WO2007029450A1 - Network game server, network game system, and network game control method - Google Patents

Network game server, network game system, and network game control method Download PDF

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Publication number
WO2007029450A1
WO2007029450A1 PCT/JP2006/315918 JP2006315918W WO2007029450A1 WO 2007029450 A1 WO2007029450 A1 WO 2007029450A1 JP 2006315918 W JP2006315918 W JP 2006315918W WO 2007029450 A1 WO2007029450 A1 WO 2007029450A1
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WO
WIPO (PCT)
Prior art keywords
game
user
battle
prize
point
Prior art date
Application number
PCT/JP2006/315918
Other languages
French (fr)
Japanese (ja)
Inventor
Masayoshi Son
Original Assignee
Softbank Bb Corp.
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Softbank Bb Corp. filed Critical Softbank Bb Corp.
Publication of WO2007029450A1 publication Critical patent/WO2007029450A1/en

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Classifications

    • A63F13/12
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3272Games involving multiple players
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3286Type of games
    • G07F17/3288Betting, e.g. on live events, bookmaking

Definitions

  • the present invention relates to a network game system that provides a game that can be played through a communication network such as the Internet.
  • PCs Personal 'computers
  • mobile phone terminals game machines, etc.
  • game machines etc.
  • a communication network such as the Internet and provided by the game server. It is possible to play games.
  • a form of providing a game or game service provided in such a form is called a network game or online game.
  • a system for providing such a network game is disclosed in Patent Documents 1 and 2, for example.
  • a battle-type game (hereinafter referred to as a battle game) in which an unspecified number of game users battle each other. Called a game). In this way, it is possible to play a game between a large number of unspecified game users, which makes V and network games attractive to conventional game terminals!
  • Patent Document 1 Patent No. 3672879
  • Patent Document 2 Patent No. 3471790 Specification
  • the present invention has been made to solve the above-described problems, and the object of the present invention is to provide The objective is to provide a network game sano, a network game system, and a network game control method capable of improving the attractiveness of the network game to be provided and increasing the number of game users.
  • a first aspect of the present invention provides a battle game in which a plurality of battle game users compete with each other and a second game using the result of the battle game, and is used by the battle game user
  • a network game server capable of communicating with a plurality of second game terminals used by a plurality of battle game terminals and a plurality of second game users participating in the second game.
  • the network game server includes a battle game progress means for progressing the battle game according to operation information of the battle game user received from the battle game terminal via a communication network, and the second game terminal.
  • a second game progression means for proceeding with the second game in accordance with the operation information of the second game user received via the communication network, and a boy for storing a point balance for each battle game user.
  • a network game that uses the result of the battle game by associating the battle game with a network game that uses the result of the battle game such as a betting game that predicts the result of the battle game Prize points can be awarded to users of competitive games according to the fee points paid by the users.
  • S is an incentive to give prize points, and it is possible to continuously use and increase the number of users of competitive network games.
  • the point awarding means uses part or all of the fee point amount as the prize point amount.
  • the point giving means includes A predetermined percentage of the fee point amount is set as the prize point amount.
  • the competitive game progress means transmits information on a participation fee point amount paid by the competitive game user to the point grant means,
  • the point grant means determines the prize point amount based on the participation fee point amount and the fee point amount.
  • the point granting unit adds the prize point amount to the point balance of the competitive game user.
  • the unit of the commission points is converted into the unit of the prize points.
  • the second game is a betting game that predicts a result of the battle game
  • the second game progress means Receives bet data including a point amount to be paid as a bet value by the second game user from the second game terminal, and a part of the bet value is used as the fee point amount.
  • the history of the battle game executed by the battle game progress means and the history of the second game executed by the second game progress means are described.
  • the fraud determination means is configured such that the specific combination of the battle game user and the second game user has reached a predetermined number of times. In addition, a user who works on this specific combination is determined as an unauthorized user. As a result, it is possible to easily determine the users who may be illegally used.
  • a ninth aspect of the present invention is a network game system that provides a battle game in which a plurality of battle game users compete with each other and a second game that uses a result of the battle game.
  • the network game system according to this aspect includes a plurality of battle game terminals used by the battle game user and the battle game user connected to the plurality of battle game terminals via a communication network and receiving from the battle game terminal.
  • a battle game server for proceeding with the battle game according to the operation information, a plurality of second game terminals used by a second game user participating in the second game, and the plurality of second game terminals,
  • a second game server that is connected via a communication network and provides the second game to a user of the second game; and a point balance storage means for storing a point balance for each of the fighting game users
  • a prize giving server for accessing and giving prize points to the user of the competitive game.
  • the competitive game server sends information of the competitive game user to be awarded with a prize to the prize granting server, and the second game server receives the amount of fee points paid by the second game user.
  • the prize award server is based on the information about the competitive game user and the amount of commission points for the prize grant! Determining the amount of prize points to be awarded to a competitive game user, and adding the determined prize point amount to the point balance of the competitive game user to be awarded with the prize stored in the point balance storage means It is.
  • the competitive game and the network game that uses the result of the competitive game are associated with each other, and according to the fee points paid by the user of the network game that uses the result of the competitive game, Prize points can be awarded to users of competitive games.
  • the awarding of prize points is an incentive, and it is possible to continuously increase the number of users and the number of users for competitive network game users.
  • the second game is changed to the battle.
  • the second game server receives bet data including a point amount to be paid as a bet value by the second game user from the second game terminal, and a part of the bet value is set. Is the fee point amount.
  • An eleventh aspect of the present invention provides a battle game in which a plurality of battle game users compete with each other and a second game using the result of the battle game, and a plurality of games used by the battle game user. And a network game server that can communicate with a plurality of second game terminals used by a plurality of second game users participating in the second game and the second game terminal.
  • the control method according to this aspect includes a first step of progressing the battle game in accordance with the operation information of the battle game user received via the battle game terminal power communication network, and communication from the second game terminal.
  • a point balance storage means for storing the point balance of the game, and a fourth step of giving a prize point to the battle game user.
  • the competitive game and the network game that uses the result of the competitive game are associated with each other, and according to the fee points paid by the user of the network game that uses the result of the competitive game, Prize points can be awarded to users of competitive games.
  • the awarding of prize points is an incentive, and it is possible to continuously increase the number of users and the number of users for competitive network game users.
  • a predetermined percentage of the fee point amount is set as the prize point amount.
  • the eleventh aspect when the amount of prize points is added to the point balance of the competitive game user, Conversion to the unit of prize money points. In this way, even if the unit of fee points collected for the user power of the second game differs from the unit of prize points given to the battle game user, the amount of prize points is related to the amount of fee points. It can be decided.
  • the second game is a betting game for predicting a result of the battle game
  • the second game user Receives bet data including a point amount to be paid as a bet value from the second game terminal, and a part of the bet value is set as the fee point amount.
  • the battle game user and the second game user are referred to by referring to the history of the battle game and the second game that have been executed.
  • the method further includes a step of detecting the presence of an unauthorized user based on the result of matching the combinations.
  • FIG. 1 is a configuration diagram of a network game system according to a first embodiment of the invention.
  • FIG. 2 is a block diagram of a competitive game server according to the first embodiment of the present invention.
  • FIG. 3 is a block diagram of a betting game server according to the first embodiment of the present invention.
  • FIG. 4 is a block diagram of a prize giving server according to the first embodiment of the present invention.
  • FIG. 5A is a diagram showing a data structure of a database included in the network game system according to the first embodiment of the present invention.
  • FIG. 5B The data base of the network game system according to the first embodiment of the invention.
  • FIG. 5C is a diagram showing a data structure of a database included in the network game system according to the first embodiment of the present invention.
  • FIG. 5D is a diagram showing a data structure of a database included in the network game system according to the first embodiment of the invention.
  • FIG. 5E is a diagram showing a data structure of a database included in the network game system according to the first embodiment of the invention.
  • FIG. 6 is a process flow diagram of the network game system according to the first embodiment of the invention.
  • FIG. 7 is a flowchart showing a prize giving process performed by the network game system according to the first embodiment of the present invention.
  • FIG. 8 is a configuration diagram of a network game system according to a second embodiment of the invention.
  • FIG. 9 is a flowchart showing a prize giving process performed by the network game system according to the second embodiment of the present invention.
  • FIG. 10 is a configuration diagram of a network game system according to a third embodiment of the invention.
  • FIG. 11 is a flowchart of a fraud prevention process performed by the network game system according to the third embodiment of the present invention. Explanation of symbols
  • Fig. 1 shows the configuration of a network game system that works well with this embodiment.
  • the battle game server 11 is connected to a battle game terminal 16 operated by a battle game user via a communication network 18.
  • the battle game server 11 executes the game program and transmits a processing result corresponding to the operation information of the game user received from the battle game terminal 16 to the battle game terminal 16.
  • the competitive game server 11 transmits, to the betting game server 12, information necessary for performing a betting game for predicting the outcome of the competitive game as battle data. Specifically, before the start of the battle game, information on the participants of the battle game, such as past battle results, is transmitted. During the battle game, the battle status, etc. is transmitted. Send.
  • the competitive game server 11 determines the identification information (ID) of the competitive game user to be awarded a prize and the identification information (ID) of Z or the point account to be awarded the prize according to the result of the competitive game. Is sent to the prize award server 13.
  • the betting game server 12 is a betting game terminal 17 operated by a betting game user. And connected via a communication network 19.
  • the betting game server 12 executes a betting game that predicts a result of a battle game executed by the battle game server.
  • the betting game server 12 executes the game program, receives bet data including a betting value from the betting game terminal 17, and collects game points corresponding to the betting value from the point account of the game user DB15. Update. Also, according to the result of the competitive game, game points corresponding to dividends are given to the game user's point account, and the point account DB15 is updated.
  • the game point is an electronic virtual currency that has at least a value that can be exchanged in the network game system 1 and is a unit of a bet value and a payout.
  • the point account DB 15 is a database for managing the game point balance of the betting game user.
  • the game points of the betting game are electronically managed by the betting game server 12 and the point account DB15.
  • the betting game server 12 may be linked with a settlement server that performs a separate settlement process, or may include a settlement server. Users of betting games can use the payment server to purchase game points by debiting from a bank account using the online bank system, settlement by credit card, payment using electronic money, or the like. Furthermore, it is also possible to perform processing for converting game points into point units of other point programs.
  • the betting game server 12 transmits fee data to the prize giving server 13.
  • the fee data indicates the value of the fee points collected as the betting game user's power as the fee for participating in the betting game.
  • the fee data is used to determine the number of points to be awarded as prize money to the winners, winners, etc. of the battle game that is the target of the betting game. For this reason, for example, it is sufficient to notify the number of fee points aggregated in the expected unit of a betting game such as one battle or one tournament. Of course, you may notify the fee amount for each betting game user.
  • the prize giving server 13 receives the battle result data from the battle game server 11, receives the fee data from the betting game server 12, Game points are awarded as prize money. Specifically, the prize giving server 13 updates the point account DB 14 so that the balance of the game point account of the target game user is increased by the amount of game points given as the prize.
  • the point account DB 14 is a database for managing the game point balance of the battle game user.
  • the point account DB 14 is a battle game user's financial institution account or an electronic money account, and the prize money granting server 13 deposits an amount corresponding to the prize money into the battle game user's financial institution account or the like. It may be a thing.
  • the prize server 13 receives the payment request data according to the procedure of the banking system. If you want to send it.
  • Network game server 10 including the above-described battle game server 11, betting game server 12, and prize-winning server 13 corresponds to a network game server useful for the present invention.
  • the competitive game terminal 16 is a terminal used by a competitive game user.
  • the battle game terminal 16 transmits information input by the user to the battle game server 11 and receives processing results, game screen data, and the like from the battle game server 11.
  • the battle game terminal 16 is, for example, a personal computer (PC), a mobile phone terminal, a game machine, or the like.
  • the betting game terminal 17 is a terminal used by a betting game user.
  • the betting game terminal 17 transmits information such as a bet value input by the user to the betting game server 12, and also from the betting game server 12, information on the participants of the battle game, display data of the battle status, battle result information, etc. Receive.
  • the betting game terminal 17 is, for example, a personal computer (PC), a mobile phone terminal, a game machine, or the like.
  • the communication networks 18 and 19 are the Internet, a public network, a mobile phone communication network, or the like, or those connected to each other.
  • FIG. 1 An example of the hardware configuration of the competitive game server 11 is shown in FIG.
  • a typical computer 'system is available for the game server 11
  • an input device 101 such as a keyboard and a mouse
  • an output device 102 such as a monitor and a printer
  • an input / output interface 103 that controls these inputs and outputs
  • a LAN a telephone network
  • the communication interface 104 is connected to a network such as a network to transmit and receive data.
  • a CPU 105, a RAM 106, a ROM 107, and an external storage device 108 that execute arithmetic processing are provided.
  • a hard disk device provided in a single computer may be used together with other configurations, but it is configured as a database that is physically isolated and connected via the communication interface 104. Alternatively, it may be configured by combining a plurality of hard disk devices or databases.
  • the CPU 105 is a central control device that executes various processes in the competitive game server 11 based on a control program.
  • the control program is a program for causing the CPU 105 to execute processing relating to the competitive game server 11, and is stored in the ROM 107, the external storage device 108, or both.
  • the control program may be acquired via a remote storage means communication network.
  • the external storage device 108 stores a game program 109.
  • the game program 109 is a program for causing the computer system to execute a competitive network game that is effective in the present invention, and is read out on the internal memory of the RAM 106 or the CPU 105 and executed in the CPU 105.
  • the computer system shown in FIG. 2 can operate as the battle game server 11 that is effective in the present embodiment.
  • the game program 109 can be stored not only in the external storage device 108 such as a hard disk but also in various types of storage media, and can be transmitted via a communication medium.
  • the storage medium includes, for example, a flexible disk, hard disk, magnetic disk, magneto-optical disk, CD-ROM, DVD, ROM cartridge, RAM memory cartridge with battery backup, flash memory cartridge, nonvolatile RAM cartridge, etc. including.
  • the communication medium includes a wired communication medium such as a telephone line, a wireless communication medium such as a microphone port line, and the Internet.
  • the battle game server 11 includes a battle game user DB 110 and a battle game history.
  • DB111 is provided.
  • the competitive game user DB 110 is a DB for storing user information of the competitive game provided by the competitive game server 11.
  • An example of the data structure of the competitive game user DB110 is shown in FIG. 5A.
  • the competitive game user DB110 manages the personal information such as the competitive game user ID, the user's name and address, and game points for uniquely identifying the competitive game user. Information such as point account IDs is stored in correspondence. Furthermore, it is also possible to store information such as the competition game user's competition results, the number of championships, and the specialty game.
  • the competitive game history DB 111 is a database that stores the results of competitive games executed by the competitive game server 11 as a history.
  • An example of the data structure of the competitive game history DB 111 is shown in FIG. 5B.
  • information such as the competitive game ID for identifying the executed competitive game, the date and time of the competitive game, the winner of the competitive game, and the participants of the competitive game are stored in association with each other.
  • the betting game server 12 can use a typical computer system similar to the battle game server 11.
  • a hardware configuration example of the betting game server 12 is shown in FIG.
  • symbol is attached
  • the game program 209 stored in the external storage device 108 is a program for causing the computer system to execute a betting game that predicts the result of a battle game executed by the battle game server 11.
  • the game program 209 is read out on an internal memory included in the RAM 106 or the CPU 105 and executed by the CPU 105.
  • the computer 'system shown in FIG. 3 operates as the betting game server 12 that works according to the present embodiment.
  • the game program 209 can be stored not only in the external storage device 108 but also in various recording media, and can be transmitted via a communication medium, similarly to the game program 109 described above.
  • the betting game user DB 210 is a DB that stores user information of betting games provided by the betting game server 12.
  • An example of the data structure of the betting game user DB 210 is shown in FIG. 5C.
