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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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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CN114390940B (en
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黄伟其
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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)
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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

游戏系统、游戏系统的操作方法及程序Game system, operation method and program of game system

技术领域technical field

本发明涉及一种游戏。The present invention relates to a game.

背景技术Background technique

自以往提议有用于营运设置有游戏装置的游乐设施等的设施的各种技术。例如在专利文献1揭露有用于在管理设施的经营者(以下称为“管理者”)与提供游戏装置给此管理者的经营者(以下称为“提供者”)之间分配收益的技术。具体而言,每次由使用者所进行的游戏的游玩时,将与管理者已事先支付给提供者的金额相当的点数的数值减去预定值。于点数的数值低于预定值的状况下,游戏装置的动作被限制。Various techniques for operating facilities such as amusement facilities in which game machines are installed have been proposed in the past. For example, Patent Document 1 discloses a technique for distributing profits between an operator who manages a facility (hereinafter referred to as a "manager") and an operator who provides game devices to the administrator (hereinafter referred to as a "provider"). Specifically, each time the user plays a game, a predetermined value is subtracted from the numerical value of points corresponding to the amount paid by the administrator to the provider in advance. When the value of the points is lower than a predetermined value, the operation of the game device is restricted.

在先技术文献prior art literature

专利文献Patent Literature

专利文献1:日本专利特许第5820777号公报。Patent Document 1: Japanese Patent Laid-Open No. 5820777.

发明内容SUMMARY OF THE INVENTION

发明所要解决的课题The problem to be solved by the invention

可是,自以往例如使用代币等的游乐媒体于由使用者所进行的游玩、赋予按照此游玩的结果的报酬给使用者的游戏为普遍的。即使在以上种类的游戏中,也假设有每次由使用者所进行的游乐价值的使用(亦即每当游玩游戏)时减去管理者的点数的结构。然而,例如在抽奖游戏中,已赋予许多的报酬给使用者的情况下,尽管管理者的收益减少,每当游玩由使用者所进行的游戏时,点数还是一律被减去,结果有无法维持管理者的损益的平衡的可能性。However, conventional game media that use tokens, for example, play games performed by users, and games in which rewards are given to users according to the results of the games are common. Even in the above kind of game, it is assumed that there is a structure in which the manager's points are subtracted each time the user uses the amusement value (that is, each time the game is played). However, for example, in a lottery game, when a lot of rewards have been given to the user, the points are uniformly subtracted every time the game played by the user is played, even though the profit of the manager is reduced, and as a result, the maintenance cannot be maintained. Possibility of balance of profit and loss for managers.

用于解决课题的手段means of solving problems

为了解决以上的课题,依照本发明的一个态样的游戏系统,是提供使用游乐媒体于由一个以上的使用者所进行的游玩且赋予按照所述游玩的结果的报酬给所述一个以上的使用者的游戏的游戏系统,具备:指标指定部,指定按照使用量与赋予量的差量的收支指标,其中所述使用量与在单位期间内由所述一个以上的使用者已使用的所述游乐媒体的数量对应,所述赋予量与在所述单位期间内已赋予给所述一个以上的使用者的所述报酬的数量对应;以及结算处理部,按照所述收支指标来更新所述游戏的管理者为了提供所述游戏所拥有的点数。In order to solve the above problem, a game system according to an aspect of the present invention provides a game played by one or more users using an amusement medium and gives a reward according to the result of the game to the one or more users. A game system for a player's game, comprising: an index designation unit that designates an income and expenditure index in accordance with a difference between a usage amount and a payout amount, wherein the usage amount is the same as the amount used by the one or more users in a unit period. corresponding to the number of the amusement media, the payout amount corresponds to the amount of the reward paid to the one or more users in the unit period; The manager of the game has points for providing the game.

依照本发明的一个态样的游戏系统的操作方法,是提供使用游乐媒体于由一个以上的使用者所进行的游玩且赋予按照所述游玩的结果的报酬给所述一个以上的使用者的游戏的游戏系统的操作方法,包括以下步骤:指定按照使用量与赋予量的差量的收支指标,其中所述使用量与在单位期间内由所述一个以上的使用者已使用的所述游乐媒体的数量对应,所述赋予量与在所述单位期间内已赋予给所述一个以上的使用者的所述报酬的数量对应;以及按照所述收支指标来更新所述游戏的管理者为了提供所述游戏所拥有的点数。A method of operating a game system according to an aspect of the present invention provides a game that uses an amusement medium for a game played by one or more users and gives a reward according to a result of the play to the one or more users. The operating method of the game system, comprising the steps of: specifying a revenue and expenditure index in accordance with the difference between a usage amount and a given amount, wherein the usage amount is the same as the game that has been used by the one or more users in a unit period corresponding to the number of media, and the awarded amount corresponds to the amount of the reward that has been awarded to the one or more users within the unit period; and an administrator who updates the game according to the revenue and expenditure index in order to Provides the number of points owned by the game.

依照本发明的一个态样的程序,为了提供使用游乐媒体于由一个以上的使用者所进行的游玩且赋予按照所述游玩的结果的报酬给所述一个以上的使用者的游戏,而使电脑作为以下部件发挥功能:指标指定部,指定按照使用量与赋予量的差量的收支指标,其中所述使用量与在单位期间内由所述一个以上的使用者已使用的所述游乐媒体的数量对应,所述赋予量与在所述单位期间内已赋予给所述一个以上的使用者的所述报酬的数量对应;以及结算处理部,按照所述收支指标来更新所述游戏的管理者为了提供所述游戏所拥有的点数。According to a program of one aspect of the present invention, in order to provide a game that uses an amusement medium for a game played by one or more users and gives a reward according to a result of the game to the one or more users, a computer is used to provide a game. Functions as an index designation unit that designates an income and expenditure index based on the difference between a usage amount and a payout amount, the usage amount and the amusement medium already used by the one or more users in a unit period The payout amount corresponds to the amount of the reward that has been paid to the one or more users within the unit period; and a settlement processing unit updates the value of the game according to the income and expenditure index. The manager has points for providing the game.

附图说明Description of drawings

图1是例示第一实施型态的游戏系统的概略的结构的方块图;1 is a block diagram illustrating a schematic configuration of a game system of a first embodiment;

图2是例示游戏系统的结构的方块图;2 is a block diagram illustrating the structure of a game system;

图3是试算数据的模式图;Fig. 3 is the schema diagram of trial calculation data;

图4是在收支指标为负数的情况下的试算数据的说明图;FIG. 4 is an explanatory diagram of trial calculation data in the case where the income and expenditure index is a negative number;

图5是在收支指标为负数的情况下的试算数据的说明图;FIG. 5 is an explanatory diagram of trial calculation data in the case where the income and expenditure index is a negative number;

图6是例示游戏装置的功能上的结构的方块图;6 is a block diagram illustrating the functional configuration of the game device;

图7是例示试算处理的具体的步骤的流程图;7 is a flowchart illustrating specific steps of trial calculation processing;

图8是例示设定处理的具体的步骤的流程图;8 is a flowchart illustrating specific steps of setting processing;

图9是例示第二实施型态的游戏系统的概略的结构的方块图;9 is a block diagram illustrating a schematic configuration of the game system of the second embodiment;

图10是例示管理装置的结构的方块图;10 is a block diagram illustrating the structure of a management device;

图11是例示管理装置的功能上的结构的方块图;以及FIG. 11 is a block diagram illustrating the functional structure of the management device; and

图12是例示第二实施型态中的试算处理的具体的步骤的流程图。12 is a flowchart illustrating a specific procedure of trial calculation processing in the second embodiment.

具体实施方式Detailed ways

一边参照图式一边说明本发明的实施的型态。以下所记载的实施的型态包括技术上较佳的各种限制。本发明的范围并不限于以下所例示的型态。Embodiments of the present invention will be described with reference to the drawings. The forms of implementation described below include various limitations that are technically preferable. The scope of the present invention is not limited to the types exemplified below.

[第一实施型态][First Embodiment]

图1是依照第一实施型态的游戏系统100A的结构图。第一实施型态的游戏系统100A例如被设置于游乐设施。游乐设施是例如游戏中心或娱乐场等的娱乐设施、或购物中心等的商业设施。游戏系统100A是提供游戏给游乐设施内的使用者(玩家)U的电脑系统。FIG. 1 is a structural diagram of a game system 100A according to the first embodiment. The game system 100A of the first embodiment is installed in, for example, an amusement facility. The amusement facility is an entertainment 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 a game to a user (player) U in an amusement facility.

自提供者Ha对于游乐设施的管理者Hb提供游戏系统100A。提供者Ha是对于管理者借出或贩卖游戏系统100A的经营者。例如以游戏系统100A的制造为业的制造者、或以出租已自此制造者购入的游戏系统100A为业的经营者为提供者Ha的一个例子。管理者Hb是营运游乐设施的经营者。The game system 100A is provided from the provider Ha to the amusement facility manager Hb. The provider Ha is an operator who lends or sells the game system 100A to the administrator. For example, a manufacturer engaged in the manufacture of the game system 100A, or a business operator engaged in the lease of the game system 100A purchased from the manufacturer is an example of the provider Ha. The manager Hb is the operator who operates the amusement facilities.

管理者Hb在来自提供者Ha所提供的游戏系统100A的营运之际,自提供者Ha取得管理卡片M。具体而言,管理者Hb购入管理卡片M以交换预订额度的货币的支付。管理卡片M是存储有所拥有点数P的可携式记录媒体。所拥有点数P是管理者Hb为了使游戏装置10动作所拥有的价值。管理者Hb也可以借由对于提供者Ha的货币的支付,使存储于已取得的管理卡片M的所拥有点数P增加。The manager Hb acquires the management card M from the provider Ha at the time of operation of the game system 100A provided by the provider Ha. Specifically, the manager Hb purchases the management card M in exchange for payment in the currency of the reservation amount. The management card M is a portable recording medium in which the owned points P are stored. The owned point P is a value owned by the manager Hb in order to operate the game device 10 . The manager Hb may increase the owned points P stored in the acquired management card M by paying in the currency of the provider Ha.

如图1所例示地,第一实施型态的游戏系统100A具备游戏装置10以及写入装置20。游戏装置10是使用者U为了游玩游戏所使用的电脑系统。在娱乐场所使用的游戏装置10也被称呼为游戏机。写入装置20例如借由有线或无线来与游戏装置10连接。写入装置20是执行对于管理卡片M的数据的读出以及写入的读写器。具体而言,写入装置20具备装卸管理卡片M的装卸机构、以及更新存储于管理卡片M的数据的更新电路。装卸机构是例如插入或承载放置管理卡片M的机构。第一实施型态的写入装置20更新存储于管理卡片M的所拥有点数P。再者,将写入装置20安装于游戏装置10亦可。于将写入装置20安装于游戏装置10的结构中,单个游戏装置10与游戏系统100A相当。As illustrated in FIG. 1 , the game system 100A of the 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 the casino is also called a game machine. The writing device 20 is connected to the game device 10, for example, by wire or wirelessly. The writing device 20 is a reader/writer that performs reading and writing of data on the management card M. Specifically, the writing device 20 includes an attaching and detaching mechanism for attaching and detaching the management card M, and an update circuit for updating the data stored in the management card M. The attachment and detachment mechanism is, for example, a mechanism for inserting or carrying the placement management card M. The writing device 20 of the first embodiment updates the owned points P stored in the management card M. As shown in FIG. Furthermore, the writing device 20 may be installed in the game device 10 . In the configuration in which the writing device 20 is installed in the game device 10, a single game device 10 corresponds to the game system 100A.

图2是例示游戏系统100A的具体的结构的方块图。如图2所例示地,游戏装置10具备控制装置11、存储装置12、通信装置13、显示装置14、以及操作装置15。再者,游戏装置10除了借由单个装置来实现以外,亦可借由相互分开构成的多个装置的集合来实现。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 . In addition, the game device 10 may be realized by a set of a plurality of devices which are separated from each other in addition to being realized by a single device.

