WO2013031310A1 - Game management device, game system, game management method, program, and recording medium - Google Patents

Game management device, game system, game management method, program, and recording medium Download PDF

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Publication number
WO2013031310A1
WO2013031310A1 PCT/JP2012/063275 JP2012063275W WO2013031310A1 WO 2013031310 A1 WO2013031310 A1 WO 2013031310A1 JP 2012063275 W JP2012063275 W JP 2012063275W WO 2013031310 A1 WO2013031310 A1 WO 2013031310A1
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WO
WIPO (PCT)
Prior art keywords
user
access
game
fellow
privilege
Prior art date
Application number
PCT/JP2012/063275
Other languages
French (fr)
Japanese (ja)
Inventor
正能 鈴木
暢也 北村
雄大 堤
浩之 冨田
加藤 禎人
Original Assignee
株式会社コナミデジタルエンタテインメント
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Application filed by 株式会社コナミデジタルエンタテインメント filed Critical 株式会社コナミデジタルエンタテインメント
Priority to KR1020137015693A priority Critical patent/KR101489610B1/en
Publication of WO2013031310A1 publication Critical patent/WO2013031310A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/75Enforcing rules, e.g. detecting foul play or generating lists of cheating players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/828Managing virtual sport teams
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5586Details of game data or player data management for enforcing rights or rules, e.g. to prevent foul play

Definitions

  • the present invention relates to a game management device, a game system, a game management method, a program, and a recording medium that accept access via a network from a terminal device of each user who receives a game service and manage game information of each user. is there.
  • Patent Document 1 a game system has been proposed in which a privilege is given to the user according to the user's access level to the game server in order to encourage the user to continue using the game service.
  • the game system is incorporated into a social networking service (SNS) system, which is a community-type service that promotes and supports the connection between people, and is provided as one of the SNS services. Games are prevalent.
  • SNS social networking service
  • each user can become a friend with other users who use the game service, or points can be acquired by communicating with fellow users. It has become.
  • the interest of the game is enhanced by promoting communication between users.
  • the present invention has been made in view of the above problems, and a game management device, a game system, a game management method, and a game management device that can provide highly interesting game services by activating the game community than before.
  • the object is to realize a program and a recording medium.
  • a game management device receives access via a network from a terminal device of each user who receives a game service, manages game information of each user, and provides each user with the game via the network.
  • a game management device that provides a service, storing the access information of each user in a storage device, managing the access for each user, and all of the unit periods of a continuous specified number of periods
  • Continuous access privilege granting means for changing a user's game information and granting a continuous access achievement privilege so as to be advantageous to the game for the user who has achieved the continuous access that has performed the access, and each user as a center
  • Friend management means for storing information on fellow users belonging to a group in a storage device and managing fellow users for each user;
  • Friend support access determination means for determining whether or not a fellow user of the user satisfies a predetermined support access condition for a user having a missing unit period that has not been accessed among the unit periods of the continuous specified number of periods.
  • the said continuous access privilege provision means is said that even if it is a user with the said missing
  • a game system includes a terminal device of each user who receives a game service, receives access via a network from the terminal device, manages game information of each user, and transmits the network to each user. And a game management device configured as described above for providing the game service via the network.
  • a game management method that accepts access from a terminal device of each user who receives a game service, manages game information of each user, and sends each user through the network.
  • a game management method in a game management apparatus that provides the game service wherein the game management apparatus stores information on the access of each user in a storage device, and manages the access for each user;
  • the game management device changes the game information of the user so that it is advantageous to the game for the user who has achieved the continuous access who has made the access for all the unit periods of the continuous specified number of periods, and the continuous access
  • the continuous access privilege granting step for granting the achievement privilege and the game management device are provided for each user.
  • a friend management step for storing the information of fellow users belonging to a central group in a storage device and managing the fellows for each user, and the game management device accesses the continuous period of the unit period.
  • a friend support access determination step for determining whether or not the fellow user of the user satisfies a predetermined support access condition for a user who has a missing unit period. And even if it is a user where the missing unit period exists among the unit periods of the continuous specified number of periods, the continuous access privilege granting step is performed when the fellow user of the user satisfies the support access condition. When the fellow support access determination step determines, the user is provided with the continuous access achievement privilege.
  • a continuous access achievement privilege is provided by changing the game information of the user so as to be advantageous to the game for a user who has achieved continuous access for all the unit periods of the number of continuous specified periods.
  • Access privilege granting means friends who belong to a group centered on each user
  • the friend management means for storing the information in the storage device and managing the friend for each user, and the user who has the missing unit period that has not been accessed among the unit periods of the continuous prescribed period, This is to allow the user to function as fellow support access determination means for determining whether or not a predetermined support access condition is satisfied.
  • the said continuous access privilege provision means is said that even if it is a user with the said missing
  • each user the motivation to communicate with friends, thereby activating the entire game community.
  • each user strengthens the connection and interaction between friends in the game, and further increases the interest and interest in the game, and provides a highly entertaining game service with continuity that users will never get tired of it can.
  • the game management device and the game system of the present invention may be realized by a computer.
  • a recorded computer-readable recording medium also falls within the scope of the present invention.
  • FIG. 1 shows a configuration example of a game system in which a game management device according to an embodiment of the present invention is incorporated.
  • this game system includes a game server 1 installed on a network 4 such as the Internet, a database server 2 connected to be communicable with the game server 1, and a game server via the network 4. 1 and the terminal device 3 of each user that can be communicably connected.
  • the network 4 is not limited to the Internet.
  • the game server 1 and the terminal device 3 of each user can be connected to each other so as to communicate with each other, for example, a dedicated line, a public line, etc. It may be a line (telephone line, mobile communication line, etc.), a wired LAN (Local Area Network), a wireless LAN, or the like, or a combination of the Internet and these.
  • the game management device includes a game server 1 and a database server 2.
  • the game server 1 receives access from the terminal device 3 of each user who receives the game service via the network 4 and stores and manages game information of each user in the database server 2 (storage device).
  • a game service is provided via the network 4.
  • an example of providing a so-called browser game in which a game can be played by a web browser installed in each user terminal device 3 will be described as one form of game service provided by the game server 1.
  • the service form for providing the browser game it is not necessary to download or install software dedicated to the game on the user's terminal device 3, and the user can easily connect to the game server anywhere as long as the terminal device 3 can be connected to the network 4.
  • the game service provided from 1 can be enjoyed.
  • a program for a browser game is installed in the game server 1, and the game server 1 performs arithmetic processing and data for progressing the game in accordance with input operations on the terminal device 3 of each user. Execute the process. Then, the game server 1 updates the game information of each user in the database server 2 based on the execution result of the arithmetic processing and the like, and web page information for displaying the execution result on the screen of the user terminal device 3 (Game screen data) is transmitted to the terminal device 3 of each user.
  • Game screen data web page information for displaying the execution result on the screen of the user terminal device 3
  • Each user's terminal device 3 is equipped with a web browser having a website browsing function as a user agent so that the web page information transmitted from the game server 1 can be displayed on the screen of the terminal device 3. It has become.
  • the terminal device 3 include a mobile phone terminal, a PHS (Personal Handy-phone System) terminal, a personal digital assistant (PDA), and a smartphone that is a mobile terminal in which a mobile phone and a mobile information terminal are integrated.
  • Various terminals that can be connected to the game server 1 via the network 4 and receive a game service, such as a personal computer or a tablet computer, can be applied.
  • the game provided in the present embodiment has a so-called social game element that allows the user to play while communicating with other users who are receiving game services.
  • a social networking service SNS
  • a game system that provides a social game service as one of the SNS services can be obtained.
  • a game service can be provided to the user by a game system operating on the SNS platform, but the game server 1 and the database server 2 can be constructed as independent game systems without being incorporated into the SNS system. Good.
  • each user can build a special relationship of “friends” with one or more other users who are receiving game services. And the user who made the friend can enjoy the various merit mentioned later.
  • a user to become a friend with another user either one of the two users makes a friend application to the other user via the game server 1, and the user who has received the friend application
  • the friend application made between both users and the operation of the approval of approving becoming a friend via the game server 1 are mentioned.
  • the game server 1 memorize
  • a predetermined period for example, one day
  • a user who has made at least one access to the game server 1 within the unit period is given access within the unit period.
  • the game server 1 achieves continuous access by changing the game information of the user so as to be advantageous to the game with respect to the user who has achieved access within the unit period for all the unit periods of the continuous specified period.
  • a privilege is given, thereby promoting the continuous use of each user's game service.
  • the unit period is not limited to one day (24 hours) in the real world, and may be, for example, half a day (12 hours) or two days in the real world, and an arbitrary period can be set. .
  • the number of continuous specified periods can be arbitrarily set. For example, when the unit period is one day in the real world and the number of continuous specified periods is 10, a continuous access achievement privilege is granted to a user who has achieved continuous access for 10 days. For example, when a half day is a unit period and the number of consecutive specified periods is 10, at least once in the morning (from 0:00 to 12:00) and in the afternoon (from 12:00 to 24:00) A continuous access achievement privilege is given to a user who has achieved access to the game server 1 for five consecutive days.
  • the unit period is one day in the real world
  • the number of consecutive specified periods is five
  • a continuous access achievement privilege is given to a user who has achieved five days of continuous access.
  • the game server 1 grants a privilege that should not be granted to a user unless the user has achieved continuous access for five days, to a user who has not been able to achieve continuous access for five days under certain conditions. That is, even if the user cannot achieve continuous access for 5 days due to the absence of access (missing unit period) within 5 consecutive days, When a friend satisfies a predetermined support access condition, it is assumed that there is no missing day (that is, the user has also accessed the game on the missing day), and a privilege for continuous access for 5 days is given. It has a typical configuration. As a specific example, even if the user cannot access the game server 1 for one day due to something, the friend of the user is in the support access condition (e.g.
  • This characteristic configuration of the present embodiment has an advantage for the user himself / herself by maintaining a high access frequency such that the user's companion satisfies the support access condition, and conversely, the user himself / herself also maintains a high access frequency. If you do, you can indirectly support other friends. Thereby, each user is given the consciousness and motivation to increase the access frequency with each other. Each user is motivated to communicate with each other in an attempt to increase the frequency of access to the game of the entire group (access to the game server 1). It becomes possible to plan.
  • the activation of the entire game community is an important element for realizing highly interesting social games, etc., and each user strengthens the connection and interaction between friends in the game, and thus interest and interest in the game. Result. Therefore, this game system can provide a game service having continuity that does not get tired for the user.
  • the game management device includes the game server 1 and the database server 2.
  • FIG. 2 shows an example of the hardware configuration of the game server 1.
  • the game server 1 mainly includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12 and a RAM (Random Access Memory) 13 as a main storage device, and an auxiliary storage device 14.
  • the communication control unit 15 and the input / output control unit 16 are connected to each other via a bus line 17 including an address bus, a data bus, a control bus, and the like. Note that an interface circuit is interposed between the bus line 17 and each component as necessary, but the illustration of the interface circuit is omitted here.
  • the CPU 11 interprets and executes instructions of application software such as system software and game programs, and controls the game server 1 as a whole.
  • the ROM 12 stores a program and the like necessary for basic operation control of the game management device 1.
  • the RAM 13 stores various programs and data, and secures a work area for the CPU 11.
  • the auxiliary storage device 14 is a storage device that stores application software such as a game program, various data, and the like.
  • application software such as a game program, various data, and the like.
  • a hard disk drive can be used as the auxiliary storage device 14.
  • the program according to the present embodiment for causing the game server 1 (computer) to operate as a game management device is also stored in the auxiliary storage device 14, and the program is transferred from the auxiliary storage device 14 to the bus line when the game server 1 is started. 17 is loaded into the RAM 13 via the CPU 17 and executed by the CPU 11.
  • the communication control unit 15 includes a communication interface 15 a connected to the network 4, and controls communication with each user terminal device 3 via the network 4.
  • the communication control unit 15 also controls communication with a server (not shown) connected to the network 4.
  • a server not shown
  • the communication control part 15 of the game server 1 controls communication with the SNS server which is not illustrated via the network 4.
  • the input / output control unit 16 is communicably connected to the database server 2 and is a database interface that performs input / output control when the CPU 11 executes reading / writing of data (records) with respect to the database server 2.
  • the database server 2 includes a large-capacity hard disk device having, for example, a RAID (Redundant Arrays of Inexpensive Disks) configuration as a storage device having an area for storing game information of each user managed by the game server 1.
  • the database server 2 stores various game information (user name, level, in-game points, possessed items, etc.) of each user in association with identification information (user ID) for uniquely identifying each user, for example. It can be constructed as a database, an object database, an object relational database, or the like.
  • the game management device is configured by the game server 1 and the database server 2
  • the present invention is not limited to this.
  • the game server 1 can have the function of the database server 2 and the game management device can be configured only by the game server 1.
  • the game server 1 can be configured as a plurality of servers by distributing the functions of the game server 1 to a plurality of servers. For example, when a user operates the terminal device 3 to access the game server 1, an authentication server having an authentication function for determining whether the user is a legitimate user is provided separately from the main server of the game server 1,
  • the game server 1 may be composed of a main server and an authentication server.
  • a billing management server that performs billing management when a user purchases an item to be billed in a game is provided separately from the main server of the game server 1, and the main server, authentication server, and billing management
  • the game server 1 may be configured by a server.
  • a load distribution type system configuration may be adopted. In this case, it is desirable to provide a load balancer for adjusting the load among the plurality of game servers 1.
  • terminal device 3 As the terminal device 3 operated by the user, various terminals having a website browsing function such as a mobile phone terminal and a smartphone can be applied as described above, but in the present embodiment, a mobile phone terminal is exemplified. The configuration will be described. Note that the terminal device 3 other than the mobile phone terminal is also basically required for playing a game such as displaying a game screen using a website browsing function or performing an input operation for executing the game. The configuration is the same as that of the mobile phone terminal.
  • a mobile phone terminal having a website browsing function or the like is also called a feature phone or a smart phone, and FIG. 3 shows a configuration example thereof.
  • the terminal device 3 mainly includes a CPU 31, a ROM 32 and a RAM 33 as main storage devices, an image processing unit 34, a display unit 35, a sound processing unit 36, and an audio input unit 37. , An audio output unit 38, an auxiliary storage device 39, an operation input unit 40, and a communication control unit 41.
  • the components 31 to 34, 36 and 39 to 41 are connected to each other via a bus line 42. Has been.
  • An interface circuit is interposed between the bus line 42 and each component as necessary, but the interface circuit is not shown here.
  • the CPU 31 interprets and executes commands of various programs including the web browser, and controls the terminal device 3 as a whole.
  • the ROM 32 stores a program and the like necessary for basic operation control of the terminal device 3.
  • the RAM 33 stores various programs and data loaded from the ROM 32 or the auxiliary storage device 39, and secures a work area for the CPU 31.
  • a web browser that displays game screen data described in HTML or the like is stored in the ROM 32 or the auxiliary storage device 39, loaded into the RAM 33, and executed by the CPU 31.
  • Various plug-in software for extending the browser function of the web browser may be stored in the ROM 32 or the auxiliary storage device 39 together with the web browser.
  • the image processing unit 34 drives the display unit 35 based on an image display command from the CPU 31 to display an image on the screen of the display unit 35.
  • Various known display devices such as a liquid crystal display and an organic LE (Electro-Luminescence) display can be applied to the display unit 35.
  • the sound processing unit 36 converts an analog audio signal into a digital audio signal when audio is input from the audio input unit 37, generates an analog audio signal based on a sound generation instruction from the CPU 31, and outputs it to the audio output unit 38.
  • the voice input unit 37 includes a microphone built in the terminal device 3 and is used for telephone communication or recording.
  • the voice output unit 38 is composed of a speaker that outputs a reception speaker at the time of telephone communication and a telephone ringtone or a sound effect at the time of game execution.
  • the auxiliary storage device 39 is a storage device that stores various programs and data.
  • a flash memory drive or the like can be used as the internal memory of the mobile phone terminal, and a memory card reader / writer or the like can be used as the external memory of the mobile phone terminal.
  • the operation input unit 40 accepts a user's operation input and outputs an input signal corresponding to the operation input to the CPU 31 via the bus line 42.
  • Examples of the operation input unit 40 include physical buttons such as a direction instruction button, a determination button, and an alphanumeric character input button provided on the main body of the terminal device 3. Further, in the case of the terminal device 3 in which the display unit 35 is configured as a so-called touch screen by mounting a touch panel (contact input type interface) on the screen of the display unit 35, the touch panel also becomes the operation input unit 40.
  • the communication control unit 41 includes a communication interface 41a, and has a communication control function for data communication when a game is operated, a communication control function for transmitting and receiving voice data as a mobile phone terminal, and the like.
  • a communication control function for data communication for example, a wireless LAN connection function, an Internet connection function via a wireless LAN or a cellular phone network, a predetermined frequency band (for example, a 2.4 GHz frequency band) is used. Includes short-range wireless communication functions.
  • the communication control unit 41 transmits a connection signal for connecting the game apparatus 1 to a wireless LAN, the Internet, or the like based on a command from the CPU 31 and receives information transmitted from the communication partner side and supplies it to the CPU 31. To do.
  • the terminal device 3 may further include a GPS (Global Positioning System) signal receiving circuit, an imaging device (camera) such as a CCD (Charge Coupled Device) image sensor, a triaxial acceleration sensor, and the like.
  • GPS position information may be used in the game.
  • a user who wants to receive a game service starts up a web browser and performs an operation of accessing a game site managed by the game server 1.
  • the communication control unit 41 of the terminal device 3 receives game screen data described in HTML or the like transmitted from the game server 1, and the CPU 31 executes the web browser.
  • a game screen is displayed on the display unit 35.
  • the user selects and inputs selectable button objects and hyperlinks displayed on the game screen by operating the operation input unit 40.
  • the game server 1 advances the game and transmits new game screen data to the terminal device 3. Then, this new game screen is displayed on the display unit 35 of the terminal device 3.
  • the user can select a button object or the like that can be selected on the game screen displayed on the display unit 35 by an operation.
  • a game provided by the game server 1 can be played.
  • FIG. 4 is a main functional block diagram of the game management device.
  • the game management device mainly includes game information management means 51, game progress means 52, fellow management means 53, authentication means 54, access management means 55, fellow support access determination means 56, continuous access privilege grant means 57, and notification means 58. And message transmission means 59.
  • game information management means 51 game progress means 52, fellow management means 53, authentication means 54, access management means 55, fellow support access determination means 56, continuous access privilege grant means 57, and notification means 58.
  • message transmission means 59 is realized by the CPU 11 of the game server 1 executing the program according to the present embodiment.
  • the game information management means 51 accumulates and manages the game information of each user in the database server 2.
  • the items of game information managed by the game information management means 51 differ depending on the content of the game service that the game server 1 provides to the user.
  • Examples of games provided by the game server 1 include sports games based on various sports such as baseball, soccer, and golf, battle games based on battles, music simulation games, and other various role-playing games and training.
  • Various games such as games and simulation games can be listed regardless of the game format and genre.
  • the case where the game server 1 provides a baseball game as a game service will be described below.
  • a baseball game in which a user owns a player character in the game and can play a game (match) with another user in the game using the player character is taken as an example.
  • the player character owned by the user can be in a card format in which the form of the player character is visible on the screen of the terminal device 3. That is, the player character is managed by the game server 1 as a digital player card and displayed on the screen of the user terminal device 3.
  • FIG. 10A illustrates a player card 71 displayed on the screen of the user's terminal device 3, and the form of the player character and the rareness of the card (the value of the scarce value is indicated by the number of ⁇ ). Is displayed on the screen as a digital player card.
  • the user can collect player cards while proceeding with the game, form his own original team, and compete with other users for ranking.
  • the user can improve the ability of the player card (player character) by synthesizing the collected player cards (that is, nurture the player), and can enjoy the game with the aim of creating a stronger team. It can be done.
  • the game information management means 51 for managing the game information of each user includes a user information storage control unit 51a, a level information storage control unit 51b, and an owned player card storage control unit 51c. , Owned point storage control unit 51d, owned coin storage control unit 51e, owned item storage control unit 51f, game result storage control unit 51g, ranking storage control unit 51h, privilege information storage control unit 51i, demerit information storage control unit 51j, etc. I have.
  • the user information storage control unit 51a associates a user ID uniquely identifying each user with user information related to each user such as a login ID, password, user name (such as a nickname used in the game), team name, and the like.
  • Each user ID is stored in a predetermined storage area of the database server 2.
  • the login ID and password are used for login authentication when each user operates the terminal device 3 to access the game server 1.
  • the user name and team name are arbitrary information set by the user when the user registers as a member for receiving the game service or when the game is executed for the first time.
  • the user name and team name are displayed on the game screen as necessary.
  • the level information storage control unit 51b stores level information such as the user level and the league level in a predetermined storage area of the database server 2 for each user ID in association with the user ID.
  • level information such as the user level and the league level in a predetermined storage area of the database server 2 for each user ID in association with the user ID.
  • experience values are accumulated as the user progresses the game, and the level of the user is increased when the experience value reaches a certain amount.
  • there are a plurality of different levels of leagues and each user's team belongs to one of the leagues, and a game (league battle) is automatically played with another user's team in the league. To do.
  • league battle the replacement game between the teams of the users belonging to different leagues is automatically executed, and the league level to which the user's team belongs changes.
  • the level information storage control unit 51b stores the user level and the league level in association with the user ID.
  • the owned player card storage control unit 51c stores information on player cards acquired and owned by the user in the game in a predetermined storage area of the database server 2 for each user ID in association with the user ID.
  • Examples of the player card information include identification information (player card ID) for uniquely identifying the player card, an ability value indicating the height of the ability of the player, and a regular player flag.
  • FIG. 6 shows an example in which player ability values can be set for three ability items (abilities 1 to 3).
  • the ability item when the player card is a fielder, abilities 1 to 3 can be “blow”, “running power”, “defense”, etc., and when the player card is a pitcher, ability 1 ⁇ 3 can be set as "sphere", "control", "change”, etc.
  • the capability item is not limited to this example, and can be increased or decreased.
  • a regular player flag is a regular player (player included in a team order) who participates in a match with another user's team among player cards owned by the user, or a non-regular player. This flag is “1”, indicating that it is registered as a player card for a regular player.
  • the terminal device 3 the user can select a regular player from an owned player card or set a team order.