  • betting game users DB210 uniquely identifies betting game users.
  • Information for personal identification such as a betting game user ID, a user name and an address, and information such as a point account ID for managing game points are stored in association with each other.
  • the betting game history DB211 is a database that stores the results of betting games executed by the betting game server 12 as history.
  • Bet game history DB211 data configuration example is shown in Figure 5D.
  • the betting game history DB211 contains the betting game ID that identifies the betting game that has been executed, the date and time of the betting game, and information that identifies the fighting game that was the target of the betting game (such as the fighting game ID).
  • information such as participants of betting games is stored in association with each other.
  • the prize giving server 13 can use a typical computer system.
  • An example of the hardware configuration of the prize award server 13 is shown in FIG.
  • symbol is attached
  • the processing program 309 stored in the external storage device 108 is a program for causing the computer's system to execute processing for updating the point account DB14 with game points to be awarded as prize money (hereinafter referred to as prize points). is there.
  • the processing program 309 is read out on the RAM 106 or the internal memory included in the CPU 105 and executed by the CPU 105.
  • the computer system shown in FIG. 4 operates as the prize award server 13 that is useful for the present embodiment.
  • the prize grant rule file 310 defines rules for determining the number of prize points. For example, of the game points that the betting game server 12 collects as a fee, a percentage (for example, 30%) that is awarded as a prize point is determined.
  • the prize grant rule may be transmitted from the battle game server 11 or the betting game server 12 and stored in the prize grant rule file 310. Such a configuration is particularly effective when changing the rules for winning points according to the content of the played game or betting game.
  • the processing program 309 and the prize-winning rule file 310 described above are stored in the game program. Similar to the program 109, the program can be stored in various recording media, not limited to the external storage device 108, and can be transmitted via the communication media.
  • the prize grant history DB 311 is a database for storing the process history of the prize grant server 13.
  • An example of the data structure of the history DB311 is shown in Fig. 5E.
  • the prize grant history DB 311 is associated with information such as the process number that identifies the process for awarding executed prize points, the point account ID that assigned the prize points, and the number of game points granted as prizes. Stored.
  • the competitive game server 11, the betting game server 12, and the prize giving server 13 that are relevant to the present embodiment can be configured by a plurality of computers instead of a single computer. Conversely, all or part of these servers can be configured as the same computer system.
  • the hardware configuration is not limited to the configuration shown in FIGS.
  • other configurations necessary for providing network game services such as a user authentication server and a firewall may be provided.
  • step S 1 a battle game user who wishes to participate in a battle game transmits a request for participation in the battle game to the battle game server 11 using the battle game terminal 16.
  • step S2 the competitive game server 11 registers the participation in the competitive game according to the competitive game user's desire to participate, and uses the competitive game user information stored in the competitive game user DB 110 to perform the competitive game. Generate information.
  • the battle information is information about the content of the battle game, participants, and the like, and is information necessary to predict the outcome of the battle game.
  • step S 3 the battle game server 11 transmits the generated battle information to the betting game server 12.
  • step S4 the betting game server 12 transmits the received competition information to the betting game terminal 17.
  • step S5 the betting game terminal 17 displays the received competition information on the display and prompts the betting game user to input a betting value.
  • the target of the prediction of the betting game at this time is a variety of power specific targets that are the results of the battle game. For example, one match winner or loser match, match tourna There are various things, such as the expected winners of the competition, the top rankings of the tournament, and the bottom forecast of the tournament.
  • step S6 the betting game terminal 17 transmits bet data including the betting value input by the betting game user to the betting game server 12.
  • the betting game server 12 refers to the betting value included in the received bet data, collects game points corresponding to the betting value, collects the point account power of the game user, and updates the point account DB 15. If a fee is collected separately from the bet value, game points corresponding to the fee may also be collected.
  • step S8 the battle game is executed on the battle game server 11 and the battle game terminal 16 used by the user who has registered for participation.
  • the execution status of the battle game is transmitted to the betting game server 12 (step S9).
  • step S 10 the betting game server 12 transmits the execution status of the battle game to the betting game terminal 17.
  • step S11 the betting game terminal 17 displays the status of the battle game on the display. Note that the status of the battle game need not always be displayed, and the presence or absence of the display may be changed according to the content of the battle game or the betting game user's desire.
  • step S12 the competitive game server 11 transmits the result after the completion of the competitive game to the betting game server 12.
  • step S13 the betting game server 12 refers to the result of the received competitive game, and gives a payout point to the expected betting game user. Specifically, referring to the betting game user DB, obtain the point account ID of the betting game user who is to receive the dividend points, and add the dividend points to the point account specified by the ID. .
  • step S14 the betting game server 12 transmits the result of the battle game and the result of the betting game to the betting game terminal 17.
  • step S15 the battle game server 11 transmits the battle result data to the prize award server 13.
  • the prize giving server 13 that has received the competition result data saves the data in the storage means such as the RAM 106, the external storage device 108, or the prize grant history DB 311.
  • step S 16 the betting game server 12 transmits fee data to the prize giving server 13.
  • the prize award server 13 Upon receiving the fee data, the prize award server 13 sends the data to the RA
  • the data is stored in a storage unit such as the M106, the external storage device 108, or the prize grant history DB 311.
  • step S17 the prize award server 13 determines prize points based on the battle result data and fee data received in steps S 15 and S 16, and updates the point account DB 14 with the decided prize points. To do.
  • step S17 a specific example of step S17 will be described with reference to the flowchart of FIG.
  • step S101 the battle result data received from the battle game server 11 and stored in the storage means is acquired.
  • step S102 fee data received from the betting game server 12 and stored in the storage means is acquired.
  • step S103 with reference to the prize giving rule 310, the prize point is determined according to a predetermined rule.
  • Figure 7 shows the case where a predetermined percentage (for example, 30%) of the total commission points obtained from the commission data data is used as the prize points.
  • step S104 referring to the competition result data, the point account ID of the competition game user to be awarded points is identified, and prize points are awarded to the point account identified by the identified point account ID. .
  • step S105 the details of the prize point grant are stored in the prize grant history DB 311 and the prize point grant process is terminated.
  • a predetermined percentage of commission points is a prize point
  • various modifications are possible.
  • a predetermined value of the commission points may be used as the prize points.
  • the relative results of the battle game participants are received as battle result data.
  • the prize points can be changed in accordance with the magnitude of time difference, score difference, or the like.
  • the network game system 1 that is effective in the present embodiment uses the betting game user's ability to predict the outcome of the competitive game to collect a part or all of the collected commission points as a prize for the competitive game user. It will be used for points. As a result, it becomes an S incentive to grant prize points, and the continuous use of competitive game users, Increase the number of users on the Internet.
  • the amount of prize points awarded to the battle game user should be changed according to the fee points collected by the betting game user.
  • the increase in prize money points will be an incentive for competitive game users, improving the attractiveness of competitive games, promoting the continuous use of competitive game users, and contributing to the increase in the number of users.
  • the spread of users' personality and the improvement of the skill level of the fighting game users will increase the enjoyment of predicting the results of the fighting game. The number can be expected to increase.
  • the two games can be closely related, and both games can be used compared to the case where the two games are simply executed independently. The satisfaction of the person can be further improved.
  • FIG. 8 shows the configuration of the network game system 2 that is useful in the present embodiment.
  • the competitive game server 21 collects participation fee points for the competitive game user power, and sends the participation fee data indicating the collected participation fee points to the prize grant server 23.
  • the entry fee point represented by the entry fee data including only the fee points is also used for the prize points.
  • the competitive game server 21 and the prize giving server 23 can be configured by the same computer system as the competitive game server 11 and the prize giving server 13 according to the first embodiment of the invention.
  • the overall processing flow of the network game system 2 is to collect entry fee points from the point account DB14 after step S1 in FIG. 6, and to collect the match result data and entry fee data in step S15. Except for sending, the processing flow is the same as that of the network game system 1 shown in FIG.
  • the components other than the competitive game server 21 and the prize-winning server 23 are the network game system 1. Since it is the same as that provided, the same reference numerals are attached and detailed description is omitted.
  • FIG. 9 shows a flowchart of the prize point giving process performed by the prize giving server 23. The same processes as those performed by the prize award server 13 shown in FIG.
  • step S 201 the participation fee data received from the competitive game server 21 and stored in the storage means such as the RAM 106, the external storage device 108 or the prize grant history DB 311 is acquired.
  • step S202 with reference to the prize giving rule 310, a prize point is determined according to a predetermined rule.
  • Fig. 9 shows the case where a predetermined percentage (for example, 10%) of the total points of fee points obtained from fee data and entry fee data obtained from fee data is used as prize points.
  • the method for determining a prize point can be variously modified.
  • a predetermined value of commission points and entry fee points may be used as prize points.
  • the participation fee points collected from the battle game user are also allocated to the prize points, so that the funds for the prize points can be increased. This makes it possible to set prize points that are more attractive to users of competitive games.
  • FIG. 10 shows the configuration of the network game system 3 that is useful for the present embodiment.
  • the network game system 3 is different from the network game system 1 according to the first embodiment of the invention in that it includes a fraud determination device 39.
  • the competing game server 31 receives the determination result of the fraud determining device 39, and other components are the same as those of the competing game server 11 according to the first embodiment of the invention except that measures are taken to prevent fraud. Common.
  • the betting game server 32 receives the determination result of the fraud determination device 39 and takes other measures to prevent fraud. Common with the betting game server 12 that powers the state 1.
  • the fraud determination device 39 determines a fighting game user and a betting game user who have a possibility of fraud based on the history of the fighting game and the betting game.
  • step S301 a battle game history is obtained by referring to the battle game history DB 111 provided in the battle game server 31.
  • step S 302 the betting game history DB provided in the betting game server 32.
  • step S303 referring to the history acquired in steps S301 and S302, the battle game user who participated in the battle game and the bet game participants who participated in the bet game for which the battle game is a prediction target Are counted, and the number of times a specific user combination occurs is counted.
  • step S304 it is determined whether the number of combinations of specific users has reached a predetermined number or more. If the number is less than the predetermined number, it is determined that there is no fraud and the determination ends. On the other hand, if the number is more than the predetermined number, the competitive game user and the betting game user who make money for this combination notify the competitive game server 31 and the betting game server 32 that there is a possibility of fraud. Then, the determination is finished (step S305).
  • the competitive game server 31 and the betting game server 32 that have received the notification from the fraud determination device 39 take measures for preventing fraud. For example, notify other users that there is a suspected fraud. This allows other users to determine for themselves whether or not to participate in the battle game or the betting game. Also, for example, game participation for both users or one of the users may be restricted. This can eliminate fraud.
  • the network game system 3 which is effective in the present embodiment has the existence of fraudulent activity from the game execution history in order to prevent fraud due to conspiracy between the fighting game user and the betting game user. It is characterized in that a fraud determination device 39 is provided for determining whether or not.
  • the network game system of the present invention plays a betting game in which an unspecified number of battle game users participate and play a battle game, and predicts the result of the battle game. For this reason, the result of a competition in which pseudo players compete with computer programs Compared to the conventional network game system that performs a betting game that predicts the possibility of fraud, there is a problem that fraud due to conspiracy between users is more likely to occur.
  • the target of the betting game is not limited to the winner of the competitive game, and the target of the betting game is the predicted loss of the competitive game, the lowest prediction, or the ranking prediction including these. You can also. However, user misconduct is a particular problem when predicting losers in this way.
  • the presence of an unauthorized user is determined, and this is notified to other users, or the unauthorized user's participation in the game is restricted. Is possible. As a result, the reliability of the network game to be provided can be improved. Furthermore, by providing a highly reliable network game environment, it is possible to increase the sense of security of game users and contribute to an increase in game users.
  • bet data including a bet value is transmitted from the betting game terminal 17 to the betting game server 12 or 32.
  • the bet data from the betting game terminal 17 may not include a betting value.
  • the point account DB15 is a betting game user's financial institution account or electronic money account, etc.
  • the betting game server 12 or 32 is debited from the financial institution account, credit card settlement, etc. Power may also be collected as a fee.
  • the betting game server 12 or 32 shall notify the award granting server 13 or 23 of the fee amount that also collected the betting game user power as fee data, and the prize granting server 13 or 23 will respond according to the fee amount.
  • the prize game point or prize amount for the game user will be determined.
  • the betting game user pays a fee, and then predicts the outcome of the battle game and votes, and if the prediction is correct, the bet game user replaces the payout point and gives a prize. It is possible to obtain.
  • the prize in this case may be tangible or electronically issued data.
  • the present invention provides at least a game player with a virtual currency such as a game point having a value exchangeable in a network game system or a real currency.
  • the amount of prize money to be awarded is determined according to a fee paid by a user of a game different from the battle game using the result of the battle game. Therefore, in the above-described embodiment, instead of the power betting game described for the battle game and the network game system that provides the betting game that predicts the result, the result of the battle game by an unspecified number of game users is used. Other games can be used
  • the prize grant server 13 and 23 have updated the point account DB 14.
  • the prize grant server 13 performs the determination of the prize points, and the processing after the grant of the prize points is not performed.
  • an external point management system may be used.
  • the competitive game servers 11 and 21 according to the first or second embodiment of the present invention do not hold the competitive game history DB 111!
  • the betting game server 12 according to the first or second embodiment of the present invention described above does not hold the betting game history DB 211.
  • the situation of the battle game proceeding between the battle game server 11, 21, or 31 and the plurality of battle game terminals 16 is transmitted to the betting game server 12 or 22 in real time. For example, it may be transmitted after the end of the battle game with a time difference.
  • the present invention is useful for a game system that provides an online game, and is suitable for improving the attractiveness of an online game and increasing the number of users of the online game.

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Abstract

The attraction of network games is improved, and in increase of the network game users is promising. A network game system (1) comprises two-player game terminals (16), two-player game server (11) for progressing a two-player game in accordance with information on the operation by the two-player game user received from one of the two-player game terminal (16), betting game terminals (17), a betting game server (12) for progressing a betting game to expect the result of the two-player game, and a winning giving server (13) for giving a winning point or points to the two-player game user by accessing a point account DB (14) storing the remaining points of each two-player game user. The winning giving server (13) determines the winning points (s) given to the two-player game user according to the points for the charge which the betting game user has paid and adds the winning points to the remaining points stored in the point account DB (14).

Description

明 細 書  Specification
ネットワークゲームサーバ、ネットワークゲームシステム及びネットワークゲ ームの制御方法  NETWORK GAME SERVER, NETWORK GAME SYSTEM, AND NETWORK GAME CONTROL METHOD
技術分野  Technical field
[0001] 本発明は、インターネット等の通信ネットワークを介して遊ぶことができるゲームを提 供するネットワークゲームシステムに関する。  The present invention relates to a network game system that provides a game that can be played through a communication network such as the Internet.
背景技術  Background art
[0002] パーソナル 'コンピュータ (PC)、携帯電話端末、ゲーム機等を利用者端末とし、こ れらの利用者端末からインターネット等の通信ネットワークを介してゲームサーバに 接続し、ゲームサーバが提供するゲームを遊ぶことが可能となっている。このような形 態で提供されるゲーム又はゲームサービスの提供形態は、ネットワークゲーム又はォ ンラインゲームと呼ばれて 、る。このようなネットワークゲームを提供するためのシステ ムは、例えば特許文献 1及び 2に開示されて 、る。  [0002] Personal 'computers (PCs), mobile phone terminals, game machines, etc. are used as user terminals, and these user terminals are connected to a game server via a communication network such as the Internet and provided by the game server. It is possible to play games. A form of providing a game or game service provided in such a form is called a network game or online game. A system for providing such a network game is disclosed in Patent Documents 1 and 2, for example.
