US20100105456A1 - Game terminal, game system therefor, computer program therefor, and computer readable recording medium therewith - Google Patents

Game terminal, game system therefor, computer program therefor, and computer readable recording medium therewith Download PDF

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Publication number
US20100105456A1
US20100105456A1 US12/523,374 US52337408A US2010105456A1 US 20100105456 A1 US20100105456 A1 US 20100105456A1 US 52337408 A US52337408 A US 52337408A US 2010105456 A1 US2010105456 A1 US 2010105456A1
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Prior art keywords
quiz
answer
data
game
question
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US12/523,374
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Yohei Marufuji
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Konami Digital Entertainment Co Ltd
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Individual
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Priority claimed from JP2007010246A external-priority patent/JP4242899B2/en
Priority claimed from JP2007012242A external-priority patent/JP4191767B2/en
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Assigned to KONAMI DIGITAL ENTERTAINMENT CO., LTD. reassignment KONAMI DIGITAL ENTERTAINMENT CO., LTD. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: MARUFUJI, YOHEI
Publication of US20100105456A1 publication Critical patent/US20100105456A1/en
Abandoned legal-status Critical Current

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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
    • A63F13/30Interconnection 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • 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
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/44Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
    • 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
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B7/00Electrically-operated teaching apparatus or devices working with questions and answers
    • G09B7/02Electrically-operated teaching apparatus or devices working with questions and answers of the type wherein the student is expected to construct an answer to the question which is presented or wherein the machine gives an answer to the question presented by a student
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1068Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad
    • A63F2300/1075Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad using a touch screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details 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
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/638Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8064Quiz

Definitions

  • the present invention relates to a game terminal that enables a player to play a quiz game including a quiz, a game system therefor, a computer program therefor, and also relates to a computer-readable recording medium therewith.
  • Japanese Patent Application Laid-Open Publication No. 2006-055294 a game system in which a quiz game is advanced by repeatedly executing a series of processes for asking quiz questions to a player and receiving an answer for a quiz question from the player.
  • a quiz game is advanced by repeatedly executing a series of processes for asking quiz questions to a player and receiving an answer for a quiz question from the player.
  • plural quiz questions are selected from a genre selected by a player, and the selected quiz questions are asked in a quiz game.
  • One type of quiz game is a multiple-player participation type online game in which plural players participate in a game simultaneously for playing the game. Because the same quiz question will be asked to the plural players in this type of quiz game, the quiz game will be more enjoyable, i.e., a player can enjoy a quiz game more, if each player is able to know not only the player's own answer, but also the answer of another player. In order to realize this, answers of each player for the same quiz question need to be shared among the plural game terminals. That is, data indicating an answer must be transmitted and received among game terminals.
  • the size of the data transmitted and received among game terminals can be sufficiently reduced so that the answers of each player can be shared. Therefore, in such a case, the amount of data transmitted and received among game terminals for sharing answers of each player can be minimized.
  • the asked quiz question is of a type that requires a player to input a character string as an answer, it would be difficult to sufficiently reduce the data size of that transmitted and received among game terminals for sharing answers of each player.
  • the present invention has been achieved in view of the above-described circumstances, and it has as an object to provide a game terminal that can minimize the amount of data transmitted and received among game terminals while also enabling the sharing of answers of each player at plural game terminals in a multiple-player participation type online game in which a quiz question is asked in a manner in which a player is requested to input a character string as an answer, and to provide a game system therefor, a computer program therefor, and also to provide a computer-readable recording medium therewith.
  • the present invention provides a game terminal ( 10 ) for enabling a player to play a quiz game including a quiz, the game terminal comprising: a quiz processor ( 150 , SD 6 , SD 10 , SD 12 , SD 14 , SF 3 , SF 9 , SF 10 , SF 11 ) that, in the quiz, asks the player a quiz question, that receives an answer for the quiz question, and that informs a result of the quiz after the quiz is completed; a converter (encoder) ( 150 , SD 7 , SF 4 , SG 2 , SH 2 ) that converts (encodes) answer data representing the answer in such a manner that a bit string of the answer data will be the shortest after the conversion (encoding) when the answer is correct; a transmitter ( 150 , SD 9 , SF 5 , SG 2 , SH 2 ) that transmits to another game terminal ( 10 ) the answer data converted by the converter ( 150 , SD 7 , SF 4 , SG 2
  • the present invention further provides a game system ( 1 ) that has a plurality of the above game terminals ( 10 ).
  • the process of informing a result of a quiz indicates a process of determining whether answer data is correct and a correct answer process of notifying that the answer is correct by an image and by a sound or an incorrect answer process of notifying that the answer is incorrect by an image and by a sound.
  • the size of transmitted and received data when a correct answer is received will be minimal (the shortest bit string), from among pieces of data transmitted and received among game terminals ( 10 ) so that answers of each player are shared among plural game terminals ( 10 ). Because in a quiz game, each player answers a quiz question, hoping to select the correct answer, it is possible according to the present invention to minimize the size of data transmitted and received among game terminals ( 10 ) while also enabling the sharing of answers of each player among game terminals ( 10 ) in a multiple-player participation type online game in which a quiz question is asked in a manner in which a player is requested to input a character string as an answer.
  • the converter ( 150 , SD 7 , SF 4 , SG 2 , SH 2 ) has an encoding-decoding dictionary storage device ( 160 ) that stores an encoding-decoding dictionary in which a to-be-encoded bit string and an encoded bit string are stored in a correlated manner for each of plural pieces of data that are different from one another; and an encoder ( 150 , SD 7 , SF 4 ) that encodes the answer data by using the encoding-decoding dictionary stored in the encoding-decoding dictionary storage device ( 160 ), and the answer data encoded by the encoder ( 150 , SD 7 , SF 4 ) is treated as the answer data converted by the converter ( 150 , SD 7 , SF 4 , SG 2 , SH 2 ).
  • the converter ( 150 , SD 7 , SF 4 , SG 2 , SH 2 ) has an encoding-decoding dictionary storage device ( 160 ) that stores an encoding-decoding dictionary in which a to-be-encoded bit string and an encoded bit string are stored in a correlated manner for each of plural pieces of data that are different from one another; an encoder ( 150 , SD 7 , SF 4 ) that encodes the answer data by using the encoding-decoding dictionary stored in the encoding-decoding dictionary storage device ( 160 ); and an extractor ( 150 , SG 2 , SH 2 ) that extracts a portion that is included in the bit string of the answer data encoded by the encoder ( 150 , SD 7 , SF 4 ) and that is not included in another encoded bit string, and the portion extracted by the extractor ( 150 , SG 2 , SH 2 ) may be treated as the answer data converted by the converter ( 150 , SD 7 , SF 4
  • An example of the above portion is the head portion (for example, the first one bit) of an encoded bit string.
  • an encoding-decoding dictionary does not have to be dynamically reconfigured.
  • the above game system ( 1 ) has a server device ( 40 ) for communicating with each of the plural game terminals ( 10 ), and the server device ( 40 ) has a calculation mandatory data storage device ( 430 ) that stores, for each quiz question, data of parameters mandatory for accuracy rate calculation as calculation mandatory data; and a calculation mandatory data updater ( 410 , SA 31 ) that updates, based on the result of the quiz, the calculation mandatory data stored in the calculation mandatory data storage device ( 430 ), and the converter ( 150 , SD 7 , SF 4 , SG 2 , SH 2 ) may convert answer data showing the answer in such a manner that a bit string of the answer data after the conversion will be the shortest when the answer is correct, the conversion being performed in a case in which an accuracy rate of a quiz question calculated based on the calculation mandatory data stored in the calculation mandatory data storage device ( 430 ) is equal to or greater than a standard accuracy rate.
  • the size of transmitted and received data when a correct answer is received will be minimal (the shortest bit string), from among pieces of data transmitted and received among game terminals ( 10 ) so that answers of each player are shared among plural game terminals ( 10 ). Therefore, according to the present embodiment, the amount of data transmitted and received among game terminals ( 10 ) can be reliably reduced.
  • the present invention is a computer program (P 1 ) or a computer program product (P 1 ) for running on a computer ( 10 ) that enables a player to play a quiz game including a quiz, the computer program, when run on the computer ( 10 ) (or by a processor ( 150 ) of the computer), at least including computer-readable instructions for performing the steps of: processing a game, the processing including asking the player a quiz question, receiving an answer for the quiz question, and informing a result of the quiz after the quiz is completed (SD 6 , SD 10 , SD 12 , SD 14 , SF 3 , SF 9 , SF 10 , SF 11 ); converting answer data showing the answer in such a manner that a bit string of the answer data will be the shortest after the conversion when the answer is correct (SD 7 , SF 4 , SG 2 , SH 2 ); transmitting to another game terminal the answer data converted in the converting step (SD 7 , SF 4 , SG 2 , SH 2 )
  • the present invention can be understood as a computer-readable recording medium that has recorded thereon the computer program (P 1 ) or the computer program product (P 1 ).
  • the present invention can be understood as that which is recorded, as data loadable into a memory of a computer, on a floppy (registered trademark) disk, a CD-ROM, or other types of computer-readable recording medium, for distribution.
  • the same effects as the game terminal ( 10 ) can be attained by a computer ( 10 ) that executes this computer program.
  • a game terminal which can curb the amount of data transmitted and received among game terminals while enabling the sharing of answers of each player at plural game terminals in a multiple-player participation type online game in which a quiz question is asked in a manner in which a player is requested to input a character string as an answer, a game system, a computer program therefor, and to provide a computer-readable recording medium therewith.
  • FIG. 1 is a diagram illustrating a configuration of a game system 1 according to an embodiment of the present invention.
  • FIG. 2 is a diagram illustrating an external view of a game terminal 10 included in game system 1 .
  • FIG. 3 is a block diagram illustrating a configuration of game terminal 10 .
  • FIG. 4 is a diagram schematically illustrating a configuration of a quiz data set used at game terminal 10 .
  • FIG. 5 is a block diagram illustrating a configuration of a server device 40 included in game system 1 .
  • FIG. 6A is a sequence chart illustrating an overview (the first half) of an operation performed in game system 1 .
  • FIG. 6B is a sequence chart illustrating the overview (the second half) of the operation performed in game system 1 .
  • FIG. 7 is a flowchart illustrating an update process performed at server device 40 .
  • FIG. 8 is a flowchart illustrating a single game process performed at game terminal 10 .
  • FIG. 9 is a flowchart illustrating an association-based selection process included in the single game process.
  • FIG. 10 is a diagram illustrating an example of an image displayed at a screen 121 of game terminal 10 .
  • FIG. 11 is a flowchart illustrating a part (the first half) of a parent online game process performed at game terminal 10 .
  • FIG. 12 is a flowchart illustrating a part (the second half) of the parent online game process performed at game terminal 10 .
  • FIG. 13 is a diagram illustrating an example of an image displayed at screen 121 .
  • FIG. 14 is a flowchart illustrating an answer collection process included in the parent online game process.
  • FIG. 15 is a diagram illustrating an example of an image displayed at screen 121 .
  • FIG. 16 is a flowchart illustrating a part (the first half) of a child online game process performed at game terminal 10 .
  • FIG. 17 is a flowchart illustrating a part (the second half) of the child online game process performed at game terminal 10 .
  • FIG. 18 is a schematic diagram for describing a modification 1 of the present embodiment.
  • FIG. 19 is a schematic diagram for describing the modification 1 .
  • FIG. 20 is a diagram illustrating a partial flowchart of a parent online game process performed at a parent terminal in the modification 1 .
  • FIG. 21 is a diagram illustrating a partial flowchart of a child online game process performed at a child terminal in the modification 1 .
  • FIG. 1 is a block diagram illustrating a configuration of a game system 1 according to an embodiment of the present invention.
  • Game system 1 is a system in which a player can play a quiz game including plural quiz questions.
  • a quiz is a series of actions of a question master (game system 1 (specifically, a game terminal 10 , described later)) giving out a quiz question and an answerer (player) answering the question.
  • a question master game system 1 (specifically, a game terminal 10 , described later)) giving out a quiz question and an answerer (player) answering the question.
  • plural quizzes advance sequentially one by one.
  • the embodiment may be modified such that plural quizzes advance in parallel in a quiz game.
  • a player can play a desired one of two types of quiz games using game system 1 .
  • One type of the quiz game is a stand-alone game in which the number of participants is one.
  • the other type of the quiz game is a multiple-player participation type online game (multiple-player online game) in which the number of participants is more than one (specifically, 12).
  • the present embodiment may be modified such that the number of participants of the multiple player game is equal to or greater than 13 or equal to or less than 11.
  • a part of game system 1 is provided at game facilities F (F 1 , F 2 , F 3 , . . . ) such as a venue at which a player who visits the venue can play a game.
  • game facilities F F 1 , F 2 , F 3 , . . .
  • LAN Local Area Network
  • game terminals computer
  • router 20 that connects LAN 25 with the Internet 2 .
  • Game terminal 10 is used by a player and is a terminal device (arcade game device) by use of which a player can play a quiz game.
  • the game terminal performs a game process including a quiz process of giving a player a quiz question and receiving an answer to the quiz question from the player.
  • the game process is a process for causing a player to play a quiz game.
  • Router 20 has a function of building, on the Internet 2 , a VPN (Virtual Private Network) which is a virtual dedicated network.
  • Game terminal 10 is capable of communicating, via LAN 25 , with another game terminal 10 in game facility F where this game terminal 10 is located, and is also capable of communicating, via LAN 25 , router 20 , and the Internet 2 , with game terminal 10 at another game facility F.
  • VPN Virtual Private Network
  • Game system 1 has a server device (computer) 40 that provides various services (processes) (described below) to every game terminal 10 and a router 30 that connects server device 40 to the Internet 2 .
  • Server device 40 is capable of communicating with each game terminal 10 via router 30 and the Internet 2 .
  • server device 40 and all the game terminals 10 can communicate with one another.
  • Server device 40 is a single unit, but the present embodiment may be modified such that server device 40 is formed of plural units.
  • FIG. 2 is a diagram illustrating an external view of game terminal 10 included in game system 1 .
  • a player of game terminal 10 in front of a body 110 of game terminal 10 , can see an image displayed on a screen 121 of a display unit (specifically, a monitor) 120 provided on body 110 and can also hear sounds emitted from a speaker 131 provided on body 110 , and can touch a transparent touch panel 141 provided on body 110 and covering screen 121 .
  • a display unit specifically, a monitor
  • a player In a quiz, a player is expected to understand a quiz question given by game terminal 10 based on an image displayed on screen 121 and on sounds emitted from speaker 131 and to answer the quiz question by touching touch panel 141 .
  • FIG. 3 is a block diagram illustrating a configuration of game terminal 10 .
  • game terminal 10 has a processor 150 that performs various processes, described later, an operation unit 140 that is operated by a player and that supplies processor 150 with operation data corresponding to the operation of the player, a display unit 120 that displays an image on screen 121 by using image data supplied from processor 150 , a sound emitter 130 that emits sounds from speaker 131 by using sound data supplied from processor 150 , a terminal storage device 160 that stores various types of data, and a communication interface 180 .
  • Operation unit 140 is provided with touch panel 141 .
  • Touch panel 141 supplies processor 150 with operation data corresponding to a position touched by a player.
  • Processor 150 is, for example, one or plural CPUs (Central Processing Units) and performs a game process described below.
  • Communication interface 180 is for transmitting a signal to, and receiving a signal from, LAN 25 , and relays data between processor 150 and LAN 25 .
  • Processor 150 uses communication interface 180 to transmit data to, and to receive data from, another device.
  • the present embodiment may be modified so as to use a video projector as display unit 120 . In this case, a screen on which an image is projected will be screen 121 , and operation unit 140 will be provided with a keyboard or buttons, etc.
  • a memory area of terminal storage device 160 is divided into a volatile area RT 1 for which power is required for retaining the memory content and a non-volatile area RT 2 for which power is not required.
  • Non-volatile area RT 2 is further divided into a non-rewritable area RT 21 in which the memory content is non-rewritable, and a rewritable area RT 22 in which the memory content is rewritable.
  • Volatile area RT 1 can be made, for example, by a RAM (Random Access Memory), non-rewritable area RT 21 , for example, by a ROM (Read Only Memory), a rewritable area RT 22 , for example, by a hard disk.
  • terminal quiz table QT 1 Reserved in rewritable area RT 22 is a terminal quiz table QT 1 .
  • quiz question ID data indicating a quiz question ID (identifier) for uniquely identifying a quiz question
  • a quiz data set for performing a quiz using a quiz question genre data representing a genre of the quiz question
  • question style data representing a question style of the quiz question.
  • Quiz question IDs, genres and question styles are the same in game system 1 . That is, it is ensured that a quiz question having the same quiz question ID is the same quiz question, that the genre of the same quiz question is the same, and that the question style of the same quiz question is the same, among devices in game system 1 .
  • a genre is a field of knowledge from which a question is given to a player and is, for example, a field of sports or a field of learning, etc.
  • a question style is, for example, a multiple choice question for answering a quiz question by selecting one of plural answer options, a type-in type of question for answering a quiz question by entering characters, etc.
  • the genre and the question style of each quiz question are fixed. The present embodiment may be modified such that plural genres or plural question styles are associated with one quiz question.
  • FIG. 4 is a schematic diagram illustrating a configuration of a quiz data set used in game terminal 10 .
  • the quiz data set includes quiz question data representing a quiz question, correct answer data representing a correct answer of the quiz question, and keyword group data representing a keyword group including plural keywords (character strings) that are related to a quiz element.
  • a quiz question includes plural answer options
  • the quiz question data includes data representing plural answer options. Only one of these plural answer options is the correct answer.
  • a quiz element is an element essential to a quiz question and specifically is a quiz question or a correct answer.
  • incorrect answers will also be a quiz element.
  • keyword groups There are plural types of keyword groups: namely, a quiz-question related keyword group including keywords that are related to a quiz question, a correct-answer related keyword group including keywords that are related to a correct answer, and an incorrect-answer related keyword group including keywords that are related to incorrect answers.
  • different types of keyword groups include keywords related to quiz elements that differ from group to group.
  • the incorrect-answer related keyword group is provided only in a case in which the question style is of the multiple-choice type.
  • a quiz data set includes quiz-question related keyword group data representing a quiz-question related keyword group and correct-answer related keyword group data representing a correct-answer related keyword group.