控制装置11是例如控制游戏装置10的各个元件的单个或多个处理器。具体而言,借由例如CPU(Central Processing Unit)、GPU(Graphics Processing Unit)、DSP(Digital Signal Processor)、FPGA(Field Programmable Gate Array)、或ASIC(Application Specific Integrated Circuit)等的一个种类以上的处理器来构成控制装置11。通信装置13与写入装置20通信。控制装置11借由通过通信装置13的与写入装置20的通信,可更新(变更)存储于管理卡片M的所拥有点数P。The control device 11 is, for example, a single or multiple processors that control various elements of the game device 10 . Specifically, for example, through one or more types of CPU (Central Processing Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), FPGA (Field Programmable Gate Array), or ASIC (Application Specific Integrated Circuit), etc. The processor constitutes the control device 11 . 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 communication with the writing device 20 via the communication device 13 .

存储装置12是存储控制装置11所执行的程序以及控制装置11所使用的各种数据的单个或多个存储器。采用例如半导体记录媒体以及磁性记录媒体等的现有的记录媒体、或多种记录媒体的组合作为存储装置12。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, an existing recording medium such as a semiconductor recording medium and a magnetic recording medium, or a combination of a plurality of recording media is used.

显示装置14基于借由控制装置11所进行的控制来使图像显示。使用例如液晶显示面板或有机EL(ElectroLuminescence)显示面板等的显示面板作为显示装置14。操作装置15是接受来自使用者U的指示的输入机器。例如,使用使用者U所操作的多个操作子、或与显示装置14一体构成并检测由使用者U所进行的接触的触摸面板作为操作装置15。The display device 14 displays an image based on the control by the control device 11 . A display panel such as a liquid crystal display panel or an organic EL (ElectroLuminescence) display panel is used as the display device 14 . The operation device 15 is an input device that accepts an instruction from the user U. For example, as the operation device 15 , a plurality of operators operated by the user U, or a touch panel which is integrally formed with the display device 14 and detects the contact made by the user U is used.

使用者U借由使用自身所拥有的游乐媒体来游玩借由游戏装置10所进行的游戏。游乐媒体是在游戏中所使用的有实体或无实体的价值媒体。有实体的游乐媒体是例如代币(金属硬币)、硬币(货币)或票券。无实体的游乐媒体是例如电子金属硬币、信用值或其他的数值数据。无实体的游乐媒体的数量作为电子数据存储于例如使用者U所持有的IC卡片等的记录媒体、或可与游戏装置10通信的服务器。游乐媒体的使用亦可换言为游乐媒体的投入或消费(或者押注)。The user U plays the game played by the game device 10 by using the amusement medium owned by the user U. Amusement media are tangible or intangible value media used in games. Physical amusement media are, for example, tokens (metal coins), coins (currency) or tickets. Disembodied amusement media are, for example, electronic metal coins, credits, or other numerical data. The number of intangible amusement media is stored as electronic data in a recording medium such as an IC card held by the user U, or a server that can communicate with the game device 10 . The use of amusement media can also be said to be the investment or consumption (or bet) of amusement media.

使用者U例如借由使用预定数量的游乐媒体来参加游戏内的各种活动。作为使用者U所参加的活动,例如有随机地选择多个要素的任一者的抽奖活动、表示使用者U的角色探索洞穴、建筑物等的探索场所的探索活动、或表示使用者U的角色与其他角色对战的对战活动等。The user U participates in various activities in the game by using, for example, a predetermined number of amusement media. Examples of the event that the user U participates in include a lottery event in which any one of a plurality of elements is randomly selected, an exploration event in which the character of the user U explores a cave, a building, etc. Battle events in which characters compete with other characters, etc.

又,使用者U获得按照游戏的游玩的结果的报酬。具体而言,赋予按照游玩的结果的数量的游乐媒体给使用者U作为报酬。例如,在前述的各种活动中预定的条件已成立的情况下,赋予按照使用者U已使用的数量的数量的游乐媒体给此使用者U作为报酬。再者,使用者U在游戏所使用的游乐媒体与赋予给使用者U作为报酬的游乐媒体,为相同种类以及不同种类的哪一者皆可。例如按照已使用代币等的有实体的游乐媒体的游玩的结果,来赋予电子金属硬币或信用值等的无实体的游乐媒体给使用者U。Also, the user U receives a reward according to the result of playing the game. Specifically, the user U is given an amount of amusement media according to the result of the game as a reward. For example, when predetermined conditions are satisfied in the aforementioned various activities, the user U is given an amount of amusement media in accordance with the number used by the user U as a reward. In addition, the amusement medium used by the user U in the game and the amusement medium given to the user U as a reward may be either the same type or different types. For example, intangible amusement media such as electronic metal coins or credit values are given to the user U according to the result of playing the tangible amusement media using tokens or the like.

来访游乐设施的使用者U借由支付例如现金或电子货币等的货币给管理者Hb来取得游乐媒体,并使用此游乐媒体于借由游戏装置10所进行的游戏。另一方面,如前述地,管理者Hb借由对于提供者Ha的货币的支付,自此提供者Ha取得管理卡片M,并使用此管理卡片M提供游戏给使用者U。如自以上的说明所理解地,在提供者Ha与此管理者Hb之间,实质地分配管理者Hb已自使用者U所收到的利润。借由在以上所例示的运用,提供者Ha对于管理者Hb能够提供廉价的游戏系统100A。The user U visiting the amusement facility acquires the amusement medium by paying money such as cash or electronic money to the manager Hb, and uses the amusement medium in the game played by the game device 10 . On the other hand, as described above, the manager Hb acquires the management card M from the supplier Ha by paying the money of the supplier Ha, and uses the management card M to provide the game to the user U. As understood from the above description, the profits that the manager Hb has received from the user U are substantially distributed between the provider Ha and this manager Hb. By the operation exemplified above, the provider Ha can provide the low-cost game system 100A to the manager Hb.

为了实现在以上所例示的运用,在第一实施型态中,按照已在游戏装置10使用的游乐媒体的数量、以及已在此游戏装置10作为报酬赋予的游乐媒体的数量,来更新存储于管理者Hb的管理卡片M的所拥有点数P。In order to realize the operation exemplified above, in the first embodiment, according to the number of amusement media that have been used in the game device 10 and the number of amusement media that have been given as a reward in the game device 10, the data stored in the game device 10 is updated. Points P owned by the management card M of the manager Hb.

如图2所例示地,第一实施型态的存储装置12存储历史数据L以及试算数据T。历史数据L是表示游戏装置10中的游乐媒体的使用以及赋予的历史的日志数据(Log Data)。具体而言,每次使用时登记任意的使用者U已使用的游乐媒体的数量于历史数据L,并每次赋予时登记已作为报酬赋予给任意的使用者U的游乐媒体的数量于历史数据L。As illustrated in FIG. 2 , the storage device 12 of the first embodiment stores historical data L and trial calculation data T. As shown in FIG. The history data L is log data (Log Data) indicating the history of use and payment of amusement media in the game device 10 . Specifically, the number of amusement media used by an arbitrary user U is registered in the history data L each time it is used, and the number of amusement media that has been given to the arbitrary user U as a reward is registered in the history data each time it is given. L.

图3是试算数据T的模式图。试算数据T是使用于存储于管理卡片M的所拥有点数P的更新的数据表。试算数据T与游戏装置10的动作并行地随时被更新。如图3所例示地,试算数据T是多个单位数据D的排列。多个单位数据D的各个与一个单位期间Q(Q1、Q2、……)对应。单位期间Q是预定长度(例如三十分钟)的期间。在游戏装置10动作的期间内,每单位期间Q地追加一个单位数据D于试算数据T。已反映于所拥有点数P的单位数据D自试算数据T删除亦可。又,每预定周期地消除试算数据T亦可。FIG. 3 is a schematic diagram of trial calculation data T. FIG. The trial calculation data T is a data table for updating the owned points P stored in the management card M. The trial calculation data T is updated at any time in parallel with the operation of the game device 10 . As illustrated in FIG. 3 , the trial calculation data T is an arrangement of a plurality of unit data D. As shown in FIG. 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 period of the game device 10, one unit data D is added to the trial calculation data T every unit period Q. The unit data D reflected in the owned points P may be deleted from the trial calculation data T. In addition, the trial calculation data T may be erased every predetermined period.

与各个单位期间Q对应的单位数据D包括使用量X以及赋予量Y。使用量X是与在单位期间Q内已使用于游戏的游玩的游乐媒体的数量对应的数值。具体而言,第一实施型态的使用量X是在单位期间Q内游玩游戏的一个以上的使用者U已使用的游乐媒体的数量的总计值。赋予量Y是与在单位期间Q内已作为报酬赋予的游乐媒体的数量对应的数值。具体而言,第一实施型态的赋予量Y是在单位期间Q内已赋予给游玩游戏的一个以上的使用者U作为报酬的游乐媒体的数量的总计值。概略而言,随时更新此所拥有点数P,使得游乐媒体的使用量X越多(亦即管理者Hb的利润越大),所拥有点数P越减少。The unit data D corresponding to each unit period Q includes the usage amount X and the payout amount Y. The usage amount X is a numerical value corresponding to the number of amusement media that have been used for playing the game within the unit period Q. Specifically, the usage amount X of the first embodiment is a total value of the number of amusement media used by one or more users U who played the game in the unit period Q. The payout amount Y is a numerical value corresponding to the number of amusement media that has been paid out as a reward in the unit period Q. Specifically, the payout amount Y of the first embodiment is a total value of the number of amusement media that have been paid to one or more users U who play the game within the unit period Q. Roughly speaking, the owned point P is updated at any time, so that the more the usage amount X of the amusement media (that is, the greater the profit of the manager Hb), the less the owned point P is.

在图3中,与各个单位期间Q对应的单位数据D的总计使用量∑x是此单位期间Q以前的一个以上的单位期间Q中的使用量X的总计值。亦即,任意的一个单位期间Q中的总计使用量∑x是此单位期间Q的使用量X与紧接在前的单位期间Q的总计使用量∑x的总计值。又,与各个单位期间Q对应的单位数据D的总计赋予量∑y是此单位期间Q以前的一个以上的单位期间Q中的赋予量Y的总计值。亦即,任意的一个单位期间Q中的总计赋予量∑y是此单位期间Q的赋予量Y与紧接在前的单位期间Q的总计赋予量∑y的总计值。再者,自试算数据T省略总计使用量∑x以及总计赋予量∑y亦可。In FIG. 3 , the total usage amount Σx of the unit data D corresponding to each unit period Q is the total value of the usage amount X in one or more unit periods Q preceding the unit period Q. That is, the total usage amount Σx in any one unit period Q is the total value of the usage amount X of the unit period Q and the total usage amount Σx of the immediately preceding unit period Q. In addition, the total pay amount Σy of the unit data D corresponding to each unit period Q is the total value of the pay amount Y in one or more unit periods Q preceding the unit period Q. That is, the total payout amount Σy in any one unit period Q is the total value of the payout amount Y in the unit period Q and the total payout amount Σy in the immediately preceding unit period Q. In addition, the total usage amount Σx and the total application amount Σy may be omitted from the trial calculation data T. FIG.

与各个单位期间Q对应的单位数据D的收支指标Z是按照此单位期间Q中的使用量X以及赋予量Y的数值。第一实施型态的收支指标Z是使用量X与赋予量Y的差量(Z=X-Y)。因而,使用量X与赋予量Y相比越大(亦即管理者Hb的利润越大),收支指标Z成为越大的数值。另一方面,在赋予量Y超过使用量X的情况下(Y>X),收支指标Z成为负数。收支指标Z与所谓的内部增益(House Gain)相当。The income and expenditure index Z of the unit data D corresponding to each unit period Q is a numerical value according to the usage amount X and the payout amount Y in the unit period Q. The balance index Z of the first embodiment is the difference between the usage amount X and the payout amount Y (Z=X-Y). Therefore, as the usage amount X is larger than the payout amount Y (that is, the profit of the manager Hb is larger), the income and expenditure index Z becomes a larger value. On the other hand, when the application amount Y exceeds the usage amount X (Y>X), the balance index Z becomes a negative number. The revenue and expenditure indicator Z corresponds to the so-called House Gain.

