TW202100216A - Game system, operation method for game system and program - Google Patents
Game system, operation method for game system and program Download PDFInfo
- Publication number
- TW202100216A TW202100216A TW109118877A TW109118877A TW202100216A TW 202100216 A TW202100216 A TW 202100216A TW 109118877 A TW109118877 A TW 109118877A TW 109118877 A TW109118877 A TW 109118877A TW 202100216 A TW202100216 A TW 202100216A
- Authority
- TW
- Taiwan
- Prior art keywords
- game
- amount
- unit
- points
- income
- Prior art date
Links
- 238000000034 method Methods 0.000 title claims description 31
- 238000012545 processing Methods 0.000 claims abstract description 57
- 238000004891 communication Methods 0.000 claims description 23
- 230000001186 cumulative effect Effects 0.000 claims description 14
- 238000011017 operating method Methods 0.000 claims description 3
- 230000008859 change Effects 0.000 claims description 2
- 230000008569 process Effects 0.000 description 20
- 238000010586 diagram Methods 0.000 description 17
- 230000008901 benefit Effects 0.000 description 9
- 230000000694 effects Effects 0.000 description 9
- 230000006870 function Effects 0.000 description 8
- 230000009471 action Effects 0.000 description 6
- 230000007246 mechanism Effects 0.000 description 3
- 239000002184 metal Substances 0.000 description 3
- 239000004065 semiconductor Substances 0.000 description 3
- 238000005401 electroluminescence Methods 0.000 description 2
- 239000000284 extract Substances 0.000 description 2
- 230000014759 maintenance of location Effects 0.000 description 2
- 230000015654 memory Effects 0.000 description 2
- 238000012986 modification Methods 0.000 description 2
- 230000004048 modification Effects 0.000 description 2
- 230000003287 optical effect Effects 0.000 description 2
- 238000009825 accumulation Methods 0.000 description 1
- 230000004913 activation Effects 0.000 description 1
- 230000006399 behavior Effects 0.000 description 1
- 235000019994 cava Nutrition 0.000 description 1
- 230000008094 contradictory effect Effects 0.000 description 1
- 230000001934 delay Effects 0.000 description 1
- 238000005516 engineering process Methods 0.000 description 1
- 239000004973 liquid crystal related substance Substances 0.000 description 1
- 230000001902 propagating effect Effects 0.000 description 1
- 230000000717 retained effect Effects 0.000 description 1
- 239000013589 supplement Substances 0.000 description 1
Images
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/792—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating 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
- A63F13/69—Generating 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/24—Electric games; Games using electronic circuits not otherwise provided for
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION 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
- G06Q50/00—Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
- G06Q50/10—Services
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Business, Economics & Management (AREA)
- General Business, Economics & Management (AREA)
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- Computer Security & Cryptography (AREA)
- Tourism & Hospitality (AREA)
- Health & Medical Sciences (AREA)
- Economics (AREA)
- General Health & Medical Sciences (AREA)
- Human Resources & Organizations (AREA)
- Marketing (AREA)
- Primary Health Care (AREA)
- Strategic Management (AREA)
- Theoretical Computer Science (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
- Selective Calling Equipment (AREA)
Abstract
Description
本發明是有關一種遊戲。This invention is about a game.
自以往提議有用於營運設置有遊戲裝置的遊樂設施等的設施的各種技術。例如在專利文獻1揭露有用於在管理設施的經營者(以下稱為「管理者」)與提供遊戲裝置給此管理者的經營者(以下稱為「提供者」)之間分配收益的技術。具體而言,每次由使用者所進行的遊戲的遊玩時,將與管理者已事先支付給提供者的金額相當的點數的數值減去預定值。於點數的數值低於預定值的狀況下,遊戲裝置的動作被限制。
[先前技術文獻]
[專利文獻]Various technologies for operating facilities such as amusement facilities with game devices have been proposed from the past. For example,
[專利文獻1]日本專利特許第5820777號公報[Patent Document 1] Japanese Patent No. 5820777
[發明欲解決之課題][The problem to be solved by the invention]
可是,自以往例如使用代幣等的遊樂媒體於由使用者所進行的遊玩、賦予按照此遊玩的結果的報酬給使用者的遊戲為普遍的。即使在以上種類的遊戲中,也假設有每次由使用者所進行的遊樂價值的使用(亦即每當遊玩遊戲)時減去管理者的點數的結構。然而,在例如如抽獎遊戲中的累積賭注(Jackpot)那樣地已賦予許多的報酬給使用者的情況下,儘管管理者的收益減少,每當遊玩由使用者所進行的遊戲時,點數還是一律被減去,結果有無法維持管理者的損益的平衡的可能性。 [為解決課題之手段]However, from the past, for example, amusement media such as tokens are used for games performed by users, and games that give users rewards according to the results of the games are common. Even in the above types of games, it is assumed that there is a structure in which the points of the manager are subtracted every time the play value is used by the user (that is, every time the game is played). However, in the case where a lot of rewards have been given to the user, such as jackpot in a lottery game, even though the manager’s profit is reduced, every time the game played by the user is played, the points are still All are subtracted, and as a result, there is a possibility that the manager’s profit and loss cannot be balanced. [Means to solve the problem]
為了解決以上的課題,依照本發明的一個態樣的遊戲系統,是提供使用遊樂媒體於由一個以上的使用者所進行的遊玩且賦予按照所述遊玩的結果的報酬給所述一個以上的使用者的遊戲之遊戲系統,具備:指標指定部,指定按照使用量與賦予量的差量的收支指標,其中所述使用量與在單位期間內由所述一個以上的使用者已使用的所述遊樂媒體的數量對應,所述賦予量與在所述單位期間內已賦予給所述一個以上的使用者的所述報酬的數量對應;以及結算處理部,按照所述收支指標來更新所述遊戲的管理者為了提供所述遊戲所擁有的點數。In order to solve the above problems, a game system according to one aspect of the present invention provides the use of amusement media for games performed by more than one user and rewards the one or more users according to the result of the game. The game system of the player’s game includes: an indicator specifying unit that specifies a revenue and expenditure indicator according to the difference between the usage amount and the payout amount, wherein the usage amount and the amount used by the one or more users in the unit period The amount of the amusement media corresponds to the amount of the rewards that have been paid to the one or more users within the unit period; and the settlement processing unit updates the amount of rewards according to the income and expenditure index The manager of the game provides points owned by the game.
依照本發明的一個態樣的遊戲系統的操作方法,是提供使用遊樂媒體於由一個以上的使用者所進行的遊玩且賦予按照所述遊玩的結果的報酬給所述一個以上的使用者的遊戲之遊戲系統的操作方法,包括以下步驟:指定按照使用量與賦予量的差量的收支指標,其中所述使用量與在單位期間內由所述一個以上的使用者已使用的所述遊樂媒體的數量對應,所述賦予量與在所述單位期間內已賦予給所述一個以上的使用者的所述報酬的數量對應;以及按照所述收支指標來更新所述遊戲的管理者為了提供所述遊戲所擁有的點數。An operating method of a game system according to one aspect of the present invention provides a game that uses amusement media to play by more than one user and rewards the more than one user with rewards according to the result of the play The operating method of the game system includes the following steps: designating a revenue and expenditure index based on the difference between the usage amount and the payout amount, wherein the usage amount is the same as the amusement that has been used by the more than one user during the unit period The amount of media corresponds to the number of media, and the amount of pay corresponds to the amount of the rewards that have been paid to the one or more users during the unit period; and the manager who updates the game according to the revenue and expenditure index Provide the points owned by the game.
依照本發明的一個態樣的程式,為了提供使用遊樂媒體於由一個以上的使用者所進行的遊玩且賦予按照所述遊玩的結果的報酬給所述一個以上的使用者的遊戲,而使電腦作為以下部件發揮功能:指標指定部,指定按照使用量與賦予量的差量的收支指標,其中所述使用量與在單位期間內由所述一個以上的使用者已使用的所述遊樂媒體的數量對應,所述賦予量與在所述單位期間內已賦予給所述一個以上的使用者的所述報酬的數量對應;以及結算處理部,按照所述收支指標來更新所述遊戲的管理者為了提供所述遊戲所擁有的點數。According to one aspect of the program of the present invention, in order to provide a game that uses amusement media to play by more than one user and rewards the one or more users according to the result of the play, the computer It functions as the following component: an index specifying unit that specifies an income and expenditure index according to the difference between the usage amount and the payout amount, wherein the usage amount and the amusement media that have been used by the one or more users in the unit period Corresponding to the number of, the payout amount corresponds to the number of the rewards that have been paid to the one or more users within the unit period; and the settlement processing unit updates the game’s performance according to the revenue and expenditure index The manager provides the points owned by the game.
一邊參照圖式一邊說明本發明的實施的型態。以下所記載的實施的型態包括技術上較佳的各種限制。本發明的範圍並不限於以下所例示的型態。The implementation mode of the present invention will be described while referring to the drawings. The implementation types described below include various technically preferable limitations. The scope of the present invention is not limited to the forms exemplified below.
