CN114390940A - Game system, operation method of game system, and program - Google Patents

Game system, operation method of game system, and program Download PDF

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Publication number
CN114390940A
CN114390940A CN202080044694.2A CN202080044694A CN114390940A CN 114390940 A CN114390940 A CN 114390940A CN 202080044694 A CN202080044694 A CN 202080044694A CN 114390940 A CN114390940 A CN 114390940A
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Prior art keywords
game
unit
amount
index
period
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黄伟其
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Kelomei Entertainment Co ltd
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Kelomei Entertainment Co ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/792Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating 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
    • A63F9/00Games not otherwise provided for
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F9/00Games not otherwise provided for
    • A63F9/24Electric games; Games using electronic circuits not otherwise provided for
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • General Business, Economics & Management (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Computer Security & Cryptography (AREA)
  • Tourism & Hospitality (AREA)
  • Health & Medical Sciences (AREA)
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Abstract

A game system for providing a game in which one or more users play a game using a play medium and a reward is given to the users in accordance with the result of the play, the game system comprising: an index specifying unit that specifies a balance index according to a difference between a usage amount corresponding to the number of the amusement media used by one or more users in a unit period and an amount of a reward given to the one or more users in the unit period; and a settlement processing unit for updating the points possessed by the game manager for providing the game according to the balance index.

Description

Game system, operation method of game system, and program
Technical Field
The present invention relates to a game.
Background
Various techniques have been proposed since the past for operating facilities such as amusement facilities in which game devices are installed. For example, patent document 1 discloses a technique for allocating a profit between an operator (hereinafter referred to as an "administrator") who manages a facility and an operator (hereinafter referred to as a "provider") who provides a game device to the administrator. Specifically, each time the user plays the game, the predetermined value is subtracted from the value of the point corresponding to the amount of money that the manager has paid to the provider in advance. In the situation that the number value of the points is lower than the preset value, the action of the game device is limited.
Prior art documents
Patent document
Patent document 1: japanese patent No. 5820777.
Disclosure of Invention
Problems to be solved by the invention
However, conventionally, games in which a reward according to the result of play is given to a user in accordance with the play of the user by using an amusement medium such as medals have been common. Even in the above-described type of game, it is assumed that the points of the manager are subtracted every time the play value of the user is used (that is, every time the game is played). However, for example, in a lottery game, when a lot of rewards are given to a user, the points are uniformly subtracted every time the user plays the game, although the profit of the administrator is reduced, and as a result, the balance of the profit and loss of the administrator may not be maintained.
Means for solving the problems
In order to solve the above problem, a game system according to one aspect of the present invention is a game system for providing a game in which one or more users play using a play medium and a reward according to a result of the play is given to the one or more users, the game system including: an index specifying unit that specifies a balance index in accordance with a difference between a usage amount corresponding to the number of the amusement media used by the one or more users in a unit period and an attached amount corresponding to the number of the rewards attached to the one or more users in the unit period; and a settlement processing unit that updates points possessed by the administrator of the game for providing the game, in accordance with the balance index.
An operation method of a game system according to an aspect of the present invention is an operation method of a game system that provides a game played by one or more users using an amusement medium and awards a reward according to a result of the play to the one or more users, including the steps of: specifying a balance index in terms of a difference between a usage amount corresponding to the number of the amusement media used by the one or more users in a unit period and an awarded amount corresponding to the number of the rewards awarded to the one or more users in the unit period; and updating points possessed by the administrator of the game for providing the game according to the balance index.
According to a program of an aspect of the present invention, in order to provide a game in which play by one or more users is performed using an amusement medium and a reward according to a result of the play is given to the one or more users, a computer functions as: an index specifying unit that specifies a balance index in accordance with a difference between a usage amount corresponding to the number of the amusement media used by the one or more users in a unit period and an attached amount corresponding to the number of the rewards attached to the one or more users in the unit period; and a settlement processing unit that updates points possessed by the administrator of the game for providing the game, in accordance with the balance index.
Drawings
FIG. 1 is a block diagram illustrating a schematic configuration of a game system according to a first embodiment;
FIG. 2 is a block diagram illustrating the structure of a game system;
FIG. 3 is a schematic diagram of trial calculation data;
fig. 4 is an explanatory diagram of trial calculation data in the case where the balance index is negative;
fig. 5 is an explanatory diagram of trial calculation data in the case where the balance index is negative;
fig. 6 is a block diagram illustrating a functional structure of a game device;
FIG. 7 is a flowchart illustrating specific steps of a trial calculation process;
fig. 8 is a flowchart illustrating a specific step of the setting process;
FIG. 9 is a block diagram illustrating a schematic configuration of a game system according to a second embodiment;
fig. 10 is a block diagram illustrating the structure of a management apparatus;
fig. 11 is a block diagram illustrating a functional structure of a management apparatus; and
fig. 12 is a flowchart illustrating specific steps of trial calculation processing in the second embodiment.
Detailed Description
Embodiments of the present invention will be described with reference to the drawings. The embodiments described below include various limitations that are technically preferable. The scope of the present invention is not limited to the embodiments illustrated below.
[ first embodiment ]
Fig. 1 is a block diagram of a game system 100A according to a first embodiment. The game system 100A of the first embodiment is provided in an amusement facility, for example. The amusement facility is an amusement facility such as a game center or a casino, or a commercial facility such as a shopping mall. The game system 100A is a computer system that provides games to users (players) U in the attraction.
The game system 100A is provided from the provider Ha to the manager Hb of the amusement facility. The provider Ha is an operator that loans or sells the game system 100A to the manager. For example, a manufacturer who manufactures the game system 100A or an operator who rents the game system 100A purchased from the manufacturer is an example of the provider Ha. Manager Hb is an operator operating the amusement facility.
The manager Hb obtains the management card M from the provider Ha when operating the game system 100A provided by the provider Ha. Specifically, the manager Hb purchases the management card M in exchange for payment of the money of the reserved amount. The management card M is a portable recording medium storing the owned points P. The owned points P are the value that the manager Hb has in order to operate the game device 10. The manager Hb may increase the owned point P stored in the acquired management card M by paying the money of the provider Ha.
As illustrated in fig. 1, a game system 100A according to a first embodiment includes a game device 10 and a writing device 20. The game device 10 is a computer system used by the user U to play a game. The game apparatus 10 used in a casino is also referred to as a game machine. The writing device 20 is connected to the game device 10 by wire or wireless, for example. The writing device 20 is a reader/writer that reads and writes data from and to the management card M. Specifically, the writing device 20 includes a loading/unloading mechanism for loading/unloading the management card M and an update circuit for updating data stored in the management card M. The attachment/detachment mechanism is a mechanism for inserting or carrying the management card M. The write device 20 of the first embodiment updates the owned points P stored in the management card M. Further, the writing device 20 may be mounted on the game device 10. In the configuration in which the writing device 20 is mounted on the game device 10, a single game device 10 corresponds to the game system 100A.
