WO2013157483A1 - Game system, control method used in same, and computer program - Google Patents

Game system, control method used in same, and computer program Download PDF

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Publication number
WO2013157483A1
WO2013157483A1 PCT/JP2013/060970 JP2013060970W WO2013157483A1 WO 2013157483 A1 WO2013157483 A1 WO 2013157483A1 JP 2013060970 W JP2013060970 W JP 2013060970W WO 2013157483 A1 WO2013157483 A1 WO 2013157483A1
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WO
WIPO (PCT)
Prior art keywords
game
information
player
matching
service
Prior art date
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PCT/JP2013/060970
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French (fr)
Japanese (ja)
Inventor
犬伏 崇
Original Assignee
株式会社コナミデジタルエンタテインメント
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Publication of WO2013157483A1 publication Critical patent/WO2013157483A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • 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
    • A63F2300/5566Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style
    • 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
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8029Fighting without shooting

Definitions

  • the present invention relates to a game system in which a plurality of game machines and a server device are connected via a communication line, a control method used therefor, and a computer program.
  • a game system in which a commercial game machine and a server device that provides a predetermined service to the game machine are connected via a network.
  • a game system in which a user personal computer or a portable information terminal is connected to the game system and a predetermined service is provided through the server device (for example, Patent Document 1). reference).
  • a service related to a game provided by a commercial game machine is provided to a portable information terminal or the like through a server device.
  • a service that provides a bulletin board or the like for exchanging information related to the game.
  • information regarding various games provided by different types of game machines installed in a commercial facility can be exchanged.
  • Such information includes evaluations of each player for various games. Then, through such evaluation, play of another game can be prompted.
  • the evaluation of various games by a certain player does not always apply to all players. For example, it is not always useful for a player who likes a music game as a game preference to exchange action game information.
  • an object of the present invention is to provide a game system that can extract useful individual information from a group of information that can be notified to each player, a control method used therefor, and a computer program.
  • the game system includes a plurality of game terminals that respectively provide a game played by a plurality of players to each player, and the plurality of game terminals that are connected to the plurality of game terminals via a communication line and play the game.
  • a matching service providing server that provides a matching service for matching a player of each game terminal as a player, and each of the information groups that can be notified to each player based on a matching result of the matching service.
  • Information extracting means for extracting individual information individually associated with the player.
  • the matching result is used to extract individual information from the information group. Matching is performed in order to determine each player who plays a common game. That is, a common game is played by each matched player. Therefore, it is highly likely that each matched player has at least the same game preference. For this reason, the matched individual information of each player is highly likely to be mutually beneficial. That is, by using the matching result for information extraction, useful individual information can be extracted from the information group that can be notified to each player.
  • the game system further comprises information management data storage means for storing information management data in which player identification information for identifying each player and the information group are described in association with each other.
  • the extraction unit may extract the individual information from the information group of the information management data based on the player identification information of each player matched by the matching service.
  • the information group can be centrally managed using the information management data.
  • One aspect of the game system of the present invention may further comprise individual information notifying means for notifying at least the individual information of each player extracted by the information extracting means to each player matched by the matching service. .
  • individual information of each player related to matching is extracted and notified to each other. That is, each player can know mutually useful individual information. Thereby, utilization of useful individual information can be urged to each player.
  • an extraction result storage unit that stores past extraction results of the information extraction unit, an information processing unit that processes past individual information based on the extraction results, and the information Processing result notifying means for notifying each player of the processing result of the processing means as at least one of the individual information
  • the past processing result is notified as one piece of individual information.
  • the processing includes, for example, tabulation, rearrangement, and classification of past individual information.
  • each of the plurality of game machines may include a display device that displays a game screen of the game, and the individual information may be notified at least through the game screen.
  • the player is notified of useful individual information when using the game machine. For this reason, the player can be surely notified of the useful individual information.
  • the information processing apparatus further includes a user terminal connected to at least one of the plurality of game machines and the matching service providing server via a communication line, and the individual information is at least the You may notify through a user terminal.
  • useful individual information can be notified in accordance with the convenience of the player.
  • the personal information further includes a user service providing server that provides a predetermined service to the user terminal, and the predetermined service includes a related setting service for associating each player,
  • the individual information may be notified to each player associated by the related setting service at least through the user terminal.
  • each player can set a player who notifies useful individual information.
  • information regarding a play history related to a game played by each player in the past may be used as the individual information.
  • information regarding the play history of each matched player is extracted as useful individual information from among a large number of information groups. Since there is a high possibility that the game preferences of the matched players are common, it is possible to extract information of play history useful for each matched player. Further, when the information of the extracted play history is notified to each player, it is possible to notify each player of a game having a common preference. Thereby, each player can be prompted to play another game. That is, the matching result can be used for extracting a game recommended for other players.
  • the control method of the present invention includes a plurality of game terminals that respectively provide a game played by a plurality of players to each player, and the plurality of game terminals that are connected to the plurality of game terminals via a communication line and play the game.
  • An information group that can be notified to each player based on a matching result of the matching service to a computer incorporated in a game system including a matching service providing server that provides a matching service for matching a player of each game terminal as a player.
  • An information extraction process is performed for extracting individual information individually associated with each player matched by the matching service.
  • a computer program for a game system is connected to a plurality of game terminals that respectively provide a game played by a plurality of players to each player, and the plurality of game terminals via a communication line to play the game.
  • a computer incorporated in a game system including a matching service providing server that provides a matching service for matching players of each game terminal as the plurality of players is notified to each player based on the matching result of the matching service. It is configured to function as information extraction means for extracting individual information individually related to each player matched by the matching service from the information group to be obtained.
  • the game system of the present invention can be realized by executing the control method or the computer program of the present invention.
  • the matching result is used to extract individual information from the information group. Since each matched player is likely to have at least the same game preference, the individual information of each other is likely to be useful. For this reason, it is possible to extract useful individual information from an information group that can be notified to each player by using the matching result for information extraction.
  • FIG. 1 is a diagram showing an outline of the overall configuration of a game system according to an embodiment of the present invention.
  • a plurality of game machines GM as a plurality of game terminals and a center server 3 as a matching service providing server and a user service providing server serve as communication lines via a router 5.
  • the game machine GM is a commercial (commercial) game machine that allows a user to play a game within a range according to the price in exchange for consumption of a predetermined price.
  • the game machine GM is configured to provide a game of a type that the players of each game machine GM matched via the center server 3 play together.
  • An appropriate number of game machines GM are installed in a commercial facility such as a store 7.
  • the game machine GM is provided with a monitor MO as a display device.
  • a liquid crystal display device is used as the monitor MO.
  • a local server may be installed between the game machine GM and the router 5, and the game machine GM may be connected to the center server 3 via the local server.
  • the center server 3 is not limited to an example configured by a single physical device.
  • one logical center server 3 may be configured by a server group as a plurality of physical devices.
  • the center server 3 may be logically configured using cloud computing.
  • the game machine GM may function as the center server 3.
  • the user terminal 8 can access the center server 3 via the network 6.
  • a computer device capable of network connection such as a personal computer 8a, a mobile phone 8b (including a smartphone), or the like may be appropriately used.
  • the user when a user uses the game machine GM, the user is particularly referred to as a player.
  • Each game machine GM and the center server 3 are given unique information that can be identified on the network 6. Thereby, on the game system 1, each game machine GM and the center server 3 can be identified. For example, an IP address may be used as such unique information.
  • the network 6 is a public network such as the Internet, a unique fixed address on the network 6 is set for each router 5.
  • Each game machine GM or the like is set as an IP address with a private address for uniquely recognizing the game machine GM or the like on the network 6 in combination with the fixed address.
  • a virtual private network (VPN) is established between the game machine GM and the center server 3, and each game machine GM and the like are uniquely specified on the VPN using a private address.
  • the information for identifying each game machine GM, the center server 3, and the user terminal 8 on the network 6 is called address information. In communication via the network 6, it is assumed that a communication partner is specified based on the address information unless otherwise specified.
  • a unique store ID is set for each store 7, and a unique housing ID is set for each game machine GM, separately from the address information described above.
  • the center server 3 can uniquely identify the store 7 to which the communication partner game machine GM belongs and the game machine GM.
  • the center server 3 provides various services via the network 6 to the game machine GM and the user terminal 8.
  • the center server 3 provides various game machine services to the game machine GM or its player.
  • a game machine service for example, a service for receiving player identification information from the game machine GM and authenticating the player is provided.
  • a service for receiving and storing the play data of the authenticated player from the game machine GM or providing the play data to be saved to the game machine GM is also provided.
  • the game machine service includes a service for updating the program or data of the game machine GM via the network 6, and a matching service for matching users when a plurality of users play a common game via the network 6. Etc. are included.
  • the center server 3 provides various Web services as predetermined services to the user of the user terminal 8 that accesses through the network 6.
  • a Web service for example, a game information service is provided that provides a user with various information related to a game to be executed on the game machine GM.
  • the web service includes a community service that provides a place for exchange of information such as information transmission, exchange, and sharing by a user, a service that assigns a user ID for identifying each user, and the association of the user ID with a card ID described later. And services such as services for setting associations between users (friend registration, rival registration, etc.) (related setting services).
  • various web services may include a service for playing a predetermined game (sometimes referred to as a mobile game) in response to access from the user terminal 8.
  • the game information service may include information related to the mobile game.
  • FIG. 2 is a functional block diagram of the main part of the game system 1.
  • the center server 3 is provided with a control unit 10 as a computer and a storage device 11.
  • the control unit 10 is configured as a computer unit combining a microprocessor and various peripheral devices such as an internal storage device (for example, ROM and RAM) necessary for the operation of the microprocessor.
  • the control unit 10 is connected to an input device such as a keyboard and an output device such as a monitor, but these are not shown.
  • the storage device 11 is connected to the control unit 10.
  • the storage device 11 is configured by a large-capacity storage medium such as a magnetic tape, for example, so that the storage can be held without power supply.
  • the storage device 11 stores a server program 15.
  • the server program 15 is a computer program necessary for the center server 3 to provide various services to the game machine GM and the user terminal 8.
  • a game machine service management unit 16 and a Web service management unit 17 are provided inside the control unit 10.
  • the game machine service management unit 16 executes a process for providing the game machine service described above.
  • the web service management unit 17 executes processing necessary to provide the above-described web service.
  • the game machine service management unit 16 and the web service management unit 17 are logical devices realized by a combination of computer hardware and a computer program. Various other logical devices may be provided inside the control unit 10, but these are not shown.
  • the storage device 11 stores various data that can be referred to as the server program 15 is executed.
  • Such various data includes, for example, ID management data 22, game data 23, play data 25 as information management data, and matching data 26. Details of these data will be described later.
  • control unit 30 and the storage device 31 are provided in the game machine GM.
  • the control unit 30 is configured as a computer unit in which a microprocessor and various peripheral devices such as an internal storage device (for example, ROM and RAM) necessary for the operation of the microprocessor are combined.
  • the control unit 30 has various inputs such as an operation input device for inputting the player's operation, a display device such as a monitor MO, a sound reproduction device such as a speaker, a card reader, and a coin authentication device, as in a known game machine. Although the device and the output device are connected, their illustration is omitted.
  • the card reader is provided to read information on the card 32 possessed by the user and output a signal corresponding to the information to the control unit 30.
  • the card 32 is provided with a nonvolatile storage medium (not shown) such as an IC chip or a magnetic stripe.
  • the storage medium stores a unique ID (hereinafter sometimes referred to as a card ID) for each card 32.
  • the card ID is used to call play data 25 stored on the center server 3, for example.
  • the center server 3 identifies a user (player) using a user ID as unique player identification information for each user.
  • the play data 25 is also recorded in one-to-one correspondence with the user ID.
  • the card ID is associated with the user ID on a one-to-one basis or a many-to-one basis.
  • the center server 3 can identify the correspondence between the card ID and the user ID by referring to the ID management data 22 and specify the user ID of the player.
  • the card ID may be recorded on the card 32 in the form of a barcode or the like.
  • the card ID may be recorded on a storage medium such as an IC chip mounted on a mobile phone or the like.
  • the storage device 31 is connected to the control unit 30.
  • the storage device 31 is configured by, for example, a hard disk, a flash SSD (Solid State Drive), or the like so as to be able to hold the memory without supplying power.
  • a game program 35 is stored in the storage device 31.
  • the game program 35 is a computer program necessary for the game machine GM to provide a game (sometimes referred to as an arcade game).
  • a game service processing unit 36 is provided inside the control unit 30.
  • the game service processing unit 36 executes various processes related to the play of the arcade game, such as management of the start, progress, and end of the arcade game in the game machine GM, and collection of a play fee (predetermined consideration).
  • a part of the game machine service is realized by the cooperation of the game service processing unit 36 and the game machine service management unit 16 of the center server 3.
  • the game service processing unit 36 is a logical device realized by a combination of computer hardware and a computer program. Various other logical devices may be provided inside the control unit 30, but these are not shown.
  • the storage device 31 stores various types of data that can be referred to as the game program 35 is executed.
  • Such various types of data include, for example, ID management data 22, play data 25, and matching data 26.
  • ID management data 22 and the play data 25 is provided from the center server 3 so as to include a part associated with the player who executes the arcade game when the arcade game is executed.
  • the matching data 26 is also provided from the center server 3 as a result of matching by the center server 3 and stored in the storage device 31.
  • control unit 40 is configured as a computer unit that combines a microprocessor and various peripheral devices such as an internal storage device (for example, ROM and RAM) necessary for the operation of the microprocessor.
  • the control unit 40 is connected to various input devices and output devices of a known computer device that can be connected to the network.
  • the storage device 41 is connected to the control unit 40.
  • the storage device 41 is configured by, for example, a non-volatile semiconductor storage device or the like so that the storage can be held even when power is not supplied.
  • a terminal program 45 is stored in the storage device 41.
  • the terminal program 45 is a computer program necessary for the user terminal 8 to receive a web service from the center server 3.
  • a Web service processing unit 46 is provided inside the control unit 40.
  • the Web service processing unit 46 executes various processes necessary for the user to use the Web service in cooperation with the Web service management unit 17 of the center server 3, for example.
  • the Web service processing unit 46 executes a well-known process necessary for providing a game information service.
  • the Web service processing unit 46 provides a well-known process or community service necessary for providing a related setting service for setting a relationship between users such as friend registration and rival registration. The well-known processing necessary for this is also executed.
  • the Web service processing unit 46 is a logical device realized by a combination of computer hardware and a computer program. Various other logical devices may be provided inside the control unit 40, but these are not shown.
  • the storage device 41 stores various data that can be referred to as the terminal program 45 is executed.