[第一實施型態]
圖1是依照第一實施型態的遊戲系統100A的結構圖。第一實施型態的遊戲系統100A例如被設置於遊樂設施。遊樂設施是例如遊戲中心或娛樂場等的娛樂設施、或購物中心等的商業設施。遊戲系統100A是提供遊戲給遊樂設施內的使用者(玩家)U的電腦系統。[First Implementation Type]
FIG. 1 is a structural diagram of a
自提供者Ha對於遊樂設施的管理者Hb提供遊戲系統100A。提供者Ha是對於管理者借出或販賣遊戲系統100A的經營者。例如以遊戲系統100A的製造為業的製造者、或以出租已自此製造者購入的遊戲系統100A為業的經營者為提供者Ha的一個例子。管理者Hb是營運遊樂設施的經營者。The self-provider Ha provides the
管理者Hb在來自提供者Ha所提供的遊戲系統100A的營運之際,自提供者Ha取得管理卡片M。具體而言,管理者Hb購入管理卡片M以交換預訂額度的貨幣的支付。管理卡片M是儲存有所擁有點數P的可攜式記錄媒體。所擁有點數P是管理者Hb為了使遊戲裝置10動作所擁有的價值。管理者Hb也可以藉由對於提供者Ha的貨幣的支付,使儲存於已取得的管理卡片M的所擁有點數P增加。The manager Hb obtains the management card M from the provider Ha when operating the
如圖1所例示地,第一實施型態的遊戲系統100A具備遊戲裝置10以及寫入裝置20。遊戲裝置10是使用者U為了遊玩遊戲所使用的電腦系統。在娛樂場所使用的遊戲裝置10也被稱呼為遊戲機。寫入裝置20例如藉由有線或無線來與遊戲裝置10連接。寫入裝置20是執行對於管理卡片M的數據的讀出以及寫入的讀寫器。具體而言,寫入裝置20具備裝卸管理卡片M的裝卸機構、以及更新儲存於管理卡片M的數據的更新電路。裝卸機構是例如插入或承載放置管理卡片M的機構。第一實施型態的寫入裝置20更新儲存於管理卡片M的所擁有點數P。再者,將寫入裝置20安裝於遊戲裝置10亦可。於將寫入裝置20安裝於遊戲裝置10的結構中,單個遊戲裝置10與遊戲系統100A相當。As illustrated in FIG. 1, the
圖2是例示遊戲系統100A的具體的結構的方塊圖。如圖2所例示地,遊戲裝置10具備控制裝置11、儲存裝置12、通訊裝置13、顯示裝置14、以及操作裝置15。再者,遊戲裝置10除了藉由單個裝置來實現以外,亦可藉由相互分開構成的多個裝置的集合來實現。FIG. 2 is a block diagram illustrating a specific structure of the
控制裝置11是例如控制遊戲裝置10的各個元件的單個或多個處理器。具體而言,藉由例如CPU(Central Processing Unit)、GPU(Graphics Processing Unit)、DSP(Digital Signal Processor)、FPGA(Field Programmable Gate Array)、或ASIC(Application Specific Integrated Circuit)等的一個種類以上的處理器來構成控制裝置11。通訊裝置13與寫入裝置20通訊。控制裝置11藉由通過通訊裝置13的與寫入裝置20的通訊,可更新(變更)儲存於管理卡片M的所擁有點數P。The
儲存裝置12是儲存控制裝置11所執行的程式以及控制裝置11所使用的各種數據的單個或多個記憶體。採用例如半導體記錄媒體以及磁性記錄媒體等的習知的記錄媒體、或多種記錄媒體的組合作為儲存裝置12。The storage device 12 is a single or multiple memories that store programs executed by the
顯示裝置14基於藉由控制裝置11所進行的控制來使圖像顯示。使用例如液晶顯示面板或有機EL(ElectroLuminescence)顯示面板等的顯示面板作為顯示裝置14。操作裝置15是接受來自使用者U的指示的輸入機器。例如,使用使用者U所操作的多個操作子、或與顯示裝置14一體構成並檢測由使用者U所進行的接觸的觸摸面板作為操作裝置15。The
使用者U藉由使用自身所擁有的遊樂媒體來遊玩藉由遊戲裝置10所進行的遊戲。遊樂媒體是在遊戲中所使用的有實體或無實體的價值媒體。有實體的遊樂媒體是例如代幣(金屬硬幣)、硬幣(貨幣)或票券。無實體的遊樂媒體是例如電子金屬硬幣、信用值或其他的數值數據。無實體的遊樂媒體的數量作為電子數據儲存於例如使用者U所持有的IC卡片等的記錄媒體、或可與遊戲裝置10通訊的伺服器。遊樂媒體的使用亦可換言為遊樂媒體的投入或消費(或者押注)。The user U plays the game played by the
使用者U例如藉由使用預定數量的遊樂媒體來參加遊戲內的各種活動。作為使用者U所參加的活動,例如有隨機地選擇多個要素的任一者的抽獎活動、表示使用者U的角色探索洞穴、建築物等的探索場所的探索活動、或表示使用者U的角色與其他角色對戰的對戰活動等。The user U participates in various activities in the game by using a predetermined number of amusement media, for example. The activities that the user U participates in include, for example, a lottery that randomly selects any one of a plurality of elements, an exploration activity that shows the character of the user U exploring caves, buildings, and other exploration places, or an exploration activity that shows the user U Battle activities where the character competes with other characters, etc.
又,使用者U獲得按照遊戲的遊玩的結果的報酬。具體而言,賦予按照遊玩的結果的數量的遊樂媒體給使用者U作為報酬。例如,在前述的各種活動中預定的條件已成立的情況下,賦予按照使用者U已使用的數量之數量的遊樂媒體給此使用者U作為報酬。再者,使用者U在遊戲所使用的遊樂媒體與賦予給使用者U作為報酬的遊樂媒體,為相同種類以及不同種類的哪一者皆可。例如按照已使用代幣等的有實體的遊樂媒體的遊玩的結果,來賦予電子金屬硬幣或信用值等的無實體的遊樂媒體給使用者U。In addition, the user U receives a reward according to the result of playing the game. Specifically, the number of amusement media according to the result of the play is given to the user U as a reward. For example, in the case where the predetermined conditions in the aforementioned various activities have been established, the user U is given the amount of amusement media according to the number used by the user U as a reward. Furthermore, 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 of the same type or different types. For example, in accordance with the result of playing a physical amusement medium such as a used token, an intangible amusement medium such as an electronic metal coin or a credit value is given to the user U.
來訪遊樂設施的使用者U藉由支付例如現金或電子貨幣等的貨幣給管理者Hb來取得遊樂媒體,並使用此遊樂媒體於藉由遊戲裝置10所進行的遊戲。另一方面,如前述地,管理者Hb藉由對於提供者Ha的貨幣的支付,自此提供者Ha取得管理卡片M,並使用此管理卡片M提供遊戲給使用者U。如自以上的說明所理解地,在提供者Ha與此管理者Hb之間,實質地分配管理者Hb已自使用者U所收到的利潤。藉由在以上所例示的運用,提供者Ha對於管理者Hb能夠提供廉價的遊戲系統100A。The user U visiting the amusement facility obtains the amusement medium by paying currency such as cash or electronic money to the manager Hb, and uses the amusement medium in the game played by the
為了實現在以上所例示的運用,在第一實施型態中,按照已在遊戲裝置10使用的遊樂媒體的數量、以及已在此遊戲裝置10作為報酬賦予的遊樂媒體的數量,來更新儲存於管理者Hb的管理卡片M的所擁有點數P。In order to realize the application exemplified above, in the first embodiment, the number of amusement media that has been used in the
如圖2所例示地,第一實施型態的儲存裝置12儲存歷史數據L以及試算數據T。歷史數據L是表示遊戲裝置10中的遊樂媒體的使用以及賦予的歷史的日誌數據(Log Data)。具體而言,每次使用時登記任意的使用者U已使用的遊樂媒體的數量於歷史數據L,並每次賦予時登記已作為報酬賦予給任意的使用者U的遊樂媒體的數量於歷史數據L。As shown in FIG. 2, the storage device 12 of the first embodiment stores historical data L and trial calculation data T. The history data L is log data (Log Data) indicating the history of the use of amusement media in the
圖3是試算數據T的模式圖。試算數據T是使用於儲存於管理卡片M的所擁有點數P的更新的數據表。試算數據T與遊戲裝置10的動作並行地隨時被更新。如圖3所例示地,試算數據T是多個單位數據D的排列。多個單位數據D的各個與一個單位期間Q(Q1、Q2、……)對應。單位期間Q是預定長度(例如三十分鐘)的期間。在遊戲裝置10動作的期間內,每單位期間Q地追加一個單位數據D於試算數據T。已反映於所擁有點數P的單位數據D自試算數據T刪除亦可。又,每預定週期地消除試算數據T亦可。Fig. 3 is a schematic diagram of trial calculation data T. The trial data T is a data table used to update the 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
與各個單位期間Q對應的單位數據D包括使用量X以及賦予量Y。使用量X是與在單位期間Q內已使用於遊戲的遊玩的遊樂媒體的數量對應的數值。具體而言,第一實施型態的使用量X是在單位期間Q內遊玩遊戲的一個以上的使用者U已使用的遊樂媒體的數量的總計值。賦予量Y是與在單位期間Q內已作為報酬賦予的遊樂媒體的數量對應的數值。具體而言,第一實施型態的賦予量Y是在單位期間Q內已賦予給遊玩遊戲的一個以上的使用者U作為報酬的遊樂媒體的數量的總計值。概略而言,隨時更新此所擁有點數P,使得遊樂媒體的使用量X越多(亦即管理者Hb的利潤越大),所擁有點數P越減少。The unit data D corresponding to each unit period Q includes the usage amount X and the payment 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 in the unit period Q. Specifically, the usage amount X of the first embodiment is the total value of the number of amusement media used by more than one user U playing the game in the unit period Q. The payout amount Y is a numerical value corresponding to the number of amusement media that have been paid as a reward in the unit period Q. Specifically, the payout amount Y of the first embodiment is the total value of the number of amusement media that have been paid as rewards to one or more users U playing the game in the unit period Q. Roughly speaking, the points P possessed are updated at any time, so that the more the amusement media usage X (that is, the greater the profit of the manager Hb), the less the points P possessed.
在圖3中,與各個單位期間Q對應的單位數據D的總計使用量∑x是此單位期間Q以前的一個以上的單位期間Q中的使用量X的總計值。亦即,任意的一個單位期間Q中的總計使用量∑x是此單位期間Q的使用量X與緊接在前的單位期間Q的總計使用量∑x的總計值。又,與各個單位期間Q對應的單位數據D的總計賦予量∑y是此單位期間Q以前的一個以上的單位期間Q中的賦予量Y的總計值。亦即,任意的一個單位期間Q中的總計賦予量∑y是此單位期間Q的賦予量Y與緊接在前的單位期間Q的總計賦予量∑y的總計值。再者,自試算數據T省略總計使用量∑x以及總計賦予量∑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 before this unit period Q. That is, the total usage amount Σx in an arbitrary unit period Q is the total value of the usage amount X of this unit period Q and the total usage amount Σx of the immediately preceding unit period Q. Moreover, the total payout amount Σy of the unit data D corresponding to each unit period Q is the total value of the payout amount Y in one or more unit periods Q before the unit period Q. That is, the total payout amount Σy in an arbitrary unit period Q is the total value of the payout amount Y of this unit period Q and the total payout amount Σy of the immediately preceding unit period Q. In addition, the total usage amount Σx and the total payout amount Σy may be omitted from the trial calculation data T.
與各個單位期間Q對應的單位數據D的收支指標Z是按照此單位期間Q中的使用量X以及賦予量Y的數值。第一實施型態的收支指標Z是使用量X與賦予量Y的差量(Z=X-Y)。因而,使用量X與賦予量Y相比越大(亦即管理者Hb的利潤越大),收支指標Z成為越大的數值。另一方面,在賦予量Y超過使用量X的情況下(Y>X),收支指標Z成為負數。收支指標Z與所謂的內部增益(House Gain)相當。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 income and expenditure index Z of the first embodiment is the difference between the usage amount X and the payment 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 amount Y exceeds the usage amount X (Y>X), the income and expenditure index Z becomes a negative number. The income and expenditure index Z is equivalent to the so-called house gain.