Fig. 2 is a block diagram illustrating a specific configuration of the game system 100A. As illustrated in fig. 2, the game device 10 includes a control device 11, a storage device 12, a communication device 13, a display device 14, and an operation device 15. The game device 10 may be realized by a single device, or may be realized by a set of a plurality of devices configured separately from each other.
The control device 11 is, for example, a single or a plurality of processors that control the respective elements of the game device 10. Specifically, the control device 11 is configured by one or more types of processors such as a cpu (central Processing unit), a gpu (graphics Processing unit), a dsp (digital Signal processor), an fpga (field Programmable Gate array), or an asic (application Specific Integrated circuit). The communication device 13 communicates with the writing device 20. The control device 11 can update (change) the owned points P stored in the management card M by communicating with the writing device 20 through the communication device 13.
The storage device 12 is a single or a plurality of memories that store programs executed by the control device 11 and various data used by the control device 11. As the storage device 12, a conventional recording medium such as a semiconductor recording medium or a magnetic recording medium, or a combination of a plurality of recording media is used.
The display device 14 displays an image based on the control performed by the control device 11. As the display device 14, a display panel such as a liquid crystal display panel or an organic el (electroluminescence) display panel is used. The operation device 15 is an input device that receives an instruction from the user U. For example, a plurality of operators operated by the user U or a touch panel configured integrally with the display device 14 and detecting contact by the user U is used as the operation device 15.
The user U plays the game played by the game apparatus 10 by using the own game medium. The entertainment media is a tangible or non-tangible media of value used in the game. Tangible play media are for example tokens (metal coins), coins (currency) or tickets. The tangible play medium is, for example, an electronic metal coin, credit value or other numerical data. The number of the game media without entity is stored as electronic data on a recording medium such as an IC card held by the user U or a server communicable with the game device 10. The use of the play media may also be expressed as the investment or consumption (or wager) of the play media.
The user U participates in various activities within the game, for example, by using a predetermined number of game media. Examples of the activities to be attended by the user U include a lottery activity in which any one of a plurality of elements is randomly selected, a search activity in which a character representing the user U searches for a search space such as a cave or a building, and a battle activity in which a character representing the user U battles with another character.
Also, the user U receives a reward according to the result of the play of the game. Specifically, the user U is rewarded with the number of amusement media according to the result of play. For example, when the predetermined condition is satisfied in the above-described various activities, the user U is rewarded with the number of amusement media according to the number of users used by the user U. Further, the game medium used by the user U in the game and the game medium rewarded to the user U may be of the same type or of different types. For example, an electronic metal coin or an unproductive amusement medium such as credit is given to the user U as a result of the amusement of the tangible amusement medium such as a used token.
The user U visiting the amusement facility obtains the amusement medium by paying out money such as cash or electronic money to the manager Hb, and uses the amusement medium for the game played by the game device 10. On the other hand, as described above, the manager Hb obtains the management card M from the provider Ha by paying out the money of the provider Ha, and provides the game to the user U using the management card M. As understood from the above description, between the provider Ha and the manager Hb, the profit that the manager Hb has received from the user U is substantially distributed. By the above-described operations, the provider Ha can provide the inexpensive game system 100A to the manager Hb.
In order to realize the operation described above, in the first embodiment, the owned points P of the management card M stored in the manager Hb are updated in accordance with the number of game media already used in the game device 10 and the number of game media given as rewards in the game device 10.
As illustrated in fig. 2, the storage device 12 of the first embodiment stores history data L and trial data T. The history Data L is Log Data (Log Data) indicating the use of the game medium and the history given to the game device 10. Specifically, the number of amusement media used by an arbitrary user U is registered in the history data L for each use, and the number of amusement media given to the arbitrary user U as a reward is registered in the history data L for each giving.
Fig. 3 is a schematic diagram of trial calculation data T. The trial data T is a data table used for updating the owned points P stored in the management card M. The trial data T is updated at any time in parallel with the operation of the game device 10. As illustrated in fig. 3, the trial data T is an arrangement of a plurality of unit data D. Each of the plurality of unit data D corresponds to one unit period Q (Q1, Q2, … …). The unit period Q is a period of a predetermined length (for example, thirty minutes). During the operation of the game device 10, one unit data D is added to the trial data T per unit period Q. The unit data D reflected in the owned number of dots P may be deleted from the trial data T. The trial data T may be eliminated every predetermined period.
The unit data D corresponding to each unit period Q includes the usage amount X and the assigned amount Y. The usage amount X is a numerical value corresponding to the number of game media used for play of the game in the unit period Q. Specifically, the usage amount X of the first embodiment is a total value of the number of game media used by one or more users U who play the game during the unit period Q. The payout amount Y is a numerical value corresponding to the number of play media paid in the unit period Q. Specifically, the payout amount Y of the first embodiment is a total value of the number of game media rewarded by one or more users U who play the game in the unit period Q. In general, the owned points P are updated at any time, so that the more the amount of use X of the play media (i.e., the more profit of the manager Hb), the less the owned points P.
In fig. 3, the total usage Σ X of the unit data D corresponding to each unit period Q is the total of the usage X in one or more unit periods Q before the unit period Q. That is, the total usage Σ X in an arbitrary one unit period Q is the total value of the usage X in that unit period Q and the total usage Σ X in the immediately preceding unit period Q. The total added amount Σ Y of the unit data D corresponding to each unit period Q is a total value of the added amount Y in one or more unit periods Q before the unit period Q. That is, the total added amount Σ Y in any one unit period Q is the total value of the added amount Y of this unit period Q and the total added amount Σ Y of the immediately preceding unit period Q. Further, the total used amount Σ x and the total assigned amount Σ y may be omitted from the trial calculation data T.
The balance index Z of the unit data D corresponding to each unit period Q is a numerical value in accordance with the amount of use X and the amount of addition Y in the unit period Q. The balance index Z in the first embodiment is the difference between the usage amount X and the added amount Y (Z ═ X-Y). Therefore, the larger the usage amount X is compared with the added amount Y (that is, the larger the profit of the manager Hb is), the larger the value of the balance index Z is. On the other hand, when the added amount Y exceeds the used amount X (Y > X), the balance index Z becomes negative. The break-in index Z is equivalent to a so-called internal Gain (House Gain).
