TWI659769B - Server device and game system - Google Patents

Server device and game system Download PDF

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Publication number
TWI659769B
TWI659769B TW103135247A TW103135247A TWI659769B TW I659769 B TWI659769 B TW I659769B TW 103135247 A TW103135247 A TW 103135247A TW 103135247 A TW103135247 A TW 103135247A TW I659769 B TWI659769 B TW I659769B
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Taiwan
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player
game
friend
message
game device
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TW103135247A
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Chinese (zh)
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TW201521843A (en
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大川智行
神谷祐司
野崎隼人
高久光一
小林香織
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世嘉股份有限公司
達斯萊股份有限公司
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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
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F13/00Interconnection of, or transfer of information or other signals between, memories, input/output devices or central processing units

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Theoretical Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • General Engineering & Computer Science (AREA)
  • General Physics & Mathematics (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

本發明之課題在於抑制訊息之過度通知。 An object of the present invention is to suppress excessive notification of messages.

本發明之伺服器裝置係經由網路與玩家及好友玩家分別持有之玩家終端、及設置於店鋪之遊戲裝置連接,且以接收到自上述遊戲裝置發送之特定之資料信號為契機,基於預先設定之訊息通知條件自好友列表中選擇成為通知對象之好友玩家,生成與利用上述遊戲裝置之上述玩家相關之訊息,並將所生成之上述訊息發送至所選擇之上述好友玩家所持有之上述玩家終端。 The server device of the present invention is connected to a player terminal held by a player and a friend player, and a game device set in a shop via a network, and takes the opportunity to receive specific data signals sent from the game device based on advance The set message notification condition selects a friend player to be notified from the friend list, generates a message related to the player using the game device, and sends the generated message to the selected friend player Player terminal.

Description

伺服器裝置及遊戲系統 Server device and game system

本發明係關於一種伺服器裝置及遊戲系統。 The invention relates to a server device and a game system.

已知於包括提供SNS(Social Networking Service,社交網路服務)服務之SNS伺服器、及經由網路而連接於上述SNS伺服器之利用者之用戶終端的服務提供系統中,上述SNS伺服器自利用者之用戶終端受理訊息之投稿,藉此,對屬於上述利用者之社區(community)之其他利用者之用戶終端進行推送通知(例如專利文獻1)。 It is known in a service providing system including an SNS server that provides an SNS (Social Networking Service) service, and a user terminal of a user connected to the SNS server via a network. The SNS server is The user terminal of the user accepts the posting of the message, and thereby push notification is made to the user terminals of other users belonging to the community of the user (for example, Patent Document 1).

[先前技術文獻][專利文獻] [Prior Art Literature] [Patent Literature]

[專利文獻1]日本專利特開2013-11951號公報 [Patent Document 1] Japanese Patent Laid-Open No. 2013-11951

於此種系統中,雖然可藉由發送推 送通知等訊息而使利用者間之通訊(communication)活躍,但若無限制地進行訊息之通知,則其他利用者之用戶終端會被頻繁地通知訊息,故而會對其他利用者帶來不悅感。 In this system, though Sending messages such as notifications to make communication between users active, but if the notification of messages is performed without restriction, the user terminals of other users will be frequently notified of the messages, which will cause discomfort to other users sense.

本發明係鑒於此種情況而完成者,其目的在於抑制訊息之過度通知。 The present invention has been made in view of such circumstances, and an object thereof is to suppress excessive notification of information.

用以解決上述課題之本發明之主要 發明係一種伺服器裝置,其特徵在於:其係經由網路與玩家及好友玩家分 別持有之玩家終端、及設置於店鋪之遊戲裝置連接者;且包括記憶部及控制部,上述記憶部記憶設定有與上述玩家建立關聯之好友列表(friend list)之玩家資訊;上述控制部係以接收到自上述好友列表中之任一位好友玩家與上述玩家一同玩遊戲時所利用之上述遊戲裝置發送之特定之資料信號為契機,執行如下處理:基於預先設定之訊息通知條件,自上述好友列表中選擇成為通知對象之好友玩家;生成與利用上述遊戲裝置之上述玩家相關之訊息;以及將所生成之上述訊息發送至成為所選擇之通知對象之上述好友玩家所持有之上述玩家終端。 The main points of the present invention for solving the above problems The invention relates to a server device, which is characterized in that it is separated from players and friend players via the Internet. Do not hold a player terminal and a game device connector installed in the store; and include a memory section and a control section, which stores the player information of a friend list associated with the player; the control section Taking the opportunity to receive a specific data signal sent by any of the friend players in the friend list and the game device used by the game player to play a game with the player, the following processing is performed: based on a preset message notification condition, Selecting a friend player to be a notification object from the friend list; generating a message related to the player using the game device; and sending the generated message to the player held by the friend player who is the selected notification object terminal.

關於本發明之其他特徵,藉由本說明書及隨附圖式之記載而明確。 Other features of the present invention will be made clear by the description of the specification and accompanying drawings.

1‧‧‧遊戲系統 1‧‧‧Game System

2‧‧‧網路 2‧‧‧ internet

3‧‧‧店鋪 3‧‧‧ Shop

10‧‧‧伺服器 10‧‧‧Server

11‧‧‧伺服器控制部 11‧‧‧Server Control Department

12‧‧‧伺服器記憶部 12‧‧‧Server Memory

13‧‧‧伺服器輸入部 13‧‧‧Server Input Department

14‧‧‧伺服器顯示部 14‧‧‧Server display

15‧‧‧伺服器通信部 15‧‧‧Server Communication Department

20‧‧‧投鏢遊戲裝置 20‧‧‧ Darts game device

21‧‧‧遊戲控制部 21‧‧‧Game Control Department

22‧‧‧遊戲記憶部 22‧‧‧Game Memory Department

23‧‧‧遊戲操作部 23‧‧‧Game Operation Department

24‧‧‧遊戲顯示部 24‧‧‧Game Display Department

25‧‧‧遊戲通信部 25‧‧‧Game Communications Department

26‧‧‧飛鏢盤 26‧‧‧ Dart Board

26A‧‧‧靶區域 26A‧‧‧Target area

27‧‧‧區域檢測部 27‧‧‧area detection department

28‧‧‧卡RW部 28‧‧‧Card RW

29‧‧‧硬幣投入部 29‧‧‧ Coin Input Department

30‧‧‧可攜式終端 30‧‧‧ Portable Terminal

31‧‧‧終端控制部 31‧‧‧Terminal Control Department

32‧‧‧終端記憶部 32‧‧‧Terminal memory

33‧‧‧終端操作部 33‧‧‧Terminal operation section

34‧‧‧終端顯示部 34‧‧‧Terminal display

35‧‧‧終端通信部 35‧‧‧Terminal Communication Department

50‧‧‧訊息通知設定畫面 50‧‧‧ Message notification setting screen

51‧‧‧發送設定區域 51‧‧‧ send setting area

51A‧‧‧操作按鈕 51A‧‧‧Operation buttons

51B‧‧‧操作按鈕 51B‧‧‧Operation buttons

52‧‧‧接收設定區域 52‧‧‧Receive setting area

52A‧‧‧操作按鈕 52A‧‧‧Operation buttons

52B‧‧‧操作按鈕 52B‧‧‧Operation buttons

53‧‧‧個別接收設定區域 53‧‧‧ Individual reception setting area

53A‧‧‧操作按鈕 53A‧‧‧Operation buttons

53B‧‧‧操作按鈕 53B‧‧‧Operation buttons

60‧‧‧訊息通知畫面 60‧‧‧Message notification screen

61‧‧‧訊息通知 61‧‧‧Message Notification

111‧‧‧訊息通知設定部 111‧‧‧Message notification setting department

112‧‧‧通知對象選擇部 112‧‧‧Notification target selection department

113‧‧‧訊息生成部 113‧‧‧Message generation department

114‧‧‧判定部 114‧‧‧Judgment Division

211‧‧‧對戰遊戲控制部 211‧‧‧Battle Game Control Department

212‧‧‧畫面顯示控制部 212‧‧‧Screen display control unit

CS‧‧‧卡槽 CS‧‧‧Card Slot

圖1係表示遊戲系統1之一例之網路構成圖。 FIG. 1 is a network configuration diagram showing an example of the game system 1. As shown in FIG.

圖2係表示伺服器10之功能組成之方塊圖。 FIG. 2 is a block diagram showing the functional composition of the server 10.

圖3係表示玩家資訊之資料構造例之圖。 FIG. 3 is a diagram showing a data structure example of player information.

圖4係表示遊戲歷程資訊之資料構造例之圖。 FIG. 4 is a diagram showing a data structure example of game history information.

圖5係表示個別接收設定資訊之資料構造例之圖。 FIG. 5 is a diagram showing an example of a data structure for individually receiving setting information.

圖6係表示阻擋設定資訊之資料構造例之圖。 FIG. 6 is a diagram showing a data structure example of the blocking setting information.

圖7係表示店鋪資訊之資料構造例之圖。 FIG. 7 is a diagram showing an example of a data structure of shop information.

圖8係表示遊戲裝置資訊之資料構造例之圖。 FIG. 8 is a diagram showing an example of a data structure of game device information.

圖9係投鏢遊戲裝置20之概略外觀圖。 FIG. 9 is a schematic external view of a dart game device 20.

圖10係表示投鏢遊戲裝置20之功能組成之方塊圖。 FIG. 10 is a block diagram showing the functional composition of the dart game device 20.

圖11係可攜式終端30之概略外觀圖。 FIG. 11 is a schematic external view of the portable terminal 30.

圖12係表示可攜式終端30之功能組成之方塊圖。 FIG. 12 is a block diagram showing the functional composition of the portable terminal 30.

圖13係說明與訊息通知設定相關之處理之流程圖。 FIG. 13 is a flowchart illustrating processing related to the message notification setting.

圖14係表示訊息通知設定畫面50之一例之圖。 FIG. 14 is a diagram showing an example of a message notification setting screen 50.

圖15係用以說明與訊息通知相關之處理之流程圖。 FIG. 15 is a flowchart for explaining processing related to message notification.

圖16係用以說明訊息通知條件之判定處理之流程圖。 FIG. 16 is a flowchart for explaining a determination process of a message notification condition.

圖17係用以說明通知對象選擇處理之流程圖。 FIG. 17 is a flowchart for explaining notification object selection processing.

圖18係表示訊息通知畫面60之一例之圖。 FIG. 18 is a diagram showing an example of the message notification screen 60.

藉由本說明書及隨附圖式之記載,至少能了解以下事項。 With the description in this manual and accompanying drawings, you can understand at least the following matters.