  • the database server 2 stores the player card image data, the player name, the position, the affiliation team, the ability value (initial value not strengthened by the synthesis) and the like in association with the player card ID.
  • the game information management means 51 can acquire image data of a player card corresponding to the player card ID based on the player card ID stored in the owned player card storage control unit 51c. ing.
  • the owned point storage control unit 51d associates various points owned by the user in the game (including values corresponding to points) in a predetermined storage area of the database server 2 for each user ID in association with the user ID.
  • various game modes there are various game modes, and various points can be acquired and the acquired points can be used according to the game mode.
  • examples of the points include behavioral points, operating costs, reinforcement points, ale points, etc., in addition to the above experience values.
  • the action power point is used in a “scout mode” in which the player card is searched and the player is scouted while consuming the action power point.
  • the operation cost is used in the “match mode” in which an individual match is designated by specifying another user, and the individual match is performed at a cost (point) necessary for managing the match. It is consumed by. For example, behavioral power points and operating costs that are consumed and reduced during a game are recovered over time (for example, 1 point is recovered every 3 minutes), or the experience value is set to a certain amount. It can be recovered by reaching the user level.
  • the strengthening points are used in the “strengthening mode” in which the ability of the player cards is improved by combining the player cards owned by the user, and is consumed by performing the combining.
  • This strengthening point can be acquired, for example, by executing a scout mode or a match mode.
  • the ale point is a point that can be acquired when a user sends a message or the like to another user to support (send an ale).
  • This ale point can be used in, for example, “player lottery acquisition mode” in which a predetermined number (for example, one) of player cards can be acquired by lottery based on random numbers, etc., from all player cards managed by the game server 1 It is possible to receive one player card lottery for a predetermined ale point.
  • the owned coin storage control unit 51e associates the user ID with the coin owned by the user in the game (in-game currency different from the points) in a predetermined storage area of the database server 2 for each user ID. To remember. This coin is necessary, for example, when acquiring an item to be charged.
  • the owned item storage control unit 51f stores the item acquired by the user in the game in a predetermined storage area of the database server 2 for each user ID in association with the user ID.
  • examples of items include recovery items, puzzle card pieces, and fake cards.
  • the recovery item is an item that recovers the above-described action power points and / or operation costs consumed and reduced during the game to the maximum value in an instant without waiting for the passage of time.
  • the recovery item can be acquired by consuming and purchasing the coin or satisfying a predetermined bonus condition in the game.
  • a puzzle card piece is an item that can be obtained a powerful (high ability) player card by collecting a predetermined number of pieces (for example, six pieces P1 to P6) and completing the puzzle card.
  • a piece of a puzzle card can be obtained when a lottery based on a random number or the like is won at the time of executing the scout mode, and when the player wins by fighting with a piece owned by another user in the game mode In addition, it can be taken from the user of the opponent.
  • a fake card is an item that can be set only on a piece of the puzzle card so that even if it is defeated by another user in a match in the game mode, the targeted piece is not taken away only once.
  • a fake card can be obtained by consuming and purchasing the coin or satisfying a predetermined bonus condition in the game.
  • the game result storage control unit 51g associates a user ID with a game ID for uniquely identifying a game in which the user's team has played against another user's team, for each user ID.
  • the game uniquely specified by the game ID includes a game of an individual game performed by the user specifying an opponent and a game of a league game automatically performed by the game server 1.
  • the database server 2 is associated with the game ID, the game date and time (real world game start or end time), the user ID of the winning team, the user ID of the defeated team, the battle score, the winning pitcher character,
  • a game database is stored in which information about game results such as a loser pitcher character, a player character who has made a home run, and game critical information is stored.
  • the game information management means 51 can acquire the information regarding the game result corresponding to the said game ID from a game database based on the game ID which the game result memory
  • the ranking storage control unit 51h associates the user ID with ranking information such as the ranking in the affiliation league based on the number of wins and defeats of the user's team and the number of wins / defeats in the league match or replacement match,
  • Each user ID is stored in a predetermined storage area of the database server 2.
  • a league game is automatically performed at a predetermined time on each day from Monday to Friday in the real world (for example, 12 games per day), and a replacement game is performed at a predetermined time on Saturday and Sunday in the real world. It is assumed that a predetermined number of games (for example, 12 games each day) are automatically played.
  • the ranking storage control unit 51h stores the ranking information for each day from Monday to Sunday in the real world, and updates the ranking information to the latest information every week.
  • the privilege information storage control unit 51i stores information related to the privilege granted to the user in a predetermined storage area of the database server 2 for each user ID in association with the user ID.
  • the privilege in this Embodiment is provided with respect to the user who achieved the continuous access for 5 days as mentioned above. Giving a privilege here means making the game more advantageous (merit occurrence state) than before giving the privilege.
  • bonus points in this example, 200 points of strengthening points
  • the example given to the user as a privilege is shown. Details of this privilege will be described later.
  • the game progress means 52 executes a game in response to an operation on the terminal device 3 by the user, generates game screen data corresponding to the execution result, and transmits the game screen data to the terminal device 3. It has a function to advance the game by displaying a game screen according to the game.
  • the game progress means 52 includes a game execution means 52a, a game screen generation means 52b, and a game screen transmission means 52c.
  • the game execution means 52a reads the user's game information in response to the request and executes the game by performing calculations and data processing.
  • the game execution means 52a is configured so that the player cards of both teams corresponding to the user IDs of the two users performing the battle. Information (player card information of regular players participating in the game) is read from the database server 2. And the game execution means 52a performs the calculation which determines a win / loss based on the ability value etc. of the player card of both teams. As an example of the calculation of this win / loss decision, the player with the highest total ability value of both teams may be the winning team, or the team with the higher total ability value will have a higher probability of winning. The winning team may be obtained by probability calculation. Moreover, the game execution means 52a performs the calculation which determines whether various effect productions which affect a win / loss are generated based on the combination of the player card which comprises a team before the calculation which determines a win / loss. May be.
  • the game screen generation means 52b generates game screen data composed of HTML data, for example, according to the execution result by the game execution means 52a.
  • the HTML data may include image data such as a player card read from the database server 2.
  • moves by the plug-in of the web browser of the terminal device 3 may be embedded in HTML data.
  • the game screen transmission unit 52c transmits the game screen data (HTML data or the like) generated by the game screen generation unit 52b to the user terminal device 3 as a response to the request for the game screen.
  • the game screen is displayed on the display unit 35 by the web browser.
  • the fellow management means 53 has a function of storing fellow user information belonging to a group called a fellow centered on each user in the database server 2 (storage device) and performing fellow management for each user.
  • the group here shows the group of one's friend seen from the viewpoint of one user to the last, and each user who comprises these groups does not belong only to this group.
  • Each user also has a group of “buddies” centered on him / herself.
  • the fellow management means 53 includes a fellow information storage control unit 53a.
  • FIG. 7A shows an example of information related to each user's associate, which the associate information storage control unit 53a stores and manages in the database server 2.
  • the buddy information storage control unit 53a receives the information on the limit number of buddy, the user ID of a buddy user who is already in a buddy relationship, the user ID of a buddy application user, and the buddy application in association with the user ID.
  • the information regarding associates such as user IDs of unapproved users, is stored in a predetermined storage area of the database server 2 for each user ID.
  • the number of unapproved users who have received peer applications is zero.
  • bonus points are awarded to both users who have become friends (for example, increasing the maximum value of the action power point and the operating cost by a predetermined point). Is possible).
  • a limit number of friends according to the degree of progress of the game (upper limit number of people who can make friends) is set, and the friend information storage control unit 53a associates the user ID with the friend limit. I remember the number. For example, the limit number of friends is set to increase as the level of the user increases. Thereby, in order to make more friends and make the game advantageous, the user is given a motivation to continuously advance the game and improve the level.
  • either one of both users makes a friend application to the other user via the game server 1.
  • this friend application first, a user who wants to make a friend performs an operation of listing target candidates of friend candidates on the screen of the terminal device 3.
  • the game server 1 transmits screen data listing the candidates for the fellow candidates, so that a plurality of fellow candidates are listed, for example, as shown in the screen example of FIG. A screen is displayed on the user terminal device 3.
  • the user confirms the user level, the league level, and the like of the target person listed on the screen, selects a user who wants to be a friend, and performs a friend application operation. Details of the fellow candidate list screen in FIG. 26 will be described later.
  • A's user ID “000001” is stored as “unapproved user ID”. Then, the game server 1 notifies the user A that there has been a friend application when the terminal device 3 of the user B logs into the game server 1.
  • the user B who received the friend application checks the information such as the user level and the affiliation league level of the user A received from the game server 1 on the screen of the terminal device 3 and decides whether to approve or reject as a friend. Perform the operation to select.
  • the friend management means 53 of the game server 1 establishes a friendship relationship between the user A and the user B in accordance with this operation, and both users A and B are established.
  • the user ID of user B is deleted from “user ID under application”.
  • the authentication unit 54 determines whether the user has a game participation qualification and performs login authentication. .
  • An example of this authentication is authentication based on a login ID and password associated with a user ID. For example, when the user uses the game service for the first time, a login ID (any alphanumeric character, email address, etc.) and password are registered in the game server 1 as member information. Then, when logging in to the game server 1 from the next time, the user operates the terminal device 3 to transmit the login ID and password to the game server 1. At this time, the authentication means 54 of the game server 1 determines whether or not the combination of the login ID and password received from the user terminal device 3 has been registered, and performs login authentication.
  • the SNS member registration information may be used as registration information for receiving the game service of the game system.
  • the user's terminal device 3 is logged in to the SNS server, when the game site managed by the game server 1 is first accessed, the user's login ID and password are automatically input from the SNS server to the game server 1. It may be transferred so that the user can register to use the game service without registering the login ID and password again.
  • an individual identification number of a mobile phone terminal that is the terminal device 3 (a mobile phone terminal different from the phone number is uniquely specified) so that the user can save the trouble of inputting a login ID and a password each time the user accesses the game server 1.
  • a unique ID of the contractor (ID for uniquely identifying the contractor of the mobile phone terminal, which is not changed as long as the contractor is the same even if the model is changed) You may perform authentication using. That is, when the user registers the member by operating the mobile phone terminal, the game server 1 acquires the individual identification number or the contractor specific ID included in the data transmitted from the mobile phone terminal, and the login ID and password At the same time, the individual identification number or the contractor unique ID is also stored in the database server 2 in association with the user ID. Then, when receiving an access request from the mobile phone terminal, the authentication unit 54 performs login authentication by determining whether the individual identification number or the contractor unique ID has been registered. Thereby, when accessing the game server 1, the user can log in without inputting the login ID and password.
  • cookie HTTP cookie information
  • the game server 1 issues individual identification information corresponding to the login ID and password and registers it in the database server 2, and the individual identification information is used as a cookie. It transmits to the terminal device 3.
  • the browser of the terminal device 3 stores the received cookie in the terminal device 3.
  • the browser of the terminal device 3 transmits a Cookie to the game server 1 together with a page browsing request, so that the authentication unit 54 receives the access request from the mobile phone terminal. Can perform login authentication by determining whether or not the individual identification number of the cookie has been registered.
  • the access management means 55 stores access information of each user to the game server 1 in the database server 2 (storage device) and manages access for each user.
  • the access information is information such as the access history (access date and time) of each user, the number of accesses in the real world per day, the presence / absence of access in each day in the real world, and the like.
  • the access management means 55 has a function of managing the presence / absence of access to the game server 1 for each predetermined unit period for each user.
  • the management information on the presence / absence of access for each predetermined unit period is a continuous access privilege granting unit 57 that grants a continuous access privilege to a user who has achieved continuous access who has accessed all of the unit periods of the specified number of consecutive periods. Used to determine whether continuous access has been achieved.
  • the access management means 55 manages the presence / absence of access for each predetermined unit period for each user.
  • the access management means 55 stores only the date and time of access of each user.
  • the continuous access privilege granting unit 57 may determine whether or not there is access for each predetermined unit period.
  • the access management means 55 of the present embodiment uses one day in the real world as a unit period, and indicates whether or not the game server 1 is accessed each day (whether access has been made at least once a day). An example of managing whether or not) for each user will be described.
  • FIG. 9A shows an example of access information of each user that is stored and managed in the database server 2 by the access information storage control unit 55a.
  • the access information storage control unit 55a is associated with the user ID, and in the real world today, 1 day ago, 2 days ago, 3 days ago, 4 days ago, ..., n days ago (in this embodiment, n is 5 or more Information indicating whether or not the game server 1 is accessed for each day (whether or not access within the unit period has been achieved) is stored in a predetermined storage area of the database server 2 for each user ID. When this information is “1”, it indicates that the game server 1 has been accessed at least once a day, while when this information is “0”, the game server 1 is accessed once a day. Indicates that there was no access.
  • a privilege is given by continuous access for 5 days, so it is only necessary to store information indicating the presence / absence of access for the most recent 5 days up to the previous day.
  • the access information stored in the access information storage control unit 55a is not limited to the example in FIG. 9A.
  • FIG. 9B today, 1 day before, 2 days ago,.
  • the number of accesses to the game server 1 for each day n days ago may be used.
  • This access count information is used to manage whether or not access within a unit period (at least one access per day in this embodiment) is achieved depending on whether or not the information is “0”. Information.
  • the access information storage control unit 55a stores information indicating whether or not the user's associate satisfies the support access condition in a predetermined storage area of the database server 2 for each user ID in association with the user ID. This information is information indicating the determination result by the fellow support access determination means 56 described later.
  • the access information storage control unit 55a also stores in the predetermined storage area of the database server 2 for each user ID, in association with the user ID, the continuous access days that are the continuous days that the user has accessed the game server 1.
  • the number of consecutive access days is the date when the user accesses the game server 1 and the date when the user is regarded as accessed (the same day as the missing date that the user did not access).
  • the number of consecutive days) counted. This number of consecutive access days is initialized (reset) when continuous access by the user (including a case where access is considered to be interrupted) stops and when a privilege is given to the user by achieving continuous access for 5 days. .
  • the continuous access days are initialized. That is, assuming that the missing date that can be compensated is n days, when the missing date on the (n + 1) th day is determined, the continuous access is interrupted at that time, and the continuous access days are initialized.
  • the number of missing days that can be compensated can be set arbitrarily. However, if too many missing days that can be compensated are allowed, even if the user himself / herself does not access the game server 1 in fact, there is a possibility that the missing days are compensated and a continuous access achievement privilege is obtained. Therefore, it is desirable to set an upper limit for missing dates that can be compensated. In this embodiment, first, an example in which a missing date that can be compensated is limited to one day will be described below, and a case where a plurality of missing dates that can be compensated are allowed will be described later.
  • the fellow support access determination means 56 determines whether or not the fellow user of the user satisfies a predetermined support access condition for a user who has a missing date that has not accessed the game server 1 for five consecutive days. It has the function to do.
  • various arbitrary conditions can be set as support access conditions.
  • the support access condition “the ratio of the fellow users who have accessed the game server 1 at least once on the same day as the missing date to the whole fellow users is equal to or more than a threshold value” can be set.
  • the threshold is set to 0.8 (80% as a percentage)
  • eight or more fellow users among the ten fellows including the user themselves are accessing the game server 1 this support access condition is satisfied. .
  • a fellow user is a user who belongs to a group called a friend centered on each user, and basically, the user who forms the center of the group is also included in the fellow user.
  • the user since the user himself / herself does not access the missing date, the user may be excluded from the fellow user, and the percentage of fellow users who accessed on the same day as the missing date may be calculated. That is, “y / (x ⁇ 1) ⁇ z” may be set as the support access condition.
  • the support access condition “the number of fellow users who accessed the game server 1 at least once on the same day as the missing date is equal to or greater than a threshold (for example, 10 people)”.
  • a threshold for example, 10 people
  • the user is given the motivation to make at least a threshold (for example, 10 people) or more so as to satisfy the support access condition.
  • the user is motivated to make more friends in order to satisfy the support access condition more easily. Further examples of support access conditions will be described later.
  • the process for determining whether or not the support support condition is met by the fellow support access determination means 56 is after 12:00 pm (24:00) when the presence / absence of access by the user is confirmed, that is, at a predetermined time on the day after the user's missing date. Done. For example, the determination process by the fellow support access determination unit 56 is performed at 0:00 on the day after the missing day.
  • the determination result by the fellow support access determination means 56 is stored in association with the user ID of the user as 1-bit information indicating whether or not the user's friend satisfies the support access condition. Is done. When this information is “1”, it indicates that the friend of the user satisfies the support access condition, while when this information is “0”, it indicates that the support access condition is not satisfied.
  • this information is “1”, it indicates that the friend of the user satisfies the support access condition, while when this information is “0”, it indicates that the support access condition is not satisfied.
  • the missing date that can be compensated for in the continuous five days is only one day, only the missing date on the first day is determined by the fellow support access determining means 56, and 2
  • the determination process is not performed for missing days. The information is “0” even when the determination process by the fellow support access determination unit 56 is not performed as in the case where the user accesses (the day that is not the missing date) or the missing date corresponds to the second day. It becomes.
  • the continuous access privilege giving means 57 has a function of changing the game information of the user to give a continuous access achievement privilege to the user who has achieved continuous access for 5 days so as to be advantageous to the game. Furthermore, the continuous access privilege granting means 57 is also connected to the fellow cheering access if the fellow user of the user satisfies the support access condition for the user who has the missing date that has not accessed the game server 1 within the continuous five days. When the determination means 56 determines, a continuous access achievement privilege is provided.
  • This continuous access privilege granting means 57 determines whether or not to grant a continuous access achievement privilege to the user based on the information on the continuous access days in FIG. 9A stored in the access information storage control unit 55a. It has. And the continuous access privilege provision means 57 is the game information (game information which the game information management means 51 memorize
  • the continuous access achievement privilege granted to the user by the continuous access privilege grant means 57 will be described.
  • the continuous access achievement privilege only needs to be advantageous in terms of the game as compared to the case where the privilege is not given, and various privileges are conceivable depending on the type and content of the game.
  • the continuous access privilege granting means 57 uses the information related to the user's benefit stored in the privilege information storage control unit 51i of the game information management means 51 as the content of the bonus point. Change to match.
  • the continuous access privilege giving means 57 changes the game information so as to increase the user's possession points stored in the possession point storage control unit 51d of the game information management means 51 by the bonus points.
  • the continuous access privilege granting unit 57 uses information related to the user's privilege stored in the privilege information storage control unit 51i of the game information management unit 51 as content of the privilege. The game information is changed so as to increase the number of items owned by the owned item storage control unit 51f by a predetermined number.
  • Examples of other benefits for achieving continuous access include the following. That is, points such as action power points consumed and reduced during the game are recovered by 1 point every 3 minutes, for example, but this point recovery time is shortened (for example, 2 minutes have elapsed) It is possible to recover 1 point each time.
  • this privilege is granted, information on the effective period in which the point recovery time is shortened is stored as the user privilege information stored in the privilege information storage control unit 51i.
  • the game information management means 51 of the game server 1 performs the process which shortens point recovery time rather than normal time in the period when a privilege is effective (for example, within 24 hours after a user receives notification of a privilege). It will be.
  • a privilege that the probability that a rare card (a player card with a lower lottery probability than a normal player card and a rare value) will be drawn is increased by a predetermined number of times (for example, once). Conceivable.
  • this privilege is granted, the number of times that the lottery probability is increased is stored as the privilege information of the user stored in the privilege information storage control unit 51i.
  • the game progress means 52 of the game server 1 will perform the process which raises the lottery probability of a rare card temporarily at the time of the lottery execution of a privilege object.
  • points such as the above-mentioned Yale points
  • a privilege that a player card can be drawn is also considered.
  • this privilege is given, the number of times that the player card can be drawn for free (no points) is stored as the privilege information of the user stored in the privilege information storage control unit 51i.
  • a privilege that a predetermined number (for example, one) of player cards selected by the game server 1 by lottery using random numbers or the like is given to the user can be considered.
  • the continuous access privilege granting unit 57 stores information related to the user's privilege stored in the privilege information storage control unit 51i of the game information management unit 51. While changing according to the content of a privilege, player card ID provided as a privilege is added to player card ID which the possession player card memory
  • n battles for example, 3 battles.
  • a method for making it advantageous to carry a game for n battles a method for improving the strength of the user's team by n battles is conceivable.
  • a player card of a regular player who participates in the game is selected from the player cards owned by the user and battles are performed (for example, the user preliminarily selects from the player cards owned by the user). Select the card of the regular player who will participate in the match, and team up with the regular player's card to play against). Therefore, as a matter of course, normally, the strength of the own team cannot be other than the user's handheld player card.
  • one of the strongest player cards (the player card with the highest ability value) is automatically assigned to the regular player of the user. Try to replace one of the cards.
  • the game progress means 52 of the game server 1 automatically performs the above-described player card replacement process at the time of execution of a privilege target battle.
  • the assistant player card (special which the game server 1 prepares) whose ability value is higher than the said strongest player card.
  • One player card may be automatically replaced with one of the regular player cards of the user.
  • the ability value of a part or all of the player cards of the regular players participating in the game in the battle mode is improved by a predetermined ratio (or a predetermined value).
  • the game progress means 52 of the game server 1 performs the process which improves the capability value of the player card of the user's team who received the privilege at the time of execution of the privilege target battle.
  • the probability that the user's team to which the privilege is given wins is improved by n battles (therefore, the probability that the opponent user's team wins) Is also possible.
  • the probability that the opponent user's team wins is also possible. For example, if the ability of the teams of both users who are competing is the same, if no privilege is granted to any user, the victory probability of both teams is 50%, but the privilege is granted to one user In the battle being played, while the victory probability of the team of the user X to whom the privilege is given is increased by 10%, for example, to 60%, the victory probability of the team of the opponent user Y is reduced by 10% to 40%. %, The user X is more advantageous in terms of the probability of victory than the user Y.
  • the privilege information storage control unit 51i of the game information management means 51 stores the user's The number of times that the battle is advantageous is stored as privilege information.
  • the privilege is too large, there is a possibility that the balance with the improvement of the ability value of the player card that is originally realized by executing the game (that is, the development of the player) may be lost. It is preferable to set the level that gives a certain degree of profit to the user as a sub (sub) position to the last.
  • This notification means 58 has a function of notifying that a privilege has occurred to the user terminal device 3 to which the continuous access achievement privilege has been granted.