The total index Σ Z corresponding to each unit period Q is a total value of the balance index Z in one or more unit periods Q before the unit period Q. That is, the total index Σ Z in any one unit period Q is the total value of the balance index Z of the unit period Q and the total index Σ Z of the immediately preceding unit period Q. Furthermore, the total index Σ z may be omitted from the trial calculation data T.
The consumption amount C corresponding to each unit period Q is the amount to be subtracted from the owned points P stored in the management card M. The consumption C corresponding to each unit period Q is set in accordance with the balance index Z corresponding to the unit period Q. Specifically, when the balance index Z of the unit period Q is a non-negative number (positive number or zero), the balance index Z is set as the consumption amount C corresponding to the unit period Q (C ═ Z). That is, the consumption amount C is obtained by subtracting the difference between the usage amount X and the added amount Y (i.e., the profit margin of the manager Hb) from the owned points P. On the other hand, when the balance index Z of the unit period Q is negative, the consumption amount C corresponding to the unit period Q is set to zero. The consumption C of zero means that the owned points P stored on the management card M are maintained (i.e. not subtracted).
In fig. 3, the total consumption amount Σ C corresponding to each unit period Q is a total value of the consumption amount C in one or more unit periods Q before the unit period Q. That is, the consumption amount C in any one unit period Q is the total of the consumption amount C of this unit period Q and the total consumption amount Σ C of the immediately preceding unit period Q. The total consumption Σ c can also be expressed as a total of the number subtracted from the owned point P. Further, the total consumption Σ c may be omitted from the trial calculation data T.
In the following description, a unit period Q in which the balance index Z is negative is particularly referred to as a "designated period Q". For example, in the lottery game, a unit period Q during which a large amount of reward is given to an already generated result and the given amount Y exceeds the usage amount X is a regular period Q. As illustrated in fig. 3, the consumption amount C is set to zero in the specified period Q and the one or more unit periods Q subsequent to the specified period Q. Specifically, until the numerical value a of the balance index Z accumulated in one or more unit periods Q subsequent to the specified period Q (hereinafter referred to as "accumulated value") reaches the absolute value | Z | of the balance index Z in the specified period Q, the consumption amount C in each unit period Q after the specified period Q is set to zero. In the unit period Q in which the consumption amount C is zero, the owned point P is not subtracted. The specified period Q is an example of "first unit period", and one or more unit periods Q following the specified period Q are examples of "second unit period".
Fig. 4 is an explanatory diagram of trial calculation data T in the case where the balance index Z is negative. In fig. 4, a case is assumed where the balance index Z in the unit period Q4 is negative "-1000". That is, the unit period Q4 is the designated period Q. The consumption amount C of the owned point P in the designated period Q4 is set to zero. When the balance index Z is accumulated for each unit period Q (Q5, Q6, … …) following the designated period Q4, the accumulated value a of the balance index Z in the unit period Q8 becomes "1100". That is, the accumulated value a of the balance index Z exceeds the absolute value | Z | 1000 of the balance index Z in the specified period Q4. Therefore, as illustrated in fig. 4, the consumption amount C in each unit period Q from the designated period Q4 to the unit period Q7 is set to zero.
The status data F illustrated in fig. 4 is information (e.g., Flag) specifying whether the consumption amount C of the owned point P should be set to zero. Specifically, the status data F is set to one in a state where the consumption amount C should be set to zero, and is set to zero in a state where the consumption amount C should be set to a positive number according to the balance index Z. The state data F is stored in the storage device 12.
When the above processing is put in other words, the consumption amount C is maintained at zero in each unit period Q until the total index Σ z in each unit period Q subsequent to the specified period Q exceeds the total index Σ z in the immediately preceding unit period Q of the specified period Q. For example, in fig. 5, since the balance index Z in the designated period Q4 is "-1000", it is assumed that the total index Σ Z in the designated period Q4 is set to-300. Since the break-in index Z is a positive number in each unit period Q (Q5, Q6, … …) following the specified period Q4, the total index Σ Z increases (-300 → -200 → 300 → 600) per unit period Q. Although the total index Σ z (═ 600) in the unit period Q7 is lower than the total index Σ z (═ 700) in the immediately preceding unit period Q3 in the specified period Q4, the total index Σ z (═ 800) in the immediately succeeding unit period Q8 exceeds the total index Σ z (═ 700) in the unit period Q3. Therefore, the consumption amount C in each unit period Q from the designated period Q4 to the unit period Q7 is set to zero.
Fig. 6 is a block diagram illustrating a functional structure of the game device 10 according to the first embodiment. As illustrated in fig. 6, the control device 11 of the first embodiment implements a plurality of functions (a game control unit 50, an index specification unit 51, and a settlement processing unit 52) by executing programs stored in the storage device 12.
The game control unit 50 controls the game played by the user U. Specifically, the game control unit 50 causes various activities in the game to be performed in accordance with an instruction from the user U to the operation device 15, for example. The game control unit 50 causes the display device 14 to display a game screen indicating the progress of the game.
The index specification unit 51 calculates a balance index Z corresponding to the difference between the usage amount X and the added amount Y. The calculation of the balance index Z is performed per unit period Q. The index specification unit 51 of the first embodiment calculates the balance index Z by subtracting the added amount Y from the used amount X.
The settlement processing unit 52 updates the owned points P in accordance with the balance index Z calculated by the index specification unit 51. Specifically, the settlement processing unit 52 updates the owned points P in each of the plurality of unit periods Q in accordance with the balance index Z of the unit period Q. The settlement processing unit 52 of the first embodiment subtracts the consumption amount C according to the balance index Z from the owned points P stored in the management card M by controlling the writing device 20 to which the management card M is attached. As described with reference to fig. 3 to 5, the index specifying unit 51 of the first embodiment subtracts the owned point P from the balance index Z when the balance index Z is positive (even when the usage X exceeds the added amount Y), and maintains the owned point P when the balance index Z is negative (even when the usage X is lower than the added amount Y).
Fig. 7 is a flowchart illustrating a specific procedure of a process (hereinafter referred to as "trial calculation process") performed by the control device 11 for the owned points P stored in the management card M. The trial calculation process is executed for each unit period Q during which the game device 10 operates. When trial calculation processing is started for one unit period Q, the control device 11 adds unit data D corresponding to the unit period Q to the trial calculation data T (Sa 1). Each element in the unit data D added to the trial data T at the time point is set as an initial value and updated by each process exemplified below.