与各个单位期间Q对应的总计指标∑z是此单位期间Q以前的一个以上的单位期间Q中的收支指标Z的总计值。亦即,任意的一个单位期间Q中的总计指标∑z是此单位期间Q的收支指标Z与紧接在前的单位期间Q的总计指标∑z的总计值。再者,自试算数据T省略总计指标∑z亦可。The total index Σz corresponding to each unit period Q is the total value of the income and expenditure index Z in one or more unit periods Q preceding the unit period Q. That is, the total index Σz in any one unit period Q is the total value of the balance index Z of the unit period Q and the total index Σz of the immediately preceding unit period Q. Furthermore, the total index Σz may be omitted from the trial calculation data T. FIG.

与各个单位期间Q对应的消费量C是应自存储于管理卡片M的所拥有点数P减去的数量。与各个单位期间Q对应的消费量C是按照与此单位期间Q对应的收支指标Z来设定。具体而言,在单位期间Q的收支指标Z为非负数(正数或零)的情况下,设定此收支指标Z作为与此单位期间Q对应的消费量C(C=Z)。亦即,自所拥有点数P减去使用量X与赋予量Y的差量(亦即管理者Hb的利润量)作为消费量C。另一方面,在单位期间Q的收支指标Z为负数的情况下,与此单位期间Q对应的消费量C被设定为零。消费量C为零意味着维持存储于管理卡片M的所拥有点数P(亦即不减去)。The consumption amount C corresponding to each unit period Q is the amount to be subtracted from the owned point P stored in the management card M. The consumption amount C corresponding to each unit period Q is set according to the income and expenditure index Z corresponding to the unit period Q. Specifically, when the income and expenditure index Z of the unit period Q is a non-negative number (positive number or zero), the income and expenditure 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 grant amount Y (that is, the profit amount of the manager Hb) from the owned point P. On the other hand, when the balance index Z of the unit period Q is a negative number, the consumption amount C corresponding to the unit period Q is set to zero. That the consumption amount C is zero means that the owned points P stored in the management card M are maintained (ie, not subtracted).

在图3中与各个单位期间Q对应的总计消费量∑c是此单位期间Q以前的一个以上的单位期间Q中的消费量C的总计值。亦即,任意的一个单位期间Q中的消费量C是此单位期间Q的消费量C与紧接在前的单位期间Q的总计消费量∑c的总计值。总计消费量∑c亦可换言为自所拥有点数P减去的数值的总计。再者,自试算数据T省略总计消费量∑c亦可。The total consumption Σc corresponding to each unit period Q in FIG. 3 is the total value of the consumption C in one or more unit periods Q preceding the unit period Q. That is, the consumption amount C in any one unit period Q is the total value of the consumption amount C of the unit period Q and the total consumption amount Σc of the immediately preceding unit period Q. The total consumption Σc can also be said to be the total of the values subtracted from the owned points P. In addition, the total consumption amount Σc may be omitted from the trial calculation data T.

于以下的说明中,特别将收支指标Z为负数的一个单位期间Q表示为“指定期间Q”。例如在抽奖游戏中,许多的报酬的赋予已发生的结果而赋予量Y超过使用量X的单位期间Q是指定期间Q。如图3所例示地,在指定期间Q以及接续在此指定期间Q的一个以上的单位期间Q中,消费量C被设定为零。具体而言,到累积接续在指定期间Q的一个以上的单位期间Q中的收支指标Z的数值(以下称为“累积值”)A达到指定期间Q中的收支指标Z的绝对值∣Z∣为止,指定期间Q以后的各个单位期间Q中的消费量C被设定为零。在消费量C为零的单位期间Q中,所拥有点数P不被减去。指定期间Q是“第一单位期间”的一个例子,接续在指定期间Q的一个以上的单位期间Q是“第二单位期间”的一个例子。In the following description, one unit period Q in which the income and expenditure index Z is a negative number is particularly represented as a "designated period Q". For example, in a lottery game, the unit period Q in which the payout amount Y exceeds the usage amount X as a result of the payout of many rewards has occurred is the designated period Q. As illustrated in FIG. 3 , in the specified period Q and one or more unit periods Q following the specified period Q, the consumption amount C is set to zero. Specifically, until the numerical value (hereinafter referred to as the “cumulative value”) A of the income and expenditure index Z in one or more unit periods Q that is accumulated in the designated period Q reaches the absolute value ∣ of the income and expenditure index Z in the designated period Q Until Z∣, the consumption amount C in each unit period Q after the designated 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 designated period Q is an example of the "first unit period", and one or more unit periods Q following the designated period Q are an example of the "second unit period".

图4是在收支指标Z为负数的情况下的试算数据T的说明图。在图4中,假定在单位期间Q4中的收支指标Z为负数“-1000”的情况。亦即,单位期间Q4是指定期间Q。指定期间Q4中的所拥有点数P的消费量C被设定为零。又,当对于接续在指定期间Q4的各个单位期间Q(Q5、Q6、……)累积收支指标Z时,则在单位期间Q8中收支指标Z的累积值A成为“1100”。亦即,收支指标Z的累积值A超过指定期间Q4中的收支指标Z的绝对值∣Z∣“1000”。因而,如图4所例示地,自指定期间Q4到单位期间Q7为止的各个单位期间Q中的消费量C被设定为零。FIG. 4 is an explanatory diagram of trial calculation data T when the balance index Z is a negative number. In FIG. 4, it is assumed that the income and expenditure index Z in the unit period Q4 is a negative number "-1000". That is, the unit period Q4 is the designated period Q. The consumption amount C of the owned points P in the designated period Q4 is set to zero. Furthermore, when the income and expenditure index Z is accumulated for each unit period Q (Q5, Q6, . That is, the accumulated value A of the income and expenditure index Z exceeds the absolute value of the income and expenditure index Z in the specified period Q4 ∣Z∣“1000”. 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.

如图4所例示的状态数据F是指定是否应设定所拥有点数P的消费量C为零的资讯(例如旗标(Flag))。具体而言,状态数据F在应设定消费量C为零的状态下被设定为一,而在应设定消费量C为按照收支指标Z的正数的状态下被设定为零。状态数据F被存储于存储装置12。The status data F as illustrated in FIG. 4 is information (for example, a flag) specifying whether or not the consumption amount C of the owned points P should be set to zero. Specifically, the status data F is set to one when the consumption amount C should be set to zero, and is set to zero when the consumption amount C should be set to be a positive number according to the income and expenditure index Z . The state data F is stored in the storage device 12 .

当将以上的处理换句话说时,则在到接续在指定期间Q的各个单位期间Q中的总计指标∑z超过指定期间Q的紧接在前的单位期间Q中的总计指标∑z为止的各个单位期间Q中,维持消费量C为零。例如在图5中,因为指定期间Q4中的收支指标Z为“-1000”,所以假定此指定期间Q4中的总计指标∑z被设定为-300的情况。因为在接续在指定期间Q4的各个单位期间Q(Q5、Q6、……)中收支指标Z是正数,所以总计指标∑z每单位期间Q地增加(-300→-200→300→600)。虽然单位期间Q7的总计指标∑z(=600)低于指定期间Q4的紧接在前的单位期间Q3中的总计指标∑z(=700),但是紧接在后的单位期间Q8中的总计指标∑z(=800)超过单位期间Q3中的总计指标∑z(=700)。因而,自指定期间Q4到单位期间Q7为止的各个单位期间Q中的消费量C被设定为零。Putting the above process in other words, until the total index Σz in each unit period Q following the designated period Q exceeds the total index Σz in the unit period Q immediately preceding the designated period Q In each unit period Q, the consumption amount C is maintained at zero. For example, in FIG. 5, since the balance index Z in the designated period Q4 is "-1000", it is assumed that the total index Σz in the designated period Q4 is set to -300. Since the balance index Z is a positive number in each unit period Q (Q5, Q6, . . Although the total index Σz (=600) in the unit period Q7 is lower than the total index Σz (=700) in the immediately preceding unit period Q3 of the designated period Q4, the total in the immediately following unit period Q8 The index Σz (=800) exceeds the total index Σz (=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.

图6是例示第一实施型态中的游戏装置10的功能上的结构的方块图。如图6所例示地,第一实施型态的控制装置11借由执行存储于存储装置12的程序来实现多个功能(游戏控制部50、指标指定部51以及结算处理部52)。FIG. 6 is a block diagram illustrating the functional configuration of the game device 10 in the first embodiment. As illustrated in FIG. 6 , the control device 11 of the first embodiment realizes a plurality of functions (the game control unit 50 , the index designation unit 51 , and the settlement processing unit 52 ) by executing the programs stored in the storage device 12 .

游戏控制部50控制使用者U所游玩的游戏。具体而言,游戏控制部50例如按照对于操作装置15的来自使用者U的指示,来使游戏内的各种活动进行。又,游戏控制部50使表示此游戏的进行的状况的游戏画面显示于显示装置14。The game control unit 50 controls the game played by the user U. Specifically, the game control unit 50 performs various activities in the game in accordance with, for example, an instruction from the user U to the operation device 15 . In addition, the game control unit 50 causes the display device 14 to display a game screen showing the progress of the game.

指标指定部51计算按照使用量X与赋予量Y的差量的收支指标Z。每单位期间Q地执行收支指标Z的计算。第一实施型态的指标指定部51借由自使用量X减去赋予量Y来计算收支指标Z。The index specifying unit 51 calculates the balance index Z according to the difference between the usage amount X and the payout amount Y. The calculation of the income and expenditure index Z is performed Q per unit period. The index specifying unit 51 of the first embodiment calculates the income and expenditure index Z by subtracting the payment amount Y from the usage amount X.

结算处理部52按照指标指定部51所计算的收支指标Z来更新所拥有点数P。具体而言,结算处理部52在多个单位期间Q的各个中,按照此单位期间Q的收支指标Z来更新所拥有点数P。第一实施型态的结算处理部52借由控制安装有管理卡片M的写入装置20,自存储于此管理卡片M的所拥有点数P减去按照收支指标Z的消费量C。如参照图3至图5所说明地,第一实施型态的指标指定部51,在收支指标Z为正数的情况(亦即使用量X超过赋予量Y的情况)下,按照收支指标Z减去所拥有点数P,而在收支指标Z为负数的情况(亦即使用量X低于赋予量Y的情况)下,维持所拥有点数P。The settlement processing unit 52 updates the owned points P in accordance with the income and expenditure index Z calculated by the index specifying unit 51 . Specifically, in each of the plurality of unit periods Q, the settlement processing unit 52 updates the owned points P according to the income and expenditure index Z of the unit period Q. The settlement processing unit 52 of the first embodiment controls the writing device 20 in which the management card M is mounted, and subtracts the consumption amount C according to the income and expenditure index Z from the owned point P stored in the management card M. As described with reference to FIGS. 3 to 5 , the index specifying unit 51 of the first embodiment, when the income and expenditure index Z is a positive number (that is, when the amount X exceeds the payment amount Y), assigns the index according to the income and expenditure index. The owned point P is subtracted from Z, and when the income and expenditure index Z is a negative number (that is, when the amount X is lower than the given amount Y), the owned point P is maintained.

图7是例示控制装置11对于存储于管理卡片M的所拥有点数P所执行的处理(以下称为“试算处理”)的具体的步骤的流程图。在游戏装置10动作的期间内的每个单位期间Q执行试算处理。当对于一个单位期间Q开始试算处理时,则控制装置11将与此单位期间Q对应的单位数据D追加于试算数据T(Sa1)。已追加于试算数据T的时间点的单位数据D中的各个要素被设定为初始值,并借由以下所例示的各个处理被更新。7 is a flowchart illustrating a specific procedure of the processing (hereinafter referred to as “trial calculation processing”) executed by the control device 11 with respect to the owned points P stored in the management card M. FIG. The trial calculation process is executed for each unit period Q within the period during which the game device 10 operates. When the trial calculation process is started for one unit period Q, the control device 11 adds the unit data D corresponding to the unit period Q to the trial calculation data T (Sa1). Each element in the unit data D added at the time point of the trial calculation data T is set as an initial value, and is updated by each process exemplified below.