  • the privilege notification processing by the notification means 58 is slightly different depending on the privilege generation timing as described below.
  • One of the timings when the continuous access achievement privilege is generated is when the user accesses the game server 1 on the last day (the fifth day in the present embodiment) when the continuous access is achieved, and the continuous access is achieved. It is.
  • the notification unit 58 indicates that the privilege has been generated immediately after the occurrence of the privilege. The terminal device 3 can be notified.
  • Another timing when the continuous access achievement privilege occurs is that the user did not access the game server 1 on the last day (the fifth day in the present embodiment) when the continuous access is achieved (that is, the last day is missing). Is when it is considered that continuous access has been achieved because the fellow user of the user satisfies the support access condition.
  • the notification unit 58 since the continuous access achievement privilege is generated in a state where the user's terminal device 3 is not communicably connected to the game server 1, the notification unit 58 indicates that the privilege has been generated immediately after the occurrence of the privilege. Since the terminal device 3 cannot be notified, it is necessary to manage whether or not the user has been notified that the privilege has occurred. Therefore, in the present embodiment, this is managed by the privilege notification flag shown in the lower part of FIG.
  • the notification means 58 notifies the user of the privilege. This is the time when the user's terminal device 3 first accesses the game server 1 after the granting process, and there is a certain time difference between the bonus granting process and the notification. Therefore, when the privilege is given to the user, the notification unit 58 of the game server 1 sets the privilege notification flag shown in FIG. 6 in association with the user ID of the user to “1”, thereby providing the user with the privilege. It manages the state that needs to be notified of the grant. Then, when there is an access to the game server 1 from the terminal device 3 of the user for which “1” is set as the privilege notification flag, the notification means 58 notifies the user that the privilege has been granted. In addition, the privilege notification flag is set to “0”.
  • FIG. 10A shows an example of the main screen of the game displayed on the display unit 35 of the terminal device 3 of the user to whom the privilege is given.
  • screen data for displaying the main screen shown in FIG. 10A is transmitted from the notification unit 58 of the game server 1 to the user terminal device 3.
  • the team name 70 of the user, the player card 71 selected as the leader among the player cards owned by the user, the game information 72 of the user, etc. are displayed, as well as privilege notification information 73. . Details of the main screen will be described later.
  • the privilege notification information 73 displayed on the main screen of the terminal device 3 is given a continuous access achievement privilege such as “Achieved continuous access for 5 days! Go to privilege confirmation screen”. It is understandable content. Further, a hyperlink is set in the privilege notification information 73 (or the privilege notification information 73 may be in the form of a button that allows selection of the whole or a part of the privilege notification information 73), and the user notifies the privilege notification on the screen. Information 73 can be selected.
  • the privilege confirmation screen shown in FIG. 10B is displayed from the notification unit 58 of the game server 1 in response to the operation.
  • the screen data is transmitted to the terminal device 3.
  • a specific benefit such as “enhancement point +200 points” is displayed together with a display of “continuous access achievement bonus”, and the user can confirm the content of the continuous access achievement bonus.
  • a fellow user satisfies the support access conditions and is granted a continuous access achievement privilege, for example, “There was a day when the user did not access, but a friend's support access achieved continuous access for 5 days. A sentence such as “I was able to do it!” Is also displayed on the privilege confirmation screen. Thereby, the user can recognize clearly that the continuous access achievement privilege has been acquired by the friend's support access, and is strongly conscious of the existence of the friend.
  • a “receive” button 74 is displayed on the privilege confirmation screen, and when the user selects the button 74, a present (bonus point) can be received in a pseudo manner. Also good. In this case, bonus points as benefits may be valid when the “receive” button 74 is selected.
  • this privilege confirmation screen for example, when a “go to main screen” button 75 is selected, it is possible to return to the main screen.
  • the occurrence of the privilege is notified to each user. It has become.
  • the main screen is a basic screen that is always displayed at the start of the game. By displaying the privilege notification information 73 in the main screen, the occurrence of the privilege can be accurately notified to the user.
  • the main screen includes many other objects and information, the details of the privilege can be confirmed by transitioning to the privilege confirmation screen shown in FIG. 10B.
  • the present invention is not limited to this. Absent. For example, when the user terminal device 3 accesses the game server 1, the privilege confirmation screen shown in FIG. 10B is displayed on the display unit 35 of the user terminal device 3 before the main screen, and the confirmation screen is displayed. Then, after the user confirms the occurrence of the continuous access achievement privilege, the main screen may be changed by a predetermined operation by the user.
  • the notifying unit 58 displays the privilege occurrence information on the main screen or the like to notify the user, so that the notifying process cooperates with the game screen generating unit 52b and the game screen transmitting unit 52c. Is supposed to do.
  • the notification means 58 determines that the fellow user of the user satisfies the support access condition after the day when the user has lost access (that is, after the missing date is confirmed).
  • the user has a function of notifying the user terminal device 3 that the continuous access is continued when the fellow user satisfies the support access condition.
  • the notification unit 58 performs the notification process when the user's terminal device 3 first accesses the game server 1 after the fellow support access determination unit 56 determines that the support access condition is satisfied. There is a certain time difference between the determination by the support access determination unit 56 and the notification by the notification unit 58.
  • the notification means 58 of the game server 1 determines that the fellow support access determination means 56 satisfies the support access conditions, the notification means 58 is associated with the user ID of the user, and the continuous access continuation notification flag ( In this figure, the continuation notification flag (abbreviated as “notified”) is set to “1”, thereby managing a state where it is necessary to notify the user that continuous access is continuing.
  • the notification means 58 In addition, the fact that the continuous access is continued when the fellow user satisfies the support access condition is notified, and the continuous access continuation notification flag is set to “0”.
  • the continuous access continuation notification flag is set to “0”.
  • the notification means 58 of the game server 1 may notify the user's terminal device 3 of the fact that the fellow user satisfies the support access condition. .
  • FIG. 11A and 11B show notification examples indicating that continuous access is being continued by the notification means 58.
  • FIG. FIG. 11A shows an example in which the fact that continuous access is continuing is displayed on the main screen of the game to notify the user.
  • Screen data for displaying the main screen shown in FIG. 11B is transmitted from the notification unit 58 of the server 1 to the terminal device 3 of the user.
  • the continuous access continuation notification information 76 is, for example, that continuous access is performed when a fellow user satisfies the support access conditions such as “continuous access is being continued due to fellow support access! The content shows that it continues without interruption.
  • the user can recognize the fact that the continuous access is continued by the support access of the fellow user on the next day when the game server 1 cannot be accessed. Therefore, the user is strongly conscious of the existence of his / her friend, and has a strong consciousness of continuously accessing the game server 1 and acquiring the continuous access achievement privilege. For this reason, continuous access to the game server 1 by the user can be effectively promoted.
  • FIG. 11B shows an example of notifying the user by displaying that continuous access is continuing on a screen other than the main screen of the game.
  • the notification means 58 of the game server 1 shows, for example, before the main screen, as shown in FIG. 11B.
  • the screen data is transmitted to the user terminal device 3. This screen displays that yesterday (the same day as the missing date) that the companion game access record and support access conditions have been satisfied.
  • FIG. 11B shows a display example of a friend's access record such as “Yesterday, 8 out of 10 friends have accessed the game. Clear the support access condition (access 80% or more of friends)!”.
  • the continuous access continuation notification information 76 similar to FIG. 11A is displayed on this screen, and the user is informed that the continuous access is continued without interruption when the fellow user satisfies the support access condition.
  • the screen of FIG. 11B for example, when the “go to main screen” button 75 is selected by the user, the main screen data is transmitted from the game server 1 to the user terminal device 3, and the screen of the terminal device 3 transitions to the main screen. To do.
  • the message transmission unit 59 has a function of receiving a message addressed to another user transmitted from the terminal device 3 of each user and transmitting the message to the other user.
  • the message transmission means 59 includes a message storage control unit 59a.
  • FIG. 12 shows an example of information related to a received message that is stored and managed in the database server 2 by the message storage control unit 59a.
  • the message storage control unit 59a associates information about the message such as the user ID of the transmission source, the content of the message, and the transmission date with the user ID of the reception side user who received the message, for each user ID of the reception side user. Are stored in a predetermined storage area of the database server 2.
  • FIG. 13A shows an example of a buddy list screen displayed on the user terminal device 3 based on the screen data transmitted from the game server 1.
  • This buddy list screen is a screen that is displayed, for example, when the user operates the terminal device 3 and selects “buddy menu” in the main screen.
  • information of buddy users who are in a buddy relationship with the user is listed and displayed.
  • the screen can be scrolled or the 2nd page or more of a fellow list can be requested to the game server 1, and can be displayed as another screen.
  • each information display area for each buddy user listed is provided, and each information display area includes game information 81 of the buddy user (user name, team name, user level, buddy's The number of people, the league level, etc.), an avatar 82 that is the user's alternate character, the player card 83 of the leader owned by the user, and an object called an ale button 84 are also displayed. Then, when the user selects this ale button 84, it is possible to send ale (support) to his / her fellow users (display a support intention). The user can send only ale to fellow users, but can also send messages as described below.
  • game information 81 of the buddy user user name, team name, user level, buddy's The number of people, the league level, etc.
  • an avatar 82 that is the user's alternate character
  • the player card 83 of the leader owned by the user and an object called an ale button 84 are also displayed.
  • ale button 84 it is possible to send ale (support) to his / her fellow users (display a support intention).
  • the operation is transmitted from the terminal device 3 to the game server 1.
  • data of a message input screen illustrated in FIG. 13B is transmitted to the terminal device 3, and the message input screen is displayed on the terminal device 3.
  • the message input screen for example, text indicating that ale is sent to a fellow user (user B in the example of FIG. 13B) is displayed, and objects such as a message input area 85 and a send button 86 are also displayed. Is done.
  • the user operates the terminal device 3 to input an arbitrary message in the message input area 85 and selects the transmission button 86, whereby a message addressed to the fellow user is transmitted from the terminal device 3 to the game server 1.
  • FIG. 13B shows an example in which the user inputs a message “Let's do our best!”.
  • a restriction for example, within 30 full-width characters
  • the hyperlink 87 for changing to the page of a fellow user is displayed on the message input screen, and the details of the game information of the fellow user are described by selecting this link. Displayed pages.
  • a hyperlink 88 for transitioning to the buddy list and a hyperlink 89 for transitioning to the main screen are also displayed on the message input screen. By selecting these links, a buddy list or main screen is displayed. You can come back.
  • the message storage control unit 59a of the message transmission means 59 in the game server 1 sends a message addressed to the fellow user received from the terminal device 3. Then, it is stored in the database server 2 in association with the user ID of the fellow user (see FIG. 12).
  • the message transmission means 59 of the game server 1 transmits screen data for displaying a message, a transmission source user name, a transmission time, and the like to the terminal device 3. To do. As a result, a message or the like is displayed on the terminal device 3 of the user who has received this screen data, and the message received from another friend can be confirmed on the screen.
  • the communication tools illustrated in FIGS. 13A and 13B can be used to communicate with each other at any time.
  • FIGS. 13A and 13B the example in which a message is sent to a user's associate has been described.
  • the information about each user who is managed by the fellow management means 53, the access information of each user which is managed by the access management means 55, and the information about the message which is managed by the message transmission means 59 are as follows.
  • the information is described separately from the various information managed by the game information management means 51, but these pieces of information are all included in the game information managed by the game server 1.
  • FIG. 14 shows a basic flow of processing of the terminal device 3 and the game server 1 when the user operates the terminal device 3 to access the game server 1 to receive a game service.
  • the web browser When the user receives the game service, first, the web browser is started by operating the operation input unit 40 of the terminal device 3 (S11). Thereafter, the user performs an operation of accessing a game site managed by the game server 1, and an access request is transmitted from the terminal device 3 to the game server 1 (S12). At this time, the game server 1 performs login authentication for access from the terminal device 3 (S21), and confirms that the access is from a user who is registered for use of the game service. Thereafter, the game server 1 transmits main screen data described in HTML or the like to the terminal device 3 (S22). In the terminal device 3 that has received the main screen data, the web browser interprets the data and displays the main screen on the display unit 35 (S13).
  • the main screen includes a user team name 70, an image of a player card 71 selected as a leader among player cards owned by the user, user game information 72 (user level, action Power points, operating costs, reinforcement points, ale points, number of player cards owned, number of friends, etc.) are displayed.
  • user game information 72 user level, action Power points, operating costs, reinforcement points, ale points, number of player cards owned, number of friends, etc.
  • privilege notification information 73 and the like are also displayed.
  • a game mode selection button not shown
  • a screen request corresponding to the operation is transmitted from the terminal device 3 to the game server 1 (S14).
  • the game server 1 receives this request, the game server 1 performs arithmetic processing and data processing according to the user's operation to execute the game (S23), and transmits game screen data reflecting the execution result to the terminal device 3 (S24).
  • a web browser interprets the said data and displays a game screen on the display part 35 (S15).
  • the game server 1 performs logout processing (S25). For example, when the user closes the web browser, the game server 1 performs logout processing after a session timeout.
  • the game server 1 side can read the game information of the user and advance the game. For example, another logged-in user may start a battle (individual battle) against the logged-out user's team, and the game progress means 52 of the game server 1 determines whether the user is logged in. Regardless of whether or not, the game information of each user is read from the database server 2 and the battle is executed, and the game information of each user is updated to reflect the execution result. Further, in the league game mode, the game progress means 52 of the game server 1 reads out the game information of each user from the database server 2 and automatically executes the league game without the user operating the terminal device 3. Thus, the result of the battle executed when the user is logged out from the game server 1 can be confirmed on the screen when the user accesses the game server 1 thereafter.
  • FIG. 15 to FIG. 17 show the processing flow of the game server 1 for a single user, and the same processing is performed for each user managed by the game server 1.
  • the flowchart in FIG. 15 exemplifies a process that is executed every time one day (unit period) in the real world ends. For example, the process is started every day at midnight. If it is the start time of this process (YES in S31), it is determined whether or not the user has accessed the game server 1 at least once on the previous day (S32). This determination can be made based on the access information shown in FIG. 9A (information indicating the presence or absence of access one day ago).
  • FIG. 15 shows an example in which the support access condition is “the proportion of the fellow users who have accessed the game server 1 at least once on the same day as the missing day is 0.8 or more in the whole fellow users”. .
  • the ratio R of all the fellow users who have accessed the game server 1 at least once on the previous day (that is, the same day as the missing day) is calculated. Thereafter, in S35, it is determined whether or not the calculated ratio R satisfies the support access condition of 0.8 or more.
  • the game server 1 If the above-mentioned support access condition is not satisfied (NO in S35), the user's continuous access is interrupted, and the process proceeds to S40, where the continuous access days are initialized to “0 days”. On the other hand, when the above-mentioned support access conditions are satisfied (YES in S35), the game server 1 considers that the user has accessed the game server 1 on the previous day, and performs continuous access continuation processing (S36). As a specific processing example of the continuous access continuation processing, the user access information shown in FIG. 9A is set / changed as follows. That is, the game server 1 sets information indicating whether or not the support access condition is satisfied (information one day before) to “1”, increments the count of consecutive access days by one, and sets the continuous access continuation notification flag to “ Set to “1”.
  • the continuous access privilege grant means 57 changes the user's game information so as to be advantageous in terms of the game, and grants the continuous access achievement privilege (S38). For example, when a predetermined enhancement point is given to a user as a bonus point, game information (user privilege information and enhancement point information illustrated in FIG. 6) corresponding to the user ID of the user is changed.
  • the game server 1 sets the privilege notification flag shown in FIG. 6 to “1” (S39), and initializes the continuous access days shown in FIG. 9A to “0 days”. (S40).
  • the authentication means 54 of the game server 1 uses the login ID / password transmitted from the terminal device 3 or the individual identification number of the mobile phone terminal. Based on this, login authentication is performed to determine whether or not to permit access (S52).
  • the game server 1 transmits screen data that prompts the terminal device 3 to use the game service (S53).
  • the access management unit 55 stores user access information (S54). For example, as shown in FIG. 9A, the access information storage control unit 53a of the access management means 55 updates the access information on the current day of the user in association with the user ID (that is, sets an information bit indicating the presence or absence of access to “ 1 ”). Furthermore, the access management means 55 of the game server 1 increases the count of the continuous access days shown in FIG. 9A by one (S55).
  • the continuous access privilege granting means 57 changes the user's game information so that it is advantageous for the game, and the continuous access achievement privilege (S57).
  • the continuous access days shown in FIG. 9A are initialized to “0 days” (S58).
  • reporting means 58 produces
  • the game server 1 transmits main screen data including the privilege notification information 73 to the user's terminal device 3 (S60). Thereby, since the main screen including the privilege notification information 73 illustrated in FIG. 10A is displayed on the user terminal device 3, the user can recognize that the continuous access achievement privilege has been acquired.
  • the privilege notification flag is set to “1” (S61). That is, in the present embodiment, as described above, the user who has not been able to access the game server 1 on the last day of five consecutive days satisfies the support access condition, so that the user achieves continuous access. In this case, the privilege notification flag is set to “1”. Therefore, when the privilege notification flag is set to “1” (YES in S61), the process proceeds to S59, and screen data for notifying the user that the continuous access achievement privilege has been granted is generated. (S59). When S59 is executed via S61, although not shown in the flowchart, the privilege notification flag is set to “0”.
  • the game server 1 transmits main screen data including, for example, the privilege notification information 73 shown in FIG. 10A to the user terminal device 3 (S60).
  • main screen data including, for example, the privilege notification information 73 shown in FIG. 10A
  • the user terminal device 3 S60.
  • the continuous access continuation notification flag is set to “1” (S62). That is, in the present embodiment, as described above, even if there is a missing date when the user could not access the game server 1, continuous access by the user is continued when the user's associates satisfy the support access condition. In this case, the continuous access continuation notification flag is set to “1”. Therefore, when the continuous access continuation notification flag is set to “1” (YES in S62), a screen for notifying that the continuous access is continued when the user's fellow user satisfies the support access condition Data is generated by the notification means 58 (S63). For example, as shown in FIG.
  • screen data including continuous access continuation notification information 76 in the main screen of the game is generated. Thereafter, the game server 1 transmits main screen data including the continuous access continuation notification information 76 to the user terminal device 3 (S60). Thereby, since the main screen including the continuous access continuation notification information 76 is displayed on the terminal device 3 of the user, the user cannot access the game server 1 on the previous day, but the friend's support access It can be recognized that continuous access is continued.
  • the game server 1 transmits normal main screen data to the user terminal device 3 (S60). .
  • the game server 1 performs a game progress process after transmission of main screen data (S64).
  • the game progress process in the game server 1 will be described below with reference to the flowchart of FIG.
  • the game execution means 52a displays the screen request.
  • the game is executed by performing arithmetic processing and data processing in accordance with (S72).
  • the game server 1 determines whether or not the user's game information needs to be updated by executing the game (S73). If the game server 1 needs to be updated (YES in S73), the game server 1 is stored in the database server 2.
  • the game information of the existing user is updated (S74). For example, when the user's game operation is an operation for performing an individual battle with another user, as a result of the battle being executed, the game information of the user such as game result information, operation costs, reinforcement points, and items is updated. Will be.
  • the game execution process corresponding to the operation is only a data process for reading out the result information of the league game from the database server 2, There is no change in the user's game information before and after the process, and therefore there is no need to update the user's game information (NO in S73).
  • the game screen generation means 52b generates game screen data reflecting the execution result of the game (S75), and the game screen transmission means 52c transmits the game screen data to the user terminal device 3 (S76). Thereafter, it is determined whether or not the user's terminal device 3 has logged out (S77), and the game proceeds by repeating the processes of S71 to S76 until the terminal device 3 logs out.
  • a continuous access achievement privilege is given to the user. Therefore, even if the user is unable to access the game server 1 for something, he / she can acquire the continuous access achievement privilege by maintaining a high access frequency such that the user's companion satisfies the support access condition. Benefits arise. Moreover, if the user himself / herself also maintains a high access frequency, it can contribute to achievement of the support access condition when other associates lose access, and can indirectly support other associates. Thereby, each user is given the consciousness and motivation to increase the access frequency with each other.
  • each user is given the motivation to communicate with his / her fellow users in an attempt to increase the frequency of access to the game server 1 of all the friends. For example, each user sends a message such as “Let's do our best!” To his / her peers, and tries to excite the community with his / her fellow users.
  • the user not only providing the user with the fun of receiving a privilege, but also motivation to increase the access frequency with each other and to motivate to communicate with each other
  • the user can be given a bonus, thereby activating the entire game community.
  • each user strengthens the connections and exchanges between friends in the game, and further increases the interest and interest in the game, so that it is possible to realize a game having continuity that will not get tired for the user.
  • fellow users who have made at least one access on the same day (within the same unit period) as the missing day of access (missing unit period) (a fellow user who has achieved access within the unit period) It is set as a support access condition that the ratio of the number of people or the total number of fellow users exceeds a threshold.
  • the user informs other fellows in advance of a day that is likely to be a missing day (a day when access is unlikely). I can keep it. For example, the user can request a cheering access in advance by sending a message such as “Please give me cheering access because I cannot access tomorrow!” To my friends.
  • the missing date that can be compensated is only one day among the continuous five days, but the missing date that can be compensated can be two days or more.
  • the continuous access achievement privilege is originally acquired by the user himself / herself by continuously accessing the game server 1, it is better not to allow too many missing days that can be compensated. Therefore, it is desirable to set an upper limit for missing dates that can be compensated. For example, the maximum number of missing dates that can be compensated is 2 days, and 3 days or more cannot be compensated.
  • the support access conditions for making up the first day of the missing day and the support access conditions for making up the second day of the missing day should be the same condition. Is also possible.
  • the second day of the missing date (second missing unit period) is more than the first day of the missing date (first missing unit period) to avoid making up for multiple missing days easily.
  • the support access condition for making up for the first day of the missing date is “the ratio R of all the fellow users who accessed the game server 1 at least once on the same day as the missing date is 0.
  • the support access condition for making up for the second day of the missing date is “the ratio R is 0.9 or more (or access was lost on the same day as the missing date”). All friends other than the user have accessed the game server 1 at least once) ”, and the second day of the missing date is considerably stricter than the first day.
  • the operation of the game server 1 when the second day of the missing date is set to a stricter support access condition than the first day will be described below with reference to the flowchart of FIG.