  • a quiz data set of a quiz question for which the question style is of the multiple choice type further includes incorrect-answer related keyword group data representing an incorrect-answer related keyword group.
  • each keyword group data includes data representing one common keyword. That is, each keyword group data includes at least one keyword that is in common to all quiz data sets and also to all keyword groups.
  • a terminal-side-do-not-ask list BL 1 Stored in the volatile area RT 1 are a terminal-side-do-not-ask list BL 1 for prohibiting asking of inadequate questions to be asked and consecutive correct answer count data C representing the number of consecutive correct answers.
  • the inadequate questions to be asked include a quiz question that is inadequate for asking such as a quiz question for which a correct answer cannot be given.
  • a terminal-side-do-not-ask list BL 1 is a list containing pieces of quiz question ID data of inadequate questions to be asked and is delivered from server device 40 .
  • plural quiz questions are asked sequentially one by one in a quiz game. The number of consecutive correct answers is initially set to 0, and it increments by one every time a correct answer is given to a quiz question and is reset to 0 when an incorrect answer is given.
  • a collection process completion flag FL (described below) and an encoding-decoding dictionary table DT (described below) can be retained.
  • encoding-decoding dictionary table DT There are stored in encoding-decoding dictionary table DT, for each quiz question, quiz question ID data and encoding-decoding dictionary.
  • the encoding-decoding dictionary is data for encoding and decoding answer data indicating an answer of a player.
  • Computer program P 1 Stored in the non-rewritable area RT 21 is a computer program P 1 .
  • Computer program P 1 includes computer-readable instructions, and when computer program P 1 is run and executed by processor 150 , computer program P 1 causes game terminal 10 to perform a game process.
  • the game process includes a terminal-side grouping process for forming a group with another game terminal 10 , a single game process for causing a player to play a stand-alone type game, and an online game process for causing a player to play a multiple player online game.
  • a group is a collection of game terminals 10 , and one multiple-player online game advances by the same game terminals 10 in the same group communicating with one another.
  • the number of groups to which one game terminal 10 belongs is one.
  • one terminal is a parent (master) game terminal 10 (parent terminal) capable of directly transmitting data to, and receiving data from, every other game terminal 10
  • each of the other terminals is a child (client) game terminal 10 (child terminal) capable of directly transmitting data only to, and receiving data only from, the parent terminal ( 10 ).
  • each game terminal 10 that belongs to the group will be called a “member” of the group.
  • FIG. 5 is a block diagram illustrating a configuration of server device 40 included in game system 1 .
  • server device 40 has a processor 410 that performs various processes, described later, a communication interface 420 that relays data between processor 410 and router 30 , and a server storage device 430 that stores various data.
  • Processor 410 is, for example, one or plural CPUs and uses communication interface 420 to transmit data to, and receive data from, each game terminal 10 .
  • the memory area of server storage device 430 is divided into a volatile area RT 3 for which power is required for retaining the memory content and a non-volatile area RT 4 for which power is not required.
  • Volatile area RT 3 can be made, for example, by a RAM and stores a server-side-do-not-ask list BL 2 .
  • This server-side-do-not-ask list BL 2 is read from volatile area RT 3 and is transmitted as terminal-side-do-not-ask list BL 1 to each game terminal 10 .
  • server-side-do-not-ask list BL 2 is stored not in volatile area RT 3 but in non-volatile area RT 4 . Except, the memory area for server-side-do-not-ask list BL 2 must be a rewritable area.
  • Non-volatile area RT 4 is, for example, a ROM or a hard disk. Reserved in non-volatile area RT 4 is a server-side quiz table QT 2 and an adequacy determination table JT.
  • the server-side quiz table QT 2 stores, for each quiz question, a quiz question ID, difficulty level data representing a difficulty level (difficulty degree) of a quiz question, genre data, question style data, accuracy rate data representing an accuracy rate (percentage of correct answers) of a quiz question, quiz question ask number data representing the number of times a quiz question is asked, correct answer number data representing the number of correct answers of a quiz question, and encoding-decoding dictionary data representing an encoding-decoding dictionary.
  • the ask number of a quiz question is the number of times the quiz question is asked in all the multiple-player online games played in game system 1 .
  • the number of correct answers of a quiz question is the number of times players gave a correct answer for the quiz question in multiple-player online games in the entire game system 1 .
  • the accuracy rate of each quiz question is variable and is updated in accordance with a game result.
  • the accuracy rate of each quiz question is calculated by dividing the number of correct answers of this quiz question by the number of times this quiz question is asked.
  • the accuracy rate of a quiz question for which the number of times the questions is asked is 0 is determined based on the difficulty level of the quiz question.
  • the quiz question ask number data and the correct answer number data are accuracy rate calculation mandatory data necessary for calculation of the accuracy rate (hereinafter, this will be referred to simply as “calculation mandatory data”).
  • the number of times a quiz question is asked and the number of times a correct answer is received for the quiz question are parameters mandatory for accuracy rate calculation.
  • the encoding-decoding dictionary is a dictionary for encoding and decoding data in transmitting and receiving the data among members.
  • a to-be-encoded bit string of each piece and an encoded bit string are associated with each other.
  • plural to-be-encoded bit strings are different from one another, and plural encoded bit strings are different from one another.
  • Each encoding-decoding dictionary is initially configured in such a manner that, when the accuracy rate of a corresponding quiz question is equal to or greater than a predetermined standard accuracy rate, the encoded bit string for correct answer data indicating a correct answer for the quiz question is the shortest among all encoded bit strings in the encoding-decoding dictionary, and otherwise configured in a random manner.
  • the present embodiment can be modified in such a way that quiz data sets are stored in server-side quiz table QT 2 so that the server-side quiz table serves as a superset of terminal-side quiz table QT 1 .
  • the adequacy determination table JT has stored therein, for each difficulty level (difficulty degree) of a quiz question, adequate range data representing a range (adequate range) of the accuracy rate that is adequate as the accuracy rate of a quiz question of a certain difficulty level.
  • the adequate range of the accuracy rate is a range within which an adequate accuracy rate falls and an inadequate accuracy rate does not fall, and is predetermined.
  • the adequate range data is for identifying a quiz question that has an accuracy rate that does not fall within the adequate range of the accuracy rate, and it can be data indicating the upper limit and the lower limit of the adequate range or can be data indicating only the lower limit of the adequate range.
  • the data indicating only the lower limit of the adequate range is also data indicating an adequate range. It is to be noted that, because the adequate range data also shows an inadequate range of accuracy rate as the accuracy rate of a quiz question of a corresponding difficulty level, the adequate range data can also be regarded as data for identifying a quiz question that has an accuracy rate that falls within the inadequate range of the accuracy rate.
  • Non-volatile area RT 4 stores a computer program P 2 .
  • Computer program P 2 includes computer-readable instructions, and when the computer program P 2 is executed by processor 410 , causes server device 40 to perform a server process.
  • the server process includes a server-side grouping process for grouping plural game terminals 10 , an update process for updating data stored in server storage device 430 , a list delivery process for delivering terminal-side-do-not-ask list BL 1 to game terminal 10 , and a dictionary delivery process for delivering encoding-decoding dictionary data to game terminal 10 . These processes can be executed in parallel.
  • FIGS. 6A and 6B are sequence charts illustrating an operation of game system 1 .
  • FIG. 6B shows an operation that is continued from each operation of each game terminal 10 and server device 40 shown in FIG. 6A .
  • the server-side grouping process is continued at server device 40 .
  • FIG. 6A at game terminal 10 , a process corresponding to a type of quiz game which a player will be playing (hereinafter, this will be referred to as a “play object”).
  • processor 150 of game terminal 10 first performs a terminal-side grouping process.
  • processor 150 first uses display unit 120 and operation unit 140 , thereby to provide a UI (User Interface) for causing a player to input a play name as a name of a player for use in the multiple-player online game.
  • the UI can be freely selected and may be, for example, a virtual keyboard. It is to be noted that the present embodiment can be modified such that a player selects one of many play names prepared in advance. Furthermore, a player may be able to use a player name that was input or selected in the past by using game terminal 10 or another device.
  • processor 150 first transmits, to server device 40 , a grouping request for requesting grouping.
  • processor 410 of server device 40 is continuously executing a server-side grouping process, and in a case in which a grouping request is received from game terminal 10 , a grouping is performed for deciding game terminal 10 as the parent population.
  • processor 410 transmits an empty grouping response to game terminal 10 which will be a parent terminal of each group and transmits a grouping response to game terminal 10 which will be a child terminal of each group, with the grouping response including data of a communication address of game terminal 10 which will be a parent terminal of the same group.
  • processor 150 having received a grouping response including data representing a communication address, transmits, to game terminal 10 (parent terminal) of this communication address, play name data representing a play name input to game terminal itself (child terminal).
  • game terminal 10 to which the play name data is transmitted, can obtain a communication address of the transmitter of the play name data.
  • data can be transmitted and received among freely selected game terminals 10 that will belong to each group directly or indirectly via game terminal 10 that will be a parent terminal of the same group.
  • processor 150 of game terminal 10 that has received the play name data writes a set of the play name data and data representing the communication address of the transmitter into volatile area RT 1 , to transmit this set to every game terminal 10 except for game terminal 10 that has transmitted data of the same play name, from among game terminals 10 of which a communication address processor 150 has obtained.
  • Game terminal 10 having received the set writes this data into volatile area RT 1 .
  • a group is thus formed. From among data contained in the transmitted set, data representing a communication address of the transmitter of play name data is used at the receiver of this data only for identifying the play name data. That is, the data representing the communication address is only necessary to be able to identify the play name data at the receiver side of the set.
  • game terminal 10 that will be a parent terminal needs to know the correspondence between this other data and the data representing the communication address.
  • processor 150 of game terminal 10 that has finished the terminal-side grouping process performs an online game process (a parent online game process or a child online game process) corresponding to the attribute (parent or child) of its own.
  • an online game process a parent online game process or a child online game process
  • the details of each online game process will be described later, but just an overview is given now.
  • processor 150 of a parent terminal first transmits, to server device 40 , a list delivery request for requesting delivery of terminal-side-do-not-ask list BL 1 .
  • Processor 410 of server device 40 every time it receives the list delivery request, performs a list delivery process. That is, processor 410 reads server-side-do-not-ask list BL 2 from volatile area RT 3 , for transmission as return as terminal-side-do-not-ask list BL 1 to the transmitter of the list delivery request.
  • Processor 150 of a parent terminal receives the transmitted terminal-side-do-not-ask list BL 1 to overwrite data in volatile area RT 1 with the received list and determines the details of a quiz game (a multiple-player online game in this case) based on the terminal-side-do-not-ask list BL 1 . Specifically, processor 150 selects the regulated number of the candidates of quiz questions to be given in a quiz game (hereinafter referred to as “candidate questions”) and determines the order of asking these candidate questions.
  • the regulated number is a plural number equal to or greater than the maximum number of quiz questions asked in a quiz game and is predetermined.
  • processor 150 of the parent terminal first transmits to server device 40 a dictionary delivery request for requesting delivery of encoding-decoding dictionary data representing an encoding-decoding dictionary of the selected, prescribed candidate questions.
  • the dictionary delivery request contains pieces of quiz question ID data of the selected, prescribed candidate questions, with these pieces of quiz question ID data being listed in the decided order of asking.
  • Processor 410 of server device 40 every time it receives a dictionary delivery request, performs a dictionary delivery process.
  • processor 410 reads from server-side quiz table QT 2 pieces of encoding-decoding dictionary data corresponding to the regulated number of pieces of quiz question ID data contained in the dictionary delivery request, generates a dictionary delivery response in which the pieces of encoding-decoding dictionary data are listed in the order of asking, and transmits the response to the transmitter of the dictionary delivery request.
  • Processor 150 of a parent terminal receives the transmitted dictionary delivery response and stores, in encoding-decoding dictionary table DT, the pieces of encoding-decoding dictionary data in the dictionary delivery response in association with corresponding quiz question ID data.
  • processor 150 of a child terminal first shares, with the parent terminal, the selection of plural quiz questions, the order of asking the plural quiz questions, and the encoding-decoding dictionary in a parent terminal belonging to the same group.
  • this sharing is completed at every child terminal of the same group, a multiple-player online game of the determined content is performed in this group.
  • processors 150 of all the member game terminals 10 of the group in which the game was played each transmits to server device 40 play result data representing a result of the play of the game, to terminate the online game process.
  • the play result data is data for each player.
  • the play result data includes, for each and every quiz question included in a multiple-player online game that has ended, quiz result data indicating a result of a quiz (hereinafter, this will be referred to as a “quiz result”).
  • Processor 410 of server device 40 every time play result data is received, performs an update process. Specifically, processor 410 updates data stored in server storage device 430 in accordance with the received play result data. As a result, data such as server-side quiz table QT 2 and server-side-do-not-ask list BL 2 is updated. It is to be noted that the present embodiment can be modified so that a parent terminal of a group collects pieces of play result data of all the game terminals 10 , for transmission to server device 40 .
  • processor 150 of game terminal 10 performs a single game process.
  • the details of the single game process will be described below, and just an overview is given here.
  • processor 150 of game terminal 10 transmits the above-described list delivery request to server device 40 .
  • terminal-side-do-not-ask list BL 1 will be transmitted from server device 40 to this game terminal 10 as a reply.
  • Processor 150 of this game terminal 10 receives terminal-side-do-not-ask list BL 1 and overwrites data in volatile area RT 1 with the received list, to determine the content of a quiz game (a stand-alone type game in this case) based on terminal-side-do-not-ask list BL 1 .
  • the stand-alone type game is performed at game terminal 10 under the determined content.
  • processor 150 of game terminal 10 ends a single game process.
  • FIG. 7 is a flowchart illustrating an update process performed at server device 40 .
  • quiz result data included in play result data received from game terminal 10 is selected sequentially one by one, and server-side quiz table QT 2 is, or server-side quiz table QT 2 and server-side-do-not-ask list BL 2 are, updated based on the information of the selected quiz result data.
  • Processor 410 of server device 40 first determines whether there is any quiz result data that is not yet selected for which an update process is not yet performed, from among plural pieces of quiz result data contained in the result data received from game terminal 10 (SA 1 ). In a case in which a result of the determination is negative, processor 410 ends the update process.
  • processor 410 In a case in which a result of the determination in Step SA 1 is affirmative, processor 410 first selects, from among the plural pieces of quiz result data, a piece of quiz result data that has not yet been selected (SA 2 ). Subsequently, processor 410 performs, based on the selected piece of quiz result data, an update process of server-side quiz table QT 2 (SA 3 ). The details of this update process depend on an accuracy rate, as will be described below.
  • processor 410 In the update process of server-side quiz table QT 2 , processor 410 first updates calculation mandatory data based on the selected piece of quiz result data (SA 31 ).
  • the quiz result data is data indicating a result of a quiz question, and specifically indicates a quiz question ID of the asked quiz question and whether an answer to the question was correct.
  • processor 410 updates quiz question ask number data and correct answer number data corresponding to a quiz question ID in the selected piece of quiz result data (hereinafter referred to as “selected quiz ID”) or quiz question ask number data corresponding to the selected quiz ID so that the number of correct answers for a quiz question having the selected quiz ID increases by 1 only when the number of times of asking the quiz question having the selected quiz ID increases by 1 and when the correct or incorrect data in the selected piece indicates that a correct answer was given, i.e., when the quiz result data indicates that an answer to the quiz question was correct.
  • selected quiz ID the selected piece of quiz result data
  • processor 410 refers to server-side quiz table QT 2 to calculate an accuracy rate of a quiz question having the selected quiz ID and updates accuracy rate data so that accuracy rate data indicating the accuracy rate of a quiz question of the selected quiz ID represents the calculated accuracy rate (SA 32 ). Subsequently, processor 410 determines whether the accuracy rate of a quiz question having the selected quiz ID changes to a value equal to or greater than the predetermined standard accuracy rate as a result of the update performed in Step SA 32 (SA 33 ).
  • This result of the determination becomes positive only when the accuracy rate of a quiz question having the selected quiz ID is equal to or greater than the standard accuracy rate and when the past accuracy rate of the quiz question having the selected quiz ID (an accuracy rate represented by accuracy rate data immediately before the update of this time) is less than the standard accuracy rate.
  • processor 410 performs a configuration process in which correct answer data is prioritized as a process of reconfiguring the encoding-decoding dictionary (SA 34 ). Specifically, processor 410 updates the encoding-decoding dictionary of a quiz question of the selected quiz ID in such a manner that a bit string of encoding correct data indicating a correct answer of a quiz question having the selected quiz ID will be the shortest among all encoded bit strings in the encoding-decoding dictionary. The update process of server-side quiz table QT 2 is thus completed. It is to be noted that the present invention may be modified so that the configuration process of Step SA 34 is always performed if the accuracy rate of a quiz question having the selected quiz ID is equal to or exceeds the standard accuracy rate.
  • processor 410 determines whether the accuracy rate of a quiz question having the selected quiz ID has changed to below the predetermined standard accuracy rate as a result of the update in Step SA 32 (SA 35 ). This result of determination will be affirmative only when the accuracy rate of a quiz question having the selected quiz ID is less than the standard accuracy rate and when the past accuracy rate of the quiz question having the selected quiz ID (an accuracy rate represented by accuracy rate data immediately before the update of this time) is equal to or greater than the standard accuracy rate.
  • processor 410 performs, as a process of reconfiguring the encoding-decoding dictionary, a configuration process in which correct answer data is not prioritized (SA 36 ).
  • the content of the reconfiguration process may be freely determined. For example, the correspondence between a to-be-encoded bit string and an encoded bit string may be determined at random.
  • processor 410 reconfigures the encoding-decoding dictionary of the quiz question having the selected quiz ID so that the freely determined length of encoded data corresponds to to-be-encoded data of correct answer data corresponding to the selected quiz ID.
  • the update process of this server-side quiz table QT 2 is thus completed.
  • Step SA 35 a result of the determination in Step SA 35 is negative, i.e., in a case in which there is no change between the accuracy rate before update and after update, relative to the standard accuracy rate, processor 410 ends the update process of server-side quiz table QT 2 .
  • processor 410 determines, based on the adequacy determination table JT, whether the accuracy rate of a quiz question having the selected quiz ID is not within the adequate range corresponding to the difficulty level of this quiz question (SA 4 ). In a case in which a result of the determination is affirmative, processor 410 updates server-side-do-not-ask list BL 2 (SA 5 ). Specifically, processor 410 updates server-side-do-not-ask list BL 2 so as to include quiz question ID data indicating the selected quiz ID. The process then returns to Step SA 1 . In a case in which a result of the determination Step in SA 4 is negative, the process returns to Step SA 1 .