控制装置11计算此单位期间Q中的使用量X以及赋予量Y(Sa2)。具体而言,控制装置11自存储于存储装置12的历史数据L抽出在单位期间Q内的游乐媒体的使用的历史,并借由总计依照此历史的游乐媒体的数量来计算此单位期间Q的使用量X。又,控制装置11自历史数据L抽出在单位期间Q内的游乐媒体的赋予的历史,并借由总计依照此历史的游乐媒体的数量来计算此单位期间Q的赋予量Y。又,控制装置11计算总计使用量∑x以及总计赋予量∑y(Sa3)。The control device 11 calculates the usage amount X and the payout amount Y in the unit period Q (Sa2). Specifically, the control device 11 extracts the history of use of the amusement media in the unit period Q from the history data L stored in the storage device 12, and calculates the usage history of the unit period Q by totaling the number of amusement media according to the history. Use amount X. Furthermore, the control device 11 extracts the history of the payout of amusement media in the unit period Q from the history data L, and calculates the payout amount Y of the unit period Q by summing the number of amusement media according to the history. Furthermore, the control device 11 calculates the total usage amount Σx and the total payout amount Σy (Sa3).

控制装置11(指标指定部51)计算单位期间Q中的使用量X与赋予量Y的差量作为此单位期间Q的收支指标Z(Sa4)。又,控制装置11计算总计指标∑z(Sa5)。The control device 11 (index specifying unit 51 ) calculates the difference between the usage amount X and the payout amount Y in the unit period Q as the balance index Z for the unit period Q (Sa4). Further, the control device 11 calculates the total index Σz (Sa5).

控制装置11(结算处理部52)按照指标指定部51所指定的收支指标Z来更新所拥有点数P(Sa6、Sa7)。具体而言,控制装置11执行用于设定自所拥有点数P所减去的消费量C的处理(以下称为“设定处理”)(Sa6)。而且,控制装置11自所拥有点数P减去已借由设定处理Sa6所设定的消费量C(Sa7)。具体而言,控制装置11自通信装置13发送消费量C的减法运算的指示到写入装置20。写入装置20按照来自控制装置11的指示,自所拥有点数P减去消费量C。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, Sa7). Specifically, the control device 11 executes a process for setting the consumption amount C to be subtracted from the owned point P (hereinafter referred to as "setting process") (Sa6). Then, the control device 11 subtracts the consumption amount C set by the setting process Sa6 from the owned point P (Sa7). Specifically, the control device 11 transmits an instruction of the subtraction of the consumption amount C to the writing device 20 from the communication device 13 . The writing device 20 subtracts the consumption amount C from the owned point P in accordance with an instruction from the control device 11 .

控制装置11判断减去消费量C后的所拥有点数P是否为零以下(Sa8)。在所拥有点数P为零以下的情况下(Sa8:是),控制装置11限制游戏装置10的动作(Sa9)。例如,控制装置11使游戏系统100A转变为禁止由使用者U所进行的游戏的游玩的状态。另一方面,在所拥有点数P超过零的情况下(Sa8:否),游戏装置10的动作不被限制。如自以上的说明所理解地,所拥有点数P是管理者Hb为了提供游戏给使用者U所需要的价值。The control apparatus 11 judges whether the owned point P after subtracting the consumption amount C is zero or less (Sa8). When the owned point P is zero or less (Sa8: YES), the control device 11 restricts the operation of the game device 10 (Sa9). For example, the control device 11 changes the game system 100A to a state in which the play of the game by the user U is prohibited. On the other hand, when the possessed point P exceeds zero (Sa8: NO), the operation of the game device 10 is not restricted. As understood from the above description, the owned point P is the value required by the manager Hb to provide the user U with the game.

再者,在所拥有点数P已减少至例如低于预定值的数值的情况下,控制装置11将对于管理者Hb催促所拥有点数P的补充的讯息、或对管理者Hb警告游戏装置10的动作被限制的讯息显示于显示装置14亦可。Furthermore, when the owned point P has been reduced to, for example, a value lower than a predetermined value, the control device 11 sends a message to the manager Hb urging supplementation of the owned point P, or a message to the manager Hb to warn the game device 10. The message that the movement is restricted may be displayed on the display device 14 .

又,所拥有点数P减少到零以下之后到预定的期间经过为止,容许游戏装置10的动作亦可。例如,于所拥有点数P减少到零以下之后到由使用者U所进行的游玩的次数达到预定的阈值为止的保留期间中,动作的限制被保留。在保留期间内,在管理者Hb已交换现在的管理卡片M为新的管理卡片M(亦即所拥有点数P残存的管理卡片M)的情况、或在管理者Hb已借由对于提供者Ha的货币的支付来补充所拥有点数P到现在的管理卡片M的情况下,可使游戏装置10继续动作。In addition, the operation of the game device 10 may be permitted until a predetermined period of time elapses after the owned point P decreases below zero. For example, during the holding period until the number of games played by the user U reaches a predetermined threshold after the owned point P is reduced below zero, the restriction of the action is held. During the retention period, when the manager Hb has exchanged the current management card M with a new management card M (that is, the management card M with the remaining points P remaining), or when the manager Hb has made a request to the provider Ha by In the case where the current management card M is supplemented by the payment of the currency P owned, the operation of the game device 10 can be continued.

图8是例示设定处理Sa6的具体的步骤的流程图。在设定处理Sa6中,使用存储于存储装置12的前述的状态数据F。当开始设定处理Sa6时,则控制装置11判断对于单位期间Q所计算(Sa4)的收支指标Z是否为负数(Sb1)。在收支指标Z为非负数的情况下(Sb1:否),控制装置11判断状态数据F是否为一(Sb2)。在状态数据F为零的情况下(Sb2:否),控制装置11设定收支指标Z作为消费量C(Sb3)。因而,自存储于管理卡片M的所拥有点数P减去与收支指标Z相当的消费量C(Sa7)。FIG. 8 is a flowchart illustrating a specific procedure of the setting processing Sa6. In the setting process Sa6, the aforementioned state data F stored in the storage device 12 is used. When the setting process Sa6 is started, the control device 11 determines whether or not the balance index Z calculated for the unit period Q (Sa4) is a negative number (Sb1). When the balance index Z is a non-negative number (Sb1: NO), the control device 11 determines whether or not the status data F is one (Sb2). When the state data F is zero (Sb2: NO), the control device 11 sets the balance index Z as the consumption amount C (Sb3). Therefore, the consumption amount C corresponding to the income and expenditure index Z is subtracted from the owned point P stored in the management card M (Sa7).

另一方面,在收支指标Z为负数的情况下(Sb1:是),控制装置11设定消费量C为零(Sb4)。因而,所拥有点数P不被更新(Sa7)。控制装置11设定状态数据F为一(Sb5)。亦即,转变为应设定消费量C为零的状态(所拥有点数P被维持的状态)。控制装置11设定对于现在的单位期间Q所计算的收支指标Z的绝对值∣Z∣作为目标值N(Sb6)。目标值N意味着对于使用量X的赋予量Y的超过量(亦即管理者Hb的损失量)。又,控制装置11将累积值A初始化为零(Sb7)。累积值A是于接续在收支指标Z成为负数的指定期间Q的一个以上的单位期间Q中累积收支指标Z的数值。On the other hand, when the balance index Z is a negative number ( Sb1 : Yes), the control device 11 sets the consumption amount C to zero ( Sb4 ). Therefore, the owned point P is not updated (Sa7). The control device 11 sets the state data F to one (Sb5). That is, it transitions to a state in which the consumption amount C should be set to zero (a state in which the owned points P are 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 ( Sb6 ). The target value N means the excess amount of the given amount Y with respect to the usage amount X (that is, the loss amount of the manager Hb). Also, the control device 11 initializes the accumulated value A to zero (Sb7). The accumulated value A is the value of the accumulated income and expenditure index Z in one or more unit periods Q following the designated period Q in which the income and expenditure index Z becomes a negative number.

如自以上的说明所理解地,于接续在收支指标Z已成为负数的指定期间Q的单位期间Q中,状态数据F被设定为一。在收支指标Z为非负数(Sb1:否)且状态数据F为一的情况下(Sb2:是),控制装置11将对于现在的单位期间Q所计算的收支指标Z加到累积值A(Sb8)。控制装置11判断收支指标Z的加法运算后的累积值A是否超过目标值N(Sb9)。亦即,判断是否已借由此指定期间Q的紧接在后的一个以上的单位期间Q中的收支指标Z来填补最近的指定期间Q中的收支指标Z的负量。As can be understood from the above description, in the unit period Q following the designated period Q in which the balance index Z has become a negative number, the status data F is set to one. When the balance index Z is a non-negative number (Sb1: No) and the status data F is one (Sb2: Yes), the control device 11 adds the balance index Z calculated for the current unit period Q to the accumulated value A (Sb8). The control device 11 determines whether or not the accumulated value A after the addition of the income and expenditure index Z exceeds the target value N ( Sb9 ). That is, it is judged whether the negative amount of the income and expenditure index Z in the most recent designated period Q has been filled by the income and expenditure index Z in one or more unit periods Q immediately following the designated period Q.

在累积值A超过目标值N的情况下(Sb9:是),控制装置11设定消费量C为累积值A与目标值N的差量(C=A-N)(Sb10)。亦即,设定借由此指定期间Q中的负数的收支指标Z来抵销于接续在指定期间Q的一个以上的单位期间Q中的收支指标Z的累积值A的数值作为消费量C。例如图4中的单位期间Q8的消费量C被设定为自累积值A(=1100)减去目标值N(=∣Z∣=1000)的数值(=100)。当借由以上的步骤来设定消费量C时,则控制装置11设定状态数据F为零(Sb11)。因而,在以后的各个单位期间Q(例如图4中的单位期间Q8以后)中,自所拥有点数P减去按照收支指标Z的消费量C。When the accumulated value A exceeds the target value N (Sb9: YES), the control device 11 sets the consumption amount C as the difference between the accumulated value A and the target value N (C=A-N) (Sb10). That is, the value of the accumulated value A of the income and expenditure index Z in one or more unit periods Q following the designated period Q is set as the consumption amount by means of the negative income and expenditure index Z in the designated period Q. C. For example, the consumption amount C of the unit period Q8 in FIG. 4 is set to the numerical value (=100) which subtracted 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 (Sb11). Therefore, in each subsequent unit period Q (for example, after the unit period Q8 in FIG. 4 ), the consumption amount C according to the income and expenditure index Z is subtracted from the owned point P.

另一方面,在累积值A低于目标值N的情况下(Sb9:否),于接续在指定期间Q的一个以上的单位期间Q中的收支指标Z的累积值A意味着未达到此指定期间Q中的收支指标Z。因而,在累积值A低于目标值N的情况下(Sb9:否),控制装置11设定与现在的单位期间Q有关的消费量C为零(Sb12)。如自以上的说明所理解地,第一实施型态的结算处理部52在指定期间Q中的收支指标Z为负数的情况下,到于接续在指定期间Q的一个以上的单位期间Q中的收支指标Z的累积值A达到指定期间Q中的收支指标Z的绝对值∣Z∣为止,维持所拥有点数P。On the other hand, when the accumulated value A is lower than the target value N (Sb9: NO), the accumulated value A of the income and expenditure index Z in one or more unit periods Q following the specified period Q means that the accumulated value A has not reached the target value N. The revenue and expenditure indicator Z in the specified period Q. Therefore, when the accumulated value A is lower than the target value N (Sb9: NO), the control device 11 sets the consumption amount C related to the current unit period Q to zero (Sb12). As can be understood from the above description, the settlement processing unit 52 of the first embodiment, when the income and expenditure index Z in the specified period Q is a negative number, is executed in one or more unit periods Q following the specified period Q The accumulated value A of the income and expenditure index Z reaches the absolute value ∣Z∣ of the income and expenditure index Z in the specified period Q, and the owned points P are maintained.