  • Such various types of data include, for example, ID management data 22, play data 25, and matching data 26.
  • ID management data 22 and the play data 25 is provided from the center server 3 and stored in the storage device 41 so that a part necessary for providing the Web service is included.
  • matching data 26 is provided from the center server 3 and stored in the storage device 41 as required for providing the Web service.
  • the ID management data 22 is data in which correspondence relationships between various IDs used in the game system 1 are described. For example, as described above, the correspondence relationship between the card ID (s) and the user ID is recorded in the ID management data 22.
  • the play data 25 is a set of data created for each user ID.
  • the card ID that the player has recognized by the game machine GM is provided to the center server 3.
  • at least a part of the play data 25 corresponding to the user ID associated with the card ID is provided from the center server 3 to the game machine GM and stored in the storage device 31 of the game machine GM.
  • FIG. 3 is a diagram showing an example of the contents of the play data 25.
  • the arcade data includes, for example, various information associated with the play of the arcade game such as the results recorded by the user in the arcade game and various items owned in the arcade game.
  • the play data 25 may include mobile data, for example. Similar to the arcade data, the mobile data may include, for example, various information associated with the play of the mobile game such as the results recorded by the user in the mobile game and various items owned in the mobile game.
  • a plurality of games (a plurality of types of games) may be used as the arcade game and the mobile game. In this case, each game may be managed by a unique game ID for each arcade game or each mobile game. Further, the arcade data and the mobile data may be associated with the user ID on the play data 25 using the game ID.
  • the play history data is data indicating the history of each game played by the player corresponding to each user ID in the past.
  • the play history data includes, for example, information on game names corresponding to various games provided by various game machines including the game machine GM.
  • the information of game ID may be utilized as information regarding a game name.
  • the game names may be arranged in the order in which the number of plays is large.
  • the play history data may include information corresponding to the number of plays of each game.
  • each game name may be located in the new order of the play history.
  • the play history data may include information corresponding to the play date and time of each game.
  • the information for determining the arrangement order such as the number of times of playing each game and the date and time of play may be managed as separate data.
  • the entire information corresponding to all user IDs (all players) included in the play data 25 such as arcade data and play history data functions as the information group of the present invention.
  • the information corresponding to each player among these information groups functions as individual information of the present invention.
  • the matching data 26 is data for specifying each player matched when playing the game.
  • FIG. 4 is a diagram illustrating an example of the contents of the matching data 26. As shown in FIG. 4, the matching data 26 includes matching ID, play date, game name, and card ID information. The matching data 26 is a set of records described so that these pieces of information are associated with each other.
  • Matching ID is information for identifying each record.
  • the matching ID for example, a unique number is used for each record.
  • the play date / time is information indicating the date / time when the game was played, in other words, the date / time when matching was executed.
  • the game name is information indicating the name of a game played using matching. When each game is managed by a game ID, the game ID may be used as information indicating the game name.
  • the card ID is information indicating the card ID of the card 32 used by each matched player.
  • the matching data 26 includes information on a plurality of card IDs corresponding to each matched player as card ID information. In addition, the matching data 26 may include information for identifying the store 7 or the game machine GM played by each matched player.
  • the game data 23 is data that is appropriately referred to by the control unit 10 of the center server 3 in relation to the arcade game (or mobile game).
  • the ID management data 22, the play data 25, and the matching data 26 described above can also function as part of the game data 23. Note that various data other than the illustrated data are recorded in the storage devices 11, 31, and 41, but a description thereof is omitted.
  • an arcade game executed on the game machine GM will be described.
  • various games such as an action game, a role playing game, a shooting game, a simulation game, a music game, and a quiz game may be executed.
  • an action game is executed in which the matched players cooperate to advance the game on the game machine GM.
  • FIG. 5 is a diagram illustrating an example of a game screen of an action game executed on the game machine GM.
  • the game screen 55 is displayed on the monitor MO.
  • the game screen 55 includes a game progress area 56 and a history area 57.
  • the game progress area 56 is used for the progress of the game.
  • the game progress area 56 includes images of various objects such as a player character corresponding to each player and an enemy character that functions as an obstacle for progressing the game.
  • a play is performed in which each player manipulates the player character and aims to capture the enemy character.
  • the game progress area 56 also displays various information necessary for the progress of the game, such as items owned by each player character and the remaining time.
  • the history area 57 is an area for notifying the play history of each player who is playing the game together.
  • the game name of each game played in the past for each player is displayed as a play history.
  • the player icon PI is displayed in the history area 57 as information indicating each player.
  • the game name of each game played by each player is displayed as a play history. More specifically, the history area 57 includes a first player icon PI1 corresponding to the first player, a second player icon PI2 corresponding to the second player, a third player icon PI3 corresponding to the third player, and A fourth player icon PI4 corresponding to the fourth player is displayed.
  • next to the first player icon PI1 three game names “steel”, “mahjong fight”, and “magic” are displayed as the play history of the first player.
  • “magic”, “steel”, and “ubeat” are next to the second player icon PI2
  • “ubeat”, “steel”, and “reflect” are next to the fourth player icon PI3.
  • “Steel”, “Ubeat”, and “Mahjong Fight” are displayed next to the icon PI4.
  • the games included in the history of four players are often common.
  • the history of the second player to the fourth player includes a game “Ubeat”.
  • this game is not included in the history of the first player.
  • the first player can know the existence of the game “Ubeat” through the history area 57.
  • This game is highly likely to meet the preference of the first player because a player who enjoys the same game plays with high probability. Therefore, for example, in the example of FIG. 5, the history area 57 functions as a motivation to play the game “Ubeat”.
  • the game machine GM provides the game screen 55 for notifying the matched play histories while proceeding with the game.
  • the history area 57 will be further described with reference to FIG.
  • FIG. 6 is an explanatory diagram for explaining the relationship between each data and the history area 57.
  • the ID management data 22 and the play data 25 are mainly used for displaying the history area 57.
  • the ID management data 22 is referred based on the card ID of the card 32 used by the player to play the game.
  • the ID management data 22 describes the correspondence between the card ID and the user ID. Therefore, the user ID of the player who is playing is specified by referring to the ID management data 22 using the card ID as a key.
  • the play history of the play data 25 corresponding to the identified user ID is referred.
  • Each game name included in the play history is displayed in the history area 57.
  • the number of game names that can be displayed in the history area 57 may be arbitrary. Moreover, the game name which should be displayed among each game name contained in a play log
  • FIG. 7 is a diagram illustrating an example of a flowchart of the matching processing routine.
  • the routine of FIG. 7 is realized by the control unit 10 of the center server 3 and the control unit 30 of the game machine GM cooperating. More specifically, the routine of FIG. 7 is executed through the game machine service management unit 16 of the control unit 10 and the game service processing unit 36 of the control unit 30. Further, the routine of FIG. 7 is executed each time a predetermined game start operation is executed, for example.
  • the game service processing unit 36 may be described as the execution machine process as the game machine GM, and the game machine service management unit 16 may be described as the execution server process as the center server 3.
  • the game machine GM executes a matching request to the center server 3 in step S11.
  • This matching request includes, for example, various types of information necessary for matching, such as the type of game, the environment, and the required number of people.
  • the center server 3 receives the matching request from the game machine GM, the center server 3 starts the matching process of FIG. Then, the center server 3 first executes matching in step S21. Specifically, the game machines GM executing the matching request are matched. This matching is executed based on various information included in the matching request. For example, each player who matches a condition necessary for executing a game such as the same game and the same environment is matched. Therefore, in step S21, for example, game machines GM that are executing matching requests regarding the same game, the same play level, and the same game stage are matched.
  • the center server 3 In the next step S22, the center server 3 generates matching data 26 based on the matching result in step S21. In the next step S23, the center server 3 notifies the matching result of step S21 to the game machine GM. The notification of the matching result includes the matching data 26 generated in step S22. When the center server 3 finishes the process of step S23, it ends the current routine.
  • the game machine GM receives the notification of the matching result from the center server 3 in step S12.
  • the game machine GM sets a game environment for starting the game based on the matching result received in step S12.
  • the game machine GM starts the game based on the game environment set in step S13, and ends the current routine.
  • each game machine GM which plays a common game is matched via the center server 3. Further, information on the card ID of each matched player is notified to each matched game machine GM through the matching data 26.
  • FIG. 8 is a diagram showing an example of a flowchart of the history area display processing routine.
  • the routine of FIG. 8 is executed through the game service processing unit 36 by the control unit 30 of the game machine GM.
  • the routine in FIG. 8 is executed each time a display of a predetermined game screen is requested after the game is started, for example.
  • the routine of FIG. 8 may be executed as part of the environment setting in step S13 of the routine of FIG.
  • the control unit 30 of the game machine GM and the control unit 10 of the center server 3 are not limited to the routines of FIG. 7 and FIG.
  • Various well-known processes are executed in order to provide a service, but detailed description thereof is omitted.
  • the game service processing unit 36 first acquires various data in step S31.
  • the various data includes matching data 26 or play data 25 and ID management data 22 received from the center server 3 in the routine of FIG.
  • the various data may include, for example, image data for displaying the player icon PI.
  • the game service processing unit 36 extracts information on the play history of each player based on the ID management data 22, the play data 25, and the matching data 26 acquired in step S31. More specifically, the game service processing unit 36 first specifies the user ID of each matched player based on the matching data 26 and the ID management data 22 using the card ID as a key. Then, based on each identified user ID, at least a part of the play history data corresponding to each user ID is extracted from the play data 25 as play history information. In this way, the game service processing unit 36 extracts information on the play history of each player matched from the play data 25.
  • the game service processing unit 36 based on the various data acquired in step S31 and the information on the play history of each player extracted in step S32, includes a history area 57 including information on the play history of each player.
  • the drawing data required to display the is generated.
  • the game service processing unit 36 outputs the generated drawing data so that the history area 57 is displayed based on the drawing data generated in step S33, and ends the current routine.
  • the play history information of each player matched from the play data 25 based on the matching data 26 is extracted, and the history area 57 reflecting the information is displayed. That is, the history area 57 including the past play history information of each matched player is displayed.
  • a part of the information of the play histories of many players included in the play data 25 is extracted based on the matching result. Since each player who is playing the same game is likely to have a common game preference, each player's play history is likely to be beneficial to the matched players. For this reason, it is possible to extract a play history useful for each matched player by using the matching result to extract the information of the play history.
  • the extracted play history is notified to other players through the history area 57. Therefore, the notification of the beneficial play history through the history area 57 can more appropriately recommend other games to each player. Thereby, since the use of another game can be promoted more appropriately, the use of another game can be activated.
  • control unit 30 of the game machine GM functions as the information extraction unit and the individual information notification unit of the present invention by executing the routine of FIG. 8 through the game service processing unit 36. Further, the storage device 11 of the center server 3 stores the play data 25, thereby functioning as information management data storage means of the present invention.
  • the present invention is not limited to the above-described form, and can be implemented in an appropriate form.
  • the play history information displayed in the history area 57 is not limited to such a form.
  • ranking information obtained by ranking each game included in the play history of each player who played in the past may be displayed in the history area 57 as the play history information.
  • the history area 57 including the ranking information may be realized by, for example, the routine of FIG.
  • FIG. 9 is a diagram illustrating an example of a flowchart according to a modification of the history area display processing routine.
  • the routine in FIG. 9 is executed by the game service processing unit 36 as in FIG. Further, the cycle in which FIG. 9 is executed is the same as that in FIG.
  • the routine of FIG. 8 is compared with the routine of FIG. 9, the routine of FIG. 9 is different from the routine of FIG. 8 in that the process of step S35 is added.
  • the game service processing unit 36 When the routine of FIG. 9 is started, the game service processing unit 36 first acquires various data in step S31 as in the routine of FIG. However, at this time, the game service processing unit 36 acquires the matching data 26 so as to include past records in a predetermined range (for example, a range from the current day to the game release date). In subsequent step S32, the play history information is extracted as in the routine of FIG. However, at this time, the game service processing unit 36 extracts play history information using each user ID associated with the same game included in the predetermined range of the matching data 26 as a key. That is, the game service processing unit 36 uses the past matching results related to the same game as well as the current matching results to extract the play history information.
  • a predetermined range for example, a range from the current day to the game release date
  • step S35 the game service processing unit 36 processes the extraction result extracted in step S32. More specifically, the number of each game included in the play history information is calculated based on the extraction result of step S32, and the arrangement order of each game is determined based on the calculation result. That is, the game service processing unit 36 ranks each game included in the play history information based on the extraction result of step S32 as processing. Similarly to the routine of FIG. 8, in step S33, drawing data necessary for drawing the history area 57 including the processing result information is generated, and in step S34, the drawing data is output. End the routine.
  • ranking information of play history based on past results is displayed in the history area 57.
  • the processing is not limited to totaling past results such as creating ranking information.
  • rearrangement of rearranging past play history information under a predetermined condition such as a play date and time may be executed as processing.
  • classification according to the kind of games, such as an action game and a role playing game may be performed as processing.
  • the control unit 30 of the game machine GM executes the routine of FIG. 9 through the game service processing unit 36, it functions as the information processing means and the processing result notification means of the present invention.
  • storage device 11 of the center server 3 functions as an extraction performance memory
  • it is not limited to the form from which the past extraction performance is obtained by the matching data 26 and the play data 25 corresponding to it.
  • the results of play history information extracted by past matching may be directly stored.
  • the information of the play history extracted based on the matching result is notified to each matched player through the game screen 55.
  • the notification of the play history information is not limited to such a form.
  • such information may be notified as one of Web services. That is, the information on the play history extracted based on the matching result may be notified to each player through the user terminal 8.
  • the extraction result can be notified in accordance with the convenience of the user.
  • the extracted play history information is notified to each matched player.
  • each notified player is not limited to such a form.
  • a service capable of setting a player to be notified of the extracted play history information may be provided.
  • the above-described related setting service may be used. That is, the extracted play history information may be notified to each player who is registered as a friend or rival through, for example, a related setting service in addition to each matched player. In these cases, each player can set a player who is notified of the extracted play history information.
  • the information on the play history of each player is centrally managed through the play data 25.
  • management of play history information is not limited to such a form.
  • information on play history (play history data and the like) of each player may be stored in a storage medium such as a card 32 owned by each player.
  • the play history information of each player is temporarily stored in the storage device 31 of the game machine GM.
  • Can be used it is possible to extract and use only the play history information of each matched player from the play history information group corresponding to a large number of players.
  • the extracted play history information is not limited to a form that is directly notified to each player including processed information.
  • the extracted play history information may be used in an indirect form such as sales promotion, advertisement, or development of a new game.
