WO2019215926A1 - Server device, program, and method - Google Patents

Server device, program, and method Download PDF

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Publication number
WO2019215926A1
WO2019215926A1 PCT/JP2018/018399 JP2018018399W WO2019215926A1 WO 2019215926 A1 WO2019215926 A1 WO 2019215926A1 JP 2018018399 W JP2018018399 W JP 2018018399W WO 2019215926 A1 WO2019215926 A1 WO 2019215926A1
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WO
WIPO (PCT)
Prior art keywords
user
information
character
position information
game
Prior art date
Application number
PCT/JP2018/018399
Other languages
French (fr)
Japanese (ja)
Inventor
一喜 森下
Original Assignee
ガンホー・オンライン・エンターテイメント株式会社
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by ガンホー・オンライン・エンターテイメント株式会社 filed Critical ガンホー・オンライン・エンターテイメント株式会社
Priority to PCT/JP2018/018399 priority Critical patent/WO2019215926A1/en
Priority to JP2018524841A priority patent/JP6956717B2/en
Publication of WO2019215926A1 publication Critical patent/WO2019215926A1/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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/216Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal

Definitions

  • the present disclosure relates to a server device, a program, and a method for executing a battle game that uses user position information.
  • Patent Document 1 describes a server device that creates a quiz question using position information of a user registered in advance in a database and transmits the generated quiz to a terminal device in a quiz game.
  • the present disclosure provides a server device, a program, and a method for realizing a game application that is more interesting for the user by using position information according to various embodiments. To do.
  • a battle that specifies a virtual battle game with an enemy character that each user holding each terminal device desires to enter from a plurality of terminal devices that are communicably connected via a network A communication interface configured to receive game identification information, user character identification information for identifying a user character of each user, and position information of each user in the real world, and the battle game identification information; Correspondingly, the user character specifying information and the position information are stored, a memory configured to store a predetermined instruction command, and each user according to the position information based on the instruction command
  • a group to which the virtual battle game is assigned is determined according to the user character specifying information.
  • a server device including a processor configured to determine a contribution degree of each user in a group and to perform a process for giving a reward to one or a plurality of users according to the contribution degree. Is done.
  • a battle that specifies a virtual battle game with an enemy character that each user holding each terminal device desires to enter from a plurality of terminal devices that are communicably connected via a network A communication interface configured to receive game identification information, user character identification information for identifying a user character of each user, and position information of each user in the real world, and the match game identification information.
  • a battle that specifies a virtual battle game with an enemy character that each user holding each terminal device desires to enter from a plurality of terminal devices that are communicably connected via a network A communication interface configured to receive game identification information, user character identification information for identifying a user character of each user, and position information of each user in the real world, and the match game identification information. And a memory configured to store the user character specifying information and the position information, and a memory configured to store a predetermined instruction command, in a method performed by a processor executing the instruction command. And determining a group to which each user belongs according to the location information. Determining a floor, determining a contribution of each user in the group to the virtual battle game according to the user character specifying information, and providing a reward to one or a plurality of users according to the contribution; A method comprising:
  • a server device it is possible to provide a server device, a program, and a method for realizing a game application that is more interesting for the user by using position information.
  • FIG. 1 is a diagram conceptually illustrating an application executed in a system according to various embodiments of the present disclosure.
  • FIG. 2 is a conceptual diagram schematically showing the configuration of the system 1 according to the first embodiment of the present disclosure.
  • FIG. 3 is a block diagram illustrating an exemplary configuration of the terminal device 100 according to the first embodiment of the present disclosure.
  • FIG. 4 is a block diagram illustrating an exemplary configuration of the server device 200 according to the first embodiment of the present disclosure.
  • FIG. 5A is a diagram conceptually illustrating a user information table stored in the memory 211 of the server apparatus 200 according to the first embodiment of the present disclosure.
  • FIG. 5B is a diagram conceptually showing a battle information table stored in the memory 211 of the server apparatus 200 according to the first embodiment of the present disclosure.
  • FIG. 5A is a diagram conceptually illustrating a user information table stored in the memory 211 of the server apparatus 200 according to the first embodiment of the present disclosure.
  • FIG. 5B is a diagram conceptually showing a battle
  • FIG. 5c is a diagram conceptually illustrating an entry information table stored in the memory 211 of the server apparatus 200 according to the first embodiment of the present disclosure.
  • FIG. 6 is a diagram illustrating a processing flow executed in the server device 200 according to the first embodiment of the present disclosure.
  • FIG. 7 is a diagram illustrating a processing flow executed in the server device 200 according to the first embodiment of the present disclosure.
  • FIG. 8 is a diagram illustrating a processing flow executed in the terminal device 100 according to the first embodiment of the present disclosure.
  • FIG. 9 a is a diagram illustrating an example of a screen displayed on the display 111 of the terminal device 100 according to the first embodiment of the present disclosure.
  • FIG. 9B is a diagram illustrating an example of a screen displayed on the display 111 of the terminal device 100 according to the first embodiment of the present disclosure.
  • FIG. 10 a is a diagram conceptually illustrating a battle information table stored in the memory 211 of the server apparatus 200 according to the second embodiment of the present disclosure.
  • FIG. 10B is a diagram conceptually illustrating an entry information table stored in the memory 211 of the server apparatus 200 according to the second embodiment of the present disclosure.
  • each user is classified into a group based on the location information of each user in the real world received from the terminal device held by each user, and the virtual battle of each user in the group
  • a game application for determining a contribution degree to the game and giving a reward to one or a plurality of users according to the contribution degree is executed.
  • FIG. 1 is a diagram conceptually showing a game application executed in a system according to various embodiments of the present disclosure.
  • FIG. 1 is a diagram for describing an example of a game application according to the present disclosure.
  • a group is formed by users who have entered from the same region (for example, prefecture units).
  • the area A2 group in which the position information of each user holding the user characters 25 and 26 belongs to the area A2 is the user.
  • a region A3 group in which the position information of the user holding the character 27 belongs to the region A3 is formed.
  • a virtual battle game is executed in which each user character 21 to 27 attacks the enemy character 10 and damages the enemy character 10. And the contribution in each group is determined based on the damage which each user character gave. At this time, a reward is paid to users belonging to the group according to the determined contribution. Therefore, for example, even if the user character 21 gives “100” damage to the enemy character 10, if the entire area A1 group to which the user character 21 belongs gives “1000” damage, the degree of contribution is Only 10%. On the other hand, even if the user character 26 gives only “80” damage to the enemy character 10, if the damage is “100” in the entire area A2 group to which the user character 26 belongs, its contribution The degree is 80%.
  • a user character that is given high damage does not necessarily obtain a high reward, and even a weak user character can obtain a high reward by devising the position of the user in the real world. For this reason, a new preference can be provided to the user by using the position information of the user.
  • an example of a virtual battle game is a battle game in which the hit points of enemy characters are reduced by an attack by a user character.
  • the present invention is not limited to this, and the system according to the present embodiment can be suitably applied to a baseball game, a soccer game, a race game, a puzzle game, or the like in which a battle with an enemy character is performed.
  • the degree of contribution is determined based on the damage given to the enemy character by each user character.
  • this determination method is merely an example.
  • results, such as whether the user character was involved in a score or a goal loss can be determined based on results, such as whether the user character was involved in a score or a goal loss.
  • each user is classified into a group using the user location information.
  • An example of this group is a group of prefectures.
  • the present invention is not limited to this, and it is also possible to form a group by country or city.
  • the operator and each user can freely set the area.
  • a reward corresponding to the contribution within the group is paid to each user.
  • the degree of contribution is not limited to a specific numerical value indicating the percentage of contribution of each user in the group, and the rank of each user in the group may be used. For example, if an enemy character causes 1000 damage in the entire area A1 group and a user character of a user belonging to the area A1 group causes 100 damage, a reward corresponding to 10% can be given. is there. Also, if the user did the third biggest damage in the A1 group, the third biggest reward (1st is 50% reward, 2nd is 30% reward, 3rd is 20%) Reward).
  • an in-game currency that can be used for purchasing a virtual item in the virtual game space can be cited.
  • a new user character that can be used in a virtual battle game by a user a character having a high ability parameter is given to a user with a high degree of contribution
  • a rank indicating the user's proficiency with a game application are raised.
  • ranking parameters ranking the ranking parameters of users with high contributions by 1.5 times
  • FIG. 2 is a conceptual diagram schematically showing the configuration of system 1 according to the first embodiment of the present disclosure.
  • system 1 includes a plurality of terminal devices 100 (terminal devices 100-1 and 100-2), and a server device 200 that is communicably connected to terminal device 100 via network 300.
  • the server device 200 and the terminal device 100 communicate with each other as needed to transmit and receive various information, programs, and the like necessary for the progress of the game application.
  • terminal device 100 only two terminal devices 100-1 and 100-2 are described as the terminal device 100, but it is naturally possible to use a larger number of terminal devices.
  • server device 200 is described as a single device, each component and processing of the server device 200 can be distributed to a plurality of server devices. Further, the terminal device 100 and the server device 200 may be capable of executing functions other than the functions related to the execution of the game application according to the present embodiment.
  • FIG. 3 is a block diagram illustrating an exemplary configuration of the terminal device 100 according to the first embodiment of the present disclosure.
  • the terminal device 100 does not have to include all of the components illustrated in FIG. 3, and may have a configuration in which some are omitted, or other components may be added.
  • a portable terminal device capable of wireless communication represented by a smartphone can be cited.
  • the server device 200 such as a portable game machine, a feature phone, a portable information terminal, a PDA, a laptop personal computer, a desktop personal computer, a stationary game machine, etc.
  • Any terminal device can be used as long as it can execute.
  • the terminal devices 100-1 and 100-2 may be the same type of terminal device or different types of terminal devices.
  • the terminal device 100 includes a display 111, a processor 112, a memory 113, a communication interface 114, an input interface 115 including a touch panel 116 and hard keys 117, and a position sensor 118. These components are electrically connected to each other through a control line and a data line.
  • the display 111 functions as a display unit that reads out image information stored in the memory 113 and performs various displays in accordance with instructions from the processor 112. Specifically, the display 111 is a screen for selecting a battle stage with an enemy character in relation to the game application according to the present embodiment, or a screen for displaying a reward obtained according to the contribution degree in the virtual battle game. Various information such as is displayed.
  • the display 111 is composed of a liquid crystal display, for example.
  • the processor 112 is composed of a CPU (microcomputer), and functions as a control unit that controls other connected components based on various programs stored in the memory 113.
  • the processor 112 processes an instruction command stored in the memory 113, that is, a program for executing the game application according to the present embodiment and a program for executing the OS. Specifically, the processor 112 performs various processes including a process of transmitting position information measured by the position sensor 118 to the server apparatus 200, a process related to entry into a virtual battle game, and a process related to display of rewards.
  • the processor 112 may be composed of a single CPU, but may be composed of a plurality of CPUs. In addition, other types of processors such as GPUs responsible for image processing may be appropriately combined.
  • the memory 113 includes a RAM, a ROM, or a nonvolatile memory (in some cases, an HDD) and functions as a storage unit.
  • the ROM stores an instruction command for executing the application and the OS according to the present embodiment as a program.
  • the RAM is a memory used for writing and reading data while the program stored in the ROM is being processed by the processor 112.
  • the nonvolatile memory is a memory in which data is written and read by executing the program, and the data written therein is stored even after the execution of the program is completed.
  • the position information measured by the position sensor 118 is temporarily stored in the memory 113.
  • the communication interface 114 includes a wireless communication processing circuit and an antenna connected to the wireless communication processing device, and functions as a communication unit.
  • the communication interface 114 is connected to the server device 200 via the network 300, a program necessary for executing the application according to the present embodiment, user information, entry information to the virtual battle game, enemy character appearance information, reward Send and receive information.
  • the wireless communication processing circuit performs processing such as modulation and demodulation of information to be transmitted and received.
  • the communication interface 114 is processed based on a broadband wireless communication system such as the W-CDMA (Wideband-Code Division Multiple Access) system or the LTE (Long Term Evolution) system, but is represented by IEEE 802.11. It is also possible to perform processing based on a method related to wireless communication in a narrow band such as a wireless LAN or Bluetooth (registered trademark).
  • a broadband wireless communication system such as the W-CDMA (Wideband-Code Division Multiple Access) system or the LTE (Long Term Evolution) system, but is represented by IEEE 802.11. It is also possible to perform processing based on a method related to wireless communication in a narrow band such as a wireless LAN or Bluetooth (registered trademark).
  • the communication interface 114 can use wired communication instead of or in addition to wireless communication.
  • a communication processing circuit for wired communication may be provided instead of or in addition to the wireless communication processing circuit.
  • the input interface 115 includes a touch panel 116 and hard keys 1176, and functions as an input unit for reading various input information.
  • the touch panel 116 accepts various instruction inputs from the user, and is used to operate icons displayed on the display 111 or input a character string by the user.
  • the touch panel 116 is arranged so as to cover the display 111, and outputs information on position coordinates touched by an object (such as a user's finger or stylus) corresponding to image data displayed on the display 111.
  • an object such as a user's finger or stylus
  • As the touch panel system a known system such as a resistive film system, a capacitive coupling system, and an ultrasonic surface acoustic wave system can be used.
  • As the hard key 117 a known key can be used as appropriate.
  • the touch panel 116 and / or the hard key 117 accepts a user instruction input such as selection of a battle stage with an enemy character or selection of a user character to be input to a virtual battle
  • the position sensor 118 functions as a position detection unit that detects the position of the terminal device 100 held by the user at the time of positioning.
  • a GPS sensor is used as an example of the position sensor 118.
  • the GPS sensor detects the position of the terminal device 100 through communication with a plurality of satellites.
  • the measured position information is stored in the memory 113 under the control of the processor 112 and transmitted to the server device 200 via the communication interface 114.
  • position information is detected by the position sensor 118.
  • the position information does not necessarily need to be detected by the position sensor 118, and information on Wi-Fi access points, base stations for broadband wireless communication, and the like can also be used as position information.
  • the position information naturally includes specific coordinate information obtained by positioning and position information of the access point or base station, but information indicating a specific region, point, address, etc. obtained based on such information. Can also be included.
  • FIG. 4 is a block diagram illustrating an exemplary configuration of the server device 200 according to the first embodiment of the present disclosure.
  • the server device 200 does not have to include all of the components illustrated in FIG. 4, and may have a configuration in which some are omitted, or other components may be added.
  • the server apparatus 200 includes a RAM 211, a non-volatile memory, a memory 211 including an HDD, a processor 212 including a CPU, an I / O port 213, and a communication interface 214 including a communication processing circuit. including. These components are electrically connected to each other through a control line and a data line.
  • the memory 211 includes a RAM, a ROM, a nonvolatile memory, and an HDD, and functions as a storage unit. And the said memory 211 memorize
  • the memory (especially RAM) is temporarily used for writing and reading data while the program is executed by the processor 212.
  • entry information received from the terminal device 100, a user information table (FIG. 5a), a battle information table (FIG. 5b), an entry information table (FIG. 5c), etc. used for executing the game application are stored.
  • the memory 211 memorize
  • Such a program is loaded and executed by the processor 212.
  • the memory (especially RAM) is temporarily used for writing and reading data while the program is executed by the processor 212.
  • the processor 212 is constituted by a CPU (microcomputer), and functions as a control unit for controlling other connected components by executing instruction commands stored in the memory 211, that is, various programs.
  • the processor 212 When receiving the user identification information from the terminal device 100, the processor 212 performs an authentication process with reference to the user information and a process of transmitting the user information necessary for executing the game application to the terminal device 100. Specifically, the process related to generation and reset of the battle stage, the process related to payment of reward according to the contribution degree, the process related to calculation of damage to the enemy character, and the like are based on the instruction command stored in the memory 211. Execute.
  • the processor 212 may be composed of a single CPU, but may be composed of a plurality of CPUs.
  • the I / O port 213 functions as an information input / output unit for inputting / outputting information to / from various external devices such as a printer.
  • the I / O port 213 can adopt a known connection format as desired, such as a serial port, a parallel port, or a USB.
  • the communication interface 214 transmits / receives a program, various information, and the like for executing an application according to the present embodiment via the terminal device 100 and the network 300 or via another server device and the network 300.
  • processing such as modulation and demodulation is performed.
  • the communication interface 214 communicates with each terminal device and other server devices according to a known wireless communication method or a known wired communication method.
  • the communication interface 214 executes processing for transmitting and receiving user information, entry information to the virtual battle game, appearance information of enemy characters, reward information, and the like according to the processor 212.
  • FIG. 5A is a diagram conceptually showing a user information table stored in the memory 211 of the server device 200 according to the first embodiment of the present disclosure. Specifically, the table stores user information of users registered as game application players according to the present embodiment. The table is appropriately referred to in processing such as user authentication when the user starts a game application, purchase of a virtual item in the game application, entry to a virtual battle game, and the like, and is appropriately determined according to the result of the processing. Updated.
  • Currency information user character ID information indicating a user character that can be used by a user for a battle with an enemy character in a virtual battle game, rank information indicating a user's proficiency with respect to the game calculated by an experience value obtained through a virtual battle game, etc.
  • the user information table is not limited to these, and other information may be stored.
  • FIG. 5b is a diagram conceptually showing a battle information table stored in the memory 211 of the server apparatus 200 according to the first embodiment of the present disclosure.
  • the battle information table information on a battle stage for executing a virtual battle game that can be entered by the current user or that can be entered by the user in the future is stored. Then, the battle information table is appropriately referred to in a process related to generation and reset of the battle stage, a process related to payment of a reward according to the contribution degree, and the like, and is appropriately updated according to a result of the process.
