. The second embodiment is different from the first embodiment in that the server device 10 further includes a setting unit as a functional unit, and a gift item giftable period and a charge item usable period are set. The configuration and processing of the game system according to the second embodiment not described below are the same as those described in the first embodiment. Further, it is preferable that there is a gap between the giftable period and the usable period. The usable period is preferably shorter than the giftable period.

 設定手段は、ゲームのプレイデータ40Bに基づき、他のプレイヤP2に対して贈与処理可能な課金アイテムの個数を設定する。具体的には、設定手段は、他のプレイヤP2に紐づけられているプレイデータ40Bの中の課金アイテムの個数、又は/及び、一のプレイヤP1に紐づけられているプレイデータ40Bの中の課金アイテムの個数に基づき、他のプレイヤP2に対して贈与処理可能な課金アイテムの個数を設定する。例えば、設定手段は、他のプレイヤP2に紐づけられている課金アイテムの個数が多ければ、当該他のプレイヤP2に対して贈与処理可能な課金アイテムの個数を多く設定してもよい。また、設定手段は、他のプレイヤP2に紐づけられている課金アイテムの個数以下だけ、好ましくは当該個数の半分以下だけ、当該他のプレイヤP2に対して贈与処理可能な課金アイテムの個数を設定してもよい。また、設定手段は、一のプレイヤP1に紐づけられている課金アイテムの個数が多ければ、当該他のプレイヤP2に対して贈与処理可能な課金アイテムの個数を多く設定してもよい。また、設定手段は、他のプレイヤP2に紐づけられている課金アイテムの個数と、一のプレイヤP1に紐づけられている課金アイテムの個数に基づき、他のプレイヤP2に対して贈与処理可能な課金アイテムの個数を設定してもよい。例えば、設定手段は、一のプレイヤP2に紐づけられている課金アイテムの個数と、他のプレイヤP2に紐づけられている課金アイテムの個数との差分が閾値以上である場合に、他のプレイヤP2に対して贈与処理可能な課金アイテムの個数を少なく設定し、上記差分が閾値未満である場合に、他のプレイヤP2に対して贈与処理可能な課金アイテムの個数を多く設定してもよい。 The setting means sets the number of charging items that can be gift-processed to the other player P2 based on the game play data 40B. Specifically, the setting means is the number of charging items in the play data 40B associated with another player P2, and/or the play data 40B associated with one player P1. Based on the number of billing items, the number of billing items that can be gift-processed to another player P2 is set. For example, if the number of billing items associated with another player P2 is large, the setting means may set the number of billing items that can be gift-processed to the other player P2 to be large. Further, the setting means sets the number of billing items that can be gift-processed to the other player P2 by less than or equal to the number of billing items linked to the other player P2, preferably less than or equal to half of the number. You may. Further, if the number of billing items associated with one player P1 is large, the setting means may set a large number of billing items that can be gift-processed to the other player P2. Further, the setting means can perform a gift process to another player P2 based on the number of billing items associated with the other player P2 and the number of billing items associated with the one player P1. The number of billing items may be set. For example, when the difference between the number of billing items associated with one player P2 and the number of billing items associated with another player P2 is equal to or greater than a threshold value, the setting means sets the other player P2. The number of chargeable items that can be gift-processed may be set low for P2, and if the difference is less than the threshold value, the number of chargeable items that can be gift-processed may be set high for another player P2.

 図7は、一のプレイヤP1が他のプレイヤP2に課金アイテムを贈与する場合における、第二実施形態に係るゲームシステムの処理の流れの一例を示すフローチャートである。なお、以下の処理の順番は、適宜、変更することができる。 FIG. 7 is a flowchart showing an example of the processing flow of the game system according to the second embodiment when one player P1 gives a charging item to another player P2. The order of the following processes can be changed as appropriate.

(ステップSP90)
 ステップSP10の処理の後、第一端末装置12Aは、制限選択画面を表示する。この制限選択画面は、贈与処理された課金アイテムの、他のプレイヤP2による使用を制限するか否かを、一のプレイヤP1に選択させる画面である。
(Step SP90)
After the processing of step SP10, the first terminal device 12A displays the restriction selection screen. This restriction selection screen is a screen that allows one player P1 to select whether or not to restrict the use of the gift-processed billing item by another player P2.