  • the same step number is attached
  • processing start time is reached (YES in S31)
  • the lack of access on the previous day is the third day (YES in S81)
  • the user's continuous access to the game server 1 has been interrupted, and the process proceeds to S40 where the number of consecutive access days is “ It is initialized to “Day 0”.
  • the user's The process proceeds to determination processing (processing after S34) as to whether or not the friend satisfies the support access condition.
  • determination processing processing after S34
  • S82 a branching process for changing the support access condition is performed depending on whether or not the missing date is the first day.
  • the missing date is the first day (YES in S82)
  • the missing date is the second day instead of the first day (NO in S82)
  • whether or not the calculated ratio R is, for example, 0.9 or more so that the support access condition is stricter than the first day Is determined (S83). If the support access condition is satisfied (YES in S35 or S83), the game server 1 considers that the user has accessed the game server 1 on the previous day, and performs continuous access continuation processing (S36).
  • the missing date (second missing unit period) that occurred later in time series is the missing date (first missing unit period) that occurred earlier than that. It is desirable to apply stricter support access conditions.
  • the game server 1 manages the game information of the user and executes the game, so that the game execution program basically exists on the game server 1 side. Therefore, when the game service operator adds / changes the game execution program on the game server 1 side, all game service users (users) can receive the added / changed game service. For this reason, it is also possible to easily provide a variety of game services to the user by adding / changing the game execution program on the game server 1 side and appropriately holding in-game events for a limited time. Therefore, for example, the monthly event period is 5 days from the 1st to 5th of every month, or 7 days from Monday to Sunday of the first week of every month, or the 7th of the Christmas week is the Christmas event period.
  • the support access condition described in the present embodiment is a threshold value that is an evaluation value of a group of users who have missing days (missing unit periods) in consecutive 5 days (unit period of consecutive specified periods). It is to exceed.
  • the evaluation value of this group is calculated based on the access frequency, and in this embodiment, as an evaluation value of the group, an example of applying the fellow access average that is the average value of the fellow access frequency, This will be described below.
  • the game server 1 (game management apparatus) according to the present embodiment includes an access average calculation means 60 and fellow access average calculation means 61 (evaluation value calculation means) in addition to the means 51 to 55 and 57 to 59 shown in FIG. ). Moreover, this game server 1 is provided with the friend support access determination means 156 instead of the friend support access determination means 56 shown in FIG.
  • the access average calculation means 60, the fellow access average calculation means 61, and the fellow support access determination means 156 are realized by the CPU 11 of the game server 1 executing the program according to the present embodiment.
  • the access average calculating means 60 calculates an “access average” that is an average value of the access frequency of each user to the game server 1 as a target of the frequency with which the user accesses the game server 1.
  • an access average calculation period a period for calculating the access average (hereinafter referred to as an access average calculation period) can be arbitrarily set.
  • the access average of each user calculated by the access average calculating means 60 is a value used as a base when the fellow access average calculating means 61 calculates the fellow access average, and thus affects the support access conditions. Since it is a value, it is desirable to determine the access average calculation period in consideration of this. Therefore, in this embodiment, a predetermined period (for example, seven days before the missing day) immediately before the missing date (missing unit period) that the user could not access is set as the access average calculation period. Then, the access average calculation means 60 calculates the access average during this access average calculation period for each of the user's fellow users, and the fellow access average calculation means 61 targets a group of friends centered on the user. The average of peer access is calculated.
  • the access average calculation period is a relatively long period of several months. In such a case, the number of user replacements that occur within the period is likely to increase.
  • the user who started or stopped the game service in the middle of the access average calculation period does not satisfy the period condition for calculating the access average, so it is desirable to exclude it from the calculation target.
  • the period By limiting the period to within 5 days, more preferably about 5 to 10 days, it is possible to reduce the exclusion of calculation objects that do not satisfy the period condition.
  • the access average calculation period is preferably set to a period of one month or less, more preferably limited to about 5 to 10 days.
  • the access average calculation period (the parameter for calculating the access average) is limited to a period of less than one month, more preferably about 5 to 10 days, for example, the period is set to 3 months. In addition, it is possible to avoid a situation in which a change in the average value becomes scarce and a feeling of redundancy occurs.
  • the access average calculation period is set to a predetermined period of “immediately before the missing date” (for example, seven days before the missing date)
  • the user's daily access to the game server 1 is reflected in the access average.
  • the access average calculation period ends a few weeks before the missing date, and access to the game server 1 after the end of the period is not reflected in the access average.
  • the access average calculation period is set to a predetermined period of “immediately before the missing date”, the daily access up to the previous day when the determination of whether or not the support access condition is achieved is reflected in the access average calculation result. Therefore, the user is always motivated to increase the access average.
  • the access average calculation period is set to 7 days before the missing day.
  • the access information storage control unit 55a of the access management means 55 associates the user ID with the number of accesses for each day up to n days before in the real world as information indicating the access frequency. Stored for each user ID.
  • the number of times of access is the number of times of accessing and logging in to the game server 1 from a state where the user terminal device 3 is not connected to the game server 1 (a state where a session is not established). Therefore, in principle, access to the game server 1 for advancing the game after login is not included in the access count. After logging in, once the game is finished and logged off, when the user logs in again by accessing the game server 1, it is counted as the number of accesses.
  • the subsequent access to the game server 1 may be regarded as an access on a different day from the day of login even if the access is being logged in, and the number of accesses may be counted.
  • the date change time for game management may be set to a time different from midnight.
  • a game management day may start at 3 am until the next day until 3 am, and the game management date may be changed every day at 3 am.
  • the total number of accesses for 7 days is simply divided by 7 days, and the number of accesses per day (number of times / day) is calculated as an access average.
  • the access frequency information for 7 days it is only necessary to know the presence / absence of access on each day, and the presence / absence of access can be stored as 1-bit information.
  • the storage capacity can be reduced rather than storing.
  • the calculation example (3) is a modification of the above calculation example (2).
  • the weighted average is obtained by changing the weight of. For example, the count when accessed only once a day is set to “1”, and a weight is given so that the count when accessed multiple times per day is greater than 1, and the access average of each user is calculated.
  • the method of calculating the access average is not limited to the above calculation examples (1) to (3).
  • the weighting method for calculating the weighted average may be changed.
  • calculation examples (1) to (3) will be considered based on the examples of the access results of the users A, B, and C to the game server 1 shown in FIGS. 20A to 20C.
  • User A in FIG. 20A accesses 5 times or more out of 7 days, and the number of accesses varies depending on the day.
  • User B in FIG. 20B has the same total number of accesses as user A, 14 times, but only 3 days have been accessed more than once out of 7 days, and access is concentrated from Friday to Sunday. ing.
  • the user C in FIG. 20C has a smaller total access count than the users A and B, but constantly accesses once a day for seven days. In this way, the access mode is tripartite, and the access average calculation result varies greatly depending on which of the calculation methods (1) to (3) is used.
  • the access average calculation method of the calculation example (1) is suitable.
  • the access average of user C is lower than the access average of users A and B.
  • the calculation method of the average access in the calculation example (2) or (3) is suitable when the evaluation is focused on the constant access within the average calculation period rather than simply the number of accesses.
  • the access average of the user C is higher than the access average of the users A and B.
  • the amount of access is also important, but for game service users Since it is more demanded to continuously use the service, it can be said that the calculation example (2) or (3) in which evaluation is focused on constant access is more suitable.
  • calculation example (3) employs a weighted average in which the number of accesses is also evaluated while placing emphasis on constant access, and is most suitable.
  • the access average calculating means 60 calculates the access average as described above for each of the fellow users who have lost access. Then, based on the calculated access average of each fellow user, the fellow access average calculating means 61 calculates a fellow access average that is an evaluation value of the group called the fellow.
  • the access of the user is also the center of the peer access average.
  • the peer access average is not calculated, and therefore it is also determined whether or not the support access condition is satisfied. Absent.
  • the access average calculation means 60 demonstrated the example which calculates the associate access average for all the associates of a user fundamentally above, the non-active user shown below is excluded and an associate access average is calculated. It is good also as a structure.
  • the inactive user here refers to a user who has registered to use the game service for the game server 1 but does not play the game at all, or indicates a user whose game play is less than the standard, It is defined as “a user whose access frequency to the game server 1 is less than a threshold”. For example, when the access frequency threshold is set to “once / month” (that is, access once in the most recent month), a user who has never accessed the game server 1 in the most recent month The inactive user does not satisfy the threshold condition.
  • the threshold of access frequency is not limited to “once / month”, and for example, “twice / month” (two accesses in the most recent month), “once / three weeks”. (Access once in the last 3 weeks), “Once / 20 days” (Access once in the last 20 days), etc. Can be set to
  • the reason why the peer access average is calculated by excluding the inactive users in this way is that if the inactive users are included in the peer access average calculation target, the calculation data may not match the actual situation. For example, even if a user is enthusiastic about the game and makes a large number of friends (for example, about 30 friends), if about half of the friends happen to be inactive users, the average access rate of the users is large. It is because it will fall.
  • the fellow access average calculation means 60 excludes inactive users whose access frequency to the game server 1 is less than the threshold from the user's peers, and calculates the peer access average for each user.
  • the determination as to whether or not the user is an inactive user is made based on the access frequency information of each user managed by the access management means 55.
  • the access information storage control unit 55a of the access management unit 55 uses the presence or absence of access up to n days ago as access information for managing the access frequency.
  • the number of times is stored and managed in the database server 2 for each user ID.
  • the last access time of each user or active A flag may be included. Since the user's last access time indicates the length of the period during which the user has never accessed the game server 1 (the period from the last access time to the current time), the CPU 11 of the game server 1 determines the last access time. It is also possible to determine whether or not the user is an inactive user who does not satisfy the access frequency threshold.
  • the active flag is 1-bit information indicating whether the user is an active user or an inactive user. A user whose active flag is “1” is active, and the flag is “0”. The user is an inactive user.
  • the access management means 55 sets an active flag based on the determination as to whether or not the user is an inactive user. And the fellow access average calculation means 60 extracts the fellow user of the object which calculates a fellow access average with reference to this active flag (namely, excludes an inactive user), and calculates the fellow access average of each user. be able to.
  • the fellow support access determination means 156 of the present embodiment compares the fellow access average calculated by the fellow access average calculation means 61 with a predetermined threshold, and the fellow access average exceeds a threshold (for example, 0.8). It is determined that the support access condition is satisfied.
  • a threshold for example, 0.8
  • the access average value of each user calculated by the access average calculating means 60 can be used.
  • the access average calculation means 60 calculates the above-mentioned access average value of each user for all users.
  • S31, S32, and S81 are the same processing as in FIG. If the previous day's lack of access by the user is not the third day of missing access that occurred in the middle of five consecutive days, that is, the missing day of the first or second day (NO in S81), It shifts to the determination process (process after S91) whether the said user's associate is satisfying support access conditions.
  • the access average calculation means 60 calculates the access average for 7 days until the day before the missing date for each of the fellow users who have lost access. Thereafter, the fellow access average calculating means 61 calculates the fellow access average AVA of the users who have lost access based on the access average of each fellow user calculated by the access average calculating means 60 (S92). Thereafter, in S82, a branching process for changing the support access condition is performed depending on whether or not the missing date is the first day.
  • the missing date is the first day (YES in S82)
  • the calculated fellow access average AVA satisfies the support access condition of, for example, 0.8 or more (S93).
  • the calculated peer access average AVA is 0.9 or more, for example, so as to be a stricter support access condition than the first day It is determined whether or not (S94). If the support access conditions are satisfied (YES in S93 or S94), the game server 1 considers that the user has accessed the game server 1 on the previous day, and performs continuous access continuation processing (S36).
  • the evaluation value of the group is not limited to this.
  • the evaluation value of the group may be the total value of the access frequencies of the fellow users, or may be the maximum value or the minimum value of the access frequencies among the fellow users.
  • the group evaluation value is set to the total value, the maximum value, or the minimum value as described above, for example, the access average of each fellow user calculated by the access average calculation unit 60 is used as a value indicating the access frequency. The total value, maximum value, or minimum value of the access averages of the fellow users can be obtained.
  • the access frequency of one person in the group is the value representing the group
  • the peer access average or total value is used as the group evaluation value.
  • the access frequency of all members in the group is reflected as the evaluation value, it can be said that it is preferable to use the peer access average or the total value as the evaluation value of the group.
  • the evaluation value of the group is the maximum value of the access frequency in the group, even if there are many users who are not frequently accessed in the group, even if there is only one fellow user who is frequently accessed in the group If it exists, the evaluation value of the group will be high.
  • the user does not try to increase the access frequency of his / her entire group, but the group evaluation value is obtained by encouraging support access to only a few specific group users who have a relatively high access frequency than usual. There is a possibility to increase.
  • the access frequency of many fellow users in the group is increased in order to increase the evaluation value by setting the evaluation value of the group to the average value (average access of peers) or the total value of the access frequencies in the group. As the need arises, the user can be motivated to communicate with many fellow users in the group.
  • the total value tends to increase as the number of friends (number of groups) increases, so the access frequency of each fellow user in the group is so high. Even if the number of groups is large, the evaluation value of the group may increase as a result.
  • the group evaluation value to the average value of the access frequency within the group (friend access average)
  • the high access frequency of all the members can be accurately determined regardless of the number of fellow users in the group. Since it is reflected as an evaluation value, it can be said that it is more preferable to use the peer access average as the evaluation value of the group.
  • the game server 1 calculates the evaluation value of the group centered on the user based on the access frequency of the fellow user of the user who has the missing date (missing unit period).
  • a value calculation means is provided, and the support access condition is that the evaluation value exceeds a threshold value.
  • the support access condition In addition, in order for a friend to satisfy the support access condition by setting the evaluation value (e.g., peer access average) of the group during the predetermined period immediately before the missing date (missing unit period) to exceed the threshold, the support access condition It is necessary to increase the access frequency of the companion during the predetermined period immediately before the missing date, not the access of the companion on the missing date. Therefore, in order to satisfy the support access condition, each user is given a consciousness and motivation to increase the access frequency with each other.
  • the evaluation value e.g., peer access average
  • the game server 1 (game management apparatus) according to the present embodiment has a scheduled date transmission means 62 (inaccessible scheduled date transmission means) in addition to the means 51 to 59 shown in FIG. Is further provided.
  • This scheduled date transmission means 62 receives the information on the scheduled date of inaccessibility transmitted from the terminal device 3 of the user whose schedule for which access is not possible is known in advance, and the information on the scheduled date of inaccessibility of the user. It has the function to transmit to all the associate users the terminal device 3, and to transmit the said inaccessible scheduled date to all the associate users.
  • the scheduled date transmission means 62 is realized by the CPU 11 of the game server 1 executing the program according to the present embodiment.
  • the scheduled date transmission means 62 includes a scheduled date information storage control unit 62a.
  • FIG. 23 shows an example of scheduled date information that is stored and managed in the database server 2 by the scheduled date information storage control unit 62a.
  • the scheduled date information storage control unit 62a stores the transmission information and the reception information on the scheduled date of inaccessibility in a predetermined storage area of the database server 2 for each user ID in association with the user ID.
  • the transmission information of the scheduled inaccessible date is information transmitted from the user's terminal device 3, and in the example of FIG. 23, in addition to the “scheduled inaccessible date” that the user notifies his fellow user, Information on “message contents” addressed to fellow users is included.
  • the user ID on the scheduled date transmission side is stored as the reception information on the scheduled date that cannot be accessed. If the user ID on the scheduled date transmitting side is stored in association with the user ID on the scheduled date receiving side, the scheduled date transmission information (“access not allowed” stored in association with the user ID on the scheduled date transmitting side is stored. Possible date ”and“ message content ”). Therefore, it is only necessary to store only the user ID on the scheduled date transmission side as the reception information of the scheduled access date.
  • Specific scheduled date information received from these two fellow users (“unscheduled scheduled access date” and “message content”) is stored in association with the user IDs of the two fellow users. It can be acquired by referring to the transmission information.
  • FIG. 24 shows an example of a “not-accessible scheduled date notification screen” displayed on the user terminal device 3 based on the screen data transmitted from the game server 1.
  • This screen is a screen that is displayed when, for example, the user operates the terminal device 3 to select the “not-accessible scheduled date notification menu” in the main screen.
  • This inaccessible scheduled date notification screen is provided with an input area 201 that allows the user to easily enter the inaccessible scheduled date.
  • This input area 201 is a pull-down menu (pull-down list).
  • a list of selection items of “Tomorrow”, “2 days later”,... “5 days later” is displayed as illustrated in FIG. Make it appear hanging down.
  • the inaccessible scheduled date from tomorrow to 5 days later can be selected and input.
  • the present invention is not limited to this, and it can be selected and input until n days later (n is a positive integer). Also good. Further, instead of “Tomorrow” or the like, a specific “Date (Monday)” may be displayed as a selection item.
  • a plurality of selection items from tomorrow to n days later may be displayed in a list together with radio buttons so that one of the selection items can be selected and input with the radio buttons.
  • the user may be able to directly input the date of the inaccessible scheduled date into the input area 201 in text format.
  • FIG. 24 shows an example in which the user inputs the message “Please support us!”.
  • there may be a restriction for example, within 30 full-width characters) on the characters that can be input in the message input area 202.
  • the game server 1 in the game server 1 has a scheduled date information storage control unit 62a.
  • the information received from the user terminal device 3 (“scheduled date of inaccessibility” and “message content”) is stored in the database server 2 in association with the user ID of the user (see FIG. 23).
  • the scheduled date information storage control unit 62a stores the user ID on the scheduled date transmission side in association with the user ID of each fellow user for all the fellow users of the users who have transmitted the scheduled date (FIG. 23). reference).
  • the scheduled date transmission means 62 of the game server 1 is stored in association with the user ID on the scheduled date transmission side.
  • Screen data for displaying “scheduled inaccessible date”, “message content”, and the like is transmitted to the terminal device 3 of the fellow user.
  • the fellow information screen shown in FIG. 25 is displayed on the terminal device 3 of the user who has received this screen data, so that the user can check the scheduled access date of other fellows on the screen. It has become.
  • This fellow information screen is a screen displayed on the display unit 35 of the terminal device 3 as a part of the main screen of the game or as another screen linked to the main screen. In the screen example of FIG.
  • the avatar 206 of the user who has transmitted the inaccessible scheduled date, the user name 207, the inaccessible scheduled date 208, and a message 209 are displayed as support access request information from a friend. Note that information about friends who cannot be displayed on the screen can be displayed by scrolling the screen. Moreover, this friend's support access request information can be confirmed on the screen of the terminal device 3 of the friend user who received the support access request until the inaccessible scheduled date elapses.
  • the communication tool as illustrated in FIG. 24 is used so that the user can notify the friend of the inaccessible scheduled date by a simple operation.
  • the user can transmit the inaccessible scheduled date and the original message to all of his / her friends only by performing an operation of transmitting the inaccessible scheduled date to the game server 1 only once. This is possible, and the operation on the user side is facilitated.
  • the configuration of the present embodiment is suitable for a game service such as a social game that requires strong user operation.
  • the support access condition it is determined whether or not the support access condition is satisfied, every time a lack of access occurs for a user who has never accessed the game server 1 once a day (access within the unit period has not been achieved). It is a process performed. As the number of registered game service users managed by the game server 1 increases, the number of users who cause access loss increases, so the processing load on the game server 1 increases. For example, even if about 10% of 1 million game service use registrants have lost access, the process of determining whether or not the support access condition is satisfied for about 100,000 users is executed. Will be. The determination process of whether or not the support access condition is satisfied is not a process performed by the user requesting the game server 1 to execute the game, but a negative fact that the user has not accessed the game server 1. Therefore, it is also a process to be executed with the processing load of the game server 1 reduced as much as possible.
  • the fellow support access determining means 56 shown in FIG. 22 accesses the same date as the scheduled date of inaccessibility after the user has transmitted the scheduled date of inaccessibility to the fellow user in advance by the scheduled date transmitting means 62. Only when there is not, you may make it determine whether the fellow user of the said user satisfy
  • the game server 1 makes the advance notification on the scheduled inaccessible date a condition for executing the process for determining whether or not the support access condition is satisfied. Since the determination process of whether or not the support access condition is satisfied and the subsequent process when the condition is satisfied are performed, the processing load on the game server 1 can be greatly reduced.
  • a configuration will be described in which when a continuous access achievement privilege is given to a user by a friend's support access, some advantage is also given to the friend who has contributed to the support access.
  • This configuration can be applied to any of the game servers 1 illustrated in FIG. 4, FIG. 19, or FIG. 22, or to the game server 1 described later. An applied example will be described.
  • the game server 1 (game management apparatus) according to the present embodiment further includes support access privilege granting means 63 in addition to the means 51 to 59 shown in FIG.
  • This support access privilege granting means 63 is a friend user of a user who has been granted a continuous access achievement privilege when a fellow user of a user who has a missing date (missing unit period) satisfies the support access condition. It has the function to give the support access privilege by changing the game information of the said fellow user so that it may become advantageous on a game with respect to the fellow user who performed the access which satisfy
  • This support access privilege provision means 63 is implement
  • the support access privilege given to the fellow user who has contributed to the support access only needs to be advantageous in terms of the game as compared to the case where the privilege is not given, and is similar to the continuous access achievement privilege.
  • Various benefits can be applied according to the type and content of the game.
  • the size of the privilege degree of merit
  • the continuous access achievement privilege is an enhancement point for 200 points
  • the support access privilege is an enhancement point for 50 to 100 points.
  • the type of privilege may be changed between the continuous access achievement privilege and the support access privilege such that the continuous access achievement privilege is set to three recovery items and the support access privilege is set to one fake card.
  • FIG. 28 shows a flow of processing executed for a group called a friend centered on one user, and the same applies to a group centered on each user managed by the game server 1. Is performed.
  • a certain user is granted a continuous access achievement privilege (S111), whether the user has achieved continuous access without making up for missing days, or missing due to peer support even though there was a missing day of access It is determined whether continuous access has been achieved by making up for the day (S112). This determination can be made based on the access information illustrated in FIG. 9A that is stored in association with the user ID (information indicating the presence or absence of daily access and support access condition achievement).
  • the routine shown in FIG. 28 is terminated without performing the process of giving the support access privilege to the fellow user of the user. .