與各個單位期間Q對應的總計指標∑z是此單位期間Q以前的一個以上的單位期間Q中的收支指標Z的總計值。亦即,任意的一個單位期間Q中的總計指標∑z是此單位期間Q的收支指標Z與緊接在前的單位期間Q的總計指標∑z的總計值。再者,自試算數據T省略總計指標∑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 before the unit period Q. That is, the total index Σz in an arbitrary unit period Q is the total value of the income and expenditure index Z of this 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.
與各個單位期間Q對應的消費量C是應自儲存於管理卡片M的所擁有點數P減去的數量。與各個單位期間Q對應的消費量C是按照與此單位期間Q對應的收支指標Z來設定。具體而言,在單位期間Q的收支指標Z為非負數(正數或零)的情況下,設定此收支指標Z作為與此單位期間Q對應的消費量C(C=Z)。亦即,自所擁有點數P減去使用量X與賦予量Y的差量(亦即管理者Hb的利潤量)作為消費量C。另一方面,在單位期間Q的收支指標Z為負數的情況下,與此單位期間Q對應的消費量C被設定為零。消費量C為零意味著維持儲存於管理卡片M的所擁有點數P(亦即不減去)。The consumption amount C corresponding to each unit period Q is the amount that should be subtracted from the number of points P stored in the management card M. The consumption 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 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 subtracted from the number of points P owned by the difference between the usage amount X and the payout amount Y (that is, the amount of profit of the manager Hb). On the other hand, when the income and expenditure index Z for the unit period Q is negative, the consumption C corresponding to the unit period Q is set to zero. The consumption amount C being zero means that the points P stored in the management card M are maintained (that is, not subtracted).
在圖3中與各個單位期間Q對應的總計消費量∑c是此單位期間Q以前的一個以上的單位期間Q中的消費量C的總計值。亦即,任意的一個單位期間Q中的消費量C是此單位期間Q的消費量C與緊接在前的單位期間Q的總計消費量∑c的總計值。總計消費量∑c亦可換言為自所擁有點數P減去的數值的總計。再者,自試算數據T省略總計消費量∑c亦可。The total consumption amount Σc corresponding to each unit period Q in FIG. 3 is the total value of the consumption amount C in one or more unit periods Q before this unit period Q. That is, the consumption amount C in an arbitrary unit period Q is the total value of the consumption amount C in this unit period Q and the total consumption amount Σc in the immediately preceding unit period Q. The total consumption Σc can also be expressed as the sum of the values subtracted from the points P possessed. Furthermore, the total consumption amount Σc may be omitted from the trial calculation data T.
於以下的說明中,特別將收支指標Z為負數的一個單位期間Q表示為「指定期間Q」。例如作為如抽獎遊戲中的累計賭注那樣地許多的報酬的賦予已發生的結果而賦予量Y超過使用量X的單位期間Q是指定期間Q。如圖3所例示地,在指定期間Q以及接續在此指定期間Q的一個以上的單位期間Q中,消費量C被設定為零。具體而言,到累積接續在指定期間Q的一個以上的單位期間Q中的收支指標Z的數值(以下稱為「累積值」)A達到指定期間Q中的收支指標Z的絕對值∣Z∣為止,指定期間Q以後的各個單位期間Q中的消費量C被設定為零。在消費量C為零的單位期間Q中,所擁有點數P不被減去。指定期間Q是「第一單位期間」的一個例子,接續在指定期間Q的一個以上的單位期間Q是「第二單位期間」的一個例子。In the following description, in particular, a unit period Q in which the income and expenditure index Z is a negative number is expressed as a "designated period Q". For example, the unit period Q in which the payout amount Y exceeds the usage amount X is the designated period Q as a result of the payout of many rewards such as the cumulative bet in a lottery game. As illustrated in FIG. 3, the consumption amount C is set to zero during the designated period Q and one or more unit periods Q following the designated period Q. Specifically, the value of the income and expenditure index Z in one or more unit periods Q (hereinafter referred to as the "cumulative value") A of the income and expenditure index Z in the specified period Q until the accumulation continues ∣ Until Z∣, the consumption C in each unit period Q after the designated period Q is set to zero. In the unit period Q in which the consumption C is zero, the number of points P possessed is not deducted. The designated period Q is an example of the "first unit period", and one or more unit periods Q following the designated period Q is an example of the "second unit period".
圖4是在收支指標Z為負數的情況下的試算數據T的說明圖。在圖4中,假定在單位期間Q4中的收支指標Z為負數「-1000」的情況。亦即,單位期間Q4是指定期間Q。指定期間Q4中的所擁有點數P的消費量C被設定為零。又,當對於接續在指定期間Q4的各個單位期間Q(Q5、Q6、……)累積收支指標Z時,則在單位期間Q8中收支指標Z的累積值A成為「1100」。亦即,收支指標Z的累積值A超過指定期間Q4中的收支指標Z的絕對值∣Z∣「1000」。因而,如圖4所例示地,自指定期間Q4到單位期間Q7為止的各個單位期間Q中的消費量C被設定為零。FIG. 4 is an explanatory diagram of trial calculation data T when the income and expenditure 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. In addition, when the income and expenditure index Z is accumulated for each unit period Q (Q5, Q6, ...) following the designated period Q4, the accumulated value A of the income and expenditure index Z in the unit period Q8 becomes "1100". That is, the cumulative 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.
如圖4所例示的狀態數據F是指定是否應設定所擁有點數P的消費量C為零的資訊(例如旗標(Flag))。具體而言,狀態數據F在應設定消費量C為零的狀態下被設定為一,而在應設定消費量C為按照收支指標Z的正數的狀態下被設定為零。狀態數據F被儲存於儲存裝置12。The status data F as illustrated in FIG. 4 is information (for example, a flag) that specifies whether 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 C to be set is zero, and is set to zero when the consumption C to be set is a positive number according to the income and expenditure index Z. The status data F is stored in the storage device 12.
當將以上的處理換句話說時,則在到接續在指定期間Q的各個單位期間Q中的總計指標∑z超過指定期間Q的緊接在前的單位期間Q中的總計指標∑z為止的各個單位期間Q中,維持消費量C為零。例如在圖5中,因為指定期間Q4中的收支指標Z為「-1000」,所以假定此指定期間Q4中的總計指標∑z被設定為-300的情況。因為在接續在指定期間Q4的各個單位期間Q(Q5、Q6、……)中收支指標Z是正數,所以總計指標∑z每單位期間Q地增加(-300→-200→300→600)。雖然單位期間Q7的總計指標∑z(=600)低於指定期間Q4的緊接在前的單位期間Q3中的總計指標∑z(=700),但是緊接在後的單位期間Q8中的總計指標∑z(=800)超過單位期間Q3中的總計指標∑z(=700)。因而,自指定期間Q4到單位期間Q7為止的各個單位期間Q中的消費量C被設定為零。When the above processing is put 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 before the designated period Q In each unit period Q, the consumption C is maintained at zero. For example, in FIG. 5, because the income and expenditure 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. Because the income and expenditure index Z is a positive number in each unit period Q (Q5, Q6,...) following the designated period Q4, the total index ∑z increases per unit period Q (-300→-200→300→600) . Although the total index ∑z (=600) of the unit period Q7 is lower than the total index ∑z (=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.
圖6是例示第一實施型態中的遊戲裝置10的功能上的結構的方塊圖。如圖6所例示地,第一實施型態的控制裝置11藉由執行儲存於儲存裝置12的程式來實現多個功能(遊戲控制部50、指標指定部51以及結算處理部52)。FIG. 6 is a block diagram illustrating the functional structure of the
遊戲控制部50控制使用者U所遊玩的遊戲。具體而言,遊戲控制部50例如按照對於操作裝置15的來自使用者U的指示,來使遊戲內的各種活動進行。又,遊戲控制部50使表示此遊戲的進行的狀況的遊戲畫面顯示於顯示裝置14。The
指標指定部51計算按照使用量X與賦予量Y的差量的收支指標Z。每單位期間Q地執行收支指標Z的計算。第一實施型態的指標指定部51藉由自使用量X減去賦予量Y來計算收支指標Z。The
結算處理部52按照指標指定部51所計算的收支指標Z來更新所擁有點數P。具體而言,結算處理部52在多個單位期間Q的各個中,按照此單位期間Q的收支指標Z來更新所擁有點數P。第一實施型態的結算處理部52藉由控制安裝有管理卡片M的寫入裝置20,自儲存於此管理卡片M的所擁有點數P減去按照收支指標Z的消費量C。如參照圖3至圖5所說明地,第一實施型態的指標指定部51,在收支指標Z為正數的情況(亦即使用量X超過賦予量Y的情況)下,按照收支指標Z減去所擁有點數P,而在收支指標Z為負數的情況(亦即使用量X低於賦予量Y的情況)下,維持所擁有點數P。The
圖7是例示控制裝置11對於儲存於管理卡片M的所擁有點數P所執行的處理(以下稱為「試算處理」)的具體的步驟的流程圖。在遊戲裝置10動作的期間內的每個單位期間Q執行試算處理。當對於一個單位期間Q開始試算處理時,則控制裝置11將與此單位期間Q對應的單位數據D追加於試算數據T(Sa1)。已追加於試算數據T的時間點的單位數據D中的各個要素被設定為初始值,並藉由以下所例示的各個處理被更新。FIG. 7 is a flowchart illustrating a specific procedure of a process (hereinafter referred to as "trial calculation process") executed by the
控制裝置11計算此單位期間Q中的使用量X以及賦予量Y(Sa2)。具體而言,控制裝置11自儲存於儲存裝置12的歷史數據L抽出在單位期間Q內的遊樂媒體的使用的歷史,並藉由總計依照此歷史的遊樂媒體的數量來計算此單位期間Q的使用量X。又,控制裝置11自歷史數據L抽出在單位期間Q內的遊樂媒體的賦予的歷史,並藉由總計依照此歷史的遊樂媒體的數量來計算此單位期間Q的賦予量Y。又,控制裝置11計算總計使用量∑x以及總計賦予量∑y(Sa3)。The