 図8は、制限選択画面100の一例を示す図である。 FIG. 8 is a diagram showing an example of the restriction selection screen 100.

 制限選択画面100には、贈与処理された課金アイテムの使用を制限する制限ボタン100と、贈与処理された課金アイテムの使用を制限しない非制限ボタン102と、が設けられている。この制限選択画面100において、一のプレイヤP1が制限ボタン100又は非制限ボタン102を押下すると、処理は、ステップSP92の処理に移行する。 The restriction selection screen 100 is provided with a restriction button 100 for restricting the use of the gift-processed charging item and a non-restriction button 102 for not restricting the use of the gift-processed charging item. When one player P1 presses the restriction button 100 or the non-restriction button 102 on the restriction selection screen 100, the processing shifts to the processing of step SP92.

(ステップSP92)
 第一端末装置12Aは、一のプレイヤP1のプレイヤIDと、選択された他のプレイヤP2のプレイヤIDと、選択された課金アイテムの内容(アイテムIDや数量等)と、制限選択画面100における選択結果と、を含む贈与要求をサーバ装置10に送信する。そして、処理は、ステップSP94の処理に移行する。
(Step SP92)
The first terminal device 12A selects the player ID of one player P1, the player IDs of the other selected players P2, the content (item ID, quantity, etc.) of the selected charging item, and the selection on the restriction selection screen 100. A gift request including the result and the result is transmitted to the server device 10. Then, the process proceeds to the process of step SP94.

(ステップSP94)
 サーバ装置10の受付手段44は、第一端末装置12Aから贈与要求を受け付ける(受信)する。これに応答して、サーバ装置10の設定手段は、贈与要求に含まれる他のプレイヤのプレイヤIDに対応するプレイデータ40Bを取得する。そして、処理は、ステップSP96の処理に移行する。
(Step SP94)
The accepting unit 44 of the server device 10 accepts (receives) the gift request from the first terminal device 12A. In response to this, the setting means of the server device 10 acquires the play data 40B corresponding to the player IDs of the other players included in the gift request. Then, the process proceeds to the process of step SP96.

(ステップSP96)
 設定手段は、取得したプレイデータ40Bの中から、贈与要求に含まれるアイテムIDに対応する課金アイテムの個数を抽出する。続いて、設定手段は、抽出した課金アイテムの個数に基づき、一のプレイヤP1が他のプレイヤP2に対して贈与処理可能な課金アイテムの個数の最大値Mを設定する。例えば、設定手段は、抽出した課金アイテムの個数と同じ個数を最大値Mとして設定する。そして、処理は、ステップSP98の処理に移行する。
(Step SP96)
The setting means extracts the number of billing items corresponding to the item ID included in the gift request from the acquired play data 40B. Then, the setting means sets the maximum value M of the number of billing items that one player P1 can give a gift to another player P2 based on the number of extracted billing items. For example, the setting means sets the same number as the extracted number of billing items as the maximum value M. Then, the process proceeds to the process of step SP98.

(ステップSP98)
 判定手段48は、現在の日時が、設定されている贈与可能期間(例えば1日から20日の間)か否かを判定する。そして、当該判定が肯定判定された場合には処理はステップSP100の処理に移行し、当該判定が否定判定された場合には処理はステップSP16の処理に移行する。
(Step SP98)
The determination means 48 determines whether or not the current date and time is within the set giftable period (for example, between 1 and 20 days). Then, when the determination is affirmative, the process proceeds to step SP100, and when the determination is negative, the process proceeds to step SP16.

