WO2013027329A1 - Game-providing device, game-providing program, game-providing method, and game system - Google Patents

Game-providing device, game-providing program, game-providing method, and game system Download PDF

Info

Publication number
WO2013027329A1
WO2013027329A1 PCT/JP2012/004709 JP2012004709W WO2013027329A1 WO 2013027329 A1 WO2013027329 A1 WO 2013027329A1 JP 2012004709 W JP2012004709 W JP 2012004709W WO 2013027329 A1 WO2013027329 A1 WO 2013027329A1
Authority
WO
WIPO (PCT)
Prior art keywords
player
game
information
friend
compatibility
Prior art date
Application number
PCT/JP2012/004709
Other languages
French (fr)
Japanese (ja)
Inventor
丸山 修
弘 谷渕
Original Assignee
株式会社コナミデジタルエンタテインメント
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
Application filed by 株式会社コナミデジタルエンタテインメント filed Critical 株式会社コナミデジタルエンタテインメント
Publication of WO2013027329A1 publication Critical patent/WO2013027329A1/en

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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/01Social networking
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • 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
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/204Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/556Player lists, e.g. online players, buddy list, black list

Definitions

  • the present invention relates to a game providing device, a game providing method, a game providing program, and a game system that are connected to a plurality of terminal devices via a communication line and provide a game to each terminal device.
  • a social game is not a game that competes for the skill of a player as in a conventional game, and is generally a simple game for a player. Due to this simplicity, social games are widely used to reduce the waiting time of trains and meeting time with people.
  • Patent Document 1 exists as a prior art document related to the present invention.
  • a hunter (C) operated by another player and a friend character (F) not operated by another player are displayed, and information on the hunter (C) is displayed to the player through the friend character (F).
  • a game for notification is disclosed.
  • an object of the present invention is to guide the player to make a friend from the outside (specifically, for example, the server side), assuming that there is a player who is not particularly active in making a friend. It is to realize a game providing apparatus and the like that can increase opportunities for making friends by giving an opportunity to do so.
  • FIG. 1 is an overall configuration diagram of a game system to which a game providing apparatus according to an embodiment of the present invention is applied. It is the block diagram which showed the structure of the game provision apparatus shown in FIG. It is a block diagram which shows the structure of the terminal device shown in FIG. It is a flowchart which shows the flow of a process of the game system in the case of performing a 1st extraction process. It is a flowchart which shows the flow of a process of the game system in the case of performing a 1st extraction process. It is a flowchart which shows the flow of a process of the game system in the case of performing a 2nd extraction process. It is a flowchart which shows the flow of a process of the game system in the case of performing a 2nd extraction process.
  • (A) shows an example of an initial game screen displayed on the terminal device of the player when the registered player accesses the game providing device.
  • (B) is a figure showing an example of a game item screen.
  • (A) is an example of the initial screen of the training mode displayed on the terminal device of the player when the training mode is selected by the player.
  • (B) is an example of a member character's message browsing list. It is an example of the initial screen in practice mode.
  • (A) is the schematic diagram which showed an example of the data structure of player information.
  • (B) is the schematic diagram which showed an example of the data structure of fellow player information.
  • (C) is the schematic diagram which showed an example of the data structure of team information.
  • FIG. 1 is an overall configuration diagram of a game system to which a game providing apparatus 11 according to an embodiment of the present invention is applied. As shown in FIG. 1, the game system includes a game providing device 11 and one or a plurality of terminal devices 12.
  • the game providing device 11 is configured by a general computer.
  • the terminal device 12 is configured by a portable information terminal device such as a smartphone or a tablet terminal, for example.
  • the game providing device 11 and the terminal device 12 are connected via a communication line NT so that they can communicate with each other.
  • a communication line NT a mobile phone network and an Internet communication network are employed.
  • a unique communication ID such as an IP address is assigned to the game providing device 11 and the terminal device 12, for example, and the game providing device 11 and the terminal device 12 use this communication ID, for example, TCP / IP (Transmission). Communicate with each other using a communication protocol such as Control Protocol // Internet Protocol).
  • the terminal device 12 receives various instructions for playing a game from the player, and transmits a command corresponding to the received instructions to the game providing apparatus 11 via the communication line NT.
  • the game providing apparatus 11 appropriately performs processing according to various instructions transmitted from the terminal device 12 and advances the game by transmitting processing results to the terminal device 12 as appropriate.
  • a social game is adopted as the game.
  • a social game is a game by social application software.
  • the social application software is an application software produced based on an operating environment (application platform) such as an API (Application Program Interface) that operates on a web browser on an SNS (social networking service).
  • social games do not require dedicated client software, can be used only with an account between a web browser and SNS, and are combined with communication functions that SNS originally has.
  • the social game has a feature that the game itself can be played easily in a short time.
  • a game that nurtures a group owned by each player in the game space is adopted as a social game.
  • the group is composed of components such as a plurality of characters and a plurality of virtual cards.
  • a baseball team is employed as a group in order to employ a social game with a baseball motif. Therefore, when a group is composed of characters, a character simulating a baseball player is employed as the character. Further, when the group is configured with virtual cards, a player card representing a baseball player is employed as the virtual card.
  • a team composed of a plurality of characters as a group will be described as an example.
  • the player develops a team possessed by practice, and makes the trained team play against a team possessed by another player.
  • practice since practice is a social game, it is necessary to improve the skill of the player's operation such as causing the fielder character to catch the ball object that is actually moving, or hitting the batter character.
  • the practice which raises the ability value of a team and a character only by performing simple button operation is adopted. For example, if the button is pressed once, the ability values of the team and the character are increased by a predetermined value, and the player repeatedly presses the button to gradually increase the ability values of the team and the character.
  • the player can have a conversation with the characters constituting the team as appropriate before starting practice or between practice.
  • a representative character that simulates a team captain, manager, or the like represents the player himself, and the player can talk to a member character that is another character through the representative character.
  • the member characters also include other players' avatars (avatars) who are in a fellowship relationship, and this avatar reports the current status of other players and information written by other players. Therefore, the player can obtain information on other players through the member characters, and can interact with other players.
  • avatars avatars
  • the avatar is linked to the ability value of the other player in the game space (for example, the ability value of the team possessed by the other player or the ability value of the representative character of the team possessed by the other player)
  • the ability value of another player increases, the ability value of the avatar also increases in conjunction with the increase. Therefore, a player can associate another player with his / her other player, so that the other player can be incorporated into his / her team like an assistant. In addition, this increases the ability value of the team possessed by the player, and the team can be strengthened.
  • the player's avatar becomes a member of a team owned by another player who is in a fellow relationship, and when the ability value of the team owned by the player increases, the ability value of the avatar that joins the other player's team in conjunction with it increases Will also increase.
  • the social game of the present embodiment is intended to train a team, but also aims to find friends through the game.
  • a social network that provides a place for players to communicate with each other, such as finding friends and interacting with them, rather than competing for the skills of players like games played on traditional game consoles.
  • a game suitable for the game can be provided.
  • the appearance of the avatar may be the same as that of the linked representative character.
  • FIG. 2 is a block diagram showing a configuration of the game providing apparatus 11 shown in FIG.
  • the game providing device 11 includes a control unit 210, a storage unit 220, and a communication unit 230.
  • the control unit 210 includes a game execution unit 211, an affinity calculation unit 212, a player introduction unit 213, a fellow player registration unit 214, and a team management unit 215 (an example of a group management unit).
  • control unit 210 is configured by a CPU, for example, and each function shown in FIG. 2 is realized by the CPU executing a game providing program according to the embodiment of the present invention.
  • the storage unit 220 includes a storage device such as a RAM, a ROM, and a hard disk, and includes a player information storage unit 221, a fellow player information storage unit 222, a team information storage unit 223, and an image data storage unit 224. These functions provided in the storage unit 220 are realized, for example, when the CPU executes a game providing program.
  • the communication unit 230 is configured by a communication module such as a modem, for example, and transmits and receives various data under the control of the CPU.
  • the game providing program is stored in a computer-readable recording medium such as a CD-ROM (Compact Disc Only Memory) or a DVD-ROM (Digital Versatile Disk Read Only Memory) and provided to the market. Then, the game provider who operates the game providing apparatus 11 obtains this recording medium and installs the game providing program on the computer, thereby causing the computer to function as the game providing apparatus 11.
  • the game providing program may be downloaded from a web server on the Internet and obtained by the game provider. Further, each block shown in FIG. 2 may be configured by a dedicated hardware circuit.
  • the game execution unit 211 causes the game to proceed in the game space according to an operation instruction appropriately input by the player using the terminal device 12. Specifically, when an access request is transmitted from the terminal device 12 according to an operation instruction from the player, the game execution unit 211 performs processing such as login authentication and displays an initial game screen via the communication unit 230. 12 to send. Then, when various items included in the initial screen of the game are selected by the player, the game execution unit 211 transmits a game screen according to the selected item to the terminal device 12 via the communication unit 230.
  • the items to be selected include, for example, items for the player to select a game mode.
  • the game mode includes, for example, a battle mode in which the player battles his team against other teams, and a training mode in which the player trains his team.
  • the game execution unit 211 refers to the player information stored in the player information storage unit 221, determines the teams of other players who are opponents, and determines the determined other player's teams. The team and the team of the player who has selected the battle mode are battled, and the battle result is transmitted to the terminal device 12 via the communication unit 230.
  • the game execution unit 211 executes a battle simulation in which teams battle each other in the game space when the player presses the battle start button, and immediately calculates a battle result. . Therefore, the player can obtain the battle result immediately by simply pressing the battle start button.
  • the game execution unit 211 sequentially places the batter character at the batting order according to a predetermined batting order, and causes each batter character and the pitcher character to battle each other. Then, the game execution unit 211 causes the pitcher character to throw the ball, determines the hit result of the batter character based on the ability value of the pitcher character and the ability value of the batter character, and determines the batter character according to the hit result. To make it happen, or to score the team. And the game execution part 211 repeatedly performs the process according to the rule of such a baseball, and when 9 innings are complete
  • the game execution unit 211 extracts, from the player information, a team (for example, a team having a similar team ability value, winning rate, or progress value) that is suitable for the player who requested the battle, and selects the extracted team. Decide as your opponent.
  • the team determined by the game execution unit 211 as the opponent includes a team possessed by another player and a team provided by the game providing apparatus 11.
  • the game execution unit 211 may cause the player to designate a team that the player wants to fight and play against the designated team.
  • the team designated by the player includes a team possessed by another player and a team provided by the game providing apparatus 11.
  • the game execution unit 211 reads the team information of the team possessed by the player from the team information storage unit 223, and the image data of the character constituting the team and the background of the character. Image data or the like is transmitted to the terminal device 12 via the communication unit 230.
  • the player causes the characters that make up the team to practice.
  • the practice is divided into stages, and when the player achieves a certain stage of practice, the player can proceed to the next stage of practice. And the ability value of each character which comprises a team can be increased through practice.
  • the player proceeds with practice by swinging in the first stage, tossing in the second stage, seat knocking in the third stage, free batting in the fourth stage, and throwing practice in the fifth stage.
  • a plurality of types of exercises are prepared, but the player is not forced to perform complicated operations according to the exercises, and the achievement level is acquired by simply repeating the operation of pressing a button.
  • ability values there are ability values such as batting, defensive, throwing, etc., corresponding to the type of practice.
  • the types of practice include batting practice, defensive practice, pitcher practice, and the like.
  • swing, toss batting and free batting correspond to batting practice
  • seat knock corresponds to defensive practice
  • pitching practice corresponds to pitcher practice.
  • the player can increase the hitting ability value of the character participating in the practice when the team performs the hitting practice.
  • the player when the player causes the team to perform defensive practice, the player can increase the defensive ability value of the character participating in the practice.
  • the player causes the team to perform the pitcher practice the player can increase the ability value of the pitcher of the character participating in the practice.
  • the player can specify a specific character to perform various exercises, and can also allow the entire team to perform various exercises.
  • various exercises are performed on the entire team, the ability value of the character in a position that is predetermined to participate in accordance with the various exercises increases. For example, since the pitcher practice is performed only by the pitcher character, if the player performs the pitcher practice for the entire team, the pitcher ability value of each pitcher character can be increased. Further, if the player knocks the entire team, the ability value of each character in the infield and outfield positions can be increased.
  • the game execution part 211 manages the ability value of each character by writing the ability value of each character in the character ability value column of the team information shown in FIG. In addition, the game execution unit 211 writes the total value of each character's defense, batting, and pitcher ability values as a team ability value in the team ability value column of the player information shown in FIG. Manage ability values.
  • the stage of practice that the team is currently working on shows the progress of the game.
  • the game execution unit 211 writes the progress of the game as 1 in the player information progress field, and the team is currently in the second stage of practice.
  • the game execution unit 211 sets the progress of the game as 2, and writes it in the column of progress of the player information.
  • FIG. 13A is a schematic diagram showing an example of the data structure of the player information.
  • the player information is a relational database in which one record is assigned to each player. “Player ID”, “Player name”, “Hometown”, “Registration date” , “Gender”, “age”, “game history”, “frequency history”, “winning rate”, “progress”, “team ability value”, “occupation”, “hobby”, “genre”, and “in-game” A column for storing “currency” is provided.
  • the “player ID” is identification information uniquely assigned to each player in order to identify each player registered in the game providing apparatus 11. For example, a symbol string of a predetermined digit is adopted. .
  • Player name is a name used to identify a player in the game space, and for example, a nickname of the player or a real name of the player is adopted.
  • the player name is input when the player registers itself in the game providing apparatus 11.
  • “Birthplace” indicates the place of birth of the player. For example, names of countries, prefectures and states such as “Japan / Osaka Prefecture” and “United States / Arizona” are adopted. Here, the hometown is input when the player registers himself / herself in the game providing apparatus 11.
  • “Registration date” is the date when the player registers the game providing apparatus 11 itself. “Gender” indicates the gender of the player, and is input, for example, when the player registers itself in the game providing apparatus 11.
  • “Age” indicates the age of the player, and is input, for example, when the player registers itself in the game providing apparatus 11.
  • the “game history” column shows the history of the player actually playing the game.
  • the login time and the logout time are stored.
  • the login time indicates the time when the player logs into the game providing apparatus 11 and starts the game.
  • the logout time indicates the time when the player logs out from the game providing apparatus 11. In the example of FIG. 13A, this player logs in to the game providing apparatus 11 at 18:00 on March 4, 2010, and at 10:10 on March 4, 2010, 10 minutes later, the game providing apparatus 11 You are logged out of.
  • “Frequency history” indicates a history of the frequency with which the player plays the game.
  • an average value of the game frequency per day of the player in a past fixed period (for example, 3 days, 1 week, 2 weeks, 1 month, etc.) is adopted as the frequency history.
  • the frequency of the game per day for example, a value obtained by dividing the game execution time in which the player played the game by 24 hours is employed.
  • the frequency of the game per day for the first day to the third day is 1/24, 2/24, 3/24
  • the frequency history is calculated every day, for example. Therefore, when a predetermined frequency history calculation time (for example, 00:00 every day) arrives, the game execution unit 211 indicates the game execution time in which the player has played the game over a certain period of time based on the frequency arrival time.
  • the game frequency is calculated from the login time and the logout time stored in. Thereby, the frequency of the game of the player per day in the past fixed period is calculated every day.
  • Process indicates the progress of the game of the player.
  • stage of practice currently being tackled by the team possessed by the player as described above is adopted as the degree of progress.
  • team ability value as described above, a total value of ability values of the characters constituting the team is adopted.
  • “Occupation” indicates, for example, the occupation of the player such as “company employee”, “student”, “no job”, “housewife”, and is input when the player registers himself / herself in the game providing apparatus 11, for example.
  • “Hobby” indicates, for example, a player's hobby such as “tennis” or “shogi”, and is input when the player registers himself / herself in the game providing apparatus 11.
  • “Genre” indicates a genre of a game that the player is good at or likes, such as “shooting” and “role playing”, and is input when the player registers itself in the game providing apparatus 11.
  • “In-game currency” indicates the amount of virtual currency that the player can use in this social game. This in-game currency is used when the player purchases various items provided in the social game. Items include recovery items that can instantly recover health values (to be described later), character purchase items that make the character provided by the game providing device 11 a member of their team, and practice. There are progress-purchased items that can advance the progress of the game to a certain level.
  • the in-game currency can be obtained, for example, when the player wins by playing against other teams, or by having a lot of conversation with fellow players to increase intimacy.
  • the compatibility degree calculation unit 212 registers the player information of the registered player A (an example of the first player) whose player information is registered in the player information storage unit 221 and the registration other than the player A. Compared with the player information of the other players that are already played, the compatibility level indicating the level of compatibility between the player A and the other player is calculated.
  • the compatibility level calculation unit 212 extracts another player for which the compatibility level with the player A is calculated using at least one of the following first extraction method and second extraction method.
  • the number of players registered in the player information may be as large as hundreds of thousands to millions of people, for example. In this case, it is not easy to extract a player compatible with the player A from all the registered players in consideration of the processing load and processing time applied to the game providing device 11.
  • the number of players for which the degree of compatibility with player A is calculated is narrowed down, and the processing load and processing given to the game providing apparatus 11 are reduced. Time is reduced.
  • FIG. 8A is an explanatory diagram of the first extraction method.
  • the first extraction method is a method of extracting each of the players B1 to B5 (an example of another player) separately configured around the player B who is a friend of the player A as targets for calculating the compatibility with the player A. is there.
  • the first extraction method is a method of extracting a player who corresponds to a friend of the player A as a target for calculating the compatibility degree.
  • the compatibility degree calculation unit 212 determines that the player B is a friend player of the player A if the player B is registered as a friend player of the player A in the friend player information stored in the friend player information storage unit 222. Further, if the players B1 to B5 are registered as the friend players of the player B in the friend player information, the compatibility degree calculation unit 212 is configured to add the players B1 to B5 to the fellow players separately configured around the player B. to decide.
  • FIG. 8B is a diagram showing a fellow relationship when there are a plurality of fellow players of player A.
  • FIG. 8B there are players B to E as fellow players of player A.
  • Players B to E are players B1 to B5, C1 to C5, D1 to D5, and E1 to E5, respectively.
  • the compatibility level calculation unit 212 calculates the compatibility levels of the players B1, B5, C1 to C5, D1 to D5, and E1 to E5, which are the fellow players of the players B, C, D, and E, with the player A. You may extract as a target.
  • the compatibility level calculation unit 212 may identify a fellow player whose familiarity is greater than the specified value TH1 among the players B to E, and extract the fellow player of the fellow player as a target for calculating the compatibility level. Note that a predetermined value indicating that the players are close to each other is adopted as the specified value TH1.
  • the players B1 to B5 and C1 to C5 are targets for calculating the compatibility with the player A.
  • the compatibility degree calculation unit 212 identifies a certain number of fellow players (for example, about two players) in descending order of closeness among the players B to E, and uses these fellow player fellow players as the compatibility degree calculation targets. It may be extracted. For example, if the intimacy is higher in the order of the players B to E, the players B1 to B5 and C1 to C5 are targets for calculating the compatibility with the player A.
  • the processing burden on the game providing apparatus 11 can be reduced by narrowing down the fellow players of the player A.
  • the compatibility degree calculation unit 212 assumes that the players B to E who are friends with a closeness greater than the specified value TH1 are B and C, and the players B1 to B5 and C1 to Among C5, a player (for example, players B1, B2, C1, and C2) whose familiarity with players B and C is greater than a prescribed value TH1, or a certain number of players (for example, players B1, B2, C1, C2) may be extracted as a player whose compatibility with player A is to be calculated.
  • a player for example, players B1, B2, C1, and C2
  • a certain number of players for example, players B1, B2, C1, C2
  • the first extraction method is executed, for example, when the player A accesses the game providing apparatus 11. Specifically, when the player A accesses the game providing apparatus 11 and the game execution unit 211 permits the player A to log in, the compatibility calculation unit 212 determines that the period after the player A starts the game is It is determined whether or not the number of fellow players is a player having a prescribed value TH2 or less despite a certain period of time. When the compatibility level calculation unit 212 determines that the number of fellow players of the player A is equal to or less than the specified value TH2, the compatibility level calculation unit 212 extracts the player A as a target player for the compatibility level calculation. In the case of a social game, the players extracted in this way are usually assumed to be a plurality of players.
  • player A is extracted as the target player to introduce the fellow To do.
  • various values can be adopted as the fixed period and the specified value TH2 in consideration of game characteristics.
  • the compatibility level calculation unit 212 changes the application condition of the first extraction method while watching the change in the number of fellow players of the player A after the highly compatible player is introduced by the player introduction unit 213 described later. It may be.
  • the application condition of the first extraction method may be changed so that the number of players extracted as player A increases.
  • the application condition of the first extraction method is changed so that the number of fellow players is 2 or less even though one month has passed since the game was started. In this way, the number of players A to be introduced by highly compatible players can be increased.
  • the compatibility degree calculation unit 212 first satisfies the application condition of the first extraction method in which the number of fellow players is equal to or less than the specified value TH2 even though a certain period has elapsed since the game was started.
  • the player to be extracted is extracted as player A.
  • the compatibility calculation unit 212 performs the first extraction.
  • the application condition of the technique is changed so that the number of players A increases.
  • the specified value TH2 a value determined in advance according to the game period from the date when the player A registers with the game providing device 11 and starts the game to the present is adopted. Specifically, a value that gradually increases as the game period increases is adopted as the specified value TH2.
  • the compatibility degree calculation unit 212 may specify the game period of the player A by referring to the player information of the player A stored in the player information storage unit 221. Further, the compatibility degree calculation unit 212 may identify the number of fellow players of the player A by referring to the fellow player information of the player A stored in the fellow player information storage unit 222.
  • the compatibility level calculation unit 212 may specify a predetermined value TH2 that is determined in advance according to the specified game period, and compare the specified value TH2 with the number of fellow players of the player A.
  • FIG. 9 is an explanatory diagram of the second extraction method.
  • the second extraction method is a method of extracting a player B (an example of another player) possessing the other team as a calculation target of the compatibility with the player A when the team of the player A battles with another team. is there.
  • Player A may be interested in player B by playing against player B. Therefore, in the second extraction method, the player B is extracted as a target for calculating the degree of compatibility with the player A by using the player A as a trigger to play the player B.
  • the compatibility degree calculation unit 212 includes the player's age, sex, birthplace, frequency of playing the game, period since the game was started, progress of the game, winning rate when the team played against another team, occupation
  • the degree of compatibility is calculated using at least one of a hobby and a favorite game genre.
  • the degree of compatibility is the age, sex, birthplace, frequency of playing the game, period since the game was started (game period), progress of the game, winning percentage, occupation, hobby, and favorite game. It is calculated by the total value of the compatibility parameters PR1 to PR10 indicating the genre compatibility. That is, the degree of compatibility is expressed by equation (1).
  • the compatibility parameter PR1 is a parameter indicating the age of the players A and B. Therefore, the compatibility parameter PR1 is given a point that increases stepwise, for example, as the players A and B get closer to age.
  • the compatibility parameter PR2 is a parameter indicating the proximity of the hometown of the players A and B. For example, when player A and player B are from the same prefecture or state, the compatibility parameter PR2 is given a maximum point, and player A and player B are from the same region (Kanto region, Kinki region, Tokai region). In the case of a region, etc., the point next to the maximum point is given, and if the country of origin of Player A and Player B is different, no point is given.
  • the compatibility parameter PR3 is a parameter relating to the gender of the player. When the player A and the player B have the same surname, a predetermined point is given, and when the player A and B are opposite sex, the predetermined point is not given. Note that this is an example, and as the compatibility parameter PR3, a predetermined point may be given when the players A and B are opposite sex, and a predetermined point may not be given when they are the same sex.
  • the compatibility parameter PR4 is a parameter indicating the proximity of the frequency of playing the game between the player A and the player B, and a higher point is given as the frequency of the player A playing the game and the frequency of the player B playing the game become closer. Is done. As the frequency of playing the game between the player A and the player B, the latest frequency written in the “frequency history” column of the player information is adopted.
  • the compatibility parameter PR4 is given points that increase stepwise, for example, as the absolute value of the difference between the frequency of the player A and the frequency of the player B decreases.
  • the compatibility parameter PR5 is given higher points as the game period between the player A and the player B approaches.
  • the game period of the players A and B is the number of days from the registration date stored in the player information to the present.
  • the compatibility parameter PR5 is given a predetermined point that increases stepwise, for example, as the absolute value of the difference between the game period of the player A and the game period of the player B decreases.
  • the compatibility parameter PR6 is a parameter indicating the degree of progress of the game between the player A and the player B. For example, as the absolute value of the difference between the progress of the game of the player A and the progress of the game of the player B decreases. Points that increase in stages are awarded. Note that the value stored in the “Progress” column of the player information is adopted as the progress of the game.
  • the compatibility parameter PR7 is a parameter indicating the closeness of the winning rate of the match between the player A and the player A. For example, as the absolute value of the difference between the winning rate of the player A and the winning rate of the player B decreases, the compatibility parameter PR7 increases stepwise. Points are given.
  • the compatibility parameter PR8 is a parameter indicating the closeness of occupation between the player A and the player B, and points that increase in stages as the occupation between the player A and the player B are given. For example, if the players A and B are both office workers and the occupations of the players A and B match, the maximum points are awarded. If player A is a nurse and player B is a doctor and the occupations do not match but the genre is the same, the next largest point is awarded.
  • the compatibility parameter PR9 is a parameter indicating the closeness of the hobbies of the player A and the player B. If the hobbies of the player A and the player B match, the maximum point is given. If the genres are similar, such as “Go” or “Shogi”, the next largest point is awarded.
  • the compatibility parameter PR10 is a parameter indicating whether or not the favorite game genre matches between the player A and the player B. For both the players A and B, for example, a shooting game is preferred. Points are awarded.
  • the player introduction unit 213 selects a player Bx (an example of the second player) whose compatibility with the player A is higher than the specified value TH3 among all players whose compatibility is calculated by the compatibility calculation unit 212. Extraction information for introducing the extracted player Bx to the player A is transmitted to the terminal device 12 of the player A. Note that a predetermined value indicating that the compatibility between players is high is adopted as the specified value TH3.
  • the player introduction unit 213 displays the intermediate character on the terminal device 12 of the player A, and causes the intermediate character to introduce the player Bx.
  • player introduction unit 213 introduces player A with the highest compatibility as player Bx. .
  • the player who is most likely to be compatible with the player A can be introduced to the player A as the player Bx, and the determination when the player A determines whether or not the player Bx is a friend. Can be reduced.
  • the player introduction unit 213 introduces each player individually to the player A as the player Bx. Also good. In this case, the player options that can be selected as friends for the player A can be expanded, and the player A is more likely to find a friend player that is more compatible with the player A.
  • player Bx who is frequently a fellow candidate, is introduced to player A, player A feels bothered. For example, player Bx introduced as a fellow candidate by adjusting the specified value TH3 high. For example, it may be about once every three days. On the other hand, if the specified value TH3 is too high, it may be possible that no fellow candidates come out. In this case, the specified value TH3 may be lowered.
  • the player introduction unit 213 displays the mediating character on the terminal device 12 of the player A by transmitting the image data of the mediating character to the terminal device 12 of the player A via the communication unit 230. Then, the player introduction unit 213 transmits a control signal for controlling the mediating character to the terminal device 12 of the player A via the communication unit 230, whereby the mediating character is displayed on the display screen of the terminal device 12 of the player A. To work. Then, the player introduction unit 213 informs the intermediate character of the introduction information of the player Bx.
  • the introduction information of the player Bx for example, personal information of the player Bx such as the birth place and sex of the player Bx, the ability value of the team possessed by the player Bx, the progress of the game, the winning rate of the match, and the like Is included.
  • the player A can have a sense of familiarity with the player Bx, and a material for determining whether or not the player A makes the player Bx a friend. Can be given.
  • the fellow player registration unit 214 stores the fellow player information as a fellow player of the player A. Registered in the fellow player information stored in the unit 222.
  • the player introduction unit 213 introduces the player A to the terminal device 12 of the player Bx and introduces the player A to the player Bx when a friend permission notification is transmitted from the terminal device 12 of the player A to make the player Bx his / her friend. Send referral information.
  • the fellow player registration unit 214 registers the player Bx as the fellow player of the player A in the fellow player information.
  • the player A is registered in the fellow player information as a fellow player of the player Bx.
  • the player Bx becomes a friend of the player A on the condition that only the player A makes the player Bx a friend without requesting the consent of the player Bx.
  • the player Bx may be arbitrarily assigned to the player A against the intention of the player Bx, which is inconvenient for the player Bx.
  • a friend permission notification is transmitted from both the terminal device 12 of the player A and the terminal device 12 of the player Bx, and there is an agreement that both the player A and the player Bx may be friends.
  • player A and player Bx are friends.
  • the avatars B ', C', D 'of the players B, C, D are also generated and registered as team members in the player A team.
  • the above-mentioned avatar reflects the ability value of the player. Accordingly, if the player's ability value (for example, the ability value of the player's team or the ability value of the representative character of the player's team) increases, the ability of the avatar registered in the fellow player's team is linked to this. The value also rises. If the player's ability decreases, the avatar's ability value also decreases.
  • the player's ability value for example, the ability value of the player's team or the ability value of the representative character of the player's team
  • the avatars of the other players are included in the team members of each other if they are friends, it is always a friend player through the avatars to the players. Can be made aware of the existence of
  • the ability value of the player since the ability value of the player is always linked to the ability value of the avatar, it will contribute to the improvement of the team power of all the friends, that is, it will contribute to improving the team power of all the friends. A sense of friendship is nurtured, "Let's do our best” and "Friends will be happy.”
  • FIG. 13B is a schematic diagram showing an example of the data structure of fellow player information.
  • the fellow player information is configured by a relational database provided for each player registered in the player information.
  • the fellow player information includes columns of “player ID of fellow player”, “intimacy”, “registration date”, and “message history”.
  • the player ID of the fellow player for example, if the fellow player information shown in FIG. 13B is that of the player A, the player ID of the player registered by the player A as a fellow is adopted. Therefore, if the player ID of the player B is stored in the player ID column of the fellow player, the player B becomes the fellow player of the player A.
  • “Intimacy” is an index indicating intimacy between players, and for example, a numerical value that increases stepwise (for example, five levels) as the intimacy increases is adopted.
  • the familiarity is set such that, for example, when the number of times the players transmit messages by mail or chat reaches a certain number, the level increases by one level.
  • “Registration date” indicates the date when the players were registered as friends. For example, when player A and player B are registered as friends on March 2, 2010, “March 2, 2010” is displayed in the “registration date” column of the player information of both players A and B. Stored.
  • the “message history” stores the history of messages sent and received between players using chat or e-mail. For example, if player A transmits a message to player B, the message transmission date and time and the player ID of player B who is the message recipient are stored in the message history column of player A's fellow player information. In the message history column of the player B's fellow player information, the message reception date and time and the player ID of the player A who is the message sender are stored.
  • the team management unit 215 transmits a friend permission notification from both the terminal devices 12 of the player A and the player Bx, the player Bx is registered as a friend player of the player A by the friend player registration unit 214, and When the player A is registered as a friend player of the player Bx, the avatar of the player Bx is registered as a member character of the team of the player A, and the avatar of the player A is registered as a member character of the team of the player Bx.
  • the motivation to make another player a fellow player can be further strengthened.
  • the avatar of the fellow player joins his / her team, it is possible to give the player a sense of nurturing the team together with the fellow player, and the friendliness of the fellow player can be further enhanced.
  • the team management unit 215 uses the player ID of the player Bx as the character ID in the team information of the player A (see FIG. 13C). Then, the team information is written, and the player ID of the player A is written as character information in the team information of the player Bx. Thereby, the avatar of the player Bx is joined to the team of the player A, and the avatar of the player A is joined to the team of the player Bx, so that both players can be handled fairly.
  • FIG. 13C is a schematic diagram showing an example of the data structure of the team information.
  • the team information shown in FIG. 13C is a relational database provided for each player, and includes columns for storing “character ID”, “attribute”, and “character ability value”.
  • the character ID is identification information uniquely assigned to identify each character constituting the team.
  • “Attribute” indicates an attribute of the character. Examples of character attributes include a CPU and fellow players.
  • a character having a CPU attribute is a character controlled by the CPU.
  • the character controlled by the CPU is, for example, a default character prepared in advance as a character constituting a team, a character acquired when winning against a team provided by the game providing device 11, This corresponds to a character purchased using a character purchase item.
  • the character having the attribute of the fellow player is an avatar of the fellow player.
  • “Character ability value” is an ability value that each character has individually and is increased by practice as described above. Note that the ability value of the fellow player's avatar is linked to, for example, the ability value of the team of the fellow player or the ability value of the representative character of the team of the fellow player (a character simulating a captain or a director). Increases, the ability value of the fellow player's avatar also increases accordingly.
  • the player information storage unit 221 stores the player information shown in FIG. 13A
  • the fellow player information storage unit 222 stores the fellow player information shown in FIG. 13B
  • the team information storage unit 223. Stores the team information shown in FIG.
  • the image data storage unit 224 stores game screen image data and character image data displayed on the terminal device 12.
  • FIG. 3 is a block diagram showing the configuration of the terminal device 12 shown in FIG.
  • the terminal device 12 includes an operation display unit 31, a control unit 32, a storage unit 33, and a communication unit 34.
  • the operation display unit 31 is configured by, for example, a touch panel display device, and receives various operation instructions input from the user and displays various images about the game. In the present embodiment, in particular, an instruction to start a match, a friend permission instruction for permitting another player as a friend, and the like are received, and various images about the game are displayed according to data transmitted from the game providing device 11.
  • the control unit 32 is configured by a CPU, for example, and governs overall control of the terminal device 12.
  • the storage unit 33 is configured by, for example, a non-volatile storage device, and stores a program for causing the terminal device 12 to perform the above game, image data necessary for performing the above game, and the like.
  • the communication unit 34 includes a communication circuit that transmits various data to the communication line NT and receives various data flowing through the communication line NT.
  • the communication unit 34 determines that a match request is issued to notify the game providing apparatus 11 that a match start instruction has been input by the player, and that a friend permission instruction has been input by the player. 11 sends a friend permission notification or the like to notify the game providing device 11.
  • FIG. 10A is a diagram showing an example of an initial game screen displayed on the terminal device 12 of the player when the registered player accesses the game providing device 11.
  • the initial screen of the game shown in FIG. 10 (A) includes an item “Go to My Page”.
  • a cursor not shown
  • login authentication is automatically performed, and a game item screen shown in FIG. 10B is displayed.
  • FIG. 10B is a diagram showing an example of the game item screen.
  • items such as “go to club activities”, “match”, and “item purchase” are displayed.
  • the enter button When the player moves the cursor to “go to club activities” and presses the enter button, a signal indicating that is transmitted from the terminal device 12, and the game providing device 11 determines that the breeding mode has been selected by the player.
  • FIG. 11A shows an example of the initial screen of the training mode displayed on the terminal device 12 of the player when the training mode is selected by the player.
  • the character display column 111 is provided with a member character CA1 that is a member of a team possessed by the player, and a message display column 112 for displaying a message to the player by the member character CA1.
  • Two member characters CA1 displayed in FIG. 11 (A) indicate avatars of fellow players. Therefore, in the message display field 112, the name of the fellow player is written, and it is possible to specify which fellow player the avatar belongs to.
  • the game providing apparatus 11 stores in advance a conversation table in which a message expected to be written by the player and a response message by the member character CA1 for the message are stored, and the player uses the conversation table to The message of the member character CA1 for the message is selected and written in the message display field 112.
  • two member characters CA1 are displayed. These two member characters CA1 are, for example, several high-level names (for example, 2) that are close to the player.
  • the avatars of fellow players names to 4
  • the member character CA1 having seasonal information among the members of the team may be employed.
  • the recent state of a fellow player who uses the member character CA1 as an avatar changes greatly, the large change in the recent state is adopted as seasonal information.
  • the player can recognize the current status of the fellow player. Further, by making the player recognize the current status of the fellow player, the player can know information about the fellow player, and can further increase the sense of familiarity with the fellow player.
  • the character display column 111 is provided with a message transmission item 113 in which “send message” is described.
  • a message transmission item 113 in which “send message” is described.
  • a fellow player who has received this message can also send a message to the player.
  • the message is written in the message display field 112 as seasonal information.
  • the present embodiment is configured such that the intimacy with the fellow player increases in accordance with the number of chats and e-mails sent by the player to the fellow player. Further, in the present embodiment, in order to clearly reflect a privilege for acquiring a fellow player, the in-game currency is increased as the number of conversations with the fellow player increases. Accordingly, the player can be motivated not only to acquire a fellow player but also to actively talk with the fellow player, and the game can be activated.
  • the latest message of all the member characters CA1 is displayed.
  • FIG. 11B only four member character CA1 messages are displayed, but the player can also browse messages of other member characters CA1 by scrolling the screen.
  • FIG. 11B a thumbnail image of the member character CA1 is displayed in the character display column 111 in a size smaller than that in FIG.
  • a message display field 112 is provided on the right side of the character display field 111, and the latest message of each member character CA1 is displayed. Further, a message transmission item 113 is displayed in the message display field 112, and the player can send a message to the corresponding fellow player in the same manner as in FIG.
  • a field display field 121 indicating a practice scene is provided on the upper side of the screen.
  • practice display items 122 indicating exercises that can be performed are displayed.
  • “2 toss batting” is displayed, and the player is informed that the second stage toss batting has been reached.
  • a practice execution button 123 in which “Practice” is written is displayed. When the player moves the cursor to the practice execution button 123 and presses the enter button, the practice shown in the practice display item 122 is executed.
  • the physical strength value display field 124 displays the current physical strength value of the team as a bar graph, for example, and the achievement level display field 125 displays the achievement level of the team's current practice as a bar graph, for example.
  • the achievement level is set to 0 when the practice is started, and increases every time the practice execution button 123 is pressed once by the player.
  • the hatched area of the achievement level increases to the right. Then, when the area indicated by the oblique line of the achievement level reaches the right end of the physical strength value display column 124, the practice displayed in the practice display item 122 is finished, and the player can advance the practice to the next stage.
  • the physical strength value decreases by a predetermined value every time the practice execution button 123 is pressed once by the player, contrary to the achievement level.
  • the shaded area of the physical strength value decreases to the left.
  • the player can no longer continue the practice.
  • the game execution unit 211 increases the physical strength value over time during a period in which the player is logged out from the game providing device 11. Thereby, a certain restriction
  • FIG. 1 executes the first extraction processing
  • 4 and 5 are flowcharts showing the flow of processing of the game system when the first extraction processing is executed.
  • the terminal device 12 transmits a login command to the game providing device 11 (S42).
  • a login command is automatically transmitted when accessing the game providing apparatus 11 without inputting a login instruction for the second and subsequent times.
  • the game providing apparatus 11 receives a login command (S401).
  • the game providing apparatus 11 specifies the number of fellow players of the player A by referring to the fellow player information of the player A shown in FIG. 13B, and sets the game period of the player A in FIG. ) To identify the player information (S402).
  • the game providing apparatus 11 causes the player A to introduce a compatible player when the number of fellow players of the player A is equal to or less than the predetermined value TH2 determined in advance according to the game period (YES in S403). It is determined that it is necessary (S404). On the other hand, when the number of fellow players of player A is greater than a predetermined value TH2 that is predetermined according to the game period (NO in S403), game providing apparatus 11 causes player A to introduce a compatible player. It is determined that it is not necessary (S405), and the process is terminated.
  • the game providing apparatus 11 specifies a fellow player whose familiarity with the player A is greater than the specified value TH1 (S406).
  • the players B and C since the familiarity of the players B and C with the player A is greater than the specified value TH1, the players B and C Suppose that it was identified.
  • the game providing apparatus 11 selects a player having a friendship with the player A that is greater than the specified value TH1 among the players B1 to B5 and the players C1 to C5 that are fellow players of the players B and C.
  • the player is extracted as a player whose compatibility degree is to be calculated (S407).
  • the players B1, B2, and C1 are extracted from the players B1 to B5 and the players C1 to C5.
  • the game providing apparatus 11 calculates the compatibility of each of the players B1, B2, C1 and the player A extracted in S407 (S408).
  • the game providing apparatus 11 determines whether or not the degree of compatibility calculated in S408 is greater than a specified value TH3 (S409).
  • a specified value TH3 S409
  • the game providing apparatus 11 identifies the player having the maximum compatibility level as the player Bx among the players whose compatibility level is higher than the specified value TH3. (S410).
  • the player B1 is identified as the player Bx because the compatibility of the player B1 is the highest among the players B1 and C1.
  • the game providing apparatus 11 determines that there is no player to be introduced that is likely to be compatible with the player A, and performs processing. Exit.
  • the game providing device 11 transmits the introduction information of the player Bx to the terminal device 12 of the player A (S411).
  • the terminal device 12 of the player A receives the introduction information of the player Bx (S43).
  • the terminal device 12 of the player A displays the member character CA1 that is the avatar of the player Bx (S44).
  • the terminal device 12 of the player A notifies the member character CA1 of introduction information for introducing the player Bx to the player A.
  • the terminal device 12 of the player A displays the character display field 111 in which the avatar of the player Bx is displayed as the member character CA1 as shown in FIG. 11A, and introduces the player Bx in the message display field 112. Information only needs to be displayed.
  • the terminal device 12 of the player A transmits a friend permission notification to the game providing device 11 (S46).
  • the terminal device 12 of the player A ends the process when the player A inputs a friend disapproval instruction that does not make the player Bx a friend (NO in S45). In this case, the terminal device 12 of the player A transmits a friend disapproval notice to the game providing device 11.
  • the game providing apparatus 11 that has received the friend disapproval notice prohibits the player Bx from extracting the player Bx as a target for calculating the compatibility of the player A for a certain period.
  • the compatibility level calculation unit 212 of the game providing apparatus 11 sets a flag for preventing the player Bx from being extracted as a compatibility level calculation target in the player A record in the player information, and a certain period of time has elapsed. Then defeat this flag.
  • Player A changes his mind and may determine that Player Bx may be a fellow player. Therefore, when a certain period of time has elapsed, the player Bx is no longer excluded from the calculation of compatibility with the player A.
  • various values such as 1 week, 1 month, 3 months, a half year, 1 year, are employable, for example.
  • the game providing device 11 when the game providing device 11 receives the friend permission notification of the player Bx (YES in S412), the game providing device 11 transmits the introduction information of the player A to the terminal device 12 of the player Bx (S413).
  • the terminal device 12 of the player Bx receives the introduction information of the player A (S51).
  • the terminal device 12 of the player Bx displays the member character CA1 that is the avatar of the player A, and informs the member character CA1 of the introduction information of the player A.
  • the terminal device 12 of the player Bx transmits a friend permission notification to the game providing device 11 (S53). .
  • the terminal device 12 of the player Bx ends the process when a friend disapproval instruction that does not permit the player A as a friend is input by the player Bx (NO in S52). In this case, the terminal device 12 of the player Bx transmits a friend disapproval notice to the game providing device 11. Note that when the game providing apparatus 11 receives the friend non-permission notification from the terminal apparatus 12 of the player Bx, the game providing apparatus 11 removes the player A from the calculation target of the compatibility of the player Bx for a certain period.
  • the game providing device 11 When the game providing device 11 receives the friend permission notification from the terminal device 12 of the player Bx (YES in S414), since the consent of both the player A and the player Bx is obtained, the player A and the player Bx are used as the fellow players. Register (S415). On the other hand, when the game providing apparatus 11 receives a friend disapproval notice from the terminal device 12 of the player Bx (NO in S414), the game providing apparatus 11 does not register the player A and the player Bx as fellow players.
  • the terminal device 12 of the player Bx may not log in to the game providing device 11 in some cases.
  • the game providing apparatus 11 may execute the processes of S413 to S416 when the terminal device of the player Bx logs in to the game providing apparatus.
  • 6 and 7 are flowcharts showing the flow of processing of the game system when executing the second extraction processing.
  • FIG. 6 it is assumed that the terminal device 12 of the player A is logged in to the game providing device 11.
  • the terminal device 12 of the player A transmits a battle request to the game providing device 11 (S62).
  • the game providing apparatus 11 determines a player B as an opponent (S602).
  • the game providing device 11 determines the designated opponent as the opponent of the player A when the player A designates the opponent, and the player information when the player A does not designate the opponent.
  • a player who is suitable as an opponent of player A may be determined as an opponent of player A.
  • the game providing apparatus 11 causes player A and player B to battle each other (S603).
  • the game providing apparatus 11 matches the player A team, the player B, and the team by computer simulation according to the baseball rules, and obtains a match result.
  • the match result is transmitted to both the terminal devices 12 of the players A and B.
  • the game providing apparatus 11 calculates the degree of compatibility between the player A and the player B (S604). Next, the game providing apparatus 11 determines whether or not the degree of compatibility between the player A and the player B is greater than a specified value TH3.
  • the game providing apparatus 11 introduces the player Bx as the player Bx to be introduced to the player A.
  • Information is transmitted to the terminal device 12 of the player A (S606).
  • game providing apparatus 11 ends the process on the assumption that no player is likely to be compatible with player A.
  • the terminal device 12 of the player A receives the introduction information of the player Bx (S63).
  • the terminal device 12 of the player A displays the manager character constituting the team of the player Bx as the avatar of the player Bx (S64).
  • the terminal device 12 of the player A causes the manager character of the player Bx to notify the introduction information of the player Bx.
  • the terminal device 12 of the player A displays a character display column 111 in which the manager character of the player Bx is displayed as shown in FIG. 11A, and displays the introduction information of the player Bx in the message display column 112. do it.
  • S65, S66, and S607 is the same as S45, S46, and 412 in FIG.
  • the processing of S67 and S71 is also the same as S413 and S51 of FIG.
  • the terminal device 12 of the player Bx displays the manager character of the player A team.
  • the manager character of the player A notifies the introduction information of the player A.
  • S73 and S74 are the same as S52 and S53 in FIG.
  • S68 to S70 are also the same as S414 to S416 in FIG.
  • players who are likely to be compatible with each other as a trigger are introduced.
  • the game providing apparatus 11 causes the player A to play against the player B even if the terminal apparatus 12 of the player B is not logged in.
  • the game providing apparatus 11 may execute the processes of S413 to S416 when the terminal device 12 of the player B logs into the game providing apparatus 11.
  • the players extracted by using the first and second extraction methods are targets for calculating the compatibility with the player A.
  • all the registered players are targets for calculating the compatibility with the player A. It is good.
  • the player A when the second extraction method is used, the player A is the target for calculating the compatibility degree, but the present invention is not limited to this, although the game period of the player A has passed for a certain period.
  • the degree of compatibility between player A and player B may be calculated.
  • both players A and B are registered as friends when the consent of both players A and Bx is obtained.
  • Player Bx may be registered as a friend.
  • the number of fellow players of player A is large (for example, about 80), even if a player who seems to be compatible with player A is introduced, player A may not be interested. is there.
  • player A may not have any more fellow players due to game rules. In these cases, the player A may be excluded from the compatibility degree calculation target.
  • each block shown in FIG. 2 is not mounted on one computer, but is distributed and mounted on a plurality of computers, and the game providing apparatus 11 is configured as a game system including a plurality of computers. May be. Furthermore, each block shown in FIG. 11 may be configured by an integrated circuit.
  • a game providing apparatus is a game providing apparatus that provides a game that is connected to a plurality of terminal devices via a communication line and that nurtures a group possessed by each player in a game space.
  • a player information storage unit that stores in advance player information including at least one of history information about the game and information about the player of each player who operates the terminal device;
  • a friend player information storage unit that stores friend player information indicating a friend player who is a friend who can enjoy the game, and the player information of the first player and the player information of other players other than the first player are compared. And calculating a compatibility level indicating a level of compatibility between the first player and the other player.
  • a fellow player registration unit for registering two players as fellow players of the first player in the fellow player information is provided.
  • player information including game history information and player information is stored in advance for each player.
  • the history information regarding the game includes, for example, information such as the frequency of the game played by the player, the winning percentage when the game is played, and the degree of progress indicating how far the game has progressed.
  • the information about the player includes information about the player itself such as the player's gender, age, birthplace, student or work, hobby, favorite game genre, and the like.
  • the degree of compatibility indicating the degree of compatibility between the first player, which is a certain player registered in the player information, and another player registered in the player information is calculated.
  • a higher value is given to the compatibility degree as the frequency, the winning percentage, the progress degree, the age, the birthplace, and the hobby of the game are closer.
  • the first player is provided with a determination material for determining whether or not the second player can be a friend. If there are a plurality of players having a compatibility level higher than the specified value, there are a plurality of second players, and the introduction information of each second player is transmitted to the terminal device of the first player.
  • the companions indicate players who can enjoy each other's benefits on the progress of the game, and the benefits are as follows, for example.
  • By becoming a friend when you play against another player, you can request cooperation from that friend as an assistant.
  • By having you participate as an assistant you can improve the ability of yourself or your team in the battle. In this case, it is not actually necessary to obtain a direct consent from the friend, but simply a request for cooperation is made to the friend on the data.
  • points that can be used on the game can be obtained by greeting a friend or sending an ale (cheer) message such as trying to do the game.
  • this point can be used as a necessary point when an item or character is randomly extracted from a plurality of objects. It can also be applied to purchase of items and characters. In this way, the presence of friends makes it possible to increase the chances of gaining points that can be advantageous or can be used in the game.
  • the compatibility degree calculation unit calculates a degree of compatibility with the first player, with a fellow player separately configured with a fellow player being a friend of the first player as the other player. .
  • a fellow player separately configured around a fellow player already registered as a fellow with respect to the first player that is, a player who is a further fellow of the first player's fellow. If the compatibility level of the extracted player is higher than a specified value, the player is introduced to the first player as the second player. Therefore, the friendship between the friends spreads and the game can be activated.
  • the processing load of the game providing apparatus can be reduced by narrowing down the players whose compatibility degree is to be calculated to those who are friends of the first player.
  • narrowing down the players for which the compatibility level is to be calculated is highly effective.
  • the game is a game in which groups possessed by each player are played against each other in the game space, and the compatibility level calculation unit is configured to execute the different game when the group of the first player plays a game with another group. It is preferable that a player having a group is the other player and the degree of compatibility with the first player is calculated.
  • the other player when the group of the first player has played against the group of another player as a trigger, the other player is extracted as a target for calculating the degree of compatibility with the first player.
  • Players may be interested in each other's players through a match. Therefore, in this configuration, it is possible to efficiently extract players that are likely to be registered as friends of the first player and introduce them to the first player. Further, similarly to (2), since the players whose compatibility degree is to be calculated are narrowed down, the processing burden on the game providing device can be reduced.
  • the compatibility degree calculation unit sets a player whose number of fellow players is equal to or less than a specified value as the first player even though a certain period has elapsed since the game was started. Is preferred.
  • the increase in the number of fellow players is not observed even after two weeks have passed, for example, by applying the process for introducing the players that are likely to be compatible with each other,
  • the number of players may be increased. Specifically, it can be considered that the number of fellow players is changed to two or less even though one month has passed since the game was started.
  • the player introduction unit displays a mediating character on the terminal device of the first player, and causes the mediating character to introduce the second player.
  • the first player since the second player is introduced to the first player through the introduction character, the first player can feel close to the second player, and the first player makes the second player a friend. Motivation to try can be given.
  • the friend player introducing unit sends the first player to the terminal device of the second player. Is transmitted to the second player, and the friend player registration unit receives a friend permission notification from both the terminal device of the first player and the terminal device of the second player.
  • the second player is registered in the fellow player information as a fellow player of the first player
  • the first player is registered in the fellow player information as a fellow player of the second player.
  • both the first player and the second player agree, both players are friends. For this reason, the first player determines that the second player may be a friend, but in the case where the second player determines that the first player does not want to be a friend, It is possible to prevent the first player from being unintentionally made against the intention.
  • the friend permission notification is transmitted from the terminal device of the first player and the second player is registered as the friend player of the first player by the friend player registration unit. It is preferable to further comprise a group management unit that makes the component of the group possessed by the first player.
  • the alternate character of the second player is a component of the team of the first player. Therefore, it is possible to more strongly motivate a player who attempts to find a fellow player by incorporating a capable character into the team and strengthening the team.
  • the second player's alternate character joins his / her team, the first player can feel as if he / she is developing his / her team together with the second player. Can increase the sense of familiarity.
  • the group management unit receives a friend permission notification from both the terminal device of the first player and the terminal device of the second player, and the second player sends the first player to the first player by the friend player registration unit.
  • the alternate character of the second player is used as a component of the group of the first player, and It is preferable that the character of the first player is a constituent element of the group of the second player.
  • the alternate character of the second player is made a component of his team, and if the second player registers the first player as a companion, The surrogate character of the first player is a component of the team of the second player. For this reason, both the first player and the second player have the other characters, so that they can have a sense of familiarity with each other and activate the game community.
  • the compatibility calculator calculates the first player and the first player for a certain period of time. It is preferable not to calculate the degree of compatibility with the player.
  • the second player when it is determined that the first player does not make the second player a friend, the second player is excluded from the calculation target of the degree of compatibility with the first player for a certain period. Therefore, the introduction information of the second player who does not want to be a friend is prevented from being notified to the first player, and the judgment burden on the first player can be reduced.
  • the first player changes his mind and may decide that the second player may be a fellow player. Therefore, when the certain period elapses, the second player becomes compatible with the first player. Stop excluding it from the calculation of degree.
  • the compatibility level calculation unit calculates the player's age, sex, birthplace, frequency of playing the game, period since the game started, progress of the game, and winning rate when the team played against another team. It is preferable to calculate the degree of compatibility using at least one of them.
  • the degree of compatibility is calculated using the above-described information as a parameter, so that the degree of compatibility can be accurately calculated.