  • enemy character ID information for specifying an enemy character appearing in the virtual battle game is virtually displayed in the virtual game space.
  • Appearance time information indicating the time at which an enemy character appears and the user can enter the virtual battle game
  • reward information indicating the reward paid to each user according to the contribution determined by the execution of the virtual battle game, etc. It is stored in the battle information table.
  • the information stored in the battle information table is not limited to these, and other information may be stored.
  • FIG. 5c is a diagram conceptually showing an entry information table stored in the memory 211 of the server apparatus 200 according to the first embodiment of the present disclosure.
  • the entry information table is a table generated for each battle ID of a virtual battle game that can be entered, and is appropriately used in processing related to payment of rewards according to contribution, processing related to calculation of damage to enemy characters, and the like. Referenced and updated according to the result of the processing.
  • user character ID information that identifies a user character that the user uses for the virtual battle game in association with the user ID information of the user who has entered the virtual battle game with the battle ID information “B1”.
  • the area information indicating the position information when the user has entered, the damage information indicating the amount of damage given to the enemy character by the user character used in the virtual battle game, and the like are stored in the entry information table.
  • the information stored in the entry information table is not limited to these, and other information may be stored.
  • the information tables described in FIGS. 5a to 5c are given as examples of information stored in the memory 211.
  • the user character ID information or the enemy character ID for specifying each character such as ability parameters (attack power, hit points, defense power, special skill, magic power) and character name of each user character or each enemy character, etc.
  • a character information table (not shown) stored in association with information is also stored.
  • FIG. 6 is a diagram illustrating a processing flow executed in the server device 200 according to the first embodiment of the present disclosure. Specifically, the processing flow is periodically performed in the server device 200 at predetermined intervals, and relates to processing related to generation and reset of the battle stage and processing related to payment of reward according to the contribution level.
  • the processor 212 starts the processing flow at a predetermined timing.
  • the processor 212 refers to the appearance time information in the battle information table (FIG. 5b), and the battle stage that has reached the reception start time of the entry of the user to the virtual battle game by causing the enemy character to appear in the virtual game space is displayed. It is confirmed whether or not there is (S101).
  • the user terminal device 100 registered as a game application player is referred to the user information table (FIG. 5a).
  • the enemy character appearance information is transmitted (S102).
  • This appearance information includes battle stage battle ID information that has reached the appearance time information, enemy character ID information associated therewith, and information on the ability parameters and character names of the enemy characters stored in association with the enemy character ID information. Can be included.
  • the processor 212 executes the process of S103 without performing the process of S102.
  • the processor 212 refers to the appearance time information in the battle information table (FIG. 5b) again, and determines whether or not there is a battle stage in which a certain time has elapsed from the time specified by the appearance time information and the end time has been reached.
  • Confirm (S103) This is because the user's contributions and the like in the battle stage constituting the virtual battle game are tabulated after a lapse of a certain time from the start of entry into the virtual battle game. In the present embodiment, contributions are totaled after a certain period of time has elapsed since entry was started at each battle stage.
  • the present invention is not limited to this, and the reception end time of entry to the battle stage may be stored for each battle stage in the battle information table of FIG. 5b and may be totaled when this time is reached. In this case, the timing which can be totaled for every battle
  • competition stage can be set freely, and the diversity of a game can be improved.
  • the processor 212 refers to the entry information table (FIG. 5c), and performs a contribution totaling process (S104). Specifically, the processor 212 refers to the entry information table of the battle stage that has reached the end time, ⁇ Total amount of damage S1 dealt to enemy characters -The total amount of damage S2 that the users belonging to each group (region) gave to the enemy character -Ratio P1 of the total amount S2 for each group (region) to the total amount S1
  • the ratio P2 of the damage given by the user character of each user to the total damage S2 of the group to which the user belongs The ratio P3 of the damage given by the user character of each user to the total amount S1 Are calculated respectively. Of the calculated values, the ratio P1 is used to determine the contribution between groups, and the ratio P2 is used to determine the contribution of each user in the group.
  • Proportion P1 50% of area A1 group to which U5 belongs (1000 * 100/2000)
  • Proportion P3 10% (100 * 100/1000)
  • the processor 212 calculates the above numerical values for each user ID information stored in the entry information table.
  • the processor 212 transmits various ranking information to the terminal device corresponding to the user ID stored in the entry information table based on the result of the aggregation in S104 (S105).
  • the contribution ranking information of each user in each regional group and the contribution ranking information of each regional group with respect to the total damage applied are transmitted.
  • the ranking information may be transmitted only to the user corresponding to the user ID stored in the entry information table, but may be transmitted to all users stored in the user information table (FIG. 5a). Good.
  • the processor 212 transmits the reward information to the terminal device 100 of the user who is the target of the payment of the reward based on the result of the aggregation in S104 (S106). For example, in the case of the user whose user ID information in FIG. 5C is “U5”, the ratio P2 in the area A1 group is 10%. Therefore, a reward (100 points) corresponding to 10% of the rewards paid to each regional group (for example, in-game currency 1000 points) is transmitted to the terminal device held by U5 as reward information. For the user whose user ID information in FIG. 5C is “U8”, the ratio P2 in the area A2 group is 80%.
  • a reward (800 points) corresponding to 80% is transmitted to the terminal device held by U8 as reward information. That is, even though the user whose user ID information is U8 has dealt only with “80” damage to the enemy character E1, the user ID information with “100” damage is more for the user with U5. Many rewards can be obtained.
  • the ratio P2 is determined as the contribution and the reward corresponding to the ratio P2 is paid.
  • the rank in each group may be determined as a contribution and a reward corresponding to the rank may be given.
  • the damage (100) given to the enemy character is the third largest in the area A1 group. Therefore, when the first place is determined to be a reward of 50%, the second place is a reward of 30%, and the third place is a reward of 20%, the terminal device held by the user whose user ID information is U5 includes each regional group. Reward (200 points) corresponding to 20% of the remuneration paid (for example, in-game currency 1000 points) is transmitted as reward information.
  • the damage (80) given to the enemy character is the largest in the area A2 group. Therefore, the terminal device held by the user whose user ID information is U5 receives a reward corresponding to 50% (500 points) out of the rewards paid for each regional group (for example, in-game currency 1000 points). Sent as information. That is, even in this case, the user whose user ID information is U8 has only caused damage “80” to the enemy character E1, but the user ID information that caused damage “100” is the user whose user ID information is U5. It is possible to obtain more rewards.
  • the reward (group reward) according to the contribution for each group to the virtual battle game is also paid.
  • group reward for example, in-game currency 100 points
  • rewards corresponding to 50% (50 points) are transmitted as reward information to the terminal devices of all users belonging to the area A1 group.
  • the ratio P1 of the area A2 group to the total amount S1 of damage given to the enemy character E1 is 5%. Therefore, among group rewards (for example, in-game currency 100 points), rewards corresponding to 5% (5 points) are transmitted as reward information to the terminal devices of all users belonging to the area A2 group.
  • group rewards for example, in-game currency 100 points
  • rewards corresponding to 5% (5 points) are transmitted as reward information to the terminal devices of all users belonging to the area A2 group.
  • the ratio P1 is determined as the contribution and the reward corresponding to the ratio P1 is paid.
  • the rank of damage given by each group as a whole may be determined as a contribution, and a reward corresponding to the rank may be given.
  • the damage (1000) caused by the area A1 group to which the user whose user ID information is “U5” in FIG. Therefore, among group rewards (100 points), if the first place is determined to be 50% reward, the second place is 30% reward, and the third place is 20% reward, the users of each user belonging to the regional A1 group A reward corresponding to 50% (50 points) is transmitted to the terminal as reward information.
  • the damage (100) given to the area A2 group to which the user with the user ID information “U8” in FIG. 5C belongs is the third largest. Therefore, among group rewards (100 points), rewards corresponding to 20% (20 points) are transmitted as reward information to the user terminals of the users belonging to the area A2 group.
  • a reward corresponding to the contribution within the group and the contribution for each group is paid, but in addition to these, a reward corresponding to the contribution of each user as a whole is also paid. Also good.
  • the ratio P3 to the total amount S1 of damage given to the enemy character is 5%.
  • a reward (5 points) corresponding to 5% of the total reward is transmitted to the terminal device held by U5 as reward information.
  • the ratio P3 to the total amount S1 of damage given to the enemy character is 4%. Therefore, a reward (4 points) corresponding to 4% of the total reward (for example, in-game currency 100 points) is transmitted to the terminal device held by U5 as reward information.
  • the ratio P3 is determined as the contribution and the reward corresponding to the ratio P3 is paid.
  • the ranking in the entire user may be determined as the contribution and rewards according to the ranking may be given.
  • the damage (100) given to the enemy character is the fifth largest overall. Therefore, if the first place is determined to be a reward of 50%, the second place is a reward of 30%, the third place is 15%, the fourth place is 4%, and the fifth place is a reward of 1%, the user ID information is U5
  • a reward (1 point) corresponding to 1% of the total reward (for example, 100 points in the game currency) is transmitted to the terminal device held by the user as reward information.
  • the damage (80) given to the enemy character is the sixth largest overall. Accordingly, since the user is not eligible for payment of the reward, the reward information regarding the entire reward is not transmitted to the terminal device held by the user whose user ID information is U8.
  • the user when a user has a plurality of user characters, the user can enter the same battle stage a plurality of times.
  • a user whose user ID information is “U1” uses three user characters C1-1, C1-2, and C1-3, and a battle stage whose battle ID information is “B1”. I have made three entries.
  • the processor 212 may determine the degree of contribution of the user whose user ID information is U1 based on the total damage given by the three user characters, or may be determined for each user character.
  • the processor 212 performs reset processing of the entry information table and the battle information table (S107). Specifically, the processor 212 resets the entry information table of the battle stage for which entry into the virtual battle game has ended, that is, deletes the user ID information, user character ID information, area information, and damage information of the entered user. . In addition, the processor 212 resets, that is, deletes, from the battle information table, battle ID information that identifies the battle stage constituting the completed virtual battle game, and enemy character ID information, appearance time information, and reward information associated therewith. Or reset enemy character ID information, appearance time information, and reward information. Then, the processor 212 ends the processing flow.
  • the processor 212 ends the processing flow without performing the processing of S104 to S107.
  • FIG. 7 is a diagram illustrating a processing flow executed in the server device 200 according to the first embodiment of the present disclosure. Specifically, the process flow shows an interrupt process started by receiving entry information for a specific virtual battle game from the terminal device 100.
  • the processing flow is started when the communication interface 214 of the server device 200 receives entry information from any of the terminal devices 100 (S201).
  • the entry information includes battle ID information for identifying a battle stage that constitutes a virtual battle game with an enemy character that each user holding each terminal device desires to enter, and a user character that each user inputs to the virtual battle game.
  • the user character ID information to be specified and the position information (position coordinates) of each user measured in each terminal device in the real world are included.
  • the processor 212 determines that the entry information has been received, the processor 212 stores the entry information in the memory 211.
  • the processor 212 determines an area group to which the user of the terminal device 100 that transmitted the entry information belongs based on the received position coordinates, and enters the user ID of the user in the entry information table of the battle ID information included in the entry information. In association with the information, control is performed so that the determined area group is stored as position information.
  • the terminal device 100 classifies the area group corresponding to the position coordinates measured by the terminal apparatus 100, the server apparatus 200 receives the classified area group as position information, and the area group received by the processor 212 as position information. It may be controlled so that it is determined and stored in the entry information table.
  • the processor 212 controls to store the position information determined at the time of the first entry for the current entry. For example, in the example of FIG. 5c, a user whose user ID information is “U1” enters twice with the user characters C1-2 and C1-3 after entering with the user character C1-1. However, the area information stores area information “A1” determined based on the position information included in the entry information received first.
  • the present invention is not limited to the above example, and each time the entry information is received, the area information determined based on the position information included in the entry information may be stored.
  • the processor 212 refers to the ability parameter of the user character in the character table based on the user character ID information of the user included in the entry information. Further, the processor 212 determines damage to be given to the enemy character based on the ability parameter of the enemy character and the ability parameter of the user character (S203). This damage may be determined according to a known method, and any method may be used. Further, the predetermined relationship between the enemy character and the user character (for example, the user characters C1-1 and C5-2 are double damage to the enemy character E5. For the enemy character whose attribute is K1) The amount of damage to be determined may be changed according to the user character having the attribute K2 is triple damage.
  • the processor 212 controls to store the determined damage in the entry information table in association with the user ID information of the user who transmitted the entry information. Then, in order to notify the user of the determined damage, the processor 212 controls the communication interface 214 to transmit the determined damage to the terminal device 100 that transmitted the entry information (S204). Then, the processor 212 ends the interrupt process when the entry information is received.
  • FIG. 8 is a diagram illustrating a processing flow executed in the terminal device 100 according to the first embodiment of the present disclosure. Specifically, the processing flow relates to processing related to entry into a virtual battle game performed in the terminal device 100.
  • the processor 112 first receives appearance information from the server device 200, and determines whether the appearance information is stored in the memory 113 (S301). If the appearance information has not been received, the processing flow ends without performing the subsequent processing. On the other hand, if the appearance information has been received, a process of controlling the display 111 to display the stored appearance information is executed (S302). Then, the processor 112 detects selection of a battle stage that the user desires to enter via the input interface 115 (S303).
  • FIG. 9 a is a diagram illustrating an example of a screen displayed on the display 111 of the terminal device 100 according to the first embodiment of the present disclosure. Specifically, FIG. 9a shows an example of a screen displayed by the process of S302 of FIG. According to FIG. 9a, the battle stage battle ID information included in the already received appearance information, the enemy character ID information appearing in the battle stage, and the enemy character ability parameters and characters stored in association with the enemy character ID information. Based on the name information, selection icons 31 and 32 for each battle stage are displayed on the display 111. Each of the selection icons 31 and 32 is displayed as “appearing” together with the character name of the enemy character. Then, the user can select a battle stage for which entry is desired via the input interface 115. In the example of FIG. 9 a, the selection icon 32 is drawn with a background color different from that of the other selection icons 31, indicating that the selection icon 32 is currently selected by the user.
  • the processor 112 determines whether or not the input icon 33 displayed on the display 111 is pressed via the input interface 115 (S304).
  • the processor 112 controls the position sensor 118 to display the current position information of the terminal device 100.
  • the acquired position information is stored in the memory 113 (S305).
  • the processor 112 controls the display 111 to display a user character selection screen (not shown) on the display 111.
  • the processor 112 receives in advance the user character ID information stored in the user information table (FIG. 5a) stored in the server device 200 and information such as the ability parameter and the character name associated therewith.
  • the user is controlled to display a list of user characters that can be used in the virtual battle game.
  • the processor 112 detects selection of a user character used for the virtual competitive game via the input interface 115 (S306).
  • the processor 112 controls the communication interface 114 to transmit the entry information to the server device 200 (S307).
  • the entry information includes battle ID information for identifying a battle stage that the user desires to enter, and user character ID information for identifying a user character to be input to the virtual battle game, obtained by the processes of S303, S305, and S306.
  • Position information (position coordinates) of the user in the real world measured by the terminal device 100 is included.
  • the virtual character is selected by any method such as not accepting the selection of the user character in S306 or not creating the entry information in S307. Prevent entry into a competitive game.
  • the number of times that entry can be made may be limited, for example, when a user character is selected in S306.
  • a parameter value F1 consumed every time an entry is made is stored in advance.
  • the parameter value F1 is subtracted from the parameter value F2 associated with the user ID information of the selected user. That is, entry is possible until the parameter value F2 associated with the user ID information is smaller than the parameter value F1 of the user character to be selected.
  • the parameter value F2 is recovered by using a virtual currency (in-game currency) or a predetermined virtual item that the user can use in the game. That is, even if the parameter value F2 is subtracted and entry becomes impossible, entry can be made by the recovery process.
  • the processor 112 performs processing according to the icon.
  • the processor 112 executes a result display process for displaying ranking information and reward information received from the server device 200.
  • FIG. 9B is a diagram illustrating an example of a screen displayed on the display 111 of the terminal device 100 according to the first embodiment of the present disclosure. Specifically, FIG. 9b shows an example of a result display screen displayed by the result display process.
  • the regional ranking display area 41 the user's line marking in the region A1 group to which the user with the user ID information “U1” belongs and the reward obtained thereby are displayed.
  • the regional ranking display area 42 the ranking of contributions to all groups of the region A1 group to which the user belongs and the rewards obtained thereby are displayed.
  • the reward is paid according to the contribution degree to the virtual battle game in the group to which the user belongs. Therefore, a user who simply uses a user character having an excellent ability parameter cannot obtain a higher reward, and the obtained reward is also influenced by the contributions of other users in the group. In other words, a user character who can give high damage does not necessarily obtain a high reward, and even a weak user character can obtain a high reward by devising a group to which the user character belongs. Further, when forming a group, position information when each user enters is used. Therefore, the user can provide the user with an unprecedented new taste such as searching for a place where a higher reward is likely to be obtained.
  • the enemy character appearing in the virtual battle game is not associated with a specific place in the real world.
  • enemy characters are made to appear in the virtual game space in association with predetermined position information in the real world.
  • the distance between the real world position information associated with the enemy character and the position information entered by each user is further considered. Note that this embodiment is the same as the configuration, processing, and procedure in the first embodiment, except as specifically described below. Therefore, detailed description of those matters is omitted.