控制裝置11(指標指定部51)計算單位期間Q中的使用量X與賦予量Y的差量作為此單位期間Q的收支指標Z(Sa4)。又,控制裝置11計算總計指標∑z(Sa5)。The control device 11 (the index designation unit 51) calculates the difference between the usage amount X and the payout amount Y in the unit period Q as the income and expenditure index Z (Sa4) of the unit period Q. In addition, the
控制裝置11(結算處理部52)按照指標指定部51所指定的收支指標Z來更新所擁有點數P(Sa6、Sa7)。具體而言,控制裝置11執行用於設定自所擁有點數P所減去的消費量C的處理(以下稱為「設定處理」)(Sa6)。而且,控制裝置11自所擁有點數P減去已藉由設定處理Sa6所設定的消費量C(Sa7)。具體而言,控制裝置11自通訊裝置13發送消費量C的減法運算的指示到寫入裝置20。寫入裝置20按照來自控制裝置11的指示,自所擁有點數P減去消費量C。The control device 11 (settlement processing unit 52) updates the owned points P (Sa6, Sa7) in accordance with the income and expenditure index Z designated by the
控制裝置11判斷減去消費量C後的所擁有點數P是否為零以下(Sa8)。在所擁有點數P為零以下的情況下(Sa8:是),控制裝置11限制遊戲裝置10的動作(Sa9)。例如,控制裝置11使遊戲系統100A轉變為禁止由使用者U所進行的遊戲的遊玩的狀態。另一方面,在所擁有點數P超過零的情況下(Sa8:否),遊戲裝置10的動作不被限制。如自以上的說明所理解地,所擁有點數P是管理者Hb為了提供遊戲給使用者U所需要的價值。The
再者,在所擁有點數P已減少至例如低於預定值的數值的情況下,控制裝置11將對於管理者Hb催促所擁有點數P的補充的訊息、或對管理者Hb警告遊戲裝置10的動作被限制的訊息顯示於顯示裝置14亦可。Furthermore, when the number of points P possessed has been reduced to a value lower than a predetermined value, for example, the
又,所擁有點數P減少到零以下之後到預定的期間經過為止,容許遊戲裝置10的動作亦可。例如,於所擁有點數P減少到零以下之後到由使用者U所進行的遊玩的次數達到預定的閾值為止的保留期間中,動作的限制被保留。在保留期間內,在管理者Hb已交換現在的管理卡片M為新的管理卡片M(亦即所擁有點數P殘存的管理卡片M)的情況、或在管理者Hb已藉由對於提供者Ha的貨幣的支付來補充所擁有點數P到現在的管理卡片M的情況下,可使遊戲裝置10繼續動作。In addition, after the number of points P possessed is reduced to less than zero, until a predetermined period has elapsed, the operation of the
圖8是例示設定處理Sa6的具體的步驟的流程圖。在設定處理Sa6中,使用儲存於儲存裝置12的前述的狀態數據F。當開始設定處理Sa6時,則控制裝置11判斷對於單位期間Q所計算(Sa4)的收支指標Z是否為負數(Sb1)。在收支指標Z為非負數的情況下(Sb1:否),控制裝置11判斷狀態數據F是否為一(Sb2)。在狀態數據F為零的情況下(Sb2:否),控制裝置11設定收支指標Z作為消費量C(Sb3)。因而,自儲存於管理卡片M的所擁有點數P減去與收支指標Z相當的消費量C(Sa7)。FIG. 8 is a flowchart illustrating a specific procedure of the setting process Sa6. In the setting process Sa6, the aforementioned status data F stored in the storage device 12 is used. When the setting process Sa6 is started, the
另一方面,在收支指標Z為負數的情況下(Sb1:是),控制裝置11設定消費量C為零(Sb4)。因而,所擁有點數P不被更新(Sa7)。控制裝置11設定狀態數據F為一(Sb5)。亦即,轉變為應設定消費量C為零的狀態(所擁有點數P被維持的狀態)。控制裝置11設定對於現在的單位期間Q所計算的收支指標Z的絕對值∣Z∣作為目標值N(Sb6)。目標值N意味著對於使用量X之賦予量Y的超過量(亦即管理者Hb的損失量)。又,控制裝置11將累積值A初始化為零(Sb7)。累積值A是於接續在收支指標Z成為負數的指定期間Q的一個以上的單位期間Q中累積收支指標Z的數值。On the other hand, when the income and expenditure index Z is a negative number (Sb1: Yes), the
如自以上的說明所理解地,於接續在收支指標Z已成為負數的指定期間Q的單位期間Q中,狀態數據F被設定為一。在收支指標Z為非負數(Sb1:否)且狀態數據F為一的情況下(Sb2:是),控制裝置11將對於現在的單位期間Q所計算的收支指標Z加到累積值A(Sb8)。控制裝置11判斷收支指標Z的加法運算後的累積值A是否超過目標值N(Sb9)。亦即,判斷是否已藉由此指定期間Q的緊接在後的一個以上的單位期間Q中的收支指標Z來填補最近的指定期間Q中的收支指標Z的負量。As understood from the above description, in the unit period Q following the designated period Q in which the income and expenditure index Z has become a negative number, the status data F is set to one. When the income and expenditure index Z is a non-negative number (Sb1: No) and the status data F is one (Sb2: Yes), the
在累積值A超過目標值N的情況下(Sb9:是),控制裝置11設定消費量C為累積值A與目標值N的差量(C=A-N)(Sb10)。亦即,設定藉由此指定期間Q中的負數的收支指標Z來抵銷於接續在指定期間Q的一個以上的單位期間Q中的收支指標Z的累積值A之數值作為消費量C。例如圖4中的單位期間Q8的消費量C被設定為自累積值A(=1100)減去目標值N(=∣Z∣=1000)的數值(=100)。當藉由以上的步驟來設定消費量C時,則控制裝置11設定狀態數據F為零(Sb11)。因而,在以後的各個單位期間Q(例如圖4中的單位期間Q8以後)中,自所擁有點數P減去按照收支指標Z的消費量C。When the accumulated value A exceeds the target value N (Sb9: Yes), the
另一方面,在累積值A低於目標值N的情況下(Sb9:否),於接續在指定期間Q的一個以上的單位期間Q中的收支指標Z的累積值A意味著未達到此指定期間Q中的收支指標Z。因而,在累積值A低於目標值N的情況下(Sb9:否),控制裝置11設定與現在的單位期間Q有關的消費量C為零(Sb12)。如自以上的說明所理解地,第一實施型態的結算處理部52在指定期間Q中的收支指標Z為負數的情況下,到於接續在指定期間Q的一個以上的單位期間Q中的收支指標Z的累積值A達到指定期間Q中的收支指標Z的絕對值∣Z∣為止,維持所擁有點數P。On the other hand, when the cumulative value A is lower than the target value N (Sb9: No), the cumulative value A of the income and expenditure index Z in one or more unit periods Q following the designated period Q means that the cumulative value A has not reached this value. Specify the income and expenditure index Z in the period Q. Therefore, when the accumulated value A is lower than the target value N (Sb9: No), the
當藉由以上的處理來計算消費量C時,則控制裝置11計算總計消費量∑c(Sb13)。具體而言,控制裝置11將本次單位期間Q中的消費量C加到緊接在前的單位期間Q中的總計消費量∑c。設定處理Sa6的具體的步驟如以上。When the consumption amount C is calculated by the above processing, the
如以上所說明地,在第一實施型態中,按照與在單位期間Q內的遊樂媒體的使用量X與在單位期間Q內的遊樂媒體的賦予量Y的差量對應的收支指標Z來更新所擁有點數P。因而,與僅按照遊樂媒體的使用量X來更新所擁有點數P的結構相比,有所謂易於維持管理者Hb的損益的平衡的優點。又,與每當使用遊樂媒體或每當賦予報酬時更新所擁有點數P的結構相比,降低所擁有點數P的更新的頻率。因而,也有所謂減輕更新所擁有點數P的處理的負載的優點。As described above, in the first embodiment, according to the income and expenditure index Z corresponding to the difference between the usage amount X of the amusement media in the unit period Q and the amount Y of the amusement media in the unit period Q To update the number of points P you have. Therefore, compared with a structure in which the number of points P owned is updated only in accordance with the amount of use X of amusement media, there is an advantage that it is easier to maintain the balance of the manager Hb's profit and loss. In addition, compared with a structure in which the number of points P possessed is updated every time amusement media is used or whenever rewards are given, the frequency of updating the number of points P possessed is reduced. Therefore, there is also an advantage of reducing the load of the process of updating the number of points P owned.
在第一實施型態中,因為所擁有點數P儲存於安裝在寫入裝置20的管理卡片M,所以對於所擁有點數P的更新不需要例如通過通訊網路的與其他裝置的通訊。因而,例如即使於無法使用通訊網路的環境,也有所謂能夠按照遊戲裝置10的狀況來更新所擁有點數P的優點。In the first embodiment, since the possessed points P are stored in the management card M installed in the
於第一實施型態中,每單位期間Q地計算收支指標Z且每單位期間Q地更新所擁有點數P。因而,可使在單位期間Q內的使用量X與賦予量Y的差量每單位期間Q地對於所擁有點數P隨時反映。又,因為每單位期間Q地更新所擁有點數P,所以也有所謂不需將已反映於所擁有點數P的使用量X以及賦予量Y保持於儲存裝置12的優點。In the first implementation type, the income and expenditure index Z is calculated every unit period Q and the number of points P owned 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 in the number of points P possessed at any time per unit period Q. In addition, since the owned points P are updated every unit period Q, there is also an advantage that the usage amount X and the payout amount Y already reflected in the owned points P need not be maintained in the storage device 12.
再者,在賦予量Y超過使用量X的情況下,也假設有按照收支指標Z使所擁有點數P增加的結構。然而,在容許所擁有點數P的增加的情況下,有管理者Hb隨意使儲存於管理卡片M的所擁有點數P增加等的不正當行為發生的可能性。於第一實施型態中,在收支指標Z為非負數的情況下,按照收支指標Z來減去所擁有點數P,而在收支指標Z為負數的情況下,藉由設定消費量C為零來維持所擁有點數P。亦即,即使在賦予量Y超過使用量X的情況下,所擁有點數P也不被增加。因而,可抑制前述的不正當行為的發生。Furthermore, when the payout amount Y exceeds the usage amount X, it is also assumed that there is a structure in which the number of points P owned is increased in accordance with the income and expenditure index Z. However, if an increase in the possessed points P is allowed, there is a possibility that the manager Hb will arbitrarily increase the possessed points P stored in the management card M and other fraudulent acts may occur. In the first implementation type, when the income and expenditure index Z is a non-negative number, the number of points P owned is subtracted according to the income and expenditure index Z, and when the income and expenditure index Z is a negative number, by setting consumption The amount C is zero to maintain the number of points P possessed. That is, even when the payout amount Y exceeds the usage amount X, the number of points P possessed is not increased. Therefore, the aforementioned improper behavior can be suppressed.