  • the support access privilege granting means 63 of the game server 1 contributes to make up for the missing date, ie, support.
  • a fellow user who has made access satisfying the access conditions is extracted (S113).
  • the extraction process of the fellow users in S113 is when the support access condition is “the number of fellow users who accessed the game server 1 on the same day as the missing date or the ratio of the whole fellow users exceeds the threshold”. It can be realized as follows. That is, the access information illustrated in FIG. 9A in which the fellow users who have accessed the game server 1 are stored in association with the user ID on the same day as the missing date when the support access condition is satisfied (the presence or absence of daily access) Information).
  • the extraction process of S113 can be realized as follows. For example, when the evaluation value of the group is a fellow access average and the threshold is 0.8, a fellow user having an access average of 0.8 or more is extracted.
  • the evaluation value of the group is the total value of the access frequency of the fellow users, since the fellow users whose access frequency is not 0 contributed to satisfy the support access condition, all the fellow users whose access frequency is not 0 are all included. It may be extracted. However, since the degree of contribution varies greatly depending on the frequency of access, a friend user with a higher access frequency may have a higher support access privilege. Moreover, you may exclude from the extraction object of S113 about the fellow user whose access frequency whose degree of contribution is very low is below a predetermined value.
  • the evaluation value of the group is “the maximum value of access frequency in the group”
  • only the fellow users having the maximum value are extracted.
  • the support access privilege may be increased as compared to other support access conditions.
  • the evaluation value of the group is “the minimum value of the access frequency within the group”
  • all the fellow users have contributed to satisfy the support access condition, so all the fellow users may be extracted. .
  • the support access privilege granting means 63 changes the extracted game information of the fellow users and gives the support access privilege so as to be advantageous in the game (S114). For example, when a predetermined strengthening point is given to a fellow user as a support access privilege, game information corresponding to the user ID of the fellow user (information on the strengthening point of the user illustrated in FIG. 6) is changed.
  • the support access privilege is also given to the fellow user who has contributed to the support access.
  • each user is provided with awareness and motivation to actively support his / her friends.
  • the game server 1 (game management apparatus) according to the present embodiment further includes fellow privilege granting means 64 in addition to the means 51 to 59 shown in FIG.
  • This fellow privilege granting means 64 is advantageous in terms of the game with respect to the user who has a certain number of fellow users or more than a predetermined ratio to which the continuous access achievement privilege is given in a group of fellows centered on the user. It has a function to change the game information of the user so as to give a fellow privilege.
  • This fellow privilege grant means 64 is implement
  • the central user may be included, or the central user is excluded. May be.
  • the associate privilege is not provided.
  • the fellow benefits only need to be advantageous in terms of the game as compared to the case where the benefits are not given, and various benefits depending on the type and content of the game, as with the continuous access achievement privilege. Can be applied. Since this fellow privilege is a privilege that has a high degree of difficulty in which it is necessary to have a certain number of fellow users who have acquired the continuous access achievement privilege in their fellow group or more than a predetermined ratio, the size of the privilege ( About the degree of merit), it is also possible to make the benefit the same or larger than the continuous access achievement privilege given to the continuous access achievement user. For example, when the continuous access achievement privilege is an enhancement point for 200 points, the fellow privilege is an enhancement point for 200 to 300 points. In addition, for example, while the continuous access achievement privilege is set as an enhancement point for 200 points, the type of privilege may be changed between the continuous access achievement privilege and the fellow privilege, such as three recovery items.
  • this companion benefit it can be applied to the above-mentioned limited-time in-game event. That is, a continuous access achievement privilege is given to those who have achieved continuous access during the event period, and the number of fellow users who have acquired the continuous access achievement privilege within the group during the event period is equal to or greater than a predetermined number or a predetermined ratio A fellow privilege is granted to the above users.
  • a fellow user who has determined a predetermined period (for example, every Monday to Sunday) and has acquired a continuous access achievement privilege within the group during the period. You may give a fellow privilege to a user who has more than a predetermined number or a predetermined ratio.
  • FIG. 29 shows the flow of processing executed for one user, and the same processing is performed for each user managed by the game server 1.
  • the game server 1 determines whether or not a friend exists in the user (S122).
  • the game server 1 ends the process without determining whether or not to give the buddies benefits to the user.
  • the friend privilege granting means 64 of the game server 1 achieves continuous access by the friend information of the user managed by the fellow management means 53 and the continuous access privilege giving means 57.
  • the number or ratio of fellow users who have been granted the continuous access achievement privilege within the group centered on the user is determined (S123).
  • requires the number N of fellow users is shown.
  • the fellow privilege granting means 64 determines whether or not the number N of people obtained in S123 is equal to or greater than a predetermined threshold value (an example in which the threshold value is 10 is shown in FIG. 29). Here, if the number N is smaller than the threshold (NO in S124), the process ends without giving the fellow benefits to the user. On the other hand, when the number N is equal to or greater than the threshold (YES in S124), the fellow privilege granting means 64 changes the game information of the user so as to be advantageous in terms of the game, and grants the fellow privilege (S125). For example, when a predetermined strengthening point is given to a user as a fellow benefit, game information corresponding to the user ID of the user (information on the strengthening point of the user illustrated in FIG. 6) is changed.
  • a predetermined strengthening point is given to a user as a fellow benefit
  • game information corresponding to the user ID of the user (information on the strengthening point of the user illustrated in FIG. 6) is changed.
  • the user when there are more than a predetermined number of users or a predetermined percentage of fellow users who have acquired a continuous access achievement privilege in a group of friends centered on the user, the user is given a fellow privilege.
  • this companion makes it easy for friends to acquire continuous access achievement benefits by making up for missing days due to support access, each user can acquire continuous access achievement benefits for each user. In this way, awareness and motivation to increase the access frequency are given. In other words, there is a chance to acquire not only continuous access achievement benefits but also fellow benefits, so that many fellow users can acquire continuous access achievement benefits as well as to obtain continuous access achievement benefits.
  • the user is motivated to increase the frequency of access to the game server 1.
  • FIG. 4 An example in which this configuration is applied to the game server 1 will be described.
  • the game server 1 (game management apparatus) of the present embodiment further includes an access frequency display control means 100 (display control means) in addition to the means 51 to 59 shown in FIG. ing.
  • the access frequency display control unit 100 transmits screen data (display control information) including information on the access frequency of another user to the terminal device 3 of the user who has received the access, whereby the screen of the user terminal device 3 is displayed. And a function for displaying the access frequency of other users.
  • This access frequency display control means 100 is realized by the CPU 11 of the game server 1 executing the program according to the present embodiment.
  • the access frequency display control unit 100 of the present embodiment displays information on the access frequency of other users on the screen of the user terminal device 3 as information for the convenience of each user. Yes.
  • This friend candidate list screen is one of the game screens transmitted from the game server 1 when a user who wants to make a friend performs a game operation to search for a friend candidate with his / her terminal device 3.
  • This friend candidate list screen a plurality of users extracted by the game server 1 and not yet in a friend relationship with the user are listed and displayed as friend candidates.
  • the screen can be displayed by scrolling, or the second and subsequent pages of the fellow candidate list can be requested from the game server 1 and displayed as a separate screen. .
  • an information display area for each user of the listed friend candidates is provided.
  • game information 111 user name, team name, user's name of the friend candidate user
  • Level, number of friends, league level, etc. the avatar 112 which is a separate character of the fellow candidate user, the player card 113 of the leader owned by the fellow candidate user, and the access frequency 114 of the fellow candidate user are displayed.
  • the user confirms information of other users listed on this friend candidate list screen, and finds a user who wants to apply for a friend. Moreover, if operation which selects the hyperlink 111a of a user name is made on this friend candidate list screen, for example, the game server 1 will respond to the said operation, and the more detailed game information (for example, about the user of the said user name) Screen data for displaying the ability value of the player card 113 of the leader) is transmitted to the terminal device 3.
  • This screen data includes a friend application button and an ale button (or their hyperlinks), and the user can operate the terminal device 3 to send a friend application and a message.
  • the information of the access frequency 114 displayed on the screen can be, for example, the value of the user's access average (for example, the access average for the most recent 7 days) during a predetermined period.
  • the access information storage control unit 55a of the access management means 55 stores information on the presence / absence of access up to Bn days ago for each user ID. Therefore, the access average for the last n days can be calculated from this information, and the calculated access average can be used as the information of the access frequency 114 displayed on the screen.
  • the information on the access frequency 114 displayed on the screen is not limited to the access average for the last n days, for example, the access average for the last week, the access average for the last month, the total access count for the last n days, and the total access for the last week. Any information may be used as long as it indicates the past access frequency of the user, such as the number of times and the total number of accesses last month.
  • the information of the access frequency 114 may be displayed in a multi-level display, for example, in three levels A to C (A: many accesses, B: normal access, C: few accesses).
  • the past access frequency of each user to be listed is displayed on the friend candidate list screen displayed on the display unit 35 of the terminal device 3. .
  • the user can see another user's access frequency on a screen, and can use it as one standard at the time of making a friend.
  • the access frequency of the fellow in order to satisfy the support access condition by the fellow when lack of access occurs, it is desirable that the access frequency of the fellow is high, so one guideline when the access frequency creates the fellow It becomes.
  • information indicating the level and ability of each user is also displayed on the fellow candidate list screen.
  • a user decides whether or not to make another user a friend, he considers not only the level and ability of the user, but also the access frequency, and comprehensively judges these, Users can be selected.
  • an access frequency is displayed on the screen (not shown) of the terminal device 3 of the user as one piece of information of the user who has applied for the friend. Can also be used as a guide for determining whether to approve a fellow application.
  • Another example of the screen displaying the access frequency of other users is a friend list screen as shown in FIG.
  • information of fellow users who are in a fellow relationship with the user is listed and displayed on the fellow list screen.
  • game information 81 of the buddy user user name, team name, user level, number of buddy, level of affiliation, etc.
  • avatar 82 player card 83 of the owned leader, ale button 84, etc.
  • the access frequency 114 of the fellow user is displayed.
  • the access frequency 114 may be any information that indicates the user's past access frequency.
  • the access frequency 114 may be an average of access over the last n days of the user.
  • the access frequency 114 of the fellow user by displaying the access frequency 114 of the fellow user on the fellow list screen, the following usage is also possible. That is, it is desirable to increase the access frequency of all the fellow users who belong to their own group so that the fellows can satisfy the support access condition when access is lost. Therefore, it is efficient by grasping a fellow user with a low access frequency based on the access frequency 114 displayed on the fellow list screen and sending a support message to the fellow user to increase the access frequency.
  • the access frequency of the entire group can be increased.
  • a display order change button (in order to rearrange the display order on the fellow user's screen in order from the one with the lowest access frequency (or one with the highest access frequency)) ( Other selectable objects) may be displayed on the terminal device 3 of the user.
  • the screen data in which the game server 1 rearranges the fellow users in order from the one with the lower access frequency (or the higher one) according to the operation. Is transmitted to the terminal device 3. Since the user 3 arranged in order of access frequency is displayed on the terminal device 3 that has received this screen data, the user can quickly grasp the user whose access frequency is low, and promptly support the user in question. Messages can be sent.
  • a game system in which part or all of the friend registration of a user can be canceled based on the user's intention.
  • the access frequency of the fellow user in his / her group is high.
  • the following situation is also conceivable. That is, instead of trying to increase access frequency by sending a support message to fellow users with low access frequency, try to increase the possibility of missing days by canceling the friend registration of fellow users with low access frequency Therefore, there is a possibility that a user who tries to adopt a method far from the original purpose appears.
  • the game server 1 (game management apparatus) of the present embodiment further includes a privilege grant adjusting means 121 in addition to the means 51 to 59 shown in FIG. Moreover, the friend management means 53 of this Embodiment is further provided with the friend registration cancellation
  • FIG. The privilege grant adjustment means 121 and the friend registration cancellation means 122 are realized by the CPU 11 of the game server 1 executing the program according to the present embodiment.
  • the fellow registration cancellation unit 122 has a function of accepting cancellation of fellow registration from each user. An example of the operation of the friend registration cancellation means 122 is shown below.
  • the communication data ( Request) is transmitted to the game server 1.
  • the fellow registration cancellation unit 122 cancels the fellow registration between the user A and the user B.
  • the canceler flag is information for distinguishing between the side where the friend registration is canceled as “1” and the canceled side as “0”, for example.
  • the canceler flag 1 is set.
  • the game server 1 notifies the user A that the friend registration has been canceled when the terminal device 3 of the user B whose friend registration has been canceled accesses the game server 1 after the friend registration cancellation process.
  • the game server 1 imposes a penalty such as reducing the number of owned points, for example, on the user A on the side of canceling the friend registration so that the user does not easily cancel the friend registration. May be.
  • This privilege granting adjustment means 121 achieves continuous access with stricter support access conditions for a user who has canceled friend registration than when there is no cancellation of the friend registration for a predetermined period from the cancellation of the friend registration. It has a function of adjusting the provision of a privilege by making it difficult for a privilege to be granted, or by reducing the continuous access achievement privilege obtained by satisfying support access conditions.
  • the processing example of the game server 1 provided with this privilege provision adjustment means 121 is shown in the flowchart of FIG.
  • S31 to S34 are basically the same processes as those described in the flowchart of FIG.
  • S130 it is determined whether or not the user has canceled the friend registration within a predetermined period, for example, within the last four weeks (S130).
  • the ratio R calculated in S34 satisfies the support access condition of, for example, 0.8 or more (S35). ).
  • the ratio R calculated in S34 is, for example, 0.9 or more so that the support access condition is stricter than S35. It is determined whether or not (S131). That is, the privilege grant adjustment means 121 sets the friend registration by setting the threshold value of the support access condition when the user cancels the friend registration within four weeks higher than when the user does not cancel the friend registration. It increases the difficulty of making up for missing days for users who cancel.
  • the subsequent processing (S36 to S40) is basically the same processing as that described in the flowchart of FIG.
  • S51 to S57 are basically the same processes as those described in the flowchart of FIG.
  • the continuous access privilege giving means 57 changes the game information of the user so as to be advantageous in terms of the game and gives the continuous access achievement privilege.
  • 200 points of enhancement points are given to the user as bonus points.
  • the privilege grant adjustment means 121 allows the user to register a friend within a predetermined period, for example, within the last four weeks. It is determined whether or not the release is performed (S142).
  • the privilege grant adjustment means 121 gives the privilege for granting continuous access given to the user to the privilege granted in S57 ( For example, it is adjusted to 100 strengthening points (S143).
  • the subsequent processing (S58 to S64) is basically the same processing as the processing described in the flowchart of FIG. 16, and the description thereof is omitted.
  • the user who canceled the friend registration achieved the continuous access obtained by making up for the missing date for four weeks after canceling the friend registration, compared to the case where the friend registration was not canceled. Benefits are reduced. As a result, even if an attempt is made to increase the possibility of making up for missing days by canceling the friend registration of a friend user with low access frequency, by canceling the friend registration, a certain period of time (4 weeks in this example) is originally obtained. Only a privilege smaller than the continuous access achievement privilege that should be obtained can be obtained. Therefore, it is possible to effectively suppress the user from taking an action that is far from the original purpose, such as canceling the friend registration in order to increase the possibility of making up for the missing date.
  • the continuous access achievement privilege itself, or the original continuous access is achieved, with 4 weeks from the cancellation of the friend registration as the penalty period for canceling the friend registration.
  • the grant is adjusted by granting a privilege that is smaller than the privilege.
  • the present invention is not limited to this.
  • the period may be shortened to about one to three weeks, and conversely It may be set longer than 4 weeks, and an arbitrary period can be set.
  • privilege adjustment adjustment may be performed only when n or more fellow registrations (for example, two or more within one week) are canceled within a predetermined period.
  • the access frequency of the fellow user remains low, so the friend registration may be canceled unavoidably possible. Therefore, even when the user cancels the friend registration, if the user who has sent the message a predetermined number of times and removes the friend user who remains low in access frequency from the friend, the friend registration is canceled without sending such a message. In some cases, it is desirable to have different effects.
  • the privilege grant adjusting means 121 of the game server 1 allows the user who canceled the friend registration during a predetermined period (for example, within two weeks before the cancellation) before canceling the friend registration.
  • a message is transmitted a predetermined number of times or more (e.g., twice or more) to a friend user to be canceled, the above-described privilege grant adjustment is not performed.
  • a processing example of the game server 1 provided with the classic grant adjusting means 121 configured as described above is shown in the flowchart of FIG.
  • S31 to S34 are basically the same processes as those described in the flowchart of FIG. After S34, it is determined whether or not the user has canceled the friend registration within a predetermined period, for example, within the last four weeks (S150).
  • the process of S150 is basically the same as S130 of FIG.
  • the ratio R calculated in S34 satisfies the support access condition of 0.8 or more, for example. (S35).
  • the privilege granting adjustment means 121 indicates that the user who canceled the friend registration is, for example, twice within two weeks before the cancellation. As mentioned above, it is judged whether the message is transmitted to the friend user of cancellation
  • the fellow information storage control unit 53a of the fellow management means 53 stores, for example, each member's fellow registration cancellation information (stored in association with the user ID of each user shown in FIG. 34A). , Cancellation partner user ID, cancellation date and cancellation person flag), and the message storage control unit 59a of the message transmission means 59, for example, information relating to the message shown in FIG. 12 (corresponding to the user ID of the receiving user)
  • the stored information such as the user ID of the transmission source and the transmission date / time is used. That is, the “cancellation target fellow user” for which the user has canceled the fellow registration can be specified as the “releasing partner user ID” in the fellow registration cancellation information shown in FIG. 34A.
  • the “period within two weeks before cancellation” can be specified based on the “release date” in the above-mentioned friend registration cancellation information.
  • the “reception-side user ID” shown in FIG. It can be determined by checking whether or not the user ID of the user who canceled the friend registration is included as the “transmission source user ID”.
  • the information of “transmission date and time” is also stored together with the above “transmission source user ID”, a message from the user who canceled the friend registration to the friend user to be canceled is within two weeks before the cancellation. It is possible to determine whether or not the message has been transmitted to.
  • the support is more severe than the S35.
  • the ratio R calculated in S34 is, for example, 0.9 or more so as to satisfy the access condition. That is, the privilege grant adjustment means 121 is a user who canceled the fellow registration by setting the threshold value of the support access condition to a value (0.9) higher than the threshold value (0.8) in S35.
  • the support access condition is made strict and it is difficult to generate a continuous access achievement privilege.
  • the user who canceled the friend registration has a continuous access achievement privilege because the support access conditions become stricter than when the friend registration is not released for four weeks after the friend registration is released.
  • the message is transmitted to the friend user to be canceled twice or more within two weeks before canceling the friend registration as an exception, the support access condition does not become severe.
  • users who have made an effort to increase their friend's access by sending a support message before canceling it will make it difficult to give bonuses (continuous access achievement bonuses) Can be avoided.
  • the privilege grant adjustment that the user who canceled the friend registration has transmitted a message to the friend user to be canceled at least twice within two weeks before the cancellation is not limited to this.
  • the message transmission conditions before canceling friend registration are set to at least once within one week before cancellation, or three times within one month before cancellation It may be set as described above, and the period before canceling the friend registration and the condition of the number of message transmissions during the period can be arbitrarily set.
  • the game execution program is installed on the game server 1 side, and the game server 1 executes arithmetic processing and data processing for the game progress according to the input operation on the terminal device 3 of each user.
  • the game server 1 manages game information such as user access information, friend information, message information, and privilege information, and provides the user with game services such as message exchange and privilege provision between users within the game.
  • the game execution process for advancing the game can be basically applied to a game system performed on the user terminal device side.
  • the present invention can also be applied to a game system in which a part or all of the game execution program is downloaded or installed on the user terminal device side and the game execution processing is also performed on the terminal device. Therefore, as a user terminal device, various devices that can be connected to a game server (game management device) via a network and receive a game service can be applied.
  • a game server game management device
  • a terminal PDA
  • a smartphone a personal computer, and a tablet computer
  • a home video game device having a network connection function (a game configured by connecting a home video game machine to a home television) Device)
  • a portable game-dedicated device and the like are also applicable.
  • the computer-readable program according to the present embodiment is recorded on various computer-readable recording media such as a hard disk, an optical disk (CD-ROM, DVD-ROM, etc.), a flexible disk, a semiconductor memory, and the like. Is executed by the CPU 11 of the game server 1.
  • the means for providing the program to the game server 1 is not limited to the recording medium described above, and can be performed via a communication network such as the Internet.
  • the game management device receives the access from the terminal device of each user who receives the game service via the network and manages the game information of each user.
  • a game management device for providing the game service via the network wherein (a) access management means for storing the access information of each user in a storage device and managing the access for each user; (B) Granting a continuous access achievement privilege by changing the game information of the user so as to be advantageous to the game for the user who has achieved the continuous access for all the unit periods of the specified number of continuous periods. And (c) information of fellow users belonging to a group centered on each user is stored in a storage device and stored.
  • the fellow user of the user has a predetermined support access Fellow support access determining means for determining whether or not the condition is satisfied.
  • the said continuous access privilege provision means is said that even if it is a user with the said missing
  • the game management device provides game services to each user via the network while receiving access from the terminal device of each user via the network and managing the game information of each user.
  • it is configured by an information processing apparatus that can be connected to a network such as a server.
  • a game service provided to each user by the game management device there is a service such as a social game that can be played while the users cooperate or communicate with each other.
  • the game management device includes access management means for storing the access information of each user in a storage device and managing the access for each user. And this game management apparatus changes the game information of the said user so that it may become advantageous to a game with respect to the user of continuous access achievement who accessed all the unit periods of the continuous regulation period number, and performs continuous access.
  • a continuous access privilege granting means for granting an achievement privilege is provided. For example, when one day in the real world is a unit period and the number of consecutive specified periods is 5, a continuous access achievement privilege is given to a user who accesses the game management device for 5 consecutive days.
  • the unit period is not limited to one day in the real world, and may be, for example, a half day (12 hours) or two days, and an arbitrary period can be set as the unit period. Further, the number of continuous specified periods is not limited to 5, and an arbitrary number of periods can be set.
  • the access is access to the game management device from the terminal device of each user via the network, and (A) a top page (game main screen page) of a game service provided by the game management device, (B) Access to any page of (A) to (C), which is a specific page for executing an actual game, or (C) any page among all pages. For example, it may be judged that access has been made by proceeding to a specific page where an actual game is executed, and the access condition is made slightly strict, such as a case where it is terminated only by looking at the top page is not considered access. May be.