当借由以上的处理来计算消费量C时,则控制装置11计算总计消费量∑c(Sb13)。具体而言,控制装置11将本次单位期间Q中的消费量C加到紧接在前的单位期间Q中的总计消费量∑c。设定处理Sa6的具体的步骤如以上。When the consumption amount C is calculated by the above processing, the control device 11 calculates the total consumption amount Σc (Sb13). Specifically, the control device 11 adds the consumption amount C in the current unit period Q to the total consumption amount Σc in the immediately preceding unit period Q. The specific steps of the setting processing Sa6 are as described above.

如以上所说明地,在第一实施型态中,按照与在单位期间Q内的游乐媒体的使用量X与在单位期间Q内的游乐媒体的赋予量Y的差量对应的收支指标Z来更新所拥有点数P。因而,与仅按照游乐媒体的使用量X来更新所拥有点数P的结构相比,有所谓易于维持管理者Hb的损益的平衡的优点。又,与每当使用游乐媒体或每当赋予报酬时更新所拥有点数P的结构相比,降低所拥有点数P的更新的频率。因而,也有所谓减轻更新所拥有点数P的处理的负载的优点。As described above, in the first embodiment, according to the balance index Z corresponding to the difference between the usage amount X of the amusement medium in the unit period Q and the payout amount Y of the amusement medium in the unit period Q to update the number of points P owned. Therefore, there is an advantage in that it is easy to maintain the balance between the profit and loss of the manager Hb, compared to a configuration in which only the owned points P are updated according to the usage amount X of the amusement medium. Moreover, compared with the structure in which the owned point P is updated every time an amusement medium is used or every time a reward is given, the update frequency of the owned point P is reduced. Therefore, there is also an advantage of reducing the load of the process of updating the owned points P.

在第一实施型态中,因为所拥有点数P存储于安装在写入装置20的管理卡片M,所以对于所拥有点数P的更新不需要例如通过通信网络的与其他装置的通信。因而,例如即使于无法使用通信网络的环境,也有所谓能够按照游戏装置10的状况来更新所拥有点数P的优点。In the first embodiment, since the owned points P are stored in the management card M installed in the writing device 20, the update of the owned points P does not require communication with other devices, for example, via a communication network. Therefore, for example, even in an environment where a 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 .

于第一实施型态中,每单位期间Q地计算收支指标Z且每单位期间Q地更新所拥有点数P。因而,可使在单位期间Q内的使用量X与赋予量Y的差量每单位期间Q地对于所拥有点数P随时反映。又,因为每单位期间Q地更新所拥有点数P,所以也有所谓不需将已反映于所拥有点数P的使用量X以及赋予量Y保持于存储装置12的优点。In the first embodiment, the income and expenditure index Z is calculated every unit period Q and the owned point P is updated every unit period Q. Therefore, the difference between the usage amount X and the payout amount Y in the unit period Q can be reflected on the owned points P at any time per unit period Q. Furthermore, since the owned points P are updated every unit period Q, there is also an advantage that the storage device 12 does not need to hold the usage amount X and the grant amount Y reflected in the owned points P.

再者,在赋予量Y超过使用量X的情况下,也假设有按照收支指标Z使所拥有点数P增加的结构。然而,在容许所拥有点数P的增加的情况下,有管理者Hb随意使存储于管理卡片M的所拥有点数P增加等的不正当行为发生的可能性。于第一实施型态中,在收支指标Z为非负数的情况下,按照收支指标Z来减去所拥有点数P,而在收支指标Z为负数的情况下,借由设定消费量C为零来维持所拥有点数P。亦即,即使在赋予量Y超过使用量X的情况下,所拥有点数P也不被增加。因而,可抑制前述的不正当行为的发生。In addition, even when the given amount Y exceeds the usage amount X, it is assumed that there is a structure in which the owned points P are increased in accordance with the income and expenditure index Z. However, when the increase of the owned points P is permitted, there is a possibility that the manager Hb arbitrarily increases the owned points P stored in the management card M or the like. In the first embodiment, when the income and expenditure index Z is a non-negative number, the owned points P are subtracted according to the income and expenditure index Z, and when the income and expenditure index Z is a negative number, by setting the consumption The amount C is zero to maintain the number of points P owned. That is, even when the given amount Y exceeds the usage amount X, the owned point P is not increased. Therefore, the occurrence of the aforementioned illegal acts can be suppressed.

又,在收支指标Z为负数的情况下,到于接续在指定期间Q的一个以上的单位期间Q中的收支指标Z的累积值A达到指定期间Q中的收支指标Z的绝对值∣Z∣为止,维持所拥有点数P。尽管赋予量Y超过使用量X(亦即管理者Hb的利润小),但是可防止所拥有点数P过度减少的状况。亦即,不容许所拥有点数P的增加,而能够按照使用量X与赋予量Y的大小来适当地更新所拥有点数P。Also, when the income and expenditure index Z is a negative number, the accumulated value A of the income and expenditure index Z in one or more unit periods Q following the designated period Q reaches the absolute value of the income and expenditure index Z in the designated period Q. Until ∣Z∣, keep the points P you have. Although the grant amount Y exceeds the usage amount X (that is, the profit of the manager Hb is small), it is possible to prevent a situation in which the owned point P is excessively reduced. That is, the owned point P can be appropriately updated according to the magnitude of the usage amount X and the grant amount Y without allowing the increase of the owned point P.

[第二实施型态][Second Embodiment]

说明本发明的第二实施型态。再者,对于在以下所例示的各个型态中功能与第一实施型态相同的元件,挪用于第一实施型态的说明中所使用的符号而适当地省略各个详细的说明。A second embodiment of the present invention will be described. In addition, about the element which has the same function as the 1st Embodiment in each embodiment illustrated below, the code|symbol used in the description of the 1st Embodiment is diverted, and each detailed description is abbreviate|omitted suitably.

图9是例示第二实施型态中的游戏系统100B的结构的方块图。如图9所例示地,第二实施型态的游戏系统100B具备游戏装置10以及管理装置30。游戏装置10自提供者Ha对于游乐设施的管理者Hb被提供,并提供游戏给与第一实施型态相同的使用者U。管理装置30是提供者Ha或其他经营者所营运的服务器装置。游戏装置10与管理装置30可通过例如网际网络等的通信网络200相互通信。具体而言,游戏装置10的通信装置13通过通信网络200来与管理装置30通信。于第二实施型态中,第一实施型态的写入装置20被省略。FIG. 9 is a block diagram illustrating a configuration of a game system 100B in the 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 apparatus 10 is provided from the provider Ha to the manager Hb of the amusement facility, and provides the game to the user U who is the same as the first embodiment. The management device 30 is a server device operated by the provider Ha or other operators. 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 through the communication network 200 . In the second embodiment, the writing device 20 of the first embodiment is omitted.

图10是例示管理装置30的具体的结构的方块图。如图10所例示地,管理装置30具备控制装置31、存储装置32以及通信装置33。再者,管理装置30除了借由单个装置来实现以外,亦可借由相互分开构成的多个装置的集合来实现。FIG. 10 is a block diagram illustrating a specific configuration of the management device 30 . As illustrated in FIG. 10 , the management device 30 includes a control device 31 , a storage device 32 , and a communication device 33 . Furthermore, the management device 30 may be realized by a set of a plurality of devices which are separated from each other, in addition to being realized by a single device.

控制装置31是例如控制管理装置30的各个元件的单个或多个处理器。具体而言,借由例如CPU、GPU、DSP、FPGA、或ASIC等的一个种类以上的处理器来构成控制装置31。通信装置33通过通信网络200来与游戏装置10通信。The control device 31 is, for example, a single or multiple processors that control the various elements of the management device 30 . Specifically, the control device 31 is constituted by one or more types of processors such as CPU, GPU, DSP, FPGA, or ASIC. The communication device 33 communicates with the game device 10 through the communication network 200 .

存储装置32是存储控制装置31所执行的程序以及控制装置31所使用的各种数据的单个或多个存储器。采用例如半导体记录媒体以及磁性记录媒体等的现有的记录媒体、或多种记录媒体的组合作为存储装置32。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 and a magnetic recording medium, or a combination of a plurality of recording media is used.

存储装置32存储所拥有点数P、历史数据L以及试算数据T。所拥有点数P与第一实施型态相同地,是管理者Hb为了使游戏装置10动作所拥有的价值。例如管理者Hb能够借由支付例如现金或电子货币等的预定额度的货币给提供者Ha,来取得预定量的所拥有点数P。The storage device 32 stores the owned points P, history data L, and trial calculation data T. The owned point P is a value owned by the manager Hb in order to operate the game device 10 as in the first embodiment. For example, the manager Hb can acquire a predetermined amount of owned points P by paying a predetermined amount of money such as cash or electronic money to the provider Ha.

历史数据L与第一实施型态相同地,是表示游戏装置10中的游乐媒体的使用以及赋予的历史的日志数据。历史数据L与游戏装置10的动作并行地随时被更新。具体而言,自游戏装置10依序发送使用者U已使用的游乐媒体的数量以及已赋予给使用者U的游乐媒体的数量到管理装置30,并登记各个数量于历史数据L。试算数据T与第一实施型态相同地,是使用于所拥有点数P的更新的数据表。亦即,试算数据T是每单位期间Q地登记包括收支指标Z、消费量C以及总计消费量∑c的多个数值的数据表。Like the first embodiment, the history data L is log data showing the history of the use of the amusement medium in the game device 10 and the giving thereof. The history data L is updated at any time in parallel with the actions of the game device 10 . Specifically, the number of amusement media used by the user U and the number of amusement media assigned 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. Similar to the first embodiment, the trial calculation data T is a data table used for updating the owned points P. That is, the trial calculation data T is a data table in which a plurality of numerical values including the income and expenditure index Z, the consumption amount C, and the total consumption amount Σc are registered per unit period Q.

图11是例示第二实施型态中的管理装置30的功能上的结构的方块图。如图11所例示地,管理装置30的控制装置31借由执行存储于存储装置32的程序来实现多个功能(指标指定部51以及结算处理部52)。指标指定部51以及结算处理部52的功能与第一实施型态相同。亦即,指标指定部51计算按照使用量X与赋予量Y的差量的收支指标Z。又,结算处理部52按照指标指定部51所计算的收支指标Z来更新所拥有点数P。第二实施型态的结算处理部52按照收支指标Z来更新存储于存储装置32的所拥有点数P。在游戏装置10中不设置指标指定部51以及结算处理部52。FIG. 11 is a block diagram illustrating the functional configuration of the management device 30 in the second embodiment. As illustrated in FIG. 11 , the control device 31 of the management device 30 realizes a plurality of functions (the index designation unit 51 and the settlement processing unit 52 ) by executing the programs stored in the storage device 32 . The functions of the index specifying 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 according to the difference between the usage amount X and the payout amount Y. Further, the settlement processing unit 52 updates the owned points P in accordance with the income and expenditure index Z calculated by the index specifying unit 51 . The settlement processing unit 52 of the second embodiment updates the owned points P stored in the storage device 32 according to the balance index Z. The index specifying unit 51 and the settlement processing unit 52 are not provided in the game device 10 .

管理装置30的控制装置31执行图12的试算处理。例如与管理装置30的起动一同开始试算处理。当开始试算处理时,则控制装置31待机到单位期间Q经过为止(Sc1:否)。当经过单位期间Q时(Sc1:是),则控制装置31将与此单位期间Q对应的单位数据D追加于试算数据T(Sa1)。而且,控制装置31与第一实施型态相同地,计算登记于试算数据T的多个数值(使用量X、赋予量Y、总计使用量∑x、总计赋予量∑y、收支指标Z、总计指标∑z、消费量C以及总计消费量∑c)(Sa2~Sa6)。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 activation of the management device 30 . When the trial calculation process is started, the control device 31 stands by until the unit period Q elapses ( Sc1 : NO). When the unit period Q has elapsed (Sc1: YES), the control device 31 adds the unit data D corresponding to the unit period Q to the trial calculation data T (Sa1). Then, as in the first embodiment, the control device 31 calculates a plurality of numerical values (the usage amount X, the payment amount Y, the total usage amount Σx, the total payment amount Σy, the income and expenditure index Z) registered in the trial calculation data T , the total index Σz, the consumption C, and the total consumption Σc) (Sa2 to Sa6).