(ステップSP100)
 判定手段48は、今回贈与する課金アイテムの個数を含め、一のプレイヤP1が他のプレイヤP2に課金アイテムを贈与した総個数(贈与総個数S)が最大値Mを超えるか否かを判定する。そして、当該判定が肯定判定された場合には処理はステップSP16の処理に移行し、当該判定が否定判定された場合には処理はステップSP26の処理に移行する。
(Step SP100)
The determining means 48 determines whether or not the total number of gift items to be charged by one player P1 to the other player P2 (total gift amount S) exceeds the maximum value M, including the number of charge items to be donated this time. .. Then, if the determination is affirmative, the process proceeds to step SP16, and if the determination is negative, the process proceeds to step SP26.

(ステップSP102)
 ステップSP26の処理の後、贈与処理手段46は、贈与総個数Sを更新する。具体的には、贈与処理手段46は、贈与処理した課金アイテムの個数を贈与総個数Sに加算する。なお、この贈与総個数Sは、1週間や1カ月等の期間経過後、初期化されてもよい。そして、処理は、ステップSP104の処理に移行する。
(Step SP102)
After the processing of step SP26, the gift processing means 46 updates the total gift quantity S. Specifically, the gift processing means 46 adds the number of charge-processed gift items to the total gift number S. The total number of gifts S may be initialized after a lapse of one week, one month, or the like. And a process transfers to the process of step SP104.

(ステップSP104)
 判定手段48は、贈与要求に含まれる選択結果に基づき、一のプレイヤP1により使用制限が選択されたか否かを判定する。そして、当該判定が肯定判定された場合には処理はステップSP106の処理に移行し、当該判定が否定判定された場合には処理はステップSP34の処理に移行する。
(Step SP104)
The determination unit 48 determines whether or not the use restriction is selected by the one player P1 based on the selection result included in the gift request. Then, if the determination is affirmative, the process proceeds to step SP106, and if the determination is negative, the process proceeds to step SP34.

(ステップSP106)
 贈与処理手段46は、他のプレイヤP2のプレイデータ40Bにおいて、贈与処理された課金アイテムに対して使用制限フラグをオンする。そして、処理は、ステップSP34の処理に移行する。
(Step SP106)
The gift processing means 46 turns on the use restriction flag for the charging item that has been gift-processed in the play data 40B of the other player P2. Then, the process proceeds to the process of step SP34.

 なお、第二実施形態において贈与処理された課金アイテムを他のプレイヤP2が使用する場合、図6に示す処理と同様の処理が実行されるが、ステップSP64では、判定手段48は、現在の日時が、使用可能期間(例えば25日から31日の間)か否かを判定する。 When another player P2 uses the charging item gift-processed in the second embodiment, the same process as the process shown in FIG. 6 is executed. However, in step SP64, the determination means 48 determines the current date and time. , It is determined whether or not it is a usable period (for example, between 25th and 31st).

 以上、第二実施形態では、設定手段は、ゲームのプレイデータ40Bに基づき、一のプレイヤP1が他のプレイヤP2に対して贈与処理可能な課金アイテムの個数を設定する。 As described above, in the second embodiment, the setting means sets the number of chargeable items that one player P1 can give a gift to another player P2 based on the game play data 40B.

 この構成によれば、例えば多くの課金アイテムをカツアゲされることを抑制することができる。 With this configuration, for example, it is possible to prevent many billing items from being cut.

 また、第二実施形態では、プレイデータ40Bは、他のプレイヤP2に紐づけられている課金アイテムの個数を含む。 Also, in the second embodiment, the play data 40B includes the number of billing items associated with another player P2.

 この構成によれば、例えば他のプレイヤP2が課金アイテムを多く所有していれば、カツアゲをしたものを使用しても課金アイテムを返却することができるので、他のプレイヤP2に対して贈与処理可能な課金アイテムの個数を多く設定することができる。逆に、他のプレイヤP2が課金アイテムをほとんど所有していなければ、カツアゲをしたものを使用してしまうと課金アイテムを返却することができないので、他のプレイヤP2に対して贈与処理可能な課金アイテムの個数を少なく設定することができる。この結果、カツアゲされても一のプレイヤに確実に課金アイテムを返却することができる。 According to this configuration, for example, if the other player P2 owns a large number of billing items, the billing item can be returned even if a cut-and-picked item is used, so the gifting process to the other player P2 is possible. A large number of possible billing items can be set. On the contrary, if the other player P2 hardly owns the charge item, the charge item cannot be returned if the cut item is used, and thus the charge that can be gift-processed to the other player P2. The number of items can be set small. As a result, the charged item can be surely returned to the one player even if the game is cut.