  • the above-mentioned continuous access achievement privilege may be any advantage as long as it is advantageous in terms of the game as compared to the case where the privilege is not granted, and various privileges can be applied depending on the type and content of the game. If an example is given, if it is a game in which a point and an item are used, the continuous access achievement privilege of giving a user the point and item which can advance a game advantageously can be considered. In addition, in a battle-type game such as a baseball game or a soccer game where users can play against each other, there is a continuous access achievement privilege that the fighting power is improved by n battles (for example, three battles) and the battle is advantageous. Conceivable.
  • the game system is configured so that items can be obtained by lottery, the probability that a rare item (item with a lower lottery probability than a normal item and a rare value) can be obtained by lottery
  • a continuous access achievement privilege of increasing a predetermined number of times (for example, once) is also conceivable.
  • this game management apparatus is provided with the friend management means which performs the friend management for every user, and memorize
  • the group here shows the group of one's friend seen from the viewpoint of one user to the last, and each user who comprises these groups does not belong only to this group.
  • Each user also has a group of “buddies” centered on him / herself.
  • the game management device determines whether or not the fellow user of the user satisfies a predetermined support access condition for a user who has a missing unit period that has not been accessed in a unit period of a continuous specified number of periods.
  • Companion support access judging means for judging is provided.
  • support access conditions should just be conditions regarding the access of a fellow user, and arbitrary conditions can be set.
  • the support access condition as will be described later, the number or ratio of fellow users who have accessed within the same unit period as the missing unit period exceeds the threshold.
  • the fellow cheering access determining means determines that the fellow user of the user satisfies the cheering access condition In such a case, a continuous access achievement privilege is given to the user. For example, even if the user is unable to access the game management device for one day for some reason, if the user's companion satisfies the support access conditions, there is no missing unit period for the day. If a predetermined number of continuous accesses have been achieved, including compensation for missing unit periods, the user is granted a continuous access achievement privilege.
  • the user can maintain the continuous access achievement privilege by maintaining a high access frequency such that the user's companion satisfies the support access condition.
  • the advantage is that it can be acquired.
  • the user himself / herself also maintains a high access frequency, it can contribute to achievement of the support access condition when other associates lose access, and can indirectly support other associates.
  • each user is given the consciousness and motivation to increase the access frequency with each other. Therefore, each user is given the motivation to communicate with his / her fellow users in an attempt to increase the access frequency of the whole fellows. For example, each user sends a message such as “Let's do our best!” To his / her peers, and tries to excite the community with his / her fellow users.
  • the support access condition is such that the number of the fellow users who have performed the access within the same unit period as the missing unit period or a ratio of the whole fellow users exceeds a threshold. Preferably there is.
  • the support access condition is satisfied for the same unit period as the missing unit period that the user could not access. For example, if the missing unit period is one day in the real world, the number or percentage of fellow users who accessed the game management device on the same day as the day the user missed access (ratio to the whole fellow users) exceeds the threshold.
  • the support access condition is.
  • the user can access something for the same unit period as the missing unit period (for example, the same day as the missing date) so that the support access condition by the fellow is satisfied.
  • the schedule of the unit period that is likely to be lost can be communicated to other friends in advance. For example, the user sends a message such as “I cannot access tomorrow so please give me cheering access!” For cheering access (as a concrete action of my friend, simply access the game) Can be requested in advance. In this way, the community of friends is excited by requesting support access in advance.
  • a game management apparatus calculates the evaluation value which calculates the evaluation value of the group centering on the said user based on the said access frequency of the said fellow user in the user in which the said missing unit period exists It is preferable that the support access condition is that the evaluation value calculated by the evaluation value calculation means exceeds a threshold value. That is, it is an example of support access conditions different from the configuration of (2) above.
  • the evaluation value of the group centering on the user is calculated, and the evaluation value exceeds the threshold as the support access condition Yes.
  • the evaluation value of the group indicates an average value or total value of access frequencies of fellow users who belong to the group centered on the user, a maximum value or a minimum value of the fellow users (within the group called the fellow), and the like.
  • the unit period is one day in the real world
  • the information processing apparatus further includes an inaccessible scheduled date transmission means for transmitting the information on the scheduled date of inaccessibility to the terminal devices of all the fellow users of the user and transmitting the scheduled date of inaccessibility to all of the fellow users. It is preferable.
  • the missing unit period is compensated for by the companion satisfying the support access condition, and a continuous access achievement privilege can be obtained. ing. Therefore, when it is known that the user cannot access the game management device in advance, the user may notify the friend of the scheduled date of inaccessibility so that the friend satisfies the support access condition.
  • the user can notify all the fellows of an inaccessible scheduled date by simple operation.
  • the fellow support access determination means is inaccessible after the user has transmitted in advance the inaccessible scheduled date to the fellow user by the inaccessible scheduled date transmitting means. Only when the access is not performed on the same day as the scheduled date, it is preferable to determine whether the fellow user of the user satisfies the support access condition.
  • the processing load on the game management apparatus can be greatly reduced. That is, the determination as to whether or not the support access condition is satisfied is a process that is performed whenever a lack of access occurs in principle for a user who has not accessed within the unit period. Therefore, as the number of users managed by the game management device (users receiving the game service) increases, the number of users who have lost access increases, so the processing load on the game management device increases. For example, even if only about 10% of 1 million game service users have lost access, the process of determining whether or not the support access condition is satisfied for about 100,000 users is executed. It will be.
  • the determination process of whether or not the support access condition is satisfied is not a process performed by the user actively requesting the game management device to execute the game service, but the user has not accessed the game management device. Since this process is also performed in response to a negative fact, it is also a process that should be executed with the processing load of the game management device reduced as much as possible.
  • the prior notification by the user to the fellow inaccessible scheduled date is used as a condition for executing the determination process whether or not the support access condition is satisfied, Only when the user does not access on the same day, it is determined whether or not the support access condition is satisfied.
  • the game management device is limited to the user who has previously notified the inaccessible scheduled date, the determination process whether the support access condition is satisfied, and the subsequent process when the condition is satisfied Therefore, the processing load can be greatly reduced.
  • the fellow support access determination means includes a first missing unit period and a period after the first missing unit period as the missing unit period in the unit period of a continuous specified number of periods.
  • the second missing unit period is set to a condition that does not satisfy the support access condition more easily than the first missing unit period.
  • the missing unit period (second missing unit period) that occurred later in time series has stricter support access conditions than the missing unit period (first missing unit period) that occurred earlier.
  • the stricter support access conditions are on the second day from the first day of the missing access day or on the third day from the second day of the missing day Apply.
  • the support access condition for making up for the first day (the first missing unit period) of the missing date is “80% or more fellow users who have accessed the same day as the missing date”.
  • the support access condition for making up for the second day (second missing unit period) of the missing date is “90% or more fellow users who have accessed on the same day as the missing date”.
  • the missing unit period (second missing unit period) that occurs later in time series applies the stricter support access condition than the missing unit period (first missing unit period) that occurs before that.
  • the missing unit period (first missing unit period) that occurs before that applies the stricter support access condition than the missing unit period (first missing unit period) that occurs before that.
  • while allowing for support for multiple missing days while tightening the support access conditions for the second missing unit period that occurred later in time series it is possible to increase the access frequency to each other in order to achieve strict conditions Users can be given awareness and motivation for further improvement.
  • the game management device is a user terminal that is determined by the friend support access determination unit when the friend user satisfies the support access condition after the elapse of the missing unit period. It is preferable that the apparatus further includes notification means for notifying that the continuous access is continued when the fellow user of the user satisfies the support access condition.
  • the game management device is a fellow user of a user who has been granted the continuous access achievement privilege when a fellow user of the user who has the missing unit period satisfies the support access condition.
  • a support access privilege granting means for giving a support access privilege by changing the game information of the friend user so as to be advantageous to the game for the friend user who performs the access satisfying the support access condition It is preferable to provide.
  • the user when a fellow user of a user who has a missing unit period that did not access satisfies the support access condition, the user achieves continuous access and acquires a continuous access achievement privilege.
  • a support access privilege is also given to a fellow user who has contributed to the achievement of this continuous access (a fellow user who has performed access that satisfies the support access condition).
  • the support access privilege is only required to be advantageous in terms of the game as compared to the case where the privilege is not given, and according to the type and content of the game, similar to the above-described continuous access achievement privilege.
  • Various benefits can be applied.
  • each user is given awareness and motivation to actively support his / her friends by providing support access benefits to the user's fellow users who have contributed to the continuous access of the user. Will be.
  • the game management device may be provided to a user who has at least a predetermined number or a predetermined ratio of fellow users who are granted the continuous access achievement privilege in a group centered on the user.
  • the fellow privilege when the number of fellow users who have acquired the continuous access achievement privilege is greater than or equal to a predetermined number or a predetermined ratio in the group of friends centering on the user, the fellow privilege is given to the user. That is, by having many fellow users who have acquired the continuous access achievement privilege in their own group, the user can acquire a privilege different from the continuous access achievement privilege called the fellow privilege.
  • the companion benefits only need to be advantageous in terms of the game as compared to the case where the benefits are not granted, and, like the above-mentioned continuous access achievement benefits, various benefits depending on the type and content of the game. Special benefits can be applied.
  • a game system receives a terminal device of each user who receives a game service, receives access from the terminal device via a network, manages game information of each user, And a game management device having any one of the above-described configurations for providing the game service via the network.
  • the game information of each user is managed by receiving an access made by a user from a terminal device of each user who receives a game service and managing the game information of each user.
  • a game management method in a game management device that provides the game service via a network wherein the game management device stores information on the access of each user in a storage device, and manages the access for each user
  • An access management step, and the game management device changes the game information of the user so that it is advantageous to the game for a user who has achieved continuous access for all the unit periods of the specified number of continuous periods.
  • a continuous access privilege granting step for granting a continuous access achievement privilege, and the game management device A fellow management step for storing fellow user information belonging to a group centered on each user in a storage device to perform peer management for each user, and the game management device includes a continuous prescribed period number of the unit periods.
  • a fellow support access determination step for determining whether or not a fellow user of the user satisfies a predetermined support access condition for a user who has a missing unit period that has not been accessed is included. And even if it is a user where the missing unit period exists among the unit periods of the continuous specified number of periods, the continuous access privilege granting step is performed when the fellow user of the user satisfies the support access condition.
  • a program receives a computer access from a terminal device of each user who receives a game service and manages game information of each user, A program for operating as a game management apparatus that provides the game service via a network, wherein the computer stores the access information of each user in a storage device, and manages the access for each user Access management means, for a user who has achieved continuous access for all of the unit periods of the continuous specified number of periods, the game information of the user is changed so as to be advantageous to the game, and a continuous access achievement privilege is provided.
  • Continuous access privilege granting means to be assigned, belonging to a group centered on each user Associate management means for storing inter-user information in a storage device and managing associates for each user, and for users who have missing unit periods that have not been accessed among the unit periods of the continuous specified number of periods, It functions as a fellow support access determination means for determining whether or not a fellow user satisfies a predetermined support access condition, and the continuous access privilege granting means includes the missing unit period in the unit period of the continuous specified number of periods. If the fellow cheering access determination means determines that the fellow user of the user satisfies the cheering access condition, the computer is assumed to give the user the continuous access achievement privilege. It is for making the function.
  • a recording medium according to still another aspect of the present invention is a computer-readable recording medium recording the program according to (12) above.
  • the present invention particularly relates to a game management device, a game management method, a program, and a recording medium for a so-called social game that a user can play while communicating with other users who are receiving game services. Since it can be applied suitably and a highly entertaining game service can be provided, it can be used industrially.

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Abstract

A game management device, comprising: a continuous access reward granting means that grants a continuous access achievement reward to a user who has achieved continuous access; and a friend support access determination means that determines, for a user having a missing unit period during which there was no access among continuous unit periods, whether or not a friend of the user has fulfilled prescribed support access conditions. If the friend support access determination means determines that the friend has fulfilled the support access conditions, the continuous access reward granting means grants the continuous access achievement reward to the user, even if said user has a missing unit period.

Description

ゲーム管理装置、ゲームシステム、ゲーム管理方法、プログラム及び記録媒体GAME MANAGEMENT DEVICE, GAME SYSTEM, GAME MANAGEMENT METHOD, PROGRAM, AND RECORDING MEDIUM
 本出願は、2011月8月31日提出の日本国特許出願第2011-190164号を基礎として優先権を主張するものであり、その記載内容の全てを、ここに援用する。 This application claims priority on the basis of Japanese Patent Application No. 2011-190164 filed on August 31, 2011, the entire contents of which are incorporated herein by reference.
 本発明は、ゲームサービスを受ける各ユーザの端末装置からのネットワークを介したアクセスを受け付けて、各ユーザのゲーム情報を管理するゲーム管理装置、ゲームシステム、ゲーム管理方法、プログラム及び記録媒体に関するものである。 The present invention relates to a game management device, a game system, a game management method, a program, and a recording medium that accept access via a network from a terminal device of each user who receives a game service and manage game information of each user. is there.
 従来から、インターネット上に設置されたゲームサーバに、ユーザの端末装置(パーソナルコンピュータ、携帯電話端末等)を接続することによって、ユーザがゲームサーバから提供される各種ゲームサービスを受けることができるゲームシステムがある。 2. Description of the Related Art Conventionally, a game system in which a user can receive various game services provided from a game server by connecting the user's terminal device (personal computer, mobile phone terminal, etc.) to a game server installed on the Internet. There is.
 従来、上記のようなゲームシステムにおいて、ユーザのゲームサービスの継続利用を促すために、ユーザのゲームサーバへのアクセスレベルに応じてユーザに特典を付与するゲームシステムが提案されている(特許文献1参照)。 Conventionally, in the game system as described above, a game system has been proposed in which a privilege is given to the user according to the user's access level to the game server in order to encourage the user to continue using the game service (Patent Document 1). reference).
 ところで近年、人と人とのつながりを促進・サポートするコミュニティ型のサービスであるソーシャルネットワーキングサービス(SNS)のシステムに、前記ゲームシステムが組み込まれ、SNSのサービスの一つとして提供される、いわゆるソーシャルゲームが普及している。このようなソーシャルゲームにおいては、各ユーザがゲームサービスを利用している他のユーザと仲間になったり、仲間のユーザとコミュニケーションをとったりすることでポイントを取得できる等、ゲーム上有利になるシステムになっている。このように、ソーシャルゲームでは、ユーザ同士のコミュニケーションの促進を図ることにより、ゲームの興趣性を高めている。 By the way, in recent years, the game system is incorporated into a social networking service (SNS) system, which is a community-type service that promotes and supports the connection between people, and is provided as one of the SNS services. Games are prevalent. In such a social game, each user can become a friend with other users who use the game service, or points can be acquired by communicating with fellow users. It has become. Thus, in the social game, the interest of the game is enhanced by promoting communication between users.
 そして、前記ソーシャルゲームのようなユーザ同士のつながりや交流関係を大切にするゲームサービスをユーザに提供する場合には、いかにゲームコミュニティの活性化を図るかということがゲームシステム構築の上で重要な要素となる。 And when providing a user with a game service such as the social game that places importance on the connections and exchanges between users, how to activate the game community is important in building a game system. Become an element.
 しかしながら、前記従来のゲームシステムのように、ユーザのゲームサーバへのアクセスレベルに応じて当該ユーザに特典を付与するだけでは、ゲームサービスを受けているユーザ同士のコミュニケーションの促進を十分に図ることはできず、ゲームコミュニティの活性化には繋がり難い。 However, as in the conventional game system, simply giving a privilege to the user according to the user's access level to the game server can sufficiently promote communication between users receiving the game service. It is not possible to connect to the activation of the game community.
特開2003-144759号公報JP 2003-144759 A
 本発明は、上記の問題に鑑みてなされたもので、従来よりもゲームコミュニティの活性化を図ることによって興趣性の高いゲームサービスを提供することができるゲーム管理装置、ゲームシステム、ゲーム管理方法、プログラム及び記録媒体を実現することを目的とする。 The present invention has been made in view of the above problems, and a game management device, a game system, a game management method, and a game management device that can provide highly interesting game services by activating the game community than before. The object is to realize a program and a recording medium.
 本発明の一局面に係るゲーム管理装置は、ゲームサービスを受ける各ユーザの端末装置からのネットワークを介したアクセスを受け付けて各ユーザのゲーム情報を管理し、各ユーザに前記ネットワークを介した前記ゲームサービスを提供するゲーム管理装置であって、各ユーザの前記アクセスの情報を記憶装置に記憶して、ユーザ毎の前記アクセスを管理するアクセス管理手段と、連続した規定期間数の単位期間の全てについて前記アクセスを行った連続アクセス達成のユーザに対して、ゲーム上有利になるように当該ユーザのゲーム情報を変更して連続アクセス達成特典を付与する連続アクセス特典付与手段と、各ユーザを中心とするグループに所属する仲間ユーザの情報を記憶装置に保存してユーザ毎の仲間管理を行う仲間管理手段と、連続した規定期間数の前記単位期間のうちアクセスを行わなかった欠落単位期間が存在するユーザについて、当該ユーザの仲間ユーザが所定の応援アクセス条件を満たしているか否かを判定する仲間応援アクセス判定手段と、を備えている。そして、前記連続アクセス特典付与手段は、連続した規定期間数の前記単位期間のうち前記欠落単位期間が存在するユーザであっても、当該ユーザの仲間ユーザが前記応援アクセス条件を満たしていると前記仲間応援アクセス判定手段が判定した場合は、当該ユーザに前記連続アクセス達成特典を付与する構成である。 A game management device according to one aspect of the present invention receives access via a network from a terminal device of each user who receives a game service, manages game information of each user, and provides each user with the game via the network. A game management device that provides a service, storing the access information of each user in a storage device, managing the access for each user, and all of the unit periods of a continuous specified number of periods Continuous access privilege granting means for changing a user's game information and granting a continuous access achievement privilege so as to be advantageous to the game for the user who has achieved the continuous access that has performed the access, and each user as a center Friend management means for storing information on fellow users belonging to a group in a storage device and managing fellow users for each user; Friend support access determination means for determining whether or not a fellow user of the user satisfies a predetermined support access condition for a user having a missing unit period that has not been accessed among the unit periods of the continuous specified number of periods. And. And the said continuous access privilege provision means is said that even if it is a user with the said missing | missing unit period among the said unit periods of the continuous regulation period number, if the fellow user of the said user satisfy | fills the said support access conditions, When the fellow support access determination means determines, the user is provided with the continuous access achievement privilege.
 本発明の他の局面に係るゲームシステムは、ゲームサービスを受ける各ユーザの端末装置と、前記端末装置からのネットワークを介したアクセスを受け付けて各ユーザのゲーム情報を管理し、各ユーザに前記ネットワークを介した前記ゲームサービスを提供する上記の構成のゲーム管理装置と、を備えている。 A game system according to another aspect of the present invention includes a terminal device of each user who receives a game service, receives access via a network from the terminal device, manages game information of each user, and transmits the network to each user. And a game management device configured as described above for providing the game service via the network.
 本発明のさらに他の局面に係るゲーム管理方法は、ゲームサービスを受ける各ユーザの端末装置からのネットワークを介したアクセスを受け付けて各ユーザのゲーム情報を管理し、各ユーザに前記ネットワークを介した前記ゲームサービスを提供するゲーム管理装置におけるゲーム管理方法であって、前記ゲーム管理装置が、各ユーザの前記アクセスの情報を記憶装置に記憶して、ユーザ毎の前記アクセスを管理するアクセス管理ステップと、前記ゲーム管理装置が、連続した規定期間数の単位期間の全てについて前記アクセスを行った連続アクセス達成のユーザに対して、ゲーム上有利になるように当該ユーザのゲーム情報を変更して連続アクセス達成特典を付与する連続アクセス特典付与ステップと、前記ゲーム管理装置が、各ユーザを中心とするグループに所属する仲間ユーザの情報を記憶装置に保存してユーザ毎の仲間管理を行う仲間管理ステップと、前記ゲーム管理装置が、連続した規定期間数の前記単位期間のうちアクセスを行わなかった欠落単位期間が存在するユーザについて、当該ユーザの仲間ユーザが所定の応援アクセス条件を満たしているか否かを判定する仲間応援アクセス判定ステップと、を備えている。そして、前記連続アクセス特典付与ステップは、連続した規定期間数の前記単位期間のうち前記欠落単位期間が存在するユーザであっても、当該ユーザの仲間ユーザが前記応援アクセス条件を満たしていると前記仲間応援アクセス判定ステップが判定した場合は、当該ユーザに前記連続アクセス達成特典を付与する構成である。 According to still another aspect of the present invention, there is provided a game management method that accepts access from a terminal device of each user who receives a game service, manages game information of each user, and sends each user through the network. A game management method in a game management apparatus that provides the game service, wherein the game management apparatus stores information on the access of each user in a storage device, and manages the access for each user; The game management device changes the game information of the user so that it is advantageous to the game for the user who has achieved the continuous access who has made the access for all the unit periods of the continuous specified number of periods, and the continuous access The continuous access privilege granting step for granting the achievement privilege and the game management device are provided for each user. A friend management step for storing the information of fellow users belonging to a central group in a storage device and managing the fellows for each user, and the game management device accesses the continuous period of the unit period. A friend support access determination step for determining whether or not the fellow user of the user satisfies a predetermined support access condition for a user who has a missing unit period. And even if it is a user where the missing unit period exists among the unit periods of the continuous specified number of periods, the continuous access privilege granting step is performed when the fellow user of the user satisfies the support access condition. When the fellow support access determination step determines, the user is provided with the continuous access achievement privilege.