Landscapes

  • Engineering & Computer Science (AREA)
  • Business, Economics & Management (AREA)
  • Multimedia (AREA)
  • General Business, Economics & Management (AREA)
  • Economics (AREA)
  • Physics & Mathematics (AREA)
  • Human Resources & Organizations (AREA)
  • Marketing (AREA)
  • Primary Health Care (AREA)
  • Strategic Management (AREA)
  • Tourism & Hospitality (AREA)
  • General Health & Medical Sciences (AREA)
  • Health & Medical Sciences (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Computer Security & Cryptography (AREA)
  • Computing Systems (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

A compatibility calculation unit (212) compares the player information of a certain Player (A) with the player information of another player and calculates the compatibility, which represents the compatibility of Player (A) and the other player. Of all of the players for whom the compatibility calculation unit (212) has calculated compatibility, a player introduction unit (213) selects a Player (Bx) for whom compatibility with Player (A) is higher than a prescribed value and transmits introduction information for introducing the selected Player (Bx) to Player (A) to the terminal device (12) of Player (A). When an associate acceptance notice making Player (Bx) an associate of Player (A), who received the introduction information, is transmitted from the player's own terminal device (12), an associate player registration unit (214) registers Player (Bx) as an associate player of Player (A).

Description

ゲーム提供装置、ゲーム提供プログラム、ゲーム提供方法、及びゲームシステムGAME PROVIDING DEVICE, GAME PROVIDING PROGRAM, GAME PROVIDING METHOD, AND GAME SYSTEM
 本発明は、複数の端末装置と通信回線を介して接続され、各端末装置にゲームを提供するゲーム提供装置、ゲーム提供方法、ゲーム提供プログラム、及びゲームシステムに関するものである。 The present invention relates to a game providing device, a game providing method, a game providing program, and a game system that are connected to a plurality of terminal devices via a communication line and provide a game to each terminal device.
 近年、携帯電話、スマートフォン、又はタブレット端末等の端末装置を用いてプレーヤが移動先で手軽に遊ぶことのできるソーシャルゲームが広く普及している。ソーシャルゲームは、従来のゲームのようにプレーヤの技量を競い合うものではなく、単純なボタン操作のみでゲームが進行されることが一般的であり、プレーヤにとって手軽なゲームである。この手軽さが受け、ソーシャルゲームは電車の待ち時間や人との待ち合わせ時間の時間潰しに広く利用されている。 In recent years, social games that allow players to play easily at a destination using a terminal device such as a mobile phone, a smartphone, or a tablet terminal have become widespread. A social game is not a game that competes for the skill of a player as in a conventional game, and is generally a simple game for a player. Due to this simplicity, social games are widely used to reduce the waiting time of trains and meeting time with people.
 また、近年、ソーシャルゲームとして、ゲームを通じてプレーヤ同士を交流させ、相性が合えばプレーヤ同士を仲間にするというようなゲームの開発も進められている。 Also, in recent years, as a social game, a game has been developed in which players exchange with each other through the game, and if the compatibility is achieved, the players become friends.
 なお、本発明に関連する先行技術文献として特許文献1が存在する。特許文献1には、他のプレーヤによって操作されるハンター(C)と、他のプレーヤによって操作されないオトモダチキャラクタ(F)とを表示し、オトモダチキャラクタ(F)を通じてハンター(C)の情報をプレーヤに報知するゲームが開示されている。 Note that Patent Document 1 exists as a prior art document related to the present invention. In Patent Document 1, a hunter (C) operated by another player and a friend character (F) not operated by another player are displayed, and information on the hunter (C) is displayed to the player through the friend character (F). A game for notification is disclosed.
 ところで、ソーシャルゲームの大きな特徴の1つは仲間との交流にあり、例えば、仲間同士で対戦する、仲間に助けを求める、仲間とメッセージ交換することで所定のポイントがもらえ、そのポイントをキャラクタ育成に利用する等のプレイが楽しめる。 By the way, one of the major features of social games is the interaction with friends. For example, fighting with friends, seeking help from friends, and exchanging messages with friends, you can get predetermined points and nurture those points. You can enjoy playing such as
 しかし、プレーヤによっては仲間を作ることに積極的でなく、単独でプレイできる範囲でゲームを行なうという場合もみられる。仮にこのようなプレーヤが増えると、ソーシャルゲームが有する本来の面白さが生かされること無く、結果的に、それらのプレーヤはゲームへの魅力を失い、あるいは感じることなく、そのまま止めてしまう可能性もある。このような傾向が広がると、ソーシャルゲームの場(ゲームコミュニティ全体)の沈滞化にもつながりかねず、ゲームの魅力を低下させる要因にもなってしまう。なお、特許文献1では、プレーヤの仲間を増やすようなことは全く課題として挙げられていない。 However, some players are not aggressive in making friends, and sometimes play games as far as they can play alone. If such players increase, the original interest of social games will not be utilized, and as a result, those players may lose their appeal to the game or stop without feeling. is there. If such a tendency spreads, it may lead to the stagnation of the social game field (the entire game community), and it will also become a factor of reducing the attractiveness of the game. In Patent Document 1, increasing the number of players is not listed as a problem at all.
特開2009-125329号公報JP 2009-125329 A
 そこで、本発明の目的は、特に仲間を作ることに対して積極的ではないプレーヤの存在を想定し、プレーヤに対して、外部(具体的には、例えばサーバ側)から、仲間を作るよう誘導する契機を与えることで、仲間作りの機会を増加させることの可能なゲーム提供装置等を実現することである。 Therefore, an object of the present invention is to guide the player to make a friend from the outside (specifically, for example, the server side), assuming that there is a player who is not particularly active in making a friend. It is to realize a game providing apparatus and the like that can increase opportunities for making friends by giving an opportunity to do so.
本発明の実施の形態によるゲーム提供装置が適用されたゲームシステムの全体構成図である。1 is an overall configuration diagram of a game system to which a game providing apparatus according to an embodiment of the present invention is applied. 図1に示すゲーム提供装置の構成を示したブロック図である。It is the block diagram which showed the structure of the game provision apparatus shown in FIG. 図1に示す端末装置の構成を示すブロック図である。It is a block diagram which shows the structure of the terminal device shown in FIG. 第1抽出処理を実行する場合のゲームシステムの処理の流れを示すフローチャートである。It is a flowchart which shows the flow of a process of the game system in the case of performing a 1st extraction process. 第1抽出処理を実行する場合のゲームシステムの処理の流れを示すフローチャートである。It is a flowchart which shows the flow of a process of the game system in the case of performing a 1st extraction process. 第2抽出処理を実行する場合のゲームシステムの処理の流れを示すフローチャートである。It is a flowchart which shows the flow of a process of the game system in the case of performing a 2nd extraction process. 第2抽出処理を実行する場合のゲームシステムの処理の流れを示すフローチャートである。It is a flowchart which shows the flow of a process of the game system in the case of performing a 2nd extraction process. 第1抽出手法の説明図である。It is explanatory drawing of a 1st extraction method. 第2抽出手法の説明図である。It is explanatory drawing of a 2nd extraction method. (A)は、登録済のプレーヤがゲーム提供装置にアクセスした際にプレーヤの端末装置に表示されるゲームの初期画面の一例を示している。(B)は、ゲーム項目画面の一例を示した図である。(A) shows an example of an initial game screen displayed on the terminal device of the player when the registered player accesses the game providing device. (B) is a figure showing an example of a game item screen. (A)はプレーヤにより育成モードが選択された場合にプレーヤの端末装置に表示される育成モードの初期画面の一例である。(B)は部員キャラクタのメッセージ閲覧リストの一例である。(A) is an example of the initial screen of the training mode displayed on the terminal device of the player when the training mode is selected by the player. (B) is an example of a member character's message browsing list. 練習モードにおける初期画面の一例である。It is an example of the initial screen in practice mode. (A)は、プレーヤ情報のデータ構造の一例を示した模式図である。(B)は仲間プレーヤ情報のデータ構造の一例を示した模式図である。(C)はチーム情報のデータ構造の一例を示した模式図である。(A) is the schematic diagram which showed an example of the data structure of player information. (B) is the schematic diagram which showed an example of the data structure of fellow player information. (C) is the schematic diagram which showed an example of the data structure of team information.
 以下、本発明の実施の形態によるゲーム提供装置について図面を参照して説明する。図1は、本発明の実施の形態によるゲーム提供装置11が適用されたゲームシステムの全体構成図である。図1に示すようにゲームシステムは、ゲーム提供装置11及び1又は複数の端末装置12を備えている。 Hereinafter, a game providing apparatus according to an embodiment of the present invention will be described with reference to the drawings. FIG. 1 is an overall configuration diagram of a game system to which a game providing apparatus 11 according to an embodiment of the present invention is applied. As shown in FIG. 1, the game system includes a game providing device 11 and one or a plurality of terminal devices 12.
 ゲーム提供装置11は、一般的なコンピュータにより構成されている。端末装置12は、例えば、スマートフォンやタブレット端末等の携帯型の情報端末装置により構成されている。 The game providing device 11 is configured by a general computer. The terminal device 12 is configured by a portable information terminal device such as a smartphone or a tablet terminal, for example.
 ゲーム提供装置11及び端末装置12は通信回線NTを介して相互に通信可能に接続されている。通信回線NTとしては、携帯電話網、及びインターネット通信網が採用されている。ゲーム提供装置11及び端末装置12には例えばIPアドレス等の固有の通信ID(Identifier:識別子)が割り振られ、ゲーム提供装置11及び端末装置12はこの通信IDを用いて、例えばTCP/IP(Transmission Control Protocol//Internet Protocol)等の通信プロトコルを用いて相互に通信を行う。 The game providing device 11 and the terminal device 12 are connected via a communication line NT so that they can communicate with each other. As the communication line NT, a mobile phone network and an Internet communication network are employed. A unique communication ID (Identifier) such as an IP address is assigned to the game providing device 11 and the terminal device 12, for example, and the game providing device 11 and the terminal device 12 use this communication ID, for example, TCP / IP (Transmission). Communicate with each other using a communication protocol such as Control Protocol // Internet Protocol).
 端末装置12は、プレーヤからゲームを行うための種々の指示を受け付け、受け付けた指示に応じた指令を通信回線NTを介してゲーム提供装置11に送信する。ゲーム提供装置11は、端末装置12から送信された種々の指令にしたがって適宜処理を実行し、処理結果を適宜端末装置12に送信することで、ゲームを進行させていく。 The terminal device 12 receives various instructions for playing a game from the player, and transmits a command corresponding to the received instructions to the game providing apparatus 11 via the communication line NT. The game providing apparatus 11 appropriately performs processing according to various instructions transmitted from the terminal device 12 and advances the game by transmitting processing results to the terminal device 12 as appropriate.
 本実施の形態では、ゲームとしてはソーシャルゲームを採用している。ソーシャルゲームはソーシャルアプリケーションソフトによるゲームである。ソーシャルアプリケーションソフトは、SNS(ソーシャルネットワーキングサービス)上にウェブブラウザ上で動作するAPI(Application Program Interface)などの動作環境(アプリケーション・プラットフォーム)が提供され、これを基盤として制作されたアプリケーションソフトである。 In this embodiment, a social game is adopted as the game. A social game is a game by social application software. The social application software is an application software produced based on an operating environment (application platform) such as an API (Application Program Interface) that operates on a web browser on an SNS (social networking service).
 ソーシャルゲームは、既存のオンラインゲームとは異なり、専用のクライアントソフトウェアを必要とせず、ウェブブラウザとSNSとのアカウントのみで利用可能で、SNSが本来持つコミュニケーション機能と組み合わされている。そして、ソーシャルゲームは、ゲーム自体は短時間で気楽に遊べるといった特徴を持っている。 Unlike existing online games, social games do not require dedicated client software, can be used only with an account between a web browser and SNS, and are combined with communication functions that SNS originally has. The social game has a feature that the game itself can be played easily in a short time.
 本実施の形態では、ソーシャルゲームとして、各プレーヤが所持するグループをゲーム空間において育成させるゲームを採用する。ここで、グループは、複数のキャラクタや複数の仮想カード等の構成要素から構成される。本実施の形態では野球をモチーフとしたソーシャルゲームを採用するため、グループとしては野球のチームが採用される。そのため、グループをキャラクタで構成した場合、キャラクタとしては野球選手を模擬したキャラクタが採用される。また、グループを仮想カードで構成した場合、仮想カードとしては野球選手を表した選手カードが採用される。以下の説明では、グループとして複数のキャラクタから構成されるチームを例に挙げて説明する。 In the present embodiment, a game that nurtures a group owned by each player in the game space is adopted as a social game. Here, the group is composed of components such as a plurality of characters and a plurality of virtual cards. In this embodiment, a baseball team is employed as a group in order to employ a social game with a baseball motif. Therefore, when a group is composed of characters, a character simulating a baseball player is employed as the character. Further, when the group is configured with virtual cards, a player card representing a baseball player is employed as the virtual card. In the following description, a team composed of a plurality of characters as a group will be described as an example.
 なお、これは一例にすぎず、野球以外のサッカー、アメリカンフットボール、ラグビー、ホッケー等の団体スポーツをモチーフとしたソーシャルゲームを採用してもよい。或いは、団体スポーツ以外の例えば軍隊をモチーフとしたソーシャルゲームを採用してもよい。この場合、グループとして軍隊が採用され、グループの構成要素として、兵隊や武将を模擬したキャラクタ又は兵隊や武将を模擬した仮想カードを採用することができる。 Note that this is only an example, and social games based on group sports such as soccer other than baseball, American football, rugby, and hockey may be employed. Or you may employ | adopt the social game which used the army as a motif other than a group sport. In this case, an army is adopted as a group, and a character simulating a soldier or a military commander or a virtual card simulating a soldier or a military commander can be adopted as a component of the group.
 そして、本実施の形態のソーシャルゲームでは、プレーヤは所持するチームを練習を通じて育成し、育成したチームを他のプレーヤが所持するチームと対戦させる。ここで、練習といっても、ソーシャルゲームであるため、実際に移動するボールオブジェクトを野手キャラクタに捕球させたり、打者キャラクタに打撃させたりするというような、プレーヤの操作に対する技量を向上させることを目的とする練習は採用されておらず、単純なボタン操作を行うだけでチームやキャラクタの能力値を上昇させる練習が採用されている。例えば、ボタンを1回押せばチーム及びキャラクタの能力値が所定値だけ上昇するようになっており、プレーヤはボタンを押す操作を繰り返し行い、チーム及びキャラクタの能力値を漸次に上昇させていく。 In the social game of the present embodiment, the player develops a team possessed by practice, and makes the trained team play against a team possessed by another player. Here, since practice is a social game, it is necessary to improve the skill of the player's operation such as causing the fielder character to catch the ball object that is actually moving, or hitting the batter character. The practice which raises the ability value of a team and a character only by performing simple button operation is adopted. For example, if the button is pressed once, the ability values of the team and the character are increased by a predetermined value, and the player repeatedly presses the button to gradually increase the ability values of the team and the character.
 また、本実施の形態では、練習を開始する前や練習の合間にプレーヤは適宜、チームを構成するキャラクタと会話を行うことができる。具体的には、チームのキャプテンや監督等を模擬した代表キャラクタがプレーヤ自身を表し、プレーヤは代表キャラクタを通じて他のキャラクタである部員キャラクタと会話することができる。 Further, in this embodiment, the player can have a conversation with the characters constituting the team as appropriate before starting practice or between practice. Specifically, a representative character that simulates a team captain, manager, or the like represents the player himself, and the player can talk to a member character that is another character through the representative character.
 部員キャラクタとしては、仲間関係にある他のプレーヤの分身キャラクタ(アバター)も含まれており、このアバターは他のプレーヤの近況や他のプレーヤが書き込んだ情報を報知する。そのため、プレーヤは部員キャラクタを通じて他のプレーヤの情報を入手することができ、他のプレーヤと交流を図ることができる。 The member characters also include other players' avatars (avatars) who are in a fellowship relationship, and this avatar reports the current status of other players and information written by other players. Therefore, the player can obtain information on other players through the member characters, and can interact with other players.
 また、アバターは他のプレーヤのゲーム空間内での能力値(例えば、他のプレーヤが所持するチームの能力値、又は他のプレーヤが所持するチームの代表キャラクタの能力値)と連動しており、他のプレーヤの能力値が増大すると、その増大に連動してアバターの能力値も増大する。そのため、プレーヤは他のプレーヤと仲間になることで、他のプレーヤをあたかも助人のようにして自身のチームに組み込むことができる。また、これにより、プレーヤが所持するチームの能力値が増大し、自身のチームを増強させることができる。 In addition, the avatar is linked to the ability value of the other player in the game space (for example, the ability value of the team possessed by the other player or the ability value of the representative character of the team possessed by the other player) When the ability value of another player increases, the ability value of the avatar also increases in conjunction with the increase. Therefore, a player can associate another player with his / her other player, so that the other player can be incorporated into his / her team like an assistant. In addition, this increases the ability value of the team possessed by the player, and the team can be strengthened.
 また、プレーヤのアバターも仲間関係にある他のプレーヤが所持するチームの一員となり、プレーヤが所持するチームの能力値が増大するとそれと連動して他のプレーヤのチームに加入しているアバターの能力値も増大する。 In addition, the player's avatar becomes a member of a team owned by another player who is in a fellow relationship, and when the ability value of the team owned by the player increases, the ability value of the avatar that joins the other player's team in conjunction with it increases Will also increase.
 このように、本ソーシャルゲームでは、プレーヤは仲間を作ることで、ゲーム進行上の特典を仲間同士で享受することができる。 In this way, in this social game, players can enjoy the benefits of progressing the game with each other by making friends.
 したがって、本実施の形態のソーシャルゲームは、チームを育成することを目的とするものではあるが、ゲームを通じて仲間を見つけることも目的としている。これにより、従来のゲーム専用機で行われていたゲームのようにプレーヤの技量を競い合うというのではなく、仲間を見つけ、その仲間と交流するというようなプレーヤ同士のコミュニケーションの場を提供するソーシャルネットワークに適したゲームを提供することができる。 Therefore, the social game of the present embodiment is intended to train a team, but also aims to find friends through the game. A social network that provides a place for players to communicate with each other, such as finding friends and interacting with them, rather than competing for the skills of players like games played on traditional game consoles. A game suitable for the game can be provided.
 なお、アバターが他のプレーヤの代表キャラクタと連動している場合、そのアバターの外観は連動する代表キャラクタの外観と同じ外観を採用すればよい。 In addition, when the avatar is linked with the representative character of another player, the appearance of the avatar may be the same as that of the linked representative character.
 図2は、図1に示すゲーム提供装置11の構成を示したブロック図である。ゲーム提供装置11は、制御部210、記憶部220、及び通信部230を備えている。制御部210は、ゲーム実行部211、相性度算出部212、プレーヤ紹介部213、仲間プレーヤ登録部214、及びチーム管理部215(グループ管理部の一例)を備えている。 FIG. 2 is a block diagram showing a configuration of the game providing apparatus 11 shown in FIG. The game providing device 11 includes a control unit 210, a storage unit 220, and a communication unit 230. The control unit 210 includes a game execution unit 211, an affinity calculation unit 212, a player introduction unit 213, a fellow player registration unit 214, and a team management unit 215 (an example of a group management unit).
 ここで、制御部210は、例えばCPUにより構成され、図2に示す各機能は、本発明の実施の形態によるゲーム提供プログラムをCPUが実行することで実現される。記憶部220は、例えばRAM、ROM、ハードディスク等の記憶装置により構成され、プレーヤ情報記憶部221、仲間プレーヤ情報記憶部222、チーム情報記憶部223、及び画像データ記憶部224を備えている。記憶部220が備えるこれらの機能は、例えばCPUがゲーム提供プログラムを実行することで実現される。 Here, the control unit 210 is configured by a CPU, for example, and each function shown in FIG. 2 is realized by the CPU executing a game providing program according to the embodiment of the present invention. The storage unit 220 includes a storage device such as a RAM, a ROM, and a hard disk, and includes a player information storage unit 221, a fellow player information storage unit 222, a team information storage unit 223, and an image data storage unit 224. These functions provided in the storage unit 220 are realized, for example, when the CPU executes a game providing program.
 通信部230は、例えばモデム等の通信モジュールにより構成され、CPUの制御の下、種々のデータを送受信する。 The communication unit 230 is configured by a communication module such as a modem, for example, and transmits and receives various data under the control of the CPU.
 ここで、ゲーム提供プログラムは、例えば、CD-ROM(Compact Disc Read Only Memory)やDVD-ROM(Digital Versatile Disk Read Only Memory)等のコンピュータ読み取り可能な記録媒体に格納されて市場に提供される。そして、ゲーム提供装置11を運用するゲーム提供者は、この記録媒体を入手し、ゲーム提供プログラムをコンピュータにインストールすることで、コンピュータをゲーム提供装置11として機能させる。なお、ゲーム提供プログラムをインターネット上のウェブサーバからダウンロードさせてゲーム提供者に入手させるようにしてもよい。また、図2に示す各ブロックを専用のハードウェア回路により構成してもよい。 Here, the game providing program is stored in a computer-readable recording medium such as a CD-ROM (Compact Disc Only Memory) or a DVD-ROM (Digital Versatile Disk Read Only Memory) and provided to the market. Then, the game provider who operates the game providing apparatus 11 obtains this recording medium and installs the game providing program on the computer, thereby causing the computer to function as the game providing apparatus 11. The game providing program may be downloaded from a web server on the Internet and obtained by the game provider. Further, each block shown in FIG. 2 may be configured by a dedicated hardware circuit.
 ゲーム実行部211は、端末装置12を用いてプレーヤにより適宜入力される操作指示にしたがってゲーム空間においてゲームを進行させる。具体的には、ゲーム実行部211は、プレーヤの操作指示にしたがって端末装置12からアクセス要求が送信されると、ログイン認証等の処理を行い、ゲームの初期画面を通信部230を介して端末装置12に送信する。そして、ゲーム実行部211は、ゲームの初期画面に含まれる種々の項目がプレーヤにより選択されると、選択された項目にしたがったゲーム画面を通信部230を介して端末装置12に送信する。 The game execution unit 211 causes the game to proceed in the game space according to an operation instruction appropriately input by the player using the terminal device 12. Specifically, when an access request is transmitted from the terminal device 12 according to an operation instruction from the player, the game execution unit 211 performs processing such as login authentication and displays an initial game screen via the communication unit 230. 12 to send. Then, when various items included in the initial screen of the game are selected by the player, the game execution unit 211 transmits a game screen according to the selected item to the terminal device 12 via the communication unit 230.
 ここで、選択する項目としては、例えば、プレーヤがゲームモードを選択するための項目が含まれている。ゲームモードとしては、例えば、プレーヤが自身のチームを他のチームと対戦させる対戦モードや、プレーヤが自身のチームを育成する育成モードが含まれている。 Here, the items to be selected include, for example, items for the player to select a game mode. The game mode includes, for example, a battle mode in which the player battles his team against other teams, and a training mode in which the player trains his team.
 ゲーム実行部211は、プレーヤにより対戦モードが選択されると、プレーヤ情報記憶部221に記憶されたプレーヤ情報を参照し、対戦相手となる他のプレーヤのチームを決定し、決定した他のプレーヤのチームと、対戦モードを選択したプレーヤのチームとを対戦させ、対戦結果を通信部230を介して端末装置12に送信する。 When the battle mode is selected by the player, the game execution unit 211 refers to the player information stored in the player information storage unit 221, determines the teams of other players who are opponents, and determines the determined other player's teams. The team and the team of the player who has selected the battle mode are battled, and the battle result is transmitted to the terminal device 12 via the communication unit 230.
 本実施の形態のゲームはソーシャルであるため、ゲーム実行部211は、プレーヤにより対戦開始ボタンが押されると、チーム同士をゲーム空間内で対戦させる対戦シミュレーションを実行し、対戦結果を即座に算出する。そのため、プレーヤは、対戦開始ボタンを押すだけで対戦結果が即座に得られる。 Since the game according to the present embodiment is social, the game execution unit 211 executes a battle simulation in which teams battle each other in the game space when the player presses the battle start button, and immediately calculates a battle result. . Therefore, the player can obtain the battle result immediately by simply pressing the battle start button.
 具体的には、ゲーム実行部211は、予め定められた打順にしたがって、打者キャラクタを順次打席に立たせ、各打者キャラクタと投手キャラクタとを対戦させる。そして、ゲーム実行部211は、投手キャラクタにボールを投げさせ、投手キャラクタの能力値及び打者キャラクタの能力値に基づいて、打者のキャラクタの打撃結果を決定し、打撃結果に応じて、打者のキャラクタを出塁させたり、チームに得点させたりする。そして、ゲーム実行部211は、このような野球のルールにしたがった処理を繰り返し実行し、9イニングが終了したときに、得点が多い方のチームを対戦に勝利したチームとして決定する。 Specifically, the game execution unit 211 sequentially places the batter character at the batting order according to a predetermined batting order, and causes each batter character and the pitcher character to battle each other. Then, the game execution unit 211 causes the pitcher character to throw the ball, determines the hit result of the batter character based on the ability value of the pitcher character and the ability value of the batter character, and determines the batter character according to the hit result. To make it happen, or to score the team. And the game execution part 211 repeatedly performs the process according to the rule of such a baseball, and when 9 innings are complete | finished, determines the team with the more points as the team which won the battle | competition.
 また、ゲーム実行部211は、対戦を要求したプレーヤに対して対戦に適したチーム(例えばチームの能力値、勝率、又は進行度の値が近いチーム)をプレーヤ情報から抽出し、抽出したチームを対戦相手として決定する。ここで、ゲーム実行部211が対戦相手として決定するチームとしては、別のプレーヤによって所持されるチームやゲーム提供装置11によって提供されるチームが含まれる。また、ゲーム実行部211は、プレーヤから対戦を希望するチームを指定させ、指定させたチームと対戦させてもよい。ここで、プレーヤが指定するチームとしては、別のプレーヤによって所持されるチームやゲーム提供装置11が提供するチームが含まれる。 In addition, the game execution unit 211 extracts, from the player information, a team (for example, a team having a similar team ability value, winning rate, or progress value) that is suitable for the player who requested the battle, and selects the extracted team. Decide as your opponent. Here, the team determined by the game execution unit 211 as the opponent includes a team possessed by another player and a team provided by the game providing apparatus 11. In addition, the game execution unit 211 may cause the player to designate a team that the player wants to fight and play against the designated team. Here, the team designated by the player includes a team possessed by another player and a team provided by the game providing apparatus 11.
 また、ゲーム実行部211は、プレーヤにより育成モードが選択されると、チーム情報記憶部223から当該プレーヤが所持するチームのチーム情報を読み出し、当該チームを構成するキャラクタの画像データやキャラクタの背景の画像データ等を通信部230を介して端末装置12に送信する。 Further, when the breeding mode is selected by the player, the game execution unit 211 reads the team information of the team possessed by the player from the team information storage unit 223, and the image data of the character constituting the team and the background of the character. Image data or the like is transmitted to the terminal device 12 via the communication unit 230.
 育成モードでは、プレーヤはチームを構成するキャラクタに練習を行わせる。本ソーシャルゲームでは、練習は段階別に分けられており、プレーヤはある段階の練習を達成すると、次の段階の練習に進むことができる。そして、練習を通じてチームを構成する各キャラクタの能力値を増大させることができる。 In the training mode, the player causes the characters that make up the team to practice. In this social game, the practice is divided into stages, and when the player achieves a certain stage of practice, the player can proceed to the next stage of practice. And the ability value of each character which comprises a team can be increased through practice.
 例えば、1段階目は素振り、2段階目はトスバッティング、3段階目はシートノック、4段階目はフリーバッティング、5段階目は投球練習というようにして、プレーヤは練習を進める。このように練習は複数種類用意されているが、プレーヤは練習に応じて複雑な操作を強要される訳ではなく、単純にボタンを押す操作を繰り返し行うことで、達成度を獲得していく。 For example, the player proceeds with practice by swinging in the first stage, tossing in the second stage, seat knocking in the third stage, free batting in the fourth stage, and throwing practice in the fifth stage. In this way, a plurality of types of exercises are prepared, but the player is not forced to perform complicated operations according to the exercises, and the achievement level is acquired by simply repeating the operation of pressing a button.
 能力値としては、練習の種類に対応して、打撃、守備、投球等の能力値が存在する。練習の種類としては打撃練習、守備練習、及び投手練習等が含まれる。上記の例では、素振り、トスバッティング、フリーバッティングが打撃練習に該当し、シートノックが守備練習に該当し、投球練習が投手練習に該当する。 ∙ As ability values, there are ability values such as batting, defensive, throwing, etc., corresponding to the type of practice. The types of practice include batting practice, defensive practice, pitcher practice, and the like. In the above example, swing, toss batting and free batting correspond to batting practice, seat knock corresponds to defensive practice, and pitching practice corresponds to pitcher practice.