  • the battle information table shown in FIG. 10a is used instead of the battle information table shown in FIG. 5b
  • the entry information table shown in FIG. 10b is used instead of the entry information table shown in FIG. 5c.
  • FIG. 10a is a diagram conceptually showing a battle information table stored in the memory 211 of the server apparatus 200 according to the second embodiment of the present disclosure.
  • the appearance area information is newly stored in addition to the information stored in the battle information table of FIG. 5b.
  • the appearance area information is information indicating position information of a predetermined place in the real world, and is stored in association with each battle ID information.
  • FIG. 10B is a diagram conceptually showing an entry information table stored in the memory 211 of the server apparatus 200 according to the second embodiment of the present disclosure.
  • the real world associated with the enemy character when determining the damage that each user character gave to the enemy character in S203 of FIG. 7, in addition to the ability parameter of each character, the real world associated with the enemy character.
  • the distance between the predetermined position information and the position information included in the entry information transmitted from each user is taken into account. For example, in FIG. 10b, it is assumed that areas A1, A3, and A2 exist in the order closest to the position information of the enemy character.
  • the damage caused by the user character of the user belonging to the closest area A1 group is twice the damage calculated from the ability parameter alone, and the damage of the user belonging to the second closest area A3 group
  • the damage given by the user character is 1.5 times the damage calculated only from the ability parameter, and the damage given by the user character of the user belonging to the area A2 group located at the third closest place is calculated only from the ability parameter. 1x damage.
  • the processor 212 executes a process related to S104 in FIG.
  • the reward is paid according to the contribution degree to the virtual battle game in the group to which the user belongs. Therefore, a user who simply uses a user character having an excellent ability parameter cannot obtain a higher reward, and the obtained reward is also influenced by the contributions of other users in the group. In other words, a user character who can give high damage does not necessarily obtain a high reward, and even a weak user character can obtain a high reward by devising a group to which the user character belongs. Further, when forming a group, position information when each user enters is used. Therefore, the user can provide the user with an unprecedented new taste such as searching for a place where a higher reward is likely to be obtained. Furthermore, the damage given to the enemy character for determining the contribution is also closely related to the positional relationship between the position where the enemy character appears and the position where the user is located. Therefore, it is possible to provide a stronger motive for making each user devise the entry position.
  • the processes and procedures described in this specification can be realized not only by those explicitly described in the embodiment but also by software, hardware, or a combination thereof. Specifically, the processes and procedures described in this specification are realized by mounting logic corresponding to the processes on a medium such as an integrated circuit, a volatile memory, a nonvolatile memory, a magnetic disk, or an optical storage. Is done. Further, the processes and procedures described in the present specification can be implemented as a computer program and executed by various computers including a terminal device and a server device.
  • processes and procedures described herein are described as being performed by a single device, software, component, or module, such processes or procedures may include multiple devices, multiple software, It may be executed by multiple components and / or multiple modules. Further, even if it is described that various types of information described in this specification are stored in a single memory or storage unit, such information may be stored in a plurality of memories provided in a single device. It can be distributed and stored in a plurality of memories that are distributed in a plurality of devices. Further, the software and hardware elements described herein may be realized by integrating them into fewer components or by disassembling them into more components.

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Abstract

Provided are a server device, a program, and a method for utilizing position information and implementing a game application that is more amusing for a user, in accordance with various embodiments. This server device includes: communication interface configured so as to receive competition game specifying information that specifies a virtual competition game with enemy characters that users desire to enter, user character specifying information that specifies user characters of the users, and the users' position information in the real world from a plurality of terminal devices communicably connected via a network; and a processor configured so as to determine groups to which the users belong in accordance with the position information, determine degrees of contribution the users in the groups give to the virtual competition game in accordance with the user character specifying information, and perform a process for granting a reward to one or more users in accordance with the degrees of contribution.

Description

サーバー装置、プログラム、及び方法Server apparatus, program, and method
 本開示は、ユーザの位置情報を利用する対戦ゲームを実行するするサーバー装置、プログラム及び方法に関する。 The present disclosure relates to a server device, a program, and a method for executing a battle game that uses user position information.
 従来より、ユーザの位置情報を利用して実行するゲームアプリケーションが知られていた。特許文献1には、クイズゲームにおいて、あらかじめデータベースに登録されたユーザの位置情報を用いてクイズの設問を作成して、その生成されたクイズを端末装置に送信するサーバー装置が記載されている。 Conventionally, there has been known a game application that is executed using the user's location information. Patent Document 1 describes a server device that creates a quiz question using position information of a user registered in advance in a database and transmits the generated quiz to a terminal device in a quiz game.
特開2015-156912号公報JP2015-156912A
 そこで、上記のような技術を踏まえ、本開示では、様々な実施形態により、位置情報を利用して、ユーザにとってより趣向性の高いゲームアプリケーションを実現するためのサーバー装置、プログラム、及び方法を提供する。 Accordingly, in light of the above-described technology, the present disclosure provides a server device, a program, and a method for realizing a game application that is more interesting for the user by using position information according to various embodiments. To do.
 本開示の一態様によれば、「ネットワークを介して通信可能に接続された複数の端末装置から、各端末装置を保持する各ユーザがエントリーを希望する敵キャラクタとの仮想対戦ゲームを特定する対戦ゲーム特定情報と、前記各ユーザのユーザキャラクタを特定するユーザキャラクタ特定情報と、前記各ユーザの現実世界における位置情報とを、それぞれ受信するように構成された通信インターフェイスと、前記対戦ゲーム特定情報と対応づけて、前記ユーザキャラクタ特定情報と前記位置情報を記憶するとともに、所定の指示命令を記憶するように構成されたメモリと、前記指示命令に基づいて、前記位置情報に応じて前記各ユーザが属するグループを決定し、前記ユーザキャラクタ特定情報に応じて前記仮想対戦ゲームに対する前記グループ内における前記各ユーザの貢献度を決定し、前記貢献度に応じて一又は複数のユーザに報酬を付与するための処理をするように構成されたプロセッサと、を含むサーバー装置」が提供される。 According to one aspect of the present disclosure, “a battle that specifies a virtual battle game with an enemy character that each user holding each terminal device desires to enter from a plurality of terminal devices that are communicably connected via a network” A communication interface configured to receive game identification information, user character identification information for identifying a user character of each user, and position information of each user in the real world, and the battle game identification information; Correspondingly, the user character specifying information and the position information are stored, a memory configured to store a predetermined instruction command, and each user according to the position information based on the instruction command A group to which the virtual battle game is assigned is determined according to the user character specifying information. A server device including a processor configured to determine a contribution degree of each user in a group and to perform a process for giving a reward to one or a plurality of users according to the contribution degree. Is done.
 本開示の一態様によれば、「ネットワークを介して通信可能に接続された複数の端末装置から、各端末装置を保持する各ユーザがエントリーを希望する敵キャラクタとの仮想対戦ゲームを特定する対戦ゲーム特定情報、前記各ユーザのユーザキャラクタを特定するユーザキャラクタ特定情報、及び前記各ユーザの現実世界における位置情報を、それぞれ受信するように構成された通信インターフェイスと、前記対戦ゲーム特定情報と対応づけて、前記ユーザキャラクタ特定情報と前記位置情報を記憶するとともに、所定の指示命令を記憶するように構成されたメモリと、を含むコンピュータを、前記指示命令に基づいて、前記位置情報に応じて前記各ユーザが属するグループを決定し、前記ユーザキャラクタ特定情報に応じて前記仮想対戦ゲームに対する前記グループ内における前記各ユーザの貢献度を決定し、前記貢献度に応じて一又は複数のユーザに報酬を付与するための処理をするように構成されたプロセッサ、として機能させるプログラム」が提供される。 According to one aspect of the present disclosure, “a battle that specifies a virtual battle game with an enemy character that each user holding each terminal device desires to enter from a plurality of terminal devices that are communicably connected via a network” A communication interface configured to receive game identification information, user character identification information for identifying a user character of each user, and position information of each user in the real world, and the match game identification information. And storing the user character specifying information and the position information, and a memory configured to store a predetermined instruction command, based on the instruction command, the computer according to the position information A group to which each user belongs is determined, and the virtual battle is performed according to the user character specifying information A program that functions as a processor configured to determine a contribution level of each user in the group to a program and to perform a process for giving a reward to one or a plurality of users according to the contribution level. " Is provided.
 本開示の一態様によれば、「ネットワークを介して通信可能に接続された複数の端末装置から、各端末装置を保持する各ユーザがエントリーを希望する敵キャラクタとの仮想対戦ゲームを特定する対戦ゲーム特定情報、前記各ユーザのユーザキャラクタを特定するユーザキャラクタ特定情報、及び前記各ユーザの現実世界における位置情報を、それぞれ受信するように構成された通信インターフェイスと、前記対戦ゲーム特定情報と対応づけて、前記ユーザキャラクタ特定情報と前記位置情報を記憶するとともに、所定の指示命令を記憶するように構成されたメモリと、を含むコンピュータにおいて、プロセッサが前記指示命令を実行することによりなされる方法であって、前記位置情報に応じて前記各ユーザが属するグループを決定する段階と、前記ユーザキャラクタ特定情報に応じて前記仮想対戦ゲームに対する前記グループ内における前記各ユーザの貢献度を決定する段階と、前記貢献度に応じて一又は複数のユーザに報酬を付与する段階と、を含む方法」が提供される。 According to one aspect of the present disclosure, “a battle that specifies a virtual battle game with an enemy character that each user holding each terminal device desires to enter from a plurality of terminal devices that are communicably connected via a network” A communication interface configured to receive game identification information, user character identification information for identifying a user character of each user, and position information of each user in the real world, and the match game identification information. And a memory configured to store the user character specifying information and the position information, and a memory configured to store a predetermined instruction command, in a method performed by a processor executing the instruction command. And determining a group to which each user belongs according to the location information. Determining a floor, determining a contribution of each user in the group to the virtual battle game according to the user character specifying information, and providing a reward to one or a plurality of users according to the contribution; A method comprising:
 本開示の様々な実施形態によれば、位置情報を利用して、ユーザにとってより趣向性の高いゲームアプリケーションを実現するためのサーバー装置、プログラム、及び方法を提供することができる。 According to various embodiments of the present disclosure, it is possible to provide a server device, a program, and a method for realizing a game application that is more interesting for the user by using position information.
 なお、上記効果は説明の便宜のための例示的なものであるにすぎず、限定的なものではない。上記効果に加えて、または上記効果に代えて、本開示中に記載されたいかなる効果や当業者であれば明らかな効果を奏することも可能である。 It should be noted that the above effects are merely illustrative for convenience of explanation, and are not limiting. In addition to the above effect or instead of the above effect, any effect described in the present disclosure or an effect apparent to those skilled in the art can be achieved.
図1は、本開示の様々な実施形態に係るシステムにおいて実行されるアプリケーションを概念的に示す図である。FIG. 1 is a diagram conceptually illustrating an application executed in a system according to various embodiments of the present disclosure. 図2は、本開示の第1実施形態に係るシステム1の構成を概略的に示す概念図である。FIG. 2 is a conceptual diagram schematically showing the configuration of the system 1 according to the first embodiment of the present disclosure. 図3は、本開示の第1実施形態に係る端末装置100の構成の例を示すブロック図である。FIG. 3 is a block diagram illustrating an exemplary configuration of the terminal device 100 according to the first embodiment of the present disclosure. 図4は、本開示の第1実施形態に係るサーバー装置200の構成の例を示すブロック図である。FIG. 4 is a block diagram illustrating an exemplary configuration of the server device 200 according to the first embodiment of the present disclosure. 図5aは、本開示の第1実施形態に係るサーバー装置200のメモリ211に記憶されるユーザ情報テーブルを概念的に示す図である。FIG. 5A is a diagram conceptually illustrating a user information table stored in the memory 211 of the server apparatus 200 according to the first embodiment of the present disclosure. 図5bは、本開示の第1実施形態に係るサーバー装置200のメモリ211に記憶される対戦情報テーブルを概念的に示す図である。FIG. 5B is a diagram conceptually showing a battle information table stored in the memory 211 of the server apparatus 200 according to the first embodiment of the present disclosure. 図5cは、本開示の第1実施形態に係るサーバー装置200のメモリ211に記憶されるエントリー情報テーブルを概念的に示す図である。FIG. 5c is a diagram conceptually illustrating an entry information table stored in the memory 211 of the server apparatus 200 according to the first embodiment of the present disclosure. 図6は、本開示の第1実施形態に係るサーバー装置200において実行される処理フローを示す図である。FIG. 6 is a diagram illustrating a processing flow executed in the server device 200 according to the first embodiment of the present disclosure. 図7は、本開示の第1実施形態に係るサーバー装置200において実行される処理フローを示す図である。FIG. 7 is a diagram illustrating a processing flow executed in the server device 200 according to the first embodiment of the present disclosure. 図8は、本開示の第1実施形態に係る端末装置100において実行される処理フローを示す図である。FIG. 8 is a diagram illustrating a processing flow executed in the terminal device 100 according to the first embodiment of the present disclosure. 図9aは、本開示の第1実施形態に係る端末装置100のディスプレイ111に表示される画面の例を示す図である。FIG. 9 a is a diagram illustrating an example of a screen displayed on the display 111 of the terminal device 100 according to the first embodiment of the present disclosure. 図9bは、本開示の第1実施形態に係る端末装置100のディスプレイ111に表示される画面の例を示す図である。FIG. 9B is a diagram illustrating an example of a screen displayed on the display 111 of the terminal device 100 according to the first embodiment of the present disclosure. 図10aは、本開示の第2実施形態に係るサーバー装置200のメモリ211に記憶される対戦情報テーブルを概念的に示す図である。FIG. 10 a is a diagram conceptually illustrating a battle information table stored in the memory 211 of the server apparatus 200 according to the second embodiment of the present disclosure. 図10bは、本開示の第2実施形態に係るサーバー装置200のメモリ211に記憶されるエントリー情報テーブルを概念的に示す図である。FIG. 10B is a diagram conceptually illustrating an entry information table stored in the memory 211 of the server apparatus 200 according to the second embodiment of the present disclosure.
 添付図面を参照して本開示の様々な実施形態を説明する。なお、図面における共通する構成要素には同一の参照符号が付されている。 Various embodiments of the present disclosure will be described with reference to the accompanying drawings. In addition, the same referential mark is attached | subjected to the common component in drawing.
<本開示に係るシステムの概要>
 本開示の様々な実施形態に係るシステムでは、各ユーザの保持する端末装置から受信した各ユーザの現実世界における位置情報に基づいて各ユーザをグループに分類し、そのグループ内における各ユーザの仮想対戦ゲームに対する貢献度を決定し、その貢献度に応じて一又は複数のユーザに報酬を付与するためのゲームアプリケーションが実行される。
<Outline of the system according to the present disclosure>
In the system according to various embodiments of the present disclosure, each user is classified into a group based on the location information of each user in the real world received from the terminal device held by each user, and the virtual battle of each user in the group A game application for determining a contribution degree to the game and giving a reward to one or a plurality of users according to the contribution degree is executed.
 図1は、本開示の様々な実施形態に係るシステムにおいて実行されるゲームアプリケーションを概念的に示す図である。具体的には、図1は、本開示に係るゲームアプリケーションの一例を説明するための図である。図1によると、仮想ゲーム空間上の敵キャラクタ10に対して、複数のユーザが共同して対戦する仮想対戦ゲームにおいて、同じ地域(例えば都道府県単位)からエントリーしたユーザ同士でグループを形成する。ここでは、ユーザキャラクタ21~24を保有する各ユーザの位置情報が地域A1に属する地域A1グループが、ユーザキャラクタ25及び26を保有する各ユーザの位置情報が地域A2に属する地域A2グループが、ユーザキャラクタ27を保有するユーザの位置情報が地域A3に属する地域A3グループが、それぞれ形成されている。 FIG. 1 is a diagram conceptually showing a game application executed in a system according to various embodiments of the present disclosure. Specifically, FIG. 1 is a diagram for describing an example of a game application according to the present disclosure. According to FIG. 1, in a virtual battle game in which a plurality of users fight against the enemy character 10 in the virtual game space, a group is formed by users who have entered from the same region (for example, prefecture units). Here, the area A1 group in which the position information of each user holding the user characters 21 to 24 belongs to the area A1, and the area A2 group in which the position information of each user holding the user characters 25 and 26 belongs to the area A2 is the user. A region A3 group in which the position information of the user holding the character 27 belongs to the region A3 is formed.
 仮想ゲーム空間において、敵キャラクタ10に対して、各ユーザキャラクタ21~27が攻撃を仕掛け、敵キャラクタ10にダメージを与える仮想対戦ゲームが実行される。そして、各ユーザキャラクタが与えたダメージに基づいて各グループ内における貢献度が決定される。このとき、決定された貢献度に応じて、グループ内に属するユーザに対して報酬が支払われる。したがって、例えばユーザキャラクタ21が「100」のダメージを敵キャラクタ10に対して与えたとしても、ユーザキャラクタ21が属する地域A1グループ全体で「1000」のダメージを与えた場合には、その貢献度は10%しかない。一方で、ユーザキャラクタ26が「80」のダメージしか敵キャラクタ10に対して与えていなかったとしても、ユーザキャラクタ26が属する地域A2グループ全体で「100」のダメージであった場合には、その貢献度は80%となる。よって、必ずしも高いダメージを与えられるユーザキャラクタが高い報酬を得られるわけではなく、弱いユーザキャラクタであっても、ユーザの現実世界における位置を工夫することで高い報酬を得られることが可能である。このため、ユーザの位置情報を利用して、ユーザに新たな趣向を提供することができる。 In the virtual game space, a virtual battle game is executed in which each user character 21 to 27 attacks the enemy character 10 and damages the enemy character 10. And the contribution in each group is determined based on the damage which each user character gave. At this time, a reward is paid to users belonging to the group according to the determined contribution. Therefore, for example, even if the user character 21 gives “100” damage to the enemy character 10, if the entire area A1 group to which the user character 21 belongs gives “1000” damage, the degree of contribution is Only 10%. On the other hand, even if the user character 26 gives only “80” damage to the enemy character 10, if the damage is “100” in the entire area A2 group to which the user character 26 belongs, its contribution The degree is 80%. Therefore, a user character that is given high damage does not necessarily obtain a high reward, and even a weak user character can obtain a high reward by devising the position of the user in the real world. For this reason, a new preference can be provided to the user by using the position information of the user.