 本発明のさらに他の局面に係るプログラムは、コンピュータを、ゲームサービスを受ける各ユーザの端末装置からのネットワークを介したアクセスを受け付けて各ユーザのゲーム情報を管理し、各ユーザに前記ネットワークを介した前記ゲームサービスを提供するゲーム管理装置として動作させるためのプログラムであって、前記コンピュータを、各ユーザの前記アクセスの情報を記憶装置に記憶して、ユーザ毎の前記アクセスを管理するアクセス管理手段、連続した規定期間数の単位期間の全てについて前記アクセスを行った連続アクセス達成のユーザに対して、ゲーム上有利になるように当該ユーザのゲーム情報を変更して連続アクセス達成特典を付与する連続アクセス特典付与手段、各ユーザを中心とするグループに所属する仲間ユーザの情報を記憶装置に保存してユーザ毎の仲間管理を行う仲間管理手段、連続した規定期間数の前記単位期間のうちアクセスを行わなかった欠落単位期間が存在するユーザについて、当該ユーザの仲間ユーザが所定の応援アクセス条件を満たしているか否かを判定する仲間応援アクセス判定手段、として機能させるためのものである。そして、前記連続アクセス特典付与手段は、連続した規定期間数の前記単位期間のうち前記欠落単位期間が存在するユーザであっても、当該ユーザの仲間ユーザが前記応援アクセス条件を満たしていると前記仲間応援アクセス判定手段が判定した場合は、当該ユーザに前記連続アクセス達成特典を付与するものとしてコンピュータを機能させる。 According to still another aspect of the present invention, there is provided a program for receiving access via a network from a terminal device of each user who receives a game service, managing game information of each user, and providing each user with the network via the network. An access management means for operating as a game management apparatus for providing the game service, wherein the computer stores the access information of each user in a storage device and manages the access for each user A continuous access achievement privilege is provided by changing the game information of the user so as to be advantageous to the game for a user who has achieved continuous access for all the unit periods of the number of continuous specified periods. Access privilege granting means, friends who belong to a group centered on each user The friend management means for storing the information in the storage device and managing the friend for each user, and the user who has the missing unit period that has not been accessed among the unit periods of the continuous prescribed period, This is to allow the user to function as fellow support access determination means for determining whether or not a predetermined support access condition is satisfied. And the said continuous access privilege provision means is said that even if it is a user with the said missing | missing unit period among the said unit periods of the continuous regulation period number, if the fellow user of the said user satisfy | fills the said support access conditions, If the fellow support access determining means determines, the computer is caused to function as the user providing the continuous access achievement privilege.
 本発明によれば、仲間とのコミュニケーションをとる動機付けを各ユーザに与え、これにより、ゲームコミュニティ全体の活性化を図ることができる。この結果、各ユーザはゲーム内での仲間同士のつながりや交流を強め、延いてはゲームに対する関心と興味をより強めることとなり、ユーザにとって飽きのこない継続性を有する興趣性の高いゲームサービスを提供できる。 According to the present invention, it is possible to give each user the motivation to communicate with friends, thereby activating the entire game community. As a result, each user strengthens the connection and interaction between friends in the game, and further increases the interest and interest in the game, and provides a highly entertaining game service with continuity that users will never get tired of it can.
 なお、本発明のゲーム管理装置及びゲームシステムは、コンピュータによって実現してもよく、この場合には、コンピュータを上記各手段として動作させることにより、上記ゲーム装置をコンピュータにて実現させるプログラム及びそれを記録したコンピュータ読み取り可能な記録媒体も本発明の範疇に入る。 The game management device and the game system of the present invention may be realized by a computer. In this case, a program for realizing the game device on a computer by causing the computer to operate as the above-described means, and the program. A recorded computer-readable recording medium also falls within the scope of the present invention.
 本発明の目的、特徴及び利点は、以下の詳細な説明と添付図面とによって、より明白となる。 The objects, features and advantages of the present invention will become more apparent from the following detailed description and the accompanying drawings.
本発明の一実施の形態に係るゲームシステムの構成例を示す説明図である。It is explanatory drawing which shows the structural example of the game system which concerns on one embodiment of this invention. ゲーム管理装置のハード構成の一例を示すブロック図である。It is a block diagram which shows an example of the hardware constitutions of a game management apparatus. 端末装置のハード構成の一例を示すブロック図である。It is a block diagram which shows an example of the hardware constitutions of a terminal device. ゲーム管理装置の機能的構成の一例を示す機能ブロック図である。It is a functional block diagram which shows an example of a functional structure of a game management apparatus. ゲーム情報管理手段の機能的構成の一例を示す機能ブロック図である。It is a functional block diagram which shows an example of a functional structure of a game information management means. ゲーム情報管理手段がデータベースサーバに保存して管理するゲーム情報の一例を示す説明図である。It is explanatory drawing which shows an example of the game information which a game information management means preserve | saves and manages in a database server. 仲間情報記憶制御部が記憶する各ユーザの仲間に関する情報の一例を示す説明図である。It is explanatory drawing which shows an example of the information regarding each user's associate which a fellow information storage control part memorize | stores. 仲間情報記憶制御部が記憶する各ユーザの仲間に関する情報の他の例を示す説明図である。It is explanatory drawing which shows the other example of the information regarding the friend of each user which a fellow information storage control part memorize | stores. 仲間情報記憶制御部が記憶する各ユーザの仲間に関する情報の他の例を示す説明図である。It is explanatory drawing which shows the other example of the information regarding the friend of each user which a fellow information storage control part memorize | stores. 仲間情報記憶制御部が記憶する各ユーザの仲間に関する情報の他の例を示す説明図である。It is explanatory drawing which shows the other example of the information regarding the friend of each user which a fellow information storage control part memorize | stores. アクセス情報記憶制御部が記憶する各ユーザのアクセス情報の一例を示す説明図である。It is explanatory drawing which shows an example of the access information of each user which an access information storage control part memorize | stores. アクセス情報記憶制御部が記憶する各ユーザのアクセス情報の他の例を示す説明図である。It is explanatory drawing which shows the other example of the access information of each user which an access information storage control part memorize | stores. アクセス情報記憶制御部が記憶する各ユーザのアクセス情報の他の例を示す説明図である。It is explanatory drawing which shows the other example of the access information of each user which an access information storage control part memorize | stores. 特典の発生を報知するための画面の一例を示す説明図である。It is explanatory drawing which shows an example of the screen for alert | reporting generation | occurrence | production of a privilege. 特典の発生を報知するための画面の他の例を示す説明図である。It is explanatory drawing which shows the other example of the screen for alert | reporting generation | occurrence | production of a privilege. 連続アクセス継続中を報知するための画面の一例を示す説明図である。It is explanatory drawing which shows an example of the screen for alert | reporting that continuous access is continuing. 連続アクセス継続中を報知するための画面の他の例を示す説明図である。It is explanatory drawing which shows the other example of the screen for alert | reporting continuing continuous access. メッセージ記憶制御部が記憶する受信メッセージ情報の一例を示す説明図である。It is explanatory drawing which shows an example of the received message information which a message storage control part memorize | stores. 仲間リスト画面の一例を示す説明図である。It is explanatory drawing which shows an example of a buddy list screen. 仲間リスト画面の他の例を示す説明図である。It is explanatory drawing which shows the other example of a buddy list screen. ゲームシステムの動作の一例を示すフローチャートである。It is a flowchart which shows an example of operation | movement of a game system. ユーザがアクセスを欠落したときの処理の一例を示すフローチャートである。It is a flowchart which shows an example of a process when a user loses access. 連続アクセス達成特典の発生処理の一例を示すフローチャートである。It is a flowchart which shows an example of generation | occurrence | production processing of the continuous access achievement privilege. ゲーム進行処理の一例を示すフローチャートである。It is a flowchart which shows an example of a game progress process. ユーザがアクセスを欠落したときの処理の他の例を示すフローチャートである。It is a flowchart which shows the other example of a process when a user loses access. ゲーム管理装置の機能的構成の他の例を示す機能ブロック図である。It is a functional block diagram which shows the other example of a functional structure of a game management apparatus. ゲームサーバへのアクセス実績の一例を説明する説明図である。It is explanatory drawing explaining an example of the access performance to a game server. ゲームサーバへのアクセス実績の他の例を説明する説明図である。It is explanatory drawing explaining the other example of the access performance to a game server. ゲームサーバへのアクセス実績の他の例を説明する説明図である。It is explanatory drawing explaining the other example of the access performance to a game server. ユーザがアクセスを欠落したときの処理の他の例を示すフローチャートである。It is a flowchart which shows the other example of a process when a user loses access. ゲーム管理装置の機能的構成の他の例を示す機能ブロック図である。It is a functional block diagram which shows the other example of a functional structure of a game management apparatus. 予定日情報記憶制御部が記憶する予定日情報の一例を示す説明図である。It is explanatory drawing which shows an example of the scheduled date information which a scheduled date information storage control part memorize | stores. アクセス不可能予定通知画面の一例を示す説明図である。It is explanatory drawing which shows an example of an inaccessible schedule notification screen. 仲間の情報を表示する画面の一例を示す説明図である。It is explanatory drawing which shows an example of the screen which displays friend's information. ユーザがアクセスを欠落したときの処理の他の例を示すフローチャートである。It is a flowchart which shows the other example of a process when a user loses access. ゲーム管理装置の機能的構成の他の例を示す機能ブロック図である。It is a functional block diagram which shows the other example of a functional structure of a game management apparatus. 応援アクセス特典の発生処理の一例を示すフローチャートである。It is a flowchart which shows an example of generation | occurrence | production processing of a support access privilege. 仲間アクセス特典の発生処理の一例を示すフローチャートである。It is a flowchart which shows an example of generation | occurrence | production processing of a fellow access privilege. ゲーム管理装置の機能的構成の他の例を示す機能ブロック図である。It is a functional block diagram which shows the other example of a functional structure of a game management apparatus. 仲間候補リスト画面の一例を示す説明図である。It is explanatory drawing which shows an example of a friend candidate list screen. 仲間リスト画面の他の例を示す説明図である。It is explanatory drawing which shows the other example of a buddy list screen. ゲーム管理装置の機能的構成の他の例を示す機能ブロック図である。It is a functional block diagram which shows the other example of a functional structure of a game management apparatus. 仲間情報記憶制御部が記憶する各ユーザの仲間に関する情報の他の例を示す説明図である。It is explanatory drawing which shows the other example of the information regarding the friend of each user which a fellow information storage control part memorize | stores. 仲間情報記憶制御部が記憶する各ユーザの仲間に関する情報の他の例を示す説明図である。It is explanatory drawing which shows the other example of the information regarding the friend of each user which a fellow information storage control part memorize | stores. 特典の付与調整処理を含むゲームサーバの動作例を示すフローチャートである。It is a flowchart which shows the operation example of the game server containing the provision adjustment process of a privilege. 特典の付与調整処理を含むゲームサーバの他の動作例を示すフローチャートである。It is a flowchart which shows the other operation example of a game server including the provision adjustment process of a privilege. 特典の付与調整処理を含むゲームサーバの他の動作例を示すフローチャートである。It is a flowchart which shows the other operation example of a game server including the provision adjustment process of a privilege.
 以下、本発明の一実施の形態に係るゲーム管理装置、ゲーム管理方法、プログラム及び記録媒体について、図面を参照しながら説明する。 Hereinafter, a game management device, a game management method, a program, and a recording medium according to an embodiment of the present invention will be described with reference to the drawings.
 〔ゲームシステムの概要〕
  本発明の一実施の形態に係るゲーム管理装置が組み込まれたゲームシステムの構成例を、図1に示している。同図に示すように、このゲームシステムは、インターネットなどのネットワーク4上に設置されたゲームサーバ1と、当該ゲームサーバ1と通信可能に接続されたデータベースサーバ2と、ネットワーク4を介してゲームサーバ1と通信可能に接続できる各ユーザの端末装置3とによって構成される。
[Outline of the game system]
FIG. 1 shows a configuration example of a game system in which a game management device according to an embodiment of the present invention is incorporated. As shown in the figure, this game system includes a game server 1 installed on a network 4 such as the Internet, a database server 2 connected to be communicable with the game server 1, and a game server via the network 4. 1 and the terminal device 3 of each user that can be communicably connected.
 本実施の形態のネットワーク4は、インターネットに限定されるものではなく、ゲームサーバ1と各ユーザの端末装置3との間を通信可能に相互に接続できるものであれば、例えば、専用回線、公衆回線(電話回線、移動体通信回線等)、有線LAN(Local Area Network)、無線LAN等であってもよく、或いはインターネットとこれらを組み合わせたものであってもよい。 The network 4 according to the present embodiment is not limited to the Internet. For example, as long as the game server 1 and the terminal device 3 of each user can be connected to each other so as to communicate with each other, for example, a dedicated line, a public line, etc. It may be a line (telephone line, mobile communication line, etc.), a wired LAN (Local Area Network), a wireless LAN, or the like, or a combination of the Internet and these.
 このゲームシステムの例において、本発明の一実施の形態に係るゲーム管理装置は、ゲームサーバ1およびデータベースサーバ2から構成される。ゲームサーバ1は、ゲームサービスを受ける各ユーザの端末装置3からのネットワーク4を介したアクセスを受け付けて、各ユーザのゲーム情報をデータベースサーバ2(記憶装置)に蓄積して管理し、各ユーザにネットワーク4を介したゲームサービスを提供する。 In this example of the game system, the game management device according to an embodiment of the present invention includes a game server 1 and a database server 2. The game server 1 receives access from the terminal device 3 of each user who receives the game service via the network 4 and stores and manages game information of each user in the database server 2 (storage device). A game service is provided via the network 4.
 本実施の形態では、ゲームサーバ1によるゲームサービスの提供の一形態として、各ユーザの端末装置3に搭載されたウェブブラウザによってゲームがプレイできる、いわゆるブラウザゲームを提供する例について説明する。このブラウザゲームを提供するサービス形態では、ユーザの端末装置3にゲーム専用のソフトウェアをダウンロード又はインストールする必要がなく、端末装置3をネットワーク4に接続できる環境であれば、ユーザはどこでも気軽にゲームサーバ1から提供されるゲームサービスを楽しむことができる。 In the present embodiment, an example of providing a so-called browser game in which a game can be played by a web browser installed in each user terminal device 3 will be described as one form of game service provided by the game server 1. In the service form for providing the browser game, it is not necessary to download or install software dedicated to the game on the user's terminal device 3, and the user can easily connect to the game server anywhere as long as the terminal device 3 can be connected to the network 4. The game service provided from 1 can be enjoyed.
 このゲームシステムでは、ブラウザゲーム用のプログラム(アプリケーションソフトウェア)がゲームサーバ1に実装されており、ゲームサーバ1が、各ユーザの端末装置3における入力操作に応じてゲーム進行のための演算処理やデータ処理を実行する。そして、ゲームサーバ1は、演算処理等の実行結果に基づいてデータベースサーバ2内の各ユーザのゲーム情報を更新するとともに、当該実行結果をユーザの端末装置3の画面に表示させるためのウェブページ情報(ゲーム画面データ)を各ユーザの端末装置3に送信する。 In this game system, a program (application software) for a browser game is installed in the game server 1, and the game server 1 performs arithmetic processing and data for progressing the game in accordance with input operations on the terminal device 3 of each user. Execute the process. Then, the game server 1 updates the game information of each user in the database server 2 based on the execution result of the arithmetic processing and the like, and web page information for displaying the execution result on the screen of the user terminal device 3 (Game screen data) is transmitted to the terminal device 3 of each user.
 各ユーザの端末装置3には、ユーザーエージェントとしてウェブサイト閲覧機能を有するウェブブラウザが搭載されており、ゲームサーバ1から送信されたウェブページ情報を端末装置3の画面に表示することができるようになっている。この端末装置3としては、例えば、携帯電話端末、PHS(Personal Handy-phone System)端末、携帯情報端末(PDA:Personal Digital Assistant)、携帯電話と携帯情報端末とを融合させた携帯端末であるスマートフォン、パーソナルコンピュータまたはタブレット型コンピュータなど、ネットワーク4経由でゲームサーバ1に接続してゲームサービスの提供を受けることができる様々な端末が適用できる。 Each user's terminal device 3 is equipped with a web browser having a website browsing function as a user agent so that the web page information transmitted from the game server 1 can be displayed on the screen of the terminal device 3. It has become. Examples of the terminal device 3 include a mobile phone terminal, a PHS (Personal Handy-phone System) terminal, a personal digital assistant (PDA), and a smartphone that is a mobile terminal in which a mobile phone and a mobile information terminal are integrated. Various terminals that can be connected to the game server 1 via the network 4 and receive a game service, such as a personal computer or a tablet computer, can be applied.
 また、本実施の形態で提供されるゲームは、ユーザが、ゲームサービスを受けている他のユーザとコミュニケーションをとりながらプレイすることができる、いわゆるソーシャルゲームの要素を有する。例えば、本実施の形態のゲームサーバ1およびデータベースサーバ2をソーシャルネットワーキングサービス(SNS)のシステムに組み込むことによって、SNSのサービスの一つとしてソーシャルゲームサービスを提供するゲームシステムとすることができる。このようにSNSのプラットフォーム上で動作するゲームシステムによりゲームサービスをユーザに提供することもできるが、ゲームサーバ1およびデータベースサーバ2をSNSのシステムに組み込まずに、独立したゲームシステムとして構築してもよい。 In addition, the game provided in the present embodiment has a so-called social game element that allows the user to play while communicating with other users who are receiving game services. For example, by incorporating the game server 1 and the database server 2 of the present embodiment into a social networking service (SNS) system, a game system that provides a social game service as one of the SNS services can be obtained. In this way, a game service can be provided to the user by a game system operating on the SNS platform, but the game server 1 and the database server 2 can be constructed as independent game systems without being incorporated into the SNS system. Good.
 このゲームシステムにおいて、各ユーザは、ゲームサービスを受けている一人又は複数の他のユーザと「仲間」という特別な関係を構築できる。そして、仲間を作ったユーザは、後述する様々なメリットを享受できる。あるユーザが他のユーザと仲間になるための一形態としては、両ユーザの何れか一方が、他方のユーザに対してゲームサーバ1を介して仲間申請を行い、当該仲間申請を受けたユーザがゲームサーバ1を介して仲間になることを承認するという、両ユーザ間においてなされる仲間申請とその承認の操作が挙げられる。そして、ゲームサーバ1は、各ユーザを中心とする前記「仲間」というグループに所属する仲間ユーザの情報を、データベースサーバ2に記憶して、ユーザ毎の仲間管理を行っている。この仲間申請、その承認およびゲームサーバ1による仲間管理の詳細については後述する。 In this game system, each user can build a special relationship of “friends” with one or more other users who are receiving game services. And the user who made the friend can enjoy the various merit mentioned later. As one form for a user to become a friend with another user, either one of the two users makes a friend application to the other user via the game server 1, and the user who has received the friend application The friend application made between both users and the operation of the approval of approving becoming a friend via the game server 1 are mentioned. And the game server 1 memorize | stores in the database server 2 the information of the associate user who belongs to the group called the "companion" centering on each user, and performs the associate management for every user. Details of this friend application, its approval, and friend management by the game server 1 will be described later.
 また、このゲームシステムにおいて、例えば、現実世界の所定期間(例えば1日)を単位期間と定め、当該単位期間内にゲームサーバ1へ少なくとも1回のアクセスを行なったユーザを、単位期間内アクセスを達成したユーザとする。そして、ゲームサーバ1は、連続した規定期間数の単位期間の全てについて、単位期間内アクセスを達成したユーザに対して、ゲーム上有利になるように当該ユーザのゲーム情報を変更して連続アクセス達成特典を付与し、これにより各ユーザのゲームサービスの継続利用を促進する。 In this game system, for example, a predetermined period (for example, one day) in the real world is defined as a unit period, and a user who has made at least one access to the game server 1 within the unit period is given access within the unit period. Assume that the user has achieved. Then, the game server 1 achieves continuous access by changing the game information of the user so as to be advantageous to the game with respect to the user who has achieved access within the unit period for all the unit periods of the continuous specified period. A privilege is given, thereby promoting the continuous use of each user's game service.
 前記の単位期間は、現実世界の1日(24時間)に限定されるものではなく、例えば現実世界の半日(12時間)や2日等であってもよく、任意の期間を設定可能である。また、連続した規定期間数(単位期間の連続数)も任意に設定可能である。例えば、単位期間を現実世界の1日とするとともに、連続した規定期間数を10とした場合、10日間の連続アクセスを達成したユーザに、連続アクセス達成特典を付与する。また、例えば、半日を単位期間とするとともに、連続した規定期間数を10とした場合、一日のうち午前(0時から12時まで)と午後(12時から24時まで)に最低1回ずつゲームサーバ1へアクセスすることを5日間連続して達成したユーザに、連続アクセス達成特典を付与する。 The unit period is not limited to one day (24 hours) in the real world, and may be, for example, half a day (12 hours) or two days in the real world, and an arbitrary period can be set. . Moreover, the number of continuous specified periods (the number of continuous unit periods) can be arbitrarily set. For example, when the unit period is one day in the real world and the number of continuous specified periods is 10, a continuous access achievement privilege is granted to a user who has achieved continuous access for 10 days. For example, when a half day is a unit period and the number of consecutive specified periods is 10, at least once in the morning (from 0:00 to 12:00) and in the afternoon (from 12:00 to 24:00) A continuous access achievement privilege is given to a user who has achieved access to the game server 1 for five consecutive days.
 以下に示す実施の形態では、単位期間を現実世界の1日とするとともに、連続した規定期間数を5とし、5日間の連続アクセスを達成したユーザに連続アクセス達成特典を付与する例について説明する。 In the embodiment described below, an example will be described in which the unit period is one day in the real world, the number of consecutive specified periods is five, and a continuous access achievement privilege is given to a user who has achieved five days of continuous access. .
 本ゲームサーバ1は、本来、5日間の連続アクセスを達成しなければユーザに付与されないはずの特典を、ある条件下であれば、5日間の連続アクセスを達成できなかったユーザにも付与する。すなわち、本ゲームサーバ1は、連続した5日間の中にアクセスの欠落日(欠落単位期間)が存在することによりユーザが5日間の連続アクセスを達成できなかった場合であっても、当該ユーザの仲間が所定の応援アクセス条件を満たしているとき、当該欠落日がないものとして(すなわち、当該欠落日にもユーザがゲームにアクセスしたとみなして)、5日間連続アクセスの特典を付与するという特徴的な構成を有する。具体例としては、ユーザが何かの用で1日、ゲームサーバ1にアクセスできなかったとしても、当該ユーザの仲間が応援アクセス条件(例えば、アクセスできなかった欠落日と同じ日に仲間の80%以上がゲームサーバ1にアクセスしているという条件)を満たしていれば、当該1日の欠落日をないものとし、この欠落日の埋め合わせを含めて5日間の連続アクセスを達成しているならば、当該ユーザには連続アクセスの特典が付与されるのである。なお、ユーザの仲間の応援アクセス条件、特典の具体例などについては後述する。 The game server 1 grants a privilege that should not be granted to a user unless the user has achieved continuous access for five days, to a user who has not been able to achieve continuous access for five days under certain conditions. That is, even if the user cannot achieve continuous access for 5 days due to the absence of access (missing unit period) within 5 consecutive days, When a friend satisfies a predetermined support access condition, it is assumed that there is no missing day (that is, the user has also accessed the game on the missing day), and a privilege for continuous access for 5 days is given. It has a typical configuration. As a specific example, even if the user cannot access the game server 1 for one day due to something, the friend of the user is in the support access condition (e.g. %) (If the game server 1 is accessed by the game server 1), it is assumed that there is no missing day for the day, and if 5 days of continuous access is achieved including the compensation for this missing day. For example, the user is given a privilege of continuous access. In addition, a user's fellow support access condition, the specific example of a privilege, etc. are mentioned later.