当执行以上的处理时,则控制装置31判断是否已经过预定期间(Sc2)。预定期间是包括多个单位期间Q的预定长度的期间(例如一个月)。在未经过预定期间的情况下(Sc2:否),控制装置31将处理转移到步骤Sc1,并对于完成处理的单位期间Q的紧接在后的单位期间Q执行登记于试算数据T的多个数值的计算(Sc1、Sa1~Sa6)。另一方面,在已经过预定期间的情况下(Sc2:是),控制装置31自存储于存储装置32的所拥有点数P减去对于预定期间的最后的单位期间Q所计算的总计消费量∑c(Sc3)。例如,当假设借由图3中的自单位期间Q1到单位期间Q15为止的十五个单位期间Q来构成预定期间的情况时,则控制装置31自所拥有点数P减去对于单位期间Q15所计算的总计消费量∑c“2300”。When the above processing is performed, the control device 31 determines whether or not a predetermined period has elapsed (Sc2). The predetermined period is a period (eg, one month) of a predetermined length including a plurality of unit periods Q. When the predetermined period has not elapsed (Sc2: NO), the control device 31 shifts the process to step Sc1, and executes the multi-processing registered in the trial calculation data T for the unit period Q immediately following the unit period Q in which the processing is completed. Calculation of each numerical value (Sc1, Sa1 to Sa6). On the other hand, when the predetermined period has elapsed (Sc2: YES), the control device 31 subtracts the total consumption Σ calculated for the last unit period Q of the predetermined period from the owned points P stored in the storage device 32 c(Sc3). For example, when 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. The calculated total consumption Σc "2300".

如前述地,在第一实施型态中,每单位期间Q地执行使用量X以及赋予量Y的计算(Sa2)以及所拥有点数P的更新(Sa7)。另一方面,于第二实施型态中,使用量X以及赋予量Y的计算(Sa2)每单位期间Q地被执行,而所拥有点数P的更新(Sc3)每个预定期间地被执行,此预定期间包括多个单位期间Q。As described above, in the first embodiment, the calculation of the usage amount X and the payout amount Y ( Sa2 ) and the update of the possessed point 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 given amount Y is performed every unit period Q, and the update (Sc3) of the owned point P is performed every predetermined period, This predetermined period includes a plurality of unit periods Q.

在第二实施型态中也实现与第一实施型态相同的效果。又,于第二实施型态中,因为所拥有点数P存储于可通过通信网络200来与游戏装置10通信的管理装置30的存储装置32,所以有所谓不需将所拥有点数P存储于管理卡片M或游戏装置10的存储装置12的优点。Also in the second embodiment, the same effects as those of the first embodiment are achieved. Moreover, in the second embodiment, since the owned points P are stored in the storage device 32 of the management device 30 that can communicate with the game device 10 through the communication network 200, there is a so-called "do not need to store the owned points P in the management device 30". Advantages of the card M or the storage device 12 of the game device 10 .

又,在第二实施型态中,每个预定期间地更新所拥有点数P,此预定期间包括多个单位期间Q。亦即,不需每单位期间Q地更新所拥有点数P。因而,减轻更新所拥有点数P的处理的负载。Also, in the second embodiment, the number of owned points P is updated every predetermined period, and the predetermined period includes a plurality of unit periods Q. That is, it is not necessary to update the owned points P every unit period Q. Therefore, the load of the process of updating the owned points P is reduced.

再者,在控制装置11每个预定期间地计算总计消费量∑c的结构中,省略自所拥有点数P减去总计消费量∑c的处理(Sc3)亦可。总计消费量∑c与在预定期间内应自管理者Hb支付给提供者Ha的金额(自提供者Ha对于管理者Hb的请款金额)相当。因而,在经过预定期间后,管理者Hb将与总计消费量∑c对应的金额的货币延期支付给提供者Ha亦可。再者,在管理者Hb延期支付货币的情况下,总计消费量∑c与所拥有点数P相当。Furthermore, in the configuration in which the control device 11 calculates the total consumption Σc every predetermined period, the process of subtracting the total consumption Σc from the owned point P ( Sc3 ) may be omitted. The total consumption Σc corresponds to the amount to be paid from the manager Hb to the provider Ha within a predetermined period (the amount of money requested from the provider Ha to the manager Hb). Therefore, the manager Hb may postpone the payment of money to the provider Ha by an amount corresponding to the total consumption Σc after a predetermined period has elapsed. Furthermore, when the manager Hb delays the payment of money, the total consumption Σc corresponds to the owned points P.

[变形例][Variation]

以上所例示的各个态样能够多样地变形。在以下例示能够适用于前述的各个态样的具体的变形的态样。于相互不矛盾的范围内,合并自以下的例示所任意选择的二个以上的态样亦可。Each of the aspects exemplified above can be modified in various ways. The specific deformation|transformation aspect applicable to each aspect mentioned above is illustrated below. To the extent that they do not contradict each other, two or more aspects arbitrarily selected from the following examples may be combined.

(1)于前述的各个态样中,虽然将使用者U在单位期间Q内已使用的游乐媒体的全部作为使用量X,并将在单位期间Q内已赋予给使用者U的游乐媒体的全部作为赋予量Y,但是使用量X以及赋予量Y的试算的方法不限于以上的例示。例如,将使用者U已使用的游乐媒体之中的一部分(例如在游戏内的指定的活动中已使用的游乐媒体)的数量作为使用量X进行试算亦可。如自以上的例示所理解地,使用量X被作为与已使用于游戏的游玩的游乐媒体的数量对应的数值而总括地表现。又,将已赋予给使用者U的游乐媒体之中的一部分(例如在游戏内的指定的活动中已赋予的游乐媒体)的数量作为赋予量Y进行试算亦可。如自以上的例示所理解地,赋予量Y被作为与已按照游戏的游玩所赋予的报酬的数量对应的数值而总括地表现。(1) In each of the aforementioned aspects, although all of the amusement media that the user U has used in the unit period Q is used as the usage amount X, and the amount of the amusement media that has been given to the user U in the unit period Q is All are used as the application amount Y, but the method of trial calculation of the usage amount X and the application amount Y is not limited to the above examples. For example, the amount of a part of the amusement media that the user U has used (for example, the amusement media that has been used in a designated event in the game) may be used as the usage amount X for trial calculation. As can be understood from the above illustration, the usage amount X is collectively expressed as a numerical value corresponding to the number of amusement media that has been used to play the game. In addition, the number of some of the amusement media provided to the user U (for example, the amusement media provided in a designated event in the game) may be tentatively calculated as the award amount Y. As can be understood from the above illustration, the payout amount Y is collectively expressed as a numerical value corresponding to the number of rewards that have been paid out in accordance with the game play.

(2)于前述的各个态样中,虽然例示不容许所拥有点数P的增加的结构,但是容许所拥有点数P的增加亦可。例如,在收支指标Z为负数的情况下,结算处理部52将按照此收支指标Z的绝对值∣Z∣的数值加到所拥有点数P亦可。(2) In each of the above-mentioned aspects, although the structure which does not allow the increase of the number of owned points P is exemplified, the increase of the number of owned points P may be allowed. For example, when the income and expenditure index Z is a negative number, the settlement processing unit 52 may add a value corresponding to the absolute value ∣Z∣ of the income and expenditure index Z to the owned point P.

(3)于前述的各个态样中,虽然计算使用量X与赋予量Y的差量作为收支指标Z,但是计算收支指标Z的方法不限于以上的例示。例如,借由将使用量X与赋予量Y的差量乘以预定的系数来计算收支指标Z亦可。又,例如计算对于使用量X的赋予量Y的比率(Y/X)作为收支指标Z亦可。(3) In each of the aforementioned aspects, the difference between the usage amount X and the payout amount Y is calculated as the income and expenditure index Z, but the method of calculating the income and expenditure index Z is not limited to the above examples. For example, the balance index Z may be calculated by multiplying the difference between the usage amount X and the payout amount Y by a predetermined coefficient. In addition, for example, the ratio (Y/X) of the application amount Y with respect to the usage amount X may be calculated as the income and expenditure index Z.

(4)于前述的各个态样中,虽然计算使用量X与赋予量Y的差量作为收支指标Z,但是指定收支指标Z的方法不限于以上的例示。例如,指标指定部51自使使用量X以及赋予量Y与收支指标Z对应的表,搜寻与单位期间Q的使用量X以及赋予量Y对应的收支指标Z亦可。如自以上的说明所理解地,指标指定部51被作为指定收支指标Z的元件而总括地表现。(4) In each of the aforementioned aspects, the difference between the usage amount X and the payout amount Y is calculated as the income and expenditure index Z, but the method of specifying the income and expenditure index Z is not limited to the above examples. For example, the index specifying unit 51 may search for the income and expenditure index Z corresponding to the usage X and the payout Y in the unit period Q from a table in which the usage X and the payout Y are associated with the income and expenditure index Z. As can be understood from the above description, the index designation unit 51 is collectively expressed as an element that designates the income and expenditure index Z.

(5)于设置有多个游戏装置10的状况下,管理卡片M在多个游戏装置10中被共用亦可。然而,管理卡片M被专用于指定的游戏装置10亦可。又,例如每个种类的游戏装置10地准备管理卡片M,并在各个种类的游戏装置10也假设有专用与此种类对应的管理卡片M的结构。再者,游戏的种类例如借由音乐游戏等的游戏的类型来区别亦可,即使是相同的类型也以各个标题区别游戏的种类亦可。又,于在一个游戏装置10中能够使用多个管理卡片M的结构中,即使在一方的管理卡片M的所拥有点数P已成为零的情况下,管理者Hb也可使用另一方的管理卡片M而继续进行游戏的提供。(5) In the case where a plurality of game devices 10 are installed, the management card M may be shared among the plurality of game devices 10 . However, the management card M may be dedicated to the designated game device 10 . Furthermore, for example, the management card M is prepared for each type of game device 10, and a configuration in which the management card M corresponding to the type is dedicated to each type of game device 10 is also assumed. In addition, the types of games may be distinguished by, for example, the genres of games such as music games, and even if the genres are the same, the types of games may be distinguished by titles. In addition, 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 has become zero, the manager Hb can use the other management card. M and continue to provide the game.

(6)虽然在收支指标Z为非负数的情况下,设定收支指标Z作为消费量C(C=Z),但是收支指标Z与消费量C的关系不限于以上的例示。例如,借由对于收支指标Z乘以预定的系数来计算消费量C亦可。(6) When the income and expenditure index Z is a non-negative number, the income and expenditure index Z is set as the consumption amount C (C=Z), but the relationship between the income and expenditure index Z and the consumption amount C is not limited to the above example. For example, the consumption amount C may be calculated by multiplying the income and expenditure index Z by a predetermined coefficient.

(7)于前述的各个态样中,虽然赋予游乐媒体给使用者U作为报酬,但是赋予给使用者U的报酬的种类不限于游乐媒体。亦即,赋予给使用者U的报酬不必为使用于游戏的媒体。(7) In each of the aforementioned aspects, the user U is given an amusement medium as a reward, but the type of reward given to the user U is not limited to the amusement medium. That is, the reward given to the user U does not have to be the medium used for the game.

(8)在存储所拥有点数P于管理卡片M的第一实施型态中,与第二实施型态相同地,每个包括多个单位期间Q的预定期间地更新所拥有点数P亦可。又,在存储所拥有点数P于管理装置30的第二实施型态中,与第一实施型态相同地,每单位期间Q地更新所拥有点数P亦可。(8) In the first embodiment in which the owned points P are stored in the management card M, as in the second embodiment, the owned points P may be updated every predetermined period including a plurality of unit periods Q. Furthermore, in the second embodiment in which the owned points P are stored in the management device 30, the owned points P may be updated every unit period Q as in the first embodiment.