  • the center server 3 that provides the game machine service to the game machine GM is used as a server that provides the user terminal 8 with a predetermined service such as a Web service. That is, the user terminal 8 and the game machine GM are provided with various services by the common center server 3.
  • the present invention is not limited to such a form.
  • a server that provides a predetermined service to the user terminal 8 (corresponding to a user service providing server) is different from a server that provides a game machine service to the game machine GM (corresponding to a matching service providing server). May be used.
  • information on past play histories of each player is used as individual information individually associated with each player.
  • the individual information is not limited to such a form.
  • information on the store 7 that each player played in the past may be used. In this case, it is possible to promote the use of another store 7 in which the usage rate of each player is high.
  • information of each item owned by each player in a specific game may be used. In this case, it is possible to promote the possession of an item having a high ownership rate of each player.
  • information regarding various objects that should promote the use of other players may be used as the individual information.
  • the game machine of the present invention may be realized in an appropriate form such as an arcade game machine installed in a commercial facility, a home-use game machine, or a portable game machine. Therefore, when a mobile game is executed on the user terminal 8, the user terminal 8 may be used as a game terminal. Moreover, the game system 1 may be comprised only by game machine GM.

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Abstract

Provided is a game system capable of extracting useful individual information from a set of information that can be communicated to individual players. The game system (1) is provided with: a plurality of game machines (GM) for providing to each of a plurality of players a game played by the players; and a central server (3) connected via a network (6) to the plurality of game machines (GM), the central server (3) providing a matching service in which the players using the game machines (GM) are matched as the plurality of players playing the game. On the basis of the results of the matching performed by the matching service, the game system (1) extracts play-history information for each of the players matched using the matching service from the set of play-history information that can be communicated to the players.

Description

ゲームシステム、それに用いられる制御方法及び、コンピュータプログラムGAME SYSTEM, CONTROL METHOD USED FOR THE SAME, AND COMPUTER PROGRAM
 本発明は、複数のゲーム機とサーバ装置とが通信回線を介して接続されているゲームシステム、それに用いられる制御方法及び、コンピュータプログラムに関する。 The present invention relates to a game system in which a plurality of game machines and a server device are connected via a communication line, a control method used therefor, and a computer program.
 商業用ゲーム機と、このゲーム機に所定のサービスを提供するサーバ装置とがネットワークを介して接続されているゲームシステムが存在する。また、このようなゲームシステムであって、更に、ユーザ用のパソコン又は携帯情報端末が接続され、これらにもサーバ装置を通じて所定のサービスを提供するゲームシステムが知られている(例えば、特許文献1参照)。 There is a game system in which a commercial game machine and a server device that provides a predetermined service to the game machine are connected via a network. In addition, a game system is known in which a user personal computer or a portable information terminal is connected to the game system and a predetermined service is provided through the server device (for example, Patent Document 1). reference).
特開2006-175004号公報JP 2006-175004 A
 特許文献1のようなゲームシステムでは、商業用ゲーム機で提供されるゲームに関連するサービスがサーバ装置を通じて携帯情報端末等に提供される。このようなサービスの一つとして、ゲームに関連する情報を交換するための掲示板等を提供するサービスが存在する。このような掲示板等では、商業用施設に設置されている各種のゲーム(種類の異なるゲーム機により提供される)に関する情報が交換され得る。このような情報には、各プレイヤの各種ゲームに対する評価が含まれている。そして、このような評価を通じて、他のゲームのプレイが促され得る。しかし、あるプレイヤによる各種ゲームの評価がすべてのプレイヤに当てはまるとは限らない。例えば、ゲームの嗜好として音楽ゲームを好むプレイヤには、アクションゲームの情報が交換されても有益とは限らない。一方で、同じ種類のゲーム(アクションゲーム、音楽ゲーム、シミュレーションゲーム等)をプレイしている各プレイヤのゲームの嗜好は、近い可能性が高い。しかし、プレイ履歴等の各プレイヤに個別に関連する個別情報を知るためには、各プレイヤに質問をするしかない。従って、このような個別情報の取得は、比較的難しい。 In a game system such as Patent Document 1, a service related to a game provided by a commercial game machine is provided to a portable information terminal or the like through a server device. As one of such services, there is a service that provides a bulletin board or the like for exchanging information related to the game. In such a bulletin board or the like, information regarding various games (provided by different types of game machines) installed in a commercial facility can be exchanged. Such information includes evaluations of each player for various games. Then, through such evaluation, play of another game can be prompted. However, the evaluation of various games by a certain player does not always apply to all players. For example, it is not always useful for a player who likes a music game as a game preference to exchange action game information. On the other hand, the game preference of each player who is playing the same type of game (action game, music game, simulation game, etc.) is likely to be close. However, in order to know the individual information individually related to each player such as the play history, there is no choice but to ask each player a question. Therefore, acquisition of such individual information is relatively difficult.
 そこで、本発明は、各プレイヤに通知され得る情報群のうちから有益な個別情報を抽出することができるゲームシステム、それに用いられる制御方法及び、コンピュータプログラムを提供することを目的とする。 Therefore, an object of the present invention is to provide a game system that can extract useful individual information from a group of information that can be notified to each player, a control method used therefor, and a computer program.
 本発明のゲームシステムは、複数のプレイヤによってプレイされるゲームを各プレイヤにそれぞれ提供する複数のゲーム端末と、前記複数のゲーム端末と通信回線を介して接続され、前記ゲームをプレイする前記複数のプレイヤとして各ゲーム端末のプレイヤをマッチングするマッチングサービスを提供するマッチングサービス提供サーバと、前記マッチングサービスのマッチング結果に基づいて、各プレイヤに通知され得る情報群のうちから前記マッチングサービスによってマッチングされた各プレイヤに個別に関連する個別情報を抽出する情報抽出手段と、を備えている。 The game system according to the present invention includes a plurality of game terminals that respectively provide a game played by a plurality of players to each player, and the plurality of game terminals that are connected to the plurality of game terminals via a communication line and play the game. A matching service providing server that provides a matching service for matching a player of each game terminal as a player, and each of the information groups that can be notified to each player based on a matching result of the matching service. Information extracting means for extracting individual information individually associated with the player.
 本発明によれば、情報群から個別情報を抽出するために、マッチング結果が利用される。マッチングは、共通のゲームをプレイする各プレイヤを決定するために実行される。つまり、マッチングされた各プレイヤによって共通のゲームがプレイされる。従って、マッチングされた各プレイヤは、少なくとも同じゲームの嗜好を有している可能性が高い。このため、マッチングされた各プレイヤの個別情報は、互いに有益である可能性が高い。つまり、マッチング結果を情報の抽出に利用することにより、各プレイヤに通知され得る情報群のうちから有益な個別情報を抽出することができる。 According to the present invention, the matching result is used to extract individual information from the information group. Matching is performed in order to determine each player who plays a common game. That is, a common game is played by each matched player. Therefore, it is highly likely that each matched player has at least the same game preference. For this reason, the matched individual information of each player is highly likely to be mutually beneficial. That is, by using the matching result for information extraction, useful individual information can be extracted from the information group that can be notified to each player.
 本発明のゲームシステムの一態様において、各プレイヤを識別するためのプレイヤ識別情報と前記情報群とが互いに関連づけられて記述された情報管理データを記憶する情報管理データ記憶手段を更に備え、前記情報抽出手段は、前記マッチングサービスによってマッチングされた各プレイヤの前記プレイヤ識別情報に基づいて、前記情報管理データの前記情報群から前記個別情報を抽出してもよい。この場合、情報管理データを利用して、情報群を一元管理することができる。 In one aspect of the game system of the present invention, the game system further comprises information management data storage means for storing information management data in which player identification information for identifying each player and the information group are described in association with each other. The extraction unit may extract the individual information from the information group of the information management data based on the player identification information of each player matched by the matching service. In this case, the information group can be centrally managed using the information management data.
 本発明のゲームシステムの一態様において、前記情報抽出手段にて抽出された各プレイヤの前記個別情報を前記マッチングサービスによってマッチングされた各プレイヤに少なくとも通知する個別情報通知手段を更に備えていてもよい。この場合、マッチングに関連する各プレイヤの個別情報が抽出され、互いに通知される。つまり、各プレイヤが互いに有益な個別情報を知ることができる。これにより、有益な個別情報の活用を各プレイヤに促すことができる。 One aspect of the game system of the present invention may further comprise individual information notifying means for notifying at least the individual information of each player extracted by the information extracting means to each player matched by the matching service. . In this case, individual information of each player related to matching is extracted and notified to each other. That is, each player can know mutually useful individual information. Thereby, utilization of useful individual information can be urged to each player.
 本発明のゲームシステムの一態様において、前記情報抽出手段の過去の抽出実績を記憶する抽出実績記憶手段と、前記抽出実績に基づいて、過去の各個別情報を加工する情報加工手段と、前記情報加工手段の加工結果を前記個別情報の少なくとも一つとして各プレイヤに通知する加工結果通知手段と、を更に備えていてもよい。この場合、個別情報の一つとして過去の実績の加工結果が通知される。加工には、例えば、過去の個別情報の集計、並び替え、分類が含まれる。これにより、有益な個別情報を更に有益なものに加工することができる。また、その加工結果が各プレイヤに通知されるので、そのより有益な個別情報の活用を各プレイヤに促すことができる。 In one aspect of the game system of the present invention, an extraction result storage unit that stores past extraction results of the information extraction unit, an information processing unit that processes past individual information based on the extraction results, and the information Processing result notifying means for notifying each player of the processing result of the processing means as at least one of the individual information may be further provided. In this case, the past processing result is notified as one piece of individual information. The processing includes, for example, tabulation, rearrangement, and classification of past individual information. Thereby, useful individual information can be processed into more useful information. Moreover, since the processing result is notified to each player, each player can be urged to use the more useful individual information.
 個別情報が通知される態様において、前記複数のゲーム機のそれぞれは、前記ゲームのゲーム画面を表示する表示装置を備え、前記個別情報は、少なくとも前記ゲーム画面を通じて通知されてもよい。この場合、有益な個別情報がゲーム機を使用しているときにプレイヤに通知される。このため、その有益な個別情報を確実にプレイヤに知らせることができる。 In the aspect in which individual information is notified, each of the plurality of game machines may include a display device that displays a game screen of the game, and the individual information may be notified at least through the game screen. In this case, the player is notified of useful individual information when using the game machine. For this reason, the player can be surely notified of the useful individual information.
 また、個別情報が通知される態様において、前記複数のゲーム機及び、前記マッチングサービス提供サーバの少なくともいずれか一方と通信回線を介して接続されるユーザ端末を更に備え、前記個別情報は、少なくとも前記ユーザ端末を通じて通知されてもよい。この場合、有益な個別情報をプレイヤの都合に合わせて知らせることができる。 Further, in the aspect in which the individual information is notified, the information processing apparatus further includes a user terminal connected to at least one of the plurality of game machines and the matching service providing server via a communication line, and the individual information is at least the You may notify through a user terminal. In this case, useful individual information can be notified in accordance with the convenience of the player.
 個別情報がユーザ端末を通じて通知される態様において、前記ユーザ端末に所定のサービスを提供するユーザサービス提供サーバを更に備え、前記所定のサービスには、各プレイヤ間を関連づける関連設定サービスが含まれ、前記個別情報は、少なくとも前記ユーザ端末を通じて、前記関連設定サービスにより関連づけられた各プレイヤに通知されてもよい。この場合、有益な個別情報を通知するプレイヤを各プレイヤが設定することができる。 In the aspect in which the individual information is notified through the user terminal, the personal information further includes a user service providing server that provides a predetermined service to the user terminal, and the predetermined service includes a related setting service for associating each player, The individual information may be notified to each player associated by the related setting service at least through the user terminal. In this case, each player can set a player who notifies useful individual information.
 本発明のゲームシステムの一態様において、前記個別情報として、各プレイヤが過去にプレイしたゲームに関するプレイ履歴に関する情報が利用されてもよい。この場合、多くの情報群のうちから有益な個別情報として、マッチングされた各プレイヤのプレイ履歴に関する情報が抽出される。マッチングされた各プレイヤのゲームの嗜好は共通している可能性が高いので、マッチングされた各プレイヤにとって有益なプレイ履歴の情報を抽出することができる。また、抽出されたプレイ履歴の情報が各プレイヤに通知される場合には、嗜好の共通するゲームを各プレイヤに知らせることができる。これにより、他のゲームのプレイを各プレイヤに促すことができる。つまり、マッチング結果を他のプレイヤに推奨するゲームの抽出に利用することができる。 In one aspect of the game system of the present invention, information regarding a play history related to a game played by each player in the past may be used as the individual information. In this case, information regarding the play history of each matched player is extracted as useful individual information from among a large number of information groups. Since there is a high possibility that the game preferences of the matched players are common, it is possible to extract information of play history useful for each matched player. Further, when the information of the extracted play history is notified to each player, it is possible to notify each player of a game having a common preference. Thereby, each player can be prompted to play another game. That is, the matching result can be used for extracting a game recommended for other players.
 本発明の制御方法は、複数のプレイヤによってプレイされるゲームを各プレイヤにそれぞれ提供する複数のゲーム端末と、前記複数のゲーム端末と通信回線を介して接続され、前記ゲームをプレイする前記複数のプレイヤとして各ゲーム端末のプレイヤをマッチングするマッチングサービスを提供するマッチングサービス提供サーバと、を備えるゲームシステムに組み込まれるコンピュータに、前記マッチングサービスのマッチング結果に基づいて、各プレイヤに通知され得る情報群のうちから前記マッチングサービスによってマッチングされた各プレイヤに個別に関連する個別情報を抽出する情報抽出工程を実行させるものである。 The control method of the present invention includes a plurality of game terminals that respectively provide a game played by a plurality of players to each player, and the plurality of game terminals that are connected to the plurality of game terminals via a communication line and play the game. An information group that can be notified to each player based on a matching result of the matching service to a computer incorporated in a game system including a matching service providing server that provides a matching service for matching a player of each game terminal as a player. An information extraction process is performed for extracting individual information individually associated with each player matched by the matching service.