即,一種伺服器裝置,其特徵在於:其係經由網路與玩家及好友玩家分別持有之玩家終端、及設置於店鋪之遊戲裝置連接者;且包括記憶部及控制部,上述記憶部記憶設定有與上述玩家建立關聯之好友列表之玩家資訊;上述控制部係以接收到自上述好友列表中之任一位好友玩家與上述玩家一同玩遊戲時所利用之上述遊戲裝置發送之特定之資料信號為契機,執行如下處理:基於預先設定之訊息通知條件,自上述好友列表中選擇成為通知對象 之好友玩家;生成與利用上述遊戲裝置之上述玩家相關之訊息;以及將所生成之上述訊息發送至成為所選擇之通知對象之上述好友玩家所持有之上述玩家終端。 That is, a server device is characterized in that it is connected to a player terminal held by a player and a friend player, and a game device installed in a store via a network; and includes a memory unit and a control unit, and the memory unit stores The player information is set with a friend list associated with the player; the control section receives specific information sent by the game device used by any friend player in the friend list to play a game with the player The signal is an opportunity to perform the following processing: based on the preset message notification conditions, select from the above friend list to be notified A friend player; generating a message related to the player using the game device; and sending the generated message to the player terminal held by the friend player who is the selected notification object.

根據此種伺服器裝置,由於僅對基於訊息通知條件所選擇之通知對象通知訊息,故而可抑制訊息之過度通知。 According to such a server device, since the message is notified only to the notification object selected based on the message notification condition, excessive notification of the message can be suppressed.

又,亦可設為上述記憶部記憶與利用上述遊戲裝置進行遊戲之上述玩家一同遊戲之上述好友玩家;上述訊息通知條件中包含將利用上述遊戲裝置與上述玩家一同玩遊戲之好友玩家自通知對象排除之內容;上述控制部係以接收到自上述遊戲裝置發送之特定之資料信號為契機,執行如下處理:自上述好友列表中排除與上述玩家一同玩遊戲之上述好友玩家,並選擇成為通知對象之好友玩家。 In addition, the memory unit may be configured to memorize the friend player who plays with the player who uses the game device to play the game; the message notification condition includes a self-notification object of a friend player who will use the game device to play the game with the player. Excluded content: The above-mentioned control unit takes the opportunity to receive specific data signals sent from the game device, and performs the following processing: excludes the friend player who plays the game with the player from the friend list, and selects to be notified Friend player.

根據此種伺服器裝置,無需特意對最鄰近之好友玩家通知訊息,故而可抑制訊息之過度通知。 According to such a server device, there is no need to intentionally notify a message to the nearest friend and player, and thus excessive notification of the message can be suppressed.

又,亦可設為上述記憶部記憶利用設置於與供上述玩家玩遊戲之上述遊戲裝置相同之店鋪之其他遊戲裝置玩遊戲之好友玩家;上述訊息通知條件中包含將利用上述其他遊戲裝置玩遊戲之上述好友玩家自通知對象排除之內容;上述控制部係以接收到自上述遊戲裝置發送之特定之資料信號為契機,執行如下處理: 自上述好友列表中排除利用上述其他遊戲裝置玩遊戲之上述好友玩家,並選擇成為通知對象之好友玩家。 In addition, the memory unit may be configured to memorize a friend player who plays a game using another game device installed in the same store as the game device for the player to play the game; the message notification condition includes that the game will be played using the other game device The content excluded by the friend player from the notification object; the control unit takes the opportunity to receive the specific data signal sent from the game device, and performs the following processing: The friend players who use the other gaming devices to play games are excluded from the friend list, and the friend players to be notified are selected.

根據此種伺服器裝置,無需特意對在附近玩遊戲之好友玩家通知訊息,故而可抑制訊息之過度通知。 According to such a server device, there is no need to intentionally notify a friend or a player who is playing a game nearby, so that excessive notification of the message can be suppressed.

又,亦可設為上述記憶部記憶設定有與上述玩家建立關聯之遊戲歷程資訊之上述玩家資訊;上述訊息通知條件中包含如下內容,即,於上述玩家初次於設置有上述遊戲裝置之店鋪玩遊戲之情形時,自上述好友列表中選擇成為通知對象之好友玩家;上述控制部係以接收到自上述遊戲裝置發送之特定之資料信號為契機,執行如下處理:基於上述遊戲歷程資訊判定上述玩家是否初次於設置有上述遊戲裝置之店鋪玩遊戲,於該判定被肯定之情形時,自上述好友列表中選擇成為通知對象之好友玩家。 In addition, it may also be set that the memory section stores the player information including game history information associated with the player; the message notification condition includes the following content, that is, the first time the player plays in a store where the game device is installed In the case of a game, a friend player to be notified is selected from the friend list; the control unit takes the opportunity to receive a specific data signal sent from the game device, and performs the following processing: determines the player based on the game history information Whether to play the game for the first time in a store where the game device is installed, and when the determination is affirmative, select a friend player to be notified from the friend list.

根據此種伺服器裝置,於玩家初次於店鋪中玩遊戲之情形時,對好友玩家通知訊息,故而與每當玩家於店鋪中玩遊戲時均對好友玩家通知訊息之情形相比,可抑制過剩之通知。 According to such a server device, when a player plays a game in a store for the first time, a friend player is notified of the message, so that compared with a case where a player is notified of a message when a player plays a game in a store, an excess can be suppressed. Notice.

其次,一種遊戲系統,其特徵在於:包括設置於店鋪之遊戲裝置、及經由網路與上述遊戲裝置連接之伺服器裝置,且可將自上述伺服器裝置發送之訊息通知給玩家及好友玩家分別持有之玩家終端;且上述遊戲裝置係於上述玩家與上述好友玩家一同玩遊戲時被利用,且將特定之資料信號發送至上述伺服器裝置; 上述伺服器裝置包括記憶部及控制部,上述記憶部記憶設定有與上述玩家建立關聯之好友列表之玩家資訊;上述控制部係以接收到自上述好友列表中之任一位好友玩家與上述玩家一同玩遊戲時所利用之上述遊戲裝置發送之特定之資料信號為契機,執行如下處理:基於預先設定之訊息通知條件,自上述好友列表中選擇成為通知對象之好友玩家;生成與利用上述遊戲裝置之上述玩家相關之訊息;以及將所生成之上述訊息發送至成為所選擇之通知對象之上述好友玩家所持有之上述玩家終端。 Secondly, a game system is characterized in that it includes a game device installed in a store and a server device connected to the game device via a network, and can notify a player and a friend player of a message sent from the server device, respectively. The player terminal held; and the game device is used when the player and the friend player play the game together, and sends a specific data signal to the server device; The server device includes a memory unit and a control unit. The memory unit stores the player information of the friend list associated with the player. The control unit is configured to receive any friend player and the player from the friend list. The specific data signal sent by the above-mentioned game device used when playing the game together is an opportunity to perform the following processing: based on a preset message notification condition, selecting a friend player to be notified from the above friend list; generating and using the above-mentioned game device The above-mentioned player-related information; and sending the generated above-mentioned message to the above-mentioned player terminal held by the friend player who becomes the selected notification object.

根據此種遊戲系統,可抑制訊息之過度通知。 According to such a game system, excessive notification of messages can be suppressed.

===實施形態=== === Implementation Form ===

於以下之實施形態中,列舉遊戲系統1為例具體地進行說明,上述遊戲系統1係經由網路2(例如網際網路等)將伺服器10、作為複數個遊戲裝置之一例之複數個投鏢遊戲裝置20、及作為複數個玩家終端之一例之複數個可攜式終端30可進行資訊通信地連接。 In the following embodiment, the game system 1 is described as an example. The game system 1 is a server 10 and a plurality of game devices as an example of a plurality of game devices via a network 2 (such as the Internet). The dart game device 20 and the plurality of portable terminals 30 as an example of the plurality of player terminals are connected for information communication.

<<遊戲系統1之構成>> << Composition of Game System 1 >>

圖1係表示本實施形態之遊戲系統1之一例之網路構成圖。遊戲系統1係對處於店鋪3之玩家及一同遊戲之好友玩家(朋友)提供投鏢遊戲,並且對與該玩家建立關聯之好友列表中之任一位好友玩家提供通知訊息之服務者,且包含伺服器10、複數個投鏢遊戲裝置20及複數個可攜式終端30而構成。 FIG. 1 is a network configuration diagram showing an example of a game system 1 according to this embodiment. The game system 1 is a service provider who provides a dart game to a player in the store 3 and a friend player (friend) playing together, and provides a notification message to any friend player in the friend list associated with the player, and includes The server 10, a plurality of dart game devices 20, and a plurality of portable terminals 30 are configured.

<<伺服器10之構成>> << Composition of Server 10 >>

圖2係表示本實施形態之伺服器10之功能上之構成之方塊圖。伺服器10係系統管理者等運營、管理各種服務時所利用之資訊處理裝置(例如工作站或個人電腦等)。該伺服器10包含伺服器控制部11、伺服器記憶部12、伺服器輸入部13、伺服器顯示部14及伺服器通信部15。 FIG. 2 is a block diagram showing a functional configuration of the server 10 according to this embodiment. The server 10 is an information processing device (for example, a workstation or a personal computer) used by a system administrator or the like to operate and manage various services. The server 10 includes a server control unit 11, a server memory unit 12, a server input unit 13, a server display unit 14, and a server communication unit 15.

伺服器控制部11係進行各部間之資料之交接並且進行伺服器10整體之控制者,藉由CPU(Central Processing Unit,中央處理單元)執行儲存於特定之記憶體之程式而實現。本實施形態之伺服器控制部11包括訊息通知設定部111、通知對象選擇部112、訊息生成部113及判定部114。 The server control unit 11 is a controller that transfers data between various units and controls the entire server 10 by a CPU (Central Processing Unit, central processing unit) executing a program stored in a specific memory. The server control unit 11 of this embodiment includes a message notification setting unit 111, a notification object selection unit 112, a message generation unit 113, and a determination unit 114.

訊息通知設定部111具有執行如下處理之功能,即,基於來自玩家及好友玩家之操作輸入,進行與訊息之通知相關之各種設定。通知對象選擇部112具有執行如下處理之功能,即,基於預先設定之訊息通知條件,自玩家之好友列表中選擇成為通知對象之好友玩家。訊息生成部113具有執行如下處理之功能,即,生成與利用投鏢遊戲裝置20之玩家相關之訊息。判定部114具有執行各種判定處理之功能。 The message notification setting unit 111 has a function of performing various settings related to notification of a message based on an operation input from a player and a friend player. The notification object selection unit 112 has a function of selecting a friend player to be notified from a friend list of the player based on a preset message notification condition. The message generating unit 113 has a function of generating a message related to a player using the dart game device 20 by performing a process. The determination unit 114 has a function of executing various determination processes.

伺服器記憶部12包含:ROM(Read Only Memory,唯讀記憶體),其作為記憶有系統程式之唯讀記憶區域;以及RAM(Random Access Memory,隨機存取記憶體),其作為被用作伺服器控制部11之運算處理之工作區域之可覆寫之記憶區域;伺服器記憶部12例如藉由快閃記憶體或硬碟等非揮發性記憶裝置而實現。本實施形態之伺服器記憶部12至少記憶有與玩家相關之資訊即玩家資訊、以及與店鋪相關之資訊即店鋪資訊。 The server memory section 12 includes: a ROM (Read Only Memory) as a read-only memory area in which a system program is stored; and a RAM (Random Access Memory) which is used as An overwritable memory area of a work processing area of the server control unit 11; the server memory unit 12 is implemented, for example, by a non-volatile memory device such as a flash memory or a hard disk. The server storage unit 12 of this embodiment stores at least player-related information, i.e., player information, and store-related information, i.e., store information.