(9)在第二实施型态中,虽然每经过单位期间Q地计算收支指标Z,但是控制装置31在已经过预定期间的阶段(Sc2:是)计算各个单位期间Q的收支指标Z亦可。消费量C以及总计消费量∑c也相同地,控制装置31于已经过预定期间的阶段进行计算亦可。(9) In the second embodiment, the income and expenditure index Z is calculated every time the unit period Q elapses, but the control device 31 calculates the income and expenditure index Z for each unit period Q when the predetermined period has elapsed (Sc2: Yes). You can also. Similarly, the consumption amount C and the total consumption amount Σc may be calculated by the control device 31 at a stage after a predetermined period has elapsed.

(10)在第一实施型态中,虽然例示安装更新所拥有点数P的功能(指标指定部51以及结算处理部52)于游戏装置10的结构,但是将安装更新所拥有点数P的功能的处理单元加装于游戏装置10亦可。(10) In the first embodiment, although the configuration in which the function of updating the owned points P (the index specifying unit 51 and the settlement processing unit 52 ) is installed in the game device 10 is exemplified, the function of updating the owned points P will be installed. The processing unit may also be added to the game device 10 .

(11)在第一实施型态中,提供者Ha回收所拥有点数P已减少至零以下的管理卡片M亦可。在提供者Ha所回收的管理卡片M保存例如历史数据L或试算数据T亦可。管理者Hb舍弃所拥有点数P已减少至零以下的管理卡片M亦可。(11) In the first embodiment, the provider Ha may collect the management cards M whose points P have been reduced below zero. For example, historical data L or trial calculation data T may be stored in the management card M collected by the provider Ha. The manager Hb may discard the management card M whose point P has been reduced below zero.

(12)依照前述的各个态样的游戏系统100(100A、100B)的功能借由控制装置11或控制装置31与程序的协同作动来实现。程序能够以保存于电脑可读取的记录媒体的状态被提供而被安装于电脑。记录媒体虽然是例如非暂时性(non-transitory)的记录媒体,较佳例为CD-ROM等的光学记录媒体(光碟),但是也包含半导体记录媒体或磁性记录媒体等的现有的任意的形式的记录媒体。再者,非暂时性的记录媒体是包括除了暂时性的传播讯号(transitory,propagating signal)以外的任意的记录媒体,也不排除挥发性的记录媒体。又,于分配装置通过通信网络而分配程序的结构中,在此分配装置中存储程序的存储装置与前述的非暂时性的记录媒体相当。(12) The functions of the game system 100 (100A, 100B) according to the aforementioned aspects are realized by the cooperative operation of the control device 11 or the control device 31 and the program. The program can be installed in a computer by being provided in a state of being stored in a computer-readable recording medium. The recording medium is, for example, a non-transitory recording medium, preferably an optical recording medium (optical disk) such as a CD-ROM, but it also includes any existing arbitrary recording medium such as a semiconductor recording medium or a magnetic recording medium. form of recording media. Furthermore, the non-transitory recording medium includes any recording medium other than the transient propagation signal (transitory, propagating signal), and does not exclude the volatile recording medium. In addition, in the configuration in which the distribution device distributes the program through the communication network, the storage device for storing the program in the distribution device corresponds to the aforementioned non-transitory recording medium.

[附注][note]

自以上的记载,例如如以下地掌握本发明的较佳的态样。再者,为了易于理解各个态样,于以下,虽然为了方便以括弧一并记载图式的符号,但是并非将本发明限于图示的态样的意思。From the above description, for example, preferable aspects of the present invention can be grasped as follows. In addition, in order to understand each aspect easily, although the symbols of the drawings are described in parentheses in the following for convenience, this is not intended to limit the present invention to the aspects shown in the drawings.

[附注1][Note 1]

依照本发明的一个态样(附注1)的游戏系统(100A、100B),是提供使用游乐媒体于由一个以上的使用者(U)所进行的游玩且赋予按照所述游玩的结果的报酬给所述一个以上的使用者(U)的游戏的游戏系统(100A、100B),具备:指标指定部(51),指定按照使用量(X)与赋予量(Y)的差量的收支指标(Z),其中所述使用量(X)与在单位期间(Q)内由所述一个以上的使用者(U)已使用的所述游乐媒体的数量对应,所述赋予量(Y)与在所述单位期间(Q)内已赋予给所述一个以上的使用者(U)的所述报酬的数量对应;以及结算处理部(52),按照所述收支指标(Z)来更新所述游戏的管理者(Hb)为了提供所述游戏所拥有的点数(P)。于以上的态样中,按照与在单位期间(Q)内的游乐媒体的使用量(X)与在所述单位期间(Q)内的报酬的赋予量(Y)的差量对应的收支指标(Z),来更新在由管理者(Hb)所进行的游戏的提供所需的点数(P)。因而,与仅按照游乐媒体的使用量(X)来更新点数(P)的结构相比,有所谓易于维持管理者(Hb)的损益的平衡的优点。A game system (100A, 100B) according to one aspect (Supplementary Note 1) of the present invention provides a game played by one or more users (U) using an amusement medium and gives a reward according to the result of the game. The game system (100A, 100B) for the game of one or more users (U) includes: an index designation unit (51) that designates an income and expenditure index according to the difference between the usage amount (X) and the payout amount (Y) (Z), wherein the usage amount (X) corresponds to the amount of the amusement medium that has been used by the one or more users (U) in a unit period (Q), and the payout amount (Y) corresponds to and a settlement processing unit (52) that updates all the rewards according to the revenue and expenditure index (Z) in accordance with the amount of the reward that has been given to the one or more users (U) within the unit period (Q) The game manager (Hb) has points (P) for providing the game. In the above aspect, the income and expenditure corresponding to the difference between the usage amount (X) of the amusement medium in the unit period (Q) and the reward grant amount (Y) in the unit period (Q) The indicator (Z) is used to update the points (P) required for the provision of the game played by the manager (Hb). Therefore, there is an advantage in that it is easy to maintain the balance of profit and loss of the manager (Hb), compared with a configuration in which the points (P) are updated only in accordance with the usage amount (X) of the amusement medium.

赋予给使用者(U)的报酬的内容为任意的。例如,赋予与使用者(U)使用于游玩的游乐媒体相同种类或不同种类的游乐媒体给使用者(U)作为报酬。然而,报酬不限于使用者(U)可使用于游玩的游乐媒体。The content of the reward given to the user (U) is arbitrary. For example, the user (U) is given an amusement medium of the same kind or a different kind as the amusement medium used for play by the user (U) as a reward. However, the reward is not limited to the entertainment media that the user (U) can use for playing.

“单位期间(Q)”是例如预定长度的期间。再者,借由指标指定部(51)所进行的收支指标(Z)的指定以及借由结算处理部(52)所进行的点数(P)的更新,在一个单位期间(Q)中被执行亦可,在多个单位期间(Q)的各个被执行亦可。在每单位期间(Q)地执行收支指标(Z)的指定以及点数(P)的更新的结构中,各个单位期间(Q)的时间长度的差异是不论的。The "unit period (Q)" is, for example, a period of a predetermined length. Furthermore, the designation of the income and expenditure index (Z) by the index designation unit (51) and the update of the points (P) by the settlement processing unit (52) are performed in one unit period (Q). The execution may be performed, and each of a plurality of unit periods (Q) may be performed. In the configuration in which the designation of the revenue and expenditure index (Z) and the update of the points (P) are performed every unit period (Q), the difference in the time length of each unit period (Q) is irrelevant.

“使用量(X)”是例如在单位期间(Q)内已使用的游乐媒体的数量。亦即,在单位期间(Q)内一个以上的使用者(U)已使用于游戏的游玩的游乐媒体的数量的总计为“使用量(X)”的典型例子。然而,将借由对于在单位期间(Q)内已使用的游乐媒体的数量的预定运算(例如预定的系数的乘法运算)所计算的数值作为“使用量(X)”亦可。"Amount of use (X)" is, for example, the number of amusement media used in a unit period (Q). That is, the total of the number of amusement media that has been used by one or more users (U) for playing the game in the unit period (Q) is a typical example of "amount of use (X)". However, a value calculated by a predetermined operation (for example, a multiplication operation of a predetermined coefficient) with respect to the number of amusement media used in the unit period (Q) may be used as "amount of use (X)".

相同地,“赋予量(Y)”是例如在单位期间(Q)内已赋予的报酬的数量。亦即,在单位期间(Q)内已赋予给一个以上的使用者(U)的报酬的数量的总计为“赋予量(Y)”的典型例子。然而,将借由对于在单位期间(Q)内已赋予的报酬的数量的预定运算(例如预定的系数的乘法运算)所计算的数值作为“赋予量(Y)”亦可。Similarly, the "payment amount (Y)" is, for example, the amount of the reward that has been paid out within the unit period (Q). That is, the sum of the number of rewards that have been given to one or more users (U) in the unit period (Q) is a typical example of the "payment amount (Y)". However, the numerical value calculated by the predetermined operation (for example, the multiplication operation of a predetermined coefficient) with respect to the quantity of the reward already given in the unit period (Q) may be used as "payment amount (Y)".

“收支指标(Z)”虽然典型为使用量(X)与赋予量(Y)的差量,但是将借由对于此差量的预定运算(例如预定的系数的乘法运算)所指定的数值作为“收支指标(Z)”亦可。Although the "income and expenditure index (Z)" is typically the difference between the usage amount (X) and the payout amount (Y), it is a numerical value designated by a predetermined operation (for example, a multiplication operation of a predetermined coefficient) for this difference. It can also be used as "income and expenditure index (Z)".

用于按照收支指标(Z)来更新点数(P)的具体的方法为任意的。例如,假设在使用量(X)相较于赋予量(Y)多的情况下自点数(P)减去收支指标(Z),而在赋予量(Y)相较于使用量(X)多的情况下将收支指标(Z)加到点数(P)的结构。然而,“按照收支指标(Z)来更新点数(P)”的处理不限于收支指标(Z)的加法运算或减法运算。又,对于点数(P)仅容许增加以及减少的一方的变更亦可。The specific method for updating the point (P) according to the balance of expenditure index (Z) is arbitrary. For example, suppose that when the usage amount (X) is larger than the payout amount (Y), the income and expenditure index (Z) is subtracted from the point (P), and when the payout amount (Y) is larger than the usage amount (X) In the case of a large amount, the income and expenditure index (Z) is added to the structure of the point (P). However, the process of "updating the points (P) according to the income and expenditure index (Z)" is not limited to the addition or subtraction of the income and expenditure index (Z). In addition, only one of increase and decrease may be allowed to change the number of points (P).

指定收支指标(Z)的处理的具体的内容为任意的。“指定”的典型例子虽然是自使用量(X)以及赋予量(Y)计算收支指标(Z)的处理,但是例如自使使用量(X)以及赋予量(Y)与收支指标(Z)对应的表搜寻收支指标(Z)的处理也被包含于“指定”的概念。The specific content of the processing of specifying the balance of payments index (Z) is arbitrary. A typical example of "designation" is the process of calculating the income and expenditure index (Z) from the usage amount (X) and the payment amount (Y). The processing of the corresponding table search for the revenue and expenditure index (Z) is also included in the concept of "designation".