The control device 11 calculates the usage amount X and the added amount Y in the unit period Q (Sa 2). Specifically, the control device 11 extracts the history of the use of the play media in the unit period Q from the history data L stored in the storage device 12, and calculates the amount X of use of the unit period Q by totaling the number of play media in accordance with the history. The control device 11 extracts a history of the addition of the play media in the unit period Q from the history data L, and calculates the addition amount Y of the unit period Q by totaling the number of play media in accordance with the history. The control device 11 calculates the total usage amount Σ x and the total added amount Σ y (Sa 3).
The control device 11 (index specifying unit 51) calculates the difference between the usage amount X and the added amount Y in the unit period Q as a balance index Z of the unit period Q (Sa 4). The control device 11 calculates the total index Σ z (Sa 5).
The control device 11 (settlement processing unit 52) updates the owned points P according to the balance index Z designated by the index designation unit 51 (Sa6, Sa 7). Specifically, the control device 11 executes a process (hereinafter referred to as "setting process") for setting the consumption amount C subtracted from the owned point P (Sa 6). Then, the control device 11 subtracts the consumption amount C set by the setting processing Sa6 from the owned point P (Sa 7). Specifically, the control device 11 transmits an instruction to subtract the consumption amount C from the communication device 13 to the writing device 20. The writing device 20 subtracts the consumption amount C from the owned point P in accordance with the instruction from the control device 11.
The control device 11 determines whether the owned point P obtained by subtracting the consumption amount C is zero or less (Sa 8). When the owned point P is equal to or less than zero (Sa 8: Yes), the control device 11 restricts the operation of the game device 10 (Sa 9). For example, the control device 11 shifts the game system 100A to a state in which play of a game by the user U is prohibited. On the other hand, when the owned point P exceeds zero (Sa 8: no), the operation of the game device 10 is not limited. As understood from the above description, the owned point P is a value required by the manager Hb to provide the game to the user U.
Further, when the number of held points P is reduced to a value lower than a predetermined value, for example, the control device 11 may display a message urging the manager Hb to replenish the number of held points P or a message warning the manager Hb that the operation of the game device 10 is restricted on the display device 14.
Further, the operation of the game device 10 may be allowed until a predetermined period elapses after the owned point P is reduced to zero or less. For example, the limitation of the action is retained during a retention period after the owned point P is reduced to zero or less until the number of plays by the user U reaches a predetermined threshold value. In the holding period, when the manager Hb has exchanged the current management card M with a new management card M (that is, the management card M in which the owned credit P remains), or when the manager Hb has replenished the owned credit P to the current management card M by paying out the money from the provider Ha, the game device 10 can be continued to operate.
Fig. 8 is a flowchart illustrating a specific procedure of the setting process Sa 6. In the setting process Sa6, the state data F stored in the storage device 12 is used. When the setting process Sa6 is started, the control device 11 determines whether the balance index Z calculated (Sa4) for the unit period Q is negative (Sb 1). When the balance index Z is not negative (Sb 1: NO), the control device 11 determines whether the state data F is one (Sb 2). When the state data F is zero (Sb 2: NO), the control device 11 sets the balance index Z as the consumption C (Sb 3). Therefore, the consumption amount C corresponding to the balance index Z is subtracted from the owned point P stored in the management card M (Sa 7).
On the other hand, when the balance index Z is negative (Sb 1: YES), the control device 11 sets the consumption C to zero (Sb 4). Thus, the owned point number P is not updated (Sa 7). The control device 11 sets the state data F to one (Sb 5). That is, the state is changed to a state in which the consumption amount C should be set to zero (a state in which the owned point P is maintained). The control device 11 sets the absolute value | Z | of the balance index Z calculated for the current unit period Q as the target value N (Sb 6). The target value N means an excess of the added amount Y with respect to the used amount X (i.e., the loss amount of the manager Hb). The controller 11 initializes the cumulative value a to zero (Sb 7). The cumulative value a is a numerical value of the balance index Z accumulated in one or more unit periods Q following a predetermined period Q in which the balance index Z becomes negative.
As understood from the above description, the state data F is set to one in the unit period Q following the specified period Q in which the balance index Z has become negative. If the balance index Z is not negative (Sb 1: no) and the state data F is one (Sb 2: yes), the control device 11 adds the balance index Z calculated for the current unit period Q to the accumulated value a (Sb 8). The controller 11 determines whether or not the cumulative value a after addition of the balance index Z exceeds the target value N (Sb 9). That is, it is determined whether or not the negative amount of the balance index Z in the latest specified period Q has been filled by the balance index Z in one or more unit periods Q immediately following the specified period Q.
When the cumulative value a exceeds the target value N (Sb 9: yes), the control device 11 sets the consumption amount C to the difference between the cumulative value a and the target value N (C-a-N) (Sb 10). That is, a value that offsets the cumulative value a of the balance index Z in one or more unit periods Q following the predetermined period Q by the negative balance index Z in the predetermined period Q is set as the consumption amount C. For example, the consumption amount C of the unit period Q8 in fig. 4 is set to a value (═ 100) obtained by subtracting the target value N (| Z |) 1000 from the accumulated value a (═ 1100). When the consumption amount C is set by the above steps, the control device 11 sets the state data F to zero (Sb 11). Therefore, in each subsequent unit period Q (for example, after the unit period Q8 in fig. 4), the consumption amount C according to the balance index Z is subtracted from the owned point P.
On the other hand, when the cumulative value a is lower than the target value N (Sb 9: no), the cumulative value a of the balance index Z in one or more unit periods Q following the predetermined period Q means that the balance index Z in the predetermined period Q is not reached. Therefore, when the accumulated value A is lower than the target value N (Sb 9: NO), the control device 11 sets the consumption C for the current unit period Q to zero (Sb 12). As understood from the above description, the settlement processing section 52 of the first embodiment maintains the held points P until the accumulated value a of the balance index Z in one or more unit periods Q following the specified period Q reaches the absolute value | Z | of the balance index Z in the specified period Q, in a case where the balance index Z in the specified period Q is negative.
When the consumption amount C is calculated by the above processing, the control device 11 calculates the total consumption amount Σ C (Sb 13). Specifically, the controller 11 adds the consumption amount C in the current unit period Q to the total consumption amount Σ C in the immediately preceding unit period Q. The specific steps of the setting process Sa6 are as described above.
As described above, in the first embodiment, the owned points P are updated according to the balance index Z corresponding to the difference between the usage amount X of the play media in the unit period Q and the added amount Y of the play media in the unit period Q. Therefore, there is an advantage that it is easy to maintain the balance of the profit and loss of the manager Hb, compared to the configuration in which the owned points P are updated only in accordance with the usage amount X of the game media. Further, the frequency of updating the owned points P is reduced compared to a configuration in which the owned points P are updated each time the play media is used or each time a reward is given. Therefore, there is an advantage that the load of the process of updating the owned point P is reduced.