  • server-side quiz table QT 2 is updated based on play result data received from game terminal 10
  • server-side-do-not-ask list BL 2 is updated so as to include quiz question ID data indicating a quiz question ID of a quiz question for which the accuracy rate is not within the adequate range.
  • quiz question ID data indicating a quiz question ID of a quiz question for which the accuracy rate is within the adequate range is deleted from server-side-do-not-ask list BL 2 .
  • FIG. 8 is a flowchart illustrating a single game process performed at game terminal 10 .
  • processor 150 of game terminal 10 updates terminal-side-do-not-ask list BL 1 (SB 1 ). Specifically, processor 150 transmits a list delivery request to server device 40 , receives, from server device 40 , terminal-side-do-not-ask list BL 1 , and overwrites data in volatile area RT 1 with the received terminal-side-do-not-ask list BL 1 .
  • Processor 150 determines the content of a stand-alone type game (SB 2 ). Specifically, processor 150 provides a UI for causing a player to specify a genre and a question style, and in a case in which the genre and the question style are specified, processor 150 defines all the questions of the specified genre and question style as a population for selecting candidates (hereinafter referred to as the “population for candidate selection”), selects from this population for candidate selection the regulated number of quiz questions identified by quiz question IDs that are not included in terminal-side-do-not-ask list BL 1 as candidate questions, and determines the order of asking the selected, regulated number of candidate questions. This selection and determination are performed by using, for example, random numbers.
  • the question style is automatically determined, and the population for candidate selection is defined based on the determined question style.
  • the question style is determined by using, for example, random numbers.
  • all the quiz questions in the specified or determined question style will be the population for candidate selection in the above selection, and the selection of candidate questions from this population for candidate selection is performed by the association-based selection process for selecting the regulated number of candidate questions that have an association that is different from a genre.
  • FIG. 9 is a flowchart illustrating an association-based selection process included in the single game process.
  • processor 150 of game terminal 10 first focuses on one quiz question that is not yet focused from the population for candidate selection (SC 1 ). Specifically, processor 150 focuses on one piece of quiz question ID data that is not yet focused on from among pieces of quiz question ID data of terminal-side quiz table QT 1 . This one piece of quiz question ID data is determined by using, for example, random numbers. Subsequently, processor 150 selects, based on the specified or determined question style, a type of keyword group (SC 2 ).
  • SC 1 the association-based selection process
  • processor 150 selects one of a quiz-question related keyword group, a correct-answer related keyword group, or an incorrect-answer related keyword group.
  • the present embodiment may be modified so that plural types are selected from these keyword groups.
  • processor 150 specifies a search keyword (SC 3 ).
  • SC 3 This specification is performed by defining, based on keyword group data in terminal-side quiz table QT 1 , a keyword group that is the same as the type of keyword group selected in Step SC 2 as a population (hereinafter referred to as the “population for keyword selection”) from among keyword groups of a quiz question that is being focused on and by selecting from this population one keyword that has not yet been selected.
  • This selection is performed by using, for example, random numbers. It is to be noted that the present embodiment may be modified such that plural search keywords are identified.
  • processor 150 determines whether the regulated number of quiz questions can be selected as candidate questions based on terminal-side quiz table QT 1 , terminal-side-do-not-ask list BL 1 , the search keyword, and the selected type of keyword group (SC 4 ). Specifically, it is determined whether the population for candidate selection includes quiz questions equal to or greater than the regulated number, with the quiz question being a quiz question of the specified or determined question style, with the selected type of keyword group of the quiz question including the search keyword, and with the quiz question ID of the quiz question not being included in terminal-side-do-not-ask list BL 1 (hereinafter referred to as “quiz questions that can become candidate”).
  • Step SC 4 In a case in which a result of the determination in Step SC 4 is negative, the process returns to Step SC 3 . That is, the process of Steps SC 3 to SC 4 is repeated until a result of the determination in Step SC 4 is positive. Since each of all the keyword groups of all quiz data sets includes at least one keyword that is common to all the keyword groups, a result of the determination in Step SC 4 will eventually change to be positive. In a case in which a result of the determination in Step SC 4 is positive, processor 150 selects, as candidate questions, each of the regulated number of quiz questions that can become candidate (SC 5 ), to end the association-based selection process.
  • the present embodiment may be modified so that, in a case in which the specified or the determined question style is multiple-choice, the sum of correct-answer related keyword group and incorrect-answer related keyword group is defined as a population for keyword selection. That is, the sum of plural types of keyword groups can be defined as the population for keyword selection.
  • the present embodiment may be modified so that the keyword group data is prepared for each of the answer options.
  • processor 150 identifies a target quiz question as a quiz question to be asked in the next quiz process (SB 3 ). Specifically, from among candidate questions that have not yet been asked, a candidate question that is first in the order of asking is regarded as a target quiz question.
  • Processor 150 executes a quiz process (SB 4 ).
  • the quiz process is a process of performing a quiz.
  • processor 150 performs a question process for asking a target quiz question by using display unit 120 (SB 4 A) and performs a receiving process of receiving answers from a player by using display unit 120 and operation unit 140 (SB 4 B).
  • the question process and the receiving process are performed by using a quiz data set (quiz question data) for performing a quiz using quiz questions to be asked.
  • An example of an image displayed on screen 121 is shown in FIG. 10 .
  • FIG. 10 is a diagram illustrating an example of an image displayed on screen 121 of game terminal 10 .
  • This example illustrates a case in which the specified or determined quiz question is of the multiple-choice type.
  • Displayed in the upper display area of screen 121 in the diagram is a character string of the target quiz question, “Which is the image of Tokyo Station?”, and displayed in the lower display area of screen 121 in the diagram are images of plural answer options AS 1 to AS 4 .
  • a player touches an area on screen 121 that is occupied by the image of a desired answer option, thereby selecting the answer option, i.e., to answer the quiz question to be asked.
  • processor 150 determines whether an answer from a player is received (SB 4 B 1 ), and in a case in which a result of the determination is negative, processor 150 determines whether the length of time that has elapsed from the start of the receiving process has exceeded the time limit (SB 4 B 2 ). In a case in which a result of the determination is negative, processor 150 returns the process to Step S 4 B 1 . In short, until an answer of a player is received (until a player gives an answer), or until the elapsed time exceeds the time limit, processor 150 waits for an answer from the player.
  • the time limit is a predetermined certain length of time for limiting a period for receiving an answer (selectable period) and is, for example, 60 seconds.
  • An image displayed on screen 121 includes an image representing the remaining period until the elapsed time exceeds the time limit (“09 seconds” in FIG. 10 ). It is to be noted that in the present embodiment, the start of the receiving process is the same as the start of the quiz process, but the receiving process may be started after the quiz process is started.
  • Processor 150 in a case in which a result of the determination in Step SB 4 B 1 or Step SB 4 B 2 of the receiving process is affirmative, terminates the quiz process to perform the next process. Specifically, in the case of terminating the quiz process after a result of the determination in Step SB 4 B 2 is positive, i.e., in the case of terminating the quiz process by the elapsed time exceeding the time limit, processor 150 performs an incorrect answer process (SB 5 ). Specifically, processor 150 performs a process of displaying on screen 121 an image for informing a player that the answer is incorrect, a process for emitting from speaker 131 of sound emitter 130 a sound for informing the player that the answer is incorrect, and a process of initializing the number of consecutive correct answers.
  • processor 150 determines whether the received answer is correct based on the received answer and correct answer data contained in a quiz data set for performing a quiz in which a target quiz question is used (SB 6 ). In a case in which a result of the determination is negative, the process proceeds to Step SB 5 . In a case in which a result of the determination is affirmative, processor 150 performs a correct answer process (SB 7 ).
  • processor 150 performs a process for displaying on screen 121 an image informing a player that the answer is correct, a process for emitting from speaker 131 of sound emitter 130 a sound for informing that the answer is correct and a process of updating consecutive correct answer count data C so that the number of consecutive correct answers increases by 1.
  • Processor 150 having completed the correct answer process or the incorrect answer process, determines whether the next quiz question can be given (SB 8 ).
  • the content of this determination should be determined as appropriate in accordance with the specifications of a quiz game. For example, in a case in which a quiz game is a game terminated after the quiz process is performed for a certain number of times, processor 150 can determine whether the number of completed quiz processes reaches a certain number of times. As another example, in a case in which a quiz game is a game that is terminated within a certain length of time, processor 150 can determine whether the length of time that has elapsed from the start of a quiz game is equal to or exceeds the time limit.
  • Step SB 8 In a case in which a result of the determination in Step SB 8 is positive, the process returns to Step SB 3 . In other words, the process of Steps SB 3 to SB 8 is repeated until a result of the determination in Step SB 8 turns negative. It is to be noted that, since the regulated number is a number that is equal to or greater than the maximum number of quiz questions given in a quiz game, quiz questions to be asked will not be in short supply. On the other hand, in a case in which a result of the determination in Step SB 8 is negative, processor 150 uses display unit 120 to cause a result of the play to be displayed on screen 121 (SB 9 ), to terminate the single game process.
  • FIGS. 11 and 12 are diagrams each illustrating a part of a flowchart of a parent online game process performed at game terminal 10 .
  • processor 150 of a parent terminal updates terminal-side-do-not-ask list BL 1 (SD 1 ). This process is the same as Step SB 1 in FIG. 8 .
  • processor 150 determines the content of a multiple-player online game (SD 2 ). This process is the same as Step SB 2 , except that in Step SD 2 processor 150 does not provide a UI for causing a player to specify a genre or a question style. Instead, processor 150 automatically determines the genre and the question style, or only the question style.
  • processor 150 obtains the encoding-decoding dictionary (SD 3 ). Specifically, processor 150 first initializes the encoding-decoding dictionary table DT and then transmits, to server device 40 , a dictionary delivery request for requesting a dictionary which has the content in accordance with the regulated number of candidate questions selected in Step SD 2 . Subsequently, processor 150 receives a dictionary delivery response which is transmitted from server device 40 as a reply, to store, in the encoding-decoding dictionary table DT, the regulated number of pieces of encoding-decoding dictionary data in the received dictionary delivery response and the regulated number of pieces of quiz question ID data in the transmitted dictionary delivery request in a correlated manner, one to one, based on the listed position of the questions IDs. It is to be noted that initializing the encoding-decoding dictionary table DT means deleting all pieces of data from encoding-decoding dictionary table DT.
  • processor 150 notifies, to every other member, the details of the determination in Step SD 2 and the encoding-decoding dictionary obtained in Step SD 3 (SD 4 ). Specifically, processor 150 transmits, to every other member, the pieces of quiz question ID data of the selected, regulated number of candidate questions, data indicating the order of asking these candidate questions, and pieces of encoding-decoding dictionary data representing encoding-decoding dictionaries of these candidate questions. Processor 150 then identifies a target quiz question as a quiz question to be asked in the subsequent quiz process (SD 5 ). The multiple-player online game is started before Step SD 5 at the parent terminal.
  • Processor 150 then performs the quiz process (SD 6 ) and an answer collection process of collecting answers received by other members (SE). These processes are performed in parallel with each other.
  • the quiz process in Step SD 6 is the same as the quiz process in Step SB 4 .
  • An example of an image displayed on screen 121 in this quiz process is illustrated in FIG. 13 .
  • FIG. 13 is a diagram illustrating an example of an image displayed on screen 121 of game terminal 10 .
  • the determined question style is of the type-in style, in which a target quiz question is displayed on a display area of the upper portion of the figure in screen 121 , and a virtual keyboard is displayed on a display area of the lower portion of the figure in screen 121 .
  • the target quiz question includes character strings, “It is an abbreviation of ‘The United States of America’.” and an image of a rotating cube. Each surface of this cube has a character-by-character depiction of every character contained in “USA”, which is the correct answer.
  • a player looks at the character strings of the target quiz question and the image to think of the character string of an answer, inputs the character string of the answer by inputting the characters one by one by touching an area occupied by a desired key of the virtual keyboard, and touches an area occupied by a predetermined key (“OK” key in the figure), thus answering the quiz question to be asked.
  • the character string of the input answer is displayed on a display area of a nearly central portion of the figure on screen 121 .
  • the play names of players who are using the members other than this game terminal are displayed in an area of the left portion of the figure in screen 121 .
  • the Delete key in the figure is a key for deleting one character input most recently from among the characters in the input character string.
  • FIG. 14 is a flowchart illustrating an answer collection process included in the parent online game process.
  • the answer collection process commences simultaneously with a process corresponding to Step SB 4 B 2 (SD 6 B 2 ).
  • processor 150 first reserves, in volatile area RT 1 , a collection process completion flag FL indicating whether a process of collecting answers received at other members has been completed and sets the value as 0 (not yet completed) (SE 1 ).
  • processor 150 determines whether it has received answer data representing an answer from every other member (SE 2 ), and in a case in which a result of the determination is negative, processor 150 determines whether the length of time that has elapsed from the start of the receiving process has sufficiently exceeded the time limit (SE 3 ). In a case in which a result of the determination is negative, processor 150 returns the process to Step SE 2 . That is, processor 150 waits for answer data from other members until it receives answer data from every other member or the elapsed time has sufficiently exceeded the time limit.
  • processor 150 changes the value of collection process completion flag FL in volatile area RT 1 to 1 (completed) (SE 4 ), to end the answer collection process.
  • the result of the determination in Step SE 3 will not become affirmative only by the elapsed time exceeding the time limit, so as to prevent the failure to collect answer data due to process delay and communication delay.
  • processor 150 in a case in which a result of the determination in a process (SD 6 B 1 ) corresponding to Step SB 4 B 1 turns positive, or a result of the determination in a process (SD 6 B 2 ) corresponding to Step SB 4 B 2 turns positive, terminates the quiz process to perform the next process.
  • processor 150 in the case of terminating the quiz process by receiving an answer (SD 6 B 1 ; YES), refers to the encoding-decoding dictionary of the target quiz question, to encode answer data representing this answer (SD 7 ).
  • the length of a bit string of the encoded answer data (to be more precise, the encoding-decoding dictionary of a quiz question to be asked) will be the shortest when an accuracy rate of a quiz question to be asked is equal to or greater than a standard accuracy rate and when the answer data is the same as correction data indicating a correct answer of the quiz question to be asked. That is, the answer data is converted so that a bit string after conversion will be the shortest when the answer data indicates a correct answer.
  • processor 150 determines whether the collection process completion flag FL is 1 (completed) (SD 8 ). In a case in which a result of the determination is negative, the process returns to Step SD 8 . In other words, processor 150 waits for a process of collecting answers received at other members to be completed. Processor 150 then, to every other member, transmits its own answer data and collected pieces of answer data (SD 9 ). Every piece of answer data has been encoded. It is to be noted that the present embodiment may be modified so that transmission of answer data is omitted in a case in which the destination of the answer data is a member from which the answer data was collected.
  • processor 150 determines whether, based on the answer received at this game terminal and on correct answer data included in the quiz data set for performing a quiz using the target quiz question, the answer is correct (SD 10 ). In a case in which a result of the determination is positive, processor 150 refers to the encoding-decoding dictionary of the target quiz question, to decode each collected piece of answer data (SD 11 ). This decoding is reverse-conversion (i.e., decoding) of encoding (conversion) in Step SD 7 and Step SF 4 (described later).
  • Processor 150 then performs a correct answer process that is the same as that of Step SB 7 (SD 12 ), except that in this correct answer process, processor 150 uses display unit 120 to display on screen 121 not only the answer received by this game terminal, but also answers received by other members.
  • FIG. 15 illustrates an example of an image displayed on screen 121 in this process.
  • FIG. 15 is a diagram illustrating an example of an image displayed on screen 121 of game terminal 10 .
  • This example illustrates a case in which the determined question style is of the type-in style.
  • the answers of players who are using the member terminals except for this game terminal are displayed in an area in the left portion of the figure in screen 121 in FIG. 15 . These answers are displayed in a manner in which it shows which answer is the answer of which player.
  • processor 150 refers to the encoding-decoding dictionary of the target quiz question, to decode each collected piece of answer data (SD 13 ), and performs an incorrect answer process that is the same as Step SB 5 (SD 14 ).
  • processor 150 uses display unit 120 to display in screen 121 not only the answer received by this game terminal but also the answers received by other members. These answers are displayed in a manner showing which answer is the answer of which player.
  • processor 150 first determines whether the collection process completion flag FL is 1 (completed) (SD 15 ). In a case in which a result of the determination is negative, the process returns to Step SD 15 . In other words, processor 150 waits until a process of collecting answers received by the other members is completed. Subsequently, processor 150 determines whether the number of collected answers (answer data) is 0 (SD 16 ). A result of this determination turns affirmative only in a case in which no answer was received by any of the members.
  • processor 150 transmits, to every other member, its own answer data and the collected answer data (SD 17 ). This process is the same as the process in Step SD 9 . The process then advances to Step SD 13 . On the other hand, in a case in which a result of the determination in Step SD 16 is affirmative, the process advances to Step SD 14 . That is, in a case in which an answer was not received at any of the members, transmission of answer data (S 17 ) and decoding of answer data (S 13 ) are skipped.
  • Processor 150 having finished a correct answer process or an incorrect answer process, determines whether the next quiz question can be given (SD 17 ), and in a case in which a result of the determination is positive, the process returns to Step SD 5 . That is, until a result of the determination in Step SB 17 turns negative, the process from Steps SD 5 to SD 17 (and the answer collection process (SE)) is repeated. On the other hand, in a case in which a result of the determination in Step SB 8 is positive, processor 150 performs a termination process of terminating the parent online game process (SD 18 ), to end the parent online game process. A multiple-player online game ends before the termination process at the parent terminal.
  • processor 150 uses display unit 120 to display a result of the play on screen 121 and transmits, to server device 40 , play result data representing a result of the play of a player who is using this game terminal with respect to a multiple-player online game, which has ended.
  • processor 150 In generating this play result data, processor 150 generates pieces of quiz result data for each of quiz questions included in the multiple-player online game, which has ended. From among these pieces of quiz result data, a piece of quiz result data indicating that the answer was correct is always a piece of quiz result data for a quiz question for which a result of determination in Step SD 10 became positive.
  • FIGS. 16 and 17 are diagrams each illustrating a part of a flowchart of a child online game process performed at game terminal 10 .