 プレーヤは、チームに対して打撃練習を行わせると、練習に参加したキャラクタの打撃の能力値を増大させることができる。また、プレーヤは、チームに対して守備練習を実行させると、練習に参加したキャラクタの守備の能力値を増大させることができる。また、プレーヤは、チームに対して投手練習を行わせると、練習に参加したキャラクタの投手の能力値を増大させることができる。 The player can increase the hitting ability value of the character participating in the practice when the team performs the hitting practice. In addition, when the player causes the team to perform defensive practice, the player can increase the defensive ability value of the character participating in the practice. Further, when the player causes the team to perform the pitcher practice, the player can increase the ability value of the pitcher of the character participating in the practice.
 ここで、プレーヤは特定のキャラクタを指定して各種練習を行わせることも可能であり、チーム全体に各種練習を行わせることも可能である。チーム全体に各種練習を行わせた場合、各種練習に応じて参加することが予め定められたポジションのキャラクタの能力値が増大する。例えば、投手練習は、投手キャラクタのみが行うため、プレーヤがチーム全体に対して投手練習を行ったとすると、各投手キャラクタの投手の能力値を増大させることができる。また、プレーヤがチーム全体にシートノックを行ったとすると、内野及び外野のポジションの各キャラクタの守備の能力値を増大させることができる。 Here, the player can specify a specific character to perform various exercises, and can also allow the entire team to perform various exercises. When various exercises are performed on the entire team, the ability value of the character in a position that is predetermined to participate in accordance with the various exercises increases. For example, since the pitcher practice is performed only by the pitcher character, if the player performs the pitcher practice for the entire team, the pitcher ability value of each pitcher character can be increased. Further, if the player knocks the entire team, the ability value of each character in the infield and outfield positions can be increased.
 そして、ゲーム実行部211は、各キャラクタの能力値を種類別に図13(C)に示すチーム情報のキャラクタ能力値の欄に書き込むことで、各キャラクタの能力値を管理する。また、ゲーム実行部211は、各キャラクタの守備、打撃、投手の能力値との合計値をチームの能力値として図13(A)に示すプレーヤ情報のチーム能力値の欄に書き込むことでチームの能力値を管理する。 And the game execution part 211 manages the ability value of each character by writing the ability value of each character in the character ability value column of the team information shown in FIG. In addition, the game execution unit 211 writes the total value of each character's defense, batting, and pitcher ability values as a team ability value in the team ability value column of the player information shown in FIG. Manage ability values.
 なお、チームが現在取り組んでいる練習の段階はゲームの進行度を示している。例えば、現在、チームが1段階目の練習に取り組んでいる場合、ゲーム実行部211は、ゲームの進行度を1としてプレーヤ情報の進行度の欄に書き込み、現在、チームが2段階目の練習に取り組んでいる場合、ゲーム実行部211は、ゲームの進行度を2として、プレーヤ情報の進行度の欄に書き込む。 In addition, the stage of practice that the team is currently working on shows the progress of the game. For example, when the team is currently working on the first stage of practice, the game execution unit 211 writes the progress of the game as 1 in the player information progress field, and the team is currently in the second stage of practice. In the case of tackling, the game execution unit 211 sets the progress of the game as 2, and writes it in the column of progress of the player information.
 また、ゲーム実行部211は、プレーヤ情報記憶部221に記憶されたプレーヤ情報を管理する。図13(A)は、プレーヤ情報のデータ構造の一例を示した模式図である。図13(A)に示すように、プレーヤ情報は、各プレーヤに対して1つのレコードが割り付けられたリレーショナルデータベースであり、“プレーヤID”、“プレーヤ名”、“出身地”、“登録日”、“性別”、“年齢”、“ゲーム履歴”、“頻度履歴”、“勝率”、“進行度”、“チーム能力値”、“職業”、“趣味”、“ジャンル”、及び“ゲーム内通貨”を格納する欄を備えている。
 “プレーヤID”は、ゲーム提供装置11に登録されている各プレーヤを識別するために、各プレーヤに対して一意的に割り付けられた識別情報であり、例えば、所定桁の記号列が採用される。
In addition, the game execution unit 211 manages player information stored in the player information storage unit 221. FIG. 13A is a schematic diagram showing an example of the data structure of the player information. As shown in FIG. 13A, the player information is a relational database in which one record is assigned to each player. “Player ID”, “Player name”, “Hometown”, “Registration date” , “Gender”, “age”, “game history”, “frequency history”, “winning rate”, “progress”, “team ability value”, “occupation”, “hobby”, “genre”, and “in-game” A column for storing “currency” is provided.
The “player ID” is identification information uniquely assigned to each player in order to identify each player registered in the game providing apparatus 11. For example, a symbol string of a predetermined digit is adopted. .
 “プレーヤ名”は、ゲーム空間上でプレーヤを特定するために用いられる名称であり、例えば、プレーヤのニックネームやプレーヤの本名が採用される。ここで、プレーヤ名は、プレーヤがゲーム提供装置11に自身を登録する際に入力される。 “Player name” is a name used to identify a player in the game space, and for example, a nickname of the player or a real name of the player is adopted. Here, the player name is input when the player registers itself in the game providing apparatus 11.
 “出身地”は、プレーヤの出身地を示し、例えば、“日本国・大阪府”、“アメリカ合衆国・アリゾナ州”というような国と県や州の名称が採用される。ここで、出身地は、プレーヤがゲーム提供装置11に自身を登録する際に入力される。 “Birthplace” indicates the place of birth of the player. For example, names of countries, prefectures and states such as “Japan / Osaka Prefecture” and “United States / Arizona” are adopted. Here, the hometown is input when the player registers himself / herself in the game providing apparatus 11.
 “登録日”は、プレーヤがゲーム提供装置11に自身を登録させたときの日付である。“性別”は、プレーヤの性別を示し、例えば、プレーヤがゲーム提供装置11に自身を登録する際に入力される。 “Registration date” is the date when the player registers the game providing apparatus 11 itself. “Gender” indicates the gender of the player, and is input, for example, when the player registers itself in the game providing apparatus 11.
 “年齢”は、プレーヤの年齢を示し、例えば、プレーヤがゲーム提供装置11に自身を登録する際に入力される。“ゲーム履歴”の欄は、プレーヤが実際にゲームを行った履歴を示し、図13(A)の例では、ログイン時刻とログアウト時刻とが格納されている。ログイン時刻はプレーヤがゲーム提供装置11にログインし、ゲームを開始した時刻を示す。ログアウト時刻はプレーヤがゲーム提供装置11からログアウトした時刻を示す。図13(A)の例では、このプレーヤは、2010年3月4日の18時にゲーム提供装置11にログインし、10分後の2010年3月4日の18時10分にゲーム提供装置11からログアウトしている。 “Age” indicates the age of the player, and is input, for example, when the player registers itself in the game providing apparatus 11. The “game history” column shows the history of the player actually playing the game. In the example of FIG. 13A, the login time and the logout time are stored. The login time indicates the time when the player logs into the game providing apparatus 11 and starts the game. The logout time indicates the time when the player logs out from the game providing apparatus 11. In the example of FIG. 13A, this player logs in to the game providing apparatus 11 at 18:00 on March 4, 2010, and at 10:10 on March 4, 2010, 10 minutes later, the game providing apparatus 11 You are logged out of.
 “頻度履歴”は、プレーヤがゲームを行う頻度の履歴を示す。本実施の形態では、頻度履歴として、過去一定期間(例えば、3日、1週間、2週間、1か月等)におけるプレーヤの1日あたりのゲームの頻度の平均値を採用する。ここで、1日あたりのゲームの頻度としては、例えば、プレーヤがゲームを行ったゲーム実行時間を24時間で割った値を採用する。 “Frequency history” indicates a history of the frequency with which the player plays the game. In the present embodiment, an average value of the game frequency per day of the player in a past fixed period (for example, 3 days, 1 week, 2 weeks, 1 month, etc.) is adopted as the frequency history. Here, as the frequency of the game per day, for example, a value obtained by dividing the game execution time in which the player played the game by 24 hours is employed.
 したがって、過去一定期間として3日を採用した場合、第1日目~第3日目におけるプレーヤの1日あたりのゲームの頻度が1/24、2/24、3/24であったとすると、頻度履歴Hpは、Hp=(1/24+2/24+3/24)/3となる。また、頻度履歴は、例えば、1日毎に算出される。したがって、ゲーム実行部211は、所定の頻度履歴算出時刻(例えば、毎日0時0分)が到来すると、頻度到来時刻を基準として過去一定期間において、プレーヤがゲームを行ったゲーム実行時間をゲーム履歴に格納されたログイン時刻とログアウト時刻とから特定し、ゲームの頻度を算出する。これにより、1日毎に過去一定期間における1日あたりのプレーヤのゲームの頻度が算出される。 Therefore, when 3 days is adopted as the fixed period in the past, if the frequency of the game per day for the first day to the third day is 1/24, 2/24, 3/24, The history Hp is Hp = (1/24 + 2/24 + 3/24) / 3. Further, the frequency history is calculated every day, for example. Therefore, when a predetermined frequency history calculation time (for example, 00:00 every day) arrives, the game execution unit 211 indicates the game execution time in which the player has played the game over a certain period of time based on the frequency arrival time. The game frequency is calculated from the login time and the logout time stored in. Thereby, the frequency of the game of the player per day in the past fixed period is calculated every day.
 “勝率”は、プレーヤのチームが別のプレーヤのチームと対戦したときの勝率を示す。例えば、プレーヤAのチームの対戦成績が、8勝2負であったとすると、勝率は8/10=0.8となる。 The “win rate” indicates a win rate when a player's team plays against another player's team. For example, if the match result of the team of player A is 8 wins and 2 losses, the win rate is 8/10 = 0.8.
 “進行度”は、プレーヤのゲームの進行度合いを示す。本実施の形態では、進行度として上記のようにプレーヤが所持するチームが現在取り組んでいる練習の段階が採用される。“チーム能力値”は、上記のように、チームを構成する各キャラクタの能力値の合計値が採用される。 “Progress” indicates the progress of the game of the player. In the present embodiment, the stage of practice currently being tackled by the team possessed by the player as described above is adopted as the degree of progress. As the “team ability value”, as described above, a total value of ability values of the characters constituting the team is adopted.
 “職業”は、例えば、“会社員”、“学生”、“無職”、“主婦”といったプレーヤの職業を示し、例えば、プレーヤがゲーム提供装置11に自身を登録する際に入力される。 “Occupation” indicates, for example, the occupation of the player such as “company employee”, “student”, “no job”, “housewife”, and is input when the player registers himself / herself in the game providing apparatus 11, for example.
 “趣味”は、例えば、“テニス”、“将棋”といったプレーヤの趣味を示し、プレーヤがゲーム提供装置11に自身を登録する際に入力される。 “Hobby” indicates, for example, a player's hobby such as “tennis” or “shogi”, and is input when the player registers himself / herself in the game providing apparatus 11.
 “ジャンル”は、例えば、“シューティング”、“ロールプレイング”といった、プレーヤが得意又は好きなゲームのジャンルを示し、プレーヤがゲーム提供装置11に自身を登録する際に入力される。 “Genre” indicates a genre of a game that the player is good at or likes, such as “shooting” and “role playing”, and is input when the player registers itself in the game providing apparatus 11.
 “ゲーム内通貨”は、本ソーシャルゲームにおいてプレーヤが使用可能な仮想的な通貨の金額を示す。このゲーム内通貨は、本ソーシャルゲームで提供される種々のアイテムをプレーヤが購入する際に用いられる。アイテムとしては、体力値(後述する)を一瞬で回復させることができる回復薬アイテムや、ゲーム提供装置11によって用意されたキャラクタを自身のチームの一員にするためのキャラクタ購入アイテムや、練習をさせずにゲームの進行度を一定のレベルまで進めさせることができる進行度購入アイテム等が存在する。 “In-game currency” indicates the amount of virtual currency that the player can use in this social game. This in-game currency is used when the player purchases various items provided in the social game. Items include recovery items that can instantly recover health values (to be described later), character purchase items that make the character provided by the game providing device 11 a member of their team, and practice. There are progress-purchased items that can advance the progress of the game to a certain level.
 ここで、ゲーム内通貨は、例えば、プレーヤが他のチームと対戦して勝利したり、仲間プレーヤと多く会話して親密度を高めたりすることによって獲得することができる。 Here, the in-game currency can be obtained, for example, when the player wins by playing against other teams, or by having a lot of conversation with fellow players to increase intimacy.
 図2に戻り、相性度算出部212は、例えば、プレーヤ情報記憶部221にプレーヤ情報が登録されている登録済のあるプレーヤA(第1プレーヤの一例)のプレーヤ情報と、プレーヤA以外の登録済のプレーヤである他のプレーヤのプレーヤ情報とを比較して、プレーヤAと他のプレーヤとの相性の度合いを示す相性度を算出する。 Returning to FIG. 2, for example, the compatibility degree calculation unit 212 registers the player information of the registered player A (an example of the first player) whose player information is registered in the player information storage unit 221 and the registration other than the player A. Compared with the player information of the other players that are already played, the compatibility level indicating the level of compatibility between the player A and the other player is calculated.
 ここで、相性度算出部212は、下記の第1抽出手法及び第2抽出手法の少なくともいずれか一方を用いてプレーヤAとの相性度の算出対象となる他のプレーヤを抽出する。 Here, the compatibility level calculation unit 212 extracts another player for which the compatibility level with the player A is calculated using at least one of the following first extraction method and second extraction method.
 ソーシャルゲームでは、プレーヤ情報に登録されたプレーヤの数が例えば数十万人~数百万人というように膨大な人数にのぼることもある。この場合、プレーヤAと相性の合うプレーヤを登録済の全プレーヤの中から抽出することは、ゲーム提供装置11に与える処理負担や処理時間を考慮すると容易ではない。 In social games, the number of players registered in the player information may be as large as hundreds of thousands to millions of people, for example. In this case, it is not easy to extract a player compatible with the player A from all the registered players in consideration of the processing load and processing time applied to the game providing device 11.
 そこで、本実施の形態では、下記の第1、第2抽出手法を適用することで、プレーヤAとの相性度の算出対象となるプレーヤの人数を絞り込み、ゲーム提供装置11に与える処理負担や処理時間を軽減させている。 Therefore, in the present embodiment, by applying the following first and second extraction methods, the number of players for which the degree of compatibility with player A is calculated is narrowed down, and the processing load and processing given to the game providing apparatus 11 are reduced. Time is reduced.
 図8(A)は第1抽出手法の説明図である。第1抽出手法は、プレーヤAの仲間であるプレーヤBを中心として別途構成されるプレーヤB1~B5(他のプレーヤの一例)のそれぞれをプレーヤAとの相性度を算出する対象として抽出する手法である。つまり、第1抽出手法は、プレーヤAに対して友達のそのまた友達に該当するプレーヤを相性度の算出対象として抽出する手法である。 FIG. 8A is an explanatory diagram of the first extraction method. The first extraction method is a method of extracting each of the players B1 to B5 (an example of another player) separately configured around the player B who is a friend of the player A as targets for calculating the compatibility with the player A. is there. In other words, the first extraction method is a method of extracting a player who corresponds to a friend of the player A as a target for calculating the compatibility degree.
 ここで、相性度算出部212は、仲間プレーヤ情報記憶部222に記憶された仲間プレーヤ情報において、プレーヤAの仲間プレーヤとしてプレーヤBが登録されていればプレーヤBをプレーヤAの仲間プレーヤと判断する。また、相性度算出部212は、仲間プレーヤ情報において、プレーヤBの仲間プレーヤとしてプレーヤB1~B5が登録されていれば、プレーヤB1~プレーヤB5を、プレーヤBを中心として別途構成される仲間プレーヤと判断する。 Here, the compatibility degree calculation unit 212 determines that the player B is a friend player of the player A if the player B is registered as a friend player of the player A in the friend player information stored in the friend player information storage unit 222. . Further, if the players B1 to B5 are registered as the friend players of the player B in the friend player information, the compatibility degree calculation unit 212 is configured to add the players B1 to B5 to the fellow players separately configured around the player B. to decide.
 なお、プレーヤB1~B5のうちいずれかのプレーヤが既にプレーヤAの仲間である場合、このプレーヤは相性度の算出対象から除外される。こうすることで、既にプレーヤAの仲間であるプレーヤについて、プレーヤAとの相性度を算出する手間が省かれ、ゲーム提供装置11の処理負担を軽減させることができる。 If any one of the players B1 to B5 is already a friend of the player A, this player is excluded from the compatibility degree calculation target. By doing so, it is possible to save the effort of calculating the compatibility with the player A for a player who is already a friend of the player A, and to reduce the processing load of the game providing apparatus 11.
 なお、第1抽出手法において、プレーヤAの仲間プレーヤが複数存在することも当然にある。図8(B)はプレーヤAの仲間プレーヤが複数存在する場合の仲間関係を示した図である。図8(B)の例では、プレーヤAの仲間プレーヤとしてプレーヤB~Eが存在している。また、プレーヤB~Eは、それぞれ、プレーヤB1~B5、C1~C5、D1~D5、E1~E5が仲間プレーヤとなっている。 Of course, in the first extraction method, there are a plurality of fellow players of player A. FIG. 8B is a diagram showing a fellow relationship when there are a plurality of fellow players of player A. FIG. In the example of FIG. 8B, there are players B to E as fellow players of player A. Players B to E are players B1 to B5, C1 to C5, D1 to D5, and E1 to E5, respectively.
 この場合、相性度算出部212は、プレーヤB、C、D、Eのそれぞれの仲間プレーヤであるプレーヤB1~B5、C1~C5、D1~D5、E1~E5をプレーヤAとの相性度の算出対象として抽出してもよい。 In this case, the compatibility level calculation unit 212 calculates the compatibility levels of the players B1, B5, C1 to C5, D1 to D5, and E1 to E5, which are the fellow players of the players B, C, D, and E, with the player A. You may extract as a target.
 しかしながら、これでは、ゲーム提供装置11への処理負担が過大になる虞がある。そこで、相性度算出部212は、プレーヤB~Eのうち、親密度が規定値TH1より大きい仲間プレーヤを特定し、その仲間プレーヤの仲間プレーヤを相性度の算出対象として抽出してもよい。なお、規定値TH1としては、プレーヤ同士の親密さが高いことを示す予め定められた値が採用される。 However, in this case, the processing burden on the game providing device 11 may be excessive. Therefore, the compatibility level calculation unit 212 may identify a fellow player whose familiarity is greater than the specified value TH1 among the players B to E, and extract the fellow player of the fellow player as a target for calculating the compatibility level. Note that a predetermined value indicating that the players are close to each other is adopted as the specified value TH1.
 例えば、プレーヤB~Eのうち、プレーヤB,Cの親密度が規定値TH1より大きいとすると、プレーヤB1~B5、C1~C5がプレーヤAとの相性度の算出対象となる。 For example, if the intimacy of the players B and C among the players B to E is larger than the specified value TH1, the players B1 to B5 and C1 to C5 are targets for calculating the compatibility with the player A.
 或いは、相性度算出部212は、プレーヤB~Eのうち、親密度が高い順に一定人数(例えば2名程度)の仲間プレーヤを特定し、これらの仲間プレーヤの仲間プレーヤを相性度の算出対象として抽出してもよい。例えば、親密度がプレーヤB~Eの順で高いとすると、プレーヤB1~B5、C1~C5がプレーヤAとの相性度の算出対象となる。 Alternatively, the compatibility degree calculation unit 212 identifies a certain number of fellow players (for example, about two players) in descending order of closeness among the players B to E, and uses these fellow player fellow players as the compatibility degree calculation targets. It may be extracted. For example, if the intimacy is higher in the order of the players B to E, the players B1 to B5 and C1 to C5 are targets for calculating the compatibility with the player A.
 このように、プレーヤAの仲間プレーヤが複数存在する場合、プレーヤAの仲間プレーヤを絞り込むことにより、ゲーム提供装置11の処理負担を低減することができる。 As described above, when there are a plurality of fellow players of the player A, the processing burden on the game providing apparatus 11 can be reduced by narrowing down the fellow players of the player A.
 更に、相性度算出部212は、プレーヤB~Eのうち、親密度が規定値TH1より大きい仲間プレーヤがB、Cであったとすると、プレーヤB、Cの仲間となるプレーヤB1~B5、C1~C5のうち、プレーヤB、Cとの親密度が規定値TH1より大きいプレーヤ(例えば、プレーヤB1、B2、C1、C2)、或いは親密度が高い順に一定人数のプレーヤ(例えば、プレーヤB1、B2、C1、C2)をプレーヤAとの相性度の算出対象のプレーヤとして抽出してもよい。 Further, the compatibility degree calculation unit 212 assumes that the players B to E who are friends with a closeness greater than the specified value TH1 are B and C, and the players B1 to B5 and C1 to Among C5, a player (for example, players B1, B2, C1, and C2) whose familiarity with players B and C is greater than a prescribed value TH1, or a certain number of players (for example, players B1, B2, C1, C2) may be extracted as a player whose compatibility with player A is to be calculated.
 なお、第1抽出手法は、例えば、プレーヤAがゲーム提供装置11にアクセスした際に実行される。具体的には、プレーヤAがゲーム提供装置11にアクセスし、ゲーム実行部211によりプレーヤAのログインが許可されると、相性度算出部212は、プレーヤAがゲームを開始してからの期間が一定期間経過しているにも拘わらず、仲間プレーヤの人数が規定値TH2以下のプレーヤであるか否かを判定する。そして、相性度算出部212は、プレーヤAの仲間プレーヤの人数が規定値TH2以下であると判定すると、プレーヤAを相性度算出の対象プレーヤとして抽出する。なお、このようにして抽出されるプレーヤは、ソーシャルゲームの場合、通常、複数のプレーヤとなることが想定される。 Note that the first extraction method is executed, for example, when the player A accesses the game providing apparatus 11. Specifically, when the player A accesses the game providing apparatus 11 and the game execution unit 211 permits the player A to log in, the compatibility calculation unit 212 determines that the period after the player A starts the game is It is determined whether or not the number of fellow players is a player having a prescribed value TH2 or less despite a certain period of time. When the compatibility level calculation unit 212 determines that the number of fellow players of the player A is equal to or less than the specified value TH2, the compatibility level calculation unit 212 extracts the player A as a target player for the compatibility level calculation. In the case of a social game, the players extracted in this way are usually assumed to be a plurality of players.
 一例であるが、プレーヤAがゲームを開始してから2ヶ月が経過したにも拘わらず、仲間プレーヤの人数が1名またはゼロの場合に、プレーヤAを、仲間を紹介すべき対象プレーヤとして抽出する。なお、これはあくまで一例に過ぎず、ゲーム性を考慮して、一定期間及び規定値TH2の値として種々の値を採用することができる。 As an example, when the number of fellow players is one or zero even though two months have passed since player A started the game, player A is extracted as the target player to introduce the fellow To do. This is merely an example, and various values can be adopted as the fixed period and the specified value TH2 in consideration of game characteristics.
 また、相性度算出部212は、後記するプレーヤ紹介部213による相性度の高いプレーヤが紹介された後のプレーヤAの仲間プレーヤの数の変化を見ながら、第1抽出手法の適用条件を変えるようにしてもよい。 Also, the compatibility level calculation unit 212 changes the application condition of the first extraction method while watching the change in the number of fellow players of the player A after the highly compatible player is introduced by the player introduction unit 213 described later. It may be.
 例えば、プレーヤ紹介部213により相性度の高いプレーヤが紹介されてから2週間経過しても、プレーヤAの仲間の数(プレーヤAが複数の場合はその平均値等)に変化が見られない場合は、プレーヤAとして抽出されるプレーヤの数が増大するように第1抽出手法の適用条件を変更すればよい。 For example, even if two weeks have passed since the player introduction unit 213 introduced a highly compatible player, the number of friends of the player A (the average value when there are a plurality of players A, etc.) does not change. Therefore, the application condition of the first extraction method may be changed so that the number of players extracted as player A increases.
 例えば、第1抽出手法の適用条件を、ゲームを開始してから1ヶ月が経過したにも拘わらず、仲間プレーヤの人数が2名以下というように変更する。こうすることで、相性度の高いプレーヤの紹介対象となるプレーヤAの数を増大させることができる。 For example, the application condition of the first extraction method is changed so that the number of fellow players is 2 or less even though one month has passed since the game was started. In this way, the number of players A to be introduced by highly compatible players can be increased.
 以上をまとめると、相性度算出部212は、まず、ゲームを開始してから一定期間経過しているにも拘わらず、仲間プレーヤの人数が規定値TH2以下という第1抽出手法の適用条件を満足するプレーヤをプレーヤAとして抽出する。そして、相性度算出部212は、プレーヤ紹介部213により相性度の高いプレーヤがプレーヤAに紹介された後、一定期間経過しても、プレーヤAの仲間プレーヤの数が増加しない場合、第1抽出手法の適用条件をプレーヤAの数が増大するように変更する。 In summary, the compatibility degree calculation unit 212 first satisfies the application condition of the first extraction method in which the number of fellow players is equal to or less than the specified value TH2 even though a certain period has elapsed since the game was started. The player to be extracted is extracted as player A. When the player introduction unit 213 introduces a highly compatible player to the player A and the number of fellow players of the player A does not increase after a certain period of time, the compatibility calculation unit 212 performs the first extraction. The application condition of the technique is changed so that the number of players A increases.
 これにより、仲間プレーヤの人数が少なく、仲間プレーヤを作る必要性の高いプレーヤのみを相性度の算出対象として抽出することが可能となり、ゲーム提供装置11の処理負担を軽減させることができる。 This makes it possible to extract only those players who have a small number of fellow players and who have a high need to create fellow players, as targets for calculating compatibility, and the processing burden on the game providing device 11 can be reduced.
 ここで、規定値TH2としては、プレーヤAがゲーム提供装置11に登録してゲームを開始した日から現在までのゲーム期間に応じて予め定められた値が採用されている。具体的には、規定値TH2は、ゲーム期間が増大するにつれて漸次に増大する値が採用されている。 Here, as the specified value TH2, a value determined in advance according to the game period from the date when the player A registers with the game providing device 11 and starts the game to the present is adopted. Specifically, a value that gradually increases as the game period increases is adopted as the specified value TH2.
 なお、相性度算出部212は、プレーヤ情報記憶部221に記憶されたプレーヤAのプレーヤ情報を参照することで、プレーヤAのゲーム期間を特定すればよい。また、相性度算出部212は、仲間プレーヤ情報記憶部222に記憶されたプレーヤAの仲間プレーヤ情報を参照することで、プレーヤAの仲間プレーヤの人数を特定すればよい。 Note that the compatibility degree calculation unit 212 may specify the game period of the player A by referring to the player information of the player A stored in the player information storage unit 221. Further, the compatibility degree calculation unit 212 may identify the number of fellow players of the player A by referring to the fellow player information of the player A stored in the fellow player information storage unit 222.
 そして、相性度算出部212は、特定したゲーム期間に応じて予め定められた規定値TH2を特定し、特定した規定値TH2をプレーヤAの仲間プレーヤの人数と比較すればよい。 Then, the compatibility level calculation unit 212 may specify a predetermined value TH2 that is determined in advance according to the specified game period, and compare the specified value TH2 with the number of fellow players of the player A.
 図9は第2抽出手法の説明図である。第2抽出手法は、プレーヤAのチームが別のチームと対戦した場合、当該別のチームを所持するプレーヤB(他のプレーヤの一例)をプレーヤAとの相性度の算出対象として抽出する手法である。プレーヤAはプレーヤBと対戦することでプレーヤBに興味を抱くことも考えられる。そこで、第2抽出手法では、プレーヤAがプレーヤBと対戦したことをトリガーとして、プレーヤBをプレーヤAとの相性度の算出対象として抽出している。 FIG. 9 is an explanatory diagram of the second extraction method. The second extraction method is a method of extracting a player B (an example of another player) possessing the other team as a calculation target of the compatibility with the player A when the team of the player A battles with another team. is there. Player A may be interested in player B by playing against player B. Therefore, in the second extraction method, the player B is extracted as a target for calculating the degree of compatibility with the player A by using the player A as a trigger to play the player B.
 また、相性度算出部212は、プレーヤの年齢、性別、出身地、ゲームを行う頻度、ゲームを開始してからの期間、ゲームの進行度、及びチームが別チームと対戦したときの勝率、職業、趣味、及び好みのゲームジャンルの少なくともいずれか1つを用いて相性度を算出する。 In addition, the compatibility degree calculation unit 212 includes the player's age, sex, birthplace, frequency of playing the game, period since the game was started, progress of the game, winning rate when the team played against another team, occupation The degree of compatibility is calculated using at least one of a hobby and a favorite game genre.
 具体的には、相性度は、年齢、性別、出身地、ゲームを行う頻度、ゲームを開始してからの期間(ゲーム期間)、ゲームの進行度、勝率、職業、趣味、及び好みのゲームのジャンルの相性をそれぞれ示す相性パラメータPR1~PR10の合計値により算出される。つまり、相性度は、式(1)により表される。 Specifically, the degree of compatibility is the age, sex, birthplace, frequency of playing the game, period since the game was started (game period), progress of the game, winning percentage, occupation, hobby, and favorite game. It is calculated by the total value of the compatibility parameters PR1 to PR10 indicating the genre compatibility. That is, the degree of compatibility is expressed by equation (1).
 相性度=PR1+PR2+PR3+PR4+PR5+PR6+PR7+PR8+PR9+PR10   (1) Compatibility degree = PR1 + PR2 + PR3 + PR4 + PR5 + PR6 + PR7 + PR8 + PR9 + PR10 (1)
 以下、相性度の算出対象となるプレーヤをプレーヤA、Bとして説明する。相性パラメータPR1は、プレーヤA、Bの年齢の近さを示すパラメータである。したがって、相性パラメータPR1は、プレーヤAとプレーヤBとの年齢が近くなるにつれて、例えば段階的に大きくなるようなポイントが付与される。 Hereinafter, the players for which the degree of compatibility is to be calculated will be described as players A and B. The compatibility parameter PR1 is a parameter indicating the age of the players A and B. Therefore, the compatibility parameter PR1 is given a point that increases stepwise, for example, as the players A and B get closer to age.