[0003] また、ネットワークゲームでは、カードゲーム、スポーツゲーム、ロールプレイングゲ ーム等の様々なゲームジャンルにおいて、不特定多数のゲーム利用者が相互に対 戦を行う対戦型のゲーム (以下、対戦ゲームと呼ぶ)が提供されている。このように不 特定多数のゲーム利用者間での対戦が可能であることは、従来のゲーム端末にはな V、ネットワークゲームの魅力となって!/、る。  [0003] Also, in network games, in various game genres such as card games, sports games, role-playing games, etc., a battle-type game (hereinafter referred to as a battle game) in which an unspecified number of game users battle each other. Called a game). In this way, it is possible to play a game between a large number of unspecified game users, which makes V and network games attractive to conventional game terminals!
[0004] 一方、従来から、コンピュータプログラムによる擬似プレイヤーが争う競技を対象とし て、その競技の勝敗を予想して賭けゲームを行うネットワークゲームも行われて 、る。 特許文献 1:特許第 3672879号明細書 [0004] On the other hand, conventionally, there is also a network game in which a betting game is performed in anticipation of winning or losing a competition for a competition in which a pseudo player is competing with a computer program. Patent Document 1: Patent No. 3672879
特許文献 2:特許第 3471790号明細書  Patent Document 2: Patent No. 3471790 Specification
発明の開示  Disclosure of the invention
発明が解決しょうとする課題  Problems to be solved by the invention
[0005] ネットワークゲームを提供するサービスにおける重要な課題は、ゲーム利用者数の 増大を図ることである。 [0005] An important issue in services that provide network games is to increase the number of game users.
[0006] 本発明は、上述の課題を解決するためになされたものであり、本発明の目的は、提 供するネットワークゲームの魅力を向上し、ゲーム利用者数の増大を図ることが可能 なネットワークゲームサーノ 、ネットワークゲームシステム及びネットワークゲームの制 御方法を提供することである。 [0006] The present invention has been made to solve the above-described problems, and the object of the present invention is to provide The objective is to provide a network game sano, a network game system, and a network game control method capable of improving the attractiveness of the network game to be provided and increasing the number of game users.
課題を解決するための手段  Means for solving the problem
[0007] 本発明の第 1の態様は、複数の対戦ゲーム利用者が相互に競い合う対戦ゲーム及 び当該対戦ゲームの結果を利用する第 2のゲームを提供し、前記対戦ゲーム利用者 が使用する複数の対戦ゲーム端末及び前記第 2のゲームに参加する複数の第 2ゲ ーム利用者が使用する複数の第 2ゲーム端末と通信可能なネットワークゲームサー バである。本態様のネットワークゲームサーバは、前記対戦ゲーム端末から通信ネッ トワークを介して受信した前記対戦ゲーム利用者の操作情報に応じて前記対戦ゲー ムを進行する対戦ゲーム進行手段と、前記第 2ゲーム端末力 通信ネットワークを介 して受信した前記第 2ゲーム利用者の操作情報に応じて前記第 2のゲームを進行す る第 2ゲーム進行手段と、前記対戦ゲーム利用者ごとのポイント残高を記憶するボイ ント残高記憶手段と、前記ポイント残高記憶手段にアクセス可能なポイント付与手段 とを備える。さらに、前記第 2ゲーム進行手段は、前記第 2ゲーム利用者が支払った 手数料ポイント量の情報を前記ポイント付与手段に送信し、前記ポイント付与手段は 、前記手数料ポイント量に基づいて、前記対戦ゲーム利用者に付与する賞金ポイン ト量を決定し、前記ポイント残高記憶手段に記憶された前記対戦ゲーム利用者のポ イント残高に前記賞金ポイント量を加算するものである。  [0007] A first aspect of the present invention provides a battle game in which a plurality of battle game users compete with each other and a second game using the result of the battle game, and is used by the battle game user A network game server capable of communicating with a plurality of second game terminals used by a plurality of battle game terminals and a plurality of second game users participating in the second game. The network game server according to this aspect includes a battle game progress means for progressing the battle game according to operation information of the battle game user received from the battle game terminal via a communication network, and the second game terminal. A second game progression means for proceeding with the second game in accordance with the operation information of the second game user received via the communication network, and a boy for storing a point balance for each battle game user. A point balance storage means and a point grant means accessible to the point balance storage means. Further, the second game progression means transmits information on the fee point amount paid by the second game user to the point granting means, and the point granting means, based on the fee point amount, A prize point amount to be given to the user is determined, and the prize point amount is added to the point balance of the battle game user stored in the point balance storage means.
[0008] このような構成により、対戦ゲームと、この対戦ゲームの結果を予想する賭けゲーム 等の対戦ゲームの結果を利用するネットワークゲームとを相互に関連付け、対戦ゲー ムの結果を利用するネットワークゲームの利用者が支払う手数料ポイントに応じて、 対戦ゲームの利用者に賞金ポイントを付与することができる。これにより、賞金ポイン トの付与力 Sインセンティブとなり、対戦型のネットワークゲームの利用者に対して継続 的な利用、利用者数の増大を図ることができる。  [0008] With such a configuration, a network game that uses the result of the battle game by associating the battle game with a network game that uses the result of the battle game such as a betting game that predicts the result of the battle game Prize points can be awarded to users of competitive games according to the fee points paid by the users. As a result, S is an incentive to give prize points, and it is possible to continuously use and increase the number of users of competitive network games.
[0009] 本発明の第 2の態様は、上記第 1の態様において、前記ポイント付与手段は、前記 手数料ポイント量の一部又は全部を前記賞金ポイント量とするものである。 [0009] In a second aspect of the present invention, in the first aspect, the point awarding means uses part or all of the fee point amount as the prize point amount.
[0010] 本発明の第 3の態様は、上記第 1の態様において、前記ポイント付与手段は、前記 手数料ポイント量のうちの所定の割合を前記賞金ポイント量とするものである。 [0010] In a third aspect of the present invention, in the first aspect described above, the point giving means includes A predetermined percentage of the fee point amount is set as the prize point amount.
[0011] 本発明の第 4の態様は、上記第 1の態様において、前記対戦ゲーム進行手段は、 前記対戦ゲーム利用者が支払った参加料ポイント量の情報を前記ポイント付与手段 に送信し、前記ポイント付与手段は、前記参加料ポイント量及び前記手数料ポイント 量に基づいて、前記賞金ポイント量を決定するものである。このような構成により、対 戦ゲーム利用者力 徴収する参加料ポイントも賞金ポイントに充当するため、賞金ポ イントの原資を大きくすることができる。このため、対戦ゲーム利用者にとってより魅力 のある賞金ポイントを設定することが可能となる。  [0011] In a fourth aspect of the present invention, in the first aspect, the competitive game progress means transmits information on a participation fee point amount paid by the competitive game user to the point grant means, The point grant means determines the prize point amount based on the participation fee point amount and the fee point amount. With such a configuration, the participation fee points collected for competitive game users are also allocated to the prize points, so that the funds for the prize points can be increased. This makes it possible to set prize points that are more attractive to users of competitive games.
[0012] 本発明の第 5の態様は、上記第 1乃至第 4の態様のいずれかにおいて、前記ポイン ト付与手段は、前記対戦ゲーム利用者のポイント残高に前記賞金ポイント量を加算 する際に、前記手数料ポイントの単位カゝら前記賞金ポイントの単位への変換を行うも のである。このような構成により、第 2のゲームの利用者力 徴収する手数料ポイント の単位と対戦ゲーム利用者に付与する賞金ポイントの単位が異なる場合にも、手数 料ポイント量に対応付けて賞金ポイント量を決定することができる。  [0012] In a fifth aspect of the present invention, in any one of the first to fourth aspects, the point granting unit adds the prize point amount to the point balance of the competitive game user. The unit of the commission points is converted into the unit of the prize points. With such a configuration, even if the unit of fee points collected for the user power of the second game is different from the unit of prize points awarded to the battle game user, the amount of prize points is related to the amount of fee points. Can be determined.
[0013] 本発明の第 6の態様は、上記第 1乃至第 4の態様のいずれかにおいて、前記第 2の ゲームを前記対戦ゲームの結果を予想する賭けゲームとし、前記第 2ゲーム進行手 段は、前記第 2ゲーム利用者が賭け値として支払うポイント量が含まれる betデータを 前記第 2ゲーム端末から受信し、前記賭け値の一部を前記手数料ポイント量とするも のである。このような構成により、対戦ゲームの結果を予想する賭けゲームの利用者 が支払う手数料に基づいて、対戦ゲーム利用者に対する賞金ポイントと決定すること ができる。  [0013] In a sixth aspect of the present invention, in any one of the first to fourth aspects, the second game is a betting game that predicts a result of the battle game, and the second game progress means Receives bet data including a point amount to be paid as a bet value by the second game user from the second game terminal, and a part of the bet value is used as the fee point amount. With such a configuration, it is possible to determine the prize points for the battle game user based on the fee paid by the user of the betting game who predicts the result of the battle game.
[0014] 本発明の第 7の態様は、上記第 1の態様において、前記対戦ゲーム進行手段が実 行した対戦ゲームの履歴及び前記第 2ゲーム進行手段が実行した第 2のゲームの履 歴を参照し、前記対戦ゲーム利用者と前記第 2ゲーム利用者の組合せを照合した結 果に基づいて、不正な利用者の存在を検出する不正判定手段をさらに備えるもので ある。このような構成により、不正な利用者の存在を判定し、この判定結果に基づい て、不正利用者を他の利用者に通知したり、不正な利用者のゲーム参加を制限した りすることが可能となる。 [0015] 本発明の第 8の態様は、上記第 7の態様において、前記不正判定手段は、前記対 戦ゲーム利用者と前記第 2ゲーム利用者の特定の組合せが所定回数に達している 場合に、この特定の組合せに力かる利用者を不正利用者と判定するものである。こ れにより、不正利用の可能性がある利用者を容易に判定することができる。 [0014] In a seventh aspect of the present invention, in the first aspect, the history of the battle game executed by the battle game progress means and the history of the second game executed by the second game progress means are described. Reference is further made to fraud determination means for detecting the presence of an unauthorized user based on a result of collating the combination of the competitive game user and the second game user. With such a configuration, it is possible to determine the presence of an unauthorized user, and to notify the unauthorized user to other users based on the determination result, or to restrict unauthorized users from participating in the game. It becomes possible. [0015] In an eighth aspect of the present invention, in the seventh aspect, the fraud determination means is configured such that the specific combination of the battle game user and the second game user has reached a predetermined number of times. In addition, a user who works on this specific combination is determined as an unauthorized user. As a result, it is possible to easily determine the users who may be illegally used.
[0016] 本発明の第 9の態様は、複数の対戦ゲーム利用者が相互に競い合う対戦ゲーム及 び当該対戦ゲームの結果を利用する第 2のゲームを提供するネットワークゲームシス テムである。本態様のネットワークゲームシステムは、前記対戦ゲーム利用者が使用 する複数の対戦ゲーム端末と、前記複数の対戦ゲーム端末と通信ネットワークを介し て接続され、前記対戦ゲーム端末から受信する前記対戦ゲーム利用者の操作情報 に応じて前記対戦ゲームを進行する対戦ゲームサーバと、前記第 2のゲームに参カロ する第 2ゲーム利用者が使用する複数の第 2ゲーム端末と、前記複数の第 2ゲーム 端末と通信ネットワークを介して接続され、前記第 2のゲームの利用者に対して前記 第 2のゲームを提供する第 2ゲームサーバと、前記対戦ゲーム利用者ごとのポイント 残高を記憶するポイント残高記憶手段にアクセスし、前記対戦ゲーム利用者に対し て賞金ポイントを付与する賞金付与サーバとを備える。さらに、前記対戦ゲームサー バは、賞金付与の対象となる対戦ゲーム利用者の情報を前記賞金付与サーバに送 信し、前記第 2ゲームサーバは、前記第 2ゲーム利用者が支払った手数料ポイント量 の情報を前記賞金付与サーバに送信し、前記賞金付与サーバは、前記賞金付与の 対象となる対戦ゲーム利用者の情報及び前記手数料ポイント量に基づ!、て、前記賞 金付与の対象となる対戦ゲーム利用者に付与する賞金ポイント量を決定し、決定し た前記賞金ポイント量を前記ポイント残高記憶手段に記憶された前記賞金付与の対 象となる対戦ゲーム利用者のポイント残高に加算するものである。  [0016] A ninth aspect of the present invention is a network game system that provides a battle game in which a plurality of battle game users compete with each other and a second game that uses a result of the battle game. The network game system according to this aspect includes a plurality of battle game terminals used by the battle game user and the battle game user connected to the plurality of battle game terminals via a communication network and receiving from the battle game terminal. A battle game server for proceeding with the battle game according to the operation information, a plurality of second game terminals used by a second game user participating in the second game, and the plurality of second game terminals, A second game server that is connected via a communication network and provides the second game to a user of the second game; and a point balance storage means for storing a point balance for each of the fighting game users A prize giving server for accessing and giving prize points to the user of the competitive game. Further, the competitive game server sends information of the competitive game user to be awarded with a prize to the prize granting server, and the second game server receives the amount of fee points paid by the second game user. Is sent to the prize award server, and the prize award server is based on the information about the competitive game user and the amount of commission points for the prize grant! Determining the amount of prize points to be awarded to a competitive game user, and adding the determined prize point amount to the point balance of the competitive game user to be awarded with the prize stored in the point balance storage means It is.
[0017] このような構成により、対戦ゲームと、対戦ゲームの結果を利用するネットワークゲ 一ムとを相互に関連付け、対戦ゲームの結果を利用するネットワークゲームの利用者 が支払う手数料ポイントに応じて、対戦ゲームの利用者に賞金ポイントを付与すること ができる。これにより、賞金ポイントの付与がインセンティブとなり、対戦型のネットヮー クゲームの利用者に対して継続的な利用、利用者数の増大を図ることができる。  [0017] With such a configuration, the competitive game and the network game that uses the result of the competitive game are associated with each other, and according to the fee points paid by the user of the network game that uses the result of the competitive game, Prize points can be awarded to users of competitive games. As a result, the awarding of prize points is an incentive, and it is possible to continuously increase the number of users and the number of users for competitive network game users.
[0018] 本発明の第 10の態様は、上記第 9の態様において、前記第 2のゲームを前記対戦 ゲームの結果を予想する賭けゲームとし、前記第 2ゲームサーバは、前記第 2ゲーム 利用者が賭け値として支払うポイント量を含む betデータを前記第 2ゲーム端末から 受信し、前記賭け値の一部を前記手数料ポイント量とするものである。このような構成 により、対戦ゲームの結果を予想する賭けゲームの利用者が支払う手数料に基づい て、対戦ゲーム利用者に対する賞金ポイントと決定することができる。 [0018] According to a tenth aspect of the present invention, in the ninth aspect, the second game is changed to the battle. The second game server receives bet data including a point amount to be paid as a bet value by the second game user from the second game terminal, and a part of the bet value is set. Is the fee point amount. With such a configuration, it is possible to determine the prize points for the battle game user based on the fee paid by the user of the betting game who predicts the result of the battle game.