又,在收支指標Z為負數的情況下,到於接續在指定期間Q的一個以上的單位期間Q中的收支指標Z的累積值A達到指定期間Q中的收支指標Z的絕對值∣Z∣為止,維持所擁有點數P。儘管賦予量Y超過使用量X(亦即管理者Hb的利潤小),但是可防止所擁有點數P過度減少的狀況。亦即,不容許所擁有點數P的增加,而能夠按照使用量X與賦予量Y的大小來適當地更新所擁有點數P。Also, when the income and expenditure index Z is a negative number, the cumulative 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 Up to ∣Z∣, maintain the number of points P. Although the payout amount Y exceeds the used amount X (that is, the manager Hb has a small profit), it is possible to prevent the situation in which the number of points P possessed is excessively reduced. That is, the number of points P possessed is not allowed to increase, and the number of points P possessed can be appropriately updated according to the size of the usage amount X and the payout amount Y.
[第二實施型態] 說明本發明的第二實施型態。再者,對於在以下所例示的各個型態中功能與第一實施型態相同的元件,挪用於第一實施型態的說明中所使用的符號而適當地省略各個詳細的說明。[Second Implementation Type] The second embodiment of the present invention will be described. In addition, for elements having the same functions as those of the first embodiment in the various types illustrated below, the symbols used in the description of the first embodiment are appropriated, and detailed descriptions are appropriately omitted.
圖9是例示第二實施型態中的遊戲系統100B的結構的方塊圖。如圖9所例示地,第二實施型態的遊戲系統100B具備遊戲裝置10以及管理裝置30。遊戲裝置10自提供者Ha對於遊樂設施的管理者Hb被提供,並提供遊戲給與第一實施型態相同的使用者U。管理裝置30是提供者Ha或其他經營者所營運的伺服器裝置。遊戲裝置10與管理裝置30可通過例如網際網路等的通訊網路200相互通訊。具體而言,遊戲裝置10的通訊裝置13通過通訊網路200來與管理裝置30通訊。於第二實施型態中,第一實施型態的寫入裝置20被省略。FIG. 9 is a block diagram illustrating the structure of the
圖10是例示管理裝置30的具體的結構的方塊圖。如圖10所例示地,管理裝置30具備控制裝置31、儲存裝置32以及通訊裝置33。再者,管理裝置30除了藉由單個裝置來實現以外,亦可藉由相互分開構成的多個裝置的集合來實現。FIG. 10 is a block diagram illustrating a specific structure of the
控制裝置31是例如控制管理裝置30的各個元件的單個或多個處理器。具體而言,藉由例如CPU、GPU、DSP、FPGA、或ASIC等的一個種類以上的處理器來構成控制裝置31。通訊裝置33通過通訊網路200來與遊戲裝置10通訊。The
儲存裝置32是儲存控制裝置31所執行的程式以及控制裝置31所使用的各種數據的單個或多個記憶體。採用例如半導體記錄媒體以及磁性記錄媒體等的習知的記錄媒體、或多種記錄媒體的組合作為儲存裝置32。The
儲存裝置32儲存所擁有點數P、歷史數據L以及試算數據T。所擁有點數P與第一實施型態相同地,是管理者Hb為了使遊戲裝置10動作所擁有的價值。例如管理者Hb能夠藉由支付例如現金或電子貨幣等的預定額度的貨幣給提供者Ha,來取得預定量的所擁有點數P。The
歷史數據L與第一實施型態相同地,是表示遊戲裝置10中的遊樂媒體的使用以及賦予的歷史的日誌數據。歷史數據L與遊戲裝置10的動作並行地隨時被更新。具體而言,自遊戲裝置10依序發送使用者U已使用的遊樂媒體的數量以及已賦予給使用者U的遊樂媒體的數量到管理裝置30,並登記各個數量於歷史數據L。試算數據T與第一實施型態相同地,是使用於所擁有點數P的更新的數據表。亦即,試算數據T是每單位期間Q地登記包括收支指標Z、消費量C以及總計消費量∑c的多個數值的數據表。Like the first embodiment, the history data L is log data indicating the history of the use and grant of amusement media in the
圖11是例示第二實施型態中的管理裝置30的功能上的結構的方塊圖。如圖11所例示地,管理裝置30的控制裝置31藉由執行儲存於儲存裝置32的程式來實現多個功能(指標指定部51以及結算處理部52)。指標指定部51以及結算處理部52的功能與第一實施型態相同。亦即,指標指定部51計算按照使用量X與賦予量Y的差量的收支指標Z。又,結算處理部52按照指標指定部51所計算的收支指標Z來更新所擁有點數P。第二實施型態的結算處理部52按照收支指標Z來更新儲存於儲存裝置32的所擁有點數P。在遊戲裝置10中不設置指標指定部51以及結算處理部52。FIG. 11 is a block diagram illustrating the functional structure of the
管理裝置30的控制裝置31執行圖12的試算處理。例如與管理裝置30的起動一同開始試算處理。當開始試算處理時,則控制裝置31待機到單位期間Q經過為止(Sc1:否)。當經過單位期間Q時(Sc1:是),則控制裝置31將與此單位期間Q對應的單位數據D追加於試算數據T(Sa1)。而且,控制裝置31與第一實施型態相同地,計算登記於試算數據T的多個數值(使用量X、賦予量Y、總計使用量∑x、總計賦予量∑y、收支指標Z、總計指標∑z、消費量C以及總計消費量∑c)(Sa2~Sa6)。The
當執行以上的處理時,則控制裝置31判斷是否已經過預定期間(Sc2)。預定期間是包括多個單位期間Q的預定長度的期間(例如一個月)。在未經過預定期間的情況下(Sc2:否),控制裝置31將處理轉移到步驟Sc1,並對於完成處理的單位期間Q的緊接在後的單位期間Q執行登記於試算數據T的多個數值的計算(Sc1、Sa1~Sa6)。另一方面,在已經過預定期間的情況下(Sc2:是),控制裝置31自儲存於儲存裝置32的所擁有點數P減去對於預定期間的最後的單位期間Q所計算的總計消費量∑c(Sc3)。例如,當假設藉由圖3中的自單位期間Q1到單位期間Q15為止的十五個單位期間Q來構成預定期間的情況時,則控制裝置31自所擁有點數P減去對於單位期間Q15所計算的總計消費量∑c「2300」。When the above processing is executed, the
如前述地,在第一實施型態中,每單位期間Q地執行使用量X以及賦予量Y的計算(Sa2)以及所擁有點數P的更新(Sa7)。另一方面,於第二實施型態中,使用量X以及賦予量Y的計算(Sa2)每單位期間Q地被執行,而所擁有點數P的更新(Sc3)每個預定期間地被執行,此預定期間包括多個單位期間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 number of points P owned (Sa7) are performed every unit period Q. On the other hand, in the second embodiment, the calculation (Sa2) of the usage amount X and the payout amount Y is performed every unit period Q, and the update of the number of points P owned (Sc3) is performed every predetermined period , This predetermined period includes multiple unit periods Q.
在第二實施型態中也實現與第一實施型態相同的效果。又,於第二實施型態中,因為所擁有點數P儲存於可通過通訊網路200來與遊戲裝置10通訊的管理裝置30的儲存裝置32,所以有所謂不需將所擁有點數P儲存於管理卡片M或遊戲裝置10的儲存裝置12的優點。In the second embodiment, the same effect as the first embodiment is also achieved. Furthermore, in the second embodiment, since the points P possessed are stored in the
又,在第二實施型態中,每個預定期間地更新所擁有點數P,此預定期間包括多個單位期間Q。亦即,不需每單位期間Q地更新所擁有點數P。因而,減輕更新所擁有點數P的處理的負載。Furthermore, in the second embodiment, the number of points P possessed is updated every predetermined period, and the predetermined period includes a plurality of unit periods Q. That is, there is no need to update the number of points P possessed every unit period Q. Therefore, the load of the process of updating the number of owned points P is reduced.
再者,在控制裝置11每個預定期間地計算總計消費量∑c的結構中,省略自所擁有點數P減去總計消費量∑c的處理(Sc3)亦可。總計消費量∑c與在預定期間內應自管理者Hb支付給提供者Ha的金額(自提供者Ha對於管理者Hb的請款金額)相當。因而,在經過預定期間後,管理者Hb將與總計消費量∑c對應的金額的貨幣延期支付給提供者Ha亦可。再者,在管理者Hb延期支付貨幣的情況下,總計消費量∑c與所擁有點數P相當。Furthermore, in the configuration in which the
[變形例] 以上所例示的各個態樣能夠多樣地變形。在以下例示能夠適用於前述的各個態樣的具體的變形的態樣。於相互不矛盾的範圍內,合併自以下的例示所任意選擇的二個以上的態樣亦可。[Modifications] The various aspects illustrated above can be variously modified. Examples of specific modifications that can be applied to each of the aforementioned aspects are shown below. As long as they are not contradictory to each other, two or more aspects selected from the following examples may be combined.
(1)於前述的各個態樣中,雖然將使用者U在單位期間Q內已使用的遊樂媒體的全部作為使用量X,並將在單位期間Q內已賦予給使用者U的遊樂媒體的全部作為賦予量Y,但是使用量X以及賦予量Y的試算的方法不限於以上的例示。例如,將使用者U已使用的遊樂媒體之中的一部分(例如在遊戲內的指定的活動中已使用的遊樂媒體)的數量作為使用量X進行試算亦可。如自以上的例示所理解地,使用量X被作為與已使用於遊戲的遊玩的遊樂媒體的數量對應的數值而總括地表現。又,將已賦予給使用者U的遊樂媒體之中的一部分(例如在遊戲內的指定的活動中已賦予的遊樂媒體)的數量作為賦予量Y進行試算亦可。如自以上的例示所理解地,賦予量Y被作為與已按照遊戲的遊玩所賦予的報酬的數量對應的數值而總括地表現。(1) In each of the foregoing aspects, although all of the amusement media that the user U has used in the unit period Q is taken as the usage amount X, the amount of the amusement media that has been given to the user U in the unit period Q All are given as the amount Y, but the method of trial calculation of the amount of use X and the amount Y is not limited to the above example. 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 predetermined activity in the game) may be used as the usage amount X for trial calculation. As understood from the above example, the usage amount X is collectively expressed as a numerical value corresponding to the number of amusement media that has been used in the game. In addition, the amount of a part of the amusement media that has been given to the user U (for example, amusement media that has been given in a designated event in the game) may be tentatively calculated as the payout amount Y. As understood from the above example, the payout amount Y is collectively expressed as a numerical value corresponding to the amount of rewards payable in accordance with the play of the game.