  • processor 150 of a child terminal first obtains, from a parent terminal of the same group, the content of a multiple-player online game and the encoding-decoding dictionary (SF 1 ). Specifically, pieces of quiz question ID data of the regulated number of candidate questions selected at the member parent terminal, data representing the order of asking these candidate questions, and encoding-decoding dictionary data representing the encoding-decoding dictionary of these candidate questions are received from the parent terminal.
  • processor 150 identifies a target quiz question which is a quiz question to be given in the next quiz process (SF 2 ).
  • a multiple-player online game starts at a child terminal before Step SF 2 .
  • Processor 150 then performs a quiz process (SF 3 ).
  • the quiz process in Step SF 3 is the same as the quiz process in Step SB 4 .
  • Step SF 3 an image that is the same as the image shown in FIG. 13 is displayed on screen 121 .
  • processor 150 terminates the quiz process in a case in which a result of the determination in a process (SF 3 B 1 ) corresponding to Step SB 4 B 1 or a result of the determination in a process (SF 3 B 2 ) corresponding to Step SB 4 B 2 becomes affirmative, to perform the next process.
  • processor 150 In a case of terminating the quiz process by receiving an answer, processor 150 refers to the encoding-decoding dictionary of the target quiz question, to encode answer data representing the answer (SD 4 ). Subsequently, processor 150 transmits, to the member parent terminal, the encoded answer data of this game terminal (SD 5 ). Processor 150 then determines whether it has received answer data from the member parent terminal (SF 6 ), and in a case in which a result of the determination is negative, processor 150 determines whether the length of time that has elapsed from the start of the receiving process in Step SF 3 B has sufficiently exceeded the time limit (SF 7 ). In a case in which a result of this determination is negative, the process returns to Step SF 6 .
  • Processor 150 in a case in which a result of the determination in Step SF 6 turns affirmative by receiving answer data from the member parent terminal, refers to the encoding-decoding dictionary of the target quiz question, to decode every received answer data (SF 8 ). Processor 150 then determines whether its own answer is correct based on its own answer data and correct answer data contained in the quiz data set for performing a quiz using the target quiz question (SF 9 ). On the other hand, in a case in which a result of the determination in Step SF 7 turns positive by the elapsed time having sufficiently exceeded the time limit, the process advances to Step SF 9 .
  • processor 150 performs a correct answer process that is the same as Step SD 12 in FIG. 12 (SF 10 ).
  • processor 150 performs an incorrect answer process that is the same as Step SD 14 in FIG. 12 (SF 11 ).
  • processor 150 performs the same process as Steps SF 6 to SF 8 (SF 12 to SF 14 ).
  • the routine advances to Step SF 11 .
  • Processor 150 having completed the correct answer process or the incorrect answer process, determines whether the next quiz question can be given (SF 15 ), and in a case in which a result of the determination is affirmative, the process returns to Step SF 2 . In other words, the process from Steps SF 2 to SF 15 is repeated until a result of the determination in Step SF 15 becomes negative. On the other hand, in a case in which a result of the determination in Step SF 15 is affirmative, processor 150 performs the same termination process (SF 16 ) as the above-described terminal process (SD 18 ), to terminate the child online game process.
  • SF 16 termination process
  • Step SF 16 from among pieces of quiz result data included in the multiple-player online game, which has ended, a piece of quiz result data indicating that an answer was correct is always a piece of quiz result data for a quiz for which a result of the determination in Step SF 9 became positive.
  • the multiple-player online game ends at a child terminal before the termination process.
  • game terminal 10 has processor 150 , and processor 150 performs a processing, in a quiz, of asking a player a quiz question, receiving an answer for the quiz question, and informing the result of the quiz after the quiz is completed (SD 6 , SD 10 , SD 12 , SD 14 , SF 3 , SF 9 , SF 10 , SF 11 ), a process of converting answer data representing the received answer in such a manner that a bit string of the answer data will be the shortest after the conversion when the answer is correct (SD 7 , SF 4 ), transmitting to another game terminal 10 the converted answer data (SD 9 , SF 5 ), and a process of receiving answer data from another game terminal 10 , and a process of reverse-converting the received answer data (SD 11 , SD 13 , SF 8 , SF 14 ).
  • processor 150 performs a processing, in a quiz, of asking a player a quiz question, receiving an answer for the quiz question, and informing the result of the quiz after the quiz is completed (SD
  • the size of transmitted and received correct answer data when a correct answer is received will be minimal (the shortest bit string), from among pieces of correct answer data transmitted and received among members so that answers of each player are shared among members. Because, in a quiz game, each player answers a quiz question, with the hope of determining the correct answer, it is possible, according to the present invention, to minimize the size of data transmitted and received among members while enabling the sharing of answers of each player among members in a multiple-player participation type online game in which a quiz question is asked in a manner in which a player is requested to input a character string as an answer.
  • conversion and reverse-conversion of answer data are carried out by encoding and decoding by using an encoding-decoding dictionary. That is, according to the present embodiment, conversion and reverse-conversion of answer data can be performed by a simple process.
  • game system 1 has server device 40
  • server device 40 has processor 410 and server storage device 430 .
  • Server storage device 430 stores therein accuracy rate calculation mandatory data that is mandatory for accuracy rate calculation of a quiz question.
  • Processor 410 updates accuracy rate calculation mandatory data stored in server storage device 430 based on a result of a quiz at each of plural game terminals 10 .
  • Processor 150 of game terminal 10 converts answer data representing the received answer in such a manner that the converted bit will be the shortest when the answer is correct, in a case in which an accuracy rate of a quiz question calculated using the updated accuracy rate calculation mandatory data is equal to or greater than a standard accuracy rate.
  • the conversion and reverse-conversion are performed for a quiz question having an accuracy rate that is equal to or exceeds the certain value. Therefore, the amount of answer data transmitted and received among members can be reliably reduced.
  • game terminal 10 has processor 150 and terminal storage device 160 , and there are stored in terminal storage device 160 , for each quiz question, keyword group data representing a keyword group including plural keywords, quiz question data representing the quiz question, correct answer data representing a correct answer of the quiz question, and genre data indicating a genre of the quiz question.
  • Processor 150 by using computer program P 1 stored in terminal storage device 160 , performs a process (SB 4 B, SD 6 B) of receiving an answer from a player in each quiz, a process (SB 6 , SD 10 ) of determining whether an answer received in each quiz is correct by using correct answer data representing a correct answer of a quiz question given in the quiz, a process (SC 3 ) of dynamically specifying one search keyword, a process (SC 5 ) of selecting plural quiz questions having association with one another by selecting plural quiz questions for each of which keyword group data representing a keyword group that includes the search keyword is stored in terminal storage device 160 , and a process (SB 4 A, SD 6 A) of giving the selected plural quiz questions in one quiz game, by using quiz question data representing each quiz question.
  • a process (SB 4 B, SD 6 B) of receiving an answer from a player in each quiz performs a process (SB 4 B, SD 6 B) of receiving an answer from a player in each quiz, a process (SB 6 , SD
  • one search keyword is dynamically specified in each quiz game, and plural quiz questions that are associated by the specified search keyword are given to a player. Therefore, according to game terminal 10 , the associations among plural quiz questions that are given to a player can be used as a game element, so that the game-worthiness of a quiz game can be increased.
  • data representing an image can be quiz question data.
  • processor 150 of game terminal 10 uses computer program P 1 stored in terminal storage device 160 , to perform a process (SC 2 ) of selecting one of the plural types.
  • quiz questions selected in a process (SC 5 ) of selecting plural quiz questions are limited to a quiz question that includes the specified search keyword and to a quiz question for which keyword group data representing the selected type of keyword group is stored in terminal storage device 160 . Therefore, by use of game terminal 10 , a question as to which quiz element is focused on in associating the plural quiz questions can also be a game element, and the game-worthiness of a quiz game can be further enhanced.
  • terminal storage device 160 there is stored in terminal storage device 160 , for each quiz question, genre data indicating a genre of a quiz question separately from keyword group data, and processor 150 of game terminal 10 performs a process (SB 2 , SD 2 ) of specifying one genre, a process (SB 2 , SD 2 ) of selecting plural quiz questions for which genre data representing the identified genre is stored in terminal storage device 160 , and a process (SB 4 A, SD 6 A) of giving a player the selected plural quiz questions in one quiz game, by using quiz question data representing each quiz question. Therefore, according to game terminal 10 , in each quiz game, plural quiz questions that are associated with one another can be given to a player, the association relating to something other than a genre, and moreover, the plural quiz questions that are selected from the specified one genre can be selected.
  • the encoding-decoding dictionary may be configured such that, for each quiz question, only the first bit of an encoded bit string corresponding to answer data (answer character string) which is the same as the correct answer data (correct answer) has the particular value (“ 1 ” in the figure) from among the first bit of bit strings of all pieces of encoded data of encoding-decoding dictionary.
  • FIG. 20 illustrates a part of a flowchart of the parent online game process performed by a parent terminal in this mode
  • FIG. 21 shows a part of a flowchart of the child online game process performed by a child terminal in this mode. Those parts that are not illustrated in FIG. 20 or 21 are the same as those in FIGS. 12 and 17 .
  • Step SG 1 in FIG. 20 , Step SH 1 in FIG. 21 only the first bit of encoded answer data has to be referred to in order to determine whether an answer is correct.
  • the child terminal transmits, to the member parent terminal, only the first one bit of encoded answer data instead of transmitting the encoded answer data itself (Step SH 2 in FIG. 21 ), and correct answer data can be obtained at the parent terminal by decoding the one bit (Step SG 3 in FIG. 20 and Step SG 4 in FIG. 20 ).
  • the same can be said of answer data representing an answer received at a parent terminal (Step SG 2 in FIG. 20 , Step SH 3 in FIG. 21 , Step SH 4 in FIG. 21 ).
  • a method of converting answer data in a manner in which the bit string of the answer data will be the shortest after the conversion when the answer data indicates a correct answer is not limited to a method according to the above-described embodiment.
  • a game terminal may extract a portion that is included in the encoded bit string of the answer data indicating a correct answer and that is not included in another encoded bit string, so that the portion extracted by the extractor is treated as the converted answer data.
  • an encoding-decoding dictionary does not have to be dynamically reconfigured, which is an advantage of this example.
  • the encoding-decoding dictionary of a quiz question may be configured, for example, by including, in quiz result data contained in play result data transmitted from game terminal 10 to server device 40 , answer data representing an answer received at game terminal 10 for a quiz question having the quiz question ID within the set and by, at server device 40 , associating short encoded data with to-be-encoded data that is the same as answer data representing an answer that has a high frequency of being input and associating long encoded data with to-be-encoded data that is the same as answer data representing an answer that has a low frequency of being input.
  • the encoding-decoding dictionary of a quiz question may be reconfigured so that the length of encoded data will be a length depending on the input frequency of an answer to this quiz question.
  • the encoding-decoding dictionary of a quiz question may thus be configured in a case in which the accuracy rate of the quiz question is less than the standard accuracy rate, or regardless of the accuracy rate of the quiz question.
  • a game system may be one in which there is only one quiz question that can be asked.
  • the conversion and reverse-conversion of answer data may be performed without using the encoding-decoding dictionary.
  • it may be configured in such a way that each game terminal 10 stores an encoding-decoding dictionary for all quiz questions.
  • data to be delivered from server device 40 to each game terminal 10 is not an encoding-decoding dictionary but an accuracy rate of a quiz question.
  • each game terminal 10 stores the accuracy rate calculation mandatory data to calculate an accuracy rate of a quiz question at each game terminal 10 .
  • the accuracy rate that is calculated when the number of times the quiz question is a certain number may be maintained.
  • the certain number by setting the certain number as appropriate, a situation is prevented from occurring in which the accuracy rate of the quiz question increases by the same player repeatedly answering the same quiz question.
  • the some or all of the pieces of quiz question data may be used as keyword group data.
  • quiz question data may concurrently serve as a quiz-question related keyword group data.
  • the above some or all of the pieces of quiz question data may be limited to data representing a character string that is displayed on screen 121 .
  • the same modifications as these modifications may be made to various types of keyword group data.
  • server device 40 may transmit each of plural game terminals 10 data instructing deletion of quiz question data of a quiz question for which the accuracy rate does not fall within an adequate range, so that each of plural game terminals 10 can delete quiz question data in accordance with the data from server device 40 .
  • the terminal-side-do-not-ask list is not necessary in this case.
  • quiz question data of a quiz question which game terminal 10 is caused to ask may be transmitted from server device 40 to game terminal 10 for each quiz question.
  • server device 40 does not transmit quiz question data of a quiz question for which the accuracy rate does not fall within the adequate range.
  • an adequate range can be determined for each quiz question or may be determined as having the same range for all the questions.
  • the number of quiz questions asked in one quiz game may be one.
  • a quiz data set does not have to be stored in server-side quiz table QT 2 .
  • the updating of a quiz data set at each game terminal 10 may be performed by a human going to a place at which each game terminal 10 is located.
  • the content of the quiz game may be dynamically controlled.
  • a parent terminal may select, during a multiple-player online game and for every quiz process, a target quiz question from the regulated number of candidate questions, and notifies a result of this selection to every child terminal which is a member, and every member gives a player the target quiz question in a subsequent quiz process in accordance with the notification.
  • this mode it is possible to perform control such that, for example, a quiz question having relatively low difficulty level or having relatively high accuracy rate is determined to be a quiz question for the final quiz in a case in which all players participating in a multiple-player online game have given incorrect answers for all the questions so far and are coming up to the final quiz, if the regulated number is determined to be sufficiently large. According to this control, there will be a lower probability of impairing game-worthiness. Furthermore, the probability is reduced of the occurrence of situations in which the player satisfaction is extremely low (no correct answer).
  • the game system may have a configuration in which freely-selected game terminals do not have a parent-child (master-client) relationship, but communicate with one another on an equal basis.
  • the communication address of each member is shared by all the members.
  • a home-use game console may be used as game terminal 10 .
  • game terminal 10 is placed in households.
  • a portable type game device may be used as game terminal 10 .
  • game terminal 10 is carried by a player.
  • computer program P 1 is stored in non-volatile area RT 2 of terminal storage device 160 in server device 40 , but the computer program may be recorded, as data loadable onto a memory of a computer, on a data carrier such as a floppy (registered trademark) disk, a CD-ROM, or any other computer-readable recording medium and be distributed.
  • the data carrier may be a data connection, such as for transmitting signals representing computer program P 1 via a telephone line or a wireless connection.
  • computer program P 1 may be downloaded through communication interface 180 by connecting to the Internet 2 .

Abstract

The present invention provides a game terminal (10). In a quiz, processor (150) of game terminal (10) performs a process of asking a quiz question, receiving an answer to the quiz question, and notifying a result of the quiz after the quiz is completed (SD6, SD10, SD12, SD14, SF3, SF9, SF10, SF11), a process of converting answer data representing a received answer in such a manner that, when the answer is correct, the encoded bit string is the shortest (SD7, Sf4), a process of transmitting the converted answer data to another game terminal (10) (SD9, SF5), and a process of reverse-converting the answer data after receiving the answer data from another game terminal (10) SD11, SD13, SF8, SF14).

Description

    TECHNICAL FIELD
  • The present invention relates to a game terminal that enables a player to play a quiz game including a quiz, a game system therefor, a computer program therefor, and also relates to a computer-readable recording medium therewith.
  • BACKGROUND ART
  • There is disclosed in Japanese Patent Application Laid-Open Publication No. 2006-055294 a game system in which a quiz game is advanced by repeatedly executing a series of processes for asking quiz questions to a player and receiving an answer for a quiz question from the player. In this game system, plural quiz questions are selected from a genre selected by a player, and the selected quiz questions are asked in a quiz game.
  • One type of quiz game is a multiple-player participation type online game in which plural players participate in a game simultaneously for playing the game. Because the same quiz question will be asked to the plural players in this type of quiz game, the quiz game will be more enjoyable, i.e., a player can enjoy a quiz game more, if each player is able to know not only the player's own answer, but also the answer of another player. In order to realize this, answers of each player for the same quiz question need to be shared among the plural game terminals. That is, data indicating an answer must be transmitted and received among game terminals.
  • Because there is a little flexibility in answers in a case in which the asked quiz question is of the multiple-choice type, the size of the data transmitted and received among game terminals can be sufficiently reduced so that the answers of each player can be shared. Therefore, in such a case, the amount of data transmitted and received among game terminals for sharing answers of each player can be minimized. In contrast, because there is a lot of flexibility in answers in a case in which the asked quiz question is of a type that requires a player to input a character string as an answer, it would be difficult to sufficiently reduce the data size of that transmitted and received among game terminals for sharing answers of each player. This means that in the conventional technique, it was difficult to minimize the size of the data, the data being transmitted and received among game terminals so that answers of each player can be shared in a case in which the asked quiz question is of a type that requires a player to input a character string as an answer.
  • DISCLOSURE OF INVENTION
  • The present invention has been achieved in view of the above-described circumstances, and it has as an object to provide a game terminal that can minimize the amount of data transmitted and received among game terminals while also enabling the sharing of answers of each player at plural game terminals in a multiple-player participation type online game in which a quiz question is asked in a manner in which a player is requested to input a character string as an answer, and to provide a game system therefor, a computer program therefor, and also to provide a computer-readable recording medium therewith.
  • In the following, description will be given of the present invention. It should be noted that reference numerals in the attached drawings are shown in parentheses to facilitate understanding of the present invention; however, this is not intended to limit the present invention to the embodiments as shown in the drawings.
  • The present invention provides a game terminal (10) for enabling a player to play a quiz game including a quiz, the game terminal comprising: a quiz processor (150, SD6, SD10, SD12, SD14, SF3, SF9, SF10, SF11) that, in the quiz, asks the player a quiz question, that receives an answer for the quiz question, and that informs a result of the quiz after the quiz is completed; a converter (encoder) (150, SD7, SF4, SG2, SH2) that converts (encodes) answer data representing the answer in such a manner that a bit string of the answer data will be the shortest after the conversion (encoding) when the answer is correct; a transmitter (150, SD9, SF5, SG2, SH2) that transmits to another game terminal (10) the answer data converted by the converter (150, SD7, SF4, SG2, SH2); a receiver (150) that receives the answer data from another game terminal (10); and a reverse-converter (decoder) (150, SD11, SD13, SF8, SF14, SG3, SG4, SH3, SH4) that reverse-converts (decodes) the answer data received by the receiver (150). The present invention further provides a game system (1) that has a plurality of the above game terminals (10). The process of informing a result of a quiz indicates a process of determining whether answer data is correct and a correct answer process of notifying that the answer is correct by an image and by a sound or an incorrect answer process of notifying that the answer is incorrect by an image and by a sound.