[0019] 本発明の第 11の態様は、複数の対戦ゲーム利用者が相互に競い合う対戦ゲーム 及び当該対戦ゲームの結果を利用する第 2のゲームを提供し、前記対戦ゲーム利用 者が使用する複数の対戦ゲーム端末及び前記第 2のゲームに参加する複数の第 2 ゲーム利用者が使用する複数の第 2ゲーム端末と通信可能なネットワークゲームサ ーバが行うネットワークゲームの制御方法である。本態様の制御方法は、前記対戦ゲ ーム端末力 通信ネットワークを介して受信した前記対戦ゲーム利用者の操作情報 に応じて前記対戦ゲームを進行する第 1ステップと、前記第 2ゲーム端末から通信ネ ットワークを介して受信した前記第 2ゲーム利用者の操作情報に応じて前記第 2のゲ ームを進行するとともに、前記第 2ゲーム利用者カゝら手数料ポイントを徴収する第 2ス テツプと、前記第 2ゲーム利用者が支払った手数料ポイント量に基づ 、て前記賞金 付与の対象となる対戦ゲーム利用者に付与する賞金ポイント量を決定する第 3ステツ プと、前記対戦ゲーム利用者ごとのポイント残高を記憶するポイント残高記憶手段に アクセスして、前記対戦ゲーム利用者に対して賞金ポイントを付与する第 4ステップと を備える。 [0019] An eleventh aspect of the present invention provides a battle game in which a plurality of battle game users compete with each other and a second game using the result of the battle game, and a plurality of games used by the battle game user. And a network game server that can communicate with a plurality of second game terminals used by a plurality of second game users participating in the second game and the second game terminal. The control method according to this aspect includes a first step of progressing the battle game in accordance with the operation information of the battle game user received via the battle game terminal power communication network, and communication from the second game terminal. A second step of proceeding with the second game according to the operation information of the second game user received via the network and collecting fee points from the second game user; And a third step for determining the amount of prize points to be awarded to the competitive game user to be awarded based on the amount of commission points paid by the second game user, and for each competitive game user. A point balance storage means for storing the point balance of the game, and a fourth step of giving a prize point to the battle game user.
[0020] このような方法により、対戦ゲームと、対戦ゲームの結果を利用するネットワークゲ 一ムとを相互に関連付け、対戦ゲームの結果を利用するネットワークゲームの利用者 が支払う手数料ポイントに応じて、対戦ゲームの利用者に賞金ポイントを付与すること ができる。これにより、賞金ポイントの付与がインセンティブとなり、対戦型のネットヮー クゲームの利用者に対して継続的な利用、利用者数の増大を図ることができる。  [0020] According to such a method, the competitive game and the network game that uses the result of the competitive game are associated with each other, and according to the fee points paid by the user of the network game that uses the result of the competitive game, Prize points can be awarded to users of competitive games. As a result, the awarding of prize points is an incentive, and it is possible to continuously increase the number of users and the number of users for competitive network game users.
[0021] 本発明の第 12の態様は、上記第 11の態様において、前記手数料ポイント量のうち の所定の割合を前記賞金ポイント量とするものである。  [0021] In a twelfth aspect of the present invention, in the eleventh aspect, a predetermined percentage of the fee point amount is set as the prize point amount.
[0022] 本発明の第 13の態様は、上記第 11の態様において、前記対戦ゲーム利用者のポ イント残高に前記賞金ポイント量を加算する際に、前記手数料ポイントの単位力 前 記賞金ポイントの単位への変換を行うものである。このような方法により、第 2のゲーム の利用者力 徴収する手数料ポイントの単位と対戦ゲーム利用者に付与する賞金ポ イントの単位が異なる場合にも、手数料ポイント量に対応付けて賞金ポイント量を決 定することができる。 [0022] In a thirteenth aspect of the present invention, in the eleventh aspect, when the amount of prize points is added to the point balance of the competitive game user, Conversion to the unit of prize money points. In this way, even if the unit of fee points collected for the user power of the second game differs from the unit of prize points given to the battle game user, the amount of prize points is related to the amount of fee points. It can be decided.
[0023] 本発明の第 14の態様は、上記第 11の態様において、前記第 2のゲームを前記対 戦ゲームの結果を予想する賭けゲームとし、前記第 2ステップでは、前記第 2ゲーム 利用者が賭け値として支払うポイント量を含む betデータを前記第 2ゲーム端末から 受信し、前記賭け値の一部を前記手数料ポイント量とするものである。このような方法 により、対戦ゲームの結果を予想する賭けゲームの利用者が支払う手数料に基づい て、対戦ゲーム利用者に対する賞金ポイントと決定することができる。  [0023] In a fourteenth aspect of the present invention, in the eleventh aspect, the second game is a betting game for predicting a result of the battle game, and in the second step, the second game user Receives bet data including a point amount to be paid as a bet value from the second game terminal, and a part of the bet value is set as the fee point amount. By such a method, it is possible to determine the prize points for the battle game user based on the fee paid by the user of the betting game who predicts the outcome of the battle game.
[0024] 本発明の第 15の態様は、上記第 11の態様において、実行済みの前記対戦ゲーム 及び前記第 2のゲームの履歴を参照し、前記対戦ゲーム利用者と前記第 2ゲーム利 用者の組合せを照合した結果に基づ ヽて、不正な利用者の存在を検出するステップ をさらに備えるものである。このような構成により、不正な利用者の存在を判定し、この 判定結果に基づいて、不正利用者を他の利用者に通知したり、不正な利用者のゲ ーム参加を制限したりすることが可能となる。  [0024] In a fifteenth aspect of the present invention, in the eleventh aspect, the battle game user and the second game user are referred to by referring to the history of the battle game and the second game that have been executed. The method further includes a step of detecting the presence of an unauthorized user based on the result of matching the combinations. With such a configuration, the existence of an unauthorized user is determined, and based on the determination result, the unauthorized user is notified to other users, or the unauthorized user's participation in the game is restricted. It becomes possible.
発明の効果  The invention's effect
[0025] 本発明により、提供するネットワークゲームの魅力を向上し、ゲーム利用者数の増 大を図ることが可能なネットワークゲームサーノ 、ネットワークゲームシステム及びネッ トワークゲームの制御方法を提供することができる。 図面の簡単な説明  [0025] According to the present invention, it is possible to provide a network game sano, a network game system, and a network game control method capable of improving the attractiveness of the provided network game and increasing the number of game users. . Brief Description of Drawings
[0026] [図 1]発明の実施の形態 1にかかるネットワークゲームシステムの構成図である。  FIG. 1 is a configuration diagram of a network game system according to a first embodiment of the invention.
[図 2]発明の実施の形態 1にかかる対戦ゲームサーバの構成図である。  FIG. 2 is a block diagram of a competitive game server according to the first embodiment of the present invention.
[図 3]発明の実施の形態 1にかかる賭けゲームサーバの構成図である。  FIG. 3 is a block diagram of a betting game server according to the first embodiment of the present invention.
[図 4]発明の実施の形態 1にかかる賞金付与サーバの構成図である。  FIG. 4 is a block diagram of a prize giving server according to the first embodiment of the present invention.
[図 5A]発明の実施の形態 1にかかるネットワークゲームシステムが有するデータべ一 スのデータ構造を示す図である。  FIG. 5A is a diagram showing a data structure of a database included in the network game system according to the first embodiment of the present invention.
[図 5B]発明の実施の形態 1にかかるネットワークゲームシステムが有するデータべ一 スのデータ構造を示す図である。 [FIG. 5B] The data base of the network game system according to the first embodiment of the invention. FIG.
[図 5C]発明の実施の形態 1にかかるネットワークゲームシステムが有するデータべ一 スのデータ構造を示す図である。  FIG. 5C is a diagram showing a data structure of a database included in the network game system according to the first embodiment of the present invention.
[図 5D]発明の実施の形態 1にかかるネットワークゲームシステムが有するデータべ一 スのデータ構造を示す図である。  FIG. 5D is a diagram showing a data structure of a database included in the network game system according to the first embodiment of the invention.
[図 5E]発明の実施の形態 1にかかるネットワークゲームシステムが有するデータべ一 スのデータ構造を示す図である。  FIG. 5E is a diagram showing a data structure of a database included in the network game system according to the first embodiment of the invention.
[図 6]発明の実施の形態 1にかかるネットワークゲームシステムの処理フロー図である  FIG. 6 is a process flow diagram of the network game system according to the first embodiment of the invention.
[図 7]発明の実施の形態 1にかかるネットワークゲームシステムが行う賞金付与処理を 示すフローチャートである。 FIG. 7 is a flowchart showing a prize giving process performed by the network game system according to the first embodiment of the present invention.
[図 8]発明の実施の形態 2にかかるネットワークゲームシステムの構成図である。  FIG. 8 is a configuration diagram of a network game system according to a second embodiment of the invention.
[図 9]発明の実施の形態 2にかかるネットワークゲームシステムが行う賞金付与処理を 示すフローチャートである。  FIG. 9 is a flowchart showing a prize giving process performed by the network game system according to the second embodiment of the present invention.
[図 10]発明の実施の形態 3にかかるネットワークゲームシステムの構成図である。  FIG. 10 is a configuration diagram of a network game system according to a third embodiment of the invention.
[図 11]発明の実施の形態 3にかかるネットワークゲームシステムが行う不正防止処理 のフローチャートである。 符号の説明 FIG. 11 is a flowchart of a fraud prevention process performed by the network game system according to the third embodiment of the present invention. Explanation of symbols
I, 2, 3 ネットワークゲームシステム  I, 2, 3 Network game system
10, 20, 30 ネットワークゲームサーバ  10, 20, 30 Network game server
I I, 21, 31 対戦ゲームサーバ  I I, 21, 31 Competitive game server
12, 32 賭けゲームサーバ  12, 32 betting game server
13, 23 賞金付与サーバ  13, 23 Prize giving server
14, 15 ポイント口座 DB  14, 15 points account DB
16 対戦ゲーム端末  16 game terminal
17 賭けゲーム端末  17 betting game devices
18, 19 通信ネットワーク  18, 19 Communication network
109, 209 ゲームプログラム 110 対戦ゲーム利用者 DB 109, 209 Game program 110 Battle Game User DB
111 対戦ゲーム履歴 DB  111 Battle Game History DB
210 賭けゲーム利用者 DB  210 betting game user DB
211 賭けゲーム履歴 DB  211 betting game history DB
309 処理プログラム  309 Processing program
310 賞金付与ルール  310 Prize grant rules
311 賞金付与履歴 DB  311 Prize-winning history DB
発明を実施するための最良の形態  BEST MODE FOR CARRYING OUT THE INVENTION
[0028] 以下では、本発明を適用した具体的な実施の形態について、図面を参照しながら 詳細に説明する。なお、以下に説明する実施の形態は、対戦ゲームと当該対戦ゲー ムの結果を予想する賭けゲームを提供するネットワークゲームシステムに対して本発 明を適用したものである。各図面において、同一要素には同一の符号が付されてお り、説明の明確化のため、必要に応じて重複説明は省略する。  Hereinafter, specific embodiments to which the present invention is applied will be described in detail with reference to the drawings. In the embodiment described below, the present invention is applied to a network game system that provides a battle game and a betting game that predicts the result of the battle game. In each drawing, the same elements are denoted by the same reference numerals, and redundant description will be omitted as necessary for the sake of clarity.
[0029] 発明の実施の形態 1.  Embodiment of the Invention 1.
本実施の形態に力かるネットワークゲームシステムの構成を図 1に示す。対戦ゲー ムサーバ 11は、対戦ゲーム利用者によって操作される対戦ゲーム端末 16と通信ネッ トワーク 18を介して接続されている。対戦ゲームサーバ 11は、ゲームプログラムを実 行し、対戦ゲーム端末 16から受信するゲーム利用者の操作情報に応じた処理結果 を、対戦ゲーム端末 16に送信する。  Fig. 1 shows the configuration of a network game system that works well with this embodiment. The battle game server 11 is connected to a battle game terminal 16 operated by a battle game user via a communication network 18. The battle game server 11 executes the game program and transmits a processing result corresponding to the operation information of the game user received from the battle game terminal 16 to the battle game terminal 16.
[0030] また、対戦ゲームサーバ 11は、賭けゲームサーバ 12に対して、対戦ゲームの結果 を予想する賭けゲームを行うために必要な情報を対戦データとして送信する。具体 的には、対戦ゲーム開始前には、過去の対戦成績等の対戦ゲーム参加者の情報を 送信し、対戦ゲーム開催中には、対戦状況等を送信し、対戦ゲーム終了時には、対 戦結果を送信する。  [0030] Further, the competitive game server 11 transmits, to the betting game server 12, information necessary for performing a betting game for predicting the outcome of the competitive game as battle data. Specifically, before the start of the battle game, information on the participants of the battle game, such as past battle results, is transmitted. During the battle game, the battle status, etc. is transmitted. Send.
[0031] さらに、対戦ゲームサーバ 11は、対戦ゲームの結果により、賞金付与の対象となる 対戦ゲーム利用者の識別情報 (ID)及び Z又は賞金付与の対象となるポイント口座 の識別情報 (ID)を含む対戦結果データを、賞金付与サーバ 13に対して送信する。  [0031] Furthermore, the competitive game server 11 determines the identification information (ID) of the competitive game user to be awarded a prize and the identification information (ID) of Z or the point account to be awarded the prize according to the result of the competitive game. Is sent to the prize award server 13.
[0032] 賭けゲームサーバ 12は、賭けゲーム利用者によって操作される賭けゲーム端末 17 と通信ネットワーク 19を介して接続されている。賭けゲームサーバ 12は、対戦ゲーム サーバが実行する対戦ゲームの結果を予想する賭けゲームを実行する。賭けゲーム サーバ 12は、ゲームプログラムを実行し、賭けゲーム端末 17から賭け値を含む bet データを受信し、賭け値に相当するゲームポイントをゲーム利用者のポイント口座か ら徴収することによってポイント口座 DB15を更新する。また、対戦ゲームの結果に応 じて、ゲーム利用者のポイント口座に配当に当たるゲームポイントの付与を行って、ポ イント口座 DB15を更新する。 The betting game server 12 is a betting game terminal 17 operated by a betting game user. And connected via a communication network 19. The betting game server 12 executes a betting game that predicts a result of a battle game executed by the battle game server. The betting game server 12 executes the game program, receives bet data including a betting value from the betting game terminal 17, and collects game points corresponding to the betting value from the point account of the game user DB15. Update. Also, according to the result of the competitive game, game points corresponding to dividends are given to the game user's point account, and the point account DB15 is updated.
[0033] ここで、ゲームポイントとは、少なくともネットワークゲームシステム 1内で交換可能な 価値を有し、賭け値及び配当の単位となる電子的な仮想通貨である。また、ポイント 口座 DB15は、賭けゲーム利用者のゲームポイント残高を管理するデータベースで ある。賭けゲームのゲームポイントは、賭けゲームサーバ 12及びポイント口座 DB15 によって電子的に管理されている。  Here, the game point is an electronic virtual currency that has at least a value that can be exchanged in the network game system 1 and is a unit of a bet value and a payout. The point account DB 15 is a database for managing the game point balance of the betting game user. The game points of the betting game are electronically managed by the betting game server 12 and the point account DB15.
[0034] なお、賭けゲームサーバ 12は、別途決済処理を行う決済サーバと連携し、又は決 済サーバを備えることとしてもよい。賭けゲームの利用者は、決済サーバを利用して、 オンラインバンクシステムによる銀行口座からの引き落とし、クレジットカード〖こよる決 済、電子マネーによる決済等によって、ゲームポイントを購入することができる。さらに 、ゲームポイントを他のポイントプログラムのポイント単位等に変換する処理を行うこと としてちよい。  [0034] It should be noted that the betting game server 12 may be linked with a settlement server that performs a separate settlement process, or may include a settlement server. Users of betting games can use the payment server to purchase game points by debiting from a bank account using the online bank system, settlement by credit card, payment using electronic money, or the like. Furthermore, it is also possible to perform processing for converting game points into point units of other point programs.
[0035] さらに、賭けゲームサーバ 12は、賞金付与サーバ 13に対して手数料データを送信 する。ここで、手数料データは、賭けゲーム利用者力も賭けゲームへの参加手数料と して徴収した手数料ポイントの値を表示するものである。なお、手数料データは、賭 けゲームによる予想対象となった対戦ゲームの勝者、入賞者等に対する賞金として 付与するポイント数の決定に利用されるものである。このため、例えば、 1つの対戦、 1つのトーナメント等の賭けゲームの予想の単位で集約した手数料ポイント数を通知 することとすればよい。もちろん、賭けゲーム利用者ごとの手数料額を通知することと してちよい。  Further, the betting game server 12 transmits fee data to the prize giving server 13. Here, the fee data indicates the value of the fee points collected as the betting game user's power as the fee for participating in the betting game. The fee data is used to determine the number of points to be awarded as prize money to the winners, winners, etc. of the battle game that is the target of the betting game. For this reason, for example, it is sufficient to notify the number of fee points aggregated in the expected unit of a betting game such as one battle or one tournament. Of course, you may notify the fee amount for each betting game user.