 なお、本開示の様々な実施形態において、仮想対戦ゲームの一例としては、ユーザキャラクタが攻撃を仕掛けることによって敵キャラクタのヒットポイントを減少させるような対戦ゲームが挙げられる。しかし、これに限らず、敵キャラクタとの対戦が行われる、野球ゲーム、サッカーゲーム、レースゲーム、パズルゲームなどにも、本実施形態に係るシステムを好適に適用することができる。 Note that in various embodiments of the present disclosure, an example of a virtual battle game is a battle game in which the hit points of enemy characters are reduced by an attack by a user character. However, the present invention is not limited to this, and the system according to the present embodiment can be suitably applied to a baseball game, a soccer game, a race game, a puzzle game, or the like in which a battle with an enemy character is performed.
 また、ユーザキャラクタが攻撃を仕掛けることによって敵キャラクタのヒットポイントを減少させるような対戦ゲームにおいては、貢献度は各ユーザキャラクタが敵キャラクタに与えたダメージに基づいて決定される。しかし、この決定方法は単なる一例であって、例えば野球ゲームにおいては、ヒット、ツーベース、スリーベース、ホームラン、三振、内野ゴロ等の打席での結果や、球速、変化球の種類等のピッチング能力などに基づいて決定することも可能である。また、サッカーゲームにおいては、ユーザキャラクタが得点や失点に関与したか否か等の結果に基づいて決定することができる。 In a battle game in which the hit points of the enemy character are reduced by the user character making an attack, the degree of contribution is determined based on the damage given to the enemy character by each user character. However, this determination method is merely an example. For example, in a baseball game, the results of hitting, hitting two bases, three bases, home runs, strikeouts, infield golf, etc., pitching ability such as ball speed, changing ball type, etc. It is also possible to determine based on Moreover, in a soccer game, it can determine based on results, such as whether the user character was involved in a score or a goal loss.
 また、本開示の様々な実施形態において、ユーザの位置情報を利用して、各ユーザをグループに分類する。このグループの一例としては、都道府県単位のグループが挙げられる。しかし、これに限らず、国単位、市区町村単位でグループを形成することも可能である。さらに、あらかじめ区分けされた単位で分類するのではなく、運営者や各ユーザが自由に領域を設定することも可能である。 Also, in various embodiments of the present disclosure, each user is classified into a group using the user location information. An example of this group is a group of prefectures. However, the present invention is not limited to this, and it is also possible to form a group by country or city. Furthermore, instead of classifying the units in advance, the operator and each user can freely set the area.
 また、本開示の様々な実施形態において、グループ内における貢献度に応じた報酬が各ユーザに対して支払われる。この貢献度は、グループ内において各ユーザが貢献した割合を示す具体的な数値に限らず、グループ内における各ユーザの順位を用いてもよい。たとえば、敵キャラクタに対して地域A1グループ全体で1000のダメージを与え、地域A1グループに属するユーザのユーザキャラクタが100のダメージを与えた場合、10%に相当する分の報酬を与えることも可能である。また、当該ユーザが地域A1グループで3番目に大きなダメージを与えたのであれば、3番目に大きな報酬(一位が50%の報酬で、二位が30%の報酬で、三位が20%の報酬)を与えることが可能である。 Also, in various embodiments of the present disclosure, a reward corresponding to the contribution within the group is paid to each user. The degree of contribution is not limited to a specific numerical value indicating the percentage of contribution of each user in the group, and the rank of each user in the group may be used. For example, if an enemy character causes 1000 damage in the entire area A1 group and a user character of a user belonging to the area A1 group causes 100 damage, a reward corresponding to 10% can be given. is there. Also, if the user did the third biggest damage in the A1 group, the third biggest reward (1st is 50% reward, 2nd is 30% reward, 3rd is 20%) Reward).
 また、このときユーザに与える報酬は、一例としては、仮想ゲーム空間で仮想アイテムの購入などに使用できるゲーム内通貨が挙げられる。また、これに限らず、ユーザが仮想対戦ゲームに利用可能な新たなユーザキャラクタ(能力パラメータが高いキャラクタを貢献度の高いユーザに付与)、ユーザのゲームアプリケーションに対する習熟度を示すランクを上げるためのランキングパラメータ(貢献度が高いユーザのランキングパラメータを1.5倍にする)など、様々なものを適宜報酬として付与することができる。 In addition, as an example of the reward given to the user at this time, an in-game currency that can be used for purchasing a virtual item in the virtual game space can be cited. In addition to this, a new user character that can be used in a virtual battle game by a user (a character having a high ability parameter is given to a user with a high degree of contribution), and a rank indicating the user's proficiency with a game application are raised. Various things such as ranking parameters (ranking the ranking parameters of users with high contributions by 1.5 times) can be given as appropriate rewards.
<第1実施形態>
1.本開示の第1実施形態に係るシステム1の構成
 図2は、本開示の第1実施形態に係るシステム1の構成を概略的に示す概念図である。図2を参照すると、システム1は、複数の端末装置100(端末装置100-1及び100-2)と、当該端末装置100とネットワーク300を介して通信可能に接続されたサーバー装置200とを含む。サーバー装置200及び端末装置100は、互いに随時通信して、ゲームアプリケーションの進行に必要な各種情報やプログラム等を送受信する。
<First Embodiment>
1. Configuration of System 1 According to First Embodiment of Present Disclosure FIG. 2 is a conceptual diagram schematically showing the configuration of system 1 according to the first embodiment of the present disclosure. Referring to FIG. 2, system 1 includes a plurality of terminal devices 100 (terminal devices 100-1 and 100-2), and a server device 200 that is communicably connected to terminal device 100 via network 300. . The server device 200 and the terminal device 100 communicate with each other as needed to transmit and receive various information, programs, and the like necessary for the progress of the game application.
 なお、図2の例では、端末装置100として、端末装置100-1及び100-2の2個しか記載されていないが、当然さらに多数の端末装置を用いることが可能である。また、サーバー装置200は単一のものとして記載されているが、サーバー装置200の各構成要素及び処理を複数のサーバー装置に分配することも可能である。また、端末装置100及びサーバー装置200は、本実施形態に係るゲームアプリケーションの実行に関する機能以外の機能を実行できるものであってもよい。 In the example of FIG. 2, only two terminal devices 100-1 and 100-2 are described as the terminal device 100, but it is naturally possible to use a larger number of terminal devices. Further, although the server device 200 is described as a single device, each component and processing of the server device 200 can be distributed to a plurality of server devices. Further, the terminal device 100 and the server device 200 may be capable of executing functions other than the functions related to the execution of the game application according to the present embodiment.
2.端末装置100の構成
 図3は、本開示の第1実施形態に係る端末装置100の構成の例を示すブロック図である。端末装置100は、図3に示す構成要素の全てを備える必要はなく、一部を省略した構成をとることも可能であるし、他の構成要素を加えることも可能である。
2. Configuration of Terminal Device 100 FIG. 3 is a block diagram illustrating an exemplary configuration of the terminal device 100 according to the first embodiment of the present disclosure. The terminal device 100 does not have to include all of the components illustrated in FIG. 3, and may have a configuration in which some are omitted, or other components may be added.
 端末装置100は、一例としては、スマートフォンに代表される無線通信可能な携帯型の端末装置が挙げられる。しかし、それ以外にも、携帯型ゲーム機、フィーチャーフォン、携帯情報端末、PDA、ラップトップパソコン、デスクトップパソコン、据え置き型ゲーム機など、サーバー装置200と通信可能であって本実施形態に係るゲームアプリケーションを実行可能な端末装置であれば、いずれでもよい。また、端末装置100-1及び100-2は、それぞれ同種の端末装置であってもよいし、異なる種類の端末装置であってもよい。 As an example of the terminal device 100, a portable terminal device capable of wireless communication represented by a smartphone can be cited. However, other than that, it is possible to communicate with the server device 200 such as a portable game machine, a feature phone, a portable information terminal, a PDA, a laptop personal computer, a desktop personal computer, a stationary game machine, etc., and the game application according to this embodiment Any terminal device can be used as long as it can execute. Also, the terminal devices 100-1 and 100-2 may be the same type of terminal device or different types of terminal devices.
 図3によると、端末装置100は、ディスプレイ111、プロセッサ112、メモリ113、通信インターフェイス114、タッチパネル116及びハードキー117を含む入力インターフェイス115、並びに位置センサー118を含む。そして、これらの各構成要素が制御ライン及びデータラインを介して互いに電気的に接続される。 3, the terminal device 100 includes a display 111, a processor 112, a memory 113, a communication interface 114, an input interface 115 including a touch panel 116 and hard keys 117, and a position sensor 118. These components are electrically connected to each other through a control line and a data line.
 ディスプレイ111は、プロセッサ112の指示に応じて、メモリ113に記憶された画像情報を読み出して各種表示を行う表示部として機能する。具体的には、ディスプレイ111は、本実施形態に係るゲームアプリケーションに関連して、敵キャラクタとの対戦ステージを選択する画面や、仮想対戦ゲームにおける貢献度に応じて得られた報酬を表示する画面などの各種情報を表示する。ディスプレイ111は、例えば液晶ディスプレイから構成される。 The display 111 functions as a display unit that reads out image information stored in the memory 113 and performs various displays in accordance with instructions from the processor 112. Specifically, the display 111 is a screen for selecting a battle stage with an enemy character in relation to the game application according to the present embodiment, or a screen for displaying a reward obtained according to the contribution degree in the virtual battle game. Various information such as is displayed. The display 111 is composed of a liquid crystal display, for example.
 プロセッサ112は、CPU(マイクロコンピュータ:マイコン)から構成され、メモリ113に記憶された各種プログラムに基づいて、接続された他の構成要素を制御する制御部として機能する。プロセッサ112は、メモリ113に記憶された指示命令、すなわち本実施形態に係るゲームアプリケーションを実行するためのプログラムやOSを実行するためのプログラムを処理する。具体的には、プロセッサ112は、位置センサー118で測位された位置情報をサーバー装置200に送信する処理、仮想対戦ゲームへのエントリーに係る処理、報酬の表示に係る処理を含む、様々な処理を実行する。なお、プロセッサ112は、単一のCPUで構成されても良いが、複数のCPUで構成されても良い。また、画像処理を担うGPU等、他の種類のプロセッサを適宜組み合わせてもよい。 The processor 112 is composed of a CPU (microcomputer), and functions as a control unit that controls other connected components based on various programs stored in the memory 113. The processor 112 processes an instruction command stored in the memory 113, that is, a program for executing the game application according to the present embodiment and a program for executing the OS. Specifically, the processor 112 performs various processes including a process of transmitting position information measured by the position sensor 118 to the server apparatus 200, a process related to entry into a virtual battle game, and a process related to display of rewards. Execute. The processor 112 may be composed of a single CPU, but may be composed of a plurality of CPUs. In addition, other types of processors such as GPUs responsible for image processing may be appropriately combined.
 メモリ113は、RAM、ROM、又は不揮発性メモリ(場合によっては、HDD)を含み、記憶部として機能する。ROMは、本実施形態に係るアプリケーションやOSを実行するための指示命令をプログラムとして記憶する。RAMは、ROMに記憶されたプログラムがプロセッサ112により処理されている間、データの書き込み及び読み込みをするために用いられるメモリである。不揮発性メモリは、当該プログラムの実行によってデータの書き込み及び読み込みが実行されるメモリであって、ここに書き込まれたデータは、当該プログラムの実行が終了した後でも保存される。メモリ113には、本実施形態においては、位置センサー118で測位された位置情報が一時的に記憶される。 The memory 113 includes a RAM, a ROM, or a nonvolatile memory (in some cases, an HDD) and functions as a storage unit. The ROM stores an instruction command for executing the application and the OS according to the present embodiment as a program. The RAM is a memory used for writing and reading data while the program stored in the ROM is being processed by the processor 112. The nonvolatile memory is a memory in which data is written and read by executing the program, and the data written therein is stored even after the execution of the program is completed. In the present embodiment, the position information measured by the position sensor 118 is temporarily stored in the memory 113.
 通信インターフェイス114は、無線通信処理回路、及び当該無線通信処理装置に接続されたアンテナを含み、通信部として機能する。通信インターフェイス114は、ネットワーク300を介して接続されたサーバー装置200と、本実施形態に係るアプリケーションの実行に必要なプログラムや、ユーザ情報、仮想対戦ゲームへのエントリー情報、敵キャラクタの出現情報、報酬情報などの送受信を行う。無線通信処理回路では、送受信する情報の変調や復調などの処理を行う。 The communication interface 114 includes a wireless communication processing circuit and an antenna connected to the wireless communication processing device, and functions as a communication unit. The communication interface 114 is connected to the server device 200 via the network 300, a program necessary for executing the application according to the present embodiment, user information, entry information to the virtual battle game, enemy character appearance information, reward Send and receive information. The wireless communication processing circuit performs processing such as modulation and demodulation of information to be transmitted and received.
 通信インターフェイス114は、W-CDMA(Wideband-Code Division Multiple Access)方式やLTE(Long Term Evolution)方式に代表されるような広帯域の無線通信方式に基づいて処理されるが、IEEE802.11に代表されるような無線LANやBluetooth(登録商標)のような狭帯域の無線通信に関する方式に基づいて処理することも可能である。 The communication interface 114 is processed based on a broadband wireless communication system such as the W-CDMA (Wideband-Code Division Multiple Access) system or the LTE (Long Term Evolution) system, but is represented by IEEE 802.11. It is also possible to perform processing based on a method related to wireless communication in a narrow band such as a wireless LAN or Bluetooth (registered trademark).
 通信インターフェイス114は、無線通信に代えて、または加えて、有線通信を用いることも可能である。その場合には、無線通信処理回路に代えて、または加えて、有線通信のための通信処理回路を設ければよい。 The communication interface 114 can use wired communication instead of or in addition to wireless communication. In that case, a communication processing circuit for wired communication may be provided instead of or in addition to the wireless communication processing circuit.
 入力インターフェイス115は、タッチパネル116及びハードキー1176を含み、様々な入力情報を読み取るための入力部として機能する。タッチパネル116は、ユーザからの各種指示入力を受け付け、ディスプレイ111に表示されたアイコンの操作や、ユーザによる文字列の入力などに利用される。タッチパネル116は、ディスプレイ111を被覆するように配置され、ディスプレイ111の表示する画像データに対応して、客体(ユーザの指やスタイラス等)によってタッチされた位置座標の情報を出力する。タッチパネル方式としては、抵抗膜方式、静電容量結合方式、超音波表面弾性波方式など、公知の方式を利用することができる。ハードキー117には公知のものを適宜利用することができる。タッチパネル116及び/又はハードキー117は、敵キャラクタとの対戦ステージの選択や、仮想対戦ゲームに投入するユーザキャラクタの選択など、ユーザの指示入力を受け付ける。 The input interface 115 includes a touch panel 116 and hard keys 1176, and functions as an input unit for reading various input information. The touch panel 116 accepts various instruction inputs from the user, and is used to operate icons displayed on the display 111 or input a character string by the user. The touch panel 116 is arranged so as to cover the display 111, and outputs information on position coordinates touched by an object (such as a user's finger or stylus) corresponding to image data displayed on the display 111. As the touch panel system, a known system such as a resistive film system, a capacitive coupling system, and an ultrasonic surface acoustic wave system can be used. As the hard key 117, a known key can be used as appropriate. The touch panel 116 and / or the hard key 117 accepts a user instruction input such as selection of a battle stage with an enemy character or selection of a user character to be input to a virtual battle game.
 位置センサー118は、ユーザが保持する端末装置100の測位した時点の位置を検出する位置検出部として機能する。位置センサー118の一例としては、GPSセンサーが用いられる。当該GPSセンサーは、複数の衛星との通信によって端末装置100の位置を検出する。測位された位置情報は、プロセッサ112の制御によりメモリ113に記憶されるとともに、通信インターフェイス114を介してサーバー装置200に送信される。 The position sensor 118 functions as a position detection unit that detects the position of the terminal device 100 held by the user at the time of positioning. As an example of the position sensor 118, a GPS sensor is used. The GPS sensor detects the position of the terminal device 100 through communication with a plurality of satellites. The measured position information is stored in the memory 113 under the control of the processor 112 and transmitted to the server device 200 via the communication interface 114.