圖3係表示玩家資訊之資料構造例之圖。該玩家資訊包含卡 ID(Identification,識別碼)、玩家名、等級、本籍店鋪(home shop)、好友列表、遊戲歷程資訊、發送設定、接收設定、個別接收設定資訊、阻擋設定資訊及終端ID等項目。卡ID係用以識別遊戲卡(例如IC卡)之識別資訊,亦被用作用以識別持有遊戲卡之玩家之識別資訊。玩家名係表示玩家之顯示名之資訊。等級係表示玩家之技能之資訊。本籍店鋪係表示成為玩家之據點之店鋪之資訊。好友列表係登錄有玩家之朋友(好友玩家)之列表,且包含表示好友玩家各自所持有之遊戲卡之卡ID之資訊。遊戲歷程資訊係與玩家之遊戲歷程相關之資訊。發送設定係發送訊息方之通知設定資訊。接收設定係接收訊息方之通知設定資訊。個別接收設定資訊係用於接收訊息方個別地設定發送訊息方之通知設定資訊。阻擋設定資訊係用以個別地設定是否接收包含訊息之好友玩家之各種資訊(成績資訊或聊天資訊等)之資訊。終端ID係用以識別玩家及好友玩家所持有之可攜式終端30之識別資訊,且如MAC(Media Access Control,媒體存取控制)位址等般為終端固有之識別資訊。 FIG. 3 is a diagram showing a data structure example of player information. The player information contains cards Items such as ID (Identification), player name, level, home shop, friend list, game history information, sending settings, receiving settings, individual receiving setting information, blocking setting information, and terminal ID. Card ID is identification information used to identify a game card (such as an IC card), and is also used as identification information used to identify a player holding a game card. The player name is information indicating the display name of the player. Levels are information that indicates player skills. The home store is information indicating the store that becomes the base of the player. The friend list is a list of friends (friend players) registered with the player, and includes information indicating a card ID of a game card held by each friend player. Game history information is information related to the player's game history. Sending settings are the notification setting information of the sender. Receiving settings are the notification setting information of the receiving party. The individual reception setting information is used for the receiver to individually set the notification setting information of the sender. The blocking setting information is used to individually set whether or not to receive various information (score information, chat information, etc.) of friend players including the message. The terminal ID is used to identify the identification information of the portable terminal 30 held by the player and the friend player, and is identification information inherent to the terminal, such as a MAC (Media Access Control, media access control) address.

圖4係表示遊戲歷程資訊之資料構造例之圖。該遊戲歷程資訊包含歷程ID、店鋪ID、殼體ID、遊戲開始日期、遊戲結束日期、曾一同遊戲之好友之卡ID及得分之項目。歷程ID係識別遊戲歷程之識別資訊。店鋪ID係識別已玩過遊戲之店鋪之資訊。殼體ID係識別玩遊戲所利用之投鏢遊戲裝置20之資訊。遊戲開始日期係表示開始玩遊戲之日期之資訊。遊戲結束日期係表示結束玩遊戲之日期之資訊。曾一同遊戲之好友之卡ID係識別好友列表中所包含之複數個好友玩家中之與玩家一同玩過遊戲之好友玩家之資訊。得分係表示與玩家一同玩過遊戲之各好友玩家之得分之資訊。 FIG. 4 is a diagram showing a data structure example of game history information. The game history information includes a history ID, a shop ID, a housing ID, a game start date, a game end date, a card ID of a friend who has played a game, and a score item. The course ID is identification information for identifying a game course. The shop ID is information identifying a shop that has played a game. The case ID is information for identifying the dart game device 20 used for playing the game. The game start date is information indicating the date when the game started. The game end date is information indicating the date when the game ends. The card ID of a friend who has played a game is information identifying a friend player who has played a game with the player among the plurality of friend players included in the friend list. The score is information about the scores of friends who have played the game with the player.

圖5係表示個別接收設定資訊之資料構造例之圖。該個別接收設定資訊包含卡ID、個別接收設定之項目。卡ID係識別成為個別設定之對象之玩家(發送訊息方)之資訊。個別接收設定係表示接收或不接收來自玩家(發送訊息方)之訊息之設定之資訊。 FIG. 5 is a diagram showing an example of a data structure for individually receiving setting information. The individual reception setting information includes items such as a card ID and individual reception settings. The card ID is information for identifying a player (sender) who is a target of individual settings. Individual receiving settings are information indicating settings for receiving or not receiving messages from players (senders).

圖6係表示阻擋設定資訊之資料構造例之圖。該阻擋設定資訊包含卡ID、阻擋設定之項目。卡ID係識別成為阻擋設定之對象之玩家之資訊。阻擋設定係表示將來自玩家(發送訊息方)之各種資訊(訊息、成績資訊、聊天資訊等)全部排斥(shutout)並阻擋之設定、或不阻擋之設定之資訊。 FIG. 6 is a diagram showing a data structure example of the blocking setting information. The blocking setting information includes items such as a card ID and a blocking setting. The card ID is information for identifying a player who is a target of the blocking setting. The blocking setting refers to a setting that shuts down and blocks all kinds of information (messages, performance information, chat information, etc.) from the player (the sender), or a setting that does not block.

圖7係表示店鋪資訊之資料構造例之圖。該店鋪資訊包含店鋪ID、店鋪名及遊戲裝置資訊之項目。店鋪ID係識別全國所存在之店鋪之識別資訊。店鋪名係表示店鋪之顯示名之資訊。遊戲裝置資訊係與設置於店鋪之投鏢遊戲裝置20相關之資訊。 FIG. 7 is a diagram showing an example of a data structure of shop information. The store information includes items such as a store ID, a store name, and game device information. The store ID is identification information that identifies stores that exist in the country. The shop name is information indicating the display name of the shop. The game device information is information related to the dart game device 20 installed in the store.

圖8係表示遊戲裝置資訊之資料構造例之圖。該遊戲裝置資訊包含殼體ID、玩家及正一同遊戲之好友之卡ID、狀態資訊之項目。殼體ID係識別設置於店鋪之投鏢遊戲裝置20之識別資訊。玩家及正一同遊戲之好友之卡ID係識別對戰中之玩家及好友玩家之資訊。狀態資訊係表示對戰中等之遊戲狀態之資訊。 FIG. 8 is a diagram showing an example of a data structure of game device information. The game device information includes items of a case ID, a card ID of a player and a friend who is playing together, and status information. The case ID is identification information for identifying the dart game device 20 installed in the store. The card ID of the player and the friend who is playing together is the information that identifies the player and friend player in the match. Status information is information indicating the game status in the middle of a battle.

伺服器輸入部13係用以供系統管理者等輸入各種資料者,例如藉由鍵盤或滑鼠等而實現。 The server input unit 13 is used by a system manager or the like to input various data, for example, by a keyboard or a mouse.

伺服器顯示部14係用以基於來自伺服器控制部11之指令而顯示系統管理者用之操作畫面者,例如藉由液晶顯示器(LCD:Liquid Crystal Display)等而實現。 The server display unit 14 is used to display an operation screen for a system manager based on an instruction from the server control unit 11, and is implemented by, for example, a liquid crystal display (LCD: Liquid Crystal Display).

伺服器通信部15係用以於與投鏢遊戲裝置20及可攜式終端30之間進行通信者,且具有作為接收自投鏢遊戲裝置20及可攜式終端30發送之各種資料或信號之接收部之功能、及作為根據伺服器控制部11之指令將各種資料或信號向投鏢遊戲裝置20及可攜式終端30發送之發送部之功能。 The server communication unit 15 is used to communicate with the dart game device 20 and the portable terminal 30, and has various data or signals received from the dart game device 20 and the portable terminal 30. The function of the receiving section and the function of the transmitting section that sends various data or signals to the dart game device 20 and the portable terminal 30 according to the instructions of the server control section 11.

<<投鏢遊戲裝置20之構成>> << Configuration of Throwing Game Device 20 >>

圖9係投鏢遊戲裝置20之概略外觀圖。圖10係表示投鏢遊戲裝置20之功能上之構成之方塊圖。 FIG. 9 is a schematic external view of a dart game device 20. FIG. 10 is a block diagram showing the functional configuration of the dart game device 20. As shown in FIG.

本實施形態之投鏢遊戲裝置20係設置於店鋪3內且執行對戰遊戲之遊戲裝置。於本實施形態中,進行作為對戰遊戲之一例之投鏢遊戲。如圖9所示,玩家藉由瞄準飛鏢盤(dartboard)26之靶投擲飛鏢(軟頭鏢)而進行投鏢遊戲。 The dart game device 20 of this embodiment is a game device which is installed in the store 3 and executes a battle game. In this embodiment, a dart game is performed as an example of a battle game. As shown in FIG. 9, the player performs a dart game by throwing a dart (soft dart) by aiming at a target of a dartboard 26.

如圖9及圖10所示,該投鏢遊戲裝置20包含遊戲控制部21、遊戲記憶部22、遊戲操作部23、遊戲顯示部24、遊戲通信部25、飛鏢盤26、區域檢測部27、卡槽CS、卡RW(Read & Write,讀寫)部28及硬幣投入部29。 As shown in FIGS. 9 and 10, the dart game device 20 includes a game control section 21, a game memory section 22, a game operation section 23, a game display section 24, a game communication section 25, a dart board 26, an area detection section 27, A card slot CS, a card RW (Read & Write) section 28, and a coin insertion section 29.

遊戲控制部21係用以進行投鏢遊戲裝置20整體之控制者,藉由CPU(Central Processing Unit)執行儲存於特定之記憶體之遊戲程式而實現。本實施形態之遊戲控制部21包括對戰遊戲控制部211及畫面顯示控制部212。對戰遊戲控制部211具有執行控制對戰遊戲之進展之處理的功能。畫面顯示控制部212具有執行對顯示於遊戲顯示部24之遊戲畫面進行顯示控制之處理的功能。 The game control unit 21 is a controller for performing the entire dart game device 20, and is implemented by a CPU (Central Processing Unit) executing a game program stored in a specific memory. The game control section 21 of this embodiment includes a battle game control section 211 and a screen display control section 212. The battle game control unit 211 has a function of executing a process for controlling the progress of the battle game. The screen display control unit 212 has a function of performing a process of controlling display of a game screen displayed on the game display unit 24.

遊戲記憶部22包含:ROM(Read Only Memory),其作為記憶 有遊戲程式之唯讀記憶區域;以及RAM(Random Access Memory),其作為被用作遊戲控制部21之運算處理之工作區域之可覆寫之記憶區域;且遊戲記憶部22例如藉由快閃記憶體或硬碟等非揮發性記憶裝置而實現。 The game memory section 22 includes a ROM (Read Only Memory) as a memory There are a read-only memory area for game programs; and a RAM (Random Access Memory) as an overwritable memory area used as a work area for the arithmetic processing of the game control section 21; and the game memory section 22, for example, by flash Non-volatile memory devices such as memory or hard drives.

遊戲操作部23係供玩家等進行各種操作者,例如藉由設置於操作面板之操作按鈕等而實現。於本實施形態中,於玩家選擇投鏢遊戲之種類(301、板球(cricket)等)之情形時,使用遊戲操作部23。 The game operation unit 23 is provided for various operators such as a player, and is implemented by, for example, operation buttons provided on an operation panel. In this embodiment, when the player selects the type of dart game (301, cricket, etc.), the game operation unit 23 is used.