 相性パラメータPR2は、プレーヤA、Bの出身地の近さを示すパラメータである。例えば、プレーヤAとプレーヤBとの出身地が同じ県又は州である場合、相性パラメータPR2は最大ポイントが付与され、プレーヤAとプレーヤBとの出身地が同一地方(関東地方、近畿地方、東海地方など)であれば、最大ポイントの次に大きなポイントが付与され、プレーヤAとプレーヤBとの出身国が別の場合、ポイントが付与されない。 The compatibility parameter PR2 is a parameter indicating the proximity of the hometown of the players A and B. For example, when player A and player B are from the same prefecture or state, the compatibility parameter PR2 is given a maximum point, and player A and player B are from the same region (Kanto region, Kinki region, Tokai region). In the case of a region, etc., the point next to the maximum point is given, and if the country of origin of Player A and Player B is different, no point is given.
 相性パラメータPR3は、プレーヤの性別に関するパラメータであり、プレーヤAとプレーヤBとが同姓である場合、所定ポイントが付与され、異性である場合、所定ポイントが付与されない。なお、これは、一例であり、相性パラメータPR3として、プレーヤAとプレーヤBとが異性である場合、所定ポイントが付与され、同性である場合、所定ポイントが付与されないようにしてもよい。 The compatibility parameter PR3 is a parameter relating to the gender of the player. When the player A and the player B have the same surname, a predetermined point is given, and when the player A and B are opposite sex, the predetermined point is not given. Note that this is an example, and as the compatibility parameter PR3, a predetermined point may be given when the players A and B are opposite sex, and a predetermined point may not be given when they are the same sex.
 相性パラメータPR4は、プレーヤAとプレーヤBとのゲームを行う頻度の近さを示すパラメータであり、プレーヤAがゲームを行う頻度と、プレーヤBがゲームを行う頻度とが近くなるにつれて高いポイントが付与される。プレーヤAとプレーヤBとのゲームを行う頻度は、プレーヤ情報の“頻度履歴”の欄に書き込まれた最新の頻度が採用される。そして、相性パラメータPR4は、プレーヤAの頻度とプレーヤBの頻度との差の絶対値が小さくなるにつれて、例えば段階的に大きくなるようなポイントが付与される。 The compatibility parameter PR4 is a parameter indicating the proximity of the frequency of playing the game between the player A and the player B, and a higher point is given as the frequency of the player A playing the game and the frequency of the player B playing the game become closer. Is done. As the frequency of playing the game between the player A and the player B, the latest frequency written in the “frequency history” column of the player information is adopted. The compatibility parameter PR4 is given points that increase stepwise, for example, as the absolute value of the difference between the frequency of the player A and the frequency of the player B decreases.
 相性パラメータPR5は、プレーヤAとプレーヤBとのゲーム期間が近くなるにつれて高いポイントが付与される。ここで、プレーヤA、Bのゲーム期間は、プレーヤ情報に格納された登録日から現在までの日数が採用される。そして、相性パラメータPR5は、プレーヤAのゲーム期間とプレーヤBのゲーム期間との差の絶対値が小さくなるにつれて、例えば段階的に大きくなるような所定のポイントが付与される。 The compatibility parameter PR5 is given higher points as the game period between the player A and the player B approaches. Here, the game period of the players A and B is the number of days from the registration date stored in the player information to the present. The compatibility parameter PR5 is given a predetermined point that increases stepwise, for example, as the absolute value of the difference between the game period of the player A and the game period of the player B decreases.
 相性パラメータPR6は、プレーヤAとプレーヤBとのゲームの進行度の近さを示すパラメータであり、例えばプレーヤAのゲームの進行度とプレーヤBのゲームの進行度の差の絶対値が小さくなるにつれて、段階的に大きくなるようなポイントが付与される。なお、ゲームの進行度は、プレーヤ情報の“進行度”の欄に格納された値が採用される。 The compatibility parameter PR6 is a parameter indicating the degree of progress of the game between the player A and the player B. For example, as the absolute value of the difference between the progress of the game of the player A and the progress of the game of the player B decreases. Points that increase in stages are awarded. Note that the value stored in the “Progress” column of the player information is adopted as the progress of the game.
 相性パラメータPR7は、プレーヤAとプレーヤAとの対戦の勝率の近さを示すパラメータであり、例えば、プレーヤAの勝率とプレーヤBの勝率との差の絶対値が小さくなるにつれて、段階的に大きくなるようなポイントが付与される。 The compatibility parameter PR7 is a parameter indicating the closeness of the winning rate of the match between the player A and the player A. For example, as the absolute value of the difference between the winning rate of the player A and the winning rate of the player B decreases, the compatibility parameter PR7 increases stepwise. Points are given.
 相性パラメータPR8は、プレーヤAとプレーヤBとの職業の近さを示すパラメータであり、プレーヤAとプレーヤBとの職業が近くなるにつれて、段階的に大きくなるようなポイントが付与される。例えば、プレーヤA、Bが共に会社員であり、プレーヤA、Bの職業が一致していれば、最大ポイントが付与される。また、プレーヤAが看護婦であり、プレーヤBが医者であり、職業は一致していないがジャンルが同じ場合、最大ポイントの次に大きなポイントが付与される。 The compatibility parameter PR8 is a parameter indicating the closeness of occupation between the player A and the player B, and points that increase in stages as the occupation between the player A and the player B are given. For example, if the players A and B are both office workers and the occupations of the players A and B match, the maximum points are awarded. If player A is a nurse and player B is a doctor and the occupations do not match but the genre is the same, the next largest point is awarded.
 相性パラメータPR9は、プレーヤAとプレーヤBとの趣味の近さを示すパラメータであり、プレーヤAとプレーヤBとの趣味が一致していれば、最大ポイントが付与され、一致していなくても例えば、“囲碁”や“将棋”というようにジャンルが似ていれば、最大ポイントの次に大きなポイントが付与される。 The compatibility parameter PR9 is a parameter indicating the closeness of the hobbies of the player A and the player B. If the hobbies of the player A and the player B match, the maximum point is given. If the genres are similar, such as “Go” or “Shogi”, the next largest point is awarded.
 相性パラメータPR10は、プレーヤAとプレーヤBとの好みのゲームのジャンルの一致の有無を示すパラメータであり、プレーヤA、B共、例えばシューティングゲームが好みであり、好みのジャンルが一致すれば所定のポイントが付与される。 The compatibility parameter PR10 is a parameter indicating whether or not the favorite game genre matches between the player A and the player B. For both the players A and B, for example, a shooting game is preferred. Points are awarded.
 図2に戻り、プレーヤ紹介部213は、相性度算出部212により相性度が算出された全プレーヤのうち、プレーヤAとの相性度が規定値TH3より高いプレーヤBx(第2プレーヤの一例)を抽出し、抽出したプレーヤBxをプレーヤAに紹介するための紹介情報をプレーヤAの端末装置12に送信する。なお、規定値TH3としては、プレーヤ同士の相性が高いことを示す予め定められた値が採用される。 Returning to FIG. 2, the player introduction unit 213 selects a player Bx (an example of the second player) whose compatibility with the player A is higher than the specified value TH3 among all players whose compatibility is calculated by the compatibility calculation unit 212. Extraction information for introducing the extracted player Bx to the player A is transmitted to the terminal device 12 of the player A. Note that a predetermined value indicating that the compatibility between players is high is adopted as the specified value TH3.
 ここで、プレーヤ紹介部213は、プレーヤAの端末装置12に仲介キャラクタを表示させ、当該仲介キャラクタにプレーヤBxを紹介させる。本実施の形態では、プレーヤAとの相性度が規定値TH3よりも高いプレーヤが複数存在する場合、プレーヤ紹介部213は、相性度が最大のプレーヤをプレーヤBxとしてプレーヤAに紹介するものとする。 Here, the player introduction unit 213 displays the intermediate character on the terminal device 12 of the player A, and causes the intermediate character to introduce the player Bx. In the present embodiment, when there are a plurality of players whose compatibility with player A is higher than the prescribed value TH3, player introduction unit 213 introduces player A with the highest compatibility as player Bx. .
 これにより、プレーヤAに対して最も相性の合う可能性の高い1のプレーヤをプレーヤBxとしてプレーヤAに紹介することができ、プレーヤAがプレーヤBxを仲間であるか否かを判断する際の判断の負担の軽減を図ることができる。 As a result, the player who is most likely to be compatible with the player A can be introduced to the player A as the player Bx, and the determination when the player A determines whether or not the player Bx is a friend. Can be reduced.
 但し、これは一例であり、プレーヤAとの相性度が規定値TH3よりも高いプレーヤが複数存在する場合、プレーヤ紹介部213は、各プレーヤをプレーヤBxとしてプレーヤAに個別に紹介するようにしてもよい。この場合、プレーヤAに対して仲間として選択することができるプレーヤの選択肢を広げることができ、プレーヤAは自身とより相性の合う仲間プレーヤを見つける可能性が高まる。 However, this is an example, and when there are a plurality of players whose compatibility with the player A is higher than the specified value TH3, the player introduction unit 213 introduces each player individually to the player A as the player Bx. Also good. In this case, the player options that can be selected as friends for the player A can be expanded, and the player A is more likely to find a friend player that is more compatible with the player A.
 なお、プレーヤAに対して頻繁に仲間候補となるプレーヤBxを紹介するとプレーヤAに煩わしさを感じさせてしまうため、例えば、規定値TH3の値を高く調整し、仲間候補として紹介されるプレーヤBxが例えば3日に1回程度となるようにしてもよい。逆に、規定値TH3が高すぎると、仲間候補が出てこないことも考えられるので、その場合は規定値TH3を下げるようにすればよい。 If player Bx, who is frequently a fellow candidate, is introduced to player A, player A feels bothered. For example, player Bx introduced as a fellow candidate by adjusting the specified value TH3 high. For example, it may be about once every three days. On the other hand, if the specified value TH3 is too high, it may be possible that no fellow candidates come out. In this case, the specified value TH3 may be lowered.
 具体的には、プレーヤ紹介部213は、仲介キャラクタの画像データを通信部230を介してプレーヤAの端末装置12に送信することで、プレーヤAの端末装置12に仲介キャラクタを表示させる。そして、プレーヤ紹介部213は、この仲介キャラクタを制御するための制御信号を通信部230を介してプレーヤAの端末装置12に送信することで、プレーヤAの端末装置12の表示画面上で仲介キャラクタを動作させる。そして、プレーヤ紹介部213は、仲介キャラクタにプレーヤBxの紹介情報を報知させる。ここで、プレーヤBxの紹介情報としては、例えば、プレーヤBxの出身地及び性別等のプレーヤBxの個人情報や、プレーヤBxが所持するチームの能力値や、ゲームの進行度や、対戦の勝率等が含まれる。 Specifically, the player introduction unit 213 displays the mediating character on the terminal device 12 of the player A by transmitting the image data of the mediating character to the terminal device 12 of the player A via the communication unit 230. Then, the player introduction unit 213 transmits a control signal for controlling the mediating character to the terminal device 12 of the player A via the communication unit 230, whereby the mediating character is displayed on the display screen of the terminal device 12 of the player A. To work. Then, the player introduction unit 213 informs the intermediate character of the introduction information of the player Bx. Here, as the introduction information of the player Bx, for example, personal information of the player Bx such as the birth place and sex of the player Bx, the ability value of the team possessed by the player Bx, the progress of the game, the winning rate of the match, and the like Is included.
 このように、仲介キャラクタを通じてプレーヤBxをプレーヤAに紹介することで、プレーヤAにプレーヤBxへの親近感を抱かせることができ、プレーヤAがプレーヤBxを仲間にするか否かの判断材料を与えることができる。 In this way, by introducing the player Bx to the player A through the mediating character, the player A can have a sense of familiarity with the player Bx, and a material for determining whether or not the player A makes the player Bx a friend. Can be given.
 仲間プレーヤ登録部214は、紹介情報を受信したプレーヤAの端末装置12からプレーヤBxを自己の仲間にする仲間許可通知が送信された場合、プレーヤBxをプレーヤAの仲間プレーヤとして、仲間プレーヤ情報記憶部222に記憶された仲間プレーヤ情報に登録する。 When the friend permission notification is sent from the terminal device 12 of the player A that has received the introduction information, the fellow player registration unit 214 stores the fellow player information as a fellow player of the player A. Registered in the fellow player information stored in the unit 222.
 なお、プレーヤ紹介部213は、プレーヤAの端末装置12からプレーヤBxを自己の仲間にする仲間許可通知が送信された場合、プレーヤBxの端末装置12に、プレーヤAをプレーヤBxに紹介するための紹介情報を送信する。 The player introduction unit 213 introduces the player A to the terminal device 12 of the player Bx and introduces the player A to the player Bx when a friend permission notification is transmitted from the terminal device 12 of the player A to make the player Bx his / her friend. Send referral information.
 そして、仲間プレーヤ登録部214は、プレーヤAの端末装置12とプレーヤBxの端末装置12との双方から仲間許可通知が送信された場合、プレーヤBxをプレーヤAの仲間プレーヤとして仲間プレーヤ情報に登録し、かつ、プレーヤAをプレーヤBxの仲間プレーヤとして仲間プレーヤ情報に登録する。 Then, when the friend permission notification is transmitted from both the terminal device 12 of the player A and the terminal device 12 of the player Bx, the fellow player registration unit 214 registers the player Bx as the fellow player of the player A in the fellow player information. In addition, the player A is registered in the fellow player information as a fellow player of the player Bx.
 例えば、プレーヤBxの同意を求めることなく、プレーヤAのみがプレーヤBxを仲間にすることを条件にプレーヤBxをプレーヤAの仲間にすることも考えられる。しかしながら、これではプレーヤBxの意思に反して勝手にプレーヤBxがプレーヤAの仲間にされてしまう虞があり、プレーヤBxにとって都合が悪い。 For example, it is also conceivable that the player Bx becomes a friend of the player A on the condition that only the player A makes the player Bx a friend without requesting the consent of the player Bx. However, in this case, there is a possibility that the player Bx may be arbitrarily assigned to the player A against the intention of the player Bx, which is inconvenient for the player Bx.
 そこで、本実施の形態では、プレーヤAの端末装置12とプレーヤBxの端末装置12との双方から仲間許可通知が送信され、プレーヤAとプレーヤBxとの双方から仲間にしてもよいとの同意が得られた場合にプレーヤAとプレーヤBxとを仲間同士にしている。 Therefore, in the present embodiment, a friend permission notification is transmitted from both the terminal device 12 of the player A and the terminal device 12 of the player Bx, and there is an agreement that both the player A and the player Bx may be friends. When obtained, player A and player Bx are friends.
 つまり、本実施の形態では、プレーヤが仲間同士であれば、互いに自身のアバターが相手のチーム内に生成され、そのチームのメンバーとなるのである。 That is, in the present embodiment, if the players are friends, their own avatars are generated in the team of the other party and become members of that team.
 例えば、プレーヤAの仲間プレーヤとして、プレーヤB,C,Dが存在したとすると、プレーヤB、C、Dの各チーム内には、プレーヤAのアバターA’が生成され、その各々のチームのメンバーとして登録される。 For example, if players B, C, and D exist as fellow players of player A, an avatar A ′ of player A is generated in each team of players B, C, and D, and members of each team Registered as
 逆に、プレーヤB、C、DのアバターB’、C’、D’もプレーヤAのチーム内にチームメンバーとして生成、登録される。 Conversely, the avatars B ', C', D 'of the players B, C, D are also generated and registered as team members in the player A team.
 そして、上記のアバターは、プレーヤの能力値が反映されている。従って、プレーヤの能力値(例えば、プレーヤのチームの能力値、又はプレーヤのチームの代表キャラクタの能力値)が上昇すれば、これに連動して、仲間プレーヤのチームに登録されているアバターの能力値も上昇する。また、プレーヤの能力が下降すれば、アバターの能力値も下降する。 And the above-mentioned avatar reflects the ability value of the player. Accordingly, if the player's ability value (for example, the ability value of the player's team or the ability value of the representative character of the player's team) increases, the ability of the avatar registered in the fellow player's team is linked to this. The value also rises. If the player's ability decreases, the avatar's ability value also decreases.
 このように、本実施の形態によれば、仲間同士であれば、互いに相手のプレーヤのアバターが自分のチームメンバーに含まれていることになるので、プレーヤに対してアバターを介して常に仲間プレーヤの存在を意識させることができる。 As described above, according to the present embodiment, since the avatars of the other players are included in the team members of each other if they are friends, it is always a friend player through the avatars to the players. Can be made aware of the existence of
 また、プレーヤの能力値が常時、アバターの能力値にも連動されているので、自分がキャラクタを育成することが即ち、全ての仲間のチーム力向上に寄与することにもなるので、「仲間のためにも頑張ろう」、「仲間が喜んでくれるだろう」という仲間意識が醸成される。 In addition, since the ability value of the player is always linked to the ability value of the avatar, it will contribute to the improvement of the team power of all the friends, that is, it will contribute to improving the team power of all the friends. A sense of friendship is nurtured, "Let's do our best" and "Friends will be happy."
 その結果、従来のソーシャルゲームに比して、仲間の存在に対する継続的な意識付けをプレーヤに与えることが可能となるとともに、プレーヤ同士の親密度をより向上させることができ、ひいては、ソーシャルゲームのコミュニティの活性化を図ることができる。 As a result, compared to conventional social games, it is possible to give players continuous awareness of the existence of their friends, and to improve the intimacy between players. It is possible to revitalize the community.
 図13(B)は仲間プレーヤ情報のデータ構造の一例を示した模式図である。図13(B)に示すように仲間プレーヤ情報は、プレーヤ情報に登録された各プレーヤに対して設けられたリレーショナルデータベースにより構成されている。図13(B)の例では、仲間プレーヤ情報は、“仲間プレーヤのプレーヤID”、“親密度”、“登録日”、及び“メッセージ履歴”の欄を備えている。 FIG. 13B is a schematic diagram showing an example of the data structure of fellow player information. As shown in FIG. 13B, the fellow player information is configured by a relational database provided for each player registered in the player information. In the example of FIG. 13B, the fellow player information includes columns of “player ID of fellow player”, “intimacy”, “registration date”, and “message history”.
 “仲間プレーヤのプレーヤID”としては、例えば図13(B)に示す仲間プレーヤ情報がプレーヤAのものであるとすると、プレーヤAが仲間として登録したプレーヤのプレーヤIDが採用される。したがって、仲間プレーヤのプレーヤIDの欄にプレーヤBのプレーヤIDが格納されていれば、プレーヤBはプレーヤAの仲間プレーヤとなる。 As the “player ID of the fellow player”, for example, if the fellow player information shown in FIG. 13B is that of the player A, the player ID of the player registered by the player A as a fellow is adopted. Therefore, if the player ID of the player B is stored in the player ID column of the fellow player, the player B becomes the fellow player of the player A.
 また、図13(B)に示す仲間プレーヤ情報がプレーヤBのものであるとすると、“仲間プレーヤのプレーヤID”の欄にプレーヤB1~B5のプレーヤIDが格納されていたとすると、プレーヤB1~B5がプレーヤBの仲間プレーヤとなる。 Also, assuming that the fellow player information shown in FIG. 13B is that of player B, if the player IDs of players B1 to B5 are stored in the “player ID of fellow player” column, players B1 to B5 are stored. Becomes a friend player of player B.
 “親密度”は、プレーヤ同士の親密さを示す指標であり、例えば、親密さが増大するにつれて値が段階的(例えば5段階)に大きくなる数値が採用される。ここで、親密度は、例えば、プレーヤ同士がメールやチャットによりメッセージを送信する回数が一定の回数に到達すると1段階上昇するというようにして設定される。 “Intimacy” is an index indicating intimacy between players, and for example, a numerical value that increases stepwise (for example, five levels) as the intimacy increases is adopted. Here, the familiarity is set such that, for example, when the number of times the players transmit messages by mail or chat reaches a certain number, the level increases by one level.
 “登録日”は、プレーヤ同士が仲間として登録された日を示す。例えば、プレーヤAとプレーヤBとが2010年3月2日に仲間として登録された場合、プレーヤA、Bの双方の仲間プレーヤ情報の“登録日”の欄に“2010年3月2日”が格納される。 “Registration date” indicates the date when the players were registered as friends. For example, when player A and player B are registered as friends on March 2, 2010, “March 2, 2010” is displayed in the “registration date” column of the player information of both players A and B. Stored.
 “メッセージ履歴”は、プレーヤ同士でチャットや電子メールを用いて送受されたメッセージの履歴が格納されている。例えば、プレーヤAがプレーヤBに対してメッセージを送信したとすると、プレーヤAの仲間プレーヤ情報のメッセージ履歴の欄にはメッセージの送信日時と、メッセージの受信者であるプレーヤBのプレーヤIDとが格納され、プレーヤBの仲間プレーヤ情報のメッセージ履歴の欄にはメッセージの受信日時と、メッセージの送信者であるプレーヤAのプレーヤIDとが格納される。 The “message history” stores the history of messages sent and received between players using chat or e-mail. For example, if player A transmits a message to player B, the message transmission date and time and the player ID of player B who is the message recipient are stored in the message history column of player A's fellow player information. In the message history column of the player B's fellow player information, the message reception date and time and the player ID of the player A who is the message sender are stored.
 図2に戻り、チーム管理部215は、プレーヤAとプレーヤBxと双方の端末装置12から仲間許可通知が送信され、仲間プレーヤ登録部214により、プレーヤBxがプレーヤAの仲間プレーヤとして登録され、かつ、プレーヤAがプレーヤBxの仲間プレーヤとして登録された場合、プレーヤBxのアバターをプレーヤAのチームの部員キャラクタとして登録し、かつ、プレーヤAのアバターをプレーヤBxのチームの部員キャラクタとして登録する。 Returning to FIG. 2, the team management unit 215 transmits a friend permission notification from both the terminal devices 12 of the player A and the player Bx, the player Bx is registered as a friend player of the player A by the friend player registration unit 214, and When the player A is registered as a friend player of the player Bx, the avatar of the player Bx is registered as a member character of the team of the player A, and the avatar of the player A is registered as a member character of the team of the player Bx.
 このように、プレーヤが仲間として認めた別のプレーヤのアバターを自身のチームの部員キャラクタとすることで、別のプレーヤを仲間プレーヤとする動機付けをより強くすることができる。また、仲間プレーヤのアバターが自身のチームに加入するため、あたかも仲間プレーヤと一体となってチームを育成している感覚をプレーヤに与えることができ、仲間プレーヤへの親近感をより高めることができる。 Thus, by using the avatar of another player recognized as a friend by the player as a member character of his / her team, the motivation to make another player a fellow player can be further strengthened. In addition, since the avatar of the fellow player joins his / her team, it is possible to give the player a sense of nurturing the team together with the fellow player, and the friendliness of the fellow player can be further enhanced. .
 ここで、チーム管理部215は、プレーヤAとプレーヤBxとの双方から仲間許可通知が送信された場合、プレーヤAのチーム情報(図13(C)参照)にプレーヤBxのプレーヤIDをキャラクタIDとして、チーム情報に書き込み、かつ、プレーヤBxのチーム情報にプレーヤAのプレーヤIDをキャラクタ情報として書き込む。これにより、プレーヤAのチームにプレーヤBxのアバターが加入され、プレーヤBxのチームにプレーヤAのアバターが加入され、両プレーヤを公平に取り扱うことができる。 Here, when the friend permission notification is transmitted from both the player A and the player Bx, the team management unit 215 uses the player ID of the player Bx as the character ID in the team information of the player A (see FIG. 13C). Then, the team information is written, and the player ID of the player A is written as character information in the team information of the player Bx. Thereby, the avatar of the player Bx is joined to the team of the player A, and the avatar of the player A is joined to the team of the player Bx, so that both players can be handled fairly.
 図13(C)は、チーム情報のデータ構造の一例を示した模式図である。図13(C)に示すチーム情報は各プレーヤに対して設けられたリレーショナルデータベースであり、“キャラクタID”、“属性”、及び“キャラクタ能力値”を格納する欄を備えている。 FIG. 13C is a schematic diagram showing an example of the data structure of the team information. The team information shown in FIG. 13C is a relational database provided for each player, and includes columns for storing “character ID”, “attribute”, and “character ability value”.
 キャラクタIDは、チームを構成する各キャラクタを識別するために一意的に割り付けられた識別情報である。“属性”はキャラクタの属性を示す。キャラクタの属性としては、例えばCPUと仲間プレーヤとが含まれる。CPUの属性を持つキャラクタは、CPUによって制御されるキャラクタである。ここで、CPUによって制御されるキャラクタは、例えばチームを構成するキャラクタとして予め用意されたデフォルトのキャラクタや、ゲーム提供装置11によって提供されるチームと対戦して勝利した場合に獲得されたキャラクタや、キャラクタ購入アイテムを用いて購入したキャラクタ等が該当する。仲間プレーヤの属性を持つキャラクタは、仲間プレーヤのアバターである。 The character ID is identification information uniquely assigned to identify each character constituting the team. “Attribute” indicates an attribute of the character. Examples of character attributes include a CPU and fellow players. A character having a CPU attribute is a character controlled by the CPU. Here, the character controlled by the CPU is, for example, a default character prepared in advance as a character constituting a team, a character acquired when winning against a team provided by the game providing device 11, This corresponds to a character purchased using a character purchase item. The character having the attribute of the fellow player is an avatar of the fellow player.
 “キャラクタ能力値”は、各キャラクタが個別に持つ能力値であり、上述したように練習によって増大される。なお、仲間プレーヤのアバターの能力値は、例えば仲間プレーヤのチームの能力値又は仲間プレーヤのチームの代表キャラクタ(キャプテンや監督を模擬したキャラクタ)の能力値と連動しており、仲間プレーヤの能力値が上昇すれば、それに応じて仲間プレーヤのアバターの能力値も上昇する。 “Character ability value” is an ability value that each character has individually and is increased by practice as described above. Note that the ability value of the fellow player's avatar is linked to, for example, the ability value of the team of the fellow player or the ability value of the representative character of the team of the fellow player (a character simulating a captain or a director). Increases, the ability value of the fellow player's avatar also increases accordingly.
 図2に戻り、プレーヤ情報記憶部221は図13(A)に示すプレーヤ情報を記憶し、仲間プレーヤ情報記憶部222は図13(B)に示す仲間プレーヤ情報を記憶し、チーム情報記憶部223は図13(C)に示すチーム情報を記憶する。画像データ記憶部224は、端末装置12に表示されるゲーム画面の画像データやキャラクタの画像データを記憶している。 Returning to FIG. 2, the player information storage unit 221 stores the player information shown in FIG. 13A, the fellow player information storage unit 222 stores the fellow player information shown in FIG. 13B, and the team information storage unit 223. Stores the team information shown in FIG. The image data storage unit 224 stores game screen image data and character image data displayed on the terminal device 12.
 図3は、図1に示す端末装置12の構成を示すブロック図である。端末装置12は、操作表示部31、制御部32、記憶部33、及び通信部34を備えている。操作表示部31は、例えばタッチパネル式の表示装置により構成され、ユーザから入力される種々の操作指示を受け付けると共に、ゲームについての種々の画像を表示する。本実施の形態では、特に、対戦の開始指示や別のプレーヤを仲間として許可する仲間許可指示等を受け付け、ゲーム提供装置11から送信されるデータに従ってゲームについての種々の画像を表示する。 FIG. 3 is a block diagram showing the configuration of the terminal device 12 shown in FIG. The terminal device 12 includes an operation display unit 31, a control unit 32, a storage unit 33, and a communication unit 34. The operation display unit 31 is configured by, for example, a touch panel display device, and receives various operation instructions input from the user and displays various images about the game. In the present embodiment, in particular, an instruction to start a match, a friend permission instruction for permitting another player as a friend, and the like are received, and various images about the game are displayed according to data transmitted from the game providing device 11.
 制御部32は、例えば、CPUにより構成され、端末装置12の全体制御を司る。記憶部33は、例えば、不揮発性の記憶装置により構成され、端末装置12に上記のゲームを行わせるためのプログラムや上記のゲームを行う上で必要になる画像データ等を記憶する。 The control unit 32 is configured by a CPU, for example, and governs overall control of the terminal device 12. The storage unit 33 is configured by, for example, a non-volatile storage device, and stores a program for causing the terminal device 12 to perform the above game, image data necessary for performing the above game, and the like.
 通信部34は、通信回線NTに対して種々のデータを送信し、通信回線NTに流れる種々のデータを受信する通信回路により構成されている。本実施の形態では、特に、通信部34は、プレーヤにより対戦開始指示が入力されたことをゲーム提供装置11に通知するための対戦依頼やプレーヤにより仲間許可指示が入力されたことをゲーム提供装置11に通知するための仲間許可通知等をゲーム提供装置11に送信する。 The communication unit 34 includes a communication circuit that transmits various data to the communication line NT and receives various data flowing through the communication line NT. In the present embodiment, in particular, the communication unit 34 determines that a match request is issued to notify the game providing apparatus 11 that a match start instruction has been input by the player, and that a friend permission instruction has been input by the player. 11 sends a friend permission notification or the like to notify the game providing device 11.
 次に、本実施の形態によるソーシャルゲームのゲームの流れについて説明する。図10(A)は、登録済のプレーヤがゲーム提供装置11にアクセスした際にプレーヤの端末装置12に表示されるゲームの初期画面の一例を示した図である。 Next, the game flow of the social game according to this embodiment will be described. FIG. 10A is a diagram showing an example of an initial game screen displayed on the terminal device 12 of the player when the registered player accesses the game providing device 11.
 図10(A)に示すゲームの初期画面には、“マイページへ”と記載された項目が含まれている。プレーヤがこの項目に図略のカーソルを合わせ、決定ボタンを押すと、自動的にログイン認証が行われ、図10(B)に示すゲーム項目画面が表示される。図10(B)は、ゲーム項目画面の一例を示した図である。図10(B)に示すゲーム項目画面では、“部活に行く”、“対戦する”、及び“アイテム購入”等の項目が表示されている。プレーヤにより“部活に行く”にカーソルを合わせ決定ボタンが押されると、端末装置12からそのことを示す信号が送信され、ゲーム提供装置11は、プレーヤにより育成モードが選択されたと判断する。 The initial screen of the game shown in FIG. 10 (A) includes an item “Go to My Page”. When the player places a cursor (not shown) on this item and presses the enter button, login authentication is automatically performed, and a game item screen shown in FIG. 10B is displayed. FIG. 10B is a diagram showing an example of the game item screen. In the game item screen shown in FIG. 10B, items such as “go to club activities”, “match”, and “item purchase” are displayed. When the player moves the cursor to “go to club activities” and presses the enter button, a signal indicating that is transmitted from the terminal device 12, and the game providing device 11 determines that the breeding mode has been selected by the player.