[0036] 賞金付与サーバ 13は、対戦ゲームサーバ 11から対戦結果データを受信し、賭け ゲームサーバ 12から手数料データを受信して、対戦ゲームの成績優秀者に対する 賞金としてゲームポイントを付与する。具体的には、賞金付与サーバ 13は、賞金とし て付与されるゲームポイント分だけ対象となる対戦ゲーム利用者のゲームポイント口 座の残高が増加するように、ポイント口座 DB 14を更新する。ここで、ポイント口座 DB 14は、対戦ゲーム利用者のゲームポイント残高を管理するためのデータベースであ る。 [0036] The prize giving server 13 receives the battle result data from the battle game server 11, receives the fee data from the betting game server 12, Game points are awarded as prize money. Specifically, the prize giving server 13 updates the point account DB 14 so that the balance of the game point account of the target game user is increased by the amount of game points given as the prize. Here, the point account DB 14 is a database for managing the game point balance of the battle game user.
[0037] なお、ポイント口座 DB14は、対戦ゲーム利用者の金融機関口座や電子マネー口 座とし、賞金付与サーバ 13は、賞金に相当する金額を対戦ゲーム利用者の金融機 関口座等に入金するものとしてもよい。また、対戦ゲーム利用者の金融機関口座や 電子マネー口座力 ネットワークゲームシステム 1以外の銀行システム等に管理され るものである場合、賞金付与サーバ 13は、銀行システムの手続きに準じた入金依頼 データを送信するものとすればょ 、。  [0037] The point account DB 14 is a battle game user's financial institution account or an electronic money account, and the prize money granting server 13 deposits an amount corresponding to the prize money into the battle game user's financial institution account or the like. It may be a thing. In addition, if the game is managed by a banking system other than the financial institution account or electronic money account power network game system 1 of the competitive game user, the prize server 13 receives the payment request data according to the procedure of the banking system. If you want to send it.
[0038] 上述した対戦ゲームサーバ 11、賭けゲームサーバ 12及び賞金付与サーバ 13を含 むネットワークゲームサーバ 10力 本発明に力かるネットワークゲームサーバに相当 する。 [0038] Network game server 10 including the above-described battle game server 11, betting game server 12, and prize-winning server 13 corresponds to a network game server useful for the present invention.
[0039] 対戦ゲーム端末 16は、対戦ゲーム利用者が使用する端末である。対戦ゲーム端末 16は、利用者が入力した情報を対戦ゲームサーバ 11に送信するとともに、対戦ゲー ムサーバ 11から処理結果、ゲーム画面データ等を受信する。対戦ゲーム端末 16は 、例えばパーソナル 'コンピュータ (PC)、携帯電話端末、ゲーム機等である。  [0039] The competitive game terminal 16 is a terminal used by a competitive game user. The battle game terminal 16 transmits information input by the user to the battle game server 11 and receives processing results, game screen data, and the like from the battle game server 11. The battle game terminal 16 is, for example, a personal computer (PC), a mobile phone terminal, a game machine, or the like.
[0040] また、賭けゲーム端末 17は、賭けゲーム利用者が使用する端末である。賭けゲー ム端末 17は、利用者が入力した賭け値等の情報を賭けゲームサーバ 12に送信する とともに、賭けゲームサーバ 12から対戦ゲームの参加者情報、対戦状況の表示デー タ、対戦結果情報等を受信する。賭けゲーム端末 17は、例えばパーソナル'コンビュ ータ (PC)、携帯電話端末、ゲーム機等である。  [0040] The betting game terminal 17 is a terminal used by a betting game user. The betting game terminal 17 transmits information such as a bet value input by the user to the betting game server 12, and also from the betting game server 12, information on the participants of the battle game, display data of the battle status, battle result information, etc. Receive. The betting game terminal 17 is, for example, a personal computer (PC), a mobile phone terminal, a game machine, or the like.
[0041] 通信ネットワーク 18及び 19は、インターネット、公衆網、携帯電話通信網等、又はこ れらを相互に接続したものである。  [0041] The communication networks 18 and 19 are the Internet, a public network, a mobile phone communication network, or the like, or those connected to each other.
[0042] 以下では、対戦ゲームサーバ 11、賭けゲームサーバ 12、賞金付与サーバ 13のハ 一ドウエア構成について説明する。まず、対戦ゲームサーバ 11のハードウェア構成 例を図 2に示す。対戦ゲームサーバ 11には典型的なコンピュータ 'システムが利用可 能であり、例えば図に示すように、キーボード、マウス等の入力装置 101、モニタ、プ リンタ等の出力装置 102、これらの入出力を制御する入出力インタフェース 103、 LA N、電話網、パケット交換網等のネットワークと接続してデータの送受信を行う通信ィ ンタフェース 104を備えている。さらに、演算処理を実行する CPU105、 RAM106、 ROM107及び外部記憶装置 108を備えている。外部記憶装置 108としては、例え ば、他の構成と共に単一のコンピュータ内に設けたハードディスク装置を使用しても よいが、物理的に隔離し、通信インタフェース 104を介して接続するデータベースとし て構成してもよぐさらには複数のハードディスク装置あるいはデータベースを組み合 わせて構成してもよい。 Hereinafter, the hardware configuration of the battle game server 11, the betting game server 12, and the prize giving server 13 will be described. First, an example of the hardware configuration of the competitive game server 11 is shown in FIG. A typical computer 'system is available for the game server 11 For example, as shown in the figure, an input device 101 such as a keyboard and a mouse, an output device 102 such as a monitor and a printer, an input / output interface 103 that controls these inputs and outputs, a LAN, a telephone network, and packet switching The communication interface 104 is connected to a network such as a network to transmit and receive data. Further, a CPU 105, a RAM 106, a ROM 107, and an external storage device 108 that execute arithmetic processing are provided. As the external storage device 108, for example, a hard disk device provided in a single computer may be used together with other configurations, but it is configured as a database that is physically isolated and connected via the communication interface 104. Alternatively, it may be configured by combining a plurality of hard disk devices or databases.
[0043] CPU105は、制御プログラムに基づいて、対戦ゲームサーバ 11内の各種処理を実 行する中央制御装置である。ここで、制御プログラムとは、対戦ゲームサーバ 11に関 する処理を CPU105により実行させるためのプログラムであり、 ROM107若しくは外 部記憶装置 108又はこれらの両方に格納されている。なお、制御プログラムは、遠隔 に設けられた記憶手段力 通信網を介して取得するようにしてもょ 、。  The CPU 105 is a central control device that executes various processes in the competitive game server 11 based on a control program. Here, the control program is a program for causing the CPU 105 to execute processing relating to the competitive game server 11, and is stored in the ROM 107, the external storage device 108, or both. Note that the control program may be acquired via a remote storage means communication network.
[0044] 外部記憶装置 108には、ゲームプログラム 109が格納される。ゲームプログラム 10 9は、コンピュータ 'システムに本発明に力かる対戦型のネットワークゲームを実行さ せるためのプログラムであり、 RAM106又は CPU105が備える内部メモリ上に読み 出され、 CPU105において実行される。 CPU105がゲームプログラム 109に従って 動作することによって、図 2のコンピュータ 'システムが、本実施の形態に力かる対戦 ゲームサーバ 11として動作することができる。  [0044] The external storage device 108 stores a game program 109. The game program 109 is a program for causing the computer system to execute a competitive network game that is effective in the present invention, and is read out on the internal memory of the RAM 106 or the CPU 105 and executed in the CPU 105. As the CPU 105 operates in accordance with the game program 109, the computer system shown in FIG. 2 can operate as the battle game server 11 that is effective in the present embodiment.
[0045] なお、ゲームプログラム 109はハードディスク等の外部記憶装置 108に限らず様々 な種類の記憶媒体に格納することが可能であり、また、通信媒体を介して伝達される ことが可能である。ここで、記憶媒体には、例えば、フレキシブルディスク、ハードディ スク、磁気ディスク、光磁気ディスク、 CD-ROM, DVD, ROMカートリッジ、バッテ リバックアップ付き RAMメモリカートリッジ、フラッシュメモリカートリッジ、不揮発性 RA Mカートリッジ等を含む。また、通信媒体には、電話回線等の有線通信媒体、マイク 口波回線等の無線通信媒体等を含み、インターネットも含まれる。  Note that the game program 109 can be stored not only in the external storage device 108 such as a hard disk but also in various types of storage media, and can be transmitted via a communication medium. Here, the storage medium includes, for example, a flexible disk, hard disk, magnetic disk, magneto-optical disk, CD-ROM, DVD, ROM cartridge, RAM memory cartridge with battery backup, flash memory cartridge, nonvolatile RAM cartridge, etc. including. The communication medium includes a wired communication medium such as a telephone line, a wireless communication medium such as a microphone port line, and the Internet.
[0046] さらに、対戦ゲームサーバ 11は、対戦ゲーム利用者 DB110及び対戦ゲーム履歴 DB111を備えている。対戦ゲーム利用者 DB110は、対戦ゲームサーバ 11が提供 する対戦ゲームの利用者情報を格納する DBである。対戦ゲーム利用者 DB110の データ構成例を図 5Aに示す。図のように対戦ゲーム利用者 DB110には、対戦ゲー ム利用者を一意に識別するための対戦ゲーム利用者 ID、利用者の氏名、住所等の 個人特定のための情報及びゲームポイントを管理するポイント口座 ID等の情報が対 応付けて格納されている。またさらに、対戦ゲーム利用者の対戦成績、優勝回数、得 意ゲーム等の情報を合わせて保存することとしてもょ 、。 [0046] Further, the battle game server 11 includes a battle game user DB 110 and a battle game history. DB111 is provided. The competitive game user DB 110 is a DB for storing user information of the competitive game provided by the competitive game server 11. An example of the data structure of the competitive game user DB110 is shown in FIG. 5A. As shown in the figure, the competitive game user DB110 manages the personal information such as the competitive game user ID, the user's name and address, and game points for uniquely identifying the competitive game user. Information such as point account IDs is stored in correspondence. Furthermore, it is also possible to store information such as the competition game user's competition results, the number of championships, and the specialty game.
[0047] 対戦ゲーム履歴 DB111は、対戦ゲームサーバ 11が実行した対戦ゲームの結果を 履歴として格納するデータベースである。対戦ゲーム履歴 DB111のデータ構成例を 図 5Bに示す。図のように対戦ゲーム履歴 DB111には、実行した対戦ゲームを識別 する対戦ゲーム ID、対戦ゲームの実施日時、対戦ゲームの勝者、対戦ゲームの参 加者等の情報が対応付けて格納されて 、る。  The competitive game history DB 111 is a database that stores the results of competitive games executed by the competitive game server 11 as a history. An example of the data structure of the competitive game history DB 111 is shown in FIG. 5B. As shown in the figure, in the competitive game history DB 111, information such as the competitive game ID for identifying the executed competitive game, the date and time of the competitive game, the winner of the competitive game, and the participants of the competitive game are stored in association with each other. The
[0048] 次に、賭けゲームサーバ 12のハードウェア構成を説明する。賭けゲームサーバ 12 も、対戦ゲームサーバ 11と同様に、典型的なコンピュータ 'システムが利用可能であ る。賭けゲームサーバ 12のハードウェア構成例を図 3に示す。なお、上述した対戦ゲ ームサーバ 11が有する構成要素と同一の機能を有するものについては、同一の符 号を付して重複説明を省略する。  Next, the hardware configuration of the betting game server 12 will be described. The betting game server 12 can use a typical computer system similar to the battle game server 11. A hardware configuration example of the betting game server 12 is shown in FIG. In addition, about the thing which has the same function as the component which the battle game server 11 mentioned above has, the same code | symbol is attached | subjected and duplication description is abbreviate | omitted.
[0049] 外部記憶装置 108に格納されるゲームプログラム 209は、コンピュータ 'システムに 対戦ゲームサーバ 11が実行する対戦ゲームの結果を予想する賭けゲームを実行さ せるためのプログラムである。ゲームプログラム 209は、 RAM106又は CPU105が 備える内部メモリ上に読み出され、 CPU105において実行される。 CPU105がゲー ムプログラム 209に従って動作することによって、図 3のコンピュータ 'システムが、本 実施の形態に力かる賭けゲームサーバ 12として動作する。なお、ゲームプログラム 2 09は、上述したゲームプログラム 109と同様に、外部記憶装置 108に限らず様々な 記録媒体に格納可能であり、通信媒体を介して伝達されることが可能である。  The game program 209 stored in the external storage device 108 is a program for causing the computer system to execute a betting game that predicts the result of a battle game executed by the battle game server 11. The game program 209 is read out on an internal memory included in the RAM 106 or the CPU 105 and executed by the CPU 105. When the CPU 105 operates in accordance with the game program 209, the computer 'system shown in FIG. 3 operates as the betting game server 12 that works according to the present embodiment. Note that the game program 209 can be stored not only in the external storage device 108 but also in various recording media, and can be transmitted via a communication medium, similarly to the game program 109 described above.
[0050] 賭けゲーム利用者 DB210は、賭けゲームサーバ 12が提供する賭けゲームの利用 者情報を格納する DBである。賭けゲーム利用者 DB210のデータ構成例を図 5Cに 示す。図のように賭けゲーム利用者 DB210には、賭けゲーム利用者を一意に識別 するための賭けゲーム利用者 ID、利用者の氏名、住所等の個人特定のための情報 及びゲームポイントを管理するポイント口座 ID等の情報が対応付けて格納されて ヽ る。 The betting game user DB 210 is a DB that stores user information of betting games provided by the betting game server 12. An example of the data structure of the betting game user DB 210 is shown in FIG. 5C. As shown in the figure, betting game users DB210 uniquely identifies betting game users. Information for personal identification such as a betting game user ID, a user name and an address, and information such as a point account ID for managing game points are stored in association with each other.
[0051] 賭けゲーム履歴 DB211は、賭けゲームサーバ 12が実行した賭けゲームの結果を 履歴として格納するデータベースである。賭けゲーム履歴 DB211のデータ構成例を 図 5Dに示す。図のように賭けゲーム履歴 DB211には、実行した賭けゲームを識別 する賭けゲーム ID、賭けゲームの実施日時、賭けゲームの予想対象となった対戦ゲ ームを識別する情報 (対戦ゲーム IDなど)、賭けゲームの参加者等の情報が対応付 けて格納されている。  [0051] The betting game history DB211 is a database that stores the results of betting games executed by the betting game server 12 as history. Bet game history DB211 data configuration example is shown in Figure 5D. As shown in the figure, the betting game history DB211 contains the betting game ID that identifies the betting game that has been executed, the date and time of the betting game, and information that identifies the fighting game that was the target of the betting game (such as the fighting game ID). In addition, information such as participants of betting games is stored in association with each other.
[0052] 続いて、賞金付与サーバ 13のハードウェア構成を説明する。賞金付与サーバ 13も 、対戦ゲームサーバ 11と同様に、典型的なコンピュータ 'システムが利用可能である 。賞金付与サーバ 13のハードウェア構成例を図 4に示す。なお、上述した対戦ゲー ムサーバ 11が有する構成要素と同一の機能を有するものについては、同一の符号 を付して重複説明を省略する。  [0052] Next, the hardware configuration of the prize giving server 13 will be described. As with the battle game server 11, the prize giving server 13 can use a typical computer system. An example of the hardware configuration of the prize award server 13 is shown in FIG. In addition, about the thing which has the same function as the component which the battle game server 11 mentioned above has, the same code | symbol is attached | subjected and duplication description is abbreviate | omitted.