 なお、本実施形態においては位置センサー118で位置情報を検出するものとした。しかし、必ずしも位置センサー118により位置情報を検出する必要はなく、Wi-Fiのアクセスポイントや広帯域無線通信の基地局の情報等も、地位情報として利用することができる。また、位置情報には、測位された具体的な座標情報やアクセスポイント又は基地局の位置情報が当然含まれるが、これらの情報に基づいて得られた特定の地域、地点、住所などを示す情報なども含みうる。 In the present embodiment, position information is detected by the position sensor 118. However, the position information does not necessarily need to be detected by the position sensor 118, and information on Wi-Fi access points, base stations for broadband wireless communication, and the like can also be used as position information. In addition, the position information naturally includes specific coordinate information obtained by positioning and position information of the access point or base station, but information indicating a specific region, point, address, etc. obtained based on such information. Can also be included.
3.サーバー装置200の構成
 図4は、本開示の第1実施形態に係るサーバー装置200の構成の例を示すブロック図である。サーバー装置200は、図4に示す構成要素の全てを備える必要はなく、一部を省略した構成をとることも可能であるし、他の構成要素を加えることも可能である。
3. Configuration of Server Device 200 FIG. 4 is a block diagram illustrating an exemplary configuration of the server device 200 according to the first embodiment of the present disclosure. The server device 200 does not have to include all of the components illustrated in FIG. 4, and may have a configuration in which some are omitted, or other components may be added.
 図4によると、サーバー装置200は、RAM、ROM、及び不揮発性メモリ、HDD等を含むメモリ211、CPU等から構成されるプロセッサ212、I/Oポート213、及び通信処理回路を含む通信インターフェイス214を含む。そして、これらの各構成要素が制御ライン及びデータラインを介して互いに電気的に接続される。 According to FIG. 4, the server apparatus 200 includes a RAM 211, a non-volatile memory, a memory 211 including an HDD, a processor 212 including a CPU, an I / O port 213, and a communication interface 214 including a communication processing circuit. including. These components are electrically connected to each other through a control line and a data line.
 メモリ211は、RAM、ROM、不揮発性メモリ、HDDを含み、記憶部として機能する。そして、当該メモリ211は、本実施形態に係るゲームアプリケーションやOSを実行するための指示命令をプログラムとして記憶する。このようなプログラムは、プロセッサ212によってロードされ実行される。また、当該メモリ(特にRAM)は、上記プログラムがプロセッサ212によって実行される間、データの書き込み及び読み込みを実行するために一時的に用いられる。本実施形態においては、端末装置100から受信したエントリー情報や、ゲームアプリケーションの実行に用いられるユーザ情報テーブル(図5a)、対戦情報テーブル(図5b)、エントリー情報テーブル(図5c)などが記憶される。 The memory 211 includes a RAM, a ROM, a nonvolatile memory, and an HDD, and functions as a storage unit. And the said memory 211 memorize | stores the instruction | indication command for performing the game application which concerns on this embodiment, and OS as a program. Such a program is loaded and executed by the processor 212. The memory (especially RAM) is temporarily used for writing and reading data while the program is executed by the processor 212. In the present embodiment, entry information received from the terminal device 100, a user information table (FIG. 5a), a battle information table (FIG. 5b), an entry information table (FIG. 5c), etc. used for executing the game application are stored. The
 プロセッサ212は、CPU(マイクロコンピュータ:マイコン)から構成され、メモリ211に記憶された指示命令、すなわち各種プログラムを実行して、接続された他の構成要素を制御するための制御部として機能する。プロセッサ212は、端末装置100からユーザ識別情報を受信するとユーザ情報を参照して認証処理をするとともに、ゲームアプリケーションの実行に必要なユーザ情報を端末装置100に送信する処理をする。具体的には、対戦ステージの生成及びリセットに係る処理、貢献度に応じた報酬の支払いに係る処理、敵キャラクタに対するダメージの算出に係る処理などを、メモリ211に記憶された指示命令に基づいて実行する。なお、プロセッサ212は、単一のCPUで構成されても良いが、複数のCPUで構成されても良い。 The processor 212 is constituted by a CPU (microcomputer), and functions as a control unit for controlling other connected components by executing instruction commands stored in the memory 211, that is, various programs. When receiving the user identification information from the terminal device 100, the processor 212 performs an authentication process with reference to the user information and a process of transmitting the user information necessary for executing the game application to the terminal device 100. Specifically, the process related to generation and reset of the battle stage, the process related to payment of reward according to the contribution degree, the process related to calculation of damage to the enemy character, and the like are based on the instruction command stored in the memory 211. Execute. The processor 212 may be composed of a single CPU, but may be composed of a plurality of CPUs.
 I/Oポート213は、特に図示はしていないが、プリンタ等の様々な外部機器との間で情報の入出力をするための情報入出力部として機能する。I/Oポート213は、シリアルポート、パラレルポート、USB等、所望に応じて公知の接続形式を採用することが可能である。 Although not specifically shown, the I / O port 213 functions as an information input / output unit for inputting / outputting information to / from various external devices such as a printer. The I / O port 213 can adopt a known connection format as desired, such as a serial port, a parallel port, or a USB.
 通信インターフェイス214は、一例として、端末装置100とネットワーク300を介して、又は他のサーバー装置とネットワーク300を介して、本実施形態に係るアプリケーションの実行のためのプログラム、各種情報等を送受信するために、変調や復調などの処理を行う。通信インターフェイス214は、公知の無線通信方式や公知の有線通信方式にしたがって、各端末装置や他のサーバー装置と通信する。本実施形態においては、一例としては、通信インターフェイス214は、プロセッサ212にしたがって、ユーザ情報、仮想対戦ゲームへのエントリー情報、敵キャラクタの出現情報、報酬情報などを送受信するための処理を実行する。 For example, the communication interface 214 transmits / receives a program, various information, and the like for executing an application according to the present embodiment via the terminal device 100 and the network 300 or via another server device and the network 300. In addition, processing such as modulation and demodulation is performed. The communication interface 214 communicates with each terminal device and other server devices according to a known wireless communication method or a known wired communication method. In the present embodiment, as an example, the communication interface 214 executes processing for transmitting and receiving user information, entry information to the virtual battle game, appearance information of enemy characters, reward information, and the like according to the processor 212.
4.サーバー装置200のメモリ211に記憶された情報
 図5aは、本開示の第1実施形態に係るサーバー装置200のメモリ211に記憶されるユーザ情報テーブルを概念的に示す図である。具体的には、当該テーブルには、本実施形態に係るゲームアプリケーションのプレイヤとして登録しているユーザのユーザ情報が記憶されている。そして、当該テーブルは、ユーザがゲームアプリケーションを開始するときのユーザ認証、ゲームアプリケーション内での仮想アイテムの購入、仮想対戦ゲームへのエントリーなどの処理において適宜参照され、その処理の結果に応じて適宜更新される。
4). Information Stored in Memory 211 of Server Device 200 FIG. 5A is a diagram conceptually showing a user information table stored in the memory 211 of the server device 200 according to the first embodiment of the present disclosure. Specifically, the table stores user information of users registered as game application players according to the present embodiment. The table is appropriately referred to in processing such as user authentication when the user starts a game application, purchase of a virtual item in the game application, entry to a virtual battle game, and the like, and is appropriately determined according to the result of the processing. Updated.
 図5aによると、プレイヤとして登録しているユーザを特定するためのユーザID情報に対応付けて、仮想ゲーム空間において利用可能な仮想アイテムの購入に利用されるゲーム内通貨の保有額を示すゲーム内通貨情報、仮想対戦ゲームにおいて敵キャラクタとの対戦にユーザが利用可能なユーザキャラクタを示すユーザキャラクタID情報、仮想対戦ゲーム等を通じて得られた経験値により算出されユーザのゲームに対する習熟度を示すランク情報などが当該ユーザ情報テーブルに記憶される。なお、ユーザ情報テーブルに記憶される情報は、これらのみに限らず、他の情報を記憶してもよい。 According to FIG. 5a, in-game indicating the amount of in-game currency used to purchase a virtual item that can be used in the virtual game space in association with user ID information for identifying a user registered as a player. Currency information, user character ID information indicating a user character that can be used by a user for a battle with an enemy character in a virtual battle game, rank information indicating a user's proficiency with respect to the game calculated by an experience value obtained through a virtual battle game, etc. Are stored in the user information table. Note that the information stored in the user information table is not limited to these, and other information may be stored.
 図5bは、本開示の第1実施形態に係るサーバー装置200のメモリ211に記憶される対戦情報テーブルを概念的に示す図である。当該対戦情報テーブルには、現在ユーザがエントリー可能な、又は将来ユーザがエントリー可能となる仮想対戦ゲームを実行するための対戦ステージに関する情報が記憶されている。そして、当該対戦情報テーブルは、対戦ステージの生成及びリセットに係る処理、貢献度に応じた報酬の支払いに係る処理などにおいて適宜参照され、その処理の結果に応じて適宜更新される。 FIG. 5b is a diagram conceptually showing a battle information table stored in the memory 211 of the server apparatus 200 according to the first embodiment of the present disclosure. In the battle information table, information on a battle stage for executing a virtual battle game that can be entered by the current user or that can be entered by the user in the future is stored. Then, the battle information table is appropriately referred to in a process related to generation and reset of the battle stage, a process related to payment of a reward according to the contribution degree, and the like, and is appropriately updated according to a result of the process.
 図5bによると、仮想対戦ゲームを構成する各対戦ステージを特定するためのバトルID情報に対応付けて、当該仮想対戦ゲームに登場する敵キャラクタを特定する敵キャラクタID情報、仮想ゲーム空間に仮想的に敵キャラクタを登場させ仮想対戦ゲームにユーザがエントリー可能となる時間を示す出現時間情報、仮想対戦ゲームの実行により決定された貢献度に応じて各ユーザに支払われる報酬を示す報酬情報などが当該対戦情報テーブルに記憶される。なお、対戦情報テーブルに記憶される情報は、これらのみに限らず、他の情報を記憶してもよい。 According to FIG. 5b, in association with battle ID information for specifying each battle stage constituting the virtual battle game, enemy character ID information for specifying an enemy character appearing in the virtual battle game is virtually displayed in the virtual game space. Appearance time information indicating the time at which an enemy character appears and the user can enter the virtual battle game, reward information indicating the reward paid to each user according to the contribution determined by the execution of the virtual battle game, etc. It is stored in the battle information table. The information stored in the battle information table is not limited to these, and other information may be stored.
 図5cは、本開示の第1実施形態に係るサーバー装置200のメモリ211に記憶されるエントリー情報テーブルを概念的に示す図である。当該エントリー情報テーブルは、エントリー可能となっている仮想対戦ゲームの対戦IDごとに生成されるテーブルで、貢献度に応じた報酬の支払いに係る処理、敵キャラクタに対するダメージの算出に係る処理などにおいて適宜参照され、その処理の結果に応じて更新される。 FIG. 5c is a diagram conceptually showing an entry information table stored in the memory 211 of the server apparatus 200 according to the first embodiment of the present disclosure. The entry information table is a table generated for each battle ID of a virtual battle game that can be entered, and is appropriately used in processing related to payment of rewards according to contribution, processing related to calculation of damage to enemy characters, and the like. Referenced and updated according to the result of the processing.
 図5cを参照すると、バトルID情報が「B1」の仮想対戦ゲームにエントリーしているユーザのユーザID情報に対応付けて、そのユーザが仮想対戦ゲームに利用するユーザキャラクタを特定するユーザキャラクタID情報、そのユーザがエントリーしたときの位置情報を示す地域情報、仮想対戦ゲームに利用したユーザキャラクタが敵キャラクタに対して与えたダメージの量を示すダメージ情報などが当該エントリー情報テーブルに記憶される。なお、エントリー情報テーブルに記憶される情報は、これらのみに限らず、他の情報を記憶してもよい。 Referring to FIG. 5c, user character ID information that identifies a user character that the user uses for the virtual battle game in association with the user ID information of the user who has entered the virtual battle game with the battle ID information “B1”. The area information indicating the position information when the user has entered, the damage information indicating the amount of damage given to the enemy character by the user character used in the virtual battle game, and the like are stored in the entry information table. The information stored in the entry information table is not limited to these, and other information may be stored.
 本実施形態においては、メモリ211に記憶される情報の一例として図5a~図5cに記載の各情報テーブルを挙げた。しかし、他には、各ユーザキャラクタや各敵キャラクタの能力パラメータ(攻撃力、ヒットポイント、防御力、特殊スキル、魔力)やキャラクタ名などを、各キャラクタを特定するユーザキャラクタID情報又は敵キャラクタID情報に対応付けて記憶したキャラクタ情報テーブル(図示しない)なども記憶される In this embodiment, the information tables described in FIGS. 5a to 5c are given as examples of information stored in the memory 211. However, in addition, the user character ID information or the enemy character ID for specifying each character, such as ability parameters (attack power, hit points, defense power, special skill, magic power) and character name of each user character or each enemy character, etc. A character information table (not shown) stored in association with information is also stored.
5.サーバー装置200における処理フロー
 図6は、本開示の第1実施形態に係るサーバー装置200において実行される処理フローを示す図である。具体的には、当該処理フローは、所定間隔で周期的にサーバー装置200において行われるものであり、対戦ステージの生成及びリセットに係る処理及び貢献度に応じた報酬の支払いに係る処理に関する。
5). Processing Flow in Server Device 200 FIG. 6 is a diagram illustrating a processing flow executed in the server device 200 according to the first embodiment of the present disclosure. Specifically, the processing flow is periodically performed in the server device 200 at predetermined intervals, and relates to processing related to generation and reset of the battle stage and processing related to payment of reward according to the contribution level.
 図6によると、プロセッサ212は、あらかじめ決められた所定のタイミングで当該処理フローを開始する。そして、まずプロセッサ212は、対戦情報テーブル(図5b)の出現時間情報を参照し、敵キャラクタを仮想ゲーム空間に登場させて仮想対戦ゲームへのユーザのエントリーの受付開始時間に達した対戦ステージがあるか否かを確認する(S101)。そして、出現時間情報で特定される時間に達した対戦ステージがあった場合には、ユーザ情報テーブル(図5a)を参照して、ゲームアプリケーションのプレイヤとして登録しているユーザの端末装置100に対して敵キャラクタの出現情報を送信する(S102)。この出現情報は、出現時間情報に達した対戦ステージのバトルID情報、それに対応付けられた敵キャラクタID情報、敵キャラクタID情報に対応付けて記憶された敵キャラクタの能力パラメータやキャラクタ名の情報を含むことができる。 Referring to FIG. 6, the processor 212 starts the processing flow at a predetermined timing. First, the processor 212 refers to the appearance time information in the battle information table (FIG. 5b), and the battle stage that has reached the reception start time of the entry of the user to the virtual battle game by causing the enemy character to appear in the virtual game space is displayed. It is confirmed whether or not there is (S101). When there is a battle stage that has reached the time specified by the appearance time information, the user terminal device 100 registered as a game application player is referred to the user information table (FIG. 5a). The enemy character appearance information is transmitted (S102). This appearance information includes battle stage battle ID information that has reached the appearance time information, enemy character ID information associated therewith, and information on the ability parameters and character names of the enemy characters stored in association with the enemy character ID information. Can be included.
 プロセッサ212は、S101において出現時間情報で特定される時間に達した対戦ステージがない場合には、S102の処理を行うことなく、S103の処理を実行する。 When there is no battle stage that has reached the time specified by the appearance time information in S101, the processor 212 executes the process of S103 without performing the process of S102.
 次に、プロセッサ212は、再び対戦情報テーブル(図5b)の出現時間情報を参照し、当該出現時間情報で特定される時間から一定時間経過し終了時間に達した対戦ステージがあるか否かを確認する(S103)。これは、仮想対戦ゲームへのエントリーが開始されてから一定時間経過後に、仮想対戦ゲームを構成する対戦ステージにおけるユーザの貢献度等の集計を行うためである。なお、本実施形態においては、各対戦ステージでエントリーを開始してから一定時間経過後に貢献度を集計する。しかし、これに限らず、図5bの対戦情報テーブルに、対戦ステージへのエントリーの受付終了時間を各対戦ステージごとに記憶し、この時間に達した場合に集計するようにしてもよい。この場合、個々の対戦ステージごとに集計できるタイミングを自由に設定することができ、ゲームの多様性を高めることができる。 Next, the processor 212 refers to the appearance time information in the battle information table (FIG. 5b) again, and determines whether or not there is a battle stage in which a certain time has elapsed from the time specified by the appearance time information and the end time has been reached. Confirm (S103). This is because the user's contributions and the like in the battle stage constituting the virtual battle game are tabulated after a lapse of a certain time from the start of entry into the virtual battle game. In the present embodiment, contributions are totaled after a certain period of time has elapsed since entry was started at each battle stage. However, the present invention is not limited to this, and the reception end time of entry to the battle stage may be stored for each battle stage in the battle information table of FIG. 5b and may be totaled when this time is reached. In this case, the timing which can be totaled for every battle | competition stage can be set freely, and the diversity of a game can be improved.