In the first embodiment, since the owned points P are stored in the management card M mounted on the writing device 20, communication with other devices, for example, via a communication network, is not required for updating the owned points P. Therefore, for example, even in an environment where the communication network cannot be used, there is an advantage that the owned points P can be updated according to the situation of the game device 10.
In the first embodiment, the balance index Z is calculated every unit period Q and the owned points P are updated every unit period Q. Therefore, the difference between the usage amount X and the added amount Y in the unit period Q can be reflected on the owned point P at any time per unit period Q. Further, since the owned point P is updated every unit period Q, there is also an advantage that it is not necessary to hold the usage amount X and the added amount Y reflected on the owned point P in the storage device 12.
When the added amount Y exceeds the used amount X, the number of points P owned by the balance index Z is also increased. However, if the increase of the owned points P is allowed, there is a possibility that the manager Hb may cause an improper act such as increasing the owned points P stored in the management card M at will. In the first embodiment, the owned points P are subtracted from the balance index Z when the balance index Z is not negative, and the owned points P are maintained by setting the consumption C to zero when the balance index Z is negative. That is, even when the added amount Y exceeds the used amount X, the owned point number P is not increased. Thus, the occurrence of the foregoing unjust behavior can be suppressed.
When the balance index Z is negative, the held point P is maintained until the accumulated value A of the balance index Z in one or more unit periods Q following the specified period Q reaches the absolute value | Z | of the balance index Z in the specified period Q. Although the assigned amount Y exceeds the used amount X (i.e., the profit of the manager Hb is small), the point P owned can be prevented from being excessively reduced. That is, the owned point P can be updated appropriately according to the size of the usage amount X and the added amount Y without allowing the owned point P to increase.
[ second embodiment ]
The second embodiment of the present invention is explained. In addition, for elements having the same functions as those of the first embodiment in each of the embodiments illustrated below, the symbols used in the description of the first embodiment are used, and detailed descriptions thereof are appropriately omitted.
Fig. 9 is a block diagram illustrating the structure of a game system 100B according to a second embodiment. As illustrated in fig. 9, the game system 100B of the second embodiment includes a game device 10 and a management device 30. The game device 10 is provided from the provider Ha to the manager Hb of the amusement facility, and provides the game to the user U as in the first embodiment. The management apparatus 30 is a server apparatus operated by the provider Ha or another operator. The game device 10 and the management device 30 can communicate with each other through a communication network 200 such as the internet. Specifically, the communication device 13 of the game device 10 communicates with the management device 30 via the communication network 200. In the second embodiment, the writing device 20 of the first embodiment is omitted.
Fig. 10 is a block diagram illustrating a specific configuration of the management apparatus 30. As illustrated in fig. 10, the management device 30 includes a control device 31, a storage device 32, and a communication device 33. The management device 30 may be implemented by a single device, or may be implemented by a set of a plurality of devices configured separately from each other.
The control device 31 is, for example, a single or a plurality of processors that control the respective elements of the management device 30. Specifically, the control device 31 is configured by one or more kinds of processors such as a CPU, a GPU, a DSP, an FPGA, or an ASIC. The communication device 33 communicates with the game device 10 via the communication network 200.
The storage device 32 is a single or a plurality of memories that store programs executed by the control device 31 and various data used by the control device 31. As the storage device 32, an existing recording medium such as a semiconductor recording medium or a magnetic recording medium, or a combination of a plurality of types of recording media is used.
The storage device 32 stores the owned points P, the history data L, and the trial data T. The owned point P is a value possessed by the manager Hb for operating the game machine 10, as in the first embodiment. For example, the manager Hb can obtain the predetermined amount of the held points P by paying a predetermined amount of money such as cash or electronic money to the provider Ha.
The history data L is log data indicating the use of the game medium in the game device 10 and the history given, as in the first embodiment. The history data L is updated at any time in parallel with the operation of the game device 10. Specifically, the number of amusement media used by the user U and the number of amusement media given to the user U are sequentially transmitted from the game device 10 to the management device 30, and the respective numbers are registered in the history data L. The trial data T is a data table used for updating the owned points P, as in the first embodiment. That is, the trial calculation data T is a data table in which a plurality of values including the balance index Z, the consumption amount C, and the total consumption amount Σ C are registered per unit period Q.
Fig. 11 is a block diagram illustrating a functional structure of the management apparatus 30 in the second embodiment. As illustrated in fig. 11, the control device 31 of the management device 30 implements a plurality of functions (the index specification unit 51 and the settlement processing unit 52) by executing programs stored in the storage device 32. The functions of the index specification unit 51 and the settlement processing unit 52 are the same as those of the first embodiment. That is, the index specifying unit 51 calculates the balance index Z corresponding to the difference between the usage amount X and the added amount Y. The settlement processing unit 52 updates the owned points P in accordance with the balance index Z calculated by the index specification unit 51. The settlement processing unit 52 according to the second embodiment updates the owned points P stored in the storage device 32 in accordance with the balance index Z. The index specification unit 51 and the settlement processing unit 52 are not provided in the game device 10.
The control device 31 of the management device 30 executes the trial calculation process of fig. 12. For example, the trial calculation process is started together with the start of the management device 30. When the trial calculation process is started, the control device 31 waits until the unit period Q elapses (Sc 1: no). When the unit period Q has elapsed (Sc 1: yes), the control device 31 adds the unit data D corresponding to the unit period Q to the trial data T (Sa 1). Further, the control device 31 calculates a plurality of numerical values (the use amount X, the addition amount Y, the total use amount Σ X, the total addition amount Σ Y, the balance index Z, the total index Σ Z, the consumption amount C, and the total consumption amount Σ C) registered in the trial calculation data T, as in the first embodiment (Sa2 to Sa 6).
When the above processing is executed, the control device 31 determines whether or not a predetermined period of time has elapsed (Sc 2). The predetermined period is a period of a predetermined length (for example, one month) including a plurality of unit periods Q. In the case where the predetermined period has not elapsed (Sc 2: no), the control device 31 shifts the process to step Sc1, and performs calculation of a plurality of numerical values registered in the trial data T for the immediately succeeding unit period Q of the unit period Q for which the process is completed (Sc1, Sa1 to Sa 6). On the other hand, when the predetermined period has elapsed (Sc 2: YES), the control device 31 subtracts the total consumption amount Σ c calculated for the last unit period Q of the predetermined period from the owned points P stored in the storage device 32 (Sc 3). For example, if it is assumed that the predetermined period is constituted by fifteen unit periods Q from the unit period Q1 to the unit period Q15 in fig. 3, the control device 31 subtracts the total consumption amount Σ c "2300" calculated for the unit period Q15 from the owned point P.