[0053] 外部記憶装置 108に格納される処理プログラム 309は、賞金として付与するゲーム ポイント(以下、賞金ポイントと呼ぶ)によってポイント口座 DB14を更新する処理を、 コンピュータ 'システムに実行させるためのプログラムである。処理プログラム 309は、 RAM106又は CPU105が備える内部メモリ上に読み出され、 CPU105において実 行される。 CPU105が処理プログラム 309に従って動作することによって、図 4のコン ピュータ 'システムが、本実施の形態に力かる賞金付与サーバ 13として動作する。  [0053] The processing program 309 stored in the external storage device 108 is a program for causing the computer's system to execute processing for updating the point account DB14 with game points to be awarded as prize money (hereinafter referred to as prize points). is there. The processing program 309 is read out on the RAM 106 or the internal memory included in the CPU 105 and executed by the CPU 105. When the CPU 105 operates in accordance with the processing program 309, the computer system shown in FIG. 4 operates as the prize award server 13 that is useful for the present embodiment.
[0054] 賞金付与ルール'ファイル 310は、賞金ポイント数を決定する規則を定めるものであ る。例えば、賭けゲームサーバ 12が手数料として徴収するゲームポイントのうち、賞 金ポイントとして付与する割合 (例えば 30パーセント等)を定めるものである。  [0054] The prize grant rule file 310 defines rules for determining the number of prize points. For example, of the game points that the betting game server 12 collects as a fee, a percentage (for example, 30%) that is awarded as a prize point is determined.
[0055] なお、賞金付与ルールは、対戦ゲームサーバ 11又は賭けゲームサーバ 12から送 信されて、賞金付与ルール'ファイル 310に格納されるものとしてもよい。このような構 成は、実行した対戦ゲーム又は賭けゲームの内容に応じて、賞金付与ポイントのル ールを変更する場合に特に有効である。  It should be noted that the prize grant rule may be transmitted from the battle game server 11 or the betting game server 12 and stored in the prize grant rule file 310. Such a configuration is particularly effective when changing the rules for winning points according to the content of the played game or betting game.
[0056] 上述した処理プログラム 309及び賞金付与ルール ·ファイル 310は、ゲームプログラ ム 109と同様に、外部記憶装置 108に限らず様々な記録媒体に格納可能であり、通 信媒体を介して伝達されることが可能である。 [0056] The processing program 309 and the prize-winning rule file 310 described above are stored in the game program. Similar to the program 109, the program can be stored in various recording media, not limited to the external storage device 108, and can be transmitted via the communication media.
[0057] 賞金付与履歴 DB311は、賞金付与サーバ 13の処理履歴を格納するデータべ一 スである。履歴 DB311のデータ構成例を図 5Eに示す。図のように賞金付与履歴 DB 311には、実行した賞金ポイントを付与する処理を識別する処理番号、賞金ポイント を付与したポイント口座 ID、賞金として付与したゲームポイント数等の情報が対応付 けて格納されている。 The prize grant history DB 311 is a database for storing the process history of the prize grant server 13. An example of the data structure of the history DB311 is shown in Fig. 5E. As shown in the figure, the prize grant history DB 311 is associated with information such as the process number that identifies the process for awarding executed prize points, the point account ID that assigned the prize points, and the number of game points granted as prizes. Stored.
[0058] なお、本実施の形態に力かる対戦ゲームサーバ 11、賭けゲームサーバ 12、賞金 付与サーバ 13は、それぞれ単一のコンピュータでなく複数のコンピュータによって構 成することも可能である。また逆に、これらのサーバの全て又は一部を同一のコンビュ ータ 'システムとして構成することも可能である。つまり、ハードウェア構成は、図 2乃 至図 4の構成に限定されるものではない。また、ユーザ認証サーバ、ファイアウォール 等のネットワークゲームサービスを提供する上で必要なその他の構成を備えることとし ても良い。  It should be noted that the competitive game server 11, the betting game server 12, and the prize giving server 13 that are relevant to the present embodiment can be configured by a plurality of computers instead of a single computer. Conversely, all or part of these servers can be configured as the same computer system. In other words, the hardware configuration is not limited to the configuration shown in FIGS. In addition, other configurations necessary for providing network game services such as a user authentication server and a firewall may be provided.
[0059] 続いて以下では、本実施の形態に力かるネットワークゲームシステム 1の全体処理 フローを、図 6を用いて説明する。ステップ S1では、対戦ゲームへの参加を希望する 対戦ゲーム利用者が、対戦ゲーム端末 16を利用して、対戦ゲームサーバ 11に対し て対戦ゲームへの参加希望を送信する。ステップ S2では、対戦ゲームサーバ 11が、 対戦ゲーム利用者の参加希望に応じて対戦ゲームへの参加登録を行 、、対戦ゲー ム利用者 DB110に格納された対戦ゲーム利用者の情報を用いて対戦情報を生成 する。対戦情報とは、対戦ゲームの内容、参加者等の情報であり、対戦ゲームの結 果を予想するために必要な情報である。  [0059] Subsequently, the overall processing flow of the network game system 1 that is relevant to the present embodiment will be described with reference to FIG. In step S 1, a battle game user who wishes to participate in a battle game transmits a request for participation in the battle game to the battle game server 11 using the battle game terminal 16. In step S2, the competitive game server 11 registers the participation in the competitive game according to the competitive game user's desire to participate, and uses the competitive game user information stored in the competitive game user DB 110 to perform the competitive game. Generate information. The battle information is information about the content of the battle game, participants, and the like, and is information necessary to predict the outcome of the battle game.
[0060] ステップ S3では、対戦ゲームサーバ 11が、生成した対戦情報を賭けゲームサーバ 12に送信する。ステップ S4では、賭けゲームサーバ 12が、受信した対戦情報を賭け ゲーム端末 17に対して送信する。ステップ S5では、賭けゲーム端末 17が、受信した 対戦情報をディスプレイに表示して、賭けゲーム利用者に対して賭け値の入力を促 す。なお、このときの賭けゲームの予想の対象は対戦ゲームの結果である力 具体的 な対象は様々である。例えば、 1つの対戦の勝者予想若しくは敗者予想、対戦トーナ メントの優勝者予想、トーナメントの上位の順位予想及びトーナメントの最下位予想な ど様々である。 In step S 3, the battle game server 11 transmits the generated battle information to the betting game server 12. In step S4, the betting game server 12 transmits the received competition information to the betting game terminal 17. In step S5, the betting game terminal 17 displays the received competition information on the display and prompts the betting game user to input a betting value. Note that the target of the prediction of the betting game at this time is a variety of power specific targets that are the results of the battle game. For example, one match winner or loser match, match tourna There are various things, such as the expected winners of the competition, the top rankings of the tournament, and the bottom forecast of the tournament.
[0061] ステップ S6では、賭けゲーム端末 17が、賭けゲーム利用者によって入力された賭 け値を含む betデータを賭けゲームサーバ 12に対して送信する。ステップ S 7では、 賭けゲームサーバ 12が、受信した betデータに含まれる賭け値を参照し、賭け値に 相当するゲームポイントを賭けゲーム利用者のポイント口座力も徴収し、ポイント口座 DB15を更新する。なお、賭け値と別に手数料を徴収する場合には、手数料に相当 するゲームポイントも合わせて徴収することとすればよい。  [0061] In step S6, the betting game terminal 17 transmits bet data including the betting value input by the betting game user to the betting game server 12. In step S 7, the betting game server 12 refers to the betting value included in the received bet data, collects game points corresponding to the betting value, collects the point account power of the game user, and updates the point account DB 15. If a fee is collected separately from the bet value, game points corresponding to the fee may also be collected.
[0062] ステップ S8では、対戦ゲームサーバ 11及び参加登録を行った利用者が使用する 対戦ゲーム端末 16において対戦ゲームを実行する。対戦ゲームの実行状況は、賭 けゲームサーバ 12に送信される(ステップ S9)。ステップ S10では、賭けゲームサー ノ 12が対戦ゲームの実行状況を賭けゲーム端末 17に送信する。ステップ S11では 、賭けゲーム端末 17が、対戦ゲームの状況をディスプレイに表示する。なお、対戦ゲ ームの状況は常に表示する必要はなぐ対戦ゲームの内容又は賭けゲーム利用者 の希望に応じて、表示の有無を変更することとしてもよい。  [0062] In step S8, the battle game is executed on the battle game server 11 and the battle game terminal 16 used by the user who has registered for participation. The execution status of the battle game is transmitted to the betting game server 12 (step S9). In step S 10, the betting game server 12 transmits the execution status of the battle game to the betting game terminal 17. In step S11, the betting game terminal 17 displays the status of the battle game on the display. Note that the status of the battle game need not always be displayed, and the presence or absence of the display may be changed according to the content of the battle game or the betting game user's desire.
[0063] ステップ S12では、対戦ゲームサーバ 11が、対戦ゲームの終了後の結果を賭けゲ ームサーバ 12に送信する。ステップ S13では、賭けゲームサーバ 12が、受信した対 戦ゲームの結果を参照し、予想の的中した賭けゲーム利用者に対して配当ポイント を付与する。具体的には、賭けゲーム利用者 DBを参照して、配当ポイント付与の対 象となる賭けゲーム利用者のポイント口座 IDを取得し、当該 IDによって指定されるポ イントロ座に配当ポイントを付加する。ステップ S14では、賭けゲームサーバ 12が、 対戦ゲームの結果及び賭けゲームの結果を賭けゲーム端末 17に送信する。  [0063] In step S12, the competitive game server 11 transmits the result after the completion of the competitive game to the betting game server 12. In step S13, the betting game server 12 refers to the result of the received competitive game, and gives a payout point to the expected betting game user. Specifically, referring to the betting game user DB, obtain the point account ID of the betting game user who is to receive the dividend points, and add the dividend points to the point account specified by the ID. . In step S14, the betting game server 12 transmits the result of the battle game and the result of the betting game to the betting game terminal 17.
[0064] ステップ S15では、対戦ゲームサーバ 11が、対戦結果データを賞金付与サーバ 13 に対して送信する。対戦結果データを受信した賞金付与サーバ 13は、当該データを RAM106、外部記憶装置 108又は賞金付与履歴 DB311等の記憶手段に保存す る。  In step S15, the battle game server 11 transmits the battle result data to the prize award server 13. The prize giving server 13 that has received the competition result data saves the data in the storage means such as the RAM 106, the external storage device 108, or the prize grant history DB 311.
[0065] ステップ S16では、賭けゲームサーバ 12が、手数料データを賞金付与サーバ 13に 対して送信する。手数料データを受信した賞金付与サーバ 13は、当該データを RA M106、外部記憶装置 108又は賞金付与履歴 DB311等の記憶手段に保存する。 In step S 16, the betting game server 12 transmits fee data to the prize giving server 13. Upon receiving the fee data, the prize award server 13 sends the data to the RA The data is stored in a storage unit such as the M106, the external storage device 108, or the prize grant history DB 311.
[0066] ステップ S17では、賞金付与サーバ 13が、ステップ S 15及び S 16で受信した対戦 結果データ及び手数料データに基づ 、て賞金ポイントを決定し、決定した賞金ボイ ントによりポイント口座 DB14を更新する。 [0066] In step S17, the prize award server 13 determines prize points based on the battle result data and fee data received in steps S 15 and S 16, and updates the point account DB 14 with the decided prize points. To do.
[0067] ここで、ステップ S17の具体例を図 7のフローチャートを用いて説明する。まず、ステ ップ S101では、対戦ゲームサーバ 11より受信して記憶手段に格納しておいた対戦 結果データを取得する。同様に、ステップ S102では、賭けゲームサーバ 12より受信 して記憶手段に格納してぉ 、た手数料データを取得する。 [0067] Here, a specific example of step S17 will be described with reference to the flowchart of FIG. First, in step S101, the battle result data received from the battle game server 11 and stored in the storage means is acquired. Similarly, in step S102, fee data received from the betting game server 12 and stored in the storage means is acquired.
[0068] ステップ S 103では、賞金付与ルール 310を参照して、所定のルールに従って賞金 ポイントの決定を行う。図 7では、手数料データカゝら得られる手数料ポイント総額の所 定割合 (例えば、 30パーセント)を賞金ポイントとする場合を示している。 [0068] In step S103, with reference to the prize giving rule 310, the prize point is determined according to a predetermined rule. Figure 7 shows the case where a predetermined percentage (for example, 30%) of the total commission points obtained from the commission data data is used as the prize points.
[0069] ステップ S 104では、対戦結果データを参照して、ポイント付与対象の対戦ゲーム 利用者のポイント口座 IDを特定し、特定したポイント口座 IDによって識別されるボイ ント口座に賞金ポイントを付与する。 [0069] In step S104, referring to the competition result data, the point account ID of the competition game user to be awarded points is identified, and prize points are awarded to the point account identified by the identified point account ID. .
[0070] 最後に、ステップ S 105では、賞金付与履歴 DB311に、賞金ポイント付与の詳細を 保存して、賞金ポイント付与処理を終了する。 [0070] Finally, in step S105, the details of the prize point grant are stored in the prize grant history DB 311 and the prize point grant process is terminated.
[0071] なお、手数料ポイントの所定割合を賞金ポイントとする図 7に示した処理は一例であ り様々な変形が可能である。例えば、手数料ポイントのうちの所定値を賞金ポイントと してもよい。また、対戦ゲーム参加者の相対的な成績を対戦結果データとして受信しNote that the processing shown in FIG. 7 in which a predetermined percentage of commission points is a prize point is an example, and various modifications are possible. For example, a predetermined value of the commission points may be used as the prize points. Also, the relative results of the battle game participants are received as battle result data.
、例えばタイム差、得点差等の大きさに応じて賞金ポイントを変動させることもできる。 For example, the prize points can be changed in accordance with the magnitude of time difference, score difference, or the like.
[0072] また、賭けゲームで使用するゲームポイントと、対戦ゲームで使用するゲームポイン トの単位、価値等が異なる場合も考えられる。この場合には、賞金付与サーバ 13が 賞金ポイントを決定する際に、適当な変換比率によってポイント単位の変換を行うこと とすればよい。 [0072] Further, there may be a case where the unit, value, etc. of the game points used in the betting game and the game points used in the battle game are different. In this case, when the prize giving server 13 determines the prize points, it is only necessary to perform conversion in units of points at an appropriate conversion ratio.
[0073] このように、本実施の形態に力かるネットワークゲームシステム 1は、対戦ゲームの 結果を予想する賭けゲームの利用者力 徴収した手数料ポイントの一部又は全部を 、対戦ゲーム利用者に対する賞金ポイントに充当するものである。これにより、賞金ポ イントの付与力 Sインセンティブとなって、対戦ゲーム利用者の継続的な利用、対戦ゲ ーム利用者数の増大を図ることができる。 [0073] As described above, the network game system 1 that is effective in the present embodiment uses the betting game user's ability to predict the outcome of the competitive game to collect a part or all of the collected commission points as a prize for the competitive game user. It will be used for points. As a result, it becomes an S incentive to grant prize points, and the continuous use of competitive game users, Increase the number of users on the Internet.