 次に、終了時間に達した対戦ステージがある場合には、プロセッサ212は、エントリー情報テーブル(図5c)を参照して貢献度の集計処理を行う(S104)。具体的には、プロセッサ212は、終了時間に達した対戦ステージのエントリー情報テーブルを参照し、
・敵キャラクタに対して与えたダメージの総量S1
・各グループ(地域)に属するユーザが敵キャラクタに対して与えたダメージの総量S2
・各グループ(地域)ごとの総量S2が総量S1に対して占める割合P1
・各ユーザのユーザキャラクタが与えたダメージが、当該ユーザが属するグループのダメージの総量S2に占める割合P2
・各ユーザのユーザキャラクタが与えたダメージが総量S1に占める割合P3
をそれぞれ算出する。算出された上記値のうち、割合P1がグループ間の貢献度の決定に、割合P2がグループ内における各ユーザの貢献度の決定に、それぞれ利用される。
Next, when there is a battle stage that has reached the end time, the processor 212 refers to the entry information table (FIG. 5c), and performs a contribution totaling process (S104). Specifically, the processor 212 refers to the entry information table of the battle stage that has reached the end time,
・ Total amount of damage S1 dealt to enemy characters
-The total amount of damage S2 that the users belonging to each group (region) gave to the enemy character
-Ratio P1 of the total amount S2 for each group (region) to the total amount S1
The ratio P2 of the damage given by the user character of each user to the total damage S2 of the group to which the user belongs
The ratio P3 of the damage given by the user character of each user to the total amount S1
Are calculated respectively. Of the calculated values, the ratio P1 is used to determine the contribution between groups, and the ratio P2 is used to determine the contribution of each user in the group.
 一例としては、図5cのユーザIDが「U5」のユーザの場合、
・総量S1=2000
・U5が属する地域A1グループの総量S2=1000
・U5が属する地域A1グループの割合P1=50%
(1000*100/2000)
・地域A1グループ内におけるU5の割合P2=10%
(100*100/1000)
・全体に対するU5の割合P3=5%
(100*100/2000)
がプロセッサ212によって算出される。
As an example, in the case of a user whose user ID is “U5” in FIG.
・ Total amount S1 = 2000
-Total amount S2 = 1000 of area A1 group to which U5 belongs
・ Proportion P1 = 50% of area A1 group to which U5 belongs
(1000 * 100/2000)
-Ratio of U5 in the regional A1 group P2 = 10%
(100 * 100/1000)
・ U5 ratio P3 = 5%
(100 * 100/2000)
Is calculated by the processor 212.
 また、図5cのユーザIDが「U8」のユーザの場合、
・総量S1=2000
・U8が属する地域A2グループの総量S2=100
・U8が属する地域A2グループの割合P1=5%
(100*100/2000)
・地域A2グループ内におけるU8の割合P2=80%
(80*100/100)
・全体に対するU8の割合P3=4%
(80*100/2000)
がプロセッサ212によって算出される。
Also, in the case of a user whose user ID is “U8” in FIG.
・ Total amount S1 = 2000
・ Total amount of area A2 group to which U8 belongs S2 = 100
-Proportion P1 = 5% of area A2 group to which U8 belongs
(100 * 100/2000)
-Ratio of U8 in the area A2 group P2 = 80%
(80 * 100/100)
-Ratio of U8 to the whole P3 = 4%
(80 * 100/2000)
Is calculated by the processor 212.
 そして、プロセッサ212は、エントリー情報テーブルに記憶されたユーザID情報ごとに、上記数値をそれぞれ算出する。 Then, the processor 212 calculates the above numerical values for each user ID information stored in the entry information table.
 次に、プロセッサ212は、S104の集計の結果に基づいて、エントリー情報テーブルに記憶されたユーザIDに対応する端末装置に様々なランキング情報を送信する(S105)。一例としては、各地域グループ内における各ユーザの貢献度ランキング、与えたダメージ全体に対する各地域グループの貢献度ランキングの情報が送信される。なお、当該当該ランキング情報は、エントリー情報テーブルに記憶されたユーザIDに対応するユーザのみに送信してもよいが、ユーザ情報テーブル(図5a)に記憶された全ユーザに送信するようにしてもよい。 Next, the processor 212 transmits various ranking information to the terminal device corresponding to the user ID stored in the entry information table based on the result of the aggregation in S104 (S105). As an example, the contribution ranking information of each user in each regional group and the contribution ranking information of each regional group with respect to the total damage applied are transmitted. The ranking information may be transmitted only to the user corresponding to the user ID stored in the entry information table, but may be transmitted to all users stored in the user information table (FIG. 5a). Good.
 次に、プロセッサ212は、S104の集計の結果に基づいて、報酬の支払いの対象となるユーザの端末装置100に対して報酬情報を送信する(S106)。たとえば、図5cのユーザID情報が「U5」のユーザの場合、地域A1グループ内における割合P2は10%である。したがって、各地域グループに対して支払われる報酬(例えば、ゲーム内通貨1000ポイント)のうち、10%に相当する報酬(100ポイント)が報酬情報としてU5の保持する端末装置に送信される。また、図5cのユーザID情報が「U8」のユーザの場合、地域A2グループ内における割合P2は80%である。したがって、各地域グループに対して支払われる報酬(例えば、ゲーム内通貨1000ポイント)のうち、80%に相当する報酬(800ポイント)が報酬情報としてU8の保持する端末装置に送信される。つまり、ユーザID情報がU8のユーザは敵キャラクタE1に対して「80」のダメージしか与えていないにもかかわらず、「100」のダメージを与えたユーザID情報がU5のユーザに対して、より多くの報酬を得ることが可能となる。 Next, the processor 212 transmits the reward information to the terminal device 100 of the user who is the target of the payment of the reward based on the result of the aggregation in S104 (S106). For example, in the case of the user whose user ID information in FIG. 5C is “U5”, the ratio P2 in the area A1 group is 10%. Therefore, a reward (100 points) corresponding to 10% of the rewards paid to each regional group (for example, in-game currency 1000 points) is transmitted to the terminal device held by U5 as reward information. For the user whose user ID information in FIG. 5C is “U8”, the ratio P2 in the area A2 group is 80%. Therefore, among rewards paid to each regional group (for example, in-game currency 1000 points), a reward (800 points) corresponding to 80% is transmitted to the terminal device held by U8 as reward information. That is, even though the user whose user ID information is U8 has dealt only with “80” damage to the enemy character E1, the user ID information with “100” damage is more for the user with U5. Many rewards can be obtained.
 なお、上記の例においては、割合P2を貢献度として決定し、割合P2に応じた報酬を支払う。しかし、各グループ内における順位を貢献度として決定し、その順位に応じた報酬を付与してもよい。たとえば、図5cのユーザID情報が「U5」のユーザの場合、地域A1グループ内において、敵キャラクタに対して与えたダメージ(100)は3番目に大きい。したがって、一位が50%の報酬、二位が30%の報酬、三位が20%の報酬と決められていた場合、ユーザID情報がU5のユーザの保持する端末装置には、各地域グループに対して支払われる報酬(例えば、ゲーム内通貨1000ポイント)のうち、20%に相当する報酬(200ポイント)が報酬情報として送信される。また、図5cのユーザIDが「U8」のユーザの場合、地域A2グループ内において、敵キャラクタに対して与えたダメージ(80)は1番大きい。したがって、ユーザID情報がU5のユーザの保持する端末装置には、各地域グループに対して支払われる報酬(例えば、ゲーム内通貨1000ポイント)のうち、50%に相当する報酬(500ポイント)が報酬情報として送信される。つまり、この場合においても、ユーザID情報がU8のユーザは敵キャラクタE1に対して「80」のダメージしか与えていないにもかかわらず、「100」のダメージを与えたユーザID情報がU5のユーザに対して、より多くの報酬を得ることが可能となる。 In the above example, the ratio P2 is determined as the contribution and the reward corresponding to the ratio P2 is paid. However, the rank in each group may be determined as a contribution and a reward corresponding to the rank may be given. For example, in the case where the user ID information in FIG. 5C is “U5”, the damage (100) given to the enemy character is the third largest in the area A1 group. Therefore, when the first place is determined to be a reward of 50%, the second place is a reward of 30%, and the third place is a reward of 20%, the terminal device held by the user whose user ID information is U5 includes each regional group. Reward (200 points) corresponding to 20% of the remuneration paid (for example, in-game currency 1000 points) is transmitted as reward information. Further, in the case of the user having the user ID “U8” in FIG. 5C, the damage (80) given to the enemy character is the largest in the area A2 group. Therefore, the terminal device held by the user whose user ID information is U5 receives a reward corresponding to 50% (500 points) out of the rewards paid for each regional group (for example, in-game currency 1000 points). Sent as information. That is, even in this case, the user whose user ID information is U8 has only caused damage “80” to the enemy character E1, but the user ID information that caused damage “100” is the user whose user ID information is U5. It is possible to obtain more rewards.
 また、ユーザに対して支払われる報酬は、グループ内における各ユーザの貢献度に応じた報酬に加えて、前記仮想対戦ゲームに対する前記グループごとの貢献度に応じた報酬(グループ報酬)も支払われる。たとえば、図5cのユーザID情報が「U5」のユーザが属する地域A1グループの場合、敵キャラクタE1に対して与えたダメージの総量S1に対する地域A1グループの割合P1は50%である。したがって、グループ報酬(例えば、ゲーム内通貨100ポイント)のうち、50%に相当する報酬(50ポイント)が報酬情報として、地域A1グループに属する全ユーザの端末装置に送信される。また、図5cのユーザID情報が「U8」のユーザが属する地域A2グループの場合、敵キャラクタE1に対して与えたダメージの総量S1に対する地域A2グループの割合P1は5%である。したがって、グループ報酬(例えば、ゲーム内通貨100ポイント)のうち、5%に相当する報酬(5ポイント)が報酬情報として、地域A2グループに属する全ユーザの端末装置に送信される。 In addition to the reward according to the contribution of each user in the group, the reward (group reward) according to the contribution for each group to the virtual battle game is also paid. For example, in the case of the area A1 group to which the user whose user ID information is “U5” in FIG. 5C, the ratio P1 of the area A1 group to the total amount S1 of damage given to the enemy character E1 is 50%. Therefore, among group rewards (for example, in-game currency 100 points), rewards corresponding to 50% (50 points) are transmitted as reward information to the terminal devices of all users belonging to the area A1 group. In the case of the area A2 group to which the user whose user ID information is “U8” in FIG. 5C, the ratio P1 of the area A2 group to the total amount S1 of damage given to the enemy character E1 is 5%. Therefore, among group rewards (for example, in-game currency 100 points), rewards corresponding to 5% (5 points) are transmitted as reward information to the terminal devices of all users belonging to the area A2 group.
 なお、上記の例においては、割合P1を貢献度として決定し、割合P1に応じた報酬を支払う。しかし、各グループ全体が与えたダメージの順位を貢献度として決定し、その順位に応じた報酬を付与してもよい。たとえば、図5cのユーザID情報が「U5」のユーザが属する地域A1グループが与えたダメージ(1000)は一番大きい。したがって、グループ報酬(100ポイント)のうち、一位が50%の報酬、二位が30%の報酬、三位が20%の報酬と決められていた場合、地域A1グループに属する各ユーザのユーザ端末には、50%に相当する報酬(50ポイント)が報酬情報として送信される。また、図5cのユーザID情報が「U8」のユーザが属する地域A2グループが与えたダメージ(100)は3番目に大きい。したがって、グループ報酬(100ポイント)のうち、地域A2グループに属する各ユーザのユーザ端末には、20%に相当する報酬(20ポイント)が報酬情報として送信される。 In the above example, the ratio P1 is determined as the contribution and the reward corresponding to the ratio P1 is paid. However, the rank of damage given by each group as a whole may be determined as a contribution, and a reward corresponding to the rank may be given. For example, the damage (1000) caused by the area A1 group to which the user whose user ID information is “U5” in FIG. Therefore, among group rewards (100 points), if the first place is determined to be 50% reward, the second place is 30% reward, and the third place is 20% reward, the users of each user belonging to the regional A1 group A reward corresponding to 50% (50 points) is transmitted to the terminal as reward information. Further, the damage (100) given to the area A2 group to which the user with the user ID information “U8” in FIG. 5C belongs is the third largest. Therefore, among group rewards (100 points), rewards corresponding to 20% (20 points) are transmitted as reward information to the user terminals of the users belonging to the area A2 group.
 また、上記の例においては、グループ内の貢献度、及びグループごとの貢献度に応じた報酬が支払われるが、これらに加えて各ユーザの全体における貢献度に応じた報酬も支払われるようにしてもよい。たとえば、図5cのユーザID情報が「U5」のユーザの場合、敵キャラクタに対して与えたダメージの総量S1に対する割合P3は5%である。したがって、全体報酬(例えば、ゲーム内通貨100ポイント)のうち、5%に相当する報酬(5ポイント)が報酬情報としてU5の保持する端末装置に送信される。また、図5cのユーザID情報が「U8」のユーザの場合、敵キャラクタに対して与えたダメージの総量S1に対する割合P3は4%である。したがって、全体報酬(例えば、ゲーム内通貨100ポイント)のうち、4%に相当する報酬(4ポイント)が報酬情報としてU5の保持する端末装置に送信される。 Moreover, in the above example, a reward corresponding to the contribution within the group and the contribution for each group is paid, but in addition to these, a reward corresponding to the contribution of each user as a whole is also paid. Also good. For example, in the case of a user whose user ID information is “U5” in FIG. 5C, the ratio P3 to the total amount S1 of damage given to the enemy character is 5%. Accordingly, a reward (5 points) corresponding to 5% of the total reward (for example, in-game currency 100 points) is transmitted to the terminal device held by U5 as reward information. For the user whose user ID information is “U8” in FIG. 5C, the ratio P3 to the total amount S1 of damage given to the enemy character is 4%. Therefore, a reward (4 points) corresponding to 4% of the total reward (for example, in-game currency 100 points) is transmitted to the terminal device held by U5 as reward information.
 なお、上記の例においては、割合P3を貢献度として決定し、割合P3に応じた報酬を支払う。しかし、ユーザ全体おける順位を貢献度として決定し、その順位に応じた報酬を付与してもよい。たとえば、図5cのユーザID情報が「U5」のユーザの場合、全体において、敵キャラクタに対して与えたダメージ(100)は5番目に大きい。したがって、一位が50%の報酬、二位が30%の報酬、三位が15%、4位が4%、5位が1%の報酬と決められていた場合、ユーザID情報がU5のユーザの保持する端末装置には、全体報酬(例えば、ゲーム内通貨100ポイント)のうち、1%に相当する報酬(1ポイント)が報酬情報として送信される。また、図5cのユーザIDが「U8」のユーザの場合、全体において、敵キャラクタに対して与えたダメージ(80)は6番大きい。したがって、当該ユーザは報酬の支払い対象外となるため、ユーザID情報がU8のユーザの保持する端末装置には、全体報酬に関する報酬情報は送信されない。 In the above example, the ratio P3 is determined as the contribution and the reward corresponding to the ratio P3 is paid. However, the ranking in the entire user may be determined as the contribution and rewards according to the ranking may be given. For example, in the case of the user whose user ID information is “U5” in FIG. 5C, the damage (100) given to the enemy character is the fifth largest overall. Therefore, if the first place is determined to be a reward of 50%, the second place is a reward of 30%, the third place is 15%, the fourth place is 4%, and the fifth place is a reward of 1%, the user ID information is U5 A reward (1 point) corresponding to 1% of the total reward (for example, 100 points in the game currency) is transmitted to the terminal device held by the user as reward information. Further, in the case of the user whose user ID is “U8” in FIG. 5C, the damage (80) given to the enemy character is the sixth largest overall. Accordingly, since the user is not eligible for payment of the reward, the reward information regarding the entire reward is not transmitted to the terminal device held by the user whose user ID information is U8.
 ここで、本実施形態においては、ユーザが複数のユーザキャラクタを有している場合、当該ユーザは同じ対戦ステージに複数回エントリーすることが可能である。図5cの例では、ユーザID情報が「U1」のユーザは、ユーザキャラクタC1-1、C1-2及びC1-3の3個のユーザキャラクタを使って、バトルID情報が「B1」の対戦ステージに、3回エントリーを行っている。この場合、プロセッサ212は、ユーザID情報がU1のユーザの貢献度を、3個のユーザキャラクタが与えたダメージの合計で決定してもよいし、ユーザキャラクタごとに決定してもよい。 Here, in this embodiment, when a user has a plurality of user characters, the user can enter the same battle stage a plurality of times. In the example of FIG. 5c, a user whose user ID information is “U1” uses three user characters C1-1, C1-2, and C1-3, and a battle stage whose battle ID information is “B1”. I have made three entries. In this case, the processor 212 may determine the degree of contribution of the user whose user ID information is U1 based on the total damage given by the three user characters, or may be determined for each user character.
 次に、各報酬情報の送信が終了すると、プロセッサ212は、エントリー情報テーブル及び対戦情報テーブルのリセット処理を行う(S107)。具体的には、プロセッサ212は、仮想対戦ゲームへのエントリーが終了した対戦ステージのエントリー情報テーブルをリセット、すなわちエントリーしたユーザのユーザID情報や、ユーザキャラクタID情報、地域情報、ダメージ情報を削除する。また、プロセッサ212は、対戦情報テーブルから、終了した仮想対戦ゲームを構成する対戦ステージを特定するバトルID情報と、それに対応付けられた敵キャラクタID情報、出現時間情報、報酬情報をリセット、すなわち削除するか、敵キャラクタID情報、出現時間情報、報酬情報をそれぞれ再設定する。そして、プロセッサ212は当該処理フローを終了する。 Next, when the transmission of each reward information is completed, the processor 212 performs reset processing of the entry information table and the battle information table (S107). Specifically, the processor 212 resets the entry information table of the battle stage for which entry into the virtual battle game has ended, that is, deletes the user ID information, user character ID information, area information, and damage information of the entered user. . In addition, the processor 212 resets, that is, deletes, from the battle information table, battle ID information that identifies the battle stage constituting the completed virtual battle game, and enemy character ID information, appearance time information, and reward information associated therewith. Or reset enemy character ID information, appearance time information, and reward information. Then, the processor 212 ends the processing flow.