 また、第二実施形態では、プレイデータ40Bは、一のプレイヤP1に紐づけられている課金アイテムの個数を含んでもよい。 Also, in the second embodiment, the play data 40B may include the number of billing items associated with one player P1.

 この構成によれば、例えば一のプレイヤP1が課金アイテムを多く所持していれば、贈与処理可能な課金アイテムの個数を多く設定し、課金アイテムをほとんど所持していなければ、贈与処理可能な課金アイテムの個数を少なく設定することができる。この結果、一のプレイヤP1に応じてカツアゲの被害を少なくすることができる。 According to this configuration, for example, if one player P1 has many chargeable items, the number of chargeable items that can be gift-processed is set to a large number, and if almost no chargeable item is possessed, the gift-processable charge is set. The number of items can be set small. As a result, it is possible to reduce the damage of the cuticle according to one player P1.

 また、第二実施形態では、受付手段44は、制限手段50による制限を実行させるか否かについて、一のプレイヤP1から選択を受け付け、制限手段50は、制限を実行させる選択結果を受付手段44が受け付けた場合に、当該制限を実行する。 Further, in the second embodiment, the accepting unit 44 accepts a selection from one player P1 as to whether or not to execute the restriction by the restricting unit 50, and the restricting unit 50 receives the selection result for executing the restriction. When is accepted, the restriction is executed.

 この構成によれば、一のプレイヤP1は、カツアゲされそうな相手には制限手段50による制限を実行させ、本当に贈与したい相手には制限手段50による制限を実行させないように自ら選択することができる。この結果、贈与の自由度を向上することができる。 According to this configuration, the one player P1 can make a self-selection so that the opponent who is likely to be cutaded will be limited by the limiting means 50 and the opponent who really wants to give the gift will not be limited by the limiting means 50. .. As a result, the degree of freedom in gifting can be improved.

---変形例---
 なお、本発明は上記実施形態に限定されるものではない。すなわち、上記実施形態に、当業者が適宜設計変更を加えたものも、本発明の特徴を備えている限り、本発明の範囲に包含される。また、上記実施形態及び後述する変形例が備える各要素は、技術的に可能な限りにおいて組み合わせることができ、これらを組み合わせたものも本発明の特徴を含む限り本発明の範囲に包含される。
--- Modified example ---
The present invention is not limited to the above embodiment. That is, the above embodiment, which is appropriately modified by a person skilled in the art, is also included in the scope of the present invention as long as it has the features of the present invention. Further, the respective elements included in the above-described embodiment and the modified examples described later can be combined as long as technically possible, and a combination of these is also included in the scope of the present invention as long as it includes the features of the present invention.

 例えば、上記第一実施形態では、一のプレイヤP1が贈与の要求を行った場合、贈与処理を実行する場合を説明したが、所定期間の間、サーバ装置10の記憶手段40に贈与対象として課金アイテムを保管しておき、所定期間が経過したときに贈与処理を実行してもよい。 For example, in the above-described first embodiment, the case where one player P1 makes a gift request and executes a gift process has been described. However, the storage means 40 of the server device 10 is charged as a gift target for a predetermined period. The item may be stored and the gift-giving process may be executed when a predetermined period has elapsed.

 また、上記第一実施形態では、第一所定期間、第二所定期間、及び、第三所定期間は、予め設定されている場合を説明したが、変更手段52が、一のプレイヤP1の操作に応じて、適宜、変更できるようにしてもよい。 Further, in the above-described first embodiment, the case where the first predetermined period, the second predetermined period, and the third predetermined period are set in advance has been described. However, the changing unit 52 can operate the one player P1. Depending on the situation, it may be changed appropriately.