As described above, in the first embodiment, the calculation of the usage amount X and the assigned amount Y (Sa2) and the update of the owned points P (Sa7) are performed every unit period Q. On the other hand, in the second embodiment, the calculation (Sa2) of the usage amount X and the payout amount Y is performed every unit period Q, and the update (Sc3) of the owned point P is performed every predetermined period including a plurality of unit periods Q.
The same effects as those of the first embodiment are also achieved in the second embodiment. In the second embodiment, the owned points P are stored in the storage device 32 of the management device 30 that can communicate with the game device 10 via the communication network 200, so that there is an advantage that the owned points P do not need to be stored in the management card M or the storage device 12 of the game device 10.
In the second embodiment, the owned points P are updated every predetermined period, which includes a plurality of unit periods Q. That is, the owned point P is not updated every unit period Q. Thus, the load of the process of updating the owned point P is reduced.
In the configuration in which the control device 11 calculates the total consumption amount Σ c every predetermined period, the process (Sc3) of subtracting the total consumption amount Σ c from the owned point P may be omitted. The total consumption amount Σ c corresponds to an amount to be paid from the manager Hb to the provider Ha within a predetermined period (an amount of money requested from the provider Ha to the manager Hb). Therefore, after the predetermined period has elapsed, the manager Hb may delay the payment of the money corresponding to the total consumption amount Σ c to the provider Ha. When the manager Hb delays the payment of the money, the total consumption amount Σ c corresponds to the owned point P.
[ modified examples ]
The aspects illustrated above can be varied in many ways. Specific modifications applicable to the above-described respective aspects are exemplified below. Two or more arbitrarily selected embodiments from the following examples may be combined within a range not inconsistent with each other.
(1) In each of the above-described aspects, all of the play media used by the user U in the unit period Q is defined as the usage amount X, and all of the play media given to the user U in the unit period Q is defined as the addition amount Y, but the method of trial calculation of the usage amount X and the addition amount Y is not limited to the above-described example. For example, the number of some of the game media used by the user U (for example, the game media used for a predetermined activity in the game) may be calculated as the usage amount X. As understood from the above illustration, the usage amount X is collectively expressed as a numerical value corresponding to the number of play media that have been used for play of the game. Further, the number of some of the game media given to the user U (for example, the game media given in a predetermined event in the game) may be calculated as the amount of payout Y. As understood from the above illustration, the payout amount Y is collectively expressed as a numerical value corresponding to the number of remuneration that has been awarded in accordance with the play of the game.
(2) In the above-described aspects, although the configuration in which the increase of the owned point P is not allowed is illustrated, the increase of the owned point P may be allowed. For example, in the case where the balance index Z is negative, the settlement processing section 52 may add the value of the absolute value | Z | according to the balance index Z to the owned points P.
(3) In each of the above-described aspects, the difference between the usage amount X and the added amount Y is calculated as the balance index Z, but the method of calculating the balance index Z is not limited to the above example. For example, the balance index Z may be calculated by multiplying a difference between the usage amount X and the added amount Y by a predetermined coefficient. For example, a ratio (Y/X) of the added amount Y to the used amount X may be calculated as the balance index Z.
(4) In each of the above-described aspects, the difference between the usage amount X and the added amount Y is calculated as the balance index Z, but the method of specifying the balance index Z is not limited to the above example. For example, the index specification unit 51 may search for the balance index Z corresponding to the usage amount X and the assigned amount Y of the unit period Q from a table in which the usage amount X and the assigned amount Y are associated with the balance index Z. As understood from the above description, the index specification section 51 is collectively expressed as an element that specifies the balance index Z.
(5) In a situation where a plurality of game devices 10 are provided, the management card M may be shared by the plurality of game devices 10. However, the management card M may be dedicated to the designated game device 10. For example, a management card M is prepared for each type of game machine 10, and each type of game machine 10 is also assumed to have a configuration in which the management card M corresponding to the type is exclusively used. The types of games may be distinguished by the types of games such as music games, or may be distinguished by titles even in the same type. In the configuration in which a plurality of management cards M can be used in one game device 10, even when the point P owned by one management card M is zero, the manager Hb can continue the game supply using the other management card M.
(6) When the balance index Z is a non-negative number, the balance index Z is set as the consumption amount C (C ═ Z), but the relationship between the balance index Z and the consumption amount C is not limited to the above examples. For example, the consumption C may be calculated by multiplying the balance index Z by a predetermined coefficient.
(7) In each of the above aspects, the user U is rewarded with the amusement media, but the type of the reward given to the user U is not limited to the amusement media. That is, the reward given to the user U does not have to be the media used in the game.
(8) In the first embodiment of storing the owned points P in the management card M, the owned points P may be updated every predetermined period including a plurality of unit periods Q, as in the second embodiment. In the second embodiment in which the owned point P is stored in the management device 30, the owned point P may be updated every unit period Q as in the first embodiment.
(9) In the second embodiment, the balance index Z is calculated every time the unit period Q passes, but the control device 31 may calculate the balance index Z for each unit period Q at a stage (Sc 2: yes) when a predetermined period has passed. Similarly, the consumption amount C and the total consumption amount Σ C may be calculated by the control device 31 at a stage when the predetermined period has elapsed.
(10) In the first embodiment, the game device 10 is provided with the function of updating the owned points P (the index specifying unit 51 and the settlement processing unit 52), but a processing unit having the function of updating the owned points P may be added to the game device 10.
(11) In the first embodiment, the provider Ha may also recover the management card M with the number of owned points P reduced to below zero. The management card M collected by the provider Ha may store, for example, the history data L or the trial calculation data T. The manager Hb may discard the management card M whose owned number P is reduced to zero or less.
(12) The functions of the game system 100(100A, 100B) according to the above-described aspects are realized by the cooperation of the control device 11 or the control device 31 and the program. The program can be provided in a state of being stored in a computer-readable recording medium and installed in a computer. The recording medium is, for example, a non-transitory (non-transitory) recording medium, and is preferably an optical recording medium (optical disc) such as a CD-ROM, but includes any conventional recording medium such as a semiconductor recording medium or a magnetic recording medium. The non-transitory recording medium includes any recording medium except a transitory propagation signal, and volatile recording media are not excluded. In a configuration in which the distribution device distributes the program via the communication network, the storage device that stores the program in the distribution device corresponds to the aforementioned non-transitory recording medium.