 一方、プレーヤにより“対戦する”にカーソルが合わされ、決定ボタンが押されると、端末装置12からそのことを示す信号が送信され、ゲーム提供装置11は、プレーヤにより対戦モードが選択されたと判断する。 On the other hand, when the player moves the cursor to “match” and presses the enter button, a signal indicating that is transmitted from the terminal device 12, and the game providing device 11 determines that the battle mode has been selected by the player.
 図11(A)はプレーヤにより育成モードが選択された場合にプレーヤの端末装置12に表示される育成モードの初期画面の一例である。図11(A)に示す画面図では2つのキャラクタ表示欄111,111が表示されている。キャラクタ表示欄111には、プレーヤが所持するチームの構成員である部員キャラクタCA1と、部員キャラクタCA1によるプレーヤへのメッセージを表示するためのメッセージ表示欄112とが設けられている。図11(A)において表示されている2つの部員キャラクタCA1は、仲間プレーヤのアバターを示している。そのため、メッセージ表示欄112は、仲間プレーヤの名称が書き込まれ、アバターがどの仲間プレーヤのものであるかが特定可能になっている。 FIG. 11A shows an example of the initial screen of the training mode displayed on the terminal device 12 of the player when the training mode is selected by the player. In the screen diagram shown in FIG. 11A, two character display fields 111 and 111 are displayed. The character display column 111 is provided with a member character CA1 that is a member of a team possessed by the player, and a message display column 112 for displaying a message to the player by the member character CA1. Two member characters CA1 displayed in FIG. 11 (A) indicate avatars of fellow players. Therefore, in the message display field 112, the name of the fellow player is written, and it is possible to specify which fellow player the avatar belongs to.
 例えば、プレーヤが部員キャラクタCA1に対して何かメッセージを書き込むと、そのメッセージに対する部員キャラクタCA1による応答メッセージがメッセージ表示欄112に表示される。図11(A)の例では、プレーヤが部員キャラクタCA1に対して“オハヨー”との呼びかけたため、その呼びかけに応答した部員キャラクタCA1のメッセージである“オハヨーキャプテン”との文言がメッセージ表示欄112に書き込まれている。 For example, when the player writes a message to the member character CA1, a response message by the member character CA1 to the message is displayed in the message display column 112. In the example of FIG. 11A, since the player called “Ohayo” to the member character CA1, the message “Ohayo Captain”, which is the message of the member character CA1 responding to the call, is displayed in the message display column 112. Has been written.
 なお、ゲーム提供装置11は、プレーヤにより書き込むことが想定されるメッセージと、このメッセージに対する部員キャラクタCA1による応答メッセージとを関連付けた会話テーブルを予め記憶しており、この会話テーブルを用いて、プレーヤによるメッセージに対する部員キャラクタCA1のメッセージを選択し、メッセージ表示欄112に書き込む。 Note that the game providing apparatus 11 stores in advance a conversation table in which a message expected to be written by the player and a response message by the member character CA1 for the message are stored, and the player uses the conversation table to The message of the member character CA1 for the message is selected and written in the message display field 112.
 また、図11(A)に示す育成モードの初期画面では、2つの部員キャラクタCA1が表示されているが、この2つの部員キャラクタCA1は例えば、プレーヤとの親密度が高い上位数名(例えば2名~4名)の仲間プレーヤのアバターを採用してもよいし、チームの構成員のうち旬の情報を持つ部員キャラクタCA1を採用してもよい。ここで、部員キャラクタCA1をアバターとする仲間プレーヤの近況が大きく変化したような場合、その近況の大きな変化が旬の情報として採用される。 In addition, in the initial screen of the training mode shown in FIG. 11A, two member characters CA1 are displayed. These two member characters CA1 are, for example, several high-level names (for example, 2) that are close to the player. The avatars of fellow players (names to 4) may be employed, or the member character CA1 having seasonal information among the members of the team may be employed. Here, when the recent state of a fellow player who uses the member character CA1 as an avatar changes greatly, the large change in the recent state is adopted as seasonal information.
 より具体的には、部員キャラクタCA1をアバターとする仲間プレーヤがゲームをする時間帯がいつもは夜であるにも拘わらず、本日は朝にゲームを行ったような場合、そのことが旬の情報としてメッセージ表示欄112に表示される。また、部員キャラクタCA1をアバターとする仲間プレーヤが本日試合に勝利したり、ある大会に参加して優勝したりしたような場合、そのことが旬の情報としてメッセージ表示欄112に表示される。 More specifically, if a fellow player who uses the member character CA1 as an avatar plays a game in the morning today despite the time when the game is always a night, this is the seasonal information. Is displayed in the message display field 112. Further, when a fellow player who uses the member character CA1 as an avatar wins the game today or participates in a tournament and wins, this is displayed in the message display column 112 as seasonal information.
 また、部員キャラクタCA1をアバターとする仲間プレーヤのゲームの頻度が低下しているような場合、“うちのボスは最近ごぶさたです”というようなメッセージが旬の情報としてメッセージ表示欄112に表示される。 Further, when the frequency of the game of the fellow player who uses the member character CA1 as an avatar is decreasing, a message such as “Our boss is obsessed recently” is displayed in the message display column 112 as seasonal information. .
 このように、メッセージ表示欄112に書き込まれたメッセージを通じて、プレーヤは仲間プレーヤの近況を認識することができる。また、プレーヤに対して仲間プレーヤの近況を認識させることで、プレーヤは仲間プレーヤについての情報を知ることができ、仲間プレーヤへの親近感をより高めることができる。 Thus, through the message written in the message display field 112, the player can recognize the current status of the fellow player. Further, by making the player recognize the current status of the fellow player, the player can know information about the fellow player, and can further increase the sense of familiarity with the fellow player.
 また、キャラクタ表示欄111には、“メッセージを送る”と記載されたメッセージ送信項目113が設けられている。プレーヤは、このメッセージ送信項目にカーソルを合わせ決定ボタンを押すと、メッセージの入力画面が現れる。そして、プレーヤはメッセージの入力画面にメッセージを書き込み、送信ボタンを押すと、そのメッセージがチャットや電子メールを通じて、該当する仲間プレーヤの端末装置12に送信される。 Also, the character display column 111 is provided with a message transmission item 113 in which “send message” is described. When the player moves the cursor to this message transmission item and presses the enter button, a message input screen appears. When the player writes a message on the message input screen and presses the send button, the message is transmitted to the terminal device 12 of the corresponding fellow player through chat or e-mail.
 一方、このメッセージを受けた仲間プレーヤもプレーヤに対してメッセージが送信可能となっている。そして、仲間プレーヤからのメッセージを受信すると、そのメッセージが旬の情報としてメッセージ表示欄112に書き込まれる。 On the other hand, a fellow player who has received this message can also send a message to the player. When a message from a fellow player is received, the message is written in the message display field 112 as seasonal information.
 これにより、プレーヤ同士で会話することができる。例えば、メッセージとして仲間プレーヤを激励するようなメッセージを書き込めば、プレーヤ同士の親近感をより高めることができる。したがって、本実施の形態では、プレーヤが仲間プレーヤに送信したチャットや電子メールの回数に応じてその仲間プレーヤとの親密度が上昇するように構成されている。また、本実施の形態では、仲間プレーヤを獲得することへの特典を明確に反映させるために、仲間プレーヤとの会話数が増大するにつれて、ゲーム内通貨を上昇させていく。これにより、プレーヤに対して、仲間プレーヤを獲得するだけに留まらず、仲間プレーヤと積極的に会話をしようとする動機付けを与えることができ、ゲームの活性化を図ることができる。 This allows conversations between players. For example, if a message for encouraging fellow players is written as a message, it is possible to further increase the affinity between the players. Therefore, the present embodiment is configured such that the intimacy with the fellow player increases in accordance with the number of chats and e-mails sent by the player to the fellow player. Further, in the present embodiment, in order to clearly reflect a privilege for acquiring a fellow player, the in-game currency is increased as the number of conversations with the fellow player increases. Accordingly, the player can be motivated not only to acquire a fellow player but also to actively talk with the fellow player, and the game can be activated.
 図11(A)の画面の下側には“練習する”と記載された項目と、“チームメンバーをのぞく”と記載された項目とが表示されている。プレーヤは“チームメンバーをのぞく”と記載された項目にカーソルを合わせ、決定ボタンを押すと、図11(B)に示す部員キャラクタCA1のメッセージ閲覧リストがプレーヤの端末装置12に表示される。 In the lower part of the screen of FIG. 11 (A), an item “Practice” and an item “Excluding team members” are displayed. When the player moves the cursor to the item “Excluding Team Members” and presses the enter button, the message browsing list of the member character CA1 shown in FIG. 11B is displayed on the terminal device 12 of the player.
 図11(B)に示すメッセージ閲覧リストでは、全部員キャラクタCA1の最新のメッセージが表示されている。なお、図11(B)では4つの部員キャラクタCA1のメッセージしか表示されていないが、プレーヤが画面をスクロールすることで他の部員キャラクタCA1のメッセージも閲覧することができる。 In the message browsing list shown in FIG. 11B, the latest message of all the member characters CA1 is displayed. In FIG. 11B, only four member character CA1 messages are displayed, but the player can also browse messages of other member characters CA1 by scrolling the screen.
 図11(B)では、キャラクタ表示欄111には、図11(A)よりも小さいサイズで部員キャラクタCA1のサムネイル画像が表示されている。キャラクタ表示欄111の右側にはメッセージ表示欄112が設けられ、各部員キャラクタCA1の最新のメッセージが表示されている。また、メッセージ表示欄112には、メッセージ送信項目113が表示され、プレーヤは図11(A)と同様にして、該当する仲間プレーヤにメッセージを送ることができる。 In FIG. 11B, a thumbnail image of the member character CA1 is displayed in the character display column 111 in a size smaller than that in FIG. A message display field 112 is provided on the right side of the character display field 111, and the latest message of each member character CA1 is displayed. Further, a message transmission item 113 is displayed in the message display field 112, and the player can send a message to the corresponding fellow player in the same manner as in FIG.
 図11(A)において、プレーヤが“練習する”と記載された項目にカーソルを合わせ、決定ボタンを押すと、図12に示す練習モードの初期画面が表示される。 11A, when the player moves the cursor to the item “Practice” and presses the enter button, an initial screen of the practice mode shown in FIG. 12 is displayed.
 図12の例では、画面の上側に練習風景を示したフィールド表示欄121が設けられている。フィールド表示欄121の下側には、現在、行うことができる練習を示す練習表示項目122が表示されている。図12の例では、“2 トスバッティング”と表示されており、現在、2段階目のトスバッティングに到達していることがプレーヤに報知される。練習表示項目122の下側には、“練習する”と記載された練習実行ボタン123が表示されている。プレーヤは、練習実行ボタン123にカーソルを合わせ、決定ボタンを押すと、練習表示項目122に示された練習が実行される。 In the example of FIG. 12, a field display field 121 indicating a practice scene is provided on the upper side of the screen. Below the field display field 121, practice display items 122 indicating exercises that can be performed are displayed. In the example of FIG. 12, “2 toss batting” is displayed, and the player is informed that the second stage toss batting has been reached. Below the practice display item 122, a practice execution button 123 in which “Practice” is written is displayed. When the player moves the cursor to the practice execution button 123 and presses the enter button, the practice shown in the practice display item 122 is executed.
 練習実行ボタン123の下側には、体力値表示欄124と達成度表示欄125とが表示されている。体力値表示欄124は、チームの現在の体力値を例えば棒グラフで表示し、達成度表示欄125は、チームの現在の練習の達成度を例えば棒グラフで表示する。 Below the practice execution button 123, a physical strength value display field 124 and an achievement level display field 125 are displayed. The physical strength value display field 124 displays the current physical strength value of the team as a bar graph, for example, and the achievement level display field 125 displays the achievement level of the team's current practice as a bar graph, for example.
 達成度は、練習を開始したとき、0に設定されており、プレーヤにより練習実行ボタン123が1回押されるたびに、所定の値ずつ増大していく。図12の例では、練習実行ボタン123が押されるたびに、達成度の斜線で示した領域が右側に増大していく。そして、達成度の斜線で示した領域が体力値表示欄124の右端まで到達すると、練習表示項目122に表示された練習が終了し、プレーヤは練習を次の段階に進めることができる。 The achievement level is set to 0 when the practice is started, and increases every time the practice execution button 123 is pressed once by the player. In the example of FIG. 12, each time the practice execution button 123 is pressed, the hatched area of the achievement level increases to the right. Then, when the area indicated by the oblique line of the achievement level reaches the right end of the physical strength value display column 124, the practice displayed in the practice display item 122 is finished, and the player can advance the practice to the next stage.
 一方、体力値は、達成度とは逆にプレーヤにより練習実行ボタン123が1回押されるたびに所定の値ずつ減少していく。図12の例では、練習実行ボタン123が押されるたびに、体力値の斜線で示した領域が左側に減少していく。そして、体力値の斜線で示した領域が達成度表示欄125の左端まで到達すると、プレーヤはこれ以上、練習を継続することができなくなる。 On the other hand, the physical strength value decreases by a predetermined value every time the practice execution button 123 is pressed once by the player, contrary to the achievement level. In the example of FIG. 12, each time the practice execution button 123 is pressed, the shaded area of the physical strength value decreases to the left. When the area indicated by the diagonal line of the physical strength value reaches the left end of the achievement level display column 125, the player can no longer continue the practice.
 したがって、プレーヤはゲーム提供装置11から一旦ログアウトし、体力値が上昇するのを待ってから再度ゲーム提供装置11にログインして練習を継続する必要がある。つまり、ゲーム実行部211は、プレーヤがゲーム提供装置11からログアウトしている期間において、経時的に体力値を増大させていく。これにより、達成度の上昇に一定の制限が課され、ゲームの興趣性を高めることができる。 Therefore, it is necessary for the player to log out from the game providing apparatus 11, wait for the physical fitness value to rise, log in to the game providing apparatus 11 again, and continue the practice. That is, the game execution unit 211 increases the physical strength value over time during a period in which the player is logged out from the game providing device 11. Thereby, a certain restriction | limiting is imposed on the raise of achievement, and the interest property of a game can be improved.
 図10(B)に示す“アイテム購入”の項目にカーソルが移動されて決定ボタンが押されると、プレーヤが購入可能な種々のアイテムが一覧表示され、プレーヤはゲーム内通貨を用いて好みのアイテムを購入することができる。 When the cursor is moved to the “item purchase” item shown in FIG. 10B and the enter button is pressed, various items that can be purchased by the player are displayed in a list. Can be purchased.
 次に、図1に示すゲームシステムが上記の第1抽出処理を実行する場合の処理の流れについて説明する。図4、図5は、第1抽出処理を実行する場合のゲームシステムの処理の流れを示すフローチャートである。まず、プレーヤAが端末装置12に対してログイン指示を入力すると(S41でYES)、端末装置12はログイン指令をゲーム提供装置11に送信する(S42)。 Next, the flow of processing when the game system shown in FIG. 1 executes the first extraction processing will be described. 4 and 5 are flowcharts showing the flow of processing of the game system when the first extraction processing is executed. First, when the player A inputs a login instruction to the terminal device 12 (YES in S41), the terminal device 12 transmits a login command to the game providing device 11 (S42).
 ここで、プレーヤは1度ログインすると、2回目以降はログイン指示を入力しなくとも、ゲーム提供装置11にアクセスした際に、自動的にログイン指令が送信される。次に、ゲーム提供装置11は、ログイン指令を受信する(S401)。次に、ゲーム提供装置11は、プレーヤAの仲間プレーヤの人数を図13(B)に示すプレーヤAの仲間プレーヤ情報を参照することで特定し、かつ、プレーヤAのゲーム期間を図13(A)に示すプレーヤ情報を参照することで特定する(S402)。 Here, when the player logs in once, a login command is automatically transmitted when accessing the game providing apparatus 11 without inputting a login instruction for the second and subsequent times. Next, the game providing apparatus 11 receives a login command (S401). Next, the game providing apparatus 11 specifies the number of fellow players of the player A by referring to the fellow player information of the player A shown in FIG. 13B, and sets the game period of the player A in FIG. ) To identify the player information (S402).
 次に、ゲーム提供装置11は、プレーヤAの仲間プレーヤの人数がゲーム期間に応じて予め定められた規定値TH2以下の場合(S403でYES)、プレーヤAに対して相性の合うプレーヤを紹介させる必要があると判断する(S404)。一方、プレーヤAの仲間プレーヤの人数がゲーム期間に応じて予め定められた規定値TH2よりも大きい場合(S403でNO)、ゲーム提供装置11は、プレーヤAに対して相性の合うプレーヤを紹介させる必要はないと判断し(S405)、処理を終了する。 Next, the game providing apparatus 11 causes the player A to introduce a compatible player when the number of fellow players of the player A is equal to or less than the predetermined value TH2 determined in advance according to the game period (YES in S403). It is determined that it is necessary (S404). On the other hand, when the number of fellow players of player A is greater than a predetermined value TH2 that is predetermined according to the game period (NO in S403), game providing apparatus 11 causes player A to introduce a compatible player. It is determined that it is not necessary (S405), and the process is terminated.
 次に、ゲーム提供装置11は、プレーヤAとの親密度が規定値TH1より大きい仲間プレーヤを特定する(S406)。ここでは、図8(B)の例において、プレーヤAの仲間プレーヤであるプレーヤB~Eのうち、プレーヤB、CがプレーヤAとの親密度が規定値TH1より大きかったため、プレーヤB、Cが特定されたとする。 Next, the game providing apparatus 11 specifies a fellow player whose familiarity with the player A is greater than the specified value TH1 (S406). Here, in the example of FIG. 8B, among the players B to E who are the fellow players of the player A, since the familiarity of the players B and C with the player A is greater than the specified value TH1, the players B and C Suppose that it was identified.
 次に、ゲーム提供装置11は、プレーヤB、Cの仲間プレーヤであるプレーヤB1~B5及びプレーヤC1~C5のうち、プレーヤB、Cとの親密度が規定値TH1より大きいプレーヤをプレーヤAとの相性度の算出対象のプレーヤとして抽出する(S407)。ここでは、プレーヤB1~B5及びプレーヤC1~C5のうち、プレーヤB1、B2、C1が抽出されたとする。 Next, the game providing apparatus 11 selects a player having a friendship with the player A that is greater than the specified value TH1 among the players B1 to B5 and the players C1 to C5 that are fellow players of the players B and C. The player is extracted as a player whose compatibility degree is to be calculated (S407). Here, it is assumed that the players B1, B2, and C1 are extracted from the players B1 to B5 and the players C1 to C5.
 次に、ゲーム提供装置11は、S407で抽出されたプレーヤB1、B2、C1とプレーヤAとのそれぞれの相性度を算出する(S408)。 Next, the game providing apparatus 11 calculates the compatibility of each of the players B1, B2, C1 and the player A extracted in S407 (S408).
 次に、ゲーム提供装置11は、S408で算出した相性度が規定値TH3よりも大きいか否かを判定する(S409)。ここでは、プレーヤB1、B2、C1のうち、プレーヤB1、C1の相性度が規定値TH3よりも大きかったとする。 Next, the game providing apparatus 11 determines whether or not the degree of compatibility calculated in S408 is greater than a specified value TH3 (S409). Here, it is assumed that among the players B1, B2, and C1, the compatibility of the players B1 and C1 is greater than the specified value TH3.
 ゲーム提供装置11は、相性度が規定値TH3よりも大きなプレーヤが存在する場合(S409でYES)、相性度が規定値TH3よりも大きなプレーヤのうち、相性度が最大のプレーヤをプレーヤBxとして特定する(S410)。ここでは、プレーヤB1、C1のうちプレーヤB1の相性度が最大であったため、プレーヤB1がプレーヤBxとして特定されたとする。 When there is a player whose compatibility level is greater than the specified value TH3 (YES in S409), the game providing apparatus 11 identifies the player having the maximum compatibility level as the player Bx among the players whose compatibility level is higher than the specified value TH3. (S410). Here, it is assumed that the player B1 is identified as the player Bx because the compatibility of the player B1 is the highest among the players B1 and C1.
 一方、ゲーム提供装置11は、相性度が規定値TH3よりも大きいプレーヤが存在しなかった場合(S409でNO)、プレーヤAと相性が合いそうな紹介するべきプレーヤは存在しないと判定し、処理を終了する。 On the other hand, if there is no player having a compatibility level greater than the specified value TH3 (NO in S409), the game providing apparatus 11 determines that there is no player to be introduced that is likely to be compatible with the player A, and performs processing. Exit.
 次に、ゲーム提供装置11は、プレーヤBxの紹介情報をプレーヤAの端末装置12に送信する(S411)。 Next, the game providing device 11 transmits the introduction information of the player Bx to the terminal device 12 of the player A (S411).
 次に、プレーヤAの端末装置12は、プレーヤBxの紹介情報を受信する(S43)。次に、プレーヤAの端末装置12は、プレーヤBxのアバターである部員キャラクタCA1を表示する(S44)。そして、プレーヤAの端末装置12は、この部員キャラクタCA1にプレーヤBxをプレーヤAに紹介するための紹介情報を報知させる。この場合、プレーヤAの端末装置12は、図11(A)に示すような、プレーヤBxのアバターが部員キャラクタCA1として表示されたキャラクタ表示欄111を表示し、メッセージ表示欄112にプレーヤBxの紹介情報を表示すればよい。 Next, the terminal device 12 of the player A receives the introduction information of the player Bx (S43). Next, the terminal device 12 of the player A displays the member character CA1 that is the avatar of the player Bx (S44). Then, the terminal device 12 of the player A notifies the member character CA1 of introduction information for introducing the player Bx to the player A. In this case, the terminal device 12 of the player A displays the character display field 111 in which the avatar of the player Bx is displayed as the member character CA1 as shown in FIG. 11A, and introduces the player Bx in the message display field 112. Information only needs to be displayed.
 次に、プレーヤAの端末装置12は、プレーヤAによりプレーヤBxを仲間にするための仲間許可指示が入力されると(S45でYES)、仲間許可通知をゲーム提供装置11に送信する(S46)。一方、プレーヤAの端末装置12は、プレーヤAによりプレーヤBxを仲間としない仲間不許可指示が入力されると(S45でNO)、処理を終了させる。この場合、プレーヤAの端末装置12は、仲間不許可通知をゲーム提供装置11に送信する。 Next, when the friend permission instruction for making the player Bx a friend is input by the player A (YES in S45), the terminal device 12 of the player A transmits a friend permission notification to the game providing device 11 (S46). . On the other hand, the terminal device 12 of the player A ends the process when the player A inputs a friend disapproval instruction that does not make the player Bx a friend (NO in S45). In this case, the terminal device 12 of the player A transmits a friend disapproval notice to the game providing device 11.
 そして、仲間不許可通知を受けたゲーム提供装置11は、プレーヤBxがプレーヤAの相性度の算出対象として抽出することを一定期間、禁止する。具体的には、ゲーム提供装置11の相性度算出部212は、プレーヤ情報において、プレーヤAのレコードにプレーヤBxを相性度の算出対象として抽出することを防止するためのフラグを立て、一定期間経過すると、このフラグを倒す。 Then, the game providing apparatus 11 that has received the friend disapproval notice prohibits the player Bx from extracting the player Bx as a target for calculating the compatibility of the player A for a certain period. Specifically, the compatibility level calculation unit 212 of the game providing apparatus 11 sets a flag for preventing the player Bx from being extracted as a compatibility level calculation target in the player A record in the player information, and a certain period of time has elapsed. Then defeat this flag.
 これにより、一定期間において、プレーヤAが仲間にすることを希望しないプレーヤBxがプレーヤAに紹介されることが防止され、プレーヤAの判断の負担を少なくすることができる。 This prevents the player A from introducing the player Bx that the player A does not want to be a friend to the player A for a certain period of time, thereby reducing the player's burden of determination.
 一方、一定期間が経過すると、プレーヤAは考えが変わり、プレーヤBxを仲間プレーヤとしてもよいと判断することもある。そこで、一定期間が経過すると、プレーヤBxをプレーヤAとの相性度の算出対象として除外することを取りやめる。なお、一定期間としては、例えば、1週間、1か月、3か月、半年、1年等の種々の値を採用することができる。 On the other hand, after a certain period of time has passed, Player A changes his mind and may determine that Player Bx may be a fellow player. Therefore, when a certain period of time has elapsed, the player Bx is no longer excluded from the calculation of compatibility with the player A. In addition, as a fixed period, various values, such as 1 week, 1 month, 3 months, a half year, 1 year, are employable, for example.
 S412において、ゲーム提供装置11は、プレーヤBxの仲間許可通知を受信すると(S412でYES)、プレーヤBxの端末装置12にプレーヤAの紹介情報を送信する(S413)。 In S412, when the game providing device 11 receives the friend permission notification of the player Bx (YES in S412), the game providing device 11 transmits the introduction information of the player A to the terminal device 12 of the player Bx (S413).
 次に、プレーヤBxの端末装置12は、プレーヤAの紹介情報を受信する(S51)。この場合、プレーヤBxの端末装置12は、プレーヤAの端末装置12と同様、プレーヤAのアバターである部員キャラクタCA1を表示し、部員キャラクタCA1にプレーヤAの紹介情報を報知させる。 Next, the terminal device 12 of the player Bx receives the introduction information of the player A (S51). In this case, like the terminal device 12 of the player A, the terminal device 12 of the player Bx displays the member character CA1 that is the avatar of the player A, and informs the member character CA1 of the introduction information of the player A.
 次に、プレーヤBxの端末装置12は、プレーヤBxにより、プレーヤAを仲間として許可する仲間許可指示が入力されると(S52でYES)、仲間許可通知をゲーム提供装置11に送信する(S53)。 Next, when a friend permission instruction for allowing the player A as a friend is input by the player Bx (YES in S52), the terminal device 12 of the player Bx transmits a friend permission notification to the game providing device 11 (S53). .
 一方、プレーヤBxの端末装置12は、プレーヤBxにより、プレーヤAを仲間として許可しない仲間不許可指示が入力された場合(S52でNO)、処理を終了する。この場合、プレーヤBxの端末装置12は、仲間不許可通知をゲーム提供装置11に送信する。なお、ゲーム提供装置11は、プレーヤBxの端末装置12から仲間不許可通知を受信した場合、プレーヤBxの相性度の算出対象から一定期間、プレーヤAを外す。 On the other hand, the terminal device 12 of the player Bx ends the process when a friend disapproval instruction that does not permit the player A as a friend is input by the player Bx (NO in S52). In this case, the terminal device 12 of the player Bx transmits a friend disapproval notice to the game providing device 11. Note that when the game providing apparatus 11 receives the friend non-permission notification from the terminal apparatus 12 of the player Bx, the game providing apparatus 11 removes the player A from the calculation target of the compatibility of the player Bx for a certain period.
 ゲーム提供装置11は、プレーヤBxの端末装置12から仲間許可通知を受信すると(S414でYES)、プレーヤAとプレーヤBxとの双方の同意が得られたため、プレーヤAとプレーヤBxとを仲間プレーヤとして登録する(S415)。一方、ゲーム提供装置11は、プレーヤBxの端末装置12から仲間不許可通知を受信した場合(S414でNO)、プレーヤAとプレーヤBxとを仲間プレーヤとして登録しない。 When the game providing device 11 receives the friend permission notification from the terminal device 12 of the player Bx (YES in S414), since the consent of both the player A and the player Bx is obtained, the player A and the player Bx are used as the fellow players. Register (S415). On the other hand, when the game providing apparatus 11 receives a friend disapproval notice from the terminal device 12 of the player Bx (NO in S414), the game providing apparatus 11 does not register the player A and the player Bx as fellow players.
 なお、上記のフローチャートにおいて、プレーヤBxの端末装置12がゲーム提供装置11にログインしていない場合もある。この場合、ゲーム提供装置11は、プレーヤBxの端末装置がゲーム提供装置にログインした際に、S413~S416の処理を実行すればよい。 In the above flowchart, the terminal device 12 of the player Bx may not log in to the game providing device 11 in some cases. In this case, the game providing apparatus 11 may execute the processes of S413 to S416 when the terminal device of the player Bx logs in to the game providing apparatus.
 次に、上記の第2抽出処理を実行する場合のゲームシステムの処理の流れについて説明する。図6、図7は、第2抽出処理を実行する場合のゲームシステムの処理の流れを示すフローチャートである。なお、図6において、プレーヤAの端末装置12はゲーム提供装置11にログインしているものとする。 Next, the process flow of the game system when executing the second extraction process will be described. 6 and 7 are flowcharts showing the flow of processing of the game system when executing the second extraction processing. In FIG. 6, it is assumed that the terminal device 12 of the player A is logged in to the game providing device 11.
 まず、プレーヤAの端末装置12は、プレーヤAにより対戦指示が入力されると(S61でYES)、対戦依頼をゲーム提供装置11に送信する(S62)。 First, when a battle instruction is input by the player A (YES in S61), the terminal device 12 of the player A transmits a battle request to the game providing device 11 (S62).
 次に、ゲーム提供装置11は、プレーヤAの端末装置12から対戦依頼を受信すると(S601でYES)、対戦相手となるプレーヤBを決定する(S602)。ここで、ゲーム提供装置11は、プレーヤAが対戦相手を指定した場合は、指定された対戦相手をプレーヤAの対戦相手として決定し、プレーヤAが対戦相手を指定しなかった場合は、プレーヤ情報を参照して、プレーヤAの対戦相手としてふさわしいプレーヤをプレーヤAの対戦相手として決定すればよい。 Next, when the game providing apparatus 11 receives a battle request from the terminal device 12 of the player A (YES in S601), the game providing apparatus 11 determines a player B as an opponent (S602). Here, the game providing device 11 determines the designated opponent as the opponent of the player A when the player A designates the opponent, and the player information when the player A does not designate the opponent. Referring to FIG. 5, a player who is suitable as an opponent of player A may be determined as an opponent of player A.
 次に、ゲーム提供装置11は、プレーヤAとプレーヤBとを対戦させる(S603)。この場合、ゲーム提供装置11は、プレーヤAのチームとプレーヤBとチームとを野球のルールに従ってコンピュータシミュレーションにより対戦させ、対戦結果を得る。なお、対戦結果は、プレーヤA、Bの双方の端末装置12に送信される。 Next, the game providing apparatus 11 causes player A and player B to battle each other (S603). In this case, the game providing apparatus 11 matches the player A team, the player B, and the team by computer simulation according to the baseball rules, and obtains a match result. The match result is transmitted to both the terminal devices 12 of the players A and B.