 本発明のゲームシステム用のコンピュータプログラムは、複数のプレイヤによってプレイされるゲームを各プレイヤにそれぞれ提供する複数のゲーム端末と、前記複数のゲーム端末と通信回線を介して接続され、前記ゲームをプレイする前記複数のプレイヤとして各ゲーム端末のプレイヤをマッチングするマッチングサービスを提供するマッチングサービス提供サーバと、を備えるゲームシステムに組み込まれるコンピュータを、前記マッチングサービスのマッチング結果に基づいて、各プレイヤに通知され得る情報群のうちから前記マッチングサービスによってマッチングされた各プレイヤに個別に関連する個別情報を抽出する情報抽出手段として機能させるように構成されたものである。本発明の制御方法或いは、コンピュータプログラムが実行されることにより、本発明のゲームシステムを実現することができる。 A computer program for a game system according to the present invention is connected to a plurality of game terminals that respectively provide a game played by a plurality of players to each player, and the plurality of game terminals via a communication line to play the game. A computer incorporated in a game system including a matching service providing server that provides a matching service for matching players of each game terminal as the plurality of players is notified to each player based on the matching result of the matching service. It is configured to function as information extraction means for extracting individual information individually related to each player matched by the matching service from the information group to be obtained. The game system of the present invention can be realized by executing the control method or the computer program of the present invention.
 以上、説明したように、本発明によれば、情報群から個別情報を抽出するために、マッチング結果が利用される。マッチングされた各プレイヤは、少なくとも同じゲームの嗜好を有している可能性が高いので、互いの個別情報は有益である可能性が高い。このため、マッチング結果を情報の抽出に利用することにより、各プレイヤに通知され得る情報群のうちから有益な個別情報を抽出することができる。 As described above, according to the present invention, the matching result is used to extract individual information from the information group. Since each matched player is likely to have at least the same game preference, the individual information of each other is likely to be useful. For this reason, it is possible to extract useful individual information from an information group that can be notified to each player by using the matching result for information extraction.
本発明の一形態に係るゲームシステムの全体構成の概要を示す図。The figure which shows the outline | summary of the whole structure of the game system which concerns on one form of this invention. ゲームシステムの要部の機能ブロック図。The functional block diagram of the principal part of a game system. プレイデータの内容の一例を示す図。The figure which shows an example of the content of play data. マッチングデータの内容の一例を示す図。The figure which shows an example of the content of matching data. ゲーム画面の一例を示す図。The figure which shows an example of a game screen. 各データと履歴領域との間の関係を説明するための説明図。Explanatory drawing for demonstrating the relationship between each data and a log | history area | region. マッチング処理ルーチンのフローチャートの一例を示す図。The figure which shows an example of the flowchart of a matching process routine. 履歴領域表示処理ルーチンのフローチャートの一例を示す図。The figure which shows an example of the flowchart of a log | history area | region display process routine. 履歴領域表示処理ルーチンの変形例に係るフローチャートの一例を示す図。The figure which shows an example of the flowchart which concerns on the modification of a log | history area | region display process routine.
 以下、本発明に係るゲームシステムの一形態について説明する。図1は、本発明の一形態に係るゲームシステムの全体構成の概要を示す図である。図1に示すように、ゲームシステム1においては、複数のゲーム端末としての複数のゲーム機GMと、マッチングサービス提供サーバ及びユーザサービス提供サーバとしてのセンターサーバ3とがルータ5を介して通信回線としてのネットワーク6にそれぞれ接続されている。ゲーム機GMは、所定の対価の消費と引き換えに、その対価に応じた範囲でユーザにゲームをプレイさせる業務用(商業用)のゲーム機である。ゲーム機GMは、一例として、センターサーバ3を介してマッチングされた各ゲーム機GMの各プレイヤが共にプレイするタイプのゲームを提供するように構成されている。ゲーム機GMは、店舗7等の商業施設に適当な台数ずつ設置される。ゲーム機GMには、表示装置としてのモニタMOが設けられている。モニタMOとして、例えば、液晶ディスプレイ装置が利用される。 Hereinafter, an embodiment of the game system according to the present invention will be described. FIG. 1 is a diagram showing an outline of the overall configuration of a game system according to an embodiment of the present invention. As shown in FIG. 1, in the game system 1, a plurality of game machines GM as a plurality of game terminals and a center server 3 as a matching service providing server and a user service providing server serve as communication lines via a router 5. Are connected to the respective networks 6. The game machine GM is a commercial (commercial) game machine that allows a user to play a game within a range according to the price in exchange for consumption of a predetermined price. As an example, the game machine GM is configured to provide a game of a type that the players of each game machine GM matched via the center server 3 play together. An appropriate number of game machines GM are installed in a commercial facility such as a store 7. The game machine GM is provided with a monitor MO as a display device. For example, a liquid crystal display device is used as the monitor MO.
 なお、ゲーム機GMとルータ5との間にローカルサーバが設置され、そのローカルサーバを介してゲーム機GMがセンターサーバ3と通信可能に接続されていてもよい。また、センターサーバ3は、一台の物理的装置によって構成されている例に限らない。例えば、複数の物理的装置としてのサーバ群によって一台の論理的なセンターサーバ3が構成されてもよい。更に、クラウドコンピューティングを利用して論理的にセンターサーバ3が構成されてもよい。また、ゲーム機GMがセンターサーバ3として機能してもよい。ネットワーク6として、例えば、インターネットが利用される。ネットワークは、有線、無線(携帯電話網含む)のいずれが利用されてもよい。 Note that a local server may be installed between the game machine GM and the router 5, and the game machine GM may be connected to the center server 3 via the local server. Further, the center server 3 is not limited to an example configured by a single physical device. For example, one logical center server 3 may be configured by a server group as a plurality of physical devices. Furthermore, the center server 3 may be logically configured using cloud computing. Further, the game machine GM may function as the center server 3. As the network 6, for example, the Internet is used. Either a wired network or a wireless network (including a mobile phone network) may be used.
 また、ゲームシステム1においては、ユーザ端末8からセンターサーバ3へのネットワーク6を介したアクセスが可能である。ユーザ端末8として、例えば、パーソナルコンピュータ8a、携帯電話8b(スマートフォンを含む)等といったネットワーク接続が可能なコンピュータ装置が適宜に利用されてよい。なお、本明細書において、ユーザがゲーム機GMを使用するときに、当該ユーザを特にプレイヤと称すことが有る。 Further, in the game system 1, the user terminal 8 can access the center server 3 via the network 6. As the user terminal 8, for example, a computer device capable of network connection such as a personal computer 8a, a mobile phone 8b (including a smartphone), or the like may be appropriately used. In the present specification, when a user uses the game machine GM, the user is particularly referred to as a player.
 各ゲーム機GM及び、センターサーバ3には、ネットワーク6上でそれぞれを識別可能なユニークな情報が付されている。これにより、ゲームシステム1上では、各ゲーム機GM及び、センターサーバ3を識別可能である。このようなユニークな情報として、例えば、IPアドレスが利用されてよい。ネットワーク6がインターネットのように公開性のあるネットワークであれば、各ルータ5にネットワーク6上でユニークな固定アドレスが設定される。そして、各ゲーム機GM等には、その固定アドレスとの組み合わせによってネットワーク6上でゲーム機GM等を一意に認識するためのプライベートアドレスがIPアドレスとして設定される。また、この場合、ゲーム機GMとセンターサーバ3との間には仮想プライベートネットワーク(VPN)が構築され、そのVPN上で各ゲーム機GM等がプライベートアドレスを用いて一意に特定される。以下では、各ゲーム機GM、センターサーバ3、及び、ユーザ端末8をネットワーク6上で識別するための情報をアドレス情報と呼ぶ。ネットワーク6を介した通信では、特別な記載のない限り、そのアドレス情報に基づいて通信すべき相手が特定されることを前提とする。 Each game machine GM and the center server 3 are given unique information that can be identified on the network 6. Thereby, on the game system 1, each game machine GM and the center server 3 can be identified. For example, an IP address may be used as such unique information. If the network 6 is a public network such as the Internet, a unique fixed address on the network 6 is set for each router 5. Each game machine GM or the like is set as an IP address with a private address for uniquely recognizing the game machine GM or the like on the network 6 in combination with the fixed address. In this case, a virtual private network (VPN) is established between the game machine GM and the center server 3, and each game machine GM and the like are uniquely specified on the VPN using a private address. Below, the information for identifying each game machine GM, the center server 3, and the user terminal 8 on the network 6 is called address information. In communication via the network 6, it is assumed that a communication partner is specified based on the address information unless otherwise specified.
 また、ゲームシステム1では、上述のアドレス情報とは別に、店舗7毎にユニークな店舗IDが設定され、ゲーム機GM毎にユニークな筐体IDが設定される。センターサーバ3は、通信相手のゲーム機GMから店舗ID及び筐体IDを受け取ることにより、その通信相手のゲーム機GMが所属する店舗7及び、そのゲーム機GMを一意に特定することができる。 In addition, in the game system 1, a unique store ID is set for each store 7, and a unique housing ID is set for each game machine GM, separately from the address information described above. By receiving the store ID and the housing ID from the communication partner game machine GM, the center server 3 can uniquely identify the store 7 to which the communication partner game machine GM belongs and the game machine GM.
 センターサーバ3は、ゲーム機GM、及び、ユーザ端末8に対し、ネットワーク6を介して各種のサービスを提供する。例えば、センターサーバ3は、ゲーム機GM又は、そのプレイヤに対して各種のゲーム機用サービスを提供する。ゲーム機用サービスとして、例えば、ゲーム機GMからプレイヤの識別情報を受け取って、そのプレイヤを認証するサービスを提供する。また、認証したプレイヤのプレイデータをゲーム機GMから受け取って保存し、或いは、保存するプレイデータをゲーム機GMに提供するサービスも提供する。更に、ゲーム機用サービスには、ネットワーク6を介してゲーム機GMのプログラム或いはデータを更新するサービス、ネットワーク6を介して複数のユーザが共通のゲームをプレイする際にユーザ同士をマッチングするマッチングサービス等が含まれる。 The center server 3 provides various services via the network 6 to the game machine GM and the user terminal 8. For example, the center server 3 provides various game machine services to the game machine GM or its player. As a game machine service, for example, a service for receiving player identification information from the game machine GM and authenticating the player is provided. In addition, a service for receiving and storing the play data of the authenticated player from the game machine GM or providing the play data to be saved to the game machine GM is also provided. Furthermore, the game machine service includes a service for updating the program or data of the game machine GM via the network 6, and a matching service for matching users when a plurality of users play a common game via the network 6. Etc. are included.
 また、センターサーバ3は、ネットワーク6を介してアクセスするユーザ端末8のユーザに所定のサービスとして各種のWebサービスを提供する。Webサービスとして、例えば、ゲーム機GMにて実行されるべきゲームに関する各種の情報をユーザに提供するゲーム情報サービスを提供する。更に、Webサービスには、ユーザによる情報発信、交換、共有といった交流の場を提供するコミュニティサービス、各ユーザを識別するためのユーザIDを付与するサービス、このユーザIDと後述のカードIDを関連付けるためのサービス、ユーザ間の関連付け(フレンド登録、ライバル登録等)を設定するサービス(関連設定サービス)等のサービスも含まれている。なお、各種のWebサービスには、ユーザ端末8からのアクセスに対して所定のゲーム(モバイルゲームと呼ぶことがある)をプレイさせるサービスが含まれていてもよい。この場合、ゲーム情報サービスには、モバイルゲームに関する情報が含まれていてよい。 Further, the center server 3 provides various Web services as predetermined services to the user of the user terminal 8 that accesses through the network 6. As a Web service, for example, a game information service is provided that provides a user with various information related to a game to be executed on the game machine GM. Further, the web service includes a community service that provides a place for exchange of information such as information transmission, exchange, and sharing by a user, a service that assigns a user ID for identifying each user, and the association of the user ID with a card ID described later. And services such as services for setting associations between users (friend registration, rival registration, etc.) (related setting services). Note that various web services may include a service for playing a predetermined game (sometimes referred to as a mobile game) in response to access from the user terminal 8. In this case, the game information service may include information related to the mobile game.
 次に、図2を参照して、ゲーム機GM、センターサーバ3、及び、ユーザ端末8に関する制御系の主要部の構成を説明する。図2は、ゲームシステム1の要部の機能ブロック図である。図2に示すように、センターサーバ3には、コンピュータとしての制御ユニット10と、記憶装置11とが設けられている。制御ユニット10は、マイクロプロセッサと、そのマイクロプロセッサの動作に必要な内部記憶装置(一例としてROM及びRAM)等の各種周辺装置とを組み合わせたコンピュータユニットとして構成されている。なお、制御ユニット10には、キーボード等の入力装置、モニタ等の出力装置等が接続されるが、それらの図示は省略した。 Next, with reference to FIG. 2, the configuration of the main part of the control system related to the game machine GM, the center server 3, and the user terminal 8 will be described. FIG. 2 is a functional block diagram of the main part of the game system 1. As shown in FIG. 2, the center server 3 is provided with a control unit 10 as a computer and a storage device 11. The control unit 10 is configured as a computer unit combining a microprocessor and various peripheral devices such as an internal storage device (for example, ROM and RAM) necessary for the operation of the microprocessor. The control unit 10 is connected to an input device such as a keyboard and an output device such as a monitor, but these are not shown.
 記憶装置11は、制御ユニット10に接続されている。記憶装置11は、電源の供給がなくても記憶を保持可能なように、例えば、磁気テープ等の大容量記憶媒体により構成されている。記憶装置11には、サーバ用プログラム15が記憶されている。サーバ用プログラム15は、センターサーバ3がゲーム機GM及びユーザ端末8に各種のサービスを提供するために必要なコンピュータプログラムである。制御ユニット10がサーバ用プログラム15を読み取って実行することにより、制御ユニット10の内部には、ゲーム機サービス管理部16及び、Webサービス管理部17が設けられる。 The storage device 11 is connected to the control unit 10. The storage device 11 is configured by a large-capacity storage medium such as a magnetic tape, for example, so that the storage can be held without power supply. The storage device 11 stores a server program 15. The server program 15 is a computer program necessary for the center server 3 to provide various services to the game machine GM and the user terminal 8. When the control unit 10 reads and executes the server program 15, a game machine service management unit 16 and a Web service management unit 17 are provided inside the control unit 10.
 ゲーム機サービス管理部16は、上述のゲーム機用サービスを提供するための処理を実行する。一方、Webサービス管理部17は、上述のWebサービスを提供するために必要な処理を実行する。ゲーム機サービス管理部16及び、Webサービス管理部17は、コンピュータハードウェアとコンピュータプログラムとの組み合わせにより実現される論理的装置である。なお、制御ユニット10の内部には、その他にも各種の論理的装置が設けられ得るが、それらの図示は省略した。 The game machine service management unit 16 executes a process for providing the game machine service described above. On the other hand, the web service management unit 17 executes processing necessary to provide the above-described web service. The game machine service management unit 16 and the web service management unit 17 are logical devices realized by a combination of computer hardware and a computer program. Various other logical devices may be provided inside the control unit 10, but these are not shown.