 また、プロセッサ212は、S103において終了時間に達した対戦ステージがない場合には、S104~S107の処理を行うことなく、当該処理フローを終了する。 If there is no battle stage that has reached the end time in S103, the processor 212 ends the processing flow without performing the processing of S104 to S107.
 図7は、本開示の第1実施形態に係るサーバー装置200において実行される処理フローを示す図である。具体的には、当該処理フローは、端末装置100から特定の仮想対戦ゲームへのエントリー情報を受信することによって開始される割り込み処理を示す。 FIG. 7 is a diagram illustrating a processing flow executed in the server device 200 according to the first embodiment of the present disclosure. Specifically, the process flow shows an interrupt process started by receiving entry information for a specific virtual battle game from the terminal device 100.
 図7によると、当該処理フローは、いずれかの端末装置100からサーバー装置200の通信インターフェイス214がエントリー情報を受信することにより開始される(S201)。このエントリー情報には、各端末装置を保持する各ユーザがエントリーを希望する敵キャラクタとの仮想対戦ゲームを構成する対戦ステージを特定するバトルID情報、各ユーザが仮想対戦ゲームに投入するユーザキャラクタを特定するユーザキャラクタID情報、各端末装置において測位された各ユーザの現実世界における位置情報(位置座標)が含まれる。プロセッサ212は、エントリー情報を受信したと判断すると、当該エントリー情報をメモリ211に記憶する。その後、プロセッサ212は、受信した位置座標に基づいて、エントリー情報を送信した端末装置100のユーザが属する地域グループを決定し、エントリー情報に含まれるバトルID情報のエントリー情報テーブルに、ユーザのユーザID情報に対応付けて、決定された地域グループを位置情報として記憶するよう制御する。 According to FIG. 7, the processing flow is started when the communication interface 214 of the server device 200 receives entry information from any of the terminal devices 100 (S201). The entry information includes battle ID information for identifying a battle stage that constitutes a virtual battle game with an enemy character that each user holding each terminal device desires to enter, and a user character that each user inputs to the virtual battle game. The user character ID information to be specified and the position information (position coordinates) of each user measured in each terminal device in the real world are included. When the processor 212 determines that the entry information has been received, the processor 212 stores the entry information in the memory 211. Thereafter, the processor 212 determines an area group to which the user of the terminal device 100 that transmitted the entry information belongs based on the received position coordinates, and enters the user ID of the user in the entry information table of the battle ID information included in the entry information. In association with the information, control is performed so that the determined area group is stored as position information.
 なお、端末装置100で測位した位置座標に対応する地域グループに端末装置100で分類し、分類された地域グループを位置情報としてサーバー装置200が受信し、プロセッサ212が受信した地域グループを位置情報として決定して、エントリー情報テーブルに記憶するよう制御してもよい。 Note that the terminal device 100 classifies the area group corresponding to the position coordinates measured by the terminal apparatus 100, the server apparatus 200 receives the classified area group as position information, and the area group received by the processor 212 as position information. It may be controlled so that it is determined and stored in the entry information table.
 また、本実施形態においては、ユーザが複数のユーザキャラクタを有している場合、当該ユーザは同じ対戦ステージに複数回エントリーすることが可能である。つまり、プロセッサ212は受信したユーザID情報が既にエントリー情報テーブルに記憶されていた場合には、最初のエントリー時に決定した位置情報を今回のエントリーに対しても記憶するよう制御する。たとえば、図5cの例において、ユーザID情報が「U1」のユーザは、ユーザキャラクタC1-1でエントリーした後に、ユーザキャラクタC1-2及びC1-3を利用して2回エントリーしている。しかし、地域情報には、最初に受信したエントリー情報に含まれる位置情報に基づいて決定された地域情報「A1」が記憶される。 In this embodiment, when a user has a plurality of user characters, the user can enter the same battle stage a plurality of times. That is, when the received user ID information has already been stored in the entry information table, the processor 212 controls to store the position information determined at the time of the first entry for the current entry. For example, in the example of FIG. 5c, a user whose user ID information is “U1” enters twice with the user characters C1-2 and C1-3 after entering with the user character C1-1. However, the area information stores area information “A1” determined based on the position information included in the entry information received first.
 なお、上記の例に限らず、エントリー情報を受信するごとに、エントリー情報内に含まれる位置情報に基づいて決定された地域情報が記憶されるようにしてもよい。 Note that the present invention is not limited to the above example, and each time the entry information is received, the area information determined based on the position information included in the entry information may be stored.
 次に、プロセッサ212は、エントリー情報に含まれるユーザのユーザキャラクタID情報に基づいて、キャラクタテーブルのユーザキャラクタの能力パラメータを参照する。また、プロセッサ212は、敵キャラクタの能力パラメータと、ユーザキャラクタの能力パラメータとに基づいて、敵キャラクタに対して与えるダメージを決定する(S203)。なお、このダメージの決定は公知の方法にしたがって行えばよく、いずれの方法でもよい。また、あらかじめ決められた敵キャラクタとユーザキャラクタとの相互関係(例えば、敵キャラクタE5に対して、ユーザキャラクタC1-1及びC5-2は2倍のダメージ。属性がK1である敵キャラクタに対して属性K2を有するユーザキャラクタは3倍のダメージ。)にしたがって、決定されるダメージの量を変化させてもよい。そして、プロセッサ212は、決定したダメージを、エントリー情報を送信したユーザのユーザID情報に対応付けて、エントリー情報テーブルに記憶するよう制御する。そして、プロセッサ212は、決定したダメージをユーザに通知するため、エントリー情報を送信した端末装置100に決定したダメージを送信するよう、通信インターフェイス214を制御する(S204)。そして、プロセッサ212は、エントリー情報を受信した際の割り込み処理を終了する。 Next, the processor 212 refers to the ability parameter of the user character in the character table based on the user character ID information of the user included in the entry information. Further, the processor 212 determines damage to be given to the enemy character based on the ability parameter of the enemy character and the ability parameter of the user character (S203). This damage may be determined according to a known method, and any method may be used. Further, the predetermined relationship between the enemy character and the user character (for example, the user characters C1-1 and C5-2 are double damage to the enemy character E5. For the enemy character whose attribute is K1) The amount of damage to be determined may be changed according to the user character having the attribute K2 is triple damage. Then, the processor 212 controls to store the determined damage in the entry information table in association with the user ID information of the user who transmitted the entry information. Then, in order to notify the user of the determined damage, the processor 212 controls the communication interface 214 to transmit the determined damage to the terminal device 100 that transmitted the entry information (S204). Then, the processor 212 ends the interrupt process when the entry information is received.
6.端末装置100における処理フロー
 図8は、本開示の第1実施形態に係る端末装置100において実行される処理フローを示す図である。具体的には、当該処理フローは、端末装置100において行われる仮想対戦ゲームへのエントリーに係る処理に関する。
6). Processing Flow in Terminal Device 100 FIG. 8 is a diagram illustrating a processing flow executed in the terminal device 100 according to the first embodiment of the present disclosure. Specifically, the processing flow relates to processing related to entry into a virtual battle game performed in the terminal device 100.
 図8によると、プロセッサ112は、まずサーバー装置200から既に出現情報を受信し、当該出現情報がメモリ113に記憶されているか否かを判断する(S301)。出現情報を受信していない場合には、以降の処理を行うことなく当該処理フローは終了する。一方、出現情報を受信していた場合には、ディスプレイ111を制御して記憶された出現情報を表示する処理を実行する(S302)。そして、プロセッサ112は、入力インターフェイス115を介して、ユーザによるエントリーを希望する対戦ステージの選択を検出する(S303)。 Referring to FIG. 8, the processor 112 first receives appearance information from the server device 200, and determines whether the appearance information is stored in the memory 113 (S301). If the appearance information has not been received, the processing flow ends without performing the subsequent processing. On the other hand, if the appearance information has been received, a process of controlling the display 111 to display the stored appearance information is executed (S302). Then, the processor 112 detects selection of a battle stage that the user desires to enter via the input interface 115 (S303).
 図9aは、本開示の第1実施形態に係る端末装置100のディスプレイ111に表示される画面の例を示す図である。具体的には、図9aは、図8のS302の処理によって表示される画面の例を示す。図9aによると、既に受信した出現情報中に含まれる対戦ステージのバトルID情報、当該対戦ステージに登場する敵キャラクタID情報、敵キャラクタID情報に対応付けて記憶された敵キャラクタの能力パラメータやキャラクタ名の情報に基づいて、ディスプレイ111に、各対戦ステージの選択アイコン31及び32が表示される。各選択アイコン31及び32には、敵キャラクタのキャラクタ名ととともに「出現中」という表示がなされる。そして、ユーザは、入力インターフェイス115を介して、エントリーを希望する対戦ステージを選択することができる。図9aの例では、選択アイコン32は、他の選択アイコン31とは異なる背景色で描かれており、現在選択アイコン32がユーザによって選択されていることを示している。 FIG. 9 a is a diagram illustrating an example of a screen displayed on the display 111 of the terminal device 100 according to the first embodiment of the present disclosure. Specifically, FIG. 9a shows an example of a screen displayed by the process of S302 of FIG. According to FIG. 9a, the battle stage battle ID information included in the already received appearance information, the enemy character ID information appearing in the battle stage, and the enemy character ability parameters and characters stored in association with the enemy character ID information. Based on the name information, selection icons 31 and 32 for each battle stage are displayed on the display 111. Each of the selection icons 31 and 32 is displayed as “appearing” together with the character name of the enemy character. Then, the user can select a battle stage for which entry is desired via the input interface 115. In the example of FIG. 9 a, the selection icon 32 is drawn with a background color different from that of the other selection icons 31, indicating that the selection icon 32 is currently selected by the user.
 再び図8に戻り、プロセッサ112は、入力インターフェイス115を介して、ディスプレイ111に表示された投入アイコン33が押下されたか否かを判定する(S304)。そして、ユーザがエントリーを希望する仮想対戦ゲームの選択を行った、すなわち投入アイコン33が押下されたと判定されると、プロセッサ112は、位置センサー118を制御して、端末装置100の現在の位置情報を取得し、取得された位置情報をメモリ113に記憶する(S305)。次に、プロセッサ112は、ユーザキャラクタ選択画面(図示しない)をディスプレイ111に表示するよう、ディスプレイ111を制御する。具体的には、プロセッサ112は、サーバー装置200に記憶されたユーザ情報テーブル(図5a)に記憶されたユーザキャラクタID情報と、それに対応付けられた能力パラメータ、キャラクタ名等の情報をあらかじめ受信し、ユーザが仮想対戦ゲームに利用可能なユーザキャラクタの一覧を表示するよう制御する。そして、プロセッサ112は、入力インターフェイス115を介して、仮想対戦ゲームに利用するユーザキャラクタの選択を検出する(S306)。 8 again, the processor 112 determines whether or not the input icon 33 displayed on the display 111 is pressed via the input interface 115 (S304). When it is determined that the user has selected a virtual battle game that the user wants to enter, that is, the insertion icon 33 has been pressed, the processor 112 controls the position sensor 118 to display the current position information of the terminal device 100. And the acquired position information is stored in the memory 113 (S305). Next, the processor 112 controls the display 111 to display a user character selection screen (not shown) on the display 111. Specifically, the processor 112 receives in advance the user character ID information stored in the user information table (FIG. 5a) stored in the server device 200 and information such as the ability parameter and the character name associated therewith. The user is controlled to display a list of user characters that can be used in the virtual battle game. Then, the processor 112 detects selection of a user character used for the virtual competitive game via the input interface 115 (S306).
 次に、プロセッサ112は、エントリー情報をサーバー装置200に送信するために、通信インターフェイス114を制御する(S307)。このエントリー情報には、S303、S305及びS306の処理により得られた、ユーザがエントリーを希望する対戦ステージを特定するバトルID情報、ユーザが仮想対戦ゲームに投入するユーザキャラクタを特定するユーザキャラクタID情報、端末装置100において測位されたユーザの現実世界における位置情報(位置座標)が含まれる。なお、本実施形態においては、S305において位置情報が取得できない場合には、S306のユーザキャラクタの選択の受付を行わないか、S307のエントリー情報の作成を行わないなど、いずれかの方法によって、仮想対戦ゲームへのエントリーができないようにする。 Next, the processor 112 controls the communication interface 114 to transmit the entry information to the server device 200 (S307). The entry information includes battle ID information for identifying a battle stage that the user desires to enter, and user character ID information for identifying a user character to be input to the virtual battle game, obtained by the processes of S303, S305, and S306. , Position information (position coordinates) of the user in the real world measured by the terminal device 100 is included. In the present embodiment, if the position information cannot be acquired in S305, the virtual character is selected by any method such as not accepting the selection of the user character in S306 or not creating the entry information in S307. Prevent entry into a competitive game.
 なお、本実施形態においては、ユーザが複数のユーザキャラクタを保有している場合には、同じ対戦ステージに複数回エントリーすることが可能である。この場合、ユーザはS303~S306に係る操作を複数回繰り返すことにより可能となる。 In this embodiment, when the user has a plurality of user characters, it is possible to enter the same battle stage a plurality of times. In this case, the user can do this by repeating the operations related to S303 to S306 a plurality of times.
 また、複数回エントリーする場合には、エントリーできる回数を、たとえばS306でユーザキャラクタの選択を行ったときに、制限するようにしてもよい。一例としては、ユーザキャラクタ毎に、エントリーするたびに消費するパラメータ値F1をあらかじめ記憶する。そして、ユーザがユーザキャラクタを選択するごとに、選択を行ったユーザのユーザID情報に対応付けられたパラメータ値F2から、パラメータ値F1を減算する。つまり、ユーザID情報に対応付けられたパラメータ値F2が、選択するユーザキャラクタのパラメータ値F1よりも少なくなるまで、エントリーを可能にする。このとき、ユーザがゲーム内で利用可能な仮想通貨(ゲーム内通貨)や所定の仮想アイテムを利用することにより、パラメータ値F2が回復される。つまり、パラメータ値F2が減算されエントリーができなくなっても、上記回復処理によりエントリーが可能となる。 Also, when entering multiple times, the number of times that entry can be made may be limited, for example, when a user character is selected in S306. As an example, for each user character, a parameter value F1 consumed every time an entry is made is stored in advance. Each time the user selects a user character, the parameter value F1 is subtracted from the parameter value F2 associated with the user ID information of the selected user. That is, entry is possible until the parameter value F2 associated with the user ID information is smaller than the parameter value F1 of the user character to be selected. At this time, the parameter value F2 is recovered by using a virtual currency (in-game currency) or a predetermined virtual item that the user can use in the game. That is, even if the parameter value F2 is subtracted and entry becomes impossible, entry can be made by the recovery process.
 ここで、S304において、押下されたアイコンが投入アイコン33以外のアイコンであった場合には、プロセッサ112はそのアイコンに応じた処理を行う。一例としては、結果表示アイコン34が押下された場合には、プロセッサ112は、サーバー装置200から受信したランキング情報及び報酬情報を表示する結果表示処理を実行する。 Here, if the pressed icon is an icon other than the input icon 33 in S304, the processor 112 performs processing according to the icon. As an example, when the result display icon 34 is pressed, the processor 112 executes a result display process for displaying ranking information and reward information received from the server device 200.
 図9bは、本開示の第1実施形態に係る端末装置100のディスプレイ111に表示される画面の例を示す図である。具体的には、図9bは、結果表示処理によって表示される結果表示画面の例を示す。図9bによると、地域内ランキング表示エリア41に、ユーザID情報が「U1」のユーザが属する地域A1グループ内における当該ユーザのラインキングと、それにより得られた報酬が表示される。また、地域別ランキング表示エリア42に、当該ユーザが属する地域A1グループの全グループに対する貢献度のランキングと、それにより得られた報酬が表示される。 FIG. 9B is a diagram illustrating an example of a screen displayed on the display 111 of the terminal device 100 according to the first embodiment of the present disclosure. Specifically, FIG. 9b shows an example of a result display screen displayed by the result display process. According to FIG. 9b, in the regional ranking display area 41, the user's line marking in the region A1 group to which the user with the user ID information “U1” belongs and the reward obtained thereby are displayed. Further, in the regional ranking display area 42, the ranking of contributions to all groups of the region A1 group to which the user belongs and the rewards obtained thereby are displayed.
 以上、本実施形態においては、当該ユーザが所属するグループ内における仮想対戦ゲームに対する貢献度に応じて報酬を支払うようにした。したがって、ただ単に能力パラメータの優れたユーザキャラクタを使うユーザがより高い報酬を得られるのではなく、得られる報酬はグループ内の他のユーザの貢献度にも影響を受けることとなる。つまり、必ずしも高いダメージを与えられるユーザキャラクタが高い報酬を得られるわけではなく、弱いユーザキャラクタであっても、属するグループを工夫することで高い報酬を得られることが可能である。また、グループの形成に際して、各ユーザがエントリーしたときの位置情報を利用する。したがって、ユーザはより高い報酬が得られそうな場所を探すなど、これまでにはない新たな趣向をユーザに提供することが可能となる。 As described above, in this embodiment, the reward is paid according to the contribution degree to the virtual battle game in the group to which the user belongs. Therefore, a user who simply uses a user character having an excellent ability parameter cannot obtain a higher reward, and the obtained reward is also influenced by the contributions of other users in the group. In other words, a user character who can give high damage does not necessarily obtain a high reward, and even a weak user character can obtain a high reward by devising a group to which the user character belongs. Further, when forming a group, position information when each user enters is used. Therefore, the user can provide the user with an unprecedented new taste such as searching for a place where a higher reward is likely to be obtained.