 次に、ゲーム提供装置11は、プレーヤAとプレーヤBとの相性度を算出する(S604)。次に、ゲーム提供装置11は、プレーヤAとプレーヤBとの相性度が規定値TH3より大きいか否かを判定する。 Next, the game providing apparatus 11 calculates the degree of compatibility between the player A and the player B (S604). Next, the game providing apparatus 11 determines whether or not the degree of compatibility between the player A and the player B is greater than a specified value TH3.
 次に、ゲーム提供装置11は、プレーヤAとプレーヤBとの相性度が規定値TH3より大きい場合(S605でYES)、プレーヤBをプレーヤAへの紹介対象となるプレーヤBxとして、プレーヤBxの紹介情報をプレーヤAの端末装置12に送信する(S606)。 Next, when the compatibility between the players A and B is greater than the specified value TH3 (YES in S605), the game providing apparatus 11 introduces the player Bx as the player Bx to be introduced to the player A. Information is transmitted to the terminal device 12 of the player A (S606).
 一方、ゲーム提供装置11は、プレーヤAとプレーヤBとの相性度が規定値TH3以下である場合(S605でNO)、プレーヤAと相性の合いそうなプレーヤは存在しないとして処理を終了する。 On the other hand, if the degree of compatibility between player A and player B is equal to or less than the prescribed value TH3 (NO in S605), game providing apparatus 11 ends the process on the assumption that no player is likely to be compatible with player A.
 次に、プレーヤAの端末装置12は、プレーヤBxの紹介情報を受信する(S63)。次に、プレーヤAの端末装置12は、プレーヤBxのチームを構成するマネージャキャラクタをプレーヤBxのアバターとして表示する(S64)。そして、プレーヤAの端末装置12は、プレーヤBxのマネージャキャラクタにプレーヤBxの紹介情報を報知させる。 Next, the terminal device 12 of the player A receives the introduction information of the player Bx (S63). Next, the terminal device 12 of the player A displays the manager character constituting the team of the player Bx as the avatar of the player Bx (S64). Then, the terminal device 12 of the player A causes the manager character of the player Bx to notify the introduction information of the player Bx.
 この場合、プレーヤAの端末装置12は、図11(A)に示すような、プレーヤBxのマネージャキャラクタが表示されたキャラクタ表示欄111を表示し、メッセージ表示欄112にプレーヤBxの紹介情報を表示すればよい。 In this case, the terminal device 12 of the player A displays a character display column 111 in which the manager character of the player Bx is displayed as shown in FIG. 11A, and displays the introduction information of the player Bx in the message display column 112. do it.
 S65、S66、S607の処理は、図4のS45、S46、412と同じであるため説明を省く。S67,S71の処理も図5のS413、S51と同じであるため説明を省く。 The processing in S65, S66, and S607 is the same as S45, S46, and 412 in FIG. The processing of S67 and S71 is also the same as S413 and S51 of FIG.
 S72において、プレーヤBxの端末装置12は、プレーヤAのチームのマネージャキャラクタを表示する。この場合、S64と同様、プレーヤAのマネージャキャラクタがプレーヤAの紹介情報を報知する。 In S72, the terminal device 12 of the player Bx displays the manager character of the player A team. In this case, as in S64, the manager character of the player A notifies the introduction information of the player A.
 S73、S74は図5のS52、S53と同じであるため、説明を省く。S68~S70も図5のS414~S416と同じであるため説明を省く。以上により、対戦をトリガーとして相性の合いそうなプレーヤが紹介される。 S73 and S74 are the same as S52 and S53 in FIG. S68 to S70 are also the same as S414 to S416 in FIG. As described above, players who are likely to be compatible with each other as a trigger are introduced.
 図4、5のフローチャートにおいて、ゲーム提供装置11は、プレーヤBの端末装置12がログインしていなくても、プレーヤAをプレーヤBと対戦させる。この場合、ゲーム提供装置11は、S413~S416の処理をプレーヤBの端末装置12がゲーム提供装置11にログインした際に実行すればよい。 4 and 5, the game providing apparatus 11 causes the player A to play against the player B even if the terminal apparatus 12 of the player B is not logged in. In this case, the game providing apparatus 11 may execute the processes of S413 to S416 when the terminal device 12 of the player B logs into the game providing apparatus 11.
 なお、上記実施の形態では、第1、第2抽出手法を用いて抽出したプレーヤをプレーヤAとの相性度の算出対象としたが、登録済の全プレーヤをプレーヤAとの相性度の算出対象としてもよい。 In the above embodiment, the players extracted by using the first and second extraction methods are targets for calculating the compatibility with the player A. However, all the registered players are targets for calculating the compatibility with the player A. It is good.
 また、上記実施の形態では、第2抽出手法を用いた場合、プレーヤAを相性度の算出対象としたが、これに限定されず、プレーヤAのゲーム期間が一定期間経過しているにも拘わらず仲間プレーヤの人数が規定値TH2以下の場合において、プレーヤAとプレーヤBとの相性度を算出してもよい。 Further, in the above embodiment, when the second extraction method is used, the player A is the target for calculating the compatibility degree, but the present invention is not limited to this, although the game period of the player A has passed for a certain period. First, when the number of fellow players is equal to or less than the prescribed value TH2, the degree of compatibility between player A and player B may be calculated.
 また、上記実施の形態では、プレーヤAとプレーヤBxとの双方の同意が得られた場合に両プレーヤを仲間として登録するものとしたが、プレーヤAのみの同意が得られた場合にプレーヤAとプレーヤBxとを仲間として登録してもよい。 In the above-described embodiment, both players A and B are registered as friends when the consent of both players A and Bx is obtained. However, when the consent of only player A is obtained, Player Bx may be registered as a friend.
 また、プレーヤAの仲間プレーヤの人数が多数(例えば、80人程度)いる場合、これ以上、プレーヤAに対して相性の合いそうなプレーヤを紹介しても、プレーヤAは関心を持たない場合もある。また、プレーヤAの仲間プレーヤが多数の場合、ゲームのルールによりこれ以上、プレーヤAは仲間プレーヤを持つことができない場合もある。これらの場合、プレーヤAを相性度の算出対象から外すようにすればよい。 Further, when the number of fellow players of player A is large (for example, about 80), even if a player who seems to be compatible with player A is introduced, player A may not be interested. is there. In addition, when there are a large number of fellow players of player A, player A may not have any more fellow players due to game rules. In these cases, the player A may be excluded from the compatibility degree calculation target.
 また、本実施の形態では、図2に示す各ブロックを1台のコンピュータに実装するのではなく、複数のコンピュータに分散させて実装し、ゲーム提供装置11を複数のコンピュータからなるゲームシステムとして構成してもよい。更に、図11に示す各ブロックを集積回路により構成してもよい。 Further, in the present embodiment, each block shown in FIG. 2 is not mounted on one computer, but is distributed and mounted on a plurality of computers, and the game providing apparatus 11 is configured as a game system including a plurality of computers. May be. Furthermore, each block shown in FIG. 11 may be configured by an integrated circuit.
 本実施の形態によるゲーム提供装置の技術的特徴は以下のように纏めることができる。 The technical features of the game providing apparatus according to the present embodiment can be summarized as follows.
 (1)本発明によるゲーム提供装置は、複数の端末装置に通信回線を介して接続され、各プレーヤが所持するグループをゲーム空間において育成させるゲームを、前記端末装置に提供するゲーム提供装置であって、前記端末装置を操作する各プレーヤの前記ゲームに関する履歴情報及び前記プレーヤに関する情報の少なくともいずれか一方を含むプレーヤ情報を予め記憶するプレーヤ情報記憶部と、各プレーヤにつき、互いにゲーム進行上の特典の享受が可能となる仲間である仲間プレーヤを示す仲間プレーヤ情報を予め記憶する仲間プレーヤ情報記憶部と、第1プレーヤのプレーヤ情報と前記第1プレーヤ以外の他のプレーヤのプレーヤ情報とを比較して、前記第1プレーヤと前記他のプレーヤとの相性の度合いを示す相性度を算出する相性度算出部と、前記他のプレーヤのうち前記第1プレーヤとの相性度が規定値より高い第2プレーヤを抽出し、抽出した第2プレーヤを前記第1プレーヤに紹介するための紹介情報を前記第1プレーヤの端末装置に送信するプレーヤ紹介部と、前記紹介情報を受信した前記第1プレーヤの端末装置から前記第2プレーヤを自己の仲間にする仲間許可通知が送信された場合、前記第2プレーヤを前記第1プレーヤの仲間プレーヤとして、前記仲間プレーヤ情報に登録する仲間プレーヤ登録部とを備えている。 (1) A game providing apparatus according to the present invention is a game providing apparatus that provides a game that is connected to a plurality of terminal devices via a communication line and that nurtures a group possessed by each player in a game space. A player information storage unit that stores in advance player information including at least one of history information about the game and information about the player of each player who operates the terminal device; A friend player information storage unit that stores friend player information indicating a friend player who is a friend who can enjoy the game, and the player information of the first player and the player information of other players other than the first player are compared. And calculating a compatibility level indicating a level of compatibility between the first player and the other player. Introducing information for extracting a second player whose compatibility with the first player is higher than a specified value from the sex calculating unit and the other player, and introducing the extracted second player to the first player. When a friend permission notification is sent from the terminal introduction device that transmits to the terminal device of the first player and from the terminal device of the first player that has received the introduction information, A fellow player registration unit for registering two players as fellow players of the first player in the fellow player information is provided.
 この構成によれば、各プレーヤにつき、ゲームに関する履歴情報やプレーヤに関する情報を含むプレーヤ情報が予め記憶されている。ここで、ゲームに関する履歴情報としては、例えば、プレーヤが行ったゲームの頻度、対戦したときの勝率、どの段階までゲームが進行しているかを示す進行度といった情報が含まれる。また、プレーヤに関する情報としては、プレーヤの性別、年齢、出身地、学生であるか働いているか、及び趣味や好きなゲームのジャンル等といったプレーヤ自身についての情報が含まれる。 According to this configuration, player information including game history information and player information is stored in advance for each player. Here, the history information regarding the game includes, for example, information such as the frequency of the game played by the player, the winning percentage when the game is played, and the degree of progress indicating how far the game has progressed. Also, the information about the player includes information about the player itself such as the player's gender, age, birthplace, student or work, hobby, favorite game genre, and the like.
 そして、このようなプレーヤ情報を用いて、プレーヤ情報に登録されているあるプレーヤである第1プレーヤと、プレーヤ情報に登録されている他のプレーヤとの相性の度合いを示す相性度が算出される。ここで、相性度は、例えば、ゲームの頻度、勝率、進行度、年齢、出身地、及び趣味等が近いほど、高くなるような高い値が付与される。 Then, using such player information, the degree of compatibility indicating the degree of compatibility between the first player, which is a certain player registered in the player information, and another player registered in the player information is calculated. . Here, for example, a higher value is given to the compatibility degree as the frequency, the winning percentage, the progress degree, the age, the birthplace, and the hobby of the game are closer.
 そして、第1プレーヤとの相性度が規定値より高いプレーヤが第2プレーヤとして抽出され、第2プレーヤを第1プレーヤに紹介するための紹介情報が第1プレーヤの端末装置に送信される。これにより、第1プレーヤに対して、第2プレーヤを仲間にしてよいか否かを判断するための判断材料が提供される。なお、相性度が規定値よりも高いプレーヤが複数いれば、第2プレーヤは複数存在し、第1プレーヤの端末装置には各第2プレーヤの紹介情報が送信されることになる。 Then, a player whose compatibility with the first player is higher than a specified value is extracted as the second player, and introduction information for introducing the second player to the first player is transmitted to the terminal device of the first player. Thereby, the first player is provided with a determination material for determining whether or not the second player can be a friend. If there are a plurality of players having a compatibility level higher than the specified value, there are a plurality of second players, and the introduction information of each second player is transmitted to the terminal device of the first player.
 第2プレーヤの紹介情報を見た第1プレーヤにより第2プレーヤを仲間にして良いと判断されると、第1プレーヤの端末装置から仲間許可通知が送信され、第2プレーヤは第1プレーヤの仲間として登録される。 When the first player who has seen the introduction information of the second player determines that the second player can be a friend, a friend permission notice is transmitted from the terminal device of the first player, and the second player is a friend of the first player. Registered as
 ここで、仲間とは互いにゲーム進行上の特典の享受が可能となるプレーヤ同士を示すものであるが、特典の享受とは例えば、以下のようなものである。仲間になることによって、自分が他のプレーヤと対戦するときに、助人として、その仲間に対して協力を要請することができる。助人として参加してもらうことにより、対戦における自分、あるいは自分のチーム等の能力を向上させることができる。なお、この際、実際にはその仲間からの直接の承諾を得る必要は無く、単にデータ上で仲間に協力要請をすることになる。また、仲間に挨拶を行ったり、ゲームを頑張ろうといったエール(応援)のメッセージを送ったりすることにより、ゲーム上で利用できるポイントを獲得することができる。このポイントは、例えば、アイテムやキャラクタを複数対象の中からランダム抽出によって得る際に必要なポイントに充当することができる。また、アイテムやキャラクタの購入に充当するようにすることもできる。このように、仲間がいることによって、対戦上、有利になったり、ゲームで利用できるポイントを得る機会を増やすことができる。 Here, the companions indicate players who can enjoy each other's benefits on the progress of the game, and the benefits are as follows, for example. By becoming a friend, when you play against another player, you can request cooperation from that friend as an assistant. By having you participate as an assistant, you can improve the ability of yourself or your team in the battle. In this case, it is not actually necessary to obtain a direct consent from the friend, but simply a request for cooperation is made to the friend on the data. In addition, points that can be used on the game can be obtained by greeting a friend or sending an ale (cheer) message such as trying to do the game. For example, this point can be used as a necessary point when an item or character is randomly extracted from a plurality of objects. It can also be applied to purchase of items and characters. In this way, the presence of friends makes it possible to increase the chances of gaining points that can be advantageous or can be used in the game.
 以上説明したように、本構成では、プレーヤは仲間を見つけるための活動を自ら積極的に行わなくても、相性の合いそうなプレーヤがゲーム提供装置から自動的に紹介され、気に入れば、紹介されたプレーヤを自身の仲間にすることができる。 As described above, in this configuration, even if the player does not actively perform activities for finding friends, a player who seems to be compatible is automatically introduced from the game providing device, and introduced if he likes it. Players can be their friends.
 したがって、仲間を作ることに対して消極的なプレーヤであっても、容易に仲間を作ることができる機会が与えられる。さらにまた、ゲームサイトに登録しているプレーヤの数が膨大であり、自分に合いそうな仲間を見つけることが困難な場合であっても、プレーヤは相性の合う仲間を容易に見つけ得る機会が与えられる。その結果、ゲーム空間内において仲間同士の和が拡がり、ゲームの活性化を図ることができる。 Therefore, even if the player is reluctant to make friends, there is an opportunity to make friends easily. Furthermore, even if the number of players registered in the game site is enormous and it is difficult to find friends who are likely to suit you, players will have the opportunity to easily find compatible friends. It is done. As a result, the sum of friends in the game space is expanded, and the game can be activated.
 (2)前記相性度算出部は、前記第1プレーヤの仲間である仲間プレーヤを中心として別途構成される仲間プレーヤを前記他のプレーヤとして、前記第1プレーヤとの相性度を算出することが好ましい。 (2) It is preferable that the compatibility degree calculation unit calculates a degree of compatibility with the first player, with a fellow player separately configured with a fellow player being a friend of the first player as the other player. .
 この構成によれば、第1プレーヤに対して既に仲間として登録されている仲間プレーヤを中心として別途構成される仲間プレーヤ、つまり、第1プレーヤの仲間の更に仲間となるプレーヤが、第1プレーヤとの相性度の算出対象として抽出され、抽出されたプレーヤの相性度が規定値よりも高ければ、当該プレーヤが第2プレーヤとして第1プレーヤに紹介される。そのため、仲間同士の和が拡がってゆき、ゲームの活性化を図ることができる。 According to this configuration, a fellow player separately configured around a fellow player already registered as a fellow with respect to the first player, that is, a player who is a further fellow of the first player's fellow, If the compatibility level of the extracted player is higher than a specified value, the player is introduced to the first player as the second player. Therefore, the friendship between the friends spreads and the game can be activated.
 更に、相性度の算出対象となるプレーヤを第1プレーヤの仲間の更に仲間となるプレーヤに絞り込むことで、ゲーム提供装置の処理負担の軽減を図ることができる。特に、登録プレーヤの数が多い場合に、このような相性度の算出対象となるプレーヤの絞り込みは効果が高い。 Furthermore, the processing load of the game providing apparatus can be reduced by narrowing down the players whose compatibility degree is to be calculated to those who are friends of the first player. In particular, when there are a large number of registered players, narrowing down the players for which the compatibility level is to be calculated is highly effective.
 (3)前記ゲームは、各プレーヤが所持するグループ同士をゲーム空間において対戦させるものであり、前記相性度算出部は、前記第1プレーヤのグループが別のグループと対戦したときの、当該別のグループを所持するプレーヤを前記他のプレーヤとし、前記第1プレーヤとの相性度を算出することが好ましい。 (3) The game is a game in which groups possessed by each player are played against each other in the game space, and the compatibility level calculation unit is configured to execute the different game when the group of the first player plays a game with another group. It is preferable that a player having a group is the other player and the degree of compatibility with the first player is calculated.
 この構成によれば、第1プレーヤのグループが他のプレーヤのグループと対戦したことをトリガーとし、当該他のプレーヤが第1プレーヤとの相性度の算出対象として抽出される。対戦を通じてプレーヤ同士が互いに相手のプレーヤに興味を抱くことがある。そのため、本構成では、第1プレーヤの仲間として登録される可能性の高いプレーヤを効率良く抽出して、第1プレーヤに紹介することができる。また、(2)と同様、相性度の算出対象となるプレーヤが絞り込まれるため、ゲーム提供装置の処理負担を軽減させることができる。 According to this configuration, when the group of the first player has played against the group of another player as a trigger, the other player is extracted as a target for calculating the degree of compatibility with the first player. Players may be interested in each other's players through a match. Therefore, in this configuration, it is possible to efficiently extract players that are likely to be registered as friends of the first player and introduce them to the first player. Further, similarly to (2), since the players whose compatibility degree is to be calculated are narrowed down, the processing burden on the game providing device can be reduced.
 (4)前記相性度算出部は、前記ゲームを開始してからの期間が一定期間経過しているにも拘わらず、前記仲間プレーヤの人数が規定値以下のプレーヤを前記第1プレーヤとすることが好ましい。 (4) The compatibility degree calculation unit sets a player whose number of fellow players is equal to or less than a specified value as the first player even though a certain period has elapsed since the game was started. Is preferred.
 この構成においては、ゲームを開始してから経過した時間の割には仲間プレーヤの人数が少ないプレーヤを相性度の算出対象としている。このように、ある程度、時間が経過しても、仲間プレーヤがいないか、かなり少ないプレーヤについては、今後も自ら仲間を増やす意志はないものと考えられる。なお、ソーシャルゲームの場合、このようなプレーヤは複数存在することが想定される。一方、ある程度の仲間を有しているプレーヤは、さらに仲間を増やしていく可能性もあると考えられるので、ここでは対象から外している。 In this configuration, a player whose number of fellow players is small for the time elapsed since the game was started is targeted for calculation of the compatibility. In this way, even if a certain amount of time has passed, it is considered that there is no willingness to increase the number of friends in the future for players who have no or few players. In the case of a social game, it is assumed that there are a plurality of such players. On the other hand, a player who has a certain number of friends is excluded from the list here because there is a possibility that the number of friends will increase further.
 例えば、あるプレーヤがゲームを開始してから2か月が経過したにも拘わらず、仲間プレーヤの人数が1名以下であるような場合に、そのプレーヤを第1プレーヤとして、相性度の高いプレーヤを紹介する処理を適用すればよい。 For example, when two months have passed since a certain player started the game and the number of fellow players is one or less, the player is regarded as the first player and a highly compatible player Applying the process that introduces
 さらに、別構成として、上記のように相性の合いそうなプレーヤを紹介する処理を適用して例えば2週間経過しても仲間プレーヤの増大が見られない場合には、仲間プレーヤを紹介する対象のプレーヤ(複数の場合を含む)をもっと増やすようにしてもよい。具体的には、ゲームを開始してから1ヶ月が経過したにも拘わらず、仲間プレーヤの人数が2名以下、という条件に変更することが考えられる。 Furthermore, as another configuration, when the increase in the number of fellow players is not observed even after two weeks have passed, for example, by applying the process for introducing the players that are likely to be compatible with each other, The number of players (including a plurality of cases) may be increased. Specifically, it can be considered that the number of fellow players is changed to two or less even though one month has passed since the game was started.
 このように本構成によれば、仲間プレーヤを作ってもらうことが望ましいプレーヤのみを相性度の算出対象として抽出することが可能となり、ゲーム提供装置の処理負担を軽減させることができる。 As described above, according to this configuration, it is possible to extract only the players that are desired to have a fellow player to be created as the compatibility calculation target, thereby reducing the processing burden on the game providing device.
 (5)前記プレーヤ紹介部は、前記第1プレーヤの端末装置に仲介キャラクタを表示させ、前記仲介キャラクタに前記第2プレーヤを紹介させることが好ましい。 (5) Preferably, the player introduction unit displays a mediating character on the terminal device of the first player, and causes the mediating character to introduce the second player.
 この構成によれば、紹介キャラクタを通じて第2プレーヤが第1プレーヤに紹介されるため、第1プレーヤに第2プレーヤへの親近感を抱かせることができ、第1プレーヤが第2プレーヤを仲間にしようとする動機付けを与えることができる。 According to this configuration, since the second player is introduced to the first player through the introduction character, the first player can feel close to the second player, and the first player makes the second player a friend. Motivation to try can be given.
 (6)前記仲間プレーヤ紹介部は、前記第1プレーヤの端末装置から前記第2プレーヤを自己の仲間にする仲間許可通知が送信された場合、前記第2プレーヤの端末装置に、前記第1プレーヤを前記第2プレーヤに紹介するための紹介情報を送信し、前記仲間プレーヤ登録部は、前記第1プレーヤの端末装置と前記第2プレーヤの端末装置との双方から仲間許可通知が送信された場合、前記第2プレーヤを前記第1プレーヤの仲間プレーヤとして前記仲間プレーヤ情報に登録し、かつ、前記第1プレーヤを前記第2プレーヤの仲間プレーヤとして前記仲間プレーヤ情報に登録することが好ましい。 (6) When a friend permission notification is sent from the terminal device of the first player to make the second player his / her friend, the friend player introducing unit sends the first player to the terminal device of the second player. Is transmitted to the second player, and the friend player registration unit receives a friend permission notification from both the terminal device of the first player and the terminal device of the second player. Preferably, the second player is registered in the fellow player information as a fellow player of the first player, and the first player is registered in the fellow player information as a fellow player of the second player.
 この構成によれば、第1プレーヤと第2プレーヤとの双方の同意が得られた場合に、両プレーヤが仲間同士とされる。そのため、第1プレーヤは第2プレーヤを仲間にしてもよいと判断しているが、第2プレーヤは第1プレーヤを仲間にしたくないと判断しているような場合において、第2プレーヤが自身の意思に反して勝手に第1プレーヤの仲間にされてしまうことを防止することができる。 According to this configuration, when both the first player and the second player agree, both players are friends. For this reason, the first player determines that the second player may be a friend, but in the case where the second player determines that the first player does not want to be a friend, It is possible to prevent the first player from being unintentionally made against the intention.
 (7)前記第1プレーヤの端末装置から前記仲間許可通知が送信され、前記仲間プレーヤ登録部により、前記第2プレーヤが前記第1プレーヤの仲間プレーヤとして登録された場合、前記仲間プレーヤの分身キャラクタを前記第1プレーヤが所持するグループの構成要素とするグループ管理部を更に備えることが好ましい。 (7) When the friend permission notification is transmitted from the terminal device of the first player and the second player is registered as the friend player of the first player by the friend player registration unit, It is preferable to further comprise a group management unit that makes the component of the group possessed by the first player.
 この構成によれば、第1プレーヤが第2プレーヤを仲間として認めた場合、第2プレーヤの分身キャラクタが第1プレーヤのチームの構成要素とされる。そのため、有能なキャラクタをチームに組み込んでチームの増強を図るプレーヤに対して仲間プレーヤを見つけようとする動機付けをより強く抱かせることができる。また、第2プレーヤの分身キャラクタが自身のチームに加入するため、あたかも第2プレーヤと一体となって自身のチームを育成している感覚を第1プレーヤに抱かせることができ、第2プレーヤへの親近感をより高めることができる。 According to this configuration, when the first player recognizes the second player as a friend, the alternate character of the second player is a component of the team of the first player. Therefore, it is possible to more strongly motivate a player who attempts to find a fellow player by incorporating a capable character into the team and strengthening the team. In addition, since the second player's alternate character joins his / her team, the first player can feel as if he / she is developing his / her team together with the second player. Can increase the sense of familiarity.
 (8)前記グループ管理部は、前記第1プレーヤの端末装置と前記第2プレーヤの端末装置との双方から仲間許可通知が送信され、前記仲間プレーヤ登録部により、前記第2プレーヤが前記第1プレーヤの仲間プレーヤとして登録され、かつ、前記第1プレーヤが前記第2プレーヤの仲間プレーヤとして登録された場合、前記第2プレーヤの分身キャラクタを前記第1プレーヤのグループの構成要素とし、かつ、前記第1プレーヤの分身キャラクタを前記第2プレーヤのグループの構成要素とすることが好ましい。 (8) The group management unit receives a friend permission notification from both the terminal device of the first player and the terminal device of the second player, and the second player sends the first player to the first player by the friend player registration unit. When the player is registered as a fellow player of the player and the first player is registered as a fellow player of the second player, the alternate character of the second player is used as a component of the group of the first player, and It is preferable that the character of the first player is a constituent element of the group of the second player.
 この構成によれば、第1プレーヤが第2プレーヤを仲間として登録すれば、第2プレーヤの分身キャラクタが自身のチームの構成要素とされ、第2プレーヤが第1プレーヤを仲間として登録すれば、第1プレーヤの分身キャラクタが第2プレーヤのチームの構成要素とされる。そのため、第1プレーヤおよび第2プレーヤともに、相手方の分身キャラクタを有することになるので、互いに相手に対する親近感を有することができ、ゲームコミュニティの活性化をもたらすことができる。 According to this configuration, if the first player registers the second player as a companion, the alternate character of the second player is made a component of his team, and if the second player registers the first player as a companion, The surrogate character of the first player is a component of the team of the second player. For this reason, both the first player and the second player have the other characters, so that they can have a sense of familiarity with each other and activate the game community.
 (9)前記相性度算出部は、前記第1プレーヤの端末装置から、前記第2プレーヤを自己の仲間として許可しない仲間拒否通知が送信された場合、一定期間、前記第2プレーヤと前記第1プレーヤとの相性度を算出しないことが好ましい。 (9) When the friend refusal notification that does not permit the second player to be his / her friend is transmitted from the terminal device of the first player, the compatibility calculator calculates the first player and the first player for a certain period of time. It is preferable not to calculate the degree of compatibility with the player.
 この構成によれば、第1プレーヤが第2プレーヤを仲間にしないと判断した場合、一定期間、第2プレーヤが第1プレーヤとの相性度の算出対象から除外される。そのため、仲間にすることを希望していない第2プレーヤの紹介情報が第1プレーヤに報知されることが防止され、第1プレーヤの判断の負担を少なくすることができる。 According to this configuration, when it is determined that the first player does not make the second player a friend, the second player is excluded from the calculation target of the degree of compatibility with the first player for a certain period. Therefore, the introduction information of the second player who does not want to be a friend is prevented from being notified to the first player, and the judgment burden on the first player can be reduced.
 一方、一定期間が経過すれば、第1プレーヤは考えが変わり、第2プレーヤを仲間プレーヤとしてもよいと判断することもあるため、一定期間が経過すると、第2プレーヤを第1プレーヤとの相性度の算出対象として除外することを取りやめる。 On the other hand, if the certain period elapses, the first player changes his mind and may decide that the second player may be a fellow player. Therefore, when the certain period elapses, the second player becomes compatible with the first player. Stop excluding it from the calculation of degree.
 (10)前記相性度算出部は、プレーヤの年齢、性別、出身地、ゲームを行う頻度、ゲームを開始してからの期間、ゲームの進行度、及びチームが別チームと対戦したときの勝率の少なくともいずれか1つを用いて前記相性度を算出することが好ましい。 (10) The compatibility level calculation unit calculates the player's age, sex, birthplace, frequency of playing the game, period since the game started, progress of the game, and winning rate when the team played against another team. It is preferable to calculate the degree of compatibility using at least one of them.
 この構成によれば、上述した情報をパラメータとして相性度が算出されるため、相性度を正確に算出することができる。 According to this configuration, the degree of compatibility is calculated using the above-described information as a parameter, so that the degree of compatibility can be accurately calculated.
 この出願は2011年8月24日に日本国特許庁に出願された特願2011-182801に基づくものであり、この出願の内容を全て含んでいる。 This application is based on Japanese Patent Application No. 2011-182801 filed with the Japan Patent Office on August 24, 2011, and includes all the contents of this application.