  • In this game system (1), the size of transmitted and received data when a correct answer is received will be minimal (the shortest bit string), from among pieces of data transmitted and received among game terminals (10) so that answers of each player are shared among plural game terminals (10). Because in a quiz game, each player answers a quiz question, hoping to select the correct answer, it is possible according to the present invention to minimize the size of data transmitted and received among game terminals (10) while also enabling the sharing of answers of each player among game terminals (10) in a multiple-player participation type online game in which a quiz question is asked in a manner in which a player is requested to input a character string as an answer.
  • In the above game terminal (10), the converter (150, SD7, SF4, SG2, SH2) has an encoding-decoding dictionary storage device (160) that stores an encoding-decoding dictionary in which a to-be-encoded bit string and an encoded bit string are stored in a correlated manner for each of plural pieces of data that are different from one another; and an encoder (150, SD7, SF4) that encodes the answer data by using the encoding-decoding dictionary stored in the encoding-decoding dictionary storage device (160), and the answer data encoded by the encoder (150, SD7, SF4) is treated as the answer data converted by the converter (150, SD7, SF4, SG2, SH2).
  • According to a game system (1) having plural game terminals (10) of this embodiment, conversion and reverse conversion of answer data can be performed by simple processes.
  • In the above game terminal (10), the converter (150, SD7, SF4, SG2, SH2) has an encoding-decoding dictionary storage device (160) that stores an encoding-decoding dictionary in which a to-be-encoded bit string and an encoded bit string are stored in a correlated manner for each of plural pieces of data that are different from one another; an encoder (150, SD7, SF4) that encodes the answer data by using the encoding-decoding dictionary stored in the encoding-decoding dictionary storage device (160); and an extractor (150, SG2, SH2) that extracts a portion that is included in the bit string of the answer data encoded by the encoder (150, SD7, SF4) and that is not included in another encoded bit string, and the portion extracted by the extractor (150, SG2, SH2) may be treated as the answer data converted by the converter (150, SD7, SF4, SG2, SH2).
  • An example of the above portion is the head portion (for example, the first one bit) of an encoded bit string. In this embodiment, an encoding-decoding dictionary does not have to be dynamically reconfigured.
  • The above game system (1) has a server device (40) for communicating with each of the plural game terminals (10), and the server device (40) has a calculation mandatory data storage device (430) that stores, for each quiz question, data of parameters mandatory for accuracy rate calculation as calculation mandatory data; and a calculation mandatory data updater (410, SA31) that updates, based on the result of the quiz, the calculation mandatory data stored in the calculation mandatory data storage device (430), and the converter (150, SD7, SF4, SG2, SH2) may convert answer data showing the answer in such a manner that a bit string of the answer data after the conversion will be the shortest when the answer is correct, the conversion being performed in a case in which an accuracy rate of a quiz question calculated based on the calculation mandatory data stored in the calculation mandatory data storage device (430) is equal to or greater than a standard accuracy rate.
  • According to this embodiment, for a quiz question having an accuracy rate that is equal to or greater than the certain value, the size of transmitted and received data when a correct answer is received will be minimal (the shortest bit string), from among pieces of data transmitted and received among game terminals (10) so that answers of each player are shared among plural game terminals (10). Therefore, according to the present embodiment, the amount of data transmitted and received among game terminals (10) can be reliably reduced.
  • Furthermore, the present invention is a computer program (P1) or a computer program product (P1) for running on a computer (10) that enables a player to play a quiz game including a quiz, the computer program, when run on the computer (10) (or by a processor (150) of the computer), at least including computer-readable instructions for performing the steps of: processing a game, the processing including asking the player a quiz question, receiving an answer for the quiz question, and informing a result of the quiz after the quiz is completed (SD6, SD10, SD12, SD14, SF3, SF9, SF10, SF11); converting answer data showing the answer in such a manner that a bit string of the answer data will be the shortest after the conversion when the answer is correct (SD7, SF4, SG2, SH2); transmitting to another game terminal the answer data converted in the converting step (SD7, SF4, SG2, SH2) (150, SD9, SF5, SG2, SH2); receiving the answer data from another game terminal (150); and reverse-converting the answer data received in the receiving step (SD11, SD13, SF8, SF14, SG3, SG4, SH3, SH4). Preferably, the program (P1) or the computer program product (P1) may be downloaded to the computer (10) by a communication interface (180) by connecting to a network (2).
  • The present invention can be understood as a computer-readable recording medium that has recorded thereon the computer program (P1) or the computer program product (P1). Specifically, the present invention can be understood as that which is recorded, as data loadable into a memory of a computer, on a floppy (registered trademark) disk, a CD-ROM, or other types of computer-readable recording medium, for distribution.
  • The same effects as the game terminal (10) can be attained by a computer (10) that executes this computer program.
  • EFFECTS OF THE INVENTION
  • According to the present invention, it is possible to provide a game terminal which can curb the amount of data transmitted and received among game terminals while enabling the sharing of answers of each player at plural game terminals in a multiple-player participation type online game in which a quiz question is asked in a manner in which a player is requested to input a character string as an answer, a game system, a computer program therefor, and to provide a computer-readable recording medium therewith.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is a diagram illustrating a configuration of a game system 1 according to an embodiment of the present invention.
  • FIG. 2 is a diagram illustrating an external view of a game terminal 10 included in game system 1.
  • FIG. 3 is a block diagram illustrating a configuration of game terminal 10.
  • FIG. 4 is a diagram schematically illustrating a configuration of a quiz data set used at game terminal 10.
  • FIG. 5 is a block diagram illustrating a configuration of a server device 40 included in game system 1.
  • FIG. 6A is a sequence chart illustrating an overview (the first half) of an operation performed in game system 1.
  • FIG. 6B is a sequence chart illustrating the overview (the second half) of the operation performed in game system 1.
  • FIG. 7 is a flowchart illustrating an update process performed at server device 40.
  • FIG. 8 is a flowchart illustrating a single game process performed at game terminal 10.
  • FIG. 9 is a flowchart illustrating an association-based selection process included in the single game process.
  • FIG. 10 is a diagram illustrating an example of an image displayed at a screen 121 of game terminal 10.
  • FIG. 11 is a flowchart illustrating a part (the first half) of a parent online game process performed at game terminal 10.
  • FIG. 12 is a flowchart illustrating a part (the second half) of the parent online game process performed at game terminal 10.
  • FIG. 13 is a diagram illustrating an example of an image displayed at screen 121.
  • FIG. 14 is a flowchart illustrating an answer collection process included in the parent online game process.
  • FIG. 15 is a diagram illustrating an example of an image displayed at screen 121.
  • FIG. 16 is a flowchart illustrating a part (the first half) of a child online game process performed at game terminal 10.
  • FIG. 17 is a flowchart illustrating a part (the second half) of the child online game process performed at game terminal 10.
  • FIG. 18 is a schematic diagram for describing a modification 1 of the present embodiment.
  • FIG. 19 is a schematic diagram for describing the modification 1.
  • FIG. 20 is a diagram illustrating a partial flowchart of a parent online game process performed at a parent terminal in the modification 1.
  • FIG. 21 is a diagram illustrating a partial flowchart of a child online game process performed at a child terminal in the modification 1.
  • BEST MODE FOR CARRYING OUT THE INVENTION
  • In the following, description will be given of a preferred embodiment of the present invention with reference to the drawings. The specific configurations described below are merely examples, and the present invention encompasses various embodiments obtained by modifying the specific configurations within its scope.
  • 1. Configuration 1-1. Game System
  • FIG. 1 is a block diagram illustrating a configuration of a game system 1 according to an embodiment of the present invention. Game system 1 is a system in which a player can play a quiz game including plural quiz questions. A quiz is a series of actions of a question master (game system 1 (specifically, a game terminal 10, described later)) giving out a quiz question and an answerer (player) answering the question. In a quiz game, plural quizzes advance sequentially one by one. However, the embodiment may be modified such that plural quizzes advance in parallel in a quiz game.
  • A player can play a desired one of two types of quiz games using game system 1. One type of the quiz game is a stand-alone game in which the number of participants is one. The other type of the quiz game is a multiple-player participation type online game (multiple-player online game) in which the number of participants is more than one (specifically, 12). The present embodiment may be modified such that the number of participants of the multiple player game is equal to or greater than 13 or equal to or less than 11.
  • A part of game system 1 is provided at game facilities F (F1, F2, F3, . . . ) such as a venue at which a player who visits the venue can play a game. Specifically, there are provided at each game facility F, a LAN (Local Area Network) 25, one or plural game terminals (computer) 10 connected to LAN 25, enabling a player to play a quiz game, and a router 20 that connects LAN 25 with the Internet 2.
  • Game terminal 10 is used by a player and is a terminal device (arcade game device) by use of which a player can play a quiz game. The game terminal performs a game process including a quiz process of giving a player a quiz question and receiving an answer to the quiz question from the player. The game process is a process for causing a player to play a quiz game.
  • Router 20 has a function of building, on the Internet 2, a VPN (Virtual Private Network) which is a virtual dedicated network. Game terminal 10 is capable of communicating, via LAN 25, with another game terminal 10 in game facility F where this game terminal 10 is located, and is also capable of communicating, via LAN 25, router 20, and the Internet 2, with game terminal 10 at another game facility F.
  • Game system 1 has a server device (computer) 40 that provides various services (processes) (described below) to every game terminal 10 and a router 30 that connects server device 40 to the Internet 2. Server device 40 is capable of communicating with each game terminal 10 via router 30 and the Internet 2. In other words, server device 40 and all the game terminals 10 can communicate with one another. Server device 40 is a single unit, but the present embodiment may be modified such that server device 40 is formed of plural units.
  • 1-2. Game Terminal
  • FIG. 2 is a diagram illustrating an external view of game terminal 10 included in game system 1. A player of game terminal 10, in front of a body 110 of game terminal 10, can see an image displayed on a screen 121 of a display unit (specifically, a monitor) 120 provided on body 110 and can also hear sounds emitted from a speaker 131 provided on body 110, and can touch a transparent touch panel 141 provided on body 110 and covering screen 121.
  • In a quiz, a player is expected to understand a quiz question given by game terminal 10 based on an image displayed on screen 121 and on sounds emitted from speaker 131 and to answer the quiz question by touching touch panel 141.
  • FIG. 3 is a block diagram illustrating a configuration of game terminal 10. As shown in the figure, game terminal 10 has a processor 150 that performs various processes, described later, an operation unit 140 that is operated by a player and that supplies processor 150 with operation data corresponding to the operation of the player, a display unit 120 that displays an image on screen 121 by using image data supplied from processor 150, a sound emitter 130 that emits sounds from speaker 131 by using sound data supplied from processor 150, a terminal storage device 160 that stores various types of data, and a communication interface 180.
  • Operation unit 140 is provided with touch panel 141. Touch panel 141 supplies processor 150 with operation data corresponding to a position touched by a player. Processor 150 is, for example, one or plural CPUs (Central Processing Units) and performs a game process described below. Communication interface 180 is for transmitting a signal to, and receiving a signal from, LAN 25, and relays data between processor 150 and LAN 25. Processor 150 uses communication interface 180 to transmit data to, and to receive data from, another device. The present embodiment may be modified so as to use a video projector as display unit 120. In this case, a screen on which an image is projected will be screen 121, and operation unit 140 will be provided with a keyboard or buttons, etc.
  • A memory area of terminal storage device 160 is divided into a volatile area RT1 for which power is required for retaining the memory content and a non-volatile area RT2 for which power is not required. Non-volatile area RT2 is further divided into a non-rewritable area RT21 in which the memory content is non-rewritable, and a rewritable area RT22 in which the memory content is rewritable. Volatile area RT1 can be made, for example, by a RAM (Random Access Memory), non-rewritable area RT21, for example, by a ROM (Read Only Memory), a rewritable area RT22, for example, by a hard disk.
  • Reserved in rewritable area RT22 is a terminal quiz table QT1. In terminal quiz table QT1, there are stored, for each quiz question, quiz question ID data indicating a quiz question ID (identifier) for uniquely identifying a quiz question, a quiz data set for performing a quiz using a quiz question, genre data representing a genre of the quiz question, question style data representing a question style of the quiz question. Quiz question IDs, genres and question styles are the same in game system 1. That is, it is ensured that a quiz question having the same quiz question ID is the same quiz question, that the genre of the same quiz question is the same, and that the question style of the same quiz question is the same, among devices in game system 1.
  • A genre (or a category) is a field of knowledge from which a question is given to a player and is, for example, a field of sports or a field of learning, etc. A question style is, for example, a multiple choice question for answering a quiz question by selecting one of plural answer options, a type-in type of question for answering a quiz question by entering characters, etc. The genre and the question style of each quiz question are fixed. The present embodiment may be modified such that plural genres or plural question styles are associated with one quiz question.
  • FIG. 4 is a schematic diagram illustrating a configuration of a quiz data set used in game terminal 10. The quiz data set includes quiz question data representing a quiz question, correct answer data representing a correct answer of the quiz question, and keyword group data representing a keyword group including plural keywords (character strings) that are related to a quiz element. In a case in which the question style is of the multiple-choice type, a quiz question includes plural answer options, and the quiz question data includes data representing plural answer options. Only one of these plural answer options is the correct answer.
  • A quiz element is an element essential to a quiz question and specifically is a quiz question or a correct answer. In a case in which the question style is a multiple-choice question, incorrect answers will also be a quiz element. There are plural types of keyword groups: namely, a quiz-question related keyword group including keywords that are related to a quiz question, a correct-answer related keyword group including keywords that are related to a correct answer, and an incorrect-answer related keyword group including keywords that are related to incorrect answers. Thus, different types of keyword groups include keywords related to quiz elements that differ from group to group. The incorrect-answer related keyword group is provided only in a case in which the question style is of the multiple-choice type.
  • A quiz data set includes quiz-question related keyword group data representing a quiz-question related keyword group and correct-answer related keyword group data representing a correct-answer related keyword group. A quiz data set of a quiz question for which the question style is of the multiple choice type further includes incorrect-answer related keyword group data representing an incorrect-answer related keyword group. Furthermore, each keyword group data includes data representing one common keyword. That is, each keyword group data includes at least one keyword that is in common to all quiz data sets and also to all keyword groups.
  • Stored in the volatile area RT1 are a terminal-side-do-not-ask list BL1 for prohibiting asking of inadequate questions to be asked and consecutive correct answer count data C representing the number of consecutive correct answers. The inadequate questions to be asked include a quiz question that is inadequate for asking such as a quiz question for which a correct answer cannot be given. A terminal-side-do-not-ask list BL1 is a list containing pieces of quiz question ID data of inadequate questions to be asked and is delivered from server device 40. As described below, plural quiz questions are asked sequentially one by one in a quiz game. The number of consecutive correct answers is initially set to 0, and it increments by one every time a correct answer is given to a quiz question and is reset to 0 when an incorrect answer is given. In volatile area RT1, a collection process completion flag FL (described below) and an encoding-decoding dictionary table DT (described below) can be retained. There are stored in encoding-decoding dictionary table DT, for each quiz question, quiz question ID data and encoding-decoding dictionary. The encoding-decoding dictionary is data for encoding and decoding answer data indicating an answer of a player.
  • Stored in the non-rewritable area RT21 is a computer program P1. Computer program P1 includes computer-readable instructions, and when computer program P1 is run and executed by processor 150, computer program P1 causes game terminal 10 to perform a game process. The game process includes a terminal-side grouping process for forming a group with another game terminal 10, a single game process for causing a player to play a stand-alone type game, and an online game process for causing a player to play a multiple player online game.
  • A group is a collection of game terminals 10, and one multiple-player online game advances by the same game terminals 10 in the same group communicating with one another. The number of groups to which one game terminal 10 belongs is one. In each group, from among game terminals 10 belonging to each group, one terminal is a parent (master) game terminal 10 (parent terminal) capable of directly transmitting data to, and receiving data from, every other game terminal 10, and each of the other terminals is a child (client) game terminal 10 (child terminal) capable of directly transmitting data only to, and receiving data only from, the parent terminal (10). In the following description, in each group, each game terminal 10 that belongs to the group will be called a “member” of the group.
  • 1-3. Server Device
  • FIG. 5 is a block diagram illustrating a configuration of server device 40 included in game system 1. As shown in the figure, server device 40 has a processor 410 that performs various processes, described later, a communication interface 420 that relays data between processor 410 and router 30, and a server storage device 430 that stores various data. Processor 410 is, for example, one or plural CPUs and uses communication interface 420 to transmit data to, and receive data from, each game terminal 10.
  • The memory area of server storage device 430 is divided into a volatile area RT3 for which power is required for retaining the memory content and a non-volatile area RT4 for which power is not required. Volatile area RT3 can be made, for example, by a RAM and stores a server-side-do-not-ask list BL2. This server-side-do-not-ask list BL2 is read from volatile area RT3 and is transmitted as terminal-side-do-not-ask list BL1 to each game terminal 10. It is to be noted that the present embodiment may be modified such that server-side-do-not-ask list BL2 is stored not in volatile area RT3 but in non-volatile area RT4. Except, the memory area for server-side-do-not-ask list BL2 must be a rewritable area.
  • Non-volatile area RT4 is, for example, a ROM or a hard disk. Reserved in non-volatile area RT4 is a server-side quiz table QT2 and an adequacy determination table JT. The server-side quiz table QT2 stores, for each quiz question, a quiz question ID, difficulty level data representing a difficulty level (difficulty degree) of a quiz question, genre data, question style data, accuracy rate data representing an accuracy rate (percentage of correct answers) of a quiz question, quiz question ask number data representing the number of times a quiz question is asked, correct answer number data representing the number of correct answers of a quiz question, and encoding-decoding dictionary data representing an encoding-decoding dictionary.
  • The ask number of a quiz question is the number of times the quiz question is asked in all the multiple-player online games played in game system 1. The number of correct answers of a quiz question is the number of times players gave a correct answer for the quiz question in multiple-player online games in the entire game system 1. The accuracy rate of each quiz question is variable and is updated in accordance with a game result. The accuracy rate of each quiz question is calculated by dividing the number of correct answers of this quiz question by the number of times this quiz question is asked. The accuracy rate of a quiz question for which the number of times the questions is asked is 0 is determined based on the difficulty level of the quiz question.