 更に、記憶装置11には、サーバ用プログラム15の実行に伴って参照され得る各種のデータが記憶されている。このような各種のデータには、例えば、ID管理データ22、ゲーム用データ23、情報管理データとしてのプレイデータ25、及び、マッチングデータ26が含まれる。これらのデータの詳細は、後述する。 Furthermore, the storage device 11 stores various data that can be referred to as the server program 15 is executed. Such various data includes, for example, ID management data 22, game data 23, play data 25 as information management data, and matching data 26. Details of these data will be described later.
 一方、ゲーム機GMには、制御ユニット30と、記憶装置31とが設けられている。制御ユニット30は、マイクロプロセッサと、そのマイクロプロセッサの動作に必要な内部記憶装置(一例としてROM及びRAM)等の各種周辺装置とを組み合わせたコンピュータユニットとして構成されている。なお、制御ユニット30には、公知のゲーム機と同様に、プレイヤの操作を入力する操作入力装置、モニタMO等の表示装置、スピーカ等の音声再生装置、カードリーダ、コイン認証装置といった各種の入力装置及び、出力装置が接続されるが、それらの図示は省略した。 On the other hand, the control unit 30 and the storage device 31 are provided in the game machine GM. The control unit 30 is configured as a computer unit in which a microprocessor and various peripheral devices such as an internal storage device (for example, ROM and RAM) necessary for the operation of the microprocessor are combined. The control unit 30 has various inputs such as an operation input device for inputting the player's operation, a display device such as a monitor MO, a sound reproduction device such as a speaker, a card reader, and a coin authentication device, as in a known game machine. Although the device and the output device are connected, their illustration is omitted.
 なお、カードリーダは、ユーザが所持するカード32の情報を読み取ってその情報に対応した信号を制御ユニット30に出力するために設けられる。カード32には、ICチップ、磁気ストライプといった不揮発性記憶媒体(不図示)が設けられている。そして、その記憶媒体には、カード32毎にユニークなID(以下、カードIDと呼ぶことがある。)等が記憶されている。カードIDは、例えば、センターサーバ3上に保存されたプレイデータ25を呼び出すために利用される。センターサーバ3は、ユーザ毎にユニークなプレイヤ識別情報としてのユーザIDを利用してユーザ(プレイヤ)を識別する。プレイデータ25も、そのユーザIDと1対1に対応付けられて記録されている。カードIDは、ユーザIDに対して1対1、又は、多対1で対応付けられている。センターサーバ3は、ID管理データ22を参照することにより、カードIDとユーザIDとの対応関係を判別して、プレイヤのユーザIDを特定することができる。なお、カードIDは、カード32にバーコード等の形態で記録されていてもよい。或いは、カード32に代えて、携帯電話等に実装されたICチップ等の記憶媒体にカードIDが記録されていてもよい。 The card reader is provided to read information on the card 32 possessed by the user and output a signal corresponding to the information to the control unit 30. The card 32 is provided with a nonvolatile storage medium (not shown) such as an IC chip or a magnetic stripe. The storage medium stores a unique ID (hereinafter sometimes referred to as a card ID) for each card 32. The card ID is used to call play data 25 stored on the center server 3, for example. The center server 3 identifies a user (player) using a user ID as unique player identification information for each user. The play data 25 is also recorded in one-to-one correspondence with the user ID. The card ID is associated with the user ID on a one-to-one basis or a many-to-one basis. The center server 3 can identify the correspondence between the card ID and the user ID by referring to the ID management data 22 and specify the user ID of the player. The card ID may be recorded on the card 32 in the form of a barcode or the like. Alternatively, instead of the card 32, the card ID may be recorded on a storage medium such as an IC chip mounted on a mobile phone or the like.
 記憶装置31は、制御ユニット30に接続されている。記憶装置31は、電源の供給がなくても記憶を保持可能なように、例えば、ハードディスク、フラッシュSSD(Solid State Drive)などにより構成されている。記憶装置31には、ゲームプログラム35が記憶されている。ゲームプログラム35は、ゲーム機GMがゲーム(アーケードゲームと呼ぶことがある)を提供するために必要なコンピュータプログラムである。制御ユニット30がゲームプログラム35を読み取って実行することにより、制御ユニット30の内部には、ゲームサービス処理部36が設けられる。 The storage device 31 is connected to the control unit 30. The storage device 31 is configured by, for example, a hard disk, a flash SSD (Solid State Drive), or the like so as to be able to hold the memory without supplying power. A game program 35 is stored in the storage device 31. The game program 35 is a computer program necessary for the game machine GM to provide a game (sometimes referred to as an arcade game). When the control unit 30 reads and executes the game program 35, a game service processing unit 36 is provided inside the control unit 30.
 ゲームサービス処理部36は、ゲーム機GMにおけるアーケードゲームの開始、進行、及び終了の管理、並びにプレイ料金(所定の対価)の徴収といったアーケードゲームのプレイに関連した各種の処理を実行する。また、ゲーム機サービスの一部は、ゲームサービス処理部36とセンターサーバ3のゲーム機サービス管理部16とが協働することにより実現される。ゲームサービス処理部36は、コンピュータハードウェアとコンピュータプログラムとの組み合わせにより実現される論理的装置である。なお、制御ユニット30の内部には、その他にも各種の論理的装置が設けられ得るが、それらの図示は省略した。 The game service processing unit 36 executes various processes related to the play of the arcade game, such as management of the start, progress, and end of the arcade game in the game machine GM, and collection of a play fee (predetermined consideration). A part of the game machine service is realized by the cooperation of the game service processing unit 36 and the game machine service management unit 16 of the center server 3. The game service processing unit 36 is a logical device realized by a combination of computer hardware and a computer program. Various other logical devices may be provided inside the control unit 30, but these are not shown.
 更に、記憶装置31には、ゲームプログラム35の実行に伴って参照され得る各種のデータが記憶されている。このような各種のデータには、例えば、ID管理データ22、プレイデータ25及び、マッチングデータ26が含まれる。ID管理データ22及び、プレイデータ25は、アーケードゲームの実行時に、当該アーケードゲームを実行するプレイヤに対応付けられた部分を含むように、少なくとも一部がセンターサーバ3から提供され、記憶装置31に記憶される。マッチングデータ26も、センターサーバ3によるマッチングの結果として、センターサーバ3から提供され、記憶装置31に記憶される。 Furthermore, the storage device 31 stores various types of data that can be referred to as the game program 35 is executed. Such various types of data include, for example, ID management data 22, play data 25, and matching data 26. At least a part of the ID management data 22 and the play data 25 is provided from the center server 3 so as to include a part associated with the player who executes the arcade game when the arcade game is executed. Remembered. The matching data 26 is also provided from the center server 3 as a result of matching by the center server 3 and stored in the storage device 31.
 また、ユーザ端末8には、制御ユニット40と、記憶装置41とが設けられている。制御ユニット40は、マイクロプロセッサと、そのマイクロプロセッサの動作に必要な内部記憶装置(一例としてROM及びRAM)等の各種周辺装置とを組み合わせたコンピュータユニットとして構成されている。なお、制御ユニット40には、ネットワーク接続が可能な公知のコンピュータ装置が備える各種の入力装置、及び出力装置が接続されるが、それらの図示は省略した。 Also, the user terminal 8 is provided with a control unit 40 and a storage device 41. The control unit 40 is configured as a computer unit that combines a microprocessor and various peripheral devices such as an internal storage device (for example, ROM and RAM) necessary for the operation of the microprocessor. The control unit 40 is connected to various input devices and output devices of a known computer device that can be connected to the network.
 記憶装置41は、制御ユニット40に接続されている。記憶装置41は、電源の供給がなくても記憶を保持可能なように、例えば、不揮発性の半導体記装置などにより構成されている。記憶装置41には、端末プログラム45が記憶されている。端末プログラム45は、ユーザ端末8がセンターサーバ3からWebサービスの提供を受けるために必要なコンピュータプログラムである。制御ユニット40が端末プログラム45を読み取って実行することにより、制御ユニット40の内部には、Webサービス処理部46が設けられる。 The storage device 41 is connected to the control unit 40. The storage device 41 is configured by, for example, a non-volatile semiconductor storage device or the like so that the storage can be held even when power is not supplied. A terminal program 45 is stored in the storage device 41. The terminal program 45 is a computer program necessary for the user terminal 8 to receive a web service from the center server 3. When the control unit 40 reads and executes the terminal program 45, a Web service processing unit 46 is provided inside the control unit 40.
 Webサービス処理部46は、例えば、センターサーバ3のWebサービス管理部17と協働してユーザがWebサービスを利用するために必要な各種の処理を実行する。このようなWebサービスの一例として、Webサービス処理部46は、ゲーム情報サービスの提供に必要な周知な処理を実行する。また、Webサービスの他の一例として、Webサービス処理部46は、フレンド登録、ライバル登録といったユーザ間の関連を設定する関連設定サービスを提供するために必要な周知な処理、或いは、コミュニティサービスを提供するために必要な周知な処理も実行する。Webサービス処理部46は、コンピュータハードウェアとコンピュータプログラムとの組み合わせにより実現される論理的装置である。なお、制御ユニット40の内部には、その他にも各種の論理的装置が設けられ得るが、それらの図示は省略した。 The Web service processing unit 46 executes various processes necessary for the user to use the Web service in cooperation with the Web service management unit 17 of the center server 3, for example. As an example of such a Web service, the Web service processing unit 46 executes a well-known process necessary for providing a game information service. As another example of the Web service, the Web service processing unit 46 provides a well-known process or community service necessary for providing a related setting service for setting a relationship between users such as friend registration and rival registration. The well-known processing necessary for this is also executed. The Web service processing unit 46 is a logical device realized by a combination of computer hardware and a computer program. Various other logical devices may be provided inside the control unit 40, but these are not shown.
 更に、記憶装置41には、端末プログラム45の実行に伴って参照され得る各種のデータが記憶されている。このような各種のデータには、例えば、ID管理データ22、プレイデータ25及び、マッチングデータ26が含まれる。ID管理データ22及び、プレイデータ25は、Webサービスの提供に必要な部分が含まれるように、少なくとも一部がセンターサーバ3から提供され、記憶装置41に記憶される。マッチングデータ26も同様に、Webサービスの提供の必要に応じて、少なくとも一部がセンターサーバ3から提供され、記憶装置41に記憶される。 Furthermore, the storage device 41 stores various data that can be referred to as the terminal program 45 is executed. Such various types of data include, for example, ID management data 22, play data 25, and matching data 26. At least a part of the ID management data 22 and the play data 25 is provided from the center server 3 and stored in the storage device 41 so that a part necessary for providing the Web service is included. Similarly, at least a part of the matching data 26 is provided from the center server 3 and stored in the storage device 41 as required for providing the Web service.
 次に、ID管理データ22、ゲーム用データ23、プレイデータ25及び、マッチングデータ26の詳細について説明する。ID管理データ22は、ゲームシステム1で使用される各種のIDの対応関係が記述されたデータである。例えば、上述したように、カードID(複数でもよい)とユーザIDとの対応関係がID管理データ22に記録される。 Next, details of the ID management data 22, the game data 23, the play data 25, and the matching data 26 will be described. The ID management data 22 is data in which correspondence relationships between various IDs used in the game system 1 are described. For example, as described above, the correspondence relationship between the card ID (s) and the user ID is recorded in the ID management data 22.
 プレイデータ25は、ユーザID毎に作成されたデータの集合である。いずれかのゲーム機GMでプレイヤがアーケードゲームをプレイする際には、そのプレイヤがゲーム機GMに認識させたカードIDがセンターサーバ3に提供される。そして、そのカードIDに関連付けられたユーザIDに対応するプレイデータ25の少なくとも一部がセンターサーバ3からゲーム機GMに提供され、当該ゲーム機GMの記憶装置31に記憶される。 The play data 25 is a set of data created for each user ID. When a player plays an arcade game on any game machine GM, the card ID that the player has recognized by the game machine GM is provided to the center server 3. Then, at least a part of the play data 25 corresponding to the user ID associated with the card ID is provided from the center server 3 to the game machine GM and stored in the storage device 31 of the game machine GM.
 図3は、プレイデータ25の内容の一例を示す図である。図3に示すように、プレイデータ25には、例えば、アーケード用データ、及び、プレイ履歴データがユーザIDと対応づけられて記述されている。アーケード用データには、例えば、ユーザがアーケードゲームで記録した成績、アーケードゲーム内で所有する各種アイテムといったアーケードゲームのプレイに関連付けられる各種情報が含まれる。なお、ユーザ端末8でゲームがプレイ可能な場合には、プレイデータ25に、例えば、モバイル用データが含まれていてもよい。モバイル用データには、アーケード用データと同様に、例えば、ユーザがモバイルゲームで記録した成績、モバイルゲーム内で所有する各種アイテムといったモバイルゲームのプレイに関連付けられる各種情報が含まれていてよい。また、アーケードゲーム及び、モバイルゲームとして、複数のゲーム(複数種類のゲーム)が利用されてよい。この場合、アーケードゲーム毎、或いはモバイルゲーム毎にユニークなゲームIDにより、各ゲームが管理されてよい。また、アーケード用データ及び、モバイル用データは、ゲームIDを利用して、プレイデータ25上でユーザIDと対応付けられていてもよい。 FIG. 3 is a diagram showing an example of the contents of the play data 25. As shown in FIG. As shown in FIG. 3, in the play data 25, for example, arcade data and play history data are described in association with the user ID. The arcade data includes, for example, various information associated with the play of the arcade game such as the results recorded by the user in the arcade game and various items owned in the arcade game. When the game can be played on the user terminal 8, the play data 25 may include mobile data, for example. Similar to the arcade data, the mobile data may include, for example, various information associated with the play of the mobile game such as the results recorded by the user in the mobile game and various items owned in the mobile game. A plurality of games (a plurality of types of games) may be used as the arcade game and the mobile game. In this case, each game may be managed by a unique game ID for each arcade game or each mobile game. Further, the arcade data and the mobile data may be associated with the user ID on the play data 25 using the game ID.