 また、上記第一実施形態では、課金アイテムを贈与した場合、一のプレイヤP1に贈与ポイントを付与する場合を説明したが、課金アイテムに関するゲームとは異なる他のゲームに使用可能なアイテムを当該一のプレイヤP1に付与してもよい。また、一のプレイヤP1がゲームをアンインストールする際に、課金アイテムを他のプレイヤP2に贈与することが考えられるが、そのようなときの贈与を効率的に行うため、一のプレイヤP1の課金アイテムを一括して他のプレイヤP2に贈与する贈与ボタンが画面に表示されるようにしてもよい。また、一のプレイヤP1の課金アイテムを複数の他のプレイヤ2(プレイヤの家族やフレンド)に自動で分配する贈与ボタンが画面に表示されるようにしてもよい。 Further, in the above-described first embodiment, the case of giving a gift item to one player P1 when a charged item is gifted has been described. However, an item that can be used in another game different from the game related to the charged item is used. May be given to the player P1. Further, when one player P1 uninstalls the game, it is conceivable to give the charging item to another player P2. However, in order to efficiently give such a gift, the charging of the one player P1 is performed. A gift button that collectively gifts items to another player P2 may be displayed on the screen. Further, a gift button for automatically distributing the charging item of one player P1 to a plurality of other players 2 (player's family and friends) may be displayed on the screen.

10…サーバ装置(コンピュータ)、44…受付手段、46…贈与処理手段、48…判定手段、50…制限手段、52…変更手段
 
10... Server device (computer), 44... Accepting means, 46... Gift processing means, 48... Judging means, 50... Restricting means, 52... Changing means

Claims (11)