  • As is clear from the foregoing description, the quiz question ask number data and the correct answer number data are accuracy rate calculation mandatory data necessary for calculation of the accuracy rate (hereinafter, this will be referred to simply as “calculation mandatory data”). The number of times a quiz question is asked and the number of times a correct answer is received for the quiz question are parameters mandatory for accuracy rate calculation.
  • The encoding-decoding dictionary is a dictionary for encoding and decoding data in transmitting and receiving the data among members. In each encoding-decoding dictionary, for each of plural pieces of data that are different from one another, a to-be-encoded bit string of each piece and an encoded bit string are associated with each other. In each encoding-decoding dictionary, plural to-be-encoded bit strings are different from one another, and plural encoded bit strings are different from one another. Each encoding-decoding dictionary is initially configured in such a manner that, when the accuracy rate of a corresponding quiz question is equal to or greater than a predetermined standard accuracy rate, the encoded bit string for correct answer data indicating a correct answer for the quiz question is the shortest among all encoded bit strings in the encoding-decoding dictionary, and otherwise configured in a random manner. It is to be noted that the present embodiment can be modified in such a way that quiz data sets are stored in server-side quiz table QT2 so that the server-side quiz table serves as a superset of terminal-side quiz table QT1.
  • When a quiz data set in server-side quiz table QT2 is manually updated, the quiz data set in terminal-side quiz table QT1 is also updated in conjunction. This data synchronization is carried out by transmitting the quiz data set from server device 10 to each game terminal 10. In a case in which there are numerous game terminals 10, it would take a considerable amount of time for the updating. Therefore, the updating should be completed during hours when game facility F is closed.
  • The adequacy determination table JT has stored therein, for each difficulty level (difficulty degree) of a quiz question, adequate range data representing a range (adequate range) of the accuracy rate that is adequate as the accuracy rate of a quiz question of a certain difficulty level. The adequate range of the accuracy rate is a range within which an adequate accuracy rate falls and an inadequate accuracy rate does not fall, and is predetermined. The adequate range data is for identifying a quiz question that has an accuracy rate that does not fall within the adequate range of the accuracy rate, and it can be data indicating the upper limit and the lower limit of the adequate range or can be data indicating only the lower limit of the adequate range. Because 100% is the upper limit of the accuracy rate, the data indicating only the lower limit of the adequate range is also data indicating an adequate range. It is to be noted that, because the adequate range data also shows an inadequate range of accuracy rate as the accuracy rate of a quiz question of a corresponding difficulty level, the adequate range data can also be regarded as data for identifying a quiz question that has an accuracy rate that falls within the inadequate range of the accuracy rate.
  • Non-volatile area RT4 stores a computer program P2. Computer program P2 includes computer-readable instructions, and when the computer program P2 is executed by processor 410, causes server device 40 to perform a server process. The server process includes a server-side grouping process for grouping plural game terminals 10, an update process for updating data stored in server storage device 430, a list delivery process for delivering terminal-side-do-not-ask list BL1 to game terminal 10, and a dictionary delivery process for delivering encoding-decoding dictionary data to game terminal 10. These processes can be executed in parallel.
  • 2. Operation 2-1. Overview
  • FIGS. 6A and 6B are sequence charts illustrating an operation of game system 1. FIG. 6B shows an operation that is continued from each operation of each game terminal 10 and server device 40 shown in FIG. 6A. As shown in FIGS. 6A and 6B, while game system 1 is operating, the server-side grouping process is continued at server device 40. On the other hand, as shown in FIG. 6A, at game terminal 10, a process corresponding to a type of quiz game which a player will be playing (hereinafter, this will be referred to as a “play object”). In a case in which a play object is a multiple-player online game, processor 150 of game terminal 10 first performs a terminal-side grouping process.
  • In the terminal-side grouping process, processor 150 first uses display unit 120 and operation unit 140, thereby to provide a UI (User Interface) for causing a player to input a play name as a name of a player for use in the multiple-player online game. The UI can be freely selected and may be, for example, a virtual keyboard. It is to be noted that the present embodiment can be modified such that a player selects one of many play names prepared in advance. Furthermore, a player may be able to use a player name that was input or selected in the past by using game terminal 10 or another device.
  • In the terminal-side grouping process, processor 150 first transmits, to server device 40, a grouping request for requesting grouping. On the other hand, processor 410 of server device 40 is continuously executing a server-side grouping process, and in a case in which a grouping request is received from game terminal 10, a grouping is performed for deciding game terminal 10 as the parent population. Specifically, processor 410 transmits an empty grouping response to game terminal 10 which will be a parent terminal of each group and transmits a grouping response to game terminal 10 which will be a child terminal of each group, with the grouping response including data of a communication address of game terminal 10 which will be a parent terminal of the same group. In an example shown in FIG. 6A, after a grouping request is transmitted to server device 40 from plural game terminals 10 which will belong to the same group, a grouping response is transmitted from server device 40 to these plural game terminals 10, but it is to be noted that this is merely an example.
  • In the terminal-side grouping process, processor 150, having received a grouping response including data representing a communication address, transmits, to game terminal 10 (parent terminal) of this communication address, play name data representing a play name input to game terminal itself (child terminal). By this process, game terminal 10, to which the play name data is transmitted, can obtain a communication address of the transmitter of the play name data. As a result, data can be transmitted and received among freely selected game terminals 10 that will belong to each group directly or indirectly via game terminal 10 that will be a parent terminal of the same group.
  • In the terminal-side grouping process, processor 150 of game terminal 10 that has received the play name data writes a set of the play name data and data representing the communication address of the transmitter into volatile area RT1, to transmit this set to every game terminal 10 except for game terminal 10 that has transmitted data of the same play name, from among game terminals 10 of which a communication address processor 150 has obtained. Game terminal 10 having received the set writes this data into volatile area RT1. A group is thus formed. From among data contained in the transmitted set, data representing a communication address of the transmitter of play name data is used at the receiver of this data only for identifying the play name data. That is, the data representing the communication address is only necessary to be able to identify the play name data at the receiver side of the set. However, in a case in which data other than the data representing the communication address of a transmitter of the play name data is used, game terminal 10 that will be a parent terminal needs to know the correspondence between this other data and the data representing the communication address.
  • When a group is formed, a terminal-side group process is completed at each member of the group. The process relating to a play name is necessary because the play names of all the members are displayed on every screen 121 of each member of the same group. Therefore, if the present embodiment is modified so that such a display is not performed, the process associated with a play name is no longer necessary. In this case, freely selected data, instead of data representing a play name, will be transmitted from game terminal 10, which will be a child terminal to game terminal 10 that will be a parent terminal.
  • In a case in which the play object is a multiple-player online game, as shown in FIG. 6B, processor 150 of game terminal 10 that has finished the terminal-side grouping process performs an online game process (a parent online game process or a child online game process) corresponding to the attribute (parent or child) of its own. The details of each online game process will be described later, but just an overview is given now.
  • In the parent online game process, processor 150 of a parent terminal first transmits, to server device 40, a list delivery request for requesting delivery of terminal-side-do-not-ask list BL1. Processor 410 of server device 40, every time it receives the list delivery request, performs a list delivery process. That is, processor 410 reads server-side-do-not-ask list BL2 from volatile area RT3, for transmission as return as terminal-side-do-not-ask list BL1 to the transmitter of the list delivery request. Processor 150 of a parent terminal receives the transmitted terminal-side-do-not-ask list BL1 to overwrite data in volatile area RT1 with the received list and determines the details of a quiz game (a multiple-player online game in this case) based on the terminal-side-do-not-ask list BL1. Specifically, processor 150 selects the regulated number of the candidates of quiz questions to be given in a quiz game (hereinafter referred to as “candidate questions”) and determines the order of asking these candidate questions. The regulated number is a plural number equal to or greater than the maximum number of quiz questions asked in a quiz game and is predetermined.
  • In the parent online game process, processor 150 of the parent terminal first transmits to server device 40 a dictionary delivery request for requesting delivery of encoding-decoding dictionary data representing an encoding-decoding dictionary of the selected, prescribed candidate questions. The dictionary delivery request contains pieces of quiz question ID data of the selected, prescribed candidate questions, with these pieces of quiz question ID data being listed in the decided order of asking. Processor 410 of server device 40, every time it receives a dictionary delivery request, performs a dictionary delivery process. Specifically, processor 410 reads from server-side quiz table QT2 pieces of encoding-decoding dictionary data corresponding to the regulated number of pieces of quiz question ID data contained in the dictionary delivery request, generates a dictionary delivery response in which the pieces of encoding-decoding dictionary data are listed in the order of asking, and transmits the response to the transmitter of the dictionary delivery request. Processor 150 of a parent terminal receives the transmitted dictionary delivery response and stores, in encoding-decoding dictionary table DT, the pieces of encoding-decoding dictionary data in the dictionary delivery response in association with corresponding quiz question ID data.
  • On the other hand, in the child online game process, processor 150 of a child terminal first shares, with the parent terminal, the selection of plural quiz questions, the order of asking the plural quiz questions, and the encoding-decoding dictionary in a parent terminal belonging to the same group. When this sharing is completed at every child terminal of the same group, a multiple-player online game of the determined content is performed in this group.
  • When the multiple-player online game is finished, processors 150 of all the member game terminals 10 of the group in which the game was played each transmits to server device 40 play result data representing a result of the play of the game, to terminate the online game process. The play result data is data for each player. The play result data includes, for each and every quiz question included in a multiple-player online game that has ended, quiz result data indicating a result of a quiz (hereinafter, this will be referred to as a “quiz result”).
  • Processor 410 of server device 40, every time play result data is received, performs an update process. Specifically, processor 410 updates data stored in server storage device 430 in accordance with the received play result data. As a result, data such as server-side quiz table QT2 and server-side-do-not-ask list BL2 is updated. It is to be noted that the present embodiment can be modified so that a parent terminal of a group collects pieces of play result data of all the game terminals 10, for transmission to server device 40.
  • On the other hand, in a case in which the play object is a stand-alone type game, processor 150 of game terminal 10 performs a single game process. The details of the single game process will be described below, and just an overview is given here. In the single game process, processor 150 of game terminal 10 transmits the above-described list delivery request to server device 40. As a result, terminal-side-do-not-ask list BL1 will be transmitted from server device 40 to this game terminal 10 as a reply. Processor 150 of this game terminal 10 receives terminal-side-do-not-ask list BL1 and overwrites data in volatile area RT1 with the received list, to determine the content of a quiz game (a stand-alone type game in this case) based on terminal-side-do-not-ask list BL1. The stand-alone type game is performed at game terminal 10 under the determined content. When the stand-alone type game is completed, processor 150 of game terminal 10 ends a single game process.
  • 2-2. Update Process
  • FIG. 7 is a flowchart illustrating an update process performed at server device 40. In the update process, quiz result data included in play result data received from game terminal 10 is selected sequentially one by one, and server-side quiz table QT2 is, or server-side quiz table QT2 and server-side-do-not-ask list BL2 are, updated based on the information of the selected quiz result data. Processor 410 of server device 40 first determines whether there is any quiz result data that is not yet selected for which an update process is not yet performed, from among plural pieces of quiz result data contained in the result data received from game terminal 10 (SA1). In a case in which a result of the determination is negative, processor 410 ends the update process.
  • In a case in which a result of the determination in Step SA1 is affirmative, processor 410 first selects, from among the plural pieces of quiz result data, a piece of quiz result data that has not yet been selected (SA2). Subsequently, processor 410 performs, based on the selected piece of quiz result data, an update process of server-side quiz table QT2 (SA3). The details of this update process depend on an accuracy rate, as will be described below.
  • In the update process of server-side quiz table QT2, processor 410 first updates calculation mandatory data based on the selected piece of quiz result data (SA31). The quiz result data is data indicating a result of a quiz question, and specifically indicates a quiz question ID of the asked quiz question and whether an answer to the question was correct.
  • In Step SA31, processor 410 updates quiz question ask number data and correct answer number data corresponding to a quiz question ID in the selected piece of quiz result data (hereinafter referred to as “selected quiz ID”) or quiz question ask number data corresponding to the selected quiz ID so that the number of correct answers for a quiz question having the selected quiz ID increases by 1 only when the number of times of asking the quiz question having the selected quiz ID increases by 1 and when the correct or incorrect data in the selected piece indicates that a correct answer was given, i.e., when the quiz result data indicates that an answer to the quiz question was correct.
  • Subsequently, processor 410 refers to server-side quiz table QT2 to calculate an accuracy rate of a quiz question having the selected quiz ID and updates accuracy rate data so that accuracy rate data indicating the accuracy rate of a quiz question of the selected quiz ID represents the calculated accuracy rate (SA32). Subsequently, processor 410 determines whether the accuracy rate of a quiz question having the selected quiz ID changes to a value equal to or greater than the predetermined standard accuracy rate as a result of the update performed in Step SA32 (SA33). This result of the determination becomes positive only when the accuracy rate of a quiz question having the selected quiz ID is equal to or greater than the standard accuracy rate and when the past accuracy rate of the quiz question having the selected quiz ID (an accuracy rate represented by accuracy rate data immediately before the update of this time) is less than the standard accuracy rate.
  • In a case in which a result of the determination in Step SA33 is affirmative, processor 410 performs a configuration process in which correct answer data is prioritized as a process of reconfiguring the encoding-decoding dictionary (SA34). Specifically, processor 410 updates the encoding-decoding dictionary of a quiz question of the selected quiz ID in such a manner that a bit string of encoding correct data indicating a correct answer of a quiz question having the selected quiz ID will be the shortest among all encoded bit strings in the encoding-decoding dictionary. The update process of server-side quiz table QT2 is thus completed. It is to be noted that the present invention may be modified so that the configuration process of Step SA34 is always performed if the accuracy rate of a quiz question having the selected quiz ID is equal to or exceeds the standard accuracy rate.
  • In a case in which a result of the determination in Step SA33 is negative, processor 410 determines whether the accuracy rate of a quiz question having the selected quiz ID has changed to below the predetermined standard accuracy rate as a result of the update in Step SA32 (SA35). This result of determination will be affirmative only when the accuracy rate of a quiz question having the selected quiz ID is less than the standard accuracy rate and when the past accuracy rate of the quiz question having the selected quiz ID (an accuracy rate represented by accuracy rate data immediately before the update of this time) is equal to or greater than the standard accuracy rate. In a case in which a result of the determination is affirmative, processor 410 performs, as a process of reconfiguring the encoding-decoding dictionary, a configuration process in which correct answer data is not prioritized (SA36). The content of the reconfiguration process may be freely determined. For example, the correspondence between a to-be-encoded bit string and an encoded bit string may be determined at random. Specifically, processor 410 reconfigures the encoding-decoding dictionary of the quiz question having the selected quiz ID so that the freely determined length of encoded data corresponds to to-be-encoded data of correct answer data corresponding to the selected quiz ID. The update process of this server-side quiz table QT2 is thus completed. On the other hand, a result of the determination in Step SA35 is negative, i.e., in a case in which there is no change between the accuracy rate before update and after update, relative to the standard accuracy rate, processor 410 ends the update process of server-side quiz table QT2.
  • When the update process of server-side quiz table QT2 is completed, processor 410 determines, based on the adequacy determination table JT, whether the accuracy rate of a quiz question having the selected quiz ID is not within the adequate range corresponding to the difficulty level of this quiz question (SA4). In a case in which a result of the determination is affirmative, processor 410 updates server-side-do-not-ask list BL2 (SA5). Specifically, processor 410 updates server-side-do-not-ask list BL2 so as to include quiz question ID data indicating the selected quiz ID. The process then returns to Step SA1. In a case in which a result of the determination Step in SA4 is negative, the process returns to Step SA1.
  • Thus, in the update process, server-side quiz table QT2 is updated based on play result data received from game terminal 10, and server-side-do-not-ask list BL2 is updated so as to include quiz question ID data indicating a quiz question ID of a quiz question for which the accuracy rate is not within the adequate range. It is to be noted that the present embodiment can be modified so that quiz question ID data indicating a quiz question ID of a quiz question for which the accuracy rate is within the adequate range is deleted from server-side-do-not-ask list BL2.
  • 2-3. Single Game Process
  • FIG. 8 is a flowchart illustrating a single game process performed at game terminal 10. In the single game process, processor 150 of game terminal 10 updates terminal-side-do-not-ask list BL1 (SB1). Specifically, processor 150 transmits a list delivery request to server device 40, receives, from server device 40, terminal-side-do-not-ask list BL1, and overwrites data in volatile area RT1 with the received terminal-side-do-not-ask list BL1.
  • Processor 150 then, based on terminal-side-do-not-ask list BL1, determines the content of a stand-alone type game (SB2). Specifically, processor 150 provides a UI for causing a player to specify a genre and a question style, and in a case in which the genre and the question style are specified, processor 150 defines all the questions of the specified genre and question style as a population for selecting candidates (hereinafter referred to as the “population for candidate selection”), selects from this population for candidate selection the regulated number of quiz questions identified by quiz question IDs that are not included in terminal-side-do-not-ask list BL1 as candidate questions, and determines the order of asking the selected, regulated number of candidate questions. This selection and determination are performed by using, for example, random numbers.
  • In a case in which the question style is not specified, the question style is automatically determined, and the population for candidate selection is defined based on the determined question style. In this case, the question style is determined by using, for example, random numbers. In a case in which a genre is not specified, all the quiz questions in the specified or determined question style will be the population for candidate selection in the above selection, and the selection of candidate questions from this population for candidate selection is performed by the association-based selection process for selecting the regulated number of candidate questions that have an association that is different from a genre.
  • FIG. 9 is a flowchart illustrating an association-based selection process included in the single game process. In the association-based selection process, processor 150 of game terminal 10 first focuses on one quiz question that is not yet focused from the population for candidate selection (SC1). Specifically, processor 150 focuses on one piece of quiz question ID data that is not yet focused on from among pieces of quiz question ID data of terminal-side quiz table QT1. This one piece of quiz question ID data is determined by using, for example, random numbers. Subsequently, processor 150 selects, based on the specified or determined question style, a type of keyword group (SC2). For example, in a case in which the specified or determined question style is multiple-choice, processor 150 selects one of a quiz-question related keyword group, a correct-answer related keyword group, or an incorrect-answer related keyword group. The present embodiment may be modified so that plural types are selected from these keyword groups.