 また、プレイ履歴データは、各ユーザIDに対応するプレイヤが過去にプレイした各ゲームの履歴を示すデータである。プレイ履歴データには、例えば、ゲーム機GMを含む各種ゲーム機が提供する各種ゲームに対応するゲーム名に関する情報が含まれている。なお、各種ゲームにゲームIDが付与されている場合には、ゲーム名に関する情報として、ゲームIDの情報が利用されてもよい。また、各ゲーム名は、プレイ回数の多い順番に並んでいてもよい。この場合、プレイ履歴データには各ゲームのプレイ回数に対応する情報が含まれていてもよい。或いは、各ゲーム名は、プレイ履歴の新しい順番に並んでいてもよい。この場合、プレイ履歴データには各ゲームのプレイ日時に対応する情報が含まれていてもよい。また、各ゲームのプレイ回数、プレイ日時といった並び順を決めるための情報は、別のデータとして管理されていてもよい。アーケード用データ、及び、プレイ履歴データ等といったプレイデータ25に含まれる全ユーザID(全プレイヤ)に対応する情報全体が本発明の情報群として機能する。また、これらの情報群のうち各プレイヤに対応する情報が本発明の個別情報として機能する。 The play history data is data indicating the history of each game played by the player corresponding to each user ID in the past. The play history data includes, for example, information on game names corresponding to various games provided by various game machines including the game machine GM. In addition, when game ID is provided to various games, the information of game ID may be utilized as information regarding a game name. In addition, the game names may be arranged in the order in which the number of plays is large. In this case, the play history data may include information corresponding to the number of plays of each game. Or each game name may be located in the new order of the play history. In this case, the play history data may include information corresponding to the play date and time of each game. Moreover, the information for determining the arrangement order such as the number of times of playing each game and the date and time of play may be managed as separate data. The entire information corresponding to all user IDs (all players) included in the play data 25 such as arcade data and play history data functions as the information group of the present invention. Moreover, the information corresponding to each player among these information groups functions as individual information of the present invention.
 マッチングデータ26は、ゲームをプレイする際にマッチングされた各プレイヤを特定するためのデータである。図4は、マッチングデータ26の内容の一例を示す図である。図4に示すように、マッチングデータ26には、マッチングID、プレイ日時、ゲーム名、及び、カードIDの情報が含まれている。マッチングデータ26は、これらの情報が互いに対応づけられるように記述されたレコードの集合である。 The matching data 26 is data for specifying each player matched when playing the game. FIG. 4 is a diagram illustrating an example of the contents of the matching data 26. As shown in FIG. 4, the matching data 26 includes matching ID, play date, game name, and card ID information. The matching data 26 is a set of records described so that these pieces of information are associated with each other.
 マッチングIDは、各レコードを識別するための情報である。マッチングIDとして、例えば、レコード毎にユニークな数字が利用される。プレイ日時は、ゲームがプレイされた日時、言い換えれば、マッチングが実行された日時を示す情報である。ゲーム名は、マッチングを利用してプレイされたゲームの名称を示す情報である。各ゲームがゲームIDで管理されている場合には、ゲーム名を示す情報として、ゲームIDが使用されてもよい。カードIDは、マッチングされた各プレイヤが使用したカード32のカードIDを示す情報である。マッチングデータ26には、カードIDの情報として、マッチングされた各プレイヤに対応する複数のカードIDの情報が含まれている。なお、マッチングデータ26には、その他にもマッチングされた各プレイヤがプレイした店舗7或いは、ゲーム機GMを識別するための情報が含まれていてもよい。 Matching ID is information for identifying each record. As the matching ID, for example, a unique number is used for each record. The play date / time is information indicating the date / time when the game was played, in other words, the date / time when matching was executed. The game name is information indicating the name of a game played using matching. When each game is managed by a game ID, the game ID may be used as information indicating the game name. The card ID is information indicating the card ID of the card 32 used by each matched player. The matching data 26 includes information on a plurality of card IDs corresponding to each matched player as card ID information. In addition, the matching data 26 may include information for identifying the store 7 or the game machine GM played by each matched player.
 ゲーム用データ23は、アーケードゲーム(若しくは、モバイルゲーム)に関連してセンターサーバ3の制御ユニット10が適宜に参照するデータである。上述のID管理データ22、プレイデータ25、及び、マッチングデータ26は、ゲーム用データ23の一部としても機能し得る。なお、記憶装置11、31、41には、図示のデータ以外にも各種のデータが記録されるが、それらの説明は省略する。 The game data 23 is data that is appropriately referred to by the control unit 10 of the center server 3 in relation to the arcade game (or mobile game). The ID management data 22, the play data 25, and the matching data 26 described above can also function as part of the game data 23. Note that various data other than the illustrated data are recorded in the storage devices 11, 31, and 41, but a description thereof is omitted.
 次に、ゲーム機GMで実行されるアーケードゲームについて説明する。ゲーム機GMでは、アクションゲーム、ロールプレイングゲーム、シューティングゲーム、シミュレーションゲーム、音楽ゲーム、クイズゲームといった各種のゲームが実行されてよい。図5を参照して、一例として、ゲーム機GMにて、マッチングされた各プレイヤが協力してゲームを進行させるアクションゲームが実行される場合について、説明する。 Next, an arcade game executed on the game machine GM will be described. In the game machine GM, various games such as an action game, a role playing game, a shooting game, a simulation game, a music game, and a quiz game may be executed. With reference to FIG. 5, as an example, a case will be described in which an action game is executed in which the matched players cooperate to advance the game on the game machine GM.
 図5は、ゲーム機GMにて実行されるアクションゲームのゲーム画面の一例を示す図である。ゲーム画面55は、モニタMOに表示される。図5に示すように、ゲーム画面55は、ゲーム進行領域56及び、履歴領域57を含んでいる。ゲーム進行領域56は、ゲームの進行に利用される。ゲーム進行領域56には、例えば、各プレイヤに対応するプレイヤキャラクタ、ゲームを進行させるための障害として機能するエネミーキャラクタといった各種オブジェクトの画像が含まれる。ゲーム進行領域56では、例えば、各プレイヤがプレイヤキャラクタを操ってエネミーキャラクタの攻略を目指すといったプレイが実行される。また、ゲーム進行領域56には、各プレイヤキャラクタが所有するアイテム、残り時間といったゲームの進行に必要な各種情報も表示される。 FIG. 5 is a diagram illustrating an example of a game screen of an action game executed on the game machine GM. The game screen 55 is displayed on the monitor MO. As shown in FIG. 5, the game screen 55 includes a game progress area 56 and a history area 57. The game progress area 56 is used for the progress of the game. The game progress area 56 includes images of various objects such as a player character corresponding to each player and an enemy character that functions as an obstacle for progressing the game. In the game progress area 56, for example, a play is performed in which each player manipulates the player character and aims to capture the enemy character. The game progress area 56 also displays various information necessary for the progress of the game, such as items owned by each player character and the remaining time.
 一方、履歴領域57は、共にゲームをプレイ中の各プレイヤのプレイ履歴を通知するための領域である。履歴領域57には、例えば、プレイ履歴として、プレイヤ毎に過去にプレイした各ゲームのゲーム名が表示される。図5の例では、履歴領域57には、プレイヤアイコンPIが各プレイヤを示す情報として表示されている。また、各プレイヤアイコンPIの横には、プレイ履歴として、各プレイヤがプレイした各ゲームのゲーム名が表示されている。より具体的には、履歴領域57には、第1プレイヤに対応する第1プレイヤアイコンPI1、第2プレイヤに対応する第2プレイヤアイコンPI2、第3プレイヤに対応する第3プレイヤアイコンPI3、及び、第4プレイヤに対応する第4プレイヤアイコンPI4が表示されている。更に、第1プレイヤアイコンPI1の横には第1プレイヤのプレイ履歴として、“スティール”、“麻雀格闘”、“マジック”という3つのゲーム名が表示されている。同様に、第2プレイヤアイコンPI2の横には“マジック”、“スティール”、“ユビート”が、第3プレイヤアイコンPI3の横には“ユビート”、“スティール”、“リフレク”が、第4プレイヤアイコンPI4の横には“スティール”、“ユビート”、“麻雀格闘”が、それぞれ表示されている。 On the other hand, the history area 57 is an area for notifying the play history of each player who is playing the game together. In the history area 57, for example, the game name of each game played in the past for each player is displayed as a play history. In the example of FIG. 5, the player icon PI is displayed in the history area 57 as information indicating each player. Next to each player icon PI, the game name of each game played by each player is displayed as a play history. More specifically, the history area 57 includes a first player icon PI1 corresponding to the first player, a second player icon PI2 corresponding to the second player, a third player icon PI3 corresponding to the third player, and A fourth player icon PI4 corresponding to the fourth player is displayed. Further, next to the first player icon PI1, three game names “steel”, “mahjong fight”, and “magic” are displayed as the play history of the first player. Similarly, “magic”, “steel”, and “ubeat” are next to the second player icon PI2, and “ubeat”, “steel”, and “reflect” are next to the fourth player icon PI3. “Steel”, “Ubeat”, and “Mahjong Fight” are displayed next to the icon PI4.
 同じゲームを楽しんでいるプレイヤ間では、ゲームの嗜好が共通する可能性が高い。図5の例では、4人のプレイヤの履歴に含まれる各ゲームは、共通しているものが多い。一方で、第2プレイヤ~第4プレイヤの履歴には“ユビート”というゲームが含まれている。しかし、このゲームは、第1プレイヤの履歴には含まれていない。この場合、履歴領域57を通じて、第1プレイヤは“ユビート”というゲームの存在を知ることができる。このゲームは、同じゲームを楽しんでいるプレイヤが高確率でプレイしているため、第1プレイヤの嗜好に合う可能性が高い。従って、例えば、図5の例では、履歴領域57が“ユビート”というゲームをプレイする動機づけとして機能する。このように、ゲーム機GMでは、ゲームを進行しつつ、マッチングされた互いのプレイ履歴を通知するゲーム画面55が提供される。 プ レ イ ヤ There is a high possibility that players who enjoy the same game share the same game preferences. In the example of FIG. 5, the games included in the history of four players are often common. On the other hand, the history of the second player to the fourth player includes a game “Ubeat”. However, this game is not included in the history of the first player. In this case, the first player can know the existence of the game “Ubeat” through the history area 57. This game is highly likely to meet the preference of the first player because a player who enjoys the same game plays with high probability. Therefore, for example, in the example of FIG. 5, the history area 57 functions as a motivation to play the game “Ubeat”. As described above, the game machine GM provides the game screen 55 for notifying the matched play histories while proceeding with the game.
 図6を参照して、履歴領域57について、更に説明する。図6は、各データと履歴領域57との間の関係を説明するための説明図である。図6に示すように、履歴領域57の表示には、主としてID管理データ22及び、プレイデータ25が利用される。具体的には、まずプレイヤがゲームをプレイするために使用したカード32のカードIDに基づいてID管理データ22が参照される。ID管理データ22には、カードIDとユーザIDとの間の対応関係が記述されている。従って、カードIDをキーとしてID管理データ22が参照されることにより、プレイ中のプレイヤのユーザIDが特定される。次に、その特定結果に基づいて、特定したユーザIDに対応するプレイデータ25のプレイ履歴が参照される。そして、そのプレイ履歴に含まれる各ゲーム名が履歴領域57に表示される。なお、履歴領域57に表示可能なゲーム名の数は、任意でよい。また、プレイ履歴に含まれる各ゲーム名のうち表示すべきゲーム名は、プレイ回数、プレイ時期といった所定の並び条件に基づいて決定されてよい。所定の並び条件の判別に必要な場合には、プレイ回数等が記述された他のデータが参照されてもよい。また、ID管理データ22及び、プレイデータ25の他にも履歴領域57の形態に応じて、各種のデータが参照されてよい。 The history area 57 will be further described with reference to FIG. FIG. 6 is an explanatory diagram for explaining the relationship between each data and the history area 57. As shown in FIG. 6, the ID management data 22 and the play data 25 are mainly used for displaying the history area 57. Specifically, first, the ID management data 22 is referred based on the card ID of the card 32 used by the player to play the game. The ID management data 22 describes the correspondence between the card ID and the user ID. Therefore, the user ID of the player who is playing is specified by referring to the ID management data 22 using the card ID as a key. Next, based on the identification result, the play history of the play data 25 corresponding to the identified user ID is referred. Each game name included in the play history is displayed in the history area 57. The number of game names that can be displayed in the history area 57 may be arbitrary. Moreover, the game name which should be displayed among each game name contained in a play log | history may be determined based on predetermined arrangement conditions, such as the frequency | count of a play and a play time. When it is necessary to determine the predetermined arrangement condition, other data describing the number of times of play and the like may be referred to. In addition to the ID management data 22 and the play data 25, various data may be referred to according to the form of the history area 57.
 次に、マッチング処理及び、履歴領域表示処理について説明する。図7は、マッチング処理ルーチンのフローチャートの一例を示す図である。図7のルーチンは、センターサーバ3の制御ユニット10及び、ゲーム機GMの制御ユニット30が協働して実現するものである。より具体的には、制御ユニット10のゲーム機サービス管理部16及び、制御ユニット30のゲームサービス処理部36を通じて図7のルーチンが実行される。また、図7のルーチンは、例えば、所定のゲーム開始操作が実行される毎に実行される。なお、図7では、簡略化のためゲームサービス処理部36が実行主体の処理をゲーム機GMとして、ゲーム機サービス管理部16が実行主体の処理をセンターサーバ3として、それぞれ説明することがある。 Next, matching processing and history area display processing will be described. FIG. 7 is a diagram illustrating an example of a flowchart of the matching processing routine. The routine of FIG. 7 is realized by the control unit 10 of the center server 3 and the control unit 30 of the game machine GM cooperating. More specifically, the routine of FIG. 7 is executed through the game machine service management unit 16 of the control unit 10 and the game service processing unit 36 of the control unit 30. Further, the routine of FIG. 7 is executed each time a predetermined game start operation is executed, for example. In FIG. 7, for the sake of simplification, the game service processing unit 36 may be described as the execution machine process as the game machine GM, and the game machine service management unit 16 may be described as the execution server process as the center server 3.
 図7のルーチンを開始すると、ステップS11において、ゲーム機GMは、センターサーバ3に対するマッチング要求を実行する。このマッチング要求には、例えば、ゲームの種類、環境、必要人数等、マッチングに必要な各種の情報が含まれる。センターサーバ3は、ゲーム機GMからのマッチング要求を受け付けると、図7のマッチング処理を開始する。そして、センターサーバ3は、まずステップS21において、マッチングを実行する。具体的には、マッチング要求を実行している各ゲーム機GM同士をマッチングする。このマッチングは、マッチング要求に含まれる各種情報に基づいて実行される。例えば、同じゲーム、同じ環境といったゲームを実行するために必要な条件を満たす各プレイヤがマッチングされる。従って、ステップS21では、例えば、同じゲーム、同じプレイレベル、同じゲームステージに関するマッチング要求を実行している各ゲーム機GM同士がマッチングされる。 7 is started, the game machine GM executes a matching request to the center server 3 in step S11. This matching request includes, for example, various types of information necessary for matching, such as the type of game, the environment, and the required number of people. When the center server 3 receives the matching request from the game machine GM, the center server 3 starts the matching process of FIG. Then, the center server 3 first executes matching in step S21. Specifically, the game machines GM executing the matching request are matched. This matching is executed based on various information included in the matching request. For example, each player who matches a condition necessary for executing a game such as the same game and the same environment is matched. Therefore, in step S21, for example, game machines GM that are executing matching requests regarding the same game, the same play level, and the same game stage are matched.