遊戲顯示部24係用以基於來自畫面顯示控制部212之指令而顯示遊戲畫面或操作畫面者,例如藉由液晶顯示器(LCD:Liquid Crystal Display)等實現。 The game display unit 24 is used to display a game screen or an operation screen based on an instruction from the screen display control unit 212, and is implemented by, for example, a liquid crystal display (LCD: Liquid Crystal Display).

遊戲通信部25係用以於與伺服器10之間進行通信者,且具有作為接收自伺服器10發送之各種資料或信號之接收部之功能、以及作為根據遊戲控制部21之指令將各種資料或信號向伺服器10發送之發送部之功能。 The game communication unit 25 is used to communicate with the server 10, and has a function as a receiving unit that receives various data or signals sent from the server 10, and functions to receive various data in accordance with instructions from the game control unit 21. The function of the transmitting unit that the OR signal is sent to the server 10.

飛鏢盤26係成為投鏢遊戲之靶之盤面。本實施形態之飛鏢盤26被劃分為複數個靶區域26A。於各個靶區域26A設置有多個細孔。由玩家投擲之飛鏢之前端部被設置於靶區域26A之多個孔中之任一個容納(飛鏢刺入至靶區域)。 The dart board 26 is the surface of a target for a dart game. The dart board 26 of this embodiment is divided into a plurality of target areas 26A. A plurality of fine holes are provided in each target region 26A. The front end of the dart thrown by the player is accommodated in any one of a plurality of holes provided in the target area 26A (the dart penetrates into the target area).

區域檢測部27係用以檢測飛鏢刺入至靶區域26A者,對應於各個靶區域26A設置有複數個。於本實施形態中,若飛鏢刺入至靶區域26A,則靶區域26A因飛鏢之衝擊而略微向後方移動。區域檢測部27係當檢測出該靶區域26A之移位時,將檢測信號發送至遊戲控制部21。 The area detection unit 27 is for detecting a dart penetrating into the target area 26A, and a plurality of area detection units 27 are provided corresponding to each target area 26A. In this embodiment, if the dart penetrates into the target area 26A, the target area 26A moves slightly backward due to the impact of the dart. The area detection unit 27 sends a detection signal to the game control unit 21 when a displacement of the target area 26A is detected.

卡槽CS係供插入玩家所持有之遊戲卡(例如IC卡)之插入 口。於本實施形態之投鏢遊戲裝置20中,以最多可供4人進行對戰遊戲之方式設置有4個卡槽CS。再者,遊戲卡係以可於玩遊戲過程中讀寫特定之資訊之方式保持於卡槽CS。 Card slot CS is for inserting the game card (such as IC card) held by the player mouth. In the dart game device 20 of this embodiment, four card slots CS are provided so that up to four people can play a battle game. Furthermore, the game card is held in the card slot CS in such a way that specific information can be read and written during game play.

卡RW部28係獲取玩家之識別資訊之識別資訊獲取部之一例,可讀取記錄於店鋪內之玩家所持有之遊戲卡之卡ID等,或者可寫入利用遊戲結果而獲得之資訊等。本實施形態之卡RW部28係對應於各卡槽CS而設置。 The card RW unit 28 is an example of the identification information acquisition unit that acquires the identification information of the player. The card RW unit 28 can read the card ID and the like of the game card held by the player in the store, or can write the information obtained by using the game result, etc. . The card RW section 28 of this embodiment is provided corresponding to each card slot CS.

硬幣投入部29包括:投入口,其供投入硬幣;以及感測器,其檢測自投入口投入之硬幣。於本實施形態中,由玩家自硬幣投入口投入特定枚數之硬幣,藉此可玩遊戲。 The coin input unit 29 includes a input port for inputting coins, and a sensor that detects a coin input from the input port. In this embodiment, the player can play a game by inserting a specific number of coins from the coin input slot.

<<可攜式終端30之構成>> << Composition of Portable Terminal 30 >>

圖11係可攜式終端30之概略外觀圖。圖12係表示可攜式終端30之功能上之構成之方塊圖。本實施形態之可攜式終端30係可供玩家及好友玩家持有並利用之資訊處理裝置(例如輸入板終端、行動電話終端、智慧型手機等)。該可攜式終端30可藉由安裝應用程式而接收自伺服器10發送之訊息通知(推送通知)。而且,可攜式終端30包含終端控制部31、終端記憶部32、終端操作部33、終端顯示部34及終端通信部35。 FIG. 11 is a schematic external view of the portable terminal 30. FIG. 12 is a block diagram showing a functional configuration of the portable terminal 30. The portable terminal 30 in this embodiment is an information processing device (such as a tablet terminal, a mobile phone terminal, a smart phone, etc.) that can be held and used by players and friends. The portable terminal 30 can receive a message notification (push notification) sent from the server 10 by installing an application. The portable terminal 30 includes a terminal control section 31, a terminal storage section 32, a terminal operation section 33, a terminal display section 34, and a terminal communication section 35.

終端控制部31係進行可攜式終端30整體之控制者,藉由CPU(Central Processing Unit)執行儲存於特定之記憶體之程式而實現。再者,本實施形態之終端控制部31亦作為對顯示於終端顯示部34之操作畫面等之顯示態樣進行控制之畫面顯示控制部發揮功能。終端記憶部32係經由匯流排而連接於終端控制部31,根據來自終端控制部31之指令進行參照、 讀出、覆寫所記憶之資料之處理。該終端記憶部32係例如藉由快閃記憶體或硬碟等而實現。終端操作部33係用以供玩家或好友玩家進行各種操作(訊息通知之設定操作等)者,例如藉由操作按鈕、觸控面板等而實現。終端顯示部34係用以根據來自終端控制部31之指令而顯示訊息通知畫面等者,例如藉由液晶顯示器(LCD:Liquid Crystal Display)等而實現。終端通信部35係用以於與伺服器10之間進行通信者,具有作為接收自伺服器10發送之各種資料或信號之接收部之功能、以及根據終端控制部31之指令將各種資料或信號向伺服器10發送之發送部之功能。 The terminal control unit 31 is a controller that controls the entire portable terminal 30 and is implemented by a CPU (Central Processing Unit) executing a program stored in a specific memory. In addition, the terminal control section 31 of this embodiment also functions as a screen display control section that controls the display state of the operation screen and the like displayed on the terminal display section 34. The terminal memory unit 32 is connected to the terminal control unit 31 via a bus, and refers to the command from the terminal control unit 31. Processing of reading and overwriting the memorized data. The terminal storage unit 32 is implemented by, for example, a flash memory or a hard disk. The terminal operation unit 33 is used by a player or a friend player to perform various operations (such as setting operations of a message notification), for example, by operating buttons, a touch panel, and the like. The terminal display unit 34 is used to display a message notification screen or the like in accordance with an instruction from the terminal control unit 31, and is implemented by, for example, a liquid crystal display (LCD: Liquid Crystal Display). The terminal communication unit 35 is used to communicate with the server 10. The terminal communication unit 35 functions as a receiving unit that receives various data or signals sent from the server 10 and transmits various data or signals in accordance with instructions from the terminal control unit 31. The function of the transmitting section to the server 10.

<<關於遊戲系統1之動作>> << About Actions of Game System 1 >>

對本實施形態之遊戲系統1之動作例進行說明。於該遊戲系統1中,伺服器10係當自玩家所利用之投鏢遊戲裝置20接收特定之資料信號時,基於訊息通知條件,通知針對選自該玩家之好友列表之好友玩家之推送型之訊息。 An operation example of the game system 1 according to this embodiment will be described. In the game system 1, when the server 10 receives a specific data signal from the dart game device 20 used by the player, based on the message notification condition, it notifies the push-type message.

以下,對玩家及其好友玩家利用設置於某店鋪之1個投鏢遊戲裝置20一同玩遊戲之情形進行說明。於此情形時,玩家及一同遊戲之好友玩家之雙方成為發送訊息方,選自各個好友列表之好友玩家成為接收訊息方。此處,為方便起見,設為玩家成為發送訊息方,且選自該玩家之好友列表之好友玩家成為接收訊息方而進行說明。 Hereinafter, a case where a player and his friend players play a game together using one dart game device 20 installed in a certain store will be described. In this case, both the player and the friend player who plays the game together become the sender of the message, and the friend player selected from each friend list becomes the receiver of the message. Here, for convenience, it is explained that the player becomes the sender of the message, and the friend player selected from the friend's friend list becomes the receiver of the message.

<訊息通知設定> <Message notification settings>

圖13係用以說明與訊息通知設定相關之處理之流程圖。 FIG. 13 is a flowchart for explaining processing related to message notification setting.

於該遊戲系統1中,玩家及好友玩家可預先進行與訊息通知相關之設定。 In the game system 1, players and friends players can make settings related to message notifications in advance.

首先,若玩家(或好友玩家)於自己所持有之可攜式終端30中使用終端操作部33進行用以開始訊息通知設定之操作,則終端控制部31響應來自玩家之操作輸入,而使訊息通知設定畫面顯示於終端顯示部34(S101)。 First, if the player (or a friend player) uses the terminal operation section 33 in the portable terminal 30 that he / she owns to perform the operation for starting the notification setting of the message, the terminal control section 31 responds to the operation input from the player, and causes the The message notification setting screen is displayed on the terminal display section 34 (S101).

而且,終端控制部31於使訊息通知設定畫面顯示於終端顯示部34時,自玩家受理與訊息通知設定相關之各種操作輸入(S102)。 When the terminal control unit 31 displays the message notification setting screen on the terminal display unit 34, it receives various operation inputs related to the message notification setting from the player (S102).