  • Subsequently, processor 150 specifies a search keyword (SC3). This specification is performed by defining, based on keyword group data in terminal-side quiz table QT1, a keyword group that is the same as the type of keyword group selected in Step SC2 as a population (hereinafter referred to as the “population for keyword selection”) from among keyword groups of a quiz question that is being focused on and by selecting from this population one keyword that has not yet been selected. This selection is performed by using, for example, random numbers. It is to be noted that the present embodiment may be modified such that plural search keywords are identified.
  • Subsequently, processor 150 determines whether the regulated number of quiz questions can be selected as candidate questions based on terminal-side quiz table QT1, terminal-side-do-not-ask list BL1, the search keyword, and the selected type of keyword group (SC4). Specifically, it is determined whether the population for candidate selection includes quiz questions equal to or greater than the regulated number, with the quiz question being a quiz question of the specified or determined question style, with the selected type of keyword group of the quiz question including the search keyword, and with the quiz question ID of the quiz question not being included in terminal-side-do-not-ask list BL1 (hereinafter referred to as “quiz questions that can become candidate”).
  • In a case in which a result of the determination in Step SC4 is negative, the process returns to Step SC3. That is, the process of Steps SC3 to SC4 is repeated until a result of the determination in Step SC4 is positive. Since each of all the keyword groups of all quiz data sets includes at least one keyword that is common to all the keyword groups, a result of the determination in Step SC4 will eventually change to be positive. In a case in which a result of the determination in Step SC4 is positive, processor 150 selects, as candidate questions, each of the regulated number of quiz questions that can become candidate (SC5), to end the association-based selection process.
  • The present embodiment may be modified so that, in a case in which the specified or the determined question style is multiple-choice, the sum of correct-answer related keyword group and incorrect-answer related keyword group is defined as a population for keyword selection. That is, the sum of plural types of keyword groups can be defined as the population for keyword selection. The present embodiment may be modified so that the keyword group data is prepared for each of the answer options.
  • As shown in FIG. 8, once the content of the stand-alone type game is determined, processor 150 then identifies a target quiz question as a quiz question to be asked in the next quiz process (SB3). Specifically, from among candidate questions that have not yet been asked, a candidate question that is first in the order of asking is regarded as a target quiz question. Processor 150 then executes a quiz process (SB4). The quiz process is a process of performing a quiz. In the quiz process, processor 150 performs a question process for asking a target quiz question by using display unit 120 (SB4A) and performs a receiving process of receiving answers from a player by using display unit 120 and operation unit 140 (SB4B). The question process and the receiving process are performed by using a quiz data set (quiz question data) for performing a quiz using quiz questions to be asked. An example of an image displayed on screen 121 is shown in FIG. 10.
  • FIG. 10 is a diagram illustrating an example of an image displayed on screen 121 of game terminal 10. This example illustrates a case in which the specified or determined quiz question is of the multiple-choice type. Displayed in the upper display area of screen 121 in the diagram is a character string of the target quiz question, “Which is the image of Tokyo Station?”, and displayed in the lower display area of screen 121 in the diagram are images of plural answer options AS1 to AS4. A player touches an area on screen 121 that is occupied by the image of a desired answer option, thereby selecting the answer option, i.e., to answer the quiz question to be asked.
  • In the receiving process, processor 150 determines whether an answer from a player is received (SB4B1), and in a case in which a result of the determination is negative, processor 150 determines whether the length of time that has elapsed from the start of the receiving process has exceeded the time limit (SB4B2). In a case in which a result of the determination is negative, processor 150 returns the process to Step S4B1. In short, until an answer of a player is received (until a player gives an answer), or until the elapsed time exceeds the time limit, processor 150 waits for an answer from the player.
  • The time limit is a predetermined certain length of time for limiting a period for receiving an answer (selectable period) and is, for example, 60 seconds. An image displayed on screen 121 includes an image representing the remaining period until the elapsed time exceeds the time limit (“09 seconds” in FIG. 10). It is to be noted that in the present embodiment, the start of the receiving process is the same as the start of the quiz process, but the receiving process may be started after the quiz process is started.
  • Processor 150, in a case in which a result of the determination in Step SB4B1 or Step SB4B2 of the receiving process is affirmative, terminates the quiz process to perform the next process. Specifically, in the case of terminating the quiz process after a result of the determination in Step SB4B2 is positive, i.e., in the case of terminating the quiz process by the elapsed time exceeding the time limit, processor 150 performs an incorrect answer process (SB5). Specifically, processor 150 performs a process of displaying on screen 121 an image for informing a player that the answer is incorrect, a process for emitting from speaker 131 of sound emitter 130 a sound for informing the player that the answer is incorrect, and a process of initializing the number of consecutive correct answers.
  • On the other hand, in a case in which the quiz process is terminated by a result of the determination in Step SB4B1 becoming affirmative, i.e., in case in which the quiz process is terminated by an answer being received, processor 150 determines whether the received answer is correct based on the received answer and correct answer data contained in a quiz data set for performing a quiz in which a target quiz question is used (SB6). In a case in which a result of the determination is negative, the process proceeds to Step SB5. In a case in which a result of the determination is affirmative, processor 150 performs a correct answer process (SB7). Specifically, processor 150 performs a process for displaying on screen 121 an image informing a player that the answer is correct, a process for emitting from speaker 131 of sound emitter 130 a sound for informing that the answer is correct and a process of updating consecutive correct answer count data C so that the number of consecutive correct answers increases by 1.
  • Processor 150, having completed the correct answer process or the incorrect answer process, determines whether the next quiz question can be given (SB8). The content of this determination should be determined as appropriate in accordance with the specifications of a quiz game. For example, in a case in which a quiz game is a game terminated after the quiz process is performed for a certain number of times, processor 150 can determine whether the number of completed quiz processes reaches a certain number of times. As another example, in a case in which a quiz game is a game that is terminated within a certain length of time, processor 150 can determine whether the length of time that has elapsed from the start of a quiz game is equal to or exceeds the time limit.
  • In a case in which a result of the determination in Step SB8 is positive, the process returns to Step SB3. In other words, the process of Steps SB3 to SB8 is repeated until a result of the determination in Step SB8 turns negative. It is to be noted that, since the regulated number is a number that is equal to or greater than the maximum number of quiz questions given in a quiz game, quiz questions to be asked will not be in short supply. On the other hand, in a case in which a result of the determination in Step SB8 is negative, processor 150 uses display unit 120 to cause a result of the play to be displayed on screen 121 (SB9), to terminate the single game process.
  • 2-4. Parent Online Game Process
  • FIGS. 11 and 12 are diagrams each illustrating a part of a flowchart of a parent online game process performed at game terminal 10. In the parent online game process, processor 150 of a parent terminal updates terminal-side-do-not-ask list BL1 (SD1). This process is the same as Step SB1 in FIG. 8.
  • Subsequently, processor 150, based on terminal-side-do-not-ask list BL1, determines the content of a multiple-player online game (SD2). This process is the same as Step SB2, except that in Step SD2 processor 150 does not provide a UI for causing a player to specify a genre or a question style. Instead, processor 150 automatically determines the genre and the question style, or only the question style.
  • Subsequently, processor 150 obtains the encoding-decoding dictionary (SD3). Specifically, processor 150 first initializes the encoding-decoding dictionary table DT and then transmits, to server device 40, a dictionary delivery request for requesting a dictionary which has the content in accordance with the regulated number of candidate questions selected in Step SD2. Subsequently, processor 150 receives a dictionary delivery response which is transmitted from server device 40 as a reply, to store, in the encoding-decoding dictionary table DT, the regulated number of pieces of encoding-decoding dictionary data in the received dictionary delivery response and the regulated number of pieces of quiz question ID data in the transmitted dictionary delivery request in a correlated manner, one to one, based on the listed position of the questions IDs. It is to be noted that initializing the encoding-decoding dictionary table DT means deleting all pieces of data from encoding-decoding dictionary table DT.
  • Subsequently, processor 150 notifies, to every other member, the details of the determination in Step SD2 and the encoding-decoding dictionary obtained in Step SD3 (SD4). Specifically, processor 150 transmits, to every other member, the pieces of quiz question ID data of the selected, regulated number of candidate questions, data indicating the order of asking these candidate questions, and pieces of encoding-decoding dictionary data representing encoding-decoding dictionaries of these candidate questions. Processor 150 then identifies a target quiz question as a quiz question to be asked in the subsequent quiz process (SD5). The multiple-player online game is started before Step SD5 at the parent terminal.
  • Processor 150 then performs the quiz process (SD6) and an answer collection process of collecting answers received by other members (SE). These processes are performed in parallel with each other. The quiz process in Step SD6 is the same as the quiz process in Step SB4. An example of an image displayed on screen 121 in this quiz process is illustrated in FIG. 13.
  • FIG. 13 is a diagram illustrating an example of an image displayed on screen 121 of game terminal 10. In this example, the determined question style is of the type-in style, in which a target quiz question is displayed on a display area of the upper portion of the figure in screen 121, and a virtual keyboard is displayed on a display area of the lower portion of the figure in screen 121. The target quiz question includes character strings, “It is an abbreviation of ‘The United States of America’.” and an image of a rotating cube. Each surface of this cube has a character-by-character depiction of every character contained in “USA”, which is the correct answer. A player looks at the character strings of the target quiz question and the image to think of the character string of an answer, inputs the character string of the answer by inputting the characters one by one by touching an area occupied by a desired key of the virtual keyboard, and touches an area occupied by a predetermined key (“OK” key in the figure), thus answering the quiz question to be asked. The character string of the input answer is displayed on a display area of a nearly central portion of the figure on screen 121. Furthermore, the play names of players who are using the members other than this game terminal are displayed in an area of the left portion of the figure in screen 121. It is to be noted that the Delete key in the figure is a key for deleting one character input most recently from among the characters in the input character string.
  • FIG. 14 is a flowchart illustrating an answer collection process included in the parent online game process. The answer collection process commences simultaneously with a process corresponding to Step SB4B2 (SD6B2). In the answer collection process, processor 150 first reserves, in volatile area RT1, a collection process completion flag FL indicating whether a process of collecting answers received at other members has been completed and sets the value as 0 (not yet completed) (SE1).
  • Subsequently, processor 150 determines whether it has received answer data representing an answer from every other member (SE2), and in a case in which a result of the determination is negative, processor 150 determines whether the length of time that has elapsed from the start of the receiving process has sufficiently exceeded the time limit (SE3). In a case in which a result of the determination is negative, processor 150 returns the process to Step SE2. That is, processor 150 waits for answer data from other members until it receives answer data from every other member or the elapsed time has sufficiently exceeded the time limit.
  • Once a result of the determination in Step SE2 or SE3 turns affirmative, processor 150 changes the value of collection process completion flag FL in volatile area RT1 to 1 (completed) (SE4), to end the answer collection process. In the present embodiment, the result of the determination in Step SE3 will not become affirmative only by the elapsed time exceeding the time limit, so as to prevent the failure to collect answer data due to process delay and communication delay.
  • In the quiz process (SD6) in FIG. 12, processor 150, in a case in which a result of the determination in a process (SD6B1) corresponding to Step SB4B1 turns positive, or a result of the determination in a process (SD6B2) corresponding to Step SB4B2 turns positive, terminates the quiz process to perform the next process. Specifically, processor 150, in the case of terminating the quiz process by receiving an answer (SD6B1; YES), refers to the encoding-decoding dictionary of the target quiz question, to encode answer data representing this answer (SD7). The length of a bit string of the encoded answer data (to be more precise, the encoding-decoding dictionary of a quiz question to be asked) will be the shortest when an accuracy rate of a quiz question to be asked is equal to or greater than a standard accuracy rate and when the answer data is the same as correction data indicating a correct answer of the quiz question to be asked. That is, the answer data is converted so that a bit string after conversion will be the shortest when the answer data indicates a correct answer.
  • Subsequently, processor 150 determines whether the collection process completion flag FL is 1 (completed) (SD8). In a case in which a result of the determination is negative, the process returns to Step SD8. In other words, processor 150 waits for a process of collecting answers received at other members to be completed. Processor 150 then, to every other member, transmits its own answer data and collected pieces of answer data (SD9). Every piece of answer data has been encoded. It is to be noted that the present embodiment may be modified so that transmission of answer data is omitted in a case in which the destination of the answer data is a member from which the answer data was collected.
  • Subsequently, processor 150 determines whether, based on the answer received at this game terminal and on correct answer data included in the quiz data set for performing a quiz using the target quiz question, the answer is correct (SD10). In a case in which a result of the determination is positive, processor 150 refers to the encoding-decoding dictionary of the target quiz question, to decode each collected piece of answer data (SD11). This decoding is reverse-conversion (i.e., decoding) of encoding (conversion) in Step SD7 and Step SF4 (described later).
  • Processor 150 then performs a correct answer process that is the same as that of Step SB7 (SD12), except that in this correct answer process, processor 150 uses display unit 120 to display on screen 121 not only the answer received by this game terminal, but also answers received by other members. FIG. 15 illustrates an example of an image displayed on screen 121 in this process.
  • FIG. 15 is a diagram illustrating an example of an image displayed on screen 121 of game terminal 10. This example illustrates a case in which the determined question style is of the type-in style. As it is clear when compared with FIG. 13, the answers of players who are using the member terminals except for this game terminal are displayed in an area in the left portion of the figure in screen 121 in FIG. 15. These answers are displayed in a manner in which it shows which answer is the answer of which player.
  • On the other hand, in a case in which a result of the determination in Step SD10 is negative, processor 150 refers to the encoding-decoding dictionary of the target quiz question, to decode each collected piece of answer data (SD13), and performs an incorrect answer process that is the same as Step SB5 (SD14). However, in this incorrect answer process, processor 150 uses display unit 120 to display in screen 121 not only the answer received by this game terminal but also the answers received by other members. These answers are displayed in a manner showing which answer is the answer of which player.
  • On the other hand, in a case in which the quiz process was terminated by a result of the determination in Step SD6B2 turning positive, i.e., the quiz process was terminated by the elapsed time exceeding the time limit, processor 150 first determines whether the collection process completion flag FL is 1 (completed) (SD15). In a case in which a result of the determination is negative, the process returns to Step SD15. In other words, processor 150 waits until a process of collecting answers received by the other members is completed. Subsequently, processor 150 determines whether the number of collected answers (answer data) is 0 (SD16). A result of this determination turns affirmative only in a case in which no answer was received by any of the members.
  • In a case in which a result of the determination in Step SD16 is negative, processor 150 transmits, to every other member, its own answer data and the collected answer data (SD17). This process is the same as the process in Step SD9. The process then advances to Step SD13. On the other hand, in a case in which a result of the determination in Step SD16 is affirmative, the process advances to Step SD14. That is, in a case in which an answer was not received at any of the members, transmission of answer data (S17) and decoding of answer data (S13) are skipped.
  • Processor 150, having finished a correct answer process or an incorrect answer process, determines whether the next quiz question can be given (SD17), and in a case in which a result of the determination is positive, the process returns to Step SD5. That is, until a result of the determination in Step SB17 turns negative, the process from Steps SD5 to SD17 (and the answer collection process (SE)) is repeated. On the other hand, in a case in which a result of the determination in Step SB8 is positive, processor 150 performs a termination process of terminating the parent online game process (SD18), to end the parent online game process. A multiple-player online game ends before the termination process at the parent terminal.
  • In this termination process, processor 150 uses display unit 120 to display a result of the play on screen 121 and transmits, to server device 40, play result data representing a result of the play of a player who is using this game terminal with respect to a multiple-player online game, which has ended.
  • In generating this play result data, processor 150 generates pieces of quiz result data for each of quiz questions included in the multiple-player online game, which has ended. From among these pieces of quiz result data, a piece of quiz result data indicating that the answer was correct is always a piece of quiz result data for a quiz question for which a result of determination in Step SD10 became positive.
  • 2-5. Child Online Game Process
  • FIGS. 16 and 17 are diagrams each illustrating a part of a flowchart of a child online game process performed at game terminal 10. In the child online game process, processor 150 of a child terminal first obtains, from a parent terminal of the same group, the content of a multiple-player online game and the encoding-decoding dictionary (SF1). Specifically, pieces of quiz question ID data of the regulated number of candidate questions selected at the member parent terminal, data representing the order of asking these candidate questions, and encoding-decoding dictionary data representing the encoding-decoding dictionary of these candidate questions are received from the parent terminal.
  • Subsequently, processor 150 identifies a target quiz question which is a quiz question to be given in the next quiz process (SF2). A multiple-player online game starts at a child terminal before Step SF2. Processor 150 then performs a quiz process (SF3). The quiz process in Step SF3 is the same as the quiz process in Step SB4. In Step SF3, an image that is the same as the image shown in FIG. 13 is displayed on screen 121. In the quiz process in Step SF3, processor 150 terminates the quiz process in a case in which a result of the determination in a process (SF3B1) corresponding to Step SB4B1 or a result of the determination in a process (SF3B2) corresponding to Step SB4B2 becomes affirmative, to perform the next process.
  • In a case of terminating the quiz process by receiving an answer, processor 150 refers to the encoding-decoding dictionary of the target quiz question, to encode answer data representing the answer (SD4). Subsequently, processor 150 transmits, to the member parent terminal, the encoded answer data of this game terminal (SD5). Processor 150 then determines whether it has received answer data from the member parent terminal (SF6), and in a case in which a result of the determination is negative, processor 150 determines whether the length of time that has elapsed from the start of the receiving process in Step SF3B has sufficiently exceeded the time limit (SF7). In a case in which a result of this determination is negative, the process returns to Step SF6.
  • Processor 150, in a case in which a result of the determination in Step SF6 turns affirmative by receiving answer data from the member parent terminal, refers to the encoding-decoding dictionary of the target quiz question, to decode every received answer data (SF8). Processor 150 then determines whether its own answer is correct based on its own answer data and correct answer data contained in the quiz data set for performing a quiz using the target quiz question (SF9). On the other hand, in a case in which a result of the determination in Step SF7 turns positive by the elapsed time having sufficiently exceeded the time limit, the process advances to Step SF9.