<第2実施形態>
 第1実施形態では、仮想対戦ゲームに登場する敵キャラクタは、現実世界の特定の場所との対応付けは行われていない。しかし、第2実施形態においては、敵キャラクタを現実世界の所定の位置情報に対応付けて仮想ゲーム空間内に登場させるようにした。また、仮想対戦ゲームにおいて決定されるダメージについても、敵キャラクタに対応付けられた現実世界の位置情報と、各ユーザがエントリーした位置情報との間の距離を、さらに加味するようにした。なお、本実施形態は、以下で具体的に説明する点を除いて、第1実施形態における構成、処理、手順と同様である。したがって、それらの事項の詳細な説明は省略する。
Second Embodiment
In the first embodiment, the enemy character appearing in the virtual battle game is not associated with a specific place in the real world. However, in the second embodiment, enemy characters are made to appear in the virtual game space in association with predetermined position information in the real world. In addition, regarding the damage determined in the virtual battle game, the distance between the real world position information associated with the enemy character and the position information entered by each user is further considered. Note that this embodiment is the same as the configuration, processing, and procedure in the first embodiment, except as specifically described below. Therefore, detailed description of those matters is omitted.
 上記のとおり、本実施形態では、敵キャラクタを現実世界の所定の位置情報に対応付けて仮想ゲーム空間内に登場させるようにした。したがって、図5bに示す対戦情報テーブルに代えて、図10aに示す対戦情報テーブルが、図5cに示すエントリー情報テーブルに代えて、図10bに示すエントリー情報テーブルが、それぞれ用いられる。 As described above, in this embodiment, enemy characters are made to appear in the virtual game space in association with predetermined real-world position information. Therefore, the battle information table shown in FIG. 10a is used instead of the battle information table shown in FIG. 5b, and the entry information table shown in FIG. 10b is used instead of the entry information table shown in FIG. 5c.
 図10aは、本開示の第2実施形態に係るサーバー装置200のメモリ211に記憶される対戦情報テーブルを概念的に示す図である。図10aによると、図5bの対戦情報テーブルに記憶された情報に加えて、新たに出現地域情報が記憶されている。当該出現地域情報は、現実世界の所定の場所の位置情報を示す情報であり、各バトルID情報に対応付けて記憶されている。 FIG. 10a is a diagram conceptually showing a battle information table stored in the memory 211 of the server apparatus 200 according to the second embodiment of the present disclosure. According to FIG. 10a, the appearance area information is newly stored in addition to the information stored in the battle information table of FIG. 5b. The appearance area information is information indicating position information of a predetermined place in the real world, and is stored in association with each battle ID information.
 図10bは、本開示の第2実施形態に係るサーバー装置200のメモリ211に記憶されるエントリー情報テーブルを概念的に示す図である。ここで、本実施形態においては、図7のS203で各ユーザキャラクタが敵キャラクタに対して与えたダメージの決定のときに、各キャラクタの能力パラメータに加えて、敵キャラクタに対応付けられた現実世界の所定の位置情報と、各ユーザから送信されたエントリー情報に含まれる位置情報との距離を加味するようにした。たとえば、図10bにおいて、敵キャラクタの位置情報に近い順に地域A1、A3、A2が存在していたとする。この場合、最も近いところに位置する地域A1グループに属するユーザのユーザキャラクタが与えるダメージは、能力パラメータのみから算出されるダメージの2倍、2番目に近いところに位置する地域A3グループに属するユーザのユーザキャラクタが与えるダメージは、能力パラメータのみから算出されるダメージの1.5倍、3番目に近いところに位置する地域A2グループに属するユーザのユーザキャラクタが与えるダメージは、能力パラメータのみから算出されるダメージの1倍とする。 FIG. 10B is a diagram conceptually showing an entry information table stored in the memory 211 of the server apparatus 200 according to the second embodiment of the present disclosure. Here, in this embodiment, when determining the damage that each user character gave to the enemy character in S203 of FIG. 7, in addition to the ability parameter of each character, the real world associated with the enemy character. The distance between the predetermined position information and the position information included in the entry information transmitted from each user is taken into account. For example, in FIG. 10b, it is assumed that areas A1, A3, and A2 exist in the order closest to the position information of the enemy character. In this case, the damage caused by the user character of the user belonging to the closest area A1 group is twice the damage calculated from the ability parameter alone, and the damage of the user belonging to the second closest area A3 group The damage given by the user character is 1.5 times the damage calculated only from the ability parameter, and the damage given by the user character of the user belonging to the area A2 group located at the third closest place is calculated only from the ability parameter. 1x damage.
 そして、このように決定したダメージに基づいて、プロセッサ212は、図6のS104に係る処理を実行する。 Then, based on the damage determined in this way, the processor 212 executes a process related to S104 in FIG.
 以上、本実施形態においては、当該ユーザが所属するグループ内における仮想対戦ゲームに対する貢献度に応じて報酬を支払うようにした。したがって、ただ単に能力パラメータの優れたユーザキャラクタを使うユーザがより高い報酬を得られるのではなく、得られる報酬はグループ内の他のユーザの貢献度にも影響を受けることとなる。つまり、必ずしも高いダメージを与えられるユーザキャラクタが高い報酬を得られるわけではなく、弱いユーザキャラクタであっても、属するグループを工夫することで高い報酬を得られることが可能である。また、グループの形成に際して、各ユーザがエントリーしたときの位置情報を利用する。したがって、ユーザはより高い報酬が得られそうな場所を探すなど、これまでにはない新たな趣向をユーザに提供することが可能となる。さらに、貢献度を決定するための敵キャラクタに対して与えるダメージも、敵キャラクタが出現した位置とユーザがいる位置との位置関係に密接に関連させた。したがって、各ユーザにエントリーする位置を工夫させるためのさらに強い動機を提供することが可能となる。 As described above, in this embodiment, the reward is paid according to the contribution degree to the virtual battle game in the group to which the user belongs. Therefore, a user who simply uses a user character having an excellent ability parameter cannot obtain a higher reward, and the obtained reward is also influenced by the contributions of other users in the group. In other words, a user character who can give high damage does not necessarily obtain a high reward, and even a weak user character can obtain a high reward by devising a group to which the user character belongs. Further, when forming a group, position information when each user enters is used. Therefore, the user can provide the user with an unprecedented new taste such as searching for a place where a higher reward is likely to be obtained. Furthermore, the damage given to the enemy character for determining the contribution is also closely related to the positional relationship between the position where the enemy character appears and the position where the user is located. Therefore, it is possible to provide a stronger motive for making each user devise the entry position.
 <その他>
 なお、各実施形態で説明した各要素を適宜組み合わせるか、それらを置き換えてシステムを構成することも可能である。
<Others>
In addition, it is also possible to configure the system by appropriately combining the elements described in each embodiment or replacing them.
 本明細書で説明される処理及び手順は、実施形態において明示的に説明されたものによってのみならず、ソフトウェア、ハードウェア又はこれらの組み合わせによっても実現可能である。具体的には、本明細書で説明された処理及び手順は、集積回路、揮発性メモリ、不揮発性メモリ、磁気ディスク、光ストレージ等の媒体に、当該処理に相当するロジックを実装することによって実現される。また、本明細書で説明される処理及び手順は、それらの処理・手順をコンピュータプログラムとして実装し、端末装置やサーバー装置を含む各種のコンピュータに実行させることが可能である。 The processes and procedures described in this specification can be realized not only by those explicitly described in the embodiment but also by software, hardware, or a combination thereof. Specifically, the processes and procedures described in this specification are realized by mounting logic corresponding to the processes on a medium such as an integrated circuit, a volatile memory, a nonvolatile memory, a magnetic disk, or an optical storage. Is done. Further, the processes and procedures described in the present specification can be implemented as a computer program and executed by various computers including a terminal device and a server device.
 本明細書中で説明される処理及び手順が単一の装置、ソフトウェア、コンポーネント、モジュールによって実行される旨が説明されたとしても、そのような処理又は手順は、複数の装置、複数のソフトウェア、複数のコンポーネント、及び/又は、複数のモジュールによって実行されるものとすることができる。また、本明細書中で説明される各種情報が単一のメモリや記憶部に格納される旨が説明されたとしても、そのような情報は、単一の装置に備えられた複数のメモリ又は複数の装置に分散して配置された複数のメモリに分散して格納されるものとすることができる。さらに、本明細書において説明されるソフトウェアおよびハードウェアの要素は、それらをより少ない構成要素に統合して、又は、より多い構成要素に分解することによって実現されるものとすることができる。 Even though the processes and procedures described herein are described as being performed by a single device, software, component, or module, such processes or procedures may include multiple devices, multiple software, It may be executed by multiple components and / or multiple modules. Further, even if it is described that various types of information described in this specification are stored in a single memory or storage unit, such information may be stored in a plurality of memories provided in a single device. It can be distributed and stored in a plurality of memories that are distributed in a plurality of devices. Further, the software and hardware elements described herein may be realized by integrating them into fewer components or by disassembling them into more components.
 100 端末装置
 200 サーバー装置
 300 ネットワーク
100 terminal device 200 server device 300 network

Claims (12)

  1.  ネットワークを介して通信可能に接続された複数の端末装置から、各端末装置を保持する各ユーザがエントリーを希望する敵キャラクタとの仮想対戦ゲームを特定する対戦ゲーム特定情報と、前記各ユーザのユーザキャラクタを特定するユーザキャラクタ特定情報と、前記各ユーザの現実世界における位置情報とを、それぞれ受信するように構成された通信インターフェイスと、
     前記対戦ゲーム特定情報と対応づけて、前記ユーザキャラクタ特定情報と前記位置情報を記憶するとともに、所定の指示命令を記憶するように構成されたメモリと、
     前記指示命令に基づいて、前記位置情報に応じて前記各ユーザが属するグループを決定し、前記ユーザキャラクタ特定情報に応じて前記仮想対戦ゲームに対する前記グループ内における前記各ユーザの貢献度を決定し、前記貢献度に応じて一又は複数のユーザに報酬を付与するための処理をするように構成されたプロセッサと、
     を含むサーバー装置。
    Fighting game specifying information for specifying a virtual battle game with an enemy character that each user holding each terminal device desires to enter from a plurality of terminal devices communicably connected via a network, and the user of each user A communication interface configured to receive user character specifying information for specifying a character and position information of each user in the real world;
    A memory configured to store the user character specifying information and the position information in association with the battle game specifying information, and to store a predetermined instruction command;
    Based on the instruction command, determine a group to which each user belongs according to the position information, determine a contribution degree of each user in the group to the virtual competitive game according to the user character specifying information, A processor configured to perform processing for giving a reward to one or a plurality of users according to the contribution;
    Server device including
  2.  前記位置情報は、前記ユーザが前記エントリーを希望したときの位置情報を示す、請求項1に記載のサーバー装置。 The server apparatus according to claim 1, wherein the position information indicates position information when the user desires the entry.
  3.  前記位置情報は、前記ユーザが前記エントリーを希望したときに前記端末装置の位置センサーにより測位された位置情報である、請求項1又は2に記載のサーバー装置。 3. The server apparatus according to claim 1, wherein the position information is position information measured by a position sensor of the terminal device when the user desires the entry.
  4.  一のユーザが複数のユーザキャラクタを用いて前記仮想対戦ゲームに複数のエントリーが可能である、請求項1~3のいずれか一項に記載のサーバー装置。 The server device according to any one of claims 1 to 3, wherein a single user can make a plurality of entries in the virtual battle game using a plurality of user characters.
  5.  前記一のユーザが前記複数のユーザキャラクタを用いて前記仮想対戦ゲームに複数のエントリーをした場合には、前記位置情報として各エントリーが希望されたときの位置情報がそれぞれ利用される、請求項1~4のいずれか一項に記載のサーバー装置。 2. When the one user makes a plurality of entries in the virtual battle game using the plurality of user characters, the position information when each entry is desired is used as the position information, respectively. 5. The server device according to any one of items 1 to 4.
  6.  前記一のユーザが前記複数のユーザキャラクタを用いて前記仮想対戦ゲームに複数のエントリーをした場合には、前記位置情報として最初にエントリーが希望されたときの位置情報が利用される、請求項1~4のいずれか一項に記載のサーバー装置。 When the one user makes a plurality of entries in the virtual battle game using the plurality of user characters, the position information when the entry is first desired is used as the position information. 5. The server device according to any one of items 1 to 4.
  7.  前記貢献度は、前記敵キャラクタに対して各ユーザキャラクタが与えたダメージに基づいて決定される、請求項1~6のいずれか一項に記載のサーバー装置。 The server device according to any one of claims 1 to 6, wherein the degree of contribution is determined based on damage given by each user character to the enemy character.
  8.  前記敵キャラクタは前記現実世界の所定の位置情報に対応付けられ、
     前記ダメージは、前記敵キャラクタに対応付けられた前記所定の位置情報と前記各ユーザの前記現実世界における前記位置情報とに基づいて決定される、請求項7に記載のサーバー装置。
    The enemy character is associated with predetermined position information in the real world,
    The server device according to claim 7, wherein the damage is determined based on the predetermined position information associated with the enemy character and the position information of each user in the real world.
  9.  前記ダメージは、前記敵キャラクタに対応付けられた前記所定の位置情報と前記各ユーザの前記現実世界における前記位置情報とが近いほど大きいダメージが決定される請求項8に記載のサーバー装置。 The server device according to claim 8, wherein the damage is determined to be greater as the damage is closer to the predetermined position information associated with the enemy character and the position information of each user in the real world.
  10.  前記プロセッサは、前記仮想対戦ゲームに対する前記グループごとの貢献度を決定し、前記貢献度に応じて一又は複数のグループに分類される各ユーザに報酬を付与するための処理をするように構成された、請求項1~9のいずれか一項に記載のサーバー装置。 The processor is configured to determine a contribution for each group to the virtual competitive game and perform a process for giving a reward to each user classified into one or a plurality of groups according to the contribution. The server device according to any one of claims 1 to 9.
  11.  ネットワークを介して通信可能に接続された複数の端末装置から、各端末装置を保持する各ユーザがエントリーを希望する敵キャラクタとの仮想対戦ゲームを特定する対戦ゲーム特定情報、前記各ユーザのユーザキャラクタを特定するユーザキャラクタ特定情報、及び前記各ユーザの現実世界における位置情報を、それぞれ受信するように構成された通信インターフェイスと、前記対戦ゲーム特定情報と対応づけて、前記ユーザキャラクタ特定情報と前記位置情報を記憶するとともに、所定の指示命令を記憶するように構成されたメモリと、を含むコンピュータを、
     前記指示命令に基づいて、前記位置情報に応じて前記各ユーザが属するグループを決定し、前記ユーザキャラクタ特定情報に応じて前記仮想対戦ゲームに対する前記グループ内における前記各ユーザの貢献度を決定し、前記貢献度に応じて一又は複数のユーザに報酬を付与するための処理をするように構成されたプロセッサ、
     として機能させるプログラム。
    Fighting game specifying information for specifying a virtual fighting game with an enemy character that each user holding each terminal device desires to enter from a plurality of terminal devices communicably connected via a network, the user character of each user The user character identification information and the position are associated with the communication interface configured to receive the user character identification information for identifying the user and the position information of each user in the real world, respectively, and the battle game identification information. A computer configured to store information and a memory configured to store predetermined instruction instructions;
    Based on the instruction command, determine a group to which each user belongs according to the position information, determine a contribution degree of each user in the group to the virtual competitive game according to the user character specifying information, A processor configured to perform processing for giving a reward to one or a plurality of users according to the contribution degree;
    Program to function as.
  12.  ネットワークを介して通信可能に接続された複数の端末装置から、各端末装置を保持する各ユーザがエントリーを希望する敵キャラクタとの仮想対戦ゲームを特定する対戦ゲーム特定情報、前記各ユーザのユーザキャラクタを特定するユーザキャラクタ特定情報、及び前記各ユーザの現実世界における位置情報を、それぞれ受信するように構成された通信インターフェイスと、前記対戦ゲーム特定情報と対応づけて、前記ユーザキャラクタ特定情報と前記位置情報を記憶するとともに、所定の指示命令を記憶するように構成されたメモリと、を含むコンピュータにおいて、プロセッサが前記指示命令を実行することによりなされる方法であって、
     前記位置情報に応じて前記各ユーザが属するグループを決定する段階と、
     前記ユーザキャラクタ特定情報に応じて前記仮想対戦ゲームに対する前記グループ内における前記各ユーザの貢献度を決定する段階と、
     前記貢献度に応じて一又は複数のユーザに報酬を付与する段階と、
     を含む方法。
    Fighting game specifying information for specifying a virtual fighting game with an enemy character that each user holding each terminal device desires to enter from a plurality of terminal devices communicably connected via a network, the user character of each user The user character identification information and the position are associated with the communication interface configured to receive the user character identification information for identifying the user and the position information of each user in the real world, respectively, and the battle game identification information. A computer comprising: a memory configured to store information and a memory configured to store a predetermined instruction instruction, wherein the processor executes the instruction instruction;
    Determining a group to which each user belongs according to the location information;
    Determining the contribution of each user in the group to the virtual battle game according to the user character identification information;
    Rewarding one or more users according to the contribution,
    Including methods.
PCT/JP2018/018399 2018-05-11 2018-05-11 Server device, program, and method WO2019215926A1 (en)

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