圖14係表示訊息通知設定畫面50之一例之圖。於該訊息通知設定畫面50,包含發送設定區域51、接收設定區域52、個別接收設定區域53及阻擋設定區域(未圖示)。發送設定區域51係用以進行發送訊息方是否有效地向接收訊息方發送訊息之設定之操作區域。玩家於對好友玩家進行訊息通知之情形時,選擇操作按鈕51A(「ON(開)」),於不進行訊息通知之情形時,選擇操作按鈕51B(「OFF(關)」)。接收設定區域52係用以進行接收訊息方是否有效地自發送訊息方接收訊息之設定之操作區域。好友玩家於接收來自玩家之訊息通知之情形時,選擇操作按鈕52A(「ON」),於不接收訊息通知之情形時,選擇操作按鈕52B(「OFF」)。個別接收設定區域53係用以供接收訊息方個別地指定發送訊息方之操作區域。於本實施形態中,僅於在接收設定區域52選擇了操作按鈕52A(「ON」)之情形時,可於個別接收設定區域53選擇操作按鈕53A(「ON」)或操作按鈕53B(「OFF」)。好友玩家於個別地指定玩家作為希望接收訊息通知之對象之情形時,選擇操作按鈕53A(「ON」),於個別地指定玩家作為不希望接收訊息通知之對象之情形時,選擇操作按鈕53B(「OFF」)。又,與個別接收設定區域53同樣地,阻擋設定區域(未圖示)係用以供接收各種資訊(訊息、成績資訊、聊天資訊等) 之一方個別地指定發送各種資訊之一方之操作區域。好友玩家於個別地指定玩家作為不希望接收各種資訊之對象(欲阻擋之對象)之情形時,選擇未圖示之操作按鈕(「ON」),於個別地指定玩家作為希望接收各種資訊之對象(不欲阻擋之對象)之情形時,選擇未圖示之操作按鈕(「OFF」)。 FIG. 14 is a diagram showing an example of a message notification setting screen 50. The message notification setting screen 50 includes a transmission setting area 51, a reception setting area 52, an individual reception setting area 53, and a blocking setting area (not shown). The sending setting area 51 is an operation area for setting whether the sending party effectively sends a message to the receiving party. The player selects the operation button 51A ("ON") in the case of message notification to a friend player, and selects the operation button 51B ("OFF") in the case of no message notification. The receiving setting area 52 is an operation area for setting whether the receiving party effectively receives a message from the sending party. The friend player selects the operation button 52A ("ON") when receiving a message notification from the player, and selects the operation button 52B ("OFF") when the friend notification is not received. The individual receiving setting area 53 is used for the receiving party to individually designate the operation area of the sending party. In this embodiment, only when the operation button 52A ("ON") is selected in the reception setting area 52, the operation button 53A ("ON") or the operation button 53B ("OFF" can be selected in the individual reception setting area 53 "). The friend player selects the operation button 53A ("ON") when the player is individually designated as the object who wants to receive the message notification, and selects the operation button 53B (in the case where the player is individually designated as the object who does not want to receive the message notification) "OFF"). Also, similar to the individual reception setting area 53, the blocking setting area (not shown) is used to receive various information (message, performance information, chat information, etc.) Each party individually designates the operating area of the party that sends various information. When a friend player individually designates a player as an object that does not want to receive various information (object to be blocked), he selects an operation button ("ON") that is not shown in the figure, and individually designates the player as an object that wants to receive various information (For objects you do not want to block), select an operation button ("OFF") that is not shown.

繼而,返回至圖13,若於顯示出圖14所示之訊息通知設定畫面50時由玩家分別選擇各種操作按鈕,則終端控制部31將用以預先登錄訊息通知之設定內容之命令(訊息通知設定請求)經由終端通信部35發送至伺服器10(S103)。 Then, returning to FIG. 13, if the player selects various operation buttons when the message notification setting screen 50 shown in FIG. 14 is displayed, the terminal control section 31 registers a command (message notification) for setting content of the message notification in advance. The setting request) is transmitted to the server 10 via the terminal communication unit 35 (S103).

繼而,當接收自可攜式終端30發送之訊息通知設定請求時,伺服器10執行訊息通知設定處理(S104)。即,訊息通知設定部111基於由玩家輸入之與訊息通知設定相關之操作資訊,對圖3所示之玩家資訊中所包含之「發送設定」、「接收設定」、「個別接收設定資訊」之各個項目登錄各種設定內容(訊息通知設定)。 Then, when receiving a message notification setting request sent from the portable terminal 30, the server 10 executes a message notification setting process (S104). That is, based on the operation information related to the message notification setting input by the player, the message notification setting section 111 performs the "send settings", "reception settings", and "individual reception setting information" included in the player information shown in FIG. 3. Various settings (message notification settings) are registered for each item.

繼而,當以此方式完成訊息通知設定時,伺服器10執行畫面資料生成處理(S105)。即,伺服器控制部11生成用以將訊息通知設定已完成之意旨告知玩家之畫面資料,並發送至請求來源之可攜式終端30。 Then, when the message notification setting is completed in this manner, the server 10 executes screen data generation processing (S105). That is, the server control unit 11 generates screen data for notifying the player of the purpose of the message notification setting completion, and sends it to the portable terminal 30 requesting the source.

繼而,當接收自伺服器10發送之畫面資料時,可攜式終端30使與該畫面資料對應之畫面顯示於終端顯示部34(S106)。藉此,玩家可藉由觀察該畫面而確認訊息通知設定已完成。 When receiving the screen data transmitted from the server 10, the portable terminal 30 displays a screen corresponding to the screen data on the terminal display unit 34 (S106). With this, the player can confirm that the notification setting has been completed by watching the screen.

<訊息通知> <Message notification>

圖15係用以說明與訊息通知相關之處理之流程圖。 FIG. 15 is a flowchart for explaining processing related to message notification.

於該遊戲系統1中,若於上述訊息通知設定中將訊息通知設 定為有效,則按照訊息通知條件自動地對好友玩家通知與玩家相關之訊息。 In the game system 1, if the message notification setting is set in the above message notification setting, If it is set as valid, the friends and players are automatically notified of player-related messages according to the message notification conditions.

首先,於設置於店鋪之投鏢遊戲裝置20中,若由玩家操作遊戲操作部23,則畫面顯示控制部212響應來自玩家之操作輸入,而使選單畫面顯示於遊戲顯示部24(S201)。 First, in the dart game device 20 installed in a store, when a player operates the game operation unit 23, the screen display control unit 212 displays a menu screen on the game display unit 24 in response to an operation input from the player (S201).

繼而,若於在遊戲顯示部24顯示有選單畫面時由玩家操作遊戲操作部23,則遊戲控制部21受理使投鏢遊戲開始之操作輸入。進而,若由玩家及一同遊戲之好友玩家將各自之遊戲卡插入至卡槽CS,則遊戲控制部21自卡RW部28受理記錄於各遊戲卡之卡ID之輸入(S202)。 Then, when the player operates the game operation unit 23 when the menu screen is displayed on the game display unit 24, the game control unit 21 accepts an operation input to start the dart game. Furthermore, if a player and a friend player who plays a game insert their respective game cards into the card slot CS, the game control unit 21 accepts the input of the card ID recorded in each game card from the card RW unit 28 (S202).

繼而,遊戲控制部21響應已受理使該投鏢遊戲開始之操作輸入等之情況,將玩家及一同遊戲之好友玩家各自之卡ID、玩遊戲之店鋪之店鋪ID、及玩遊戲所利用之投鏢遊戲裝置20之殼體ID等各種資訊與遊戲開始信號一併經由遊戲通信部25發送至伺服器10(S203)。 Then, the game control unit 21 responds to the situation where the operation input for starting the dart game has been accepted, and assigns the card ID of the player and the friend player who plays the game together, the shop ID of the shop where the game is played, and the investment used by the game player. Various information such as the case ID of the dart game device 20 is transmitted to the server 10 via the game communication unit 25 together with the game start signal (S203).

繼而,當自投鏢遊戲裝置20接收遊戲開始信號及該等各種資訊時,伺服器10進行店鋪資訊及玩家資訊之更新(S204)。具體而言,伺服器控制部11基於自投鏢遊戲裝置20發送之店鋪ID,並參照圖7所示之店鋪資訊,特定出玩遊戲之店鋪之遊戲裝置資訊(參照圖8)。繼而,伺服器控制部11針對該遊戲裝置資訊(參照圖8),與自投鏢遊戲裝置20發送之殼體ID建立對應而進行玩家及一同遊戲之好友玩家之各卡ID之登錄,並且進行為「對戰中」之狀態之登錄。此時,伺服器控制部11亦基於玩家及一同遊戲之好友玩家各自之卡ID更新圖3所示之玩家資訊中所包含之好友列表。藉此,即便於初次一同遊戲之情形時,亦可作為好友玩家登錄至好友列表。 Then, when the game start signal and various kinds of information are received from the dart game device 20, the server 10 updates the store information and the player information (S204). Specifically, the server control unit 11 specifies the game device information of the game playing store based on the store ID sent from the dart game device 20 and referring to the store information shown in FIG. 7 (see FIG. 8). Next, the server control unit 11 registers the card ID of the player and the friend player who plays the game in correspondence with the game device information (refer to FIG. 8) and the case ID sent from the dart game device 20, and performs It is registered in the state of "Battle". At this time, the server control unit 11 also updates the friend list included in the player information shown in FIG. 3 based on the respective card IDs of the player and the friend players playing the game together. With this, even when playing together for the first time, you can log in to the friends list as a friend player.

繼而,遊戲控制部21響應該投鏢遊戲已結束之情況,將玩家 及曾一同遊戲之好友玩家各自之卡ID、玩遊戲之店鋪之店鋪ID、玩遊戲所利用之投鏢遊戲裝置20之殼體ID及遊戲結果等各種資訊與作為特定之資料信號之一例之遊戲結束信號一併經由遊戲通信部25發送至伺服器10(S205)。 Then, the game control unit 21 responds to the situation that the dart game has ended, and sends the player Various information such as the card ID of each of the friends and players who have played with the game, the shop ID of the shop where the game was played, the ID of the shell of the dart game device 20 used for playing the game, and the game result, and the game as an example of the specific data signal The end signal is also transmitted to the server 10 via the game communication unit 25 (S205).

繼而,當自投鏢遊戲裝置20接收遊戲結束信號及該等各種資訊時,伺服器10進行店鋪資訊及玩家資訊之更新(S206)。具體而言,伺服器控制部11基於自投鏢遊戲裝置20發送之店鋪ID,並參照圖7所示之店鋪資訊,特定出已玩過遊戲之店鋪之遊戲裝置資訊(參照圖8)。繼而,伺服器控制部11針對該遊戲裝置資訊(參照圖8),與自投鏢遊戲裝置20發送之殼體ID建立對應而進行為「停止中」之狀態之登錄。進而,伺服器控制部11基於玩家及一同遊戲之好友玩家各自之卡ID,參照圖3所示之玩家資訊,分別特定出玩家及一同玩過遊戲之好友玩家之遊戲歷程資訊(參照圖4)。繼而,伺服器控制部11針對該等遊戲歷程資訊(參照圖4)中所包含之各項目進行登錄。 Then, when the self-dart game device 20 receives the game end signal and such various information, the server 10 updates the store information and the player information (S206). Specifically, the server control unit 11 specifies the game device information of the store that has played the game (refer to FIG. 8) based on the store ID sent from the dart game device 20 and referring to the store information shown in FIG. 7. Then, the server control unit 11 registers the game device information (see FIG. 8) in a state of “stopping” in correspondence with the case ID sent from the dart game device 20. Further, the server control unit 11 specifies the game history information of the player and the friend player who has played the game with reference to the player information shown in FIG. 3 based on the respective card IDs of the player and the friend player who played the game (see FIG. 4). . The server control unit 11 then registers each item included in the game history information (see FIG. 4).

繼而,伺服器10以接收到該遊戲結束信號為契機,執行訊息通知條件之判定處理(S207)、訊息生成處理(S208)、訊息發送處理(S209)。以下,對各個處理具體地進行說明。 Then, the server 10 executes the determination process of the message notification condition (S207), the message generation process (S208), and the message transmission process (S209) upon receiving the game end signal as an opportunity. Hereinafter, each process will be specifically described.

(訊息通知條件之判定處理) (Judgment processing of message notification conditions)

圖16係用以說明訊息通知條件之判定處理之流程圖。 FIG. 16 is a flowchart for explaining a determination process of a message notification condition.