 次のステップS22において、センターサーバ3は、ステップS21のマッチング結果に基づいて、マッチングデータ26を生成する。次のステップS23において、センターサーバ3は、ステップS21のマッチング結果をゲーム機GMに通知する。このマッチング結果の通知には、ステップS22で生成したマッチングデータ26が含まれる。センターサーバ3は、ステップS23の処理を終えると、今回のルーチンを終了する。 In the next step S22, the center server 3 generates matching data 26 based on the matching result in step S21. In the next step S23, the center server 3 notifies the matching result of step S21 to the game machine GM. The notification of the matching result includes the matching data 26 generated in step S22. When the center server 3 finishes the process of step S23, it ends the current routine.
 一方、ゲーム機GMは、ステップS12において、センターサーバ3からのマッチング結果の通知を受信する。続くステップS13において、ゲーム機GMは、ステップS12で受信したマッチング結果に基づいて、ゲームを開始するためのゲーム環境を設定する。そして、次のステップS14において、ゲーム機GMは、ステップS13で設定したゲーム環境に基づいて、ゲームを開始して、今回のルーチンを終了する。これにより、共通のゲームをプレイする各ゲーム機GMがセンターサーバ3を介してマッチングされる。また、マッチングされた各プレイヤのカードIDの情報がマッチングデータ26を通じてマッチングされた各ゲーム機GMに通知される。 On the other hand, the game machine GM receives the notification of the matching result from the center server 3 in step S12. In subsequent step S13, the game machine GM sets a game environment for starting the game based on the matching result received in step S12. In the next step S14, the game machine GM starts the game based on the game environment set in step S13, and ends the current routine. Thereby, each game machine GM which plays a common game is matched via the center server 3. Further, information on the card ID of each matched player is notified to each matched game machine GM through the matching data 26.
 一方、図8は、履歴領域表示処理ルーチンのフローチャートの一例を示す図である。図8のルーチンは、ゲーム機GMの制御ユニット30によってゲームサービス処理部36を通じて実行される。図8のルーチンは、例えば、ゲーム開始後に所定のゲーム画面の表示が要求される毎に実行される。或いは、図8のルーチンは、図7のルーチンのステップS13において、環境設定の一部として実行されてもよい。なお、ゲーム機GMの制御ユニット30及び、センターサーバ3の制御ユニット10は、図7及び、図8のルーチンの他にも、例えば、ゲームを実現するため、或いは、ゲーム機用サービス及び、Webサービスを提供するために各種の周知な処理を実行するが、それらの詳細な説明は省略する。 On the other hand, FIG. 8 is a diagram showing an example of a flowchart of the history area display processing routine. The routine of FIG. 8 is executed through the game service processing unit 36 by the control unit 30 of the game machine GM. The routine in FIG. 8 is executed each time a display of a predetermined game screen is requested after the game is started, for example. Alternatively, the routine of FIG. 8 may be executed as part of the environment setting in step S13 of the routine of FIG. Note that the control unit 30 of the game machine GM and the control unit 10 of the center server 3 are not limited to the routines of FIG. 7 and FIG. Various well-known processes are executed in order to provide a service, but detailed description thereof is omitted.
 図8のルーチンを開始すると、ゲームサービス処理部36は、まずステップS31において、各種データを取得する。この各種データには、図7のルーチンにてセンターサーバ3から受信したマッチングデータ26、或いは、プレイデータ25及び、ID管理データ22が含まれる。また、その他にも各種データには、例えば、プレイヤアイコンPIを表示するための画像データ等が含まれていてよい。 When the routine of FIG. 8 is started, the game service processing unit 36 first acquires various data in step S31. The various data includes matching data 26 or play data 25 and ID management data 22 received from the center server 3 in the routine of FIG. In addition, the various data may include, for example, image data for displaying the player icon PI.
 次のステップS32において、ゲームサービス処理部36は、ステップS31で取得したID管理データ22、プレイデータ25及び、マッチングデータ26に基づいて、各プレイヤのプレイ履歴の情報を抽出する。より具体的には、ゲームサービス処理部36は、まずカードIDをキーにマッチングデータ26及びID管理データ22に基づいて、マッチングされた各プレイヤのユーザIDを特定する。そして、特定した各ユーザIDに基づいて、当該各ユーザIDに対応するプレイ履歴データの少なくとも一部をプレイ履歴の情報としてプレイデータ25から抽出する。このようにして、ゲームサービス処理部36は、プレイデータ25からマッチングされた各プレイヤのプレイ履歴の情報を抽出する。 In the next step S32, the game service processing unit 36 extracts information on the play history of each player based on the ID management data 22, the play data 25, and the matching data 26 acquired in step S31. More specifically, the game service processing unit 36 first specifies the user ID of each matched player based on the matching data 26 and the ID management data 22 using the card ID as a key. Then, based on each identified user ID, at least a part of the play history data corresponding to each user ID is extracted from the play data 25 as play history information. In this way, the game service processing unit 36 extracts information on the play history of each player matched from the play data 25.
 次のステップS33において、ゲームサービス処理部36は、ステップS31で取得した各種データ及び、ステップS32で抽出した各プレイヤのプレイ履歴の情報に基づいて、各プレイヤのプレイ履歴の情報を含む履歴領域57を表示するために必要な描画データを生成する。続くステップS34において、ゲームサービス処理部36は、ステップS33で生成した描画データに基づいて履歴領域57が表示されるように、生成した描画データを出力して、今回のルーチンを終了する。これにより、マッチングデータ26に基づいてプレイデータ25からマッチングされた各プレイヤのプレイ履歴の情報が抽出され、その情報が反映された履歴領域57が表示される。つまり、マッチングされた各プレイヤの過去のプレイ履歴の情報を含む履歴領域57が表示される。 In the next step S33, the game service processing unit 36, based on the various data acquired in step S31 and the information on the play history of each player extracted in step S32, includes a history area 57 including information on the play history of each player. The drawing data required to display the is generated. In subsequent step S34, the game service processing unit 36 outputs the generated drawing data so that the history area 57 is displayed based on the drawing data generated in step S33, and ends the current routine. Thereby, the play history information of each player matched from the play data 25 based on the matching data 26 is extracted, and the history area 57 reflecting the information is displayed. That is, the history area 57 including the past play history information of each matched player is displayed.
 以上に説明したように、この形態によれば、プレイデータ25に含まれる多数のプレイヤのプレイ履歴の情報の一部がマッチング結果に基づいて抽出される。同じゲームをプレイ中の各プレイヤは、ゲームの嗜好が共通している可能性が高いため、マッチングされた各プレイヤにとって互いのプレイ履歴は有益な可能性が高い。このため、プレイ履歴の情報の抽出にマッチング結果を利用することにより、マッチングされた各プレイヤにとって有益なプレイ履歴を抽出することができる。また、抽出されたプレイ履歴は、履歴領域57を通じて、他のプレイヤに通知される。従って、履歴領域57を通じた有益なプレイ履歴の通知により、各プレイヤに他のゲームをより適切に推奨することができる。これにより、他のゲームの利用をより適切に促すことができるので、他のゲームの利用を活性化することができる。 As described above, according to this embodiment, a part of the information of the play histories of many players included in the play data 25 is extracted based on the matching result. Since each player who is playing the same game is likely to have a common game preference, each player's play history is likely to be beneficial to the matched players. For this reason, it is possible to extract a play history useful for each matched player by using the matching result to extract the information of the play history. The extracted play history is notified to other players through the history area 57. Therefore, the notification of the beneficial play history through the history area 57 can more appropriately recommend other games to each player. Thereby, since the use of another game can be promoted more appropriately, the use of another game can be activated.
 以上の形態において、ゲーム機GMの制御ユニット30がゲームサービス処理部36を通じて図8のルーチンを実行することにより本発明の情報抽出手段及び、個別情報通知手段として機能する。また、センターサーバ3の記憶装置11がプレイデータ25を記憶することにより、本発明の情報管理データ記憶手段として機能する。 In the above embodiment, the control unit 30 of the game machine GM functions as the information extraction unit and the individual information notification unit of the present invention by executing the routine of FIG. 8 through the game service processing unit 36. Further, the storage device 11 of the center server 3 stores the play data 25, thereby functioning as information management data storage means of the present invention.
 本発明は上述の形態に限定されず、適宜の形態にて実施することができる。上述の形態では、履歴領域57には、マッチング結果を利用して抽出されたプレイ履歴の情報がそのまま表示されている。しかし、履歴領域57に表示されるプレイ履歴の情報は、このような形態に限定されない。例えば、プレイ履歴の情報として、過去にプレイした各プレイヤのプレイ履歴に含まれる各ゲームがランキング化されたランキング情報が履歴領域57に表示されてもよい。これにより、偶然マッチングされた今回の各プレイヤだけでなく、過去の多数のプレイヤのプレイ履歴に基づいて、プレイ履歴の情報を表示することができる。このため、より有益なプレイ履歴の情報を提供することができる。 The present invention is not limited to the above-described form, and can be implemented in an appropriate form. In the above-described form, in the history area 57, the play history information extracted using the matching result is displayed as it is. However, the play history information displayed in the history area 57 is not limited to such a form. For example, ranking information obtained by ranking each game included in the play history of each player who played in the past may be displayed in the history area 57 as the play history information. Thereby, it is possible to display information on the play history based on the play histories of a large number of past players as well as the current players that have been matched by chance. For this reason, more useful play history information can be provided.
 ランキング情報を含む履歴領域57は、例えば、図9のルーチンにより実現されてよい。図9は、履歴領域表示処理ルーチンの変形例に係るフローチャートの一例を示す図である。図9のルーチンは、図8と同様に、ゲームサービス処理部36が実行する。また、図9が実行される周期も図8と同様である。図8のルーチンと図9のルーチンとを比較した場合、図9のルーチンでは、ステップS35の処理が追加されている点が図8のルーチンと相違している。 The history area 57 including the ranking information may be realized by, for example, the routine of FIG. FIG. 9 is a diagram illustrating an example of a flowchart according to a modification of the history area display processing routine. The routine in FIG. 9 is executed by the game service processing unit 36 as in FIG. Further, the cycle in which FIG. 9 is executed is the same as that in FIG. When the routine of FIG. 8 is compared with the routine of FIG. 9, the routine of FIG. 9 is different from the routine of FIG. 8 in that the process of step S35 is added.
 図9のルーチンを開始すると、ゲームサービス処理部36は、まずステップS31において、図8のルーチンと同様に、各種データを取得する。但し、この際、ゲームサービス処理部36は、所定範囲(一例として、当日からゲームのリリース日までの範囲)の過去のレコードが含まれるようにマッチングデータ26を取得する。続くステップS32において、図8のルーチンと同様に、プレイ履歴の情報を抽出する。但し、この際、ゲームサービス処理部36は、マッチングデータ26の所定範囲に含まれる同じゲームに関連づけられる各ユーザIDをキーにプレイ履歴の情報を抽出する。つまり、ゲームサービス処理部36は、今回のマッチング結果だけでなく、同じゲームに関する過去のマッチング結果も利用して、プレイ履歴の情報を抽出する。次のステップS35において、ゲームサービス処理部36は、ステップS32で抽出した抽出結果を加工する。より具体的には、ステップS32の抽出結果に基づいてプレイ履歴の情報に含まれる各ゲームの数を算出し、その算出結果に基づいて各ゲームの並び順を決定する。つまり、ゲームサービス処理部36は、加工として、ステップS32の抽出結果に基づいてプレイ履歴の情報に含まれる各ゲームをランキング化する。そして、図8のルーチンと同様に、ステップS33において、その加工結果の情報が含まれる履歴領域57の描画に必要な描画データを生成し、ステップS34において、その描画データを出力して、今回のルーチンを終了する。 When the routine of FIG. 9 is started, the game service processing unit 36 first acquires various data in step S31 as in the routine of FIG. However, at this time, the game service processing unit 36 acquires the matching data 26 so as to include past records in a predetermined range (for example, a range from the current day to the game release date). In subsequent step S32, the play history information is extracted as in the routine of FIG. However, at this time, the game service processing unit 36 extracts play history information using each user ID associated with the same game included in the predetermined range of the matching data 26 as a key. That is, the game service processing unit 36 uses the past matching results related to the same game as well as the current matching results to extract the play history information. In the next step S35, the game service processing unit 36 processes the extraction result extracted in step S32. More specifically, the number of each game included in the play history information is calculated based on the extraction result of step S32, and the arrangement order of each game is determined based on the calculation result. That is, the game service processing unit 36 ranks each game included in the play history information based on the extraction result of step S32 as processing. Similarly to the routine of FIG. 8, in step S33, drawing data necessary for drawing the history area 57 including the processing result information is generated, and in step S34, the drawing data is output. End the routine.
 一例として、図9のようなルーチンが実行されることにより、過去の実績に基づくプレイ履歴のランキング情報が履歴領域57に表示される。また、加工は、ランキング情報の作成といった過去の実績の集計に限定されない。例えば、その他にも過去のプレイ履歴の情報をプレイ日時等、所定の条件で並び変える並び替えが加工として実行されてもよい。或いは、加工として、アクションゲーム、ロールプレイングゲームといったゲームの種類に応じた分類が実行されてもよい。また、ゲーム機GMの制御ユニット30がゲームサービス処理部36を通じて図9のルーチンを実行することにより、本発明の情報加工手段及び、加工結果通知手段として機能する。また、過去のマッチング結果を含むマッチングデータ26及び、それに対応するプレイデータ25を記憶することにより、センターサーバ3の記憶装置11が本発明の抽出実績記憶手段として機能する。なお、マッチングデータ26及び、それに対応するプレイデータ25によって過去の抽出実績が得られる形態に限定されない。例えば、過去の各マッチングによって抽出したプレイ履歴の情報の実績が直接記憶されていてもよい。 As an example, by executing a routine as shown in FIG. 9, ranking information of play history based on past results is displayed in the history area 57. Further, the processing is not limited to totaling past results such as creating ranking information. For example, rearrangement of rearranging past play history information under a predetermined condition such as a play date and time may be executed as processing. Or classification according to the kind of games, such as an action game and a role playing game, may be performed as processing. Further, when the control unit 30 of the game machine GM executes the routine of FIG. 9 through the game service processing unit 36, it functions as the information processing means and the processing result notification means of the present invention. Moreover, the memory | storage device 11 of the center server 3 functions as an extraction performance memory | storage means of this invention by memorize | stored the matching data 26 containing the past matching result, and the play data 25 corresponding to it. In addition, it is not limited to the form from which the past extraction performance is obtained by the matching data 26 and the play data 25 corresponding to it. For example, the results of play history information extracted by past matching may be directly stored.