 コンピュータを、
 一のプレイヤによる贈与の要求を受け付ける受付手段、
 前記受付手段が受け付けた要求に応じて、ゲームに使用可能で、課金の支払いにより購入された課金アイテムであって、当該一のプレイヤに紐づけられている課金アイテムを他のプレイヤに紐づける贈与処理を実行する贈与処理手段、
 所定期間の間、前記他のプレイヤによる、前記贈与処理された課金アイテムの使用を制限する制限手段、
 として機能させるためのプログラム。
Computer,
Acceptance means for accepting a gift request from one player,
A gift that can be used in a game in response to a request accepted by the accepting unit and that has been purchased by paying a fee and that is associated with another player. Gift processing means for executing processing,
Limiting means for limiting the use of the gift-processed billing item by the other player for a predetermined period;
Program to function as.
 コンピュータを、
 一のプレイヤによる贈与の要求を受け付ける受付手段、
 前記受付手段が受け付けた要求に応じて、ゲームに使用可能で、課金の支払いにより購入された課金アイテムであって、当該一のプレイヤに紐づけられている課金アイテムを他のプレイヤに紐づける贈与処理を実行する贈与処理手段、
 所定期間の間、前記課金アイテムに対する前記贈与処理を制限する制限手段、
 として機能させるためのプログラム。
Computer,
Acceptance means for accepting a gift request from one player,
A gift that can be used in a game in response to a request accepted by the accepting unit and that has been purchased by paying a fee and that is associated with another player. Gift processing means for executing processing,
Limiting means for limiting the gift processing for the billing item for a predetermined period;
Program to function as.
 前記受付手段は、前記他のプレイヤへの贈与について前記一のプレイヤによる通報を受け付け、
 前記制限手段は、前記一のプレイヤにより通報された前記他のプレイヤに対して、所定期間の間、前記贈与処理において前記課金アイテムを紐づける対象となることを制限する、
 請求項1又は2に記載のプログラム。
The reception means receives a notification from the one player regarding a gift to the other player,
The restricting unit restricts the other player notified by the one player from being a target to which the charging item is associated in the gift giving process for a predetermined period.
The program according to claim 1.
 前記受付手段は、前記他のプレイヤへの贈与について一のプレイヤによる通報を受け付け、
 前記制限手段は、前記他のプレイヤを通報した一のプレイヤに対して、所定期間の間、前記贈与処理又は前記課金アイテムの購入を制限する、
 請求項1又は2に記載のプログラム。
The reception means receives a notification from one player about a gift to the other player,
The restriction means restricts the gift processing or the purchase of the billing item to a player who has notified the other player for a predetermined period.
The program according to claim 1.
 前記コンピュータを、
 前記ゲームのプレイデータに基づき、当該他のプレイヤに対して贈与処理可能な課金アイテムの個数を設定する設定手段、
 として機能させるための請求項1乃至4の何れか1項に記載のプログラム。
The computer,
Setting means for setting the number of chargeable items that can be gift-processed to the other player based on the play data of the game;
The program according to any one of claims 1 to 4, which is caused to function as a program.
 前記プレイデータは、前記他のプレイヤに紐づけられている課金アイテムの個数を含む、
 請求項5に記載のプログラム。
The play data includes the number of billing items associated with the other player,
The program according to claim 5.
 前記プレイデータは、前記一のプレイヤに紐づけられている課金アイテムの個数を含む、
 請求項5又は6に記載のプログラム。
The play data includes the number of billing items associated with the one player,
The program according to claim 5 or 6.
 前記制限手段は、前記贈与処理された課金アイテムと、ゲームのプレイにより前記他のプレイヤに付与された非課金アイテムとが前記他のプレイヤに紐づけられている場合であって、当該他のプレイヤが前記課金アイテムの使用を要求した場合、前記非課金アイテムを優先的に使用する、
 請求項1乃至7の何れか1項に記載のプログラム。
The restricting means is a case where the charged item that has been gift-processed and the non-charged item that has been given to the other player by playing the game are linked to the other player. Request the use of the billing item, preferentially use the non-billing item,
The program according to any one of claims 1 to 7.
 前記受付手段は、前記制限手段による制限を実行させるか否かについて、前記一のプレイヤから選択を受け付け、
 前記制限手段は、前記制限を実行させる選択を前記受付手段が受け付けた場合に、当該制限を実行する、
 請求項1乃至8の何れか1項に記載のプログラム。
The accepting means accepts a selection from the one player as to whether or not to execute the restriction by the restricting means,
The restriction unit executes the restriction when the reception unit receives a selection to execute the restriction,
The program according to any one of claims 1 to 8.
 一のプレイヤによる贈与の要求を受け付ける受付手段と、
 前記受付手段が受け付けた要求に応じて、ゲームに使用可能で、課金の支払いにより購入された課金アイテムであって、当該一のプレイヤに紐づけられている課金アイテムを他のプレイヤに紐づける贈与処理を実行する贈与処理手段と、
 前記贈与処理が実行されたときから所定期間の間、前記他のプレイヤによる、前記贈与処理された課金アイテムの使用を制限する制限手段と、
 を備える情報処理装置。
Acceptance means for accepting a gift request from one player,
A gift that can be used in a game in response to a request accepted by the accepting unit and that has been purchased by paying a fee and that is associated with another player. Gift processing means for executing processing,
Restriction means for restricting the use of the gift-processed billing item by the other player for a predetermined period from the time when the gift processing is executed;
An information processing apparatus including.
 一のプレイヤによる贈与の要求を受け付ける受付手段と、
 前記受付手段が受け付けた要求に応じて、ゲームに使用可能で、課金の支払いにより購入された課金アイテムであって、当該一のプレイヤに紐づけられている課金アイテムを他のプレイヤに紐づける贈与処理を実行する贈与処理手段と、
 前記課金アイテムが購入されたときから所定期間の間、前記課金アイテムに対する前記贈与処理を制限する制限手段と、
 を備える情報処理装置。
Acceptance means for accepting a gift request from one player,
A gift that can be used in a game in response to a request accepted by the accepting unit and that has been purchased by paying a fee and that is associated with another player. Gift processing means for executing processing,
Limiting means for limiting the gift processing for the billing item for a predetermined period from the time the billing item is purchased;
An information processing apparatus including.
PCT/JP2020/000413 2019-01-11 2020-01-09 Program and information processing device Ceased WO2020145335A1 (en)

Applications Claiming Priority (8)