首先,伺服器10中之判定部114藉由基於自投鏢遊戲裝置20發送之玩家之卡ID,並參照圖4所示之遊戲歷程資訊,判定玩家今日是否初次於該店鋪玩遊戲(S301)。 First, the determination unit 114 in the server 10 determines whether the player plays a game at the store for the first time today based on the card ID of the player sent by the self-throwing game device 20 and referring to the game history information shown in FIG. 4 (S301) .

繼而,於該判定被肯定之情形時(S301:YES(是)),進入至 步驟302。於該判定被否定之情形時(S301:NO(否)),訊息通知條件不成立,而結束該處理。亦即,關於第2次及其之後玩遊戲時,不進行訊息之通知。 Then, when the judgment is affirmed (S301: YES), the process proceeds to Step 302. When the determination is negative (S301: NO), the message notification condition is not established, and the process ends. In other words, no notification will be given when the game is played for the second time or later.

接下來,該判定部114基於自投鏢遊戲裝置20發送之玩家之卡ID,並參照圖3所示之玩家資訊,判定該玩家之發送設定是否被設定為「ON」(S302)。 Next, the determining unit 114 determines whether the sending setting of the player is set to "ON" based on the card ID of the player sent from the dart game device 20 and referring to the player information shown in FIG. 3 (S302).

繼而,於該判定被肯定之情形時(S302:YES),進入至步驟303。於該判定被否定之情形時(S302:NO),該訊息通知條件不成立,而結束該處理。 When the determination is affirmative (S302: YES), the process proceeds to step 303. When the determination is negative (S302: NO), the message notification condition is not established, and the process ends.

接下來,當以此方式滿足訊息通知條件中之發送訊息方(玩家方)之條件時,伺服器10執行基於訊息通知條件中之接收訊息方(好友玩家方)之條件選擇好友玩家之通知對象選擇處理(S303)。 Next, when the condition of the sending party (player side) in the message notification condition is satisfied in this way, the server 10 executes selecting the notification target of the friend player based on the conditions of the receiving party (friend player side) in the message notification condition. Selection processing (S303).

圖17係用以說明通知對象選擇處理之流程圖。 FIG. 17 is a flowchart for explaining notification object selection processing.

首先,伺服器10中之通知對象選擇部112基於自投鏢遊戲裝置20發送之玩家之卡ID,並參照圖3所示之玩家資訊,獲取該玩家之好友列表(S401)。 First, the notification object selection unit 112 in the server 10 obtains a friend list of the player based on the card ID of the player sent from the dart game device 20 and referring to the player information shown in FIG. 3 (S401).

繼而,伺服器10中之判定部114基於自投鏢遊戲裝置20發送之一同玩過遊戲之好友玩家之卡ID,判定該好友列表中之各好友玩家是否為一同玩過遊戲之好友玩家(S402)。 Then, the determination unit 114 in the server 10 determines whether each friend player in the friend list is a friend player who has played the game together based on the card ID of a friend player who has played the game sent from the dart game device 20 (S402 ).

通知對象選擇部112於由判定部114肯定該判定之情形時(S402:YES),於好友列表中將符合之好友玩家自選擇對象排除(S403)。亦即,不對一同玩過遊戲之好友玩家進行訊息之通知。另一方面,通知對象選擇部112於由判定部114否定該判定之情形時(S402:NO),進入至步驟404。 The notification target selection unit 112 excludes matching friends from the selection list in the friend list when the determination is confirmed by the determination unit 114 (S402: YES) (S403). That is, no notification is sent to friends and players who have played the game together. On the other hand, the notification target selection unit 112 proceeds to step 404 when the determination unit 114 denies the determination (S402: NO).

接下來,判定部114參照圖3所示之玩家資訊,判定該好友列表中之各好友玩家之接收設定是否被設定為「ON」(S404)。 Next, the determination unit 114 refers to the player information shown in FIG. 3 to determine whether the reception setting of each friend player in the friend list is set to "ON" (S404).

通知對象選擇部112於由判定部114否定該判定之情形時(S404:NO),於好友列表中將符合之好友玩家自選擇對象排除(S405)。另一方面,通知對象選擇部112於由判定部114肯定該判定之情形時(S404:YES),進入至步驟406。 When the determination unit 114 denies the determination (S404: NO), the notification object selection unit 112 excludes the matching friend players from the selection list from the friend list (S405). On the other hand, when the notification target selection unit 112 confirms the determination by the determination unit 114 (S404: YES), the process proceeds to step 406.

接下來,判定部114參照圖3所示之玩家資訊及圖5所示之個別接收設定資訊,判定該好友列表中之各好友玩家之個別接收設定是否被設定為「ON」(S406)。 Next, the determination unit 114 refers to the player information shown in FIG. 3 and the individual reception setting information shown in FIG. 5 to determine whether the individual reception setting of each friend player in the friend list is set to "ON" (S406).

通知對象選擇部112於由判定部114否定該判定之情形時(S406:NO),於好友列表中將符合之好友玩家自選擇對象排除(S407)。另一方面,通知對象選擇部112於由判定部114肯定該判定之情形時(S406:YES),進入至步驟408。 The notification object selection unit 112 excludes the matching friend players from the selection object in the friend list when the determination unit 114 denies the determination (S406: NO) (S407). On the other hand, when the determination unit 112 confirms the determination by the determination unit 114 (S406: YES), the process proceeds to step 408.

接下來,判定部114參照圖3所示之玩家資訊及圖6所示之阻擋設定資訊,判定該好友列表中之各好友玩家之阻擋設定是否被設定為「ON」(S408)。 Next, the determination unit 114 refers to the player information shown in FIG. 3 and the blocking setting information shown in FIG. 6 to determine whether the blocking setting of each friend player in the friend list is set to "ON" (S408).

通知對象選擇部112於由判定部114肯定該判定之情形時(S408:YES),於好友列表中將符合之好友玩家自選擇對象排除(S409)。另一方面,通知對象選擇部112於由判定部114否定該判定之情形時(S408:NO),進入至步驟410。 The notification target selection unit 112 excludes the matching friend players from the selection target in the friend list when the determination is confirmed by the determination unit 114 (S408: YES) (S409). On the other hand, the notification target selection unit 112 proceeds to step 410 when the determination unit 114 denies the determination (S408: NO).

接下來,當以此方式判定訊息通知條件中之接收訊息方之條件時,通知對象選擇部112根據該判定結果,於不存在被排除之好友玩家之 情形時,自該好友列表中選擇成為訊息之接收方之好友玩家,於存在被排除之好友玩家之情形時,自排除後之該好友列表中選擇成為訊息之接收方之好友玩家(S410)。 Next, when the condition of the recipient of the message is determined in the message notification condition in this way, the notification object selection section 112 determines, based on the determination result, that there is no excluded friend player. In this case, a friend player who is selected as the receiver of the message is selected from the friend list, and when there are excluded friend players, a friend player who is the receiver of the message is selected from the excluded friend list (S410).

如此,僅對基於訊息通知條件自玩家之好友列表中選擇之好友玩家通知訊息,故而可抑制訊息之過度通知。 In this way, only the friend player selected from the player's friend list based on the message notification condition is notified of the message, so that excessive notification of the message can be suppressed.

再者,如上所述,對以好友列表為單位依序進行步驟402、404、406、408中之各判定處理之情形進行了說明,但並不限定於此,亦可以好友玩家為單位依序進行。亦即,於關於某位玩家之各判定處理結束之後,進行關於下一位玩家之各判定處理,以此方式最終至好友列表內之所有玩家結束為止,逐個重複進行判定。 In addition, as described above, the case where the determination processing in steps 402, 404, 406, and 408 is sequentially performed using the friend list as a unit has been described, but it is not limited to this, and the friend player may be sequentially used as a unit. get on. That is, after each determination process for a certain player is completed, each determination process for the next player is performed, and finally, all the players in the friend list are ended in this manner, and the determination is repeated one by one.

(訊息生成處理) (Message generation processing)

伺服器10中之訊息生成部113基於自投鏢遊戲裝置20發送之玩家之卡ID,並參照圖3所示之玩家資訊,特定出該玩家之遊戲歷程資訊(參照圖4)。 The message generation unit 113 in the server 10 specifies the game history information of the player based on the card ID of the player sent from the dart game device 20 and refers to the player information shown in FIG. 3 (see FIG. 4).

繼而,訊息生成部113基於該玩家之遊戲歷程資訊(參照圖4),生成與利用投鏢遊戲裝置20之該玩家相關之訊息。例如,生成如「○○正在○○店內玩遊戲」或「○○正玩遊戲中」之包含玩家名或店鋪名之訊息。 Then, the message generating unit 113 generates a message related to the player using the dart game device 20 based on the player's game history information (see FIG. 4). For example, a message including a player name or a shop name such as "○○ is playing a game in a ○○ store" or "○○ is playing a game" is generated.

(訊息發送處理) (Message sending process)

當藉由圖17所示之通知對象選擇處理選擇成為訊息之接收方之好友玩家時,伺服器控制部11參照圖3所示之玩家資訊而獲取該好友玩家所持有之可攜式終端30之終端ID。 When the friend player selected as the recipient of the message is selected through the notification object selection process shown in FIG. 17, the server control section 11 refers to the player information shown in FIG. 3 to obtain the portable terminal 30 held by the friend player. The terminal ID.

繼而,伺服器控制部11藉由基於該終端ID獲取發送對象之位 址,而將藉由訊息生成處理所生成之該訊息發送至藉由通知對象選擇處理而選擇之好友玩家所持有之可攜式終端30。 Then, the server control unit 11 obtains the position of the transmission target based on the terminal ID. And sends the message generated by the message generation process to the portable terminal 30 held by the friend player selected by the notification object selection process.

繼而,返回至圖15,好友玩家所持有之可攜式終端30係當自伺服器10接收該訊息時,使如圖18所示之包含訊息通知61之訊息通知畫面60顯示於終端顯示部34(S210)。藉此,好友玩家可藉由觀察該畫面而確認已接收到訊息通知。而且,好友玩家亦可前往玩家正在玩遊戲之店鋪一同進行遊戲。 Then, returning to FIG. 15, when the portable terminal 30 held by the friend player receives the message from the server 10, the message notification screen 60 including the message notification 61 shown in FIG. 18 is displayed on the terminal display section. 34 (S210). Thereby, a friend player can confirm that a message notification has been received by watching the screen. In addition, friends can also go to the store where the player is playing the game to play together.

如上所述,根據本實施形態之遊戲系統1,當玩家及好友玩家利用設置於店鋪之投鏢遊戲裝置20一同進行之投鏢遊戲結束時,基於訊息通知條件對選自玩家之好友列表中之好友玩家通知與該玩家相關之訊息。例如,不對玩家之好友列表中所包含之好友玩家中之與玩家一同玩過遊戲之好友玩家通知玩家正在某店鋪內玩遊戲之意旨之訊息,而對除此以外之好友玩家通知玩家正在某店鋪內玩遊戲之意旨之訊息。又,例如,僅針對本日初次於店鋪內玩遊戲之情況,對好友玩家通知玩家正在某店鋪內玩遊戲之意旨之訊息。繼而,藉此,無需特意對最鄰近之好友玩家(一同遊戲之好友玩家)通知玩家正在某店鋪內玩遊戲之意旨之訊息。又,好友玩家無需每當玩家之投鏢遊戲結束時重複接收訊息通知。 As described above, according to the game system 1 of the present embodiment, when the dart game performed by the player and a friend player using the dart game device 20 installed in the shop ends, the player selected from the player's friend list is selected based on the message notification condition. A friend player notifies a message related to that player. For example, a friend player who has played a game with the player among the friend players included in the player's friend list is not notified of the intention of the player to play the game in a certain store, and other friend players are not notified that the player is in a certain store The message of the purpose of the game. Also, for example, only for the case where a game is played in a store for the first time today, a friend player is notified of the intention that the player is playing a game in a store. Then, by doing this, there is no need to intentionally notify the nearest friend player (friend player who plays the game together) of the intention of the player to play the game in a certain store. In addition, friend players do not need to repeatedly receive message notifications every time the player's dart game ends.