 上述の形態では、マッチング結果に基づいて抽出されたプレイ履歴の情報がゲーム画面55を通じてマッチングされた各プレイヤに通知されている。しかし、プレイ履歴の情報の通知は、このような形態に限定されない。例えば、Webサービスの一つとして、このような情報が通知されてもよい。つまり、マッチング結果に基づいて抽出されたプレイ履歴の情報は、ユーザ端末8を通じて、各プレイヤに通知されてもよい。この場合、ユーザが適宜な時期に抽出結果を参照できるので、ユーザの都合に合わせて抽出結果を知らせることができる。 In the above-described form, the information of the play history extracted based on the matching result is notified to each matched player through the game screen 55. However, the notification of the play history information is not limited to such a form. For example, such information may be notified as one of Web services. That is, the information on the play history extracted based on the matching result may be notified to each player through the user terminal 8. In this case, since the user can refer to the extraction result at an appropriate time, the extraction result can be notified in accordance with the convenience of the user.
 また、上述の形態では、抽出されたプレイ履歴の情報は、マッチングされた各プレイヤに通知されている。しかし、通知される各プレイヤは、このような形態に限定されない。例えば、Webサービスの一つとして、抽出されたプレイ履歴の情報を通知すべきプレイヤを設定可能なサービスが提供されてもよい。また、このようなサービスの一例として、上述の関連設定サービスが利用されてもよい。つまり、抽出されたプレイ履歴の情報は、マッチングされた各プレイヤに加え、例えば、関連設定サービスを通じて、フレンド登録、或いはライバル登録されている各プレイヤに通知されてもよい。これらの場合、抽出されたプレイ履歴の情報が通知されるプレイヤを各プレイヤが設定することができる。 Further, in the above-described form, the extracted play history information is notified to each matched player. However, each notified player is not limited to such a form. For example, as one of the Web services, a service capable of setting a player to be notified of the extracted play history information may be provided. Further, as an example of such a service, the above-described related setting service may be used. That is, the extracted play history information may be notified to each player who is registered as a friend or rival through, for example, a related setting service in addition to each matched player. In these cases, each player can set a player who is notified of the extracted play history information.
 上述の形態では、各プレイヤのプレイ履歴の情報は、プレイデータ25を通じて一元管理されている。しかし、プレイ履歴の情報の管理は、このような形態に限定されない。例えば、各プレイヤのプレイ履歴の情報(プレイ履歴データ等)は、各プレイヤが所有するカード32等の記憶媒体に記憶されていてもよい。この場合、カード32等の記憶媒体を使用する際に、各プレイヤのプレイ履歴の情報が一時的にゲーム機GMの記憶装置31記憶されることにより、マッチングされた各プレイヤのプレイ履歴の情報を利用することができる。この場合にも多数のプレイヤに対応するプレイ履歴の情報群のうちからマッチングされた各プレイヤのプレイ履歴の情報だけを抽出して利用することができる。 In the above-described form, the information on the play history of each player is centrally managed through the play data 25. However, management of play history information is not limited to such a form. For example, information on play history (play history data and the like) of each player may be stored in a storage medium such as a card 32 owned by each player. In this case, when the storage medium such as the card 32 is used, the play history information of each player is temporarily stored in the storage device 31 of the game machine GM. Can be used. Also in this case, it is possible to extract and use only the play history information of each matched player from the play history information group corresponding to a large number of players.
 また、抽出されたプレイ履歴の情報は、加工された情報も含め各プレイヤに直接通知される形態に限定されない。例えば、抽出されたプレイ履歴の情報は、販促、広告、或いは新たなゲーム等の開発といった間接的な形態にて利用されてよい。 Also, the extracted play history information is not limited to a form that is directly notified to each player including processed information. For example, the extracted play history information may be used in an indirect form such as sales promotion, advertisement, or development of a new game.
 上述の形態では、ユーザ端末8にWebサービス等の所定のサービスを提供するサーバとして、ゲーム機GMにゲーム機用サービスを提供するセンターサーバ3が利用されている。つまり、ユーザ端末8及び、ゲーム機GMは、共通のセンターサーバ3によって各種サービスが提供されている。しかし、本発明は、このような形態に限定されない。例えば、ユーザ端末8に所定のサービスを提供するサーバ(ユーザサービス提供サーバに対応する)として、ゲーム機GMにゲーム機用サービスを提供するサーバ(マッチングサービス提供サーバに対応する)とは別のサーバが利用されてもよい。 In the above-described embodiment, the center server 3 that provides the game machine service to the game machine GM is used as a server that provides the user terminal 8 with a predetermined service such as a Web service. That is, the user terminal 8 and the game machine GM are provided with various services by the common center server 3. However, the present invention is not limited to such a form. For example, a server that provides a predetermined service to the user terminal 8 (corresponding to a user service providing server) is different from a server that provides a game machine service to the game machine GM (corresponding to a matching service providing server). May be used.
 また、上述の形態では、各プレイヤに個別に関連する個別情報として、各プレイヤの過去のプレイ履歴の情報が利用されている。しかし、個別情報は、このような形態に限定されない。例えば、個別情報として、各プレイヤが過去にプレイした店舗7の情報が利用されてもよい。この場合、各プレイヤの利用率が高い他の店舗7の利用を促進することができる。或いは、個別情報として、各プレイヤが特定のゲーム(プレイ中のゲームでもよい)で所有している各アイテムの情報が利用されてもよい。この場合、各プレイヤの所有率が高いアイテムの所有を促進することができる。個別情報として、その他にも他のプレイヤの利用を促進すべき各種の対象に関する情報が利用されてよい。 Further, in the above-described form, information on past play histories of each player is used as individual information individually associated with each player. However, the individual information is not limited to such a form. For example, as individual information, information on the store 7 that each player played in the past may be used. In this case, it is possible to promote the use of another store 7 in which the usage rate of each player is high. Alternatively, as individual information, information of each item owned by each player in a specific game (may be a game being played) may be used. In this case, it is possible to promote the possession of an item having a high ownership rate of each player. In addition, information regarding various objects that should promote the use of other players may be used as the individual information.
 本発明のゲーム機は、商業施設に設置される業務用ゲーム機、家庭用の据置型ゲーム機、携帯型のゲーム機等、適宜の形態で実現されてよい。従って、ユーザ端末8でモバイルゲームが実行される場合には、ゲーム端末としてユーザ端末8が利用されてもよい。また、ゲームシステム1は、ゲーム機GMのみによって構成されていてもよい。 The game machine of the present invention may be realized in an appropriate form such as an arcade game machine installed in a commercial facility, a home-use game machine, or a portable game machine. Therefore, when a mobile game is executed on the user terminal 8, the user terminal 8 may be used as a game terminal. Moreover, the game system 1 may be comprised only by game machine GM.

Claims (10)

  1.  複数のプレイヤによってプレイされるゲームを各プレイヤにそれぞれ提供する複数のゲーム端末と、
     前記複数のゲーム端末と通信回線を介して接続され、前記ゲームをプレイする前記複数のプレイヤとして各ゲーム端末のプレイヤをマッチングするマッチングサービスを提供するマッチングサービス提供サーバと、
     前記マッチングサービスのマッチング結果に基づいて、各プレイヤに通知され得る情報群のうちから前記マッチングサービスによってマッチングされた各プレイヤに個別に関連する個別情報を抽出する情報抽出手段と、
    を備える、ゲームシステム。
    A plurality of game terminals for providing each player with a game played by a plurality of players;
    A matching service providing server that is connected to the plurality of game terminals via a communication line and that provides a matching service for matching the players of each game terminal as the plurality of players playing the game;
    Information extracting means for extracting individual information individually associated with each player matched by the matching service from the information group that can be notified to each player based on the matching result of the matching service;
    A game system comprising:
  2.  各プレイヤを識別するためのプレイヤ識別情報と前記情報群とが互いに関連づけられて記述された情報管理データを記憶する情報管理データ記憶手段を更に備え、
     前記情報抽出手段は、前記マッチングサービスによってマッチングされた各プレイヤの前記プレイヤ識別情報に基づいて、前記情報管理データの前記情報群から前記個別情報を抽出する、請求項1のゲームシステム。
    Information management data storage means for storing information management data in which player identification information for identifying each player and the information group are described in association with each other;
    The game system according to claim 1, wherein the information extraction unit extracts the individual information from the information group of the information management data based on the player identification information of each player matched by the matching service.
  3.  前記情報抽出手段にて抽出された各プレイヤの前記個別情報を前記マッチングサービスによってマッチングされた各プレイヤに少なくとも通知する個別情報通知手段を更に備える請求項1又は2のゲームシステム。 3. The game system according to claim 1, further comprising individual information notifying means for notifying at least each player matched by the matching service of the individual information of each player extracted by the information extracting means.
  4.  前記情報抽出手段の過去の抽出実績を記憶する抽出実績記憶手段と、
     前記抽出実績に基づいて、過去の各個別情報を加工する情報加工手段と、
     前記情報加工手段の加工結果を前記個別情報の少なくとも一つとして各プレイヤに通知する加工結果通知手段と、
    を更に備える、請求項1~3のいずれか一項のゲームシステム。
    Extraction result storage means for storing past extraction results of the information extraction means;
    Information processing means for processing past individual information based on the extraction results;
    Processing result notifying means for notifying each player of the processing result of the information processing means as at least one of the individual information;
    The game system according to any one of claims 1 to 3, further comprising:
  5.  前記複数のゲーム機のそれぞれは、前記ゲームのゲーム画面を表示する表示装置を備え、
     前記個別情報は、少なくとも前記ゲーム画面を通じて通知される、請求項3又は4のゲームシステム。
    Each of the plurality of game machines includes a display device that displays a game screen of the game,
    The game system according to claim 3 or 4, wherein the individual information is notified through at least the game screen.
  6.  前記複数のゲーム機及び、前記マッチングサービス提供サーバの少なくともいずれか一方と通信回線を介して接続されるユーザ端末を更に備え、
     前記個別情報は、少なくとも前記ユーザ端末を通じて通知される、請求項3~5のいずれか一項のゲームシステム。
    A user terminal connected via a communication line to at least one of the plurality of game machines and the matching service providing server;
    The game system according to any one of claims 3 to 5, wherein the individual information is notified through at least the user terminal.
  7.  前記ユーザ端末に所定のサービスを提供するユーザサービス提供サーバを更に備え、
     前記所定のサービスには、各プレイヤ間を関連づける関連設定サービスが含まれ、
     前記個別情報は、少なくとも前記ユーザ端末を通じて、前記関連設定サービスにより関連づけられた各プレイヤに通知される、請求項6のゲームシステム。
    A user service providing server for providing a predetermined service to the user terminal;
    The predetermined service includes a related setting service for associating each player,
    The game system according to claim 6, wherein the individual information is notified to each player associated by the related setting service at least through the user terminal.
  8.  前記個別情報として、各プレイヤが過去にプレイしたゲームに関するプレイ履歴に関する情報が利用されている、請求項1~7のいずれか一項のゲームシステム。 The game system according to any one of claims 1 to 7, wherein information regarding a play history related to a game played by each player in the past is used as the individual information.
  9.  複数のプレイヤによってプレイされるゲームを各プレイヤにそれぞれ提供する複数のゲーム端末と、前記複数のゲーム端末と通信回線を介して接続され、前記ゲームをプレイする前記複数のプレイヤとして各ゲーム端末のプレイヤをマッチングするマッチングサービスを提供するマッチングサービス提供サーバと、を備えるゲームシステムに組み込まれるコンピュータに、
     前記マッチングサービスのマッチング結果に基づいて、各プレイヤに通知され得る情報群のうちから前記マッチングサービスによってマッチングされた各プレイヤに個別に関連する個別情報を抽出する情報抽出工程を実行させる制御方法。
    A player of each game terminal as the plurality of players connected to the plurality of game terminals via a communication line and providing the game played by the plurality of players to each player as the plurality of players playing the game A computer incorporated in a game system comprising a matching service providing server that provides a matching service for matching,
    A control method for executing an information extracting step of extracting individual information individually associated with each player matched by the matching service from a group of information that can be notified to each player based on a matching result of the matching service.
  10.  複数のプレイヤによってプレイされるゲームを各プレイヤにそれぞれ提供する複数のゲーム端末と、前記複数のゲーム端末と通信回線を介して接続され、前記ゲームをプレイする前記複数のプレイヤとして各ゲーム端末のプレイヤをマッチングするマッチングサービスを提供するマッチングサービス提供サーバと、を備えるゲームシステムに組み込まれるコンピュータを、
     前記マッチングサービスのマッチング結果に基づいて、各プレイヤに通知され得る情報群のうちから前記マッチングサービスによってマッチングされた各プレイヤに個別に関連する個別情報を抽出する情報抽出手段として機能させるように構成されたゲームシステム用のコンピュータプログラム。
    A player of each game terminal as the plurality of players connected to the plurality of game terminals via a communication line and providing the game played by the plurality of players to each player as the plurality of players playing the game A computer incorporated in a game system comprising a matching service providing server that provides a matching service for matching
    Based on the matching result of the matching service, it is configured to function as an information extracting unit that extracts individual information individually associated with each player matched by the matching service from the information group that can be notified to each player. Computer program for a game system.
PCT/JP2013/060970 2012-04-19 2013-04-11 Game system, control method used in same, and computer program WO2013157483A1 (en)

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JP6075883B2 (en) * 2014-02-12 2017-02-08 株式会社コナミデジタルエンタテインメント GAME SYSTEM, CONTROL METHOD USED FOR THE SAME, AND COMPUTER PROGRAM
JP6526945B2 (en) * 2014-04-25 2019-06-05 株式会社スクウェア・エニックス INFORMATION PROCESSING APPARATUS, CONTROL METHOD, AND PROGRAM
JP7289345B2 (en) * 2016-07-08 2023-06-09 株式会社 ディー・エヌ・エー Game providing system and game program
JP2019150397A (en) * 2018-03-05 2019-09-12 株式会社カプコン Game program and game device

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