[0074] なお、対戦ゲーム利用者に付与する賞金ポイント量は、賭けゲーム利用者力 徴 収した手数料ポイントに応じて変動させることが望ま U、。賞金ポイント量を手数料ポ イント量に連動させることにより、白熱した対戦、競技レベルの高い対戦を行うことで、 多くの賭けゲーム利用者を呼び込むことができた対戦ゲーム利用者には、より多くの 賞金ポイントが付与されることになる。このため、賞金ポイントの増加が対戦ゲーム利 用者のインセンティブとなって対戦ゲームの魅力が向上し、対戦ゲーム利用者の継 続的な利用を促進し、また利用者数の増加にも寄与する。一方、対戦ゲーム利用者 が増加することによって、利用者の個性の広がりや対戦ゲーム利用者の習熟度の向 上が進むと、対戦ゲームの結果を予測する楽しみが増すことから、賭けゲーム利用 者数の増加も期待できる。  [0074] It should be noted that the amount of prize points awarded to the battle game user should be changed according to the fee points collected by the betting game user. By linking the prize point amount to the amount of commission points, more competitive game users who were able to attract more betting game users by engaging in heated competitions and competitions with high competition levels Prize money will be awarded. Therefore, the increase in prize money points will be an incentive for competitive game users, improving the attractiveness of competitive games, promoting the continuous use of competitive game users, and contributing to the increase in the number of users. . On the other hand, as the number of fighting game users increases, the spread of users' personality and the improvement of the skill level of the fighting game users will increase the enjoyment of predicting the results of the fighting game. The number can be expected to increase.
[0075] つまり、賞金ポイント量を手数料ポイント量に基づいて決定することによって、 2つの ゲームを密接に関連付けることができ、 2つのゲームを単に独立に実施する場合と比 ベて、双方のゲーム利用者の満足度をより一層向上させることができる。  [0075] In other words, by determining the amount of prize points based on the amount of commission points, the two games can be closely related, and both games can be used compared to the case where the two games are simply executed independently. The satisfaction of the person can be further improved.
[0076] 発明の実施の形態 2.  Embodiment of the Invention 2.
本実施の形態に力かるネットワークゲームシステム 2の構成を図 8に示す。ネットヮ ークゲームシステム 2は、対戦ゲームサーバ 21が対戦ゲーム利用者力も参加料ボイ ントを徴収し、徴収した参加料ポイントを示す参加料データを賞金付与サーバ 23に 送信する点、賞金付与サーバ 23が手数料ポイントだけでなぐ参加料データで表さ れる参加料ポイントも賞金ポイントに充当する点において、上述したネットワークゲー ムシステム 1と相違して 、る。  FIG. 8 shows the configuration of the network game system 2 that is useful in the present embodiment. In the network game system 2, the competitive game server 21 collects participation fee points for the competitive game user power, and sends the participation fee data indicating the collected participation fee points to the prize grant server 23. This is different from the network game system 1 described above in that the entry fee point represented by the entry fee data including only the fee points is also used for the prize points.
[0077] 対戦ゲームサーバ 21及び賞金付与サーバ 23は、発明の実施の形態 1にかかる対 戦ゲームサーバ 11及び賞金付与サーバ 13と同様のコンピュータ 'システムにより構 成することができる。また、ネットワークゲームシステム 2の全体処理フローは、図 6の ステップ S1の後に、ポイント口座 DB14から参加料ポイントの徴収を行うこと、及び、 ステップ S 15にお 、て対戦結果データと参加料データを送信することを除き、図 6〖こ 示したネットワークゲームシステム 1の処理フローと同様である。なお、対戦ゲームサ ーバ 21及び賞金付与サーバ 23を除く構成要素は、ネットワークゲームシステム 1が 備えるものと同一であるため、同一の符号を付して詳細な説明を省略することとする。 The competitive game server 21 and the prize giving server 23 can be configured by the same computer system as the competitive game server 11 and the prize giving server 13 according to the first embodiment of the invention. In addition, the overall processing flow of the network game system 2 is to collect entry fee points from the point account DB14 after step S1 in FIG. 6, and to collect the match result data and entry fee data in step S15. Except for sending, the processing flow is the same as that of the network game system 1 shown in FIG. Note that the components other than the competitive game server 21 and the prize-winning server 23 are the network game system 1. Since it is the same as that provided, the same reference numerals are attached and detailed description is omitted.
[0078] 賞金付与サーバ 23が行う賞金ポイント付与処理のフローチャートを図 9に示す。な お、図 7に示した賞金付与サーバ 13が行う処理と同一の処理には、同じ符号を付し て説明を省略する。  FIG. 9 shows a flowchart of the prize point giving process performed by the prize giving server 23. The same processes as those performed by the prize award server 13 shown in FIG.
[0079] ステップ S201では、対戦ゲームサーバ 21より受信し、 RAM106、外部記憶装置 1 08又は賞金付与履歴 DB311等の記憶手段に格納してぉ 、た参加料データを取得 する。  In step S 201, the participation fee data received from the competitive game server 21 and stored in the storage means such as the RAM 106, the external storage device 108 or the prize grant history DB 311 is acquired.
[0080] ステップ S202では、賞金付与ルール 310を参照して、所定のルールに従って賞金 ポイントの決定を行う。図 9では、手数料データから得られる手数料ポイント及び参加 料データカゝら得られる参加料ポイントの合計値の所定割合 (例えば、 10パーセント) を賞金ポイントとする場合を示して 、る。  [0080] In step S202, with reference to the prize giving rule 310, a prize point is determined according to a predetermined rule. Fig. 9 shows the case where a predetermined percentage (for example, 10%) of the total points of fee points obtained from fee data and entry fee data obtained from fee data is used as prize points.
[0081] 賞金ポイントの決定方法は様々な変形が可能であることはもちろんである。例えば、 手数料ポイント及び参加料ポイントのうちの所定値を賞金ポイントとしてもよ ヽ。また、 対戦ゲームに参加する対戦ゲーム利用者の相対的な成績を対戦結果データとして 受信し、例えばタイム差、得点差等の大きさに応じて賞金ポイントを変動させることも できる。  [0081] It goes without saying that the method for determining a prize point can be variously modified. For example, a predetermined value of commission points and entry fee points may be used as prize points. It is also possible to receive the relative results of the battle game users participating in the battle game as battle result data, and to change the prize points according to the magnitude of the time difference, the score difference, etc., for example.
[0082] 本実施の形態に力かるネットワークゲームシステム 2は、対戦ゲーム利用者から徴 収する参加料ポイントも賞金ポイントに充当するため、賞金ポイントの原資を大きくす ることができる。このため、対戦ゲーム利用者にとってより魅力のある賞金ポイントを設 定することが可能となる。  [0082] In the network game system 2 according to the present embodiment, the participation fee points collected from the battle game user are also allocated to the prize points, so that the funds for the prize points can be increased. This makes it possible to set prize points that are more attractive to users of competitive games.
[0083] 発明の実施の形態 3.  [0083] Embodiment 3.
本実施の形態に力かるネットワークゲームシステム 3の構成を図 10に示す。ネットヮ ークゲームシステム 3は、不正判定装置 39を備える点において、発明の実施の形態 1に力かるネットワークゲームシステム 1と相違している。なお、対戦ゲームサーバ 31 は、不正判定装置 39の判定結果を受信し、不正防止のための処置を取る点を除い て、その他の構成要素は発明の実施の形態 1にかかる対戦ゲームサーバ 11と共通 する。また、同様に、賭けゲームサーバ 32は、不正判定装置 39の判定結果を受信し 、不正防止のための処置を取る点を除いて、その他の構成要素は発明の実施の形 態 1に力かる賭けゲームサーバ 12と共通する。 FIG. 10 shows the configuration of the network game system 3 that is useful for the present embodiment. The network game system 3 is different from the network game system 1 according to the first embodiment of the invention in that it includes a fraud determination device 39. The competing game server 31 receives the determination result of the fraud determining device 39, and other components are the same as those of the competing game server 11 according to the first embodiment of the invention except that measures are taken to prevent fraud. Common. Similarly, the betting game server 32 receives the determination result of the fraud determination device 39 and takes other measures to prevent fraud. Common with the betting game server 12 that powers the state 1.
[0084] 不正判定装置 39は、対戦ゲーム及び賭けゲームの履歴に基づいて、不正利用の 可能性がある対戦ゲーム利用者及び賭けゲーム利用者を判定するものである。 The fraud determination device 39 determines a fighting game user and a betting game user who have a possibility of fraud based on the history of the fighting game and the betting game.
[0085] 不正判定装置 39の動作フローを、図 11を用いて説明する。ステップ S301では、対 戦ゲームサーバ 31が備える対戦ゲーム履歴 DB111を参照して、対戦ゲームの履歴 を取得する。ステップ S 302では、賭けゲームサーバ 32が備える賭けゲーム履歴 DBThe operation flow of fraud determination device 39 will be described with reference to FIG. In step S301, a battle game history is obtained by referring to the battle game history DB 111 provided in the battle game server 31. In step S 302, the betting game history DB provided in the betting game server 32.
211を参照して、賭けゲームの履歴を取得する。 Referring to 211, a betting game history is obtained.
[0086] ステップ S303では、ステップ S301及び S302で取得した履歴を参照して、対戦ゲ ームに参加した対戦ゲーム利用者と当該対戦ゲームを予想対象とする賭けゲームに 参加した賭けゲーム参加者とを照合し、特定の利用者同士の組合せが生じた回数を カウントする。 [0086] In step S303, referring to the history acquired in steps S301 and S302, the battle game user who participated in the battle game and the bet game participants who participated in the bet game for which the battle game is a prediction target Are counted, and the number of times a specific user combination occurs is counted.
[0087] ステップ S304では、特定の利用者同士の組合せの回数力 所定数以上に達した か否かを判定する。所定数未満の場合は、不正はないものとして判定を終了する。 一方、所定数以上であった場合、この組合せにカゝかる対戦ゲーム利用者及び賭けゲ ーム利用者は不正の可能性があるものとして、対戦ゲームサーバ 31及び賭けゲーム サーバ 32に通知を行って、判定を終了する(ステップ S305)。  [0087] In step S304, it is determined whether the number of combinations of specific users has reached a predetermined number or more. If the number is less than the predetermined number, it is determined that there is no fraud and the determination ends. On the other hand, if the number is more than the predetermined number, the competitive game user and the betting game user who make money for this combination notify the competitive game server 31 and the betting game server 32 that there is a possibility of fraud. Then, the determination is finished (step S305).
[0088] 不正判定装置 39から通知を受けた対戦ゲームサーバ 31及び賭けゲームサーバ 3 2は、不正防止のための処置を取る。例えば、他の利用者に不正の疑いがある利用 者が存在することを通知する。これにより、他の利用者は、その対戦ゲーム又は賭け ゲームに参加するか否かを自身で判断することができる。また、例えば、両方の利用 者又はいずれか一方の利用者のゲーム参カ卩を制限することとしてもよい。これにより 、不正行為を排除できる。  The competitive game server 31 and the betting game server 32 that have received the notification from the fraud determination device 39 take measures for preventing fraud. For example, notify other users that there is a suspected fraud. This allows other users to determine for themselves whether or not to participate in the battle game or the betting game. Also, for example, game participation for both users or one of the users may be restricted. This can eliminate fraud.
[0089] このように、本実施の形態に力かるネットワークゲームシステム 3は、対戦ゲーム利 用者と賭けゲーム利用者の共謀による不正を防止するために、ゲームの実施履歴か ら不正行為の存在を判定する不正判定装置 39を設ける点が特徴である。  [0089] As described above, the network game system 3 which is effective in the present embodiment has the existence of fraudulent activity from the game execution history in order to prevent fraud due to conspiracy between the fighting game user and the betting game user. It is characterized in that a fraud determination device 39 is provided for determining whether or not.
[0090] 本発明のネットワークゲームシステムは、不特定多数の対戦ゲーム利用者が参加し て対戦ゲームを行うとともに、当該対戦ゲームの結果を予想する賭けゲームを行うも のである。このため、コンピュータプログラムによる擬似プレイヤーが争う競技の結果 を予想する賭けゲームを行う従来のネットワークゲームシステムに比べて、利用者同 士の共謀による不正が行われやす 、と 、う問題がある。 [0090] The network game system of the present invention plays a betting game in which an unspecified number of battle game users participate and play a battle game, and predicts the result of the battle game. For this reason, the result of a competition in which pseudo players compete with computer programs Compared to the conventional network game system that performs a betting game that predicts the possibility of fraud, there is a problem that fraud due to conspiracy between users is more likely to occur.
[0091] また、上述したように、賭けゲームの予想の対象は対戦ゲームの勝者に限らず、対 戦ゲームの敗者予想、最下位予想又は、これらを含む順位予想を賭けゲームの対象 とすることもできる。しかし、このように敗者予想を行う場合は、利用者の不正が特に 問題となる。  [0091] In addition, as described above, the target of the betting game is not limited to the winner of the competitive game, and the target of the betting game is the predicted loss of the competitive game, the lowest prediction, or the ranking prediction including these. You can also. However, user misconduct is a particular problem when predicting losers in this way.
[0092] 本実施の形態に力かるネットワークゲームシステム 3では、不正な利用者の存在を 判定し、これを他の利用者に通知したり、不正な利用者のゲーム参加を制限したりす ることが可能である。これによつて、提供するネットワークゲームの信頼性を向上する ことができる。さらに、信頼性の高いネットワークゲーム環境を提供することによって、 ゲーム利用者の安心感を高め、ゲーム利用者の増加に寄与することもできる。  [0092] In the network game system 3 according to the present embodiment, the presence of an unauthorized user is determined, and this is notified to other users, or the unauthorized user's participation in the game is restricted. Is possible. As a result, the reliability of the network game to be provided can be improved. Furthermore, by providing a highly reliable network game environment, it is possible to increase the sense of security of game users and contribute to an increase in game users.
[0093] その他の実施の形態.  [0093] Other Embodiments
上述した発明の実施の形態では、賭けゲーム端末 17から賭けゲームサーバ 12又 は 32に対して賭け値を含む betデータを送信することとした。し力しながら、賭けゲー ム端末 17からの betデータには賭け値を含まないこととしてもよい。さらに、ポイント口 座 DB15は、賭けゲーム利用者の金融機関口座又は電子マネー口座等とし、賭けゲ ームサーバ 12又は 32は、金融機関口座等からの引き落とし、クレジットカードによる 決済等によって、賭けゲーム利用者力も手数料を徴収することとしてもよい。またさら に、賭けゲームサーバ 12又は 32は、賭けゲーム利用者力も徴収した手数料金額を 手数料データとして賞金付与サーバ 13又は 23に通知するものとし、賞金付与サー ノ 13又は 23は、手数料金額に応じて対戦ゲーム利用者に対する賞金ゲームポイン ト又は賞金額を決定するものとしてもょ 、。  In the embodiment of the invention described above, bet data including a bet value is transmitted from the betting game terminal 17 to the betting game server 12 or 32. However, the bet data from the betting game terminal 17 may not include a betting value. In addition, the point account DB15 is a betting game user's financial institution account or electronic money account, etc., and the betting game server 12 or 32 is debited from the financial institution account, credit card settlement, etc. Power may also be collected as a fee. Furthermore, the betting game server 12 or 32 shall notify the award granting server 13 or 23 of the fee amount that also collected the betting game user power as fee data, and the prize granting server 13 or 23 will respond according to the fee amount. The prize game point or prize amount for the game user will be determined.
[0094] この場合には、例えば、賭けゲーム利用者は、手数料を支払ったうえで対戦ゲーム の結果を予想して投票を行うものとし、予想が的中した場合に配当ポイントに替えて 景品を得るものとすることが可能である。この場合の景品は、有体物でも電子的に発 行されるデータ等であってもよ 、。  [0094] In this case, for example, the betting game user pays a fee, and then predicts the outcome of the battle game and votes, and if the prediction is correct, the bet game user replaces the payout point and gives a prize. It is possible to obtain. The prize in this case may be tangible or electronically issued data.