  • In a case in which a result of the determination in Step SF9 turns positive, processor 150 performs a correct answer process that is the same as Step SD12 in FIG. 12 (SF10). On the other hand, in a case in which a result of the determination in Step SF9 turns negative, processor 150 performs an incorrect answer process that is the same as Step SD14 in FIG. 12 (SF11). Meanwhile, in the case of terminating the quiz process by the elapsed time exceeding the time limit, processor 150 performs the same process as Steps SF6 to SF8 (SF12 to SF14). When this process is completed, the routine advances to Step SF11.
  • Processor 150, having completed the correct answer process or the incorrect answer process, determines whether the next quiz question can be given (SF15), and in a case in which a result of the determination is affirmative, the process returns to Step SF2. In other words, the process from Steps SF2 to SF15 is repeated until a result of the determination in Step SF15 becomes negative. On the other hand, in a case in which a result of the determination in Step SF15 is affirmative, processor 150 performs the same termination process (SF16) as the above-described terminal process (SD18), to terminate the child online game process. In the termination process of Step SF16, from among pieces of quiz result data included in the multiple-player online game, which has ended, a piece of quiz result data indicating that an answer was correct is always a piece of quiz result data for a quiz for which a result of the determination in Step SF9 became positive.
  • It is to be noted that the multiple-player online game ends at a child terminal before the termination process.
  • 3. Effects
  • In the following, description will be given of the effects that can be attained by the present embodiment. It is to be noted that, if any of the effects that will be described in the following is not necessary, an element other than an element for bringing about a necessary result may be removed from game system 1.
  • In the present embodiment, game terminal 10 has processor 150, and processor 150 performs a processing, in a quiz, of asking a player a quiz question, receiving an answer for the quiz question, and informing the result of the quiz after the quiz is completed (SD6, SD10, SD12, SD14, SF3, SF9, SF10, SF11), a process of converting answer data representing the received answer in such a manner that a bit string of the answer data will be the shortest after the conversion when the answer is correct (SD7, SF4), transmitting to another game terminal 10 the converted answer data (SD9, SF5), and a process of receiving answer data from another game terminal 10, and a process of reverse-converting the received answer data (SD11, SD13, SF8, SF14).
  • Therefore, in game system 1, the size of transmitted and received correct answer data when a correct answer is received will be minimal (the shortest bit string), from among pieces of correct answer data transmitted and received among members so that answers of each player are shared among members. Because, in a quiz game, each player answers a quiz question, with the hope of determining the correct answer, it is possible, according to the present invention, to minimize the size of data transmitted and received among members while enabling the sharing of answers of each player among members in a multiple-player participation type online game in which a quiz question is asked in a manner in which a player is requested to input a character string as an answer.
  • Furthermore, according to the present embodiment, conversion and reverse-conversion of answer data are carried out by encoding and decoding by using an encoding-decoding dictionary. That is, according to the present embodiment, conversion and reverse-conversion of answer data can be performed by a simple process.
  • Furthermore, according to the present embodiment, game system 1 has server device 40, and server device 40 has processor 410 and server storage device 430. Server storage device 430 stores therein accuracy rate calculation mandatory data that is mandatory for accuracy rate calculation of a quiz question. Processor 410 updates accuracy rate calculation mandatory data stored in server storage device 430 based on a result of a quiz at each of plural game terminals 10. Processor 150 of game terminal 10 converts answer data representing the received answer in such a manner that the converted bit will be the shortest when the answer is correct, in a case in which an accuracy rate of a quiz question calculated using the updated accuracy rate calculation mandatory data is equal to or greater than a standard accuracy rate. In short, the conversion and reverse-conversion are performed for a quiz question having an accuracy rate that is equal to or exceeds the certain value. Therefore, the amount of answer data transmitted and received among members can be reliably reduced.
  • In the present embodiment, game terminal 10 has processor 150 and terminal storage device 160, and there are stored in terminal storage device 160, for each quiz question, keyword group data representing a keyword group including plural keywords, quiz question data representing the quiz question, correct answer data representing a correct answer of the quiz question, and genre data indicating a genre of the quiz question. Processor 150, by using computer program P1 stored in terminal storage device 160, performs a process (SB4B, SD6B) of receiving an answer from a player in each quiz, a process (SB6, SD10) of determining whether an answer received in each quiz is correct by using correct answer data representing a correct answer of a quiz question given in the quiz, a process (SC3) of dynamically specifying one search keyword, a process (SC5) of selecting plural quiz questions having association with one another by selecting plural quiz questions for each of which keyword group data representing a keyword group that includes the search keyword is stored in terminal storage device 160, and a process (SB4A, SD6A) of giving the selected plural quiz questions in one quiz game, by using quiz question data representing each quiz question.
  • Thus, at game terminal 10, one search keyword is dynamically specified in each quiz game, and plural quiz questions that are associated by the specified search keyword are given to a player. Therefore, according to game terminal 10, the associations among plural quiz questions that are given to a player can be used as a game element, so that the game-worthiness of a quiz game can be increased.
  • Furthermore, at game terminal 10, because neither quiz question data or correct answer data is concurrently used as keyword group data, the freedom in data format of quiz question data or correct answer data does not have to be reduced. For example, data representing an image can be quiz question data.
  • Furthermore, in the present embodiment, there are plural types of keyword groups corresponding to each quiz question, and the plural types of keyword groups each contains a keyword that is related to a quiz element that is different from group to group. Processor 150 of game terminal 10 uses computer program P1 stored in terminal storage device 160, to perform a process (SC2) of selecting one of the plural types. Also, quiz questions selected in a process (SC5) of selecting plural quiz questions are limited to a quiz question that includes the specified search keyword and to a quiz question for which keyword group data representing the selected type of keyword group is stored in terminal storage device 160. Therefore, by use of game terminal 10, a question as to which quiz element is focused on in associating the plural quiz questions can also be a game element, and the game-worthiness of a quiz game can be further enhanced.
  • Additionally, in the present embodiment, there is stored in terminal storage device 160, for each quiz question, genre data indicating a genre of a quiz question separately from keyword group data, and processor 150 of game terminal 10 performs a process (SB2, SD2) of specifying one genre, a process (SB2, SD2) of selecting plural quiz questions for which genre data representing the identified genre is stored in terminal storage device 160, and a process (SB4A, SD6A) of giving a player the selected plural quiz questions in one quiz game, by using quiz question data representing each quiz question. Therefore, according to game terminal 10, in each quiz game, plural quiz questions that are associated with one another can be given to a player, the association relating to something other than a genre, and moreover, the plural quiz questions that are selected from the specified one genre can be selected.
  • 4. Modifications
  • The above embodiment may be modified as described in the following.
  • 4-1. Modification for Encoding-Decoding Dictionary 4-1-1. Modification 1
  • For example, as illustrated in FIG. 18, the encoding-decoding dictionary may be configured such that, for each quiz question, only the first bit of an encoded bit string corresponding to answer data (answer character string) which is the same as the correct answer data (correct answer) has the particular value (“1” in the figure) from among the first bit of bit strings of all pieces of encoded data of encoding-decoding dictionary. In a case in which the encoding-decoding dictionary is thus configured, the encoding-decoding dictionary may be configured such that, from among encoded bit strings contained in each encoding-decoding dictionary data, an encoded bit string that is different from an encoded bit string corresponding to a to-be-encoded data which is the same as the correct answer data is the shortest, as shown in FIG. 19.
  • By configuring the encoding-decoding dictionary as shown in FIG. 18 or FIG. 19, it is possible to provide a game system in which only the first bit of encoded answer data has to be transmitted in a case in which answer data to be exchanged among members is correct answer data. FIG. 20 illustrates a part of a flowchart of the parent online game process performed by a parent terminal in this mode; and FIG. 21 shows a part of a flowchart of the child online game process performed by a child terminal in this mode. Those parts that are not illustrated in FIG. 20 or 21 are the same as those in FIGS. 12 and 17.
  • In this mode, only the first bit of encoded answer data has to be referred to in order to determine whether an answer is correct (Step SG1 in FIG. 20, Step SH1 in FIG. 21). Furthermore, in this mode, in a case in which answer data representing an answer received by a child terminal is correct answer data, the child terminal transmits, to the member parent terminal, only the first one bit of encoded answer data instead of transmitting the encoded answer data itself (Step SH2 in FIG. 21), and correct answer data can be obtained at the parent terminal by decoding the one bit (Step SG3 in FIG. 20 and Step SG4 in FIG. 20). The same can be said of answer data representing an answer received at a parent terminal (Step SG2 in FIG. 20, Step SH3 in FIG. 21, Step SH4 in FIG. 21).
  • Thus, a method of converting answer data in a manner in which the bit string of the answer data will be the shortest after the conversion when the answer data indicates a correct answer is not limited to a method according to the above-described embodiment. For example, as described above, a game terminal may extract a portion that is included in the encoded bit string of the answer data indicating a correct answer and that is not included in another encoded bit string, so that the portion extracted by the extractor is treated as the converted answer data. In this example, an encoding-decoding dictionary does not have to be dynamically reconfigured, which is an advantage of this example.
  • 4-1-2. Modification 2
  • The encoding-decoding dictionary of a quiz question may be configured, for example, by including, in quiz result data contained in play result data transmitted from game terminal 10 to server device 40, answer data representing an answer received at game terminal 10 for a quiz question having the quiz question ID within the set and by, at server device 40, associating short encoded data with to-be-encoded data that is the same as answer data representing an answer that has a high frequency of being input and associating long encoded data with to-be-encoded data that is the same as answer data representing an answer that has a low frequency of being input. In short, the encoding-decoding dictionary of a quiz question may be reconfigured so that the length of encoded data will be a length depending on the input frequency of an answer to this quiz question. The encoding-decoding dictionary of a quiz question may thus be configured in a case in which the accuracy rate of the quiz question is less than the standard accuracy rate, or regardless of the accuracy rate of the quiz question.
  • 4-1-3. Modification 3
  • For example, a game system may be one in which there is only one quiz question that can be asked. Also, for example, the conversion and reverse-conversion of answer data may be performed without using the encoding-decoding dictionary. In yet another example, it may be configured in such a way that each game terminal 10 stores an encoding-decoding dictionary for all quiz questions. In this case, data to be delivered from server device 40 to each game terminal 10 is not an encoding-decoding dictionary but an accuracy rate of a quiz question. Furthermore, it may be configured in such a manner that each game terminal 10 stores the accuracy rate calculation mandatory data to calculate an accuracy rate of a quiz question at each game terminal 10.
  • 4-2. Modifications for Association among Plural Quiz Questions
  • 4-2-1. Modification 4
  • For example, for a quiz question for which the number of times the quiz question is asked exceeds a certain number, the accuracy rate that is calculated when the number of times the quiz question is a certain number may be maintained. In this case, by setting the certain number as appropriate, a situation is prevented from occurring in which the accuracy rate of the quiz question increases by the same player repeatedly answering the same quiz question.
  • 4-2-2. Modification 5
  • For example, in a case in which some or all of the pieces of quiz question data is data representing a character string, the some or all of the pieces of the quiz question may be used as keyword group data. In short, quiz question data may concurrently serve as a quiz-question related keyword group data. Furthermore, the above some or all of the pieces of quiz question data may be limited to data representing a character string that is displayed on screen 121. Furthermore, the same modifications as these modifications may be made to various types of keyword group data.
  • 4-3. Modifications for Prohibiting the Asking of Inadequate Questions to be Asked
  • 4-3-1. Modification 6
  • For example, server device 40 may transmit each of plural game terminals 10 data instructing deletion of quiz question data of a quiz question for which the accuracy rate does not fall within an adequate range, so that each of plural game terminals 10 can delete quiz question data in accordance with the data from server device 40. The terminal-side-do-not-ask list is not necessary in this case.
  • Furthermore, for example, quiz question data of a quiz question which game terminal 10 is caused to ask may be transmitted from server device 40 to game terminal 10 for each quiz question. In this case, it may be further modified so that server device 40 does not transmit quiz question data of a quiz question for which the accuracy rate does not fall within the adequate range.
  • 4-3-2. Modification 7
  • For example, an adequate range can be determined for each quiz question or may be determined as having the same range for all the questions. Also, for example, the number of quiz questions asked in one quiz game may be one. Furthermore, for example, a quiz data set does not have to be stored in server-side quiz table QT2. For example, the updating of a quiz data set at each game terminal 10 may be performed by a human going to a place at which each game terminal 10 is located.
  • 4-4. Other Modifications
  • For example, the content of the quiz game may be dynamically controlled. Specifically, a parent terminal may select, during a multiple-player online game and for every quiz process, a target quiz question from the regulated number of candidate questions, and notifies a result of this selection to every child terminal which is a member, and every member gives a player the target quiz question in a subsequent quiz process in accordance with the notification. If this mode is adopted, it is possible to perform control such that, for example, a quiz question having relatively low difficulty level or having relatively high accuracy rate is determined to be a quiz question for the final quiz in a case in which all players participating in a multiple-player online game have given incorrect answers for all the questions so far and are coming up to the final quiz, if the regulated number is determined to be sufficiently large. According to this control, there will be a lower probability of impairing game-worthiness. Furthermore, the probability is reduced of the occurrence of situations in which the player satisfaction is extremely low (no correct answer).
  • For example, the game system may have a configuration in which freely-selected game terminals do not have a parent-child (master-client) relationship, but communicate with one another on an equal basis. In this case, the communication address of each member is shared by all the members. Furthermore, for example, a home-use game console may be used as game terminal 10. In this case, game terminal 10 is placed in households. Also, for example, a portable type game device may be used as game terminal 10. In this case, game terminal 10 is carried by a player.
  • In the above embodiment, description was given of a case in which computer program P1 is executed by processor 150 of game terminal 10, but by executing the computer program by a general-use computer, the processor of the computer may be caused to execute the process of each of the above-described embodiments.
  • Additionally, in the above embodiment, description was given of a case in which computer program P1 is stored in non-volatile area RT2 of terminal storage device 160 in server device 40, but the computer program may be recorded, as data loadable onto a memory of a computer, on a data carrier such as a floppy (registered trademark) disk, a CD-ROM, or any other computer-readable recording medium and be distributed. The data carrier may be a data connection, such as for transmitting signals representing computer program P1 via a telephone line or a wireless connection. For example, computer program P1 may be downloaded through communication interface 180 by connecting to the Internet 2.

Claims (7)

1. A game terminal for enabling a player to play a quiz game including a quiz, the game terminal comprising:
a quiz processor that, in the quiz, asks the player a quiz question, that receives an answer for the quiz question, and that informs a result of the quiz after the quiz is completed;
a converter that converts answer data representing the answer in such a manner that a bit string of the answer data will be the shortest after the conversion when the answer is correct;
a transmitter that transmits to another game terminal the answer data converted by the converter;
a receiver that receives the answer data from another game terminal; and
a reverse-converter that reverse-converts the answer data received by the receiver.
2. A game terminal according to claim 1,
the converter comprising:
an encoding-decoding dictionary storage device that stores an encoding-decoding dictionary in which a to-be-encoded bit string and an encoded bit string are stored in a correlated manner for each of plural pieces of data that are different from one another; and
an encoder that encodes the answer data by using the encoding-decoding dictionary stored in the encoding-decoding dictionary storage device,
wherein the answer data encoded by the encoder is treated as the answer data converted by the converter.
3. A game terminal according to claim 1,
the converter comprising:
an encoding-decoding dictionary storage device that stores an encoding-decoding dictionary in which a to-be-encoded bit string and an encoded bit string are stored in a correlated manner for each of plural pieces of data that are different from one another;
an encoder that encodes the answer data by using the encoding-decoding dictionary stored in the encoding-decoding dictionary storage device; and
an extractor that extracts a portion that is included in the bit string of the answer data encoded by the encoder and that is not included in another encoded bit string;
wherein the portion extracted by the extractor is treated as the answer data converted by the converter.
4. A game system including plural game terminals, each for enabling a player to play a quiz game including a quiz,
each of the plural game terminals comprising:
a quiz processor that, in the quiz, asks the player a quiz question, that receives an answer for the quiz question, and that informs a result of the quiz after the quiz is completed;
a converter that converts answer data showing the answer in such a manner that a bit string of the answer data will be the shortest after the conversion when the answer is correct;
a transmitter that transmits to another game terminal the answer data converted by the converter;
a receiver that receives the answer data from another game terminal; and
a reverse-converter that reverse-converts the answer data received by the receiver.
5. A game system according to claim 4,
further comprising a server device for communicating with each of the plural game terminals,
the server device comprising:
a calculation mandatory data storage device that stores, for each quiz question, data of parameters mandatory for accuracy rate calculation as calculation mandatory data; and
a calculation mandatory data updater that updates, based on the result of the quiz, the calculation mandatory data stored in the calculation mandatory data storage device,
wherein the converter converts answer data showing the answer in such a manner that a bit string of the answer data after the conversion will be the shortest when the answer is correct, the conversion being performed in a case in which an accuracy rate of a quiz question calculated based on the calculation mandatory data stored in the calculation mandatory data storage device is equal to or greater than a standard accuracy rate.
6. A computer program for running on a computer that enables a player to play a quiz game including a quiz, the computer program, when run on the computer, at least including computer-readable instructions for performing the steps of:
processing a game, the processing including asking the player a quiz question, receiving an answer for the quiz question, and informing a result of the quiz after the quiz is completed;
converting answer data showing the answer in such a manner that a bit string of the answer data will be the shortest after the conversion when the answer is correct;
transmitting to another game terminal the answer data converted in the converting step;
receiving the answer data from another game terminal; and
reverse-converting the answer data received in the receiving step.
7. A computer-readable recording medium that stores a computer program for running on a computer that enables a player to play a quiz game including a quiz, the program, when run on the computer, at least including computer readable instructions for performing the steps of:
processing a game, the processing including asking the player a quiz question, receiving an answer for the quiz question, and informing a result of the quiz after the quiz is completed;
converting answer data showing the answer in such a manner that a bit string of the answer data will be the shortest after the conversion when the answer is correct;
transmitting to another game terminal the answer data converted in the converting step;
receiving the answer data from another game terminal; and
reverse-converting the answer data received in the receiving step.
US12/523,374 2007-01-19 2008-01-17 Game terminal, game system therefor, computer program therefor, and computer readable recording medium therewith Abandoned US20100105456A1 (en)

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JP2007010246A JP4242899B2 (en) 2007-01-19 2007-01-19 Game terminal and program
JP2007012242A JP4191767B2 (en) 2007-01-23 2007-01-23 Game terminal, game system, and program
JP2007-012242 2007-01-23
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