(2)於前述的各個態樣中,雖然例示不容許所擁有點數P的增加的結構,但是容許所擁有點數P的增加亦可。例如,在收支指標Z為負數的情況下,結算處理部52將按照此收支指標Z的絕對值∣Z∣的數值加到所擁有點數P亦可。(2) In each of the foregoing aspects, although the structure does not allow the increase in the number of points P possessed is exemplified, the increase in the number of points P possessed may be allowed. For example, when the income and expenditure index Z is a negative number, the
(3)於前述的各個態樣中,雖然計算使用量X與賦予量Y的差量作為收支指標Z,但是計算收支指標Z的方法不限於以上的例示。例如,藉由將使用量X與賦予量Y的差量乘以預定的係數來計算收支指標Z亦可。又,例如計算對於使用量X之賦予量Y的比率(Y/X)作為收支指標Z亦可。(3) In each of the foregoing aspects, although the difference between the usage amount X and the payment amount Y is calculated as the income and expenditure index Z, the method of calculating the income and expenditure index Z is not limited to the above example. For example, the income and expenditure index Z may be calculated by multiplying the difference between the usage amount X and the payment amount Y by a predetermined coefficient. Also, for example, the ratio (Y/X) of the amount Y to the usage amount X may be calculated as the income and expenditure index Z.
(4)於前述的各個態樣中,雖然計算使用量X與賦予量Y的差量作為收支指標Z,但是指定收支指標Z的方法不限於以上的例示。例如,指標指定部51自使使用量X以及賦予量Y與收支指標Z對應的表,搜尋與單位期間Q的使用量X以及賦予量Y對應的收支指標Z亦可。如自以上的說明所理解地,指標指定部51被作為指定收支指標Z的元件而總括地表現。(4) In each of the foregoing aspects, although the difference between the usage amount X and the payment amount Y is calculated as the income and expenditure index Z, the method of specifying the income and expenditure index Z is not limited to the above examples. For example, the
(5)於設置有多個遊戲裝置10的狀況下,管理卡片M在多個遊戲裝置10中被共用亦可。然而,管理卡片M被專用於指定的遊戲裝置10亦可。又,例如每個種類的遊戲裝置10地準備管理卡片M,並在各個種類的遊戲裝置10也假設有專用與此種類對應的管理卡片M的結構。再者,遊戲的種類例如藉由音樂遊戲等的遊戲的類型來區別亦可,即使是相同的類型也以各個標題區別遊戲的種類亦可。又,於在一個遊戲裝置10中能夠使用多個管理卡片M的結構中,即使在一方的管理卡片M的所擁有點數P已成為零的情況下,管理者Hb也可使用另一方的管理卡片M而繼續進行遊戲的提供。(5) In a situation where a plurality of
(6)雖然在收支指標Z為非負數的情況下,設定收支指標Z作為消費量C(C=Z),但是收支指標Z與消費量C的關係不限於以上的例示。例如,藉由對於收支指標Z乘以預定的係數來計算消費量C亦可。(6) Although the income and expenditure index Z is set as the consumption C (C=Z) when the income and expenditure index Z is a non-negative number, the relationship between the income and expenditure index Z and the consumption C is not limited to the above example. For example, the consumption C may be calculated by multiplying the income and expenditure index Z by a predetermined coefficient.
(7)於前述的各個態樣中,雖然賦予遊樂媒體給使用者U作為報酬,但是賦予給使用者U的報酬的種類不限於遊樂媒體。亦即,賦予給使用者U的報酬不必為使用於遊戲的媒體。(7) In each of the foregoing aspects, although the user U is given reward to the amusement medium, 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 need not be the media used in the game.
(8)在儲存所擁有點數P於管理卡片M的第一實施型態中,與第二實施型態相同地,每個包括多個單位期間Q的預定期間地更新所擁有點數P亦可。又,在儲存所擁有點數P於管理裝置30的第二實施型態中,與第一實施型態相同地,每單位期間Q地更新所擁有點數P亦可。(8) In the first embodiment of storing the number of points P possessed in the management card M, as in the second embodiment, the number of points P possessed is also updated for each predetermined period including a plurality of unit periods Q can. Moreover, in the second embodiment of storing the points P possessed in the
(9)在第二實施型態中,雖然每經過單位期間Q地計算收支指標Z,但是控制裝置31在已經過預定期間的階段(Sc2:是)計算各個單位期間Q的收支指標Z亦可。消費量C以及總計消費量∑c也相同地,控制裝置31於已經過預定期間的階段進行計算亦可。(9) In the second embodiment, although the income and expenditure index Z is calculated every unit period Q has elapsed, the
(10)在第一實施型態中,雖然例示安裝更新所擁有點數P的功能(指標指定部51以及結算處理部52)於遊戲裝置10的結構,但是將安裝更新所擁有點數P的功能的處理單元加裝於遊戲裝置10亦可。(10) In the first embodiment, although the structure of the
(11)在第一實施型態中,提供者Ha回收所擁有點數P已減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保存例如歷史數據L或試算數據T亦可。管理者Hb捨棄所擁有點數P已減少至零以下的管理卡片M亦可。(11) In the first embodiment, the provider Ha may also collect the management card M whose points P has been reduced to below zero. The management card M collected by the provider Ha may store, for example, historical data L or trial data T. The manager Hb may discard the management card M whose points P has been reduced to below zero.
(12)依照前述的各個態樣的遊戲系統100(100A、100B)的功能藉由控制裝置11或控制裝置31與程式的協同作動來實現。程式能夠以保存於電腦可讀取的記錄媒體的狀態被提供而被安裝於電腦。記錄媒體雖然是例如非暫時性(non-transitory)的記錄媒體,較佳例為CD-ROM等的光學記錄媒體(光碟),但是也包含半導體記錄媒體或磁性記錄媒體等的習知的任意的形式的記錄媒體。再者,非暫時性的記錄媒體是包括除了暫時性的傳播訊號(transitory, propagating signal)以外的任意的記錄媒體,也不排除揮發性的記錄媒體。又,於分配裝置通過通訊網路而分配程式的結構中,在此分配裝置中儲存程式的儲存裝置與前述的非暫時性的記錄媒體相當。(12) The functions of the game system 100 (100A, 100B) according to the aforementioned various aspects are realized by the coordinated action of the
[附註] 自以上的記載,例如如以下地掌握本發明的較佳的態樣。再者,為了易於理解各個態樣,於以下,雖然為了方便以括弧一併記載圖式的符號,但是並非將本發明限於圖示的態樣的意思。[Note] From the above description, the preferred aspects of the present invention can be grasped as follows, for example. In addition, in order to facilitate the understanding of each aspect, in the following, although the symbols of the drawings are described together in parentheses for convenience, it does not mean that the present invention is limited to the illustrated aspect.
[附註1] 依照本發明的一個態樣(附註1)的遊戲系統(100A、100B),是提供使用遊樂媒體於由一個以上的使用者(U)所進行的遊玩且賦予按照所述遊玩的結果的報酬給所述一個以上的使用者(U)的遊戲之遊戲系統(100A、100B),具備:指標指定部(51),指定按照使用量(X)與賦予量(Y)的差量的收支指標(Z),其中所述使用量(X)與在單位期間(Q)內由所述一個以上的使用者(U)已使用的所述遊樂媒體的數量對應,所述賦予量(Y)與在所述單位期間(Q)內已賦予給所述一個以上的使用者(U)的所述報酬的數量對應;以及結算處理部(52),按照所述收支指標(Z)來更新所述遊戲的管理者(Hb)為了提供所述遊戲所擁有的點數(P)。於以上的態樣中,按照與在單位期間(Q)內的遊樂媒體的使用量(X)與在所述單位期間(Q)內的報酬的賦予量(Y)的差量對應的收支指標(Z),來更新在由管理者(Hb)所進行的遊戲的提供所需的點數(P)。因而,與僅按照遊樂媒體的使用量(X)來更新點數(P)的結構相比,有所謂易於維持管理者(Hb)的損益的平衡的優點。[Note 1] The game system (100A, 100B) according to one aspect of the present invention (Note 1) provides the use of amusement media for games performed by more than one user (U) and rewards according to the results of the games The game system (100A, 100B) of the game of the one or more users (U) includes: an index specifying unit (51) that specifies 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 number of the amusement media that has been used by the one or more users (U) in the unit period (Q), and the grant amount (Y) corresponds to In the unit period (Q), the amount of the remuneration that has been given to the one or more users (U) corresponds to the number; and the settlement processing unit (52) updates the remuneration according to the income and expenditure index (Z) The manager (Hb) of the game provides points (P) owned by the game. In the above aspect, according to the income and expenditure corresponding to the difference between the amount of amusement media used in the unit period (Q) (X) and the amount of reward (Y) in the unit period (Q) The indicator (Z) is used to update the number of points (P) required to provide the game played by the manager (Hb). Therefore, compared with the structure in which the points (P) are updated only in accordance with the usage (X) of the amusement media, there is an advantage that it is easier to maintain the balance of the manager (Hb)'s profit and loss.
賦予給使用者(U)的報酬的內容為任意的。例如,賦予與使用者(U)使用於遊玩的遊樂媒體相同種類或不同種類的遊樂媒體給使用者(U)作為報酬。然而,報酬不限於使用者(U)可使用於遊玩的遊樂媒體。The content of the reward given to the user (U) is arbitrary. For example, rewards are given to the user (U) with amusement media of the same type or a different type as the amusement media used by the user (U). However, the reward is not limited to the amusement media that the user (U) can use for play.
「單位期間(Q)」是例如預定長度的期間。再者,藉由指標指定部(51)所進行的收支指標(Z)的指定以及藉由結算處理部(52)所進行的點數(P)的更新,在一個單位期間(Q)中被執行亦可,在多個單位期間(Q)的各個被執行亦可。在每單位期間(Q)地執行收支指標(Z)的指定以及點數(P)的更新的結構中,各個單位期間(Q)的時間長度的差異是不論的。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) It may be executed, or it may be executed in each of multiple unit periods (Q). In the structure in which the designation of the income 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)」是例如在單位期間(Q)內已使用的遊樂媒體的數量。亦即,在單位期間(Q)內一個以上的使用者(U)已使用於遊戲的遊玩的遊樂媒體的數量的總計為「使用量(X)」的典型例子。然而,將藉由對於在單位期間(Q)內已使用的遊樂媒體的數量的預定運算(例如預定的係數的乘法運算)所計算的數值作為「使用量(X)」亦可。The "usage amount (X)" is, for example, the number of amusement media that have been used in a unit period (Q). That is, the total number of amusement media used by one or more users (U) in the game during the unit period (Q) is a typical example of "usage (X)". However, a numerical value calculated by a predetermined calculation (for example, a predetermined coefficient multiplication) on the number of amusement media used in the unit period (Q) may be used as the "usage amount (X)".