[0095] 要するに本発明は、少なくともネットワークゲームシステム内で交換可能な価値を有 するゲームポイント等の仮想的な通貨又は現実の通貨によって対戦ゲーム利用者に 付与する賞金の量を、対戦ゲームの結果を利用する対戦ゲームとは別のゲームの利 用者が支払う手数料に応じて決定することを特徴とするものである。したがって、上述 した実施の形態では、対戦ゲームとこの結果を予想する賭けゲームを提供するネット ワークゲームシステムについて説明した力 賭けゲームに替えて、不特定多数のゲー ム利用者による対戦ゲームの結果を利用するその他のゲームとすることも可能である In short, the present invention provides at least a game player with a virtual currency such as a game point having a value exchangeable in a network game system or a real currency. The amount of prize money to be awarded is determined according to a fee paid by a user of a game different from the battle game using the result of the battle game. Therefore, in the above-described embodiment, instead of the power betting game described for the battle game and the network game system that provides the betting game that predicts the result, the result of the battle game by an unspecified number of game users is used. Other games can be used
[0096] 上述した実施の形態では、賞金付与サーバ 13及び 23がポイント口座 DB14を更 新することした力 賞金付与サーバ 13は、賞金ポイントの決定までを行い、賞金ボイ ントの付与以降の処理は、外部のポイント管理システムを利用することとしてもよい。 [0096] In the above-described embodiment, the prize grant server 13 and 23 have updated the point account DB 14. The prize grant server 13 performs the determination of the prize points, and the processing after the grant of the prize points is not performed. Alternatively, an external point management system may be used.
[0097] 上述した発明の実施の形態 1又は 2にかかる対戦ゲームサーバ 11及び 21は、対戦 ゲーム履歴 DB111を保持しな!、こととしてもよ!/、。  [0097] The competitive game servers 11 and 21 according to the first or second embodiment of the present invention do not hold the competitive game history DB 111!
[0098] 上述した発明の実施の形態 1又は 2にかかる賭けゲームサーバ 12は、賭けゲーム 履歴 DB211を保持しな 、こととしてもよ 、。  [0098] The betting game server 12 according to the first or second embodiment of the present invention described above does not hold the betting game history DB 211.
[0099] 上述した発明の実施の形態において、対戦ゲームサーバ 11、 21若しくは 31及び 複数の対戦ゲーム端末 16の間で進行する対戦ゲームの状況は、賭けゲームサーバ 12又は 22に対してリアルタイムに送信することとしてもよいし、時間差を設けて、例え ば、対戦ゲームの終了後に、送信することとしてもよい。  [0099] In the embodiment of the present invention described above, the situation of the battle game proceeding between the battle game server 11, 21, or 31 and the plurality of battle game terminals 16 is transmitted to the betting game server 12 or 22 in real time. For example, it may be transmitted after the end of the battle game with a time difference.
[0100] さらに、本発明は上述した実施の形態のみに限定されるものではなぐ本発明の要 旨を逸脱しない範囲において種々の変更が可能であることは勿論である。  [0100] Furthermore, the present invention is not limited to the above-described embodiments, and various modifications can be made without departing from the scope of the present invention.
産業上の利用可能性  Industrial applicability
[0101] 上述したように、本発明は、オンラインゲームを提供するゲームシステムに有用であ り、オンラインゲームの魅力を向上させ、オンラインゲームの利用者数の増大を図るこ とに適している。 [0101] As described above, the present invention is useful for a game system that provides an online game, and is suitable for improving the attractiveness of an online game and increasing the number of users of the online game.

Claims

請求の範囲 The scope of the claims
[1] 複数の対戦ゲーム利用者が相互に競い合う対戦ゲーム及び当該対戦ゲームの結 果を利用する第 2のゲームを提供し、前記対戦ゲーム利用者が使用する複数の対戦 ゲーム端末及び前記第 2のゲームに参加する複数の第 2ゲーム利用者が使用する 複数の第 2ゲーム端末と通信可能なネットワークゲームサーバであって、  [1] A battle game in which a plurality of battle game users compete with each other and a second game using the result of the battle game are provided, and a plurality of battle game terminals used by the battle game user and the second A network game server capable of communicating with a plurality of second game terminals used by a plurality of second game users participating in the game,
前記対戦ゲーム端末力 通信ネットワークを介して受信した前記対戦ゲーム利用 者の操作情報に応じて前記対戦ゲームを進行する対戦ゲーム進行手段と、 前記第 2ゲーム端末から通信ネットワークを介して受信した前記第 2ゲーム利用者 の操作情報に応じて前記第 2のゲームを進行する第 2ゲーム進行手段と、  The battle game terminal force The battle game progress means for progressing the battle game according to the operation information of the battle game user received via the communication network, and the second game terminal received via the communication network from the second game terminal A second game progression means for proceeding with the second game according to the operation information of the two game users;
前記対戦ゲーム利用者ごとのポイント残高を記憶するポイント残高記憶手段と、 前記ポイント残高記憶手段にアクセス可能なポイント付与手段とを備え、 前記第 2ゲーム進行手段は、前記第 2ゲーム利用者が支払った手数料ポイント量の 情報を前記ポイント付与手段に送信し、  Point balance storage means for storing the point balance for each battle game user; and point grant means accessible to the point balance storage means, wherein the second game progress means is paid by the second game user. Information on the amount of commission points received is sent to the point granting means,
前記ポイント付与手段は、前記手数料ポイント量に基づいて、前記対戦ゲーム利用 者に付与する賞金ポイント量を決定し、前記ポイント残高記憶手段に記憶された前記 対戦ゲーム利用者のポイント残高に前記賞金ポイント量を加算するネットワークゲー ムサーバ。  The point giving means determines a prize point amount to be given to the competitive game user based on the fee point quantity, and the prize points are stored in the point balance of the competitive game user stored in the point balance storage means. Network game server that adds the amount.
[2] 前記ポイント付与手段は、前記手数料ポイント量の一部又は全部を前記賞金ポイン ト量とする請求項 1に記載のネットワークゲームサーバ。  [2] The network game server according to [1], wherein the point awarding means uses part or all of the fee point amount as the prize point amount.
[3] 前記ポイント付与手段は、前記手数料ポイント量のうちの所定の割合を前記賞金ポ イント量とする請求項 1に記載のネットワークゲームサーバ。 [3] The network game server according to [1], wherein the point granting unit uses a predetermined percentage of the fee point amount as the prize point amount.
[4] 前記対戦ゲーム進行手段は、前記対戦ゲーム利用者が支払った参加料ポイント量 の情報を前記ポイント付与手段に送信し、 [4] The competitive game progress means transmits information on the amount of participation fee points paid by the competitive game user to the point grant means,
前記ポイント付与手段は、前記参加料ポイント量及び前記手数料ポイント量に基づ The point grant means is based on the participation fee point amount and the fee point amount.
V、て、前記賞金ポイント量を決定する請求項 1に記載のネットワークゲームサーバ。 2. The network game server according to claim 1, wherein the prize point amount is determined.
[5] 前記ポイント付与手段は、前記対戦ゲーム利用者のポイント残高に前記賞金ポイン ト量を加算する際に、前記手数料ポイントの単位カゝら前記賞金ポイントの単位への変 換を行う請求項 1乃至 4のいずれかに記載のネットワークゲームサーバ。 [5] The point giving means may convert a unit of the fee points into a unit of the prize points when adding the prize point amount to the point balance of the competitive game user. The network game server according to any one of 1 to 4.
[6] 前記第 2のゲームは、前記対戦ゲームの結果を予想する賭けゲームであり、 前記第 2ゲーム進行手段は、前記第 2ゲーム利用者が賭け値として支払うポイント 量が含まれる betデータを前記第 2ゲーム端末力 受信し、前記賭け値の一部を前 記手数料ポイント量とする請求項 1乃至 4のいずれかに記載のネットワークゲームサ ーバ。 [6] The second game is a betting game that predicts a result of the battle game, and the second game progression means uses bet data including a point amount that the second game user pays as a betting value. 5. The network game server according to claim 1, wherein the network game server receives the second game terminal power and uses a part of the bet value as the fee point amount.
[7] 前記対戦ゲーム進行手段が実行した対戦ゲームの履歴及び前記第 2ゲーム進行 手段が実行した第 2のゲームの履歴を参照し、前記対戦ゲーム利用者と前記第 2ゲ ーム利用者の組合せを照合した結果に基づ 、て、不正な利用者の存在を検出する 不正判定手段をさらに備える請求項 1に記載のネットワークゲームサーバ。  [7] With reference to the history of the battle game executed by the battle game progress means and the history of the second game executed by the second game progress means, the battle game user and the second game user are referred to. The network game server according to claim 1, further comprising fraud determination means for detecting the presence of an unauthorized user based on a result of collating the combinations.
[8] 前記不正判定手段は、前記対戦ゲーム利用者と前記第 2ゲーム利用者の特定の 組合せが所定回数に達している場合に、当該特定の組合せに力かる利用者を不正 利用者と判定する請求項 7に記載のネットワークゲームサーバ。  [8] The fraud determination means determines that a user who works on the specific combination is an illegal user when the specific combination of the battle game user and the second game user has reached a predetermined number of times. The network game server according to claim 7.
[9] 複数の対戦ゲーム利用者が相互に競い合う対戦ゲーム及び当該対戦ゲームの結 果を利用する第 2のゲームを提供するネットワークゲームシステムであって、  [9] A network game system that provides a battle game in which a plurality of battle game users compete with each other and a second game using the result of the battle game,
前記対戦ゲーム利用者が使用する複数の対戦ゲーム端末と、  A plurality of battle game terminals used by the battle game user;
前記複数の対戦ゲーム端末と通信ネットワークを介して接続され、前記対戦ゲーム 端末力 受信する前記対戦ゲーム利用者の操作情報に応じて前記対戦ゲームを進 行する対戦ゲームサーバと、  A battle game server connected to the plurality of battle game terminals via a communication network and executing the battle game according to operation information of the battle game user receiving the battle game terminal force;
前記第 2のゲームに参加する第 2ゲーム利用者が使用する複数の第 2ゲーム端末 と、  A plurality of second game terminals used by second game users participating in the second game;
前記複数の第 2ゲーム端末と通信ネットワークを介して接続され、前記第 2のゲーム の利用者に対して前記第 2のゲームを提供する第 2ゲームサーバと、  A second game server connected to the plurality of second game terminals via a communication network and providing the second game to a user of the second game;
前記対戦ゲーム利用者ごとのポイント残高を記憶するポイント残高記憶手段にァク セスし、前記対戦ゲーム利用者に対して賞金ポイントを付与する賞金付与サーバとを 備え、  A prize granting server for accessing the point balance storage means for storing the point balance for each of the fighting game users, and for giving prize points to the fighting game users;
前記対戦ゲームサーバは、賞金付与の対象となる対戦ゲーム利用者の情報を前 記賞金付与サーバに送信し、  The competitive game server transmits information of a competitive game user to be awarded a prize to the prize grant server,
前記第 2ゲームサーバは、前記第 2ゲーム利用者が支払った手数料ポイント量の情 報を前記賞金付与サーバに送信し、 The second game server stores information on the amount of commission points paid by the second game user. Information to the prize server,
前記賞金付与サーバは、前記賞金付与の対象となる対戦ゲーム利用者の情報及 び前記手数料ポイント量に基づ!/ヽて、前記賞金付与の対象となる対戦ゲーム利用者 に付与する賞金ポイント量を決定し、決定した前記賞金ポイント量を前記ポイント残 高記憶手段に記憶された前記賞金付与の対象となる対戦ゲーム利用者のポイント残 高に加算するネットワークゲームシステム。  The prize giving server is based on the information of the competitive game user to be awarded and the amount of the commission points! / And determine the amount of prize points to be awarded to the game user to whom the prize is to be awarded, and the competition to be awarded with the prize amount stored in the remaining point amount storage means. A network game system that adds to the remaining points of game users.
[10] 前記第 2のゲームは、前記対戦ゲームの結果を予想する賭けゲームであり、  [10] The second game is a betting game for predicting a result of the battle game,
前記第 2ゲームサーバは、前記第 2ゲーム利用者が賭け値として支払うポイント量を 含む betデータを前記第 2ゲーム端末から受信し、前記賭け値の一部を前記手数料 ポイント量とする請求項 9に記載のネットワークゲームシステム。  10. The second game server receives bet data including a point amount paid by the second game user as a bet value from the second game terminal, and uses a part of the bet value as the fee point amount. The network game system described in 1.
[11] 複数の対戦ゲーム利用者が相互に競い合う対戦ゲーム及び当該対戦ゲームの結 果を利用する第 2のゲームを提供し、前記対戦ゲーム利用者が使用する複数の対戦 ゲーム端末及び前記第 2のゲームに参加する複数の第 2ゲーム利用者が使用する 複数の第 2ゲーム端末と通信可能なネットワークゲームサーバが行うネットワークゲー ムの制御方法であって、 [11] A battle game in which a plurality of battle game users compete with each other and a second game using the result of the battle game are provided, and a plurality of battle game terminals used by the battle game user and the second A network game control method performed by a network game server that can communicate with a plurality of second game terminals used by a plurality of second game users participating in the game of
前記対戦ゲーム端末力 通信ネットワークを介して受信した前記対戦ゲーム利用 者の操作情報に応じて前記対戦ゲームを進行する第 1ステップと、  A first step of proceeding with the battle game in accordance with the operation information of the battle game user received via the battle game terminal power communication network;
前記第 2ゲーム端末から通信ネットワークを介して受信した前記第 2ゲーム利用者 の操作情報に応じて前記第 2のゲームを進行するとともに、前記第 2ゲーム利用者か ら手数料ポイントを徴収する第 2ステップと、  The second game proceeds in accordance with the operation information of the second game user received from the second game terminal via the communication network and collects fee points from the second game user. Steps,
前記第 2ゲーム利用者が支払った手数料ポイント量に基づいて前記賞金付与の対 象となる対戦ゲーム利用者に付与する賞金ポイント量を決定する第 3ステップと、 前記対戦ゲーム利用者ごとのポイント残高を記憶するポイント残高記憶手段にァク セスして、前記対戦ゲーム利用者に対して賞金ポイントを付与する第 4ステップとを備 えるネットワークゲームの制御方法。  A third step of determining a prize point amount to be given to the competitive game user to be awarded the prize based on a commission point amount paid by the second game user; and a point balance for each competitive game user A network game control method, comprising: a fourth step of accessing a point balance storage means for storing a game and giving a prize point to the battle game user.
[12] 前記手数料ポイント量のうちの所定の割合を前記賞金ポイント量に決定する請求項[12] The predetermined amount of the commission point amount is determined as the prize point amount.
11に記載のネットワークゲームの制御方法。 11. The network game control method according to 11.
[13] 前記対戦ゲーム利用者のポイント残高に前記賞金ポイント量を加算する際に、前記 手数料ポイントの単位から前記賞金ポイントの単位への変換を行う請求項 11に記載 のネットワークゲームの制御方法。 [13] When adding the prize point amount to the point balance of the battle game user, 12. The network game control method according to claim 11, wherein conversion from a unit of commission points to a unit of prize points is performed.
[14] 前記第 2のゲームは、前記対戦ゲームの結果を予想する賭けゲームであり、  [14] The second game is a betting game for predicting a result of the battle game,
前記第 2ステップでは、前記第 2ゲーム利用者が賭け値として支払うポイント量を含 む betデータを前記第 2ゲーム端末から受信し、前記賭け値の一部を前記手数料ポ イント量とする請求項 11に記載のネットワークゲームの制御方法。  In the second step, bet data including a point amount paid by the second game user as a bet value is received from the second game terminal, and a part of the bet value is set as the fee point amount. 11. The network game control method according to 11.
[15] 実行済みの前記対戦ゲーム及び前記第 2のゲームの履歴を参照し、前記対戦ゲー ム利用者と前記第 2ゲーム利用者の組合せを照合した結果に基づ 、て、不正な利用 者の存在を検出するステップをさらに備える請求項 11に記載のネットワークゲームの 制御方法。  [15] An unauthorized user based on the result of checking the combination of the battle game user and the second game user with reference to the history of the played battle game and the second game. 12. The network game control method according to claim 11, further comprising a step of detecting the presence of the network game.
PCT/JP2006/315918 2005-09-01 2006-08-11 Network game server, network game system, and network game control method WO2007029450A1 (en)

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