[ notes ]
Preferred embodiments of the present invention will be understood from the above description, for example, as follows. In the following description, for convenience, the drawings are described in parentheses in order to facilitate understanding of the various aspects, but the present invention is not limited to the illustrated aspects.
[ Note 1]
A game system (100A, 100B) according to an aspect (note 1) of the present invention is a game system (100A, 100B) that provides a game played by one or more users (U) using a play medium and provides the one or more users (U) with a reward according to a result of the play, including: an index specifying unit (51) that specifies a balance index (Z) according to the difference between a usage amount (X) corresponding to the number of the amusement media used by the one or more users (U) in a unit period (Q) and an added amount (Y) corresponding to the number of the rewards added to the one or more users (U) in the unit period (Q); and a settlement processing unit (52) that updates the points (P) owned by the game manager (Hb) for providing the game in accordance with the balance index (Z). In the above aspect, the point (P) required for providing the game by the manager (Hb) is updated according to the balance index (Z) corresponding to the difference between the usage amount (X) of the play medium in the unit period (Q) and the added amount (Y) of the reward in the unit period (Q). Therefore, there is an advantage that it is easy to maintain the balance of the profit and loss of the manager (Hb) as compared with a configuration in which the points (P) are updated only in accordance with the usage amount (X) of the play media.
The contents of the reward given to the user (U) are arbitrary. For example, the user (U) is given a reward for the same kind of amusement media or different kinds of amusement media used for play by the user (U). However, the reward is not limited to the play media that the user (U) can use for play.
The "unit period (Q)" is, for example, a period of a predetermined length. The specification of the balance index (Z) by the index specification unit (51) and the update of the point (P) by the settlement processing unit (52) may be executed in one unit period (Q) or in each of a plurality of unit periods (Q). In a configuration in which specification of the balance index (Z) and update of the point number (P) are performed per unit period (Q), the difference in the time length of each unit period (Q) is not the same.
The "usage amount (X)" is, for example, the number of amusement media used in the unit period (Q). That is, the number of play media that one or more users (U) have used for play of the game in a unit period (Q) amounts to a typical example of "usage amount (X)". However, a numerical value calculated by a predetermined operation (for example, multiplication of a predetermined coefficient) on the number of play media used in the unit period (Q) may be used as the "usage amount (X)".
Similarly, the "payout amount (Y)" is the number of remunerations that have been paid in the unit period (Q), for example. That is, the total of the number of rewards that have been given to one or more users (U) in a unit period (Q) is a typical example of the "given amount (Y)". However, a numerical value calculated by a predetermined operation (for example, multiplication of a predetermined coefficient) on the number of rewards that have been given in the unit period (Q) may be used as the "given amount (Y)".
The "balance index (Z)" is typically a difference between the use amount (X) and the added amount (Y), but a value specified by a predetermined operation (for example, multiplication of a predetermined coefficient) on the difference may be used as the "balance index (Z)".
The specific method for updating the point (P) in accordance with the balance index (Z) is arbitrary. For example, a configuration is assumed in which the balance index (Z) is subtracted from the points (P) when the usage amount (X) is larger than the added amount (Y), and the balance index (Z) is added to the points (P) when the added amount (Y) is larger than the usage amount (X). However, the processing of "updating the point (P) in accordance with the balance index (Z)" is not limited to addition or subtraction of the balance index (Z). Moreover, the point (P) may be changed to allow only one of increase and decrease.
The specific contents of the process of specifying the balance index (Z) are arbitrary. A typical example of "designation" is a process of calculating the balance index (Z) from the usage amount (X) and the assigned amount (Y), but a process of searching for the balance index (Z) from a table in which the usage amount (X) and the assigned amount (Y) are associated with the balance index (Z) is also included in the concept of "designation".
[ Note 2]
A game system (100A) according to a specific example (note 2) of note 1 further includes: a game device (10) that provides the game; and a writing device (20) connected or attached to the game device (10); wherein the game device (10) is provided with the index specification unit (51) and the settlement processing unit (52); and the settlement processing unit (52) updates the point (P) stored in the portable recording medium (M) attached to the writing device (20) in accordance with the balance index (Z). In the above aspect, since the points (P) are stored in the recording medium (M) attached to the writing device (20) connected to or attached to the game device (10), there is an advantage that communication with another device via, for example, a communication network is not required for updating the points (P).
Although the typical example of the "portable recording medium (M)" is an IC card, the specific type of the recording medium (M) is arbitrary. The recording medium (M) may be a medium in which the number of points (P) can be repeatedly increased (added) or a medium in which the increase of the number of points (P) is not allowed.
[ Note 3]
A game system (100B) according to a specific example (note 3) of note 1 includes: a game device (10) that provides the game; and a management device (30) communicable with the game device (10) through a communication network (200); wherein the management device (30) is provided with the index specification unit (51), the settlement processing unit (52), and a storage device (32) that stores the point (P); and the settlement processing unit (52) updates the point (P) stored in the storage device (32) in accordance with the balance index (Z). In the above aspect, since the points (P) are stored in the storage device (32) of the management device (30) that can communicate with the game device (10) via the communication network (200), there is an advantage that the points (P) do not need to be stored in the game device (10).
[ Note 4]
In a specific example (note 4) of any one of notes 1 to 3, the index specification unit (51) specifies the balance index (Z) for each of a plurality of unit periods (Q) including the unit period (Q).
[ Note 5]
In a specific example (note 5) of note 4, the settlement processing unit (52) updates the point (P) for each of the plurality of unit periods (Q) in accordance with the balance index (Z) specified for the unit period (Q). In the above aspect, the balance index (Z) is specified per unit period (Q), and the point number (P) is updated per unit period (Q). Therefore, the point number (P) can be reflected at any time in the unit period (Q) by the balance index (Z) according to the difference between the usage amount (X) and the added amount (Y) in the unit period (Q). Further, since the point (P) is updated every unit period (Q), there is also an advantage that it is not necessary to hold the usage amount (X) and the added amount (Y) that are reflected in the point (P).
[ Note 6]
In a specific example (note 6) of note 4, the settlement processing unit (52) updates the point (P) every predetermined period including the plurality of unit periods (Q). In the above aspect, the point number (P) is updated every predetermined period including a plurality of unit periods (Q). That is, the point number (P) does not need to be updated every unit period (Q). Thus, the load of the process of updating the point number (P) is reduced.
[ Note 7]
In a specific example (note 7) of any one of notes 1 to 6, the settlement processing unit (52) decreases the point (P) in accordance with the balance index (Z) when the usage amount (X) exceeds the added amount (Y).
[ Note 8]
In a specific example of note 7 (note 8), the settlement processing unit (52) increases the point (P) in accordance with the balance index (Z) when the usage amount (X) is less than the added amount (Y).