因此,可減少對好友玩家帶來因頻繁地通知訊息而引起之不悅感之狀況,且可抑制訊息之過度通知。 Therefore, it is possible to reduce the situation of discomfort caused by frequent notification messages to friends and players, and to suppress excessive notification of messages.

===其他=== === Other ===

上述實施形態係用以使本發明容易理解者,而並非用以限定地解釋本發明者。本發明可於不脫離其主旨之前提下進行變更、改良,並 且本發明中亦包含其等價物。尤其是,即便為以下所述之實施形態,亦包含於本發明。 The embodiments described above are intended to make the present invention easier to understand, and are not intended to limit the present inventors. The present invention can be changed, improved, and modified without departing from the gist thereof, and The present invention also includes its equivalents. In particular, even the embodiments described below are included in the present invention.

<訊息通知條件> <Message notification conditions>

於上述實施形態中,作為訊息通知條件之一例,對如下情況等進行了說明,但本發明並不限定於此,所述情況係將利用投鏢遊戲裝置20與玩家一同玩遊戲之好友玩家自通知對象排除;或於玩家初次於設置有投鏢遊戲裝置20之店鋪玩遊戲之情形時,自好友列表中選擇成為通知對象之好友玩家。 In the above-mentioned embodiment, as an example of the message notification condition, the following cases and the like have been described, but the present invention is not limited thereto, and the case is that a friend player who uses the dart game device 20 to play a game with the player automatically The notification object is excluded; or when the player plays the game for the first time in a store where the dart game device 20 is installed, the friend player who is the notification object is selected from the friend list.

例如,亦可將如下內容設為訊息通知條件,即,將利用設置於與供玩家玩遊戲之投鏢遊戲裝置20相同之店鋪之其他投鏢遊戲裝置20玩遊戲之好友玩家自通知對象排除。藉由如此,即便未一同玩遊戲,亦無需特意對在附近玩遊戲之好友玩家通知訊息,故而可抑制訊息之過度通知。於此情形時,通知對象選擇部112基於自某店鋪之投鏢遊戲裝置20發送之店鋪ID及殼體ID,並參照圖7所示之店鋪資訊,特定出該店鋪之遊戲裝置資訊。繼而,通知對象選擇部112參照圖8所示之遊戲裝置資訊,特定出利用同一店鋪之其他投鏢遊戲裝置20玩遊戲之好友玩家,並將該好友玩家排除,其後自好友列表中選擇成為訊息之接收方之好友玩家。 For example, the following may be set as the message notification condition, that is, a friend player who plays a game using another dart game device 20 installed in the same shop as the dart game device 20 for the player to play the game may be excluded from the notification object. With this, even if the game is not played together, there is no need to specifically notify the friends and players of the game playing nearby, so that excessive notification of the message can be suppressed. In this case, the notification object selection unit 112 specifies the game device information of the store based on the store ID and the housing ID sent from the dart game device 20 of a certain store and referring to the store information shown in FIG. 7. Then, the notification object selection unit 112 refers to the game device information shown in FIG. 8 to identify a friend player who plays a game using another dart game device 20 in the same shop, excludes the friend player, and then selects from the friend list as Friends of the recipient of the message.

又,例如亦可將如下內容設為訊息通知條件,即,將位於在距離玩家之本籍店鋪特定距離外之店鋪內玩遊戲之好友玩家自通知對象排除。於此情形時,通知對象選擇部112藉由基於玩家之本籍店鋪之店鋪ID,並參照記憶於伺服器記憶部12之店鋪地圖資訊,而特定出位於距離玩家之本籍店鋪特定距離外之店鋪。繼而,通知對象選擇部112基於所特定出之店 鋪之店鋪ID,並參照圖8所示之遊戲裝置資訊,特定出於該店鋪玩遊戲之好友玩家,並將該好友玩家排除後,自好友列表中選擇成為訊息之接收方之好友玩家。再者,作為基準店鋪,並不限定於玩家之本籍店鋪,亦可為玩家當前正在玩遊戲之店鋪。又,於玩家雖未玩遊戲但處於店鋪內之情形時,藉由利用可攜式終端30所具有之GPS(Global Positioning System,全球定位系統)功能,可特定出玩家所位於之店鋪,故而亦可將該店鋪作為基準店鋪。 In addition, for example, the following can be set as a message notification condition, that is, a friend player who plays a game in a store located away from the player's home store in a specific distance from the player can be excluded from the notification object. In this case, the notification object selection unit 112 identifies a store located at a certain distance from the player's home store by referring to the store ID of the player's home store and referring to the store map information stored in the server memory 12. Then, the notification target selection unit 112 is based on the specified outlet. The shop ID of the shop and the game device information shown in FIG. 8 are used to identify a friend player who plays a game at the shop and exclude the friend player, and then select the friend player who is the recipient of the message from the friend list. Moreover, the reference store is not limited to the player's home store, and may also be a store where the player is currently playing a game. In addition, when the player is not in the game but is in the store, the GPS (Global Positioning System) function of the portable terminal 30 can be used to identify the store where the player is located, so This store can be used as a reference store.

又,例如於玩家參加同盟戰之情形(屬於某一群組之情形)時,於玩家在某店鋪內與參加成員中之一部分成員一同玩遊戲之情形時,亦可將自通知對象排除該一部分成員設為訊息通知條件。藉此,對參加成員中之剩餘成員(未於某店鋪內進行遊戲之成員)通知與玩家相關之訊息。於此情形時,通知對象選擇部112基於某店鋪之店鋪ID,並參照圖8所示之遊戲裝置資訊,特定出於該店鋪玩遊戲之一部分成員,將該一部分成員排除後,自參加成員中選擇成為訊息之接收方之剩餘成員。 In addition, for example, when the player participates in an alliance battle (a case of belonging to a certain group), and when the player plays a game with a part of the participating members in a shop, the self-notification object may be excluded from the part Members set conditions for message notification. Thereby, the remaining members (members who have not played a game in a certain store) among the participating members are notified of player-related information. In this case, based on the store ID of a certain store and the game device information shown in FIG. 8, the notification object selection unit 112 specifies a part of the members who play games in the store, excludes that part of the members, and selects the members from the participating members. Choose to be the remaining member of the recipient of the message.

<訊息生成處理> <Message generation processing>

於上述實施形態中,列舉訊息生成部113生成包含玩家名或店鋪名之訊息之情形為例進行了說明,但本發明並不限定於此。 In the above-mentioned embodiment, the case where the message generation part 113 generate | occur | produced the message containing a player name or a shop name was mentioned as an example, but this invention is not limited to this.

例如,亦可生成如「○○正與○○一同於○○店內玩遊戲」般包含玩家名、一同遊戲之好友名及店鋪名之訊息。 For example, a message including a player name, a name of a friend who plays together, and a shop name, such as "playing a game in a shop with ○○", may be generated.

於此情形時,亦可考慮玩家與好友玩家之關係而生成不同內容之訊息。 In this case, the relationship between players and friends and players can be considered to generate different content messages.

例如,於玩家A、玩家B、玩家C各自相互存在好友關係之情形時,於僅玩家A與玩家B利用某一投鏢遊戲裝置20一同遊戲時,訊息生 成部113生成「玩家A正與玩家B一同於○○店內玩遊戲」作為自玩家A傳達至玩家C之訊息(與玩家A相關之訊息),且生成「玩家B正與玩家A一同於○○店內玩遊戲」作為自玩家B傳達至玩家C之訊息(與玩家B相關之訊息)。再者,由於玩家A與玩家B一同遊戲,故而不生成自玩家A傳達至玩家B之訊息及自玩家B傳達至玩家A之訊息。 For example, when player A, player B, and player C each have a friend relationship with each other, when only player A and player B play together using a certain dart game device 20, the message is generated. The component 113 generates "Player A is playing the game in the store with Player B" as a message (a message related to Player A) transmitted from Player A to Player C, and generates "Player B is playing with Player A in "○○ Playing games in the store" is a message (a message related to player B) transmitted from player B to player C. Furthermore, since player A and player B play together, the message transmitted from player A to player B and the message transmitted from player B to player A are not generated.

另一方面,例如,於玩家A與玩家B存在好友關係且玩家A與玩家C亦存在好友關係,但玩家B與玩家C不存在好友關係之情形時,於僅玩家A與玩家B利用某一投鏢遊戲裝置20一同遊戲時,訊息生成部113生成「玩家A正於○○店內進行遊戲」作為自玩家A傳達至玩家C之訊息(與玩家A相關之訊息)。亦即,生成省略了一同遊戲之玩家B之訊息。再者,由於玩家B之好友列表中不包含玩家C(由於不存在好友關係),故而不生成自玩家B傳達至玩家C之訊息(與玩家B相關之訊息)。又,亦不生成自玩家A傳達至玩家B之訊息及自玩家B傳達至玩家A之訊息。 On the other hand, for example, when player A and player B have a friend relationship and player A and player C also have a friend relationship, but player B and player C do not have a friend relationship, only player A and player B use a certain When the dart game device 20 is playing together, the message generation unit 113 generates "a player A is playing a game in the store" as a message (a message related to the player A) transmitted from the player A to the player C. That is, a message is generated for player B who omitted the game together. Furthermore, since player C does not include player C in the friend list (because there is no friend relationship), a message (a message related to player B) transmitted from player B to player C is not generated. Also, a message transmitted from player A to player B and a message transmitted from player B to player A are not generated.

即,訊息生成部113基於自投鏢遊戲裝置20發送之玩家A(玩家)及一同遊戲之玩家B(好友玩家)之卡ID,並參照圖3所示之玩家資訊,分別特定出玩家A之好友列表及玩家B之好友列表。而且,訊息生成部113亦可對玩家A之好友列表及玩家B之好友列表之兩者中所包含之好友玩家,生成「玩家A正與玩家B一同於○○店內進行遊戲」之訊息,對僅包含於玩家A之好友列表之好友玩家,生成「玩家A正於○○店內進行遊戲」之訊息。 That is, the message generating unit 113 specifies the player A (player) and the player B (friend player) who played together from the dart game device 20, and refers to the player information shown in FIG. Friends list and player B's friends list. In addition, the message generating section 113 can also generate a message that "player A is playing a game with player B in the shop ○" for the friend players included in both the friend list of player A and the friend list of player B. For a friend player included only in the friend list of player A, a message "Player A is playing a game in the shop" is generated.