相同地,「賦予量(Y)」是例如在單位期間(Q)內已賦予的報酬的數量。亦即,在單位期間(Q)內已賦予給一個以上的使用者(U)的報酬的數量的總計為「賦予量(Y)」的典型例子。然而,將藉由對於在單位期間(Q)內已賦予的報酬的數量的預定運算(例如預定的係數的乘法運算)所計算的數值作為「賦予量(Y)」亦可。Similarly, "amount of payment (Y)" is, for example, the amount of payment that has been paid in a unit period (Q). That is, the total amount of rewards that have been paid to one or more users (U) in the unit period (Q) is a typical example of "amount of payment (Y)". However, a numerical value calculated by a predetermined calculation (for example, multiplication of a predetermined coefficient) on the amount of rewards paid in the unit period (Q) may be used as the "payment amount (Y)".
「收支指標(Z)」雖然典型為使用量(X)與賦予量(Y)的差量,但是將藉由對於此差量的預定運算(例如預定的係數的乘法運算)所指定的數值作為「收支指標(Z)」亦可。"Income and Expenditure Index (Z)" is typically the difference between the amount used (X) and the amount (Y), but it will be a value specified by a predetermined calculation for the difference (for example, multiplication of a predetermined coefficient) It can also be used as "revenue and expenditure index (Z)"
用於按照收支指標(Z)來更新點數(P)的具體的方法為任意的。例如,假設在使用量(X)相較於賦予量(Y)多的情況下自點數(P)減去收支指標(Z),而在賦予量(Y)相較於使用量(X)多的情況下將收支指標(Z)加到點數(P)的結構。然而,「按照收支指標(Z)來更新點數(P)」之處理不限於收支指標(Z)的加法運算或減法運算。又,對於點數(P)僅容許增加以及減少的一方的變更亦可。The specific method for updating the points (P) in accordance with the income and expenditure index (Z) is arbitrary. For example, suppose that when the amount of use (X) is more than the amount (Y), the income and expenditure index (Z) is subtracted from the point (P), and the amount (Y) is compared with the amount of use (X). If there are many ), the income and expenditure index (Z) is added to the point (P) structure. However, the processing of "update 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 the increase and the decrease may be changed for the point (P).
指定收支指標(Z)的處理的具體的內容為任意的。「指定」的典型例子雖然是自使用量(X)以及賦予量(Y)計算收支指標(Z)的處理,但是例如自使使用量(X)以及賦予量(Y)與收支指標(Z)對應的表搜尋收支指標(Z)的處理也被包含於「指定」的概念。The specific content of the processing of the designated income and expenditure index (Z) is arbitrary. A typical example of "designation" is the process of calculating the income and expenditure index (Z) from the use amount (X) and the amount (Y), but for example, the self-use amount (X) and the amount (Y) and the income and expenditure index ( Z) The processing of searching the income and expenditure index (Z) corresponding to the table is also included in the concept of "designation".
[附註2] 依照附註1的具體例(附註2)的遊戲系統(100A),更具備:遊戲裝置(10),提供所述遊戲;以及寫入裝置(20),連接或安裝於所述遊戲裝置(10);其中所述遊戲裝置(10)具備所述指標指定部(51)以及所述結算處理部(52);且所述結算處理部(52)按照所述收支指標(Z)來更新儲存於安裝在所述寫入裝置(20)的可攜式記錄媒體(M)的點數(P)。於以上的態樣中,因為儲存點數(P)於記錄媒體(M),此記錄媒體(M)安裝在連接或安裝於遊戲裝置(10)的寫入裝置(20),所以有所謂對於點數(P)的更新不需要通過例如通訊網路的與其他裝置的通訊的優點。[Note 2] The game system (100A) according to the specific example of Note 1 (Note 2), further comprising: a game device (10) that provides the game; and a writing device (20) connected to or installed in the game device (10) Wherein the game device (10) is equipped with the index specifying unit (51) and the settlement processing unit (52); and the settlement processing unit (52) is updated and stored in accordance with the revenue and expenditure index (Z) The points (P) of the portable recording medium (M) installed in the writing device (20). In the above aspect, because the points (P) are stored in the recording medium (M), the recording medium (M) is installed in the writing device (20) connected or installed in the game device (10), so there is a so-called The point (P) update does not require the advantage of communicating with other devices through, for example, a communication network.
雖然「可攜式記錄媒體(M)」的典型例子為IC卡片,但是記錄媒體(M)的具體的型態為任意的。又,記錄媒體(M)是可反覆地增加(加值)點數(P)的媒體亦可,是不容許點數(P)的增加的媒體亦可。Although a typical example of the "portable recording medium (M)" is an IC card, 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) the points (P), or may not allow the increase of the points (P).
[附註3] 依照附註1的具體例(附註3)的遊戲系統(100B),具備:遊戲裝置(10),提供所述遊戲;以及管理裝置(30),可通過通訊網路(200)與所述遊戲裝置(10)通訊;其中所述管理裝置(30)具備所述指標指定部(51)、所述結算處理部(52)、以及儲存所述點數(P)的儲存裝置(32);且所述結算處理部(52)按照所述收支指標(Z)來更新儲存於所述儲存裝置(32)的點數(P)。於以上的態樣中,因為儲存點數(P)於可通過通訊網路(200)與遊戲裝置(10)通訊的管理裝置(30)的儲存裝置(32),所以有所謂不需儲存點數(P)於遊戲裝置(10)的優點。[Note 3] The game system (100B) according to the specific example of Note 1 (Note 3) includes: a game device (10) that provides the game; and a management device (30) that can communicate with the game device (10) via a communication network (200) 10) Communication; wherein the management device (30) is provided with the index specifying unit (51), the settlement processing unit (52), and a storage device (32) for storing the points (P); and the The settlement processing unit (52) updates the points (P) stored in the storage device (32) in accordance with the income and expenditure index (Z). In the above aspect, because 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 no need to store points (P) Advantages of the game device (10).
[附註4]
在附註1至附註3的任一者的具體例(附註4)中,所述指標指定部(51)對於包括所述單位期間(Q)的多個單位期間(Q)的各個指定所述收支指標(Z)。[Note 4]
In the specific example of any one of
[附註5] 在附註4的具體例(附註5)中,所述結算處理部(52)對於所述多個單位期間(Q)的各個按照已對於所述單位期間(Q)所指定的所述收支指標(Z),來更新所述點數(P)。於以上的態樣中,每單位期間(Q)地指定收支指標(Z),且每單位期間(Q)地更新點數(P)。因而,可使按照在單位期間(Q)內的使用量(X)與賦予量(Y)的差量的收支指標(Z)每單位期間(Q)地隨時反映於點數(P)。又,因為每單位期間(Q)地更新點數(P),所以也有所謂不需保持已反映於點數(P)的使用量(X)以及賦予量(Y)的優點。[Note 5] In the specific example of Note 4 (Note 5), the settlement processing unit (52) for each of the plurality of unit periods (Q) according to the income and expenditure indicators that have been specified for the unit period (Q) (Z) to update the points (P). In the above aspect, the income and expenditure index (Z) is designated per unit period (Q), and the points (P) are updated per unit period (Q). Therefore, the income and expenditure index (Z) according to the difference between the usage amount (X) and the payment 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 there is no need to maintain the usage (X) and the payout (Y) reflected in the points (P).
[附註6] 在附註4的具體例(附註6)中,所述結算處理部(52)每個預定期間地更新所述點數(P),其中所述預定期間包括所述多個單位期間(Q)。於以上的態樣中,每個包括多個單位期間(Q)的預定期間地更新點數(P)。亦即,不需每單位期間(Q)地更新點數(P)。因而,減輕更新點數(P)的處理的負載。[Note 6] In the specific example of Note 4 (Note 6), the settlement processing section (52) updates the points (P) every predetermined period, wherein the predetermined period includes the plurality of unit periods (Q). In the above aspect, the points (P) are updated for each predetermined period including a plurality of unit periods (Q). That is, there is no need to update the points (P) every unit period (Q). Therefore, the load of the process of updating the points (P) is reduced.
[附註7]
在附註1至附註6的任一者的具體例(附註7)中,所述結算處理部(52)在所述使用量(X)超過所述賦予量(Y)的情況下,使所述點數(P)按照所述收支指標(Z)減少。[Note 7]
In the specific example of any one of
[附註8] 在附註7的具體例(附註8)中,所述結算處理部(52)在所述使用量(X)低於所述賦予量(Y)的情況下,使所述點數(P)按照所述收支指標(Z)增加。[Note 8] In the specific example of Note 7 (Note 8), when the usage amount (X) is lower than the payout amount (Y), the settlement processing unit (52) sets the points (P) according to The income and expenditure index (Z) increases.
[附註9] 在附註7的具體例(附註9)中,所述結算處理部(52)在所述使用量(X)低於所述賦予量(Y)的情況下,維持所述點數(P)。於以上的態樣中,在使用量(X)低於賦予量(Y)的情況下維持點數(P)。亦即,不容許點數(P)的增加。因而,能夠防止管理者(Hb)使點數(P)增加的不正當行為。[Note 9] In the specific example of Note 7 (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, the number of points (P) is maintained when the usage amount (X) is lower than the application amount (Y). That is, no increase in points (P) is allowed. Therefore, it is possible to prevent the manager (Hb) from increasing the number of points (P) illegally.
[附註10] 在附註5的具體例(附註10)中,所述多個單位期間包括第一單位期間(Q)以及接續在所述第一單位期間(Q)的一個以上的第二單位期間(Q);且所述結算處理部(52)在所述第一單位期間(Q)中的所述使用量(X)低於所述賦予量(Y)的情況下,到所述一個以上的第二單位期間(Q)中的所述使用量(X)與所述賦予量(Y)的差量值的累積值(A)達到所述第一單位期間(Q)中的所述使用量(X)與所述賦予量(Y)的差量值的絕對值為止,維持所述點數(P)。根據以上的態樣,能夠一邊禁止點數(P)的增加,一邊按照使用量(X)以及賦予量(Y)的大小適當地更新點數(P)。[Note 10] In the specific example of Note 5 (Note 10), the plurality of unit periods include a first unit period (Q) and one or more second unit periods (Q) following the first unit period (Q); And the settlement processing unit (52), 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 amount (Y) in the period (Q) reaches the usage amount (X) in the first unit period (Q) The number of points (P) is maintained up to the absolute value of the difference value from the amount (Y). According to the above aspect, it is possible to appropriately update the points (P) in accordance with the size of the usage amount (X) and the payout amount (Y) while prohibiting the increase of the points (P).