[ Note 9]
In a specific example of note 7 (note 9), the settlement processing unit (52) maintains the point number (P) when the usage amount (X) is lower than the added amount (Y). In the above aspect, the number of dots (P) is maintained when the used amount (X) is less than the imparted amount (Y). That is, the increase of the number of points (P) is not allowed. Therefore, it is possible to prevent an unauthorized act in which the manager (Hb) increases the point (P).
[ Note 10]
In a specific example (note 10) of note 5, the plurality of unit periods include a first unit period (Q) and one or more second unit periods (Q) following the first unit period (Q); and the settlement processing unit (52) maintains the point number (P) until an accumulated value (A) of difference values between the usage amount (X) and the added amount (Y) in the one or more second unit periods (Q) reaches an absolute value of difference values between the usage amount (X) and the added amount (Y) in the first unit period (Q) when the usage amount (X) in the first unit period (Q) is lower than the added amount (Y). According to the above aspect, the point (P) can be updated appropriately according to the size of the usage amount (X) and the added amount (Y) while inhibiting the increase of the point (P).
[ Note 11]
An operation method of a game system (100A, 100B) according to an aspect (note 11) of the present invention is an operation method of a game system (100A, 100B) that provides a game played by one or more users (U) using a play medium and gives a reward according to a result of the play to the one or more users (U), including the steps of: specifying a balance index (Z) in terms of a difference between an amount of usage (X) corresponding to the number of the amusement media already used by the one or more users (U) within a unit period (Q) and an amount of allocation (Y) corresponding to the number of the rewards already allocated to the one or more users (U) within the unit period (Q); and updating points (P) owned by a manager (Hb) of the game for providing the game according to the balance index (Z).
[ Note 12]
According to a program of an aspect of the present invention (note 12), in order to provide a game in which play by one or more users (U) is provided using an amusement medium and a reward according to a result of the play is given to the one or more users (U), a computer functions as: an index specifying unit (51) that specifies a balance index (Z) according to the difference between a usage amount (X) corresponding to the number of the amusement media used by the one or more users (U) in a unit period (Q) and an added amount (Y) corresponding to the number of the rewards added to the one or more users (U) in the unit period (Q); and a settlement processing unit (52) that updates the points (P) owned by the game manager (Hb) for providing the game in accordance with the balance index (Z).
Description of the symbols:
100A, 100B Game System
Communication network 200
10 Game device
11: control device
12 storage device
Communication device 13
14 display device
15 operating device
20 write device
30 management device
31 control device
32 storage device
33 communication device
50 game control part
51 index specifying part
52 settlement processing part
M is management card
Ha provider
Hb manager
U is the user.

Claims (12)

1. A game system that provides a game played by one or more users using a play medium and provides the one or more users with a reward according to a result of the play, the game system comprising:
an index specifying unit that specifies a balance index in accordance with a difference between a usage amount corresponding to the number of the amusement media used by the one or more users in a unit period and an attached amount corresponding to the number of the rewards attached to the one or more users in the unit period; and
and a settlement processing unit that updates points possessed by the game manager for providing the game, in accordance with the balance index.
2. The game system of claim 1, further comprising:
a game device that provides the game; and
a writing device connected or mounted to the game device; wherein
The game device is provided with the index specification unit and the settlement processing unit; and is
The settlement processing unit updates the point stored in the portable recording medium attached to the writing device in accordance with the balance index.
3. The game system according to claim 1, wherein the game system comprises:
a game device that provides the game; and
a management device communicable with the game device through a communication network; wherein
The management device includes the index specification unit, the settlement processing unit, and a storage device that stores the point number; and is
The settlement processing unit updates the point stored in the storage device in accordance with the balance index.
4. The game system according to any one of claim 1 to claim 3, wherein the index specifying section specifies the balance index for each of a plurality of unit periods including the unit period.
5. The game system according to claim 4, wherein the settlement processing unit updates the point for each of the plurality of unit periods in accordance with the balance index that has been specified for the unit period.
6. The game system according to claim 4, wherein the settlement processing section updates the point every predetermined period, wherein the predetermined period includes the plurality of unit periods.
7. The game system according to any one of claim 1 to claim 6, wherein the settlement processing unit decreases the point in accordance with the balance index when the usage amount exceeds the payout amount.
8. The game system according to claim 7, wherein the settlement processing unit increases the point in accordance with the balance index when the usage amount is less than the payout amount.
9. The game system according to claim 7, wherein the settlement processing unit maintains the point when the usage amount is less than the payout amount.
10. The gaming system of claim 5,
the plurality of unit periods include a first unit period and one or more second unit periods succeeding the first unit period; and is
The settlement processing unit maintains the point number until a cumulative value of difference values between the usage amount and the imparted amount in the first or more second unit periods reaches an absolute value of difference values between the usage amount and the imparted amount in the first unit period, when the usage amount in the first unit period is lower than the imparted amount.
11. An operation method of a game system for providing a game in which one or more users play a game using an amusement medium and the one or more users are rewarded with a reward in accordance with a result of the play, the operation method comprising the steps of:
specifying a balance index in terms of a difference between a usage amount corresponding to the number of the amusement media used by the one or more users in a unit period and an awarded amount corresponding to the number of the rewards awarded to the one or more users in the unit period; and
and updating points owned by the manager of the game for providing the game according to the balance index.
12. A program for providing a game in which one or more users play using an amusement medium and a reward is given to the one or more users in accordance with a result of the play, the program causing a computer to function as:
an index specifying unit that specifies a balance index in accordance with a difference between a usage amount corresponding to the number of the amusement media used by the one or more users in a unit period and an attached amount corresponding to the number of the rewards attached to the one or more users in the unit period; and
and a settlement processing unit that updates points possessed by the game manager for providing the game, in accordance with the balance index.
CN202080044694.2A 2019-06-28 2020-06-02 Game system, operation method of game system, and program Pending CN114390940A (en)

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JP2019121829A JP6635632B1 (en) 2019-06-28 2019-06-28 GAME SYSTEM, GAME SYSTEM OPERATING METHOD, AND PROGRAM
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PCT/JP2020/021786 WO2020261895A1 (en) 2019-06-28 2020-06-02 Game system, method for running game system, and program

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JP2009213735A (en) * 2008-03-12 2009-09-24 Namco Bandai Games Inc Accounting system, server system and local server
TWI498144B (en) * 2011-03-03 2015-09-01 Shu Hua Chao Card game system
GB2505158A (en) * 2012-06-29 2014-02-26 Pridefield Ltd System for rake allocation in an online multiplayer game
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