Application Number Priority Date Filing Date Title
JP2019-003907 2019-01-11
JP2019-003905 2019-01-11
JP2019003905A JP7215178B2 (en) 2019-01-11 2019-01-11 Program and information processing device
JP2019-003904 2019-01-11
JP2019-003906 2019-01-11
JP2019003907A JP7215180B2 (en) 2019-01-11 2019-01-11 Program and information processing device
JP2019003904A JP6645596B1 (en) 2019-01-11 2019-01-11 Program and information processing device
JP2019003906A JP7215179B2 (en) 2019-01-11 2019-01-11 Program and information processing device

Publications (1)

Publication Number Publication Date
WO2020145335A1 true WO2020145335A1 (en) 2020-07-16

Family

ID=71520953

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/JP2020/000413 Ceased WO2020145335A1 (en) 2019-01-11 2020-01-09 Program and information processing device

Country Status (1)

Country Link
WO (1) WO2020145335A1 (en)

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPS6325162B2 (en) * 1983-04-18 1988-05-24 Matsuda Kk
JP2009530979A (en) * 2006-03-20 2009-08-27 ソニー・コンピュータ・エンタテインメント・アメリカ・インク Network equipment evaluation and integrity preservation
JP2017042313A (en) * 2015-08-25 2017-03-02 株式会社コナミデジタルエンタテインメント GAME SYSTEM, GAME FUNCTION LIMITING DEVICE, AND PROGRAM
JP2017204722A (en) * 2016-05-11 2017-11-16 アライドテレシスホールディングス株式会社 SDN controller
JP2018068652A (en) * 2016-10-28 2018-05-10 株式会社コナミデジタルエンタテインメント Game control device, game system, and program

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPS6325162B2 (en) * 1983-04-18 1988-05-24 Matsuda Kk
JP2009530979A (en) * 2006-03-20 2009-08-27 ソニー・コンピュータ・エンタテインメント・アメリカ・インク Network equipment evaluation and integrity preservation
JP2017042313A (en) * 2015-08-25 2017-03-02 株式会社コナミデジタルエンタテインメント GAME SYSTEM, GAME FUNCTION LIMITING DEVICE, AND PROGRAM
JP2017204722A (en) * 2016-05-11 2017-11-16 アライドテレシスホールディングス株式会社 SDN controller
JP2018068652A (en) * 2016-10-28 2018-05-10 株式会社コナミデジタルエンタテインメント Game control device, game system, and program

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
30 December 2018 (2018-12-30), Retrieved from the Internet <URL:https://gamewith.jp/fgo/questions/show/225192> [retrieved on 20200313] *

Similar Documents

Publication Publication Date Title
JP6624329B1 (en) Information processing device and program
JP7480834B2 (en) PROGRAM AND INFORMATION PROCESSING APPARATUS
WO2023112552A1 (en) Program and information processing device
WO2023112553A1 (en) Program and information processing device
JP6601549B1 (en) Program and information processing apparatus
JP2023105137A (en) Information processing device and program
JP6645596B1 (en) Program and information processing device
JP6544474B1 (en) Program and information processing apparatus
JP2020110580A (en) Program and information processing device
JP7627292B2 (en) PROGRAM AND INFORMATION PROCESSING APPARATUS
JP7215180B2 (en) Program and information processing device
WO2020145335A1 (en) Program and information processing device
JP7188531B1 (en) Program and information processing device
JP2024062375A (en) PROGRAM AND INFORMATION PROCESSING APPARATUS
JP7302610B2 (en) Information processing device and program
JP6617813B1 (en) Program and information processing apparatus
JP6624330B1 (en) Information processing device and program
JP6601543B1 (en) Program and information processing apparatus
JP6617850B1 (en) Program and information processing apparatus
JP2019217055A (en) Game program and information processing device
JP7722527B1 (en) Program and information processing device
JP6620904B1 (en) Program and information processing apparatus
JP6617814B1 (en) Program and information processing apparatus
JP2024062186A (en) Program and information processing device
JP2020058812A (en) Program and information processing device

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 20739083

Country of ref document: EP

Kind code of ref document: A1

NENP Non-entry into the national phase

Ref country code: DE

122 Ep: pct application non-entry in european phase

Ref document number: 20739083

Country of ref document: EP

Kind code of ref document: A1