又,例如,亦可生成如「○○正利用○○店之遊戲殼體○○進行遊戲」般包含玩家名、店鋪名及店鋪內之殼體編號之訊息。尤其於如下情形時有效,即,於同一店鋪中,對利用與玩家所玩之投鏢遊戲裝置不同之 投鏢遊戲裝置進行遊戲之好友玩家通知訊息。 In addition, for example, a message including a player name, a shop name, and a case number in the shop may be generated, such as "○○ is using the game case of the shop ○○ to play a game". This is particularly effective in the case where the use of a dart game device different from that played by the player in the same store is different. Notification message for friends and players who play games in the dart game device.

<訊息發送處理> <Message sending processing>

於上述實施形態中,於通知訊息時,列舉對藉由通知對象選擇處理所選擇之好友玩家所持有之可攜式終端30發送與玩家相關之訊息之情形為例進行了說明,但本發明並不限定於此。例如,亦可對所選擇之好友玩家正玩遊戲之投鏢遊戲裝置20(與玩家所利用之投鏢遊戲裝置20不同)發送。 In the above-mentioned embodiment, in the notification message, the case where the portable terminal 30 held by the friend player selected by the notification object selection process is used to send a message related to the player has been described as an example, but the present invention It is not limited to this. For example, it may be transmitted to the dart game device 20 (different from the dart game device 20 used by the player) of the selected friend player playing a game.

即,當藉由圖17所示之通知對象選擇處理選擇成為訊息之接收方之好友玩家時,伺服器控制部11將該好友玩家之卡ID作為關鍵詞檢索圖8所示之遊戲裝置資訊,獲取該好友玩家正對戰中之投鏢遊戲裝置20之殼體ID。繼而,伺服器控制部11藉由基於該殼體ID獲取發送對象之位址,而將藉由訊息生成處理所生成之該訊息發送至所選擇之好友玩家正進行遊戲之投鏢遊戲裝置20。 That is, when a friend player selected as the recipient of the message is selected by the notification object selection process shown in FIG. 17, the server control unit 11 searches the game device information shown in FIG. 8 using the friend ID of the friend player as a keyword. Obtain the shell ID of the dart game device 20 that the friend player is playing against. Then, the server control unit 11 obtains the address of the transmission target based on the housing ID, and sends the message generated by the message generation process to the dart game device 20 where the selected friend player is playing a game.

<特定之資料信號> <Specific data signal>

於上述實施形態中,對如下內容進行了說明,即,以接收到遊戲結束信號作為特定之資料信號之一例為契機,基於訊息通知條件對選自玩家之好友列表中之好友玩家通知與該玩家相關之訊息,但並不限定於此,例如,亦可以接收到遊戲開始信號作為特定之資料信號之一例為觸發。 In the above-mentioned embodiment, the following has been described. Taking the reception of the game end signal as an example of a specific data signal as an opportunity, a friend player selected from the player's friend list is notified to the player based on the message notification condition. The related information is not limited to this, for example, a game start signal may be received as a specific data signal as an example of a trigger.

<訊息> <Message>

於上述實施形態中,列舉推送型之訊息為例進行了說明,但亦可為提取型之訊息。又,關於訊息通知,亦可使用電子郵件進行。 In the above embodiment, the push-type message is taken as an example for description, but it may also be an extract-type message. The notification of the message can also be performed by email.

又,於上述實施形態中,列舉通知由文本構成之訊息之情形 為例進行了說明,但亦可通知照片、動畫、戳記等由圖像構成之訊息。 Moreover, in the above-mentioned embodiment, the case where the message which consists of text is notified is enumerated The example is explained, but it is also possible to notify images, such as photos, animations, stamps, etc.

<伺服器> <Server>

於上述實施形態中,列舉包括1台伺服器10作為伺服器之一例之遊戲系統1為例進行了說明,但亦可設為包括複數台伺服器10作為伺服器之一例之遊戲系統1。例如,亦可將伺服器10分為遊戲伺服器、管理伺服器而使功能分散。 In the above embodiment, the game system 1 including one server 10 as an example has been described as an example, but the game system 1 including a plurality of servers 10 as an example may be used. For example, the server 10 may be divided into a game server and a management server to distribute the functions.

Claims (4)

一種伺服器裝置,其特徵在於:其係經由網路與玩家及好友玩家分別持有之玩家終端、及設置於店鋪之遊戲裝置連接者;且包括記憶部及控制部,上述記憶部記憶設定有與上述玩家建立關聯之好友列表之玩家資訊;上述控制部係以接收到自上述好友列表中之任一位好友玩家與上述玩家一同玩遊戲時所利用之上述遊戲裝置發送之特定之資料信號為契機,執行如下處理:基於預先設定之訊息通知條件,自上述好友列表中選擇成為通知對象之好友玩家;生成與利用上述遊戲裝置之上述玩家相關之訊息;以及將所生成之上述訊息發送至成為所選擇之通知對象之上述好友玩家所持有之上述玩家終端;上述記憶部記憶設定有與上述玩家建立關聯之遊戲歷程資訊之上述玩家資訊;上述訊息通知條件中包含如下內容,即,於上述玩家初次於設置有上述遊戲裝置之店鋪玩遊戲之情形時,自上述好友列表中選擇成為通知對象之好友玩家;上述控制部係以接收到自上述遊戲裝置發送之特定之資料信號為契機,執行如下處理:基於上述遊戲歷程資訊判定上述玩家是否初次於設置有上述遊戲裝置之店鋪玩遊戲,於該判定被肯定之情形時,自上述好友列表中選擇成為通知對象之好友玩家。A server device is characterized in that it is connected to a player terminal held by a player and a friend player via a network, and a game device connected to a store; and includes a memory unit and a control unit, and the memory unit stores settings The player information of the friend list associated with the player; the control unit is based on receiving a specific data signal sent by the game device used by any friend player in the friend list to play a game with the player as The opportunity is to execute the following processing: based on the preset message notification conditions, select a friend player to be notified from the friend list; generate a message related to the player using the game device; and send the generated message to become The player terminal held by the friend player of the selected notification object; the memory section stores the player information including game history information associated with the player; the message notification condition includes the following, that is, the above For the first time, the player will be at a store with the game device When playing a game, select a friend player to be notified from the friend list; the control unit takes the opportunity to receive a specific data signal sent from the game device, and performs the following processing: determines the above based on the game history information Whether the player is playing a game for the first time in a store where the game device is installed, and when the determination is affirmative, select a friend player to be notified from the friend list. 如請求項1之伺服器裝置,其中上述記憶部記憶與利用上述遊戲裝置進行遊戲之上述玩家一同玩遊戲之上述好友玩家;上述訊息通知條件中包含將利用上述遊戲裝置與上述玩家一同玩遊戲之好友玩家自通知對象排除之內容;上述控制部係以接收到自上述遊戲裝置發送之特定之資料信號為契機,執行如下處理:自上述好友列表中排除與上述玩家一同玩遊戲之上述好友玩家,並選擇成為通知對象之好友玩家。For example, if the server device of item 1 is requested, the memory unit memorizes the friend player who plays the game with the player who uses the game device to play the game; the above message notification condition includes the use of the game device to play the game with the player. The content excluded by the friend player from the notification object; the above control unit takes the opportunity to receive the specific data signal sent from the game device, and performs the following processing: excluding the friend player who plays the game with the player from the friend list, And select the friend player to be notified. 如請求項1或2之伺服器裝置,其中上述記憶部記憶利用設置於與供上述玩家玩遊戲之上述遊戲裝置相同之店鋪之其他遊戲裝置玩遊戲之好友玩家;上述訊息通知條件中包含將利用上述其他遊戲裝置玩遊戲之上述好友玩家自通知對象排除之內容;上述控制部係以接收到自上述遊戲裝置發送之特定之資料信號為契機,執行如下處理:自上述好友列表中排除利用上述其他遊戲裝置玩遊戲之上述好友玩家,並選擇成為通知對象之好友玩家。For example, if the server device of item 1 or 2 is requested, the above-mentioned memory unit remembers a friend player who plays a game using another game device set in the same store as the above-mentioned game device for the player to play the game; the above-mentioned message notification conditions include the use of The content excluded by the friend player who played the game on the other game device from the notification object; the control unit takes the opportunity to receive the specific data signal sent from the game device as an opportunity to perform the following processing: exclude the use of the other from the friend list The game player plays the aforementioned friend player of the game, and selects the friend player to be notified. 一種遊戲系統,其特徵在於:包括設置於店鋪之遊戲裝置、及經由網路與上述遊戲裝置連接之伺服器裝置,且可將自上述伺服器裝置發送之訊息通知給玩家及好友玩家分別持有之玩家終端;且上述遊戲裝置係於上述玩家與上述好友玩家一同玩遊戲時被利用,且將特定之資料信號發送至上述伺服器裝置;上述伺服器裝置包括記憶部及控制部,上述記憶部記憶設定有與上述玩家建立關聯之好友列表之玩家資訊;上述控制部係以接收到自上述好友列表中之任一位好友玩家與上述玩家一同玩遊戲時所利用之上述遊戲裝置發送之特定之資料信號為契機,執行如下處理:基於預先設定之訊息通知條件,自上述好友列表中選擇成為通知對象之好友玩家;生成與利用上述遊戲裝置之上述玩家相關之訊息;以及將所生成之上述訊息發送至成為所選擇之通知對象之上述好友玩家所持有之上述玩家終端;上述記憶部記憶設定有與上述玩家建立關聯之遊戲歷程資訊之上述玩家資訊;上述訊息通知條件中包含如下內容,即,於上述玩家初次於設置有上述遊戲裝置之店鋪玩遊戲之情形時,自上述好友列表中選擇成為通知對象之好友玩家;上述控制部係以接收到自上述遊戲裝置發送之特定之資料信號為契機,執行如下處理:基於上述遊戲歷程資訊判定上述玩家是否初次於設置有上述遊戲裝置之店鋪玩遊戲,於該判定被肯定之情形時,自上述好友列表中選擇成為通知對象之好友玩家。A game system is characterized in that it includes a game device installed in a store and a server device connected to the game device via a network, and can notify a player and a friend of a message sent from the server device to the player and a friend respectively. Player terminal; and the game device is used when the player and the friend player play a game together, and sends a specific data signal to the server device; the server device includes a memory section and a control section, and the memory section The memory is set with the player information of the friend list associated with the player; the control unit receives the specific information sent from the game device used by any of the friend players in the friend list to play the game with the player. The data signal is an opportunity to perform the following processing: selecting a friend player to be notified from the friend list based on a preset message notification condition; generating a message related to the player using the game device; and generating the generated message Send to the above to become the selected notification object The above-mentioned player terminal held by a friend player; the above-mentioned memory section stores the above-mentioned player information of the game history information associated with the above-mentioned player; the above-mentioned message notification conditions include the following content, that is, the above-mentioned game is provided for the first time When playing games in the device store, select the friend player to be notified from the friend list; the control unit takes the opportunity to receive the specific data signal sent from the game device as an opportunity to perform the following processing: based on the game history The information determines whether the player is playing a game for the first time in a store where the game device is installed, and when the determination is affirmative, selects a friend player to be notified from the friend list.
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