Claims (13)

  1.  複数の端末装置に通信回線を介して接続され、各プレーヤが所持するグループをゲーム空間において育成させるゲームを、前記端末装置に提供するゲーム提供装置であって、
     前記端末装置を操作する各プレーヤの前記ゲームに関する履歴情報及び前記プレーヤに関する情報の少なくともいずれか一方を含むプレーヤ情報を予め記憶するプレーヤ情報記憶部と、
     各プレーヤにつき、互いにゲーム進行上の特典の享受が可能となる仲間である仲間プレーヤを示す仲間プレーヤ情報を予め記憶する仲間プレーヤ情報記憶部と、
     第1プレーヤのプレーヤ情報と前記第1プレーヤ以外の他のプレーヤのプレーヤ情報とを比較して、前記第1プレーヤと前記他のプレーヤとの相性の度合いを示す相性度を算出する相性度算出部と、
     前記他のプレーヤのうち前記第1プレーヤとの相性度が規定値より高い第2プレーヤを抽出し、抽出した第2プレーヤを前記第1プレーヤに紹介するための紹介情報を前記第1プレーヤの端末装置に送信するプレーヤ紹介部と、
     前記紹介情報を受信した前記第1プレーヤの端末装置から前記第2プレーヤを自己の仲間にする仲間許可通知が送信された場合、前記第2プレーヤを前記第1プレーヤの仲間プレーヤとして、前記仲間プレーヤ情報に登録する仲間プレーヤ登録部とを備えるゲーム提供装置。
    A game providing device that provides a game to a terminal device connected to a plurality of terminal devices via a communication line, and for nurturing a group possessed by each player in the game space,
    A player information storage unit that stores in advance player information including at least one of history information about the game and information about the player of each player operating the terminal device;
    For each player, a fellow player information storage unit that pre-stores fellow player information indicating a fellow player who is a fellow who can enjoy the benefits on the progress of the game,
    A compatibility degree calculation unit that compares the player information of the first player with the player information of other players other than the first player and calculates the degree of compatibility indicating the degree of compatibility between the first player and the other player. When,
    A second player whose compatibility with the first player is higher than a specified value among the other players is extracted, and introduction information for introducing the extracted second player to the first player is the terminal of the first player. A player introduction to send to the device;
    When a friend permission notification is sent from the terminal device of the first player that has received the introduction information to make the second player his / her friend, the second player is regarded as a friend player of the first player, and the friend player A game providing apparatus comprising a fellow player registration unit for registering information.
  2.  前記相性度算出部は、前記第1プレーヤの仲間である仲間プレーヤを中心として別途構成される仲間プレーヤを前記他のプレーヤとして、前記第1プレーヤとの相性度を算出する請求項1記載のゲーム提供装置。 2. The game according to claim 1, wherein the compatibility degree calculation unit calculates a degree of affinity with the first player, with a fellow player separately configured with a fellow player being a friend of the first player as the other player. Providing device.
  3.  前記ゲームは、各プレーヤが所持するグループ同士をゲーム空間において対戦させるものであり、
     前記相性度算出部は、前記第1プレーヤのグループが別のグループと対戦したときの、当該別のグループを所持するプレーヤを前記他のプレーヤとし、前記第1プレーヤとの相性度を算出する請求項1記載のゲーム提供装置。
    In the game, the groups possessed by each player are played against each other in the game space,
    The compatibility calculation unit calculates a compatibility with the first player, with the player having the other group as the other player when the group of the first player plays against another group. Item 4. A game providing apparatus according to Item 1.
  4.  前記相性度算出部は、前記ゲームを開始してからの期間が一定期間経過しているにも拘わらず、前記仲間プレーヤの人数が規定値以下のプレーヤを前記第1プレーヤとする請求項1記載のゲーム提供装置。 2. The compatibility degree calculation unit sets a player whose number of fellow players is equal to or less than a specified value as the first player even though a certain period has elapsed since the game was started. Game providing device.
  5.  前記プレーヤ紹介部は、前記第1プレーヤの端末装置に仲介キャラクタを表示させ、前記仲介キャラクタに前記第2プレーヤを紹介させる請求項1記載のゲーム提供装置。 2. The game providing device according to claim 1, wherein the player introduction unit displays a mediating character on the terminal device of the first player, and causes the mediating character to introduce the second player.
  6.  前記仲間プレーヤ紹介部は、前記第1プレーヤの端末装置から前記第2プレーヤを自己の仲間にする仲間許可通知が送信された場合、前記第2プレーヤの端末装置に、前記第1プレーヤを前記第2プレーヤに紹介するための紹介情報を送信し、
     前記仲間プレーヤ登録部は、前記第1プレーヤの端末装置と前記第2プレーヤの端末装置との双方から仲間許可通知が送信された場合、前記第2プレーヤを前記第1プレーヤの仲間プレーヤとして前記仲間プレーヤ情報に登録し、かつ、前記第1プレーヤを前記第2プレーヤの仲間プレーヤとして前記仲間プレーヤ情報に登録する請求項1記載のゲーム提供装置。
    The friend player introduction unit, when a friend permission notification that makes the second player its own friend is transmitted from the terminal device of the first player, sends the first player to the terminal device of the second player. 2 Sending introduction information to introduce to players,
    When the friend permission notification is transmitted from both the terminal device of the first player and the terminal device of the second player, the friend player registration unit sets the second player as the friend player of the first player. The game providing apparatus according to claim 1, wherein the game providing apparatus registers in the player information and registers the first player in the fellow player information as a fellow player of the second player.
  7.  前記第1プレーヤの端末装置から前記仲間許可通知が送信され、前記仲間プレーヤ登録部により、前記第2プレーヤが前記第1プレーヤの仲間プレーヤとして登録された場合、前記仲間プレーヤの分身キャラクタを前記第1プレーヤが所持するグループの構成要素とするグループ管理部を更に備える請求項1記載のゲーム提供装置。 When the friend permission notification is transmitted from the terminal device of the first player, and the second player is registered as the friend player of the first player by the friend player registration unit, The game providing apparatus according to claim 1, further comprising a group management unit serving as a component of a group possessed by one player.
  8.  前記グループ管理部は、前記第1プレーヤの端末装置と前記第2プレーヤの端末装置との双方から仲間許可通知が送信され、前記仲間プレーヤ登録部により、前記第2プレーヤが前記第1プレーヤの仲間プレーヤとして登録され、かつ、前記第1プレーヤが前記第2プレーヤの仲間プレーヤとして登録された場合、前記第2プレーヤの分身キャラクタを前記第1プレーヤのグループの構成要素とし、かつ、前記第1プレーヤの分身キャラクタを前記第2プレーヤのグループの構成要素とする請求項7記載のゲーム提供装置。 The group management unit receives a friend permission notification from both the terminal device of the first player and the terminal device of the second player, and the friend player registration unit causes the second player to be a friend of the first player. When registered as a player and when the first player is registered as a fellow player of the second player, the surrogate character of the second player is a constituent element of the group of the first player, and the first player The game providing apparatus according to claim 7, wherein the second character is a constituent element of the group of the second players.
  9.  前記相性度算出部は、前記第1プレーヤの端末装置から、前記第2プレーヤを自己の仲間として許可しない仲間拒否通知が送信された場合、一定期間、前記第2プレーヤと前記第1プレーヤとの相性度を算出しない請求項1記載のゲーム提供装置。 When the friend refusal notification that does not permit the second player as a friend is transmitted from the terminal device of the first player, the compatibility degree calculation unit determines between the second player and the first player for a certain period of time. The game providing apparatus according to claim 1, wherein the compatibility degree is not calculated.
  10.  前記相性度算出部は、プレーヤの年齢、性別、出身地、ゲームを行う頻度、ゲームを開始してからの期間、ゲームの進行度、及びチームが別チームと対戦したときの勝率の少なくともいずれか1つを用いて前記相性度を算出する請求項1~9のいずれかに記載のゲーム提供装置。 The compatibility level calculation unit is at least one of the player's age, sex, birthplace, frequency of playing the game, period since the game started, progress of the game, and winning rate when the team played against another team The game providing device according to any one of claims 1 to 9, wherein the compatibility is calculated using one.
  11.  複数の端末装置に通信回線を介して接続され、各プレーヤが所持するグループをゲーム空間において育成させるゲームを、前記端末装置に提供するゲーム提供装置としてコンピュータを機能させるゲーム提供プログラムであって、
     前記コンピュータは、
     前記端末装置を操作する各プレーヤの前記ゲームに関する履歴情報及び前記プレーヤに関する情報の少なくともいずれか一方を含むプレーヤ情報を予め記憶するプレーヤ情報記憶部と、
     各プレーヤにつき、互いにゲーム進行上の特典の享受が可能となる仲間である仲間プレーヤを示す仲間プレーヤ情報を予め記憶する仲間プレーヤ情報記憶部とを備え、
     第1プレーヤのプレーヤ情報と前記第1プレーヤ以外の他のプレーヤのプレーヤ情報とを比較して、前記第1プレーヤと前記他のプレーヤとの相性の度合いを示す相性度を算出する相性度算出部と、
     前記他のプレーヤのうち前記第1プレーヤとの相性度が規定値より高い第2プレーヤを抽出し、抽出した第2プレーヤを前記第1プレーヤに紹介するための紹介情報を前記第1プレーヤの端末装置に送信するプレーヤ紹介部と、
     前記紹介情報を受信した前記第1プレーヤの端末装置から前記第2プレーヤを自己の仲間にする仲間許可通知が送信された場合、前記第2プレーヤを前記第1プレーヤの仲間プレーヤとして、前記仲間プレーヤ情報に登録する仲間プレーヤ登録部としてコンピュータを機能させるゲーム提供プログラム。
    A game providing program that causes a computer to function as a game providing device that provides a game that is connected to a plurality of terminal devices via a communication line and that nurtures a group possessed by each player in a game space.
    The computer
    A player information storage unit that stores in advance player information including at least one of history information about the game and information about the player of each player operating the terminal device;
    For each player, a companion player information storage unit that stores in advance companion player information indicating a companion player who is a companion who can enjoy the benefits in the game progress with each other,
    A compatibility degree calculation unit that compares the player information of the first player with the player information of other players other than the first player and calculates the degree of compatibility indicating the degree of compatibility between the first player and the other player. When,
    A second player whose compatibility with the first player is higher than a specified value among the other players is extracted, and introduction information for introducing the extracted second player to the first player is the terminal of the first player. A player introduction to send to the device;
    When a friend permission notification is sent from the terminal device of the first player that has received the introduction information to make the second player his / her friend, the second player is regarded as a friend player of the first player, and the friend player A game providing program for causing a computer to function as a fellow player registration unit for registering information.
  12.  複数の端末装置に通信回線を介して接続されたゲーム提供装置が、各プレーヤが所持するグループをゲーム空間において育成させるゲームを前記端末装置に提供するゲーム提供方法であって、
     前記ゲーム提供装置は、
     前記端末装置を操作する各プレーヤの前記ゲームに関する履歴情報及び前記プレーヤに関する情報の少なくともいずれか一方を含むプレーヤ情報を予め記憶するプレーヤ情報記憶部と、
     各プレーヤにつき、互いにゲーム進行上の特典の享受が可能となる仲間である仲間プレーヤを示す仲間プレーヤ情報を予め記憶する仲間プレーヤ情報記憶部とを備え、
     前記ゲーム提供装置が、第1プレーヤのプレーヤ情報と前記第1プレーヤ以外の他のプレーヤのプレーヤ情報とを比較して、前記第1プレーヤと前記他のプレーヤとの相性の度合いを示す相性度を算出する相性度算出ステップと、
     前記ゲーム提供装置が、前記他のプレーヤのうち前記第1プレーヤとの相性度が規定値より高い第2プレーヤを抽出し、抽出した第2プレーヤを前記第1プレーヤに紹介するための紹介情報を前記第1プレーヤの端末装置に送信するプレーヤ紹介ステップと、
     前記ゲーム提供装置が、前記紹介情報を受信した前記第1プレーヤの端末装置から前記第2プレーヤを自己の仲間にする仲間許可通知が送信された場合、前記第2プレーヤを前記第1プレーヤの仲間プレーヤとして、前記仲間プレーヤ情報に登録する仲間プレーヤ登録ステップとを備えるゲーム提供方法。
    A game providing method in which a game providing device connected to a plurality of terminal devices via a communication line provides the terminal device with a game for nurturing a group possessed by each player in a game space,
    The game providing device includes:
    A player information storage unit that stores in advance player information including at least one of history information about the game and information about the player of each player operating the terminal device;
    For each player, a companion player information storage unit that stores in advance companion player information indicating a companion player who is a companion who can enjoy the benefits in the game progress with each other,
    The game providing device compares the player information of the first player with the player information of other players other than the first player, and determines the degree of compatibility indicating the degree of compatibility between the first player and the other player. A compatibility degree calculating step to calculate;
    The game providing apparatus extracts a second player whose compatibility with the first player is higher than a predetermined value among the other players, and introduces introduction information for introducing the extracted second player to the first player. A player introduction step for transmitting to the terminal device of the first player;
    When the game providing apparatus transmits a friend permission notification that makes the second player his / her friend from the terminal device of the first player who has received the introduction information, the second player is assigned to the friend of the first player. A game providing method comprising, as a player, a fellow player registration step of registering in the fellow player information.
  13.  各プレーヤが所持するグループをゲーム空間において育成させるゲームを提供するゲームシステムであって、
     各プレーヤの前記ゲームに関する履歴情報及び前記プレーヤに関する情報の少なくともいずれか一方を含むプレーヤ情報を予め記憶するプレーヤ情報記憶部と、
     各プレーヤにつき、互いにゲーム進行上の特典の享受が可能となる仲間である仲間プレーヤを示す仲間プレーヤ情報を予め記憶する仲間プレーヤ情報記憶部と、
     第1プレーヤのプレーヤ情報と前記第1プレーヤ以外の他のプレーヤのプレーヤ情報とを比較して、前記第1プレーヤと前記他のプレーヤとの相性の度合いを示す相性度を算出する相性度算出部と、
     前記他のプレーヤのうち前記第1プレーヤとの相性度が規定値より高い第2プレーヤを抽出し、抽出した第2プレーヤを前記第1プレーヤに紹介するための紹介情報を前記第1プレーヤの端末装置に送信するプレーヤ紹介部と、
     前記紹介情報を受信した前記第1プレーヤの端末装置から前記第2プレーヤを自己の仲間にする仲間許可通知が送信された場合、前記第2プレーヤを前記第1プレーヤの仲間プレーヤとして、前記仲間プレーヤ情報に登録する仲間プレーヤ登録部とを備えるゲームシステム。
    A game system for providing a game for nurturing a group possessed by each player in a game space,
    A player information storage unit that stores in advance player information including at least one of history information about the game of each player and information about the player;
    For each player, a fellow player information storage unit that pre-stores fellow player information indicating a fellow player who is a fellow who can enjoy the benefits on the progress of the game,
    A compatibility degree calculation unit that compares the player information of the first player with the player information of other players other than the first player and calculates the degree of compatibility indicating the degree of compatibility between the first player and the other player. When,
    A second player whose compatibility with the first player is higher than a specified value among the other players is extracted, and introduction information for introducing the extracted second player to the first player is the terminal of the first player. A player introduction to send to the device;
    When a friend permission notification is sent from the terminal device of the first player that has received the introduction information to make the second player his / her friend, the second player is regarded as a friend player of the first player, and the friend player A game system comprising a fellow player registration unit for registering information.
PCT/JP2012/004709 2011-08-24 2012-07-24 Game-providing device, game-providing program, game-providing method, and game system WO2013027329A1 (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP2011182801A JP5222983B2 (en) 2011-08-24 2011-08-24 GAME PROVIDING DEVICE, GAME PROVIDING PROGRAM, AND GAME PROVIDING METHOD
JP2011-182801 2011-08-24