[附註11] 依照本發明的一個態樣(附註11)的遊戲系統(100A、100B)的操作方法,是提供使用遊樂媒體於由一個以上的使用者(U)所進行的遊玩且賦予按照所述遊玩的結果的報酬給所述一個以上的使用者(U)的遊戲之遊戲系統(100A、100B)的操作方法,包括以下步驟:指定按照使用量(X)與賦予量(Y)的差量的收支指標(Z),其中所述使用量(X)與在單位期間(Q)內由所述一個以上的使用者(U)已使用的所述遊樂媒體的數量對應,所述賦予量(Y)與在所述單位期間(Q)內已賦予給所述一個以上的使用者(U)的所述報酬的數量對應;以及按照所述收支指標(Z)來更新所述遊戲的管理者(Hb)為了提供所述遊戲所擁有的點數(P)。[Note 11] The operation method of the game system (100A, 100B) according to one aspect of the present invention (note 11) is to provide the use of amusement media for games performed by more than one user (U) and to give the result of the game The method of operation of the game system (100A, 100B) of the game where the rewards of said more than one user (U) are paid includes the following steps: Specify the income and expenditure according to the difference between the usage amount (X) and the payout amount (Y) An index (Z), wherein the usage amount (X) corresponds to the number of the amusement media that has been used by the one or more users (U) in the unit period (Q), and the grant amount (Y) Corresponding to the number of the rewards that have been given to the one or more users (U) in the unit period (Q); and the manager of the game is updated according to the income and expenditure index (Z) ( Hb) To provide the points (P) owned by the game.
[附註12] 依照本發明的一個態樣(附註12)的程式,為了提供使用遊樂媒體於由一個以上的使用者(U)所進行的遊玩且賦予按照所述遊玩的結果的報酬給所述一個以上的使用者(U)的遊戲,而使電腦作為以下部件發揮功能:指標指定部(51),指定按照使用量(X)與賦予量(Y)的差量的收支指標(Z),其中所述使用量(X)與在單位期間(Q)內由所述一個以上的使用者(U)已使用的所述遊樂媒體的數量對應,所述賦予量(Y)與在所述單位期間(Q)內已賦予給所述一個以上的使用者(U)的所述報酬的數量對應;以及結算處理部(52),按照所述收支指標(Z)來更新所述遊戲的管理者(Hb)為了提供所述遊戲所擁有的點數(P)。[Note 12] According to the program of one aspect of the present invention (note 12), in order to provide the use of amusement media in a game performed by more than one user (U), and reward the more than one user according to the result of the game The game of the player (U), and the computer functions as the following components: the index specifying section (51) specifies the income and expenditure index (Z) according to the difference between the usage amount (X) and the payout amount (Y), wherein 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 payout amount (Y) corresponds to the number of the amusement media used in the unit period (Q). ) Corresponds to the number of the rewards that have been given to the one or more users (U); and the settlement processing unit (52) updates the game manager (Hb) according to the revenue and expenditure index (Z) ) To provide points (P) owned by the game.
100A、100B:遊戲系統 200:通訊網路 10:遊戲裝置 11:控制裝置 12:儲存裝置 13:通訊裝置 14:顯示裝置 15:操作裝置 20:寫入裝置 30:管理裝置 31:控制裝置 32:儲存裝置 33:通訊裝置 50:遊戲控制部 51:指標指定部 52:結算處理部 M:管理卡片 Ha:提供者 Hb:管理者 U:使用者 A:累積值 C:消費量 D:單位數據 F:狀態數據 L:歷史數據 N:目標值 P:所擁有點數 Q、Q1~Q15:單位期間 Sa1~Sa9、Sb1~Sb13、Sc1~Sc3:步驟 T:試算數據 X:使用量 Y:賦予量 Z:收支指標 ∑c:總計消費量 ∑x:總計使用量 ∑y:總計賦予量 ∑z:總計指標100A, 100B: game system 200: Communication network 10: Gaming device 11: Control device 12: storage device 13: Communication device 14: display device 15: Operating device 20: Write device 30: Management device 31: control device 32: storage device 33: Communication device 50: Game Control Department 51: Indicator Designation Department 52: Settlement Processing Department M: Management card Ha: provider Hb: Manager U: User A: Cumulative value C: Consumption D: Unit data F: Status data L: historical data N: target value P: Points owned Q, Q1~Q15: unit period Sa1~Sa9, Sb1~Sb13, Sc1~Sc3: steps T: trial data X: Usage Y: Give amount Z: income and expenditure indicators ∑c: Total consumption ∑x: Total usage ∑y: Total amount given ∑z: Total indicator
圖1是例示第一實施型態的遊戲系統的概略的結構的方塊圖; 圖2是例示遊戲系統的結構的方塊圖; 圖3是試算數據的模式圖; 圖4是在收支指標為負數的情況下的試算數據的說明圖; 圖5是在收支指標為負數的情況下的試算數據的說明圖; 圖6是例示遊戲裝置的功能上的結構的方塊圖; 圖7是例示試算處理的具體的步驟的流程圖; 圖8是例示設定處理的具體的步驟的流程圖; 圖9是例示第二實施型態的遊戲系統的概略的結構的方塊圖; 圖10是例示管理裝置的結構的方塊圖; 圖11是例示管理裝置的功能上的結構的方塊圖;以及 圖12是例示第二實施型態中的試算處理的具體的步驟的流程圖。FIG. 1 is a block diagram illustrating the schematic structure of the game system of the first embodiment; Figure 2 is a block diagram illustrating the structure of the game system; Figure 3 is a schematic diagram of trial calculation data; Figure 4 is an explanatory diagram of trial calculation data when the income and expenditure indicators are negative; Figure 5 is an explanatory diagram of trial calculation data when the income and expenditure indicators are negative; FIG. 6 is a block diagram illustrating the functional structure of the game device; FIG. 7 is a flowchart illustrating specific steps of trial calculation processing; FIG. 8 is a flowchart illustrating specific steps of setting processing; FIG. 9 is a block diagram illustrating the schematic structure of the game system of the second embodiment; FIG. 10 is a block diagram illustrating the structure of the management device; FIG. 11 is a block diagram illustrating the functional structure of the management device; and Fig. 12 is a flowchart illustrating specific steps of trial calculation processing in the second embodiment.
11:控制裝置 11: Control device
50:遊戲控制部 50: Game Control Department
51:指標指定部 51: Indicator Designation Department
52:結算處理部 52: Settlement Processing Department
Claims (12)
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2019121829A JP6635632B1 (en) | 2019-06-28 | 2019-06-28 | GAME SYSTEM, GAME SYSTEM OPERATING METHOD, AND PROGRAM |
JP2019-121829 | 2019-06-28 |
Publications (2)
Publication Number | Publication Date |
---|---|
TW202100216A true TW202100216A (en) | 2021-01-01 |
TWI778365B TWI778365B (en) | 2022-09-21 |
Family
ID=69183628
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
TW109118877A TWI778365B (en) | 2019-06-28 | 2020-06-05 | Game system, operation method for game system and game program |
Country Status (4)
Country | Link |
---|---|
JP (1) | JP6635632B1 (en) |
CN (1) | CN114390940A (en) |
TW (1) | TWI778365B (en) |
WO (1) | WO2020261895A1 (en) |
Family Cites Families (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPS5820777B2 (en) * | 1974-06-03 | 1983-04-25 | レ−ベンユ−テイリテイ カブシキガイシヤ | Hikari Kokaseiji Yushinosetsuchiyakuhouhou |
JP2009213735A (en) * | 2008-03-12 | 2009-09-24 | Namco Bandai Games Inc | Accounting system, server system and local server |
TWI498144B (en) * | 2011-03-03 | 2015-09-01 | Shu Hua Chao | Card game system |
GB2505158A (en) * | 2012-06-29 | 2014-02-26 | Pridefield Ltd | System for rake allocation in an online multiplayer game |
JP5820777B2 (en) * | 2012-07-02 | 2015-11-24 | 株式会社コナミデジタルエンタテインメント | GAME SYSTEM AND ITS USE CONTROL METHOD |
-
2019
- 2019-06-28 JP JP2019121829A patent/JP6635632B1/en active Active
-
2020
- 2020-06-02 WO PCT/JP2020/021786 patent/WO2020261895A1/en active Application Filing
- 2020-06-02 CN CN202080044694.2A patent/CN114390940A/en active Pending
- 2020-06-05 TW TW109118877A patent/TWI778365B/en active
Also Published As
Publication number | Publication date |
---|---|
JP6635632B1 (en) | 2020-01-29 |
TWI778365B (en) | 2022-09-21 |
CN114390940A (en) | 2022-04-22 |
WO2020261895A1 (en) | 2020-12-30 |
JP2021009473A (en) | 2021-01-28 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
RU2303288C2 (en) | Method and device for providing winnings on basis of progressive global system with personal accounting for playing machine | |
US9280869B2 (en) | Gaming system and method with accumulating equity | |
JP6420076B2 (en) | System and program | |
KR101511928B1 (en) | Systems and methods for providing and processing software objects in connection with a map-based game | |
US20150011305A1 (en) | Charitable giving through competitive online gaming | |
US20060252518A1 (en) | Method and apparatus for play of a game with negative outcomes | |
US20200387890A1 (en) | Categorized Virtual Currency Tracking, Purchasing, and Redemption Systems, and Method of Use and Doing Business | |
KR20140049007A (en) | Systems and methods for prize discovery games | |
JP5876805B2 (en) | Amusement park management system | |
JP5079568B2 (en) | Information management apparatus, information management method, information management program, and recording medium | |
JP2023164581A (en) | Game value management system, game value managing device, game value management server, and computer program | |
JP2001276395A (en) | Gift exchange system, gift exchange method and controller for gift exchange system | |
JP6625710B2 (en) | Systems and programs | |
TW201107018A (en) | Game system, game device, central device and program | |
TWI778365B (en) | Game system, operation method for game system and game program | |
JP4856893B2 (en) | Member service provision system | |
JP2020163190A (en) | Server system and program | |
US20190073877A1 (en) | Pull-tab gaming system and method of operation | |
JP6131346B2 (en) | Amusement park management system | |
JP6176556B2 (en) | Management system, management device and computer program | |
JP7534166B2 (en) | Game program, game processing method, and information processing device | |
JP7467297B2 (en) | Game program, game processing method, and information processing device | |
JP7456282B2 (en) | Information processing equipment and programs | |
US20230394465A1 (en) | Categorized Virtual Currency Tracking, Purchasing, and Redemption Systems, and Method of Use and Doing Business | |
JP2019097746A (en) | Game device |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
GD4A | Issue of patent certificate for granted invention patent |