[附注2][Note 2]

依照附注1的具体例(附注2)的游戏系统(100A),更具备:游戏装置(10),提供所述游戏;以及写入装置(20),连接或安装于所述游戏装置(10);其中所述游戏装置(10)具备所述指标指定部(51)以及所述结算处理部(52);且所述结算处理部(52)按照所述收支指标(Z)来更新存储于安装在所述写入装置(20)的可携式记录媒体(M)的点数(P)。于以上的态样中,因为存储点数(P)于记录媒体(M),此记录媒体(M)安装在连接或安装于游戏装置(10)的写入装置(20),所以有所谓对于点数(P)的更新不需要通过例如通信网络的与其他装置的通信的优点。The game system (100A) according to the specific example of Supplementary Note 1 (Supplementary Note 2), further comprising: a game device (10) for providing the game; and a writing device (20) connected to or installed in the game device (10) wherein the game device (10) is provided with the index specifying unit (51) and the settlement processing unit (52); and the settlement processing unit (52) updates and stores the index (Z) in accordance with the income and expenditure index (Z). The number of points (P) of the portable recording medium (M) mounted on the writing device (20). In the above aspect, since the points (P) are stored in the recording medium (M), and the recording medium (M) is mounted on the writing device (20) connected to or mounted on the game device (10), there is a so-called "for the point". The update of (P) does not require the advantage of communication with other devices through, for example, a communication network.

虽然“可携式记录媒体(M)”的典型例子为IC卡片,但是记录媒体(M)的具体的型态为任意的。又,记录媒体(M)是可反复地增加(加值)点数(P)的媒体亦可,是不容许点数(P)的增加的媒体亦可。A typical example of the "portable recording medium (M)" is an IC card, but the specific type of the recording medium (M) is arbitrary. In addition, the recording medium (M) may be a medium that can repeatedly increase (add value) points (P), or may be a medium that does not allow the increase of the points (P).

[附注3][Note 3]

依照附注1的具体例(附注3)的游戏系统(100B),具备:游戏装置(10),提供所述游戏;以及管理装置(30),可通过通信网络(200)与所述游戏装置(10)通信;其中所述管理装置(30)具备所述指标指定部(51)、所述结算处理部(52)、以及存储所述点数(P)的存储装置(32);且所述结算处理部(52)按照所述收支指标(Z)来更新存储于所述存储装置(32)的点数(P)。于以上的态样中,因为存储点数(P)于可通过通信网络(200)与游戏装置(10)通信的管理装置(30)的存储装置(32),所以有所谓不需存储点数(P)于游戏装置(10)的优点。The game system (100B) according to the specific example of Supplementary Note 1 (Supplementary Note 3) includes: a game device (10) for providing the game; and a management device (30) for communicating with the game device (200) through a communication network (200). 10) Communication; wherein the management device (30) is provided with the index designation unit (51), the settlement processing unit (52), and a storage device (32) that stores the points (P); and the settlement A processing unit (52) updates the points (P) stored in the storage device (32) according to 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) through the communication network (200), there is a so-called point (P) that does not need to be stored. ) on the advantages of the gaming device (10).

[附注4][Note 4]

在附注1至附注3的任一者的具体例(附注4)中,所述指标指定部(51)对于包括所述单位期间(Q)的多个单位期间(Q)的各个指定所述收支指标(Z)。In the specific example (Supplementary Note 4) of any one of Supplementary Notes 1 to 3, the index specifying unit (51) specifies the income for each of a plurality of unit periods (Q) including the unit period (Q). Support indicator (Z).

[附注5][Note 5]

在附注4的具体例(附注5)中,所述结算处理部(52)对于所述多个单位期间(Q)的各个按照已对于所述单位期间(Q)所指定的所述收支指标(Z),来更新所述点数(P)。于以上的态样中,每单位期间(Q)地指定收支指标(Z),且每单位期间(Q)地更新点数(P)。因而,可使按照在单位期间(Q)内的使用量(X)与赋予量(Y)的差量的收支指标(Z)每单位期间(Q)地随时反映于点数(P)。又,因为每单位期间(Q)地更新点数(P),所以也有所谓不需保持已反映于点数(P)的使用量(X)以及赋予量(Y)的优点。In the specific example of Supplementary Note 4 (Supplementary Note 5), the settlement processing unit (52), for each of the plurality of unit periods (Q), conforms to the income and expenditure index specified for the unit period (Q) (Z), to update the point (P). In the above aspect, the income and expenditure index (Z) is specified every unit period (Q), and the point (P) is updated every unit period (Q). Therefore, the balance index (Z) according to the difference between the usage amount (X) and the payout amount (Y) in the unit period (Q) can be reflected in the points (P) at any time per unit period (Q). In addition, since the points (P) are updated every unit period (Q), there is also an advantage that the usage amount (X) and the payout amount (Y) reflected in the points (P) do not need to be maintained.

[附注6][Note 6]

在附注4的具体例(附注6)中,所述结算处理部(52)每个预定期间地更新所述点数(P),其中所述预定期间包括所述多个单位期间(Q)。于以上的态样中,每个包括多个单位期间(Q)的预定期间地更新点数(P)。亦即,不需每单位期间(Q)地更新点数(P)。因而,减轻更新点数(P)的处理的负载。In the specific example of Supplementary Note 4 (Supplementary Note 6), the settlement processing unit (52) updates the points (P) every predetermined period including the plurality of unit periods (Q). In the above aspect, the points (P) are updated every predetermined period including a plurality of unit periods (Q). That is, it is not necessary to update the points (P) every unit period (Q). Therefore, the load of the process of updating the number of points (P) is reduced.

[附注7][Note 7]

在附注1至附注6的任一者的具体例(附注7)中,所述结算处理部(52)在所述使用量(X)超过所述赋予量(Y)的情况下,使所述点数(P)按照所述收支指标(Z)减少。In the specific example (Supplementary Note 7) of any one of Supplementary Note 1 to Supplementary Note 6, when the usage amount (X) exceeds the payout amount (Y), the settlement processing unit (52) makes the Points (P) are decreased according to the said revenue and expenditure index (Z).

[附注8][Note 8]

在附注7的具体例(附注8)中,所述结算处理部(52)在所述使用量(X)低于所述赋予量(Y)的情况下,使所述点数(P)按照所述收支指标(Z)增加。In the specific example of Supplementary Note 7 (Supplementary Note 8), when the usage amount (X) is lower than the payout amount (Y), the settlement processing unit (52) makes the point (P) according to the The above-mentioned revenue and expenditure indicator (Z) increased.

[附注9][Note 9]

在附注7的具体例(附注9)中,所述结算处理部(52)在所述使用量(X)低于所述赋予量(Y)的情况下,维持所述点数(P)。于以上的态样中,在使用量(X)低于赋予量(Y)的情况下维持点数(P)。亦即,不容许点数(P)的增加。因而,能够防止管理者(Hb)使点数(P)增加的不正当行为。In the specific example of Supplementary Note 7 (Supplementary Note 9), the settlement processing unit (52) maintains the points (P) when the usage amount (X) is lower than the payout amount (Y). In the above aspect, when the usage amount (X) is lower than the application amount (Y), the points (P) are maintained. That is, an increase in the number of points (P) is not allowed. Therefore, it is possible to prevent an illegal act in which the manager (Hb) increases the points (P).

[附注10][Note 10]

在附注5的具体例(附注10)中,所述多个单位期间包括第一单位期间(Q)以及接续在所述第一单位期间(Q)的一个以上的第二单位期间(Q);且所述结算处理部(52)在所述第一单位期间(Q)中的所述使用量(X)低于所述赋予量(Y)的情况下,到所述一个以上的第二单位期间(Q)中的所述使用量(X)与所述赋予量(Y)的差量值的累积值(A)达到所述第一单位期间(Q)中的所述使用量(X)与所述赋予量(Y)的差量值的绝对值为止,维持所述点数(P)。根据以上的态样,能够一边禁止点数(P)的增加,一边按照使用量(X)以及赋予量(Y)的大小适当地更新点数(P)。In the specific example of Supplementary Note 5 (Supplementary Note 10), the plurality of unit periods includes 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), when the usage amount (X) in the first unit period (Q) is lower than the payout amount (Y), to the one or more second units The cumulative value (A) of the difference between the usage amount (X) and the payout amount (Y) in the period (Q) reaches the usage amount (X) in the first unit period (Q) The number of points (P) is maintained until the absolute value of the difference value from the given amount (Y). According to the above aspect, the point (P) can be appropriately updated according to the size of the usage amount (X) and the payout amount (Y) while prohibiting the increase of the point (P).

[附注11][Note 11]

依照本发明的一个态样(附注11)的游戏系统(100A、100B)的操作方法,是提供使用游乐媒体于由一个以上的使用者(U)所进行的游玩且赋予按照所述游玩的结果的报酬给所述一个以上的使用者(U)的游戏的游戏系统(100A、100B)的操作方法,包括以下步骤:指定按照使用量(X)与赋予量(Y)的差量的收支指标(Z),其中所述使用量(X)与在单位期间(Q)内由所述一个以上的使用者(U)已使用的所述游乐媒体的数量对应,所述赋予量(Y)与在所述单位期间(Q)内已赋予给所述一个以上的使用者(U)的所述报酬的数量对应;以及按照所述收支指标(Z)来更新所述游戏的管理者(Hb)为了提供所述游戏所拥有的点数(P)。An operation method of a game system (100A, 100B) according to one aspect (Supplementary Note 11) of the present invention is to provide a game played by one or more users (U) using an amusement medium and to give a result according to the game. The operation method of the game system (100A, 100B) in which the reward is given to the one or more users (U) for the game, comprising the steps of: specifying the income and expenditure according to the difference between the usage amount (X) and the grant amount (Y) Index (Z), wherein the usage amount (X) corresponds to the amount of the amusement medium that has been used by the one or more users (U) in a unit period (Q), and the given amount (Y) Corresponding to the amount of the reward that has been given to the one or more users (U) within the unit period (Q); and updating the manager of the game according to the revenue and expenditure index (Z) ( Hb) Points (P) possessed in order to provide said game.

[附注12][Note 12]

依照本发明的一个态样(附注12)的程序,为了提供使用游乐媒体于由一个以上的使用者(U)所进行的游玩且赋予按照所述游玩的结果的报酬给所述一个以上的使用者(U)的游戏,而使电脑作为以下部件发挥功能:指标指定部(51),指定按照使用量(X)与赋予量(Y)的差量的收支指标(Z),其中所述使用量(X)与在单位期间(Q)内由所述一个以上的使用者(U)已使用的所述游乐媒体的数量对应,所述赋予量(Y)与在所述单位期间(Q)内已赋予给所述一个以上的使用者(U)的所述报酬的数量对应;以及结算处理部(52),按照所述收支指标(Z)来更新所述游戏的管理者(Hb)为了提供所述游戏所拥有的点数(P)。A program according to an aspect of the present invention (Supplementary note 12), in order to provide use of an amusement medium for a game performed by one or more users (U) and to give a reward according to the result of the game to the one or more users the game of the player (U), and make the computer function as an index designation unit (51) that designates a revenue and expenditure index (Z) according to the difference between the usage amount (X) and the payout amount (Y), wherein the The usage amount (X) corresponds to the number of the amusement media used by the one or more users (U) in the unit period (Q), and the grant amount (Y) corresponds to the amount of the entertainment medium used in the unit period (Q). ) corresponds to the amount of the reward that has been given to the one or more users (U); and a settlement processing unit (52) updates the game manager (Hb) according to the revenue and expenditure index (Z) ) in order to provide the points (P) possessed by the game.

符号说明:Symbol Description:

100A、100B:游戏系统100A, 100B: Gaming System

200:通信网络200: Communication Network

10:游戏装置10: Game Device

11:控制装置11: Control device

12:存储装置12: Storage device

13:通信装置13: Communication device

14:显示装置14: Display device

15:操作装置15: Operating device

20:写入装置20: Writing device

30:管理装置30: Management device

31:控制装置31: Controls

32:存储装置32: Storage device

33:通信装置33: Communication device

50:游戏控制部50: Game Control Department

51:指标指定部51: Indicator Designation Department

52:结算处理部52: Settlement Processing Department

M:管理卡片M: Manage Cards

Ha:提供者Ha: provider

Hb:管理者Hb: Manager

U:使用者。U: 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, method for operating game system, and recording medium Active CN114390940B (en)

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CN103348366A (en) * 2011-02-17 2013-10-09 科乐美数码娱乐株式会社 Value computing system, and computer program for value computing
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