Publications (1)

Publication Number Publication Date
WO2013027329A1 true WO2013027329A1 (en) 2013-02-28

Family

ID=47746104

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/JP2012/004709 WO2013027329A1 (en) 2011-08-24 2012-07-24 Game-providing device, game-providing program, game-providing method, and game system

Country Status (2)

Country Link
JP (1) JP5222983B2 (en)
WO (1) WO2013027329A1 (en)

Families Citing this family (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR101607534B1 (en) * 2013-08-28 2016-04-01 엔에이치엔엔터테인먼트 주식회사 Method and system for user matching
JP6678866B2 (en) * 2013-12-13 2020-04-08 株式会社コナミデジタルエンタテインメント Information processing device, program, information processing system
JP7187466B2 (en) * 2017-02-01 2022-12-12 コンセンサス オーソペディックス インコーポレイテッド System and method with user interface for monitoring physical therapy and rehabilitation

Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2002230137A (en) * 2001-01-30 2002-08-16 Sharp Corp Community formation support device, community formation support method, its program and recording medium in which its program is recorded
JP2005284822A (en) * 2004-03-30 2005-10-13 Seiko Epson Corp Feelings matching system, feelings matching method, and program
JP2009119049A (en) * 2007-11-15 2009-06-04 Copcom Co Ltd Game program, recording medium recorded with game program and game device to which game program is applied

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2002230137A (en) * 2001-01-30 2002-08-16 Sharp Corp Community formation support device, community formation support method, its program and recording medium in which its program is recorded
JP2005284822A (en) * 2004-03-30 2005-10-13 Seiko Epson Corp Feelings matching system, feelings matching method, and program
JP2009119049A (en) * 2007-11-15 2009-06-04 Copcom Co Ltd Game program, recording medium recorded with game program and game device to which game program is applied

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
VANDIA BREAKER ET AL., SHUKAN FAMITSU, vol. 26, no. 10, 17 February 2011 (2011-02-17), pages 242 *

Also Published As

Publication number Publication date
JP5222983B2 (en) 2013-06-26
JP2013042935A (en) 2013-03-04

Similar Documents

Publication Publication Date Title
JP6206982B2 (en) GAME MANAGEMENT DEVICE AND PROGRAM
JP5781558B2 (en) GAME MANAGEMENT DEVICE AND PROGRAM
JP5802692B2 (en) GAME MANAGEMENT DEVICE, GAME SYSTEM, GAME MANAGEMENT METHOD, AND PROGRAM
JP5801278B2 (en) GAME MANAGEMENT DEVICE AND PROGRAM
JP5918703B2 (en) GAME MANAGEMENT DEVICE AND PROGRAM
JP5889777B2 (en) GAME CONTROL DEVICE, PROGRAM, GAME SYSTEM
JP5986541B2 (en) GAME MANAGEMENT DEVICE, GAME TERMINAL DEVICE, GAME SYSTEM, AND PROGRAM
JP5820418B2 (en) GAME MANAGEMENT DEVICE AND PROGRAM
JP6727505B2 (en) Game management device and program
JP5789248B2 (en) GAME MANAGEMENT DEVICE AND PROGRAM
JP5736351B2 (en) Game control device, program, game system, lottery device
JP5222983B2 (en) GAME PROVIDING DEVICE, GAME PROVIDING PROGRAM, AND GAME PROVIDING METHOD
JP6675724B2 (en) Game program and game system
JP5762388B2 (en) GAME MANAGEMENT DEVICE, GAME SYSTEM, PROGRAM, AND SERVICE MANAGEMENT DEVICE
JP5779611B2 (en) GAME MANAGEMENT DEVICE AND PROGRAM
JP6685495B2 (en) Game management device and program
JP5659267B2 (en) GAME MANAGEMENT DEVICE, GAME SYSTEM, GAME MANAGEMENT METHOD, AND PROGRAM
JP6123051B2 (en) GAME MANAGEMENT DEVICE AND PROGRAM
JP5819332B2 (en) GAME MANAGEMENT DEVICE AND PROGRAM

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: 12825466

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: 12825466

Country of ref document: EP

Kind code of ref document: A1