 この本実施の形態の特徴的な構成によって、ユーザの仲間が応援アクセス条件を満たすような高いアクセス頻度を維持してくれることによりユーザ自身にメリットがあり、逆にユーザ自身も高いアクセス頻度を維持すれば他の仲間を間接的に支援できることになる。これにより、各ユーザは、仲間同士でお互いにアクセス頻度を高めようという意識付け、動機付けを与えられることになる。そして、各ユーザは、仲間全体のゲームへのアクセス(ゲームサーバ1へのアクセス)の頻度を高めようとして、仲間相互間のコミュニケーションをとる動機付けを与えられることになるため、ゲームコミュニティ全体の活性化を図ることができるようになるのである。ゲームコミュニティ全体の活性化は、興趣性の高いソーシャルゲーム等を実現する上で重要な要素であり、各ユーザはゲーム内での仲間同士のつながりや交流を強め、延いてはゲームに対する関心と興味をより強める結果となる。よって、本ゲームシステムは、ユーザにとって飽きのこない継続性を有するゲームサービスの提供を実現できるのである。 This characteristic configuration of the present embodiment has an advantage for the user himself / herself by maintaining a high access frequency such that the user's companion satisfies the support access condition, and conversely, the user himself / herself also maintains a high access frequency. If you do, you can indirectly support other friends. Thereby, each user is given the consciousness and motivation to increase the access frequency with each other. Each user is motivated to communicate with each other in an attempt to increase the frequency of access to the game of the entire group (access to the game server 1). It becomes possible to plan. The activation of the entire game community is an important element for realizing highly interesting social games, etc., and each user strengthens the connection and interaction between friends in the game, and thus interest and interest in the game. Result. Therefore, this game system can provide a game service having continuity that does not get tired for the user.
 以下に、上記のようにゲームコミュニティ全体の活性化を図ることができる、本実施の形態に係るゲーム管理装置の構成の詳細を説明する。 Hereinafter, the details of the configuration of the game management device according to the present embodiment, which can activate the entire game community as described above, will be described.
 〔ゲーム管理装置の構成〕
 上述のように本実施の形態では、ゲーム管理装置は、ゲームサーバ1およびデータベースサーバ2から構成される。図2にゲームサーバ1のハード構成の一例を示している。同図に示すように、ゲームサーバ1は、主に、CPU(Central Processing Unit)11と、主記憶装置としてのROM(Read Only Memory)12及びRAM(Random Access Memory)13と、補助記憶装置14と、通信制御部15と、入出力制御部16とを備えており、これらはアドレスバス、データバス及びコントロールバス等を含むバスライン17を介して相互に接続されている。なお、バスライン17と各構成要素との間には必要に応じてインタフェース回路が介在しているが、ここではインタフェース回路の図示を省略している。
[Configuration of game management device]
As described above, in the present embodiment, the game management device includes the game server 1 and the database server 2. FIG. 2 shows an example of the hardware configuration of the game server 1. As shown in the figure, the game server 1 mainly includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12 and a RAM (Random Access Memory) 13 as a main storage device, and an auxiliary storage device 14. The communication control unit 15 and the input / output control unit 16 are connected to each other via a bus line 17 including an address bus, a data bus, a control bus, and the like. Note that an interface circuit is interposed between the bus line 17 and each component as necessary, but the illustration of the interface circuit is omitted here.
 CPU11は、システムソフトウェアやゲームプログラム等のアプリケーションソフトウェアの命令を解釈して実行し、ゲームサーバ1全体の制御を行う。ROM12は、ゲーム管理装置1の基本的な動作制御に必要なプログラム等を記憶している。RAM13は、各種プログラム及びデータを記憶し、CPU11に対する作業領域を確保する。 The CPU 11 interprets and executes instructions of application software such as system software and game programs, and controls the game server 1 as a whole. The ROM 12 stores a program and the like necessary for basic operation control of the game management device 1. The RAM 13 stores various programs and data, and secures a work area for the CPU 11.
 補助記憶装置14は、ゲームプログラム等のアプリケーションソフトウェアや各種データ等を格納する記憶装置である。補助記憶装置14としては、例えばハードディスクドライブなどを用いることができる。ゲームサーバ1(コンピュータ)をゲーム管理装置として動作させるための本実施の形態のプログラムも、この補助記憶装置14に記憶されており、当該プログラムはゲームサーバ1の起動時に補助記憶装置14からバスライン17を介してRAM13へとロードされ、当該CPU11によって実行される。 The auxiliary storage device 14 is a storage device that stores application software such as a game program, various data, and the like. For example, a hard disk drive can be used as the auxiliary storage device 14. The program according to the present embodiment for causing the game server 1 (computer) to operate as a game management device is also stored in the auxiliary storage device 14, and the program is transferred from the auxiliary storage device 14 to the bus line when the game server 1 is started. 17 is loaded into the RAM 13 via the CPU 17 and executed by the CPU 11.
 通信制御部15は、ネットワーク4と接続される通信インタフェース15aを備え、ネットワーク4を介した各ユーザの端末装置3との間の通信を制御する。また、通信制御部15は、ネットワーク4に接続されている図示しないサーバとの通信も制御するようになっている。例えば、ゲームサーバ1をSNSに組み込んだシステム構成とした場合、ゲームサーバ1の通信制御部15は、ネットワーク4を介した図示しないSNSサーバとの間の通信を制御する。 The communication control unit 15 includes a communication interface 15 a connected to the network 4, and controls communication with each user terminal device 3 via the network 4. The communication control unit 15 also controls communication with a server (not shown) connected to the network 4. For example, when it is set as the system configuration which incorporated the game server 1 in SNS, the communication control part 15 of the game server 1 controls communication with the SNS server which is not illustrated via the network 4. FIG.
 入出力制御部16は、データベースサーバ2と通信可能に接続されており、CPU11がデータベースサーバ2に対してデータ(レコード)の読み書きを実行するときの入出力制御を行うデータベースインタフェースである。 The input / output control unit 16 is communicably connected to the database server 2 and is a database interface that performs input / output control when the CPU 11 executes reading / writing of data (records) with respect to the database server 2.
 データベースサーバ2は、ゲームサーバ1が管理する各ユーザのゲーム情報を記憶する領域を有する記憶装置として、例えばRAID(Redundant Arrays of Inexpensive Disks)構成の大容量ハードディスク装置を具備する。このデータベースサーバ2は、例えば、各ユーザを一意に識別する識別情報(ユーザID)と対応付けて、各ユーザの各種ゲーム情報(ユーザ名、レベル、ゲーム内ポイント、所持アイテムなど)を記憶するリレーショナルデータベース、オブジェクトデータベース又はオブジェクト関係データベース等として構築することができる。 The database server 2 includes a large-capacity hard disk device having, for example, a RAID (Redundant Arrays of Inexpensive Disks) configuration as a storage device having an area for storing game information of each user managed by the game server 1. The database server 2 stores various game information (user name, level, in-game points, possessed items, etc.) of each user in association with identification information (user ID) for uniquely identifying each user, for example. It can be constructed as a database, an object database, an object relational database, or the like.
 本実施の形態では、ゲーム管理装置がゲームサーバ1およびデータベースサーバ2から構成される例を示すが、これに限定されるものではない。例えば、ゲームサーバ1にデータベースサーバ2の機能を持たせて、ゲーム管理装置をゲームサーバ1のみで構成することもできる。また、ゲームサーバ1の有する各機能を複数のサーバに分散して持たせて、ゲームサーバ1を複数台のサーバとして構成することもできる。例えば、ユーザが端末装置3を操作してゲームサーバ1へアクセスした場合に、当該ユーザが正規のユーザかどうかを判別する認証機能を有する認証サーバを、ゲームサーバ1のメインサーバとは別に設け、メインサーバと認証サーバとでゲームサーバ1を構成してもよい。他の構成例としては、ユーザが課金対象のアイテムをゲーム内で購入した場合に課金管理を行う課金管理サーバを、ゲームサーバ1のメインサーバ等とは別に設け、メインサーバ、認証サーバおよび課金管理サーバによりゲームサーバ1を構成してもよい。 In the present embodiment, an example in which the game management device is configured by the game server 1 and the database server 2 is shown, but the present invention is not limited to this. For example, the game server 1 can have the function of the database server 2 and the game management device can be configured only by the game server 1. Further, the game server 1 can be configured as a plurality of servers by distributing the functions of the game server 1 to a plurality of servers. For example, when a user operates the terminal device 3 to access the game server 1, an authentication server having an authentication function for determining whether the user is a legitimate user is provided separately from the main server of the game server 1, The game server 1 may be composed of a main server and an authentication server. As another configuration example, a billing management server that performs billing management when a user purchases an item to be billed in a game is provided separately from the main server of the game server 1, and the main server, authentication server, and billing management The game server 1 may be configured by a server.
 また、本ゲームサービスを利用するユーザ数が数十万人、数百万人、あるいはそれ以上となると、多数のユーザの端末装置3からの巨大なアクセスにも耐え得るサーバシステムの構築が求められるため、ネットワーク4上に複数のゲームサーバ1を設けて冗長化(多重化)を図ることにより、負荷分散型のシステム構成としてもよい。この場合、複数のゲームサーバ1間の負荷を調整するためのロードバランサを設けることが望ましい。 In addition, when the number of users who use this game service reaches several hundred thousand, millions, or more, it is required to construct a server system that can withstand huge access from the terminal device 3 of many users. Therefore, by providing a plurality of game servers 1 on the network 4 for redundancy (multiplexing), a load distribution type system configuration may be adopted. In this case, it is desirable to provide a load balancer for adjusting the load among the plurality of game servers 1.
 次に、本実施の形態に係るゲームサーバ1にアクセスしてゲームサービスの提供を受けるユーザの端末装置3の構成を説明する。 Next, the configuration of the terminal device 3 of the user who accesses the game server 1 according to the present embodiment and receives a game service will be described.
〔端末装置の構成〕
 ユーザが操作する端末装置3としては、上述のように携帯電話端末やスマートフォンをはじめとして、ウェブサイト閲覧機能を有する様々な端末を適用できるが、本実施の形態では、携帯電話端末を例示してその構成を説明する。なお、携帯電話端末以外の端末装置3についても、ウェブサイト閲覧機能を用いてゲーム画面を表示したり、ゲームを実行するための入力操作を行うといった、ゲームをプレイする上で必要となる基本的な構成は、携帯電話端末と同様である。
[Configuration of terminal device]
As the terminal device 3 operated by the user, various terminals having a website browsing function such as a mobile phone terminal and a smartphone can be applied as described above, but in the present embodiment, a mobile phone terminal is exemplified. The configuration will be described. Note that the terminal device 3 other than the mobile phone terminal is also basically required for playing a game such as displaying a game screen using a website browsing function or performing an input operation for executing the game. The configuration is the same as that of the mobile phone terminal.
 ウェブサイト閲覧機能等を有する携帯電話端末は、フィーチャーフォン(Feature phone)やスマートフォン(smartphone)とも呼称され、図3にその構成例を示している。同図に示すように、端末装置3は、主に、CPU31と、主記憶装置としてのROM32及びRAM33と、画像処理部34と、表示部35と、サウンド処理部36と、音声入力部37と、音声出力部38と、補助記憶装置39と、操作入力部40と、通信制御部41とを備えており、構成要素31~34、36および39~41はバスライン42を介して相互に接続されている。なお、バスライン42と各構成要素との間には必要に応じてインタフェース回路が介在しているが、ここではインタフェース回路の図示を省略している。 A mobile phone terminal having a website browsing function or the like is also called a feature phone or a smart phone, and FIG. 3 shows a configuration example thereof. As shown in the figure, the terminal device 3 mainly includes a CPU 31, a ROM 32 and a RAM 33 as main storage devices, an image processing unit 34, a display unit 35, a sound processing unit 36, and an audio input unit 37. , An audio output unit 38, an auxiliary storage device 39, an operation input unit 40, and a communication control unit 41. The components 31 to 34, 36 and 39 to 41 are connected to each other via a bus line 42. Has been. An interface circuit is interposed between the bus line 42 and each component as necessary, but the interface circuit is not shown here.
 CPU31は、ウェブブラウザを含む各種プログラムの命令を解釈して実行し、端末装置3全体の制御を行う。ROM32には、端末装置3の基本的な動作制御に必要なプログラム等が記憶されている。また、RAM33には、ROM32または補助記憶装置39からロードされた各種プログラムやデータが記憶され、CPU31に対する作業領域を確保する。HTML等で記述されたゲーム画面データを表示するウェブブラウザは、ROM32または補助記憶装置39に記憶されており、RAM33にロードされてCPU31によって実行される。また、ウェブブラウザのブラウザ機能を拡張するための様々なプラグインソフトウェアを、ウェブブラウザと共にROM32または補助記憶装置39に記憶していてもよい。 The CPU 31 interprets and executes commands of various programs including the web browser, and controls the terminal device 3 as a whole. The ROM 32 stores a program and the like necessary for basic operation control of the terminal device 3. The RAM 33 stores various programs and data loaded from the ROM 32 or the auxiliary storage device 39, and secures a work area for the CPU 31. A web browser that displays game screen data described in HTML or the like is stored in the ROM 32 or the auxiliary storage device 39, loaded into the RAM 33, and executed by the CPU 31. Various plug-in software for extending the browser function of the web browser may be stored in the ROM 32 or the auxiliary storage device 39 together with the web browser.
 画像処理部34は、CPU31からの画像表示命令に基づいて表示部35を駆動し、当該表示部35の画面に画像を表示させる。表示部35には、液晶ディスプレイや有機LE(Electro-Luminescence)ディスプレイ等の既知の種々の表示装置が適用できる。 The image processing unit 34 drives the display unit 35 based on an image display command from the CPU 31 to display an image on the screen of the display unit 35. Various known display devices such as a liquid crystal display and an organic LE (Electro-Luminescence) display can be applied to the display unit 35.
 サウンド処理部36は、音声入力部37から音声が入力されたときにアナログ音声信号をデジタル音声信号に変換するとともに、CPU31からの発音指示に基づいてアナログ音声信号を生成して音声出力部38に出力する。音声入力部37は、端末装置3に内蔵されたマイクロフォンからなり、電話通信する場合や録音を行う場合などに用いられる。音声出力部38は、電話通信時の受話スピーカおよび電話着信音やゲーム実行時の効果音などを出力するスピーカからなる。 The sound processing unit 36 converts an analog audio signal into a digital audio signal when audio is input from the audio input unit 37, generates an analog audio signal based on a sound generation instruction from the CPU 31, and outputs it to the audio output unit 38. Output. The voice input unit 37 includes a microphone built in the terminal device 3 and is used for telephone communication or recording. The voice output unit 38 is composed of a speaker that outputs a reception speaker at the time of telephone communication and a telephone ringtone or a sound effect at the time of game execution.
 補助記憶装置39は、各種プログラムやデータ等を格納する記憶装置である。補助記憶装置39としては、携帯電話端末の内部メモリとして、例えばフラッシュメモリドライブ等を用いることができ、また、携帯電話端末の外部メモリとして、例えばメモリカードリーダライタ等を用いることができる。 The auxiliary storage device 39 is a storage device that stores various programs and data. As the auxiliary storage device 39, for example, a flash memory drive or the like can be used as the internal memory of the mobile phone terminal, and a memory card reader / writer or the like can be used as the external memory of the mobile phone terminal.
 操作入力部40は、ユーザの操作入力を受け入れて当該操作入力に対応した入力信号を、バスライン42を介してCPU31に出力するものである。操作入力部40の例としては、端末装置3の本体に設けられた方向指示ボタン、決定ボタン、英数文字等入力ボタンなどの物理的ボタンがある。また、表示部35の画面にタッチパネル(接触入力式のインタフェース)を搭載することによって表示部35をいわゆるタッチスクリーンとして構成している端末装置3の場合、当該タッチパネルも操作入力部40となる。 The operation input unit 40 accepts a user's operation input and outputs an input signal corresponding to the operation input to the CPU 31 via the bus line 42. Examples of the operation input unit 40 include physical buttons such as a direction instruction button, a determination button, and an alphanumeric character input button provided on the main body of the terminal device 3. Further, in the case of the terminal device 3 in which the display unit 35 is configured as a so-called touch screen by mounting a touch panel (contact input type interface) on the screen of the display unit 35, the touch panel also becomes the operation input unit 40.
 通信制御部41は、通信インタフェース41aを備え、ゲーム操作時等にデータ通信するための通信制御機能および携帯電話端末として音声データを送受信するための通信制御機能等を有している。ここで、データ通信用の通信制御機能には、例えば、無線LAN接続機能、無線LANや携帯電話回線網を介したインターネット接続機能、所定の周波数帯(例えば2.4GHzの周波数帯)を用いた近距離無線通信機能などが含まれる。通信制御部41は、CPU31からの命令に基づいてゲーム装置1を無線LANやインターネット等に接続するための接続信号を発信するとともに、通信相手側から送信されてきた情報を受信してCPU31へ供給する。 The communication control unit 41 includes a communication interface 41a, and has a communication control function for data communication when a game is operated, a communication control function for transmitting and receiving voice data as a mobile phone terminal, and the like. Here, for the communication control function for data communication, for example, a wireless LAN connection function, an Internet connection function via a wireless LAN or a cellular phone network, a predetermined frequency band (for example, a 2.4 GHz frequency band) is used. Includes short-range wireless communication functions. The communication control unit 41 transmits a connection signal for connecting the game apparatus 1 to a wireless LAN, the Internet, or the like based on a command from the CPU 31 and receives information transmitted from the communication partner side and supplies it to the CPU 31. To do.
 なお、端末装置3には、その他にもGPS(Global Positioning System)信号受信回路、CCD(Charge Coupled Device)イメージセンサ等の撮像装置(カメラ)、3軸加速度センサなどが備えられていてもよく、例えば、GPS位置情報などをゲーム内で活用してもよい。 In addition, the terminal device 3 may further include a GPS (Global Positioning System) signal receiving circuit, an imaging device (camera) such as a CCD (Charge Coupled Device) image sensor, a triaxial acceleration sensor, and the like. For example, GPS position information may be used in the game.
 上記構成の端末装置3において、ゲームサービスを受けようとするユーザは、ウェブブラウザを立ち上げてゲームサーバ1が管理するゲームサイトにアクセスする操作を行う。このアクセスがゲームサーバ1に認証された場合、端末装置3の通信制御部41がゲームサーバ1から送信されてくるHTML等で記述されたゲーム画面データを受信し、CPU31がウェブブラウザを実行してゲーム画面を表示部35に表示させる。ここでユーザは、ゲーム画面に表示されている選択可能なボタンオブジェクトやハイパーリンクを、操作入力部40を操作して選択入力する。この選択入力に応じてゲームサーバ1がゲームを進行させ、新たなゲーム画面データを端末装置3に送信する。そして、この新たなゲーム画面が端末装置3の表示部35に表示され、以下、同様に、ユーザは、表示部35に表示されているゲーム画面で選択可能なボタンオブジェクト等を選択する操作により、ゲームサーバ1が提供するゲームをプレイすることができるようになっている。 In the terminal device 3 configured as described above, a user who wants to receive a game service starts up a web browser and performs an operation of accessing a game site managed by the game server 1. When this access is authenticated by the game server 1, the communication control unit 41 of the terminal device 3 receives game screen data described in HTML or the like transmitted from the game server 1, and the CPU 31 executes the web browser. A game screen is displayed on the display unit 35. Here, the user selects and inputs selectable button objects and hyperlinks displayed on the game screen by operating the operation input unit 40. In response to this selection input, the game server 1 advances the game and transmits new game screen data to the terminal device 3. Then, this new game screen is displayed on the display unit 35 of the terminal device 3. Hereinafter, similarly, the user can select a button object or the like that can be selected on the game screen displayed on the display unit 35 by an operation. A game provided by the game server 1 can be played.
 〔ゲーム管理装置の機能的構成〕
 次に、上記のように構成されたゲーム管理装置(ゲームサーバ1およびデータベースサーバ2)の主要な機能について説明する。図4は、ゲーム管理装置の主要機能ブロック図である。
[Functional configuration of game management device]
Next, main functions of the game management device (game server 1 and database server 2) configured as described above will be described. FIG. 4 is a main functional block diagram of the game management device.
 ゲーム管理装置は、主に、ゲーム情報管理手段51、ゲーム進行手段52、仲間管理手段53、認証手段54、アクセス管理手段55、仲間応援アクセス判定手段56、連続アクセス特典付与手段57、報知手段58およびメッセージ伝達手段59を備えている。これらの各手段51~59は、ゲームサーバ1のCPU11が本実施の形態に係るプログラムを実行することにより実現されるものである。 The game management device mainly includes game information management means 51, game progress means 52, fellow management means 53, authentication means 54, access management means 55, fellow support access determination means 56, continuous access privilege grant means 57, and notification means 58. And message transmission means 59. Each of these means 51 to 59 is realized by the CPU 11 of the game server 1 executing the program according to the present embodiment.
 ゲーム情報管理手段51は、各ユーザのゲーム情報をデータベースサーバ2に蓄積して管理する。ゲーム情報管理手段51で管理されるゲーム情報の項目は、本ゲームサーバ1がユーザに提供するゲームサービスの内容によって異なる。 The game information management means 51 accumulates and manages the game information of each user in the database server 2. The items of game information managed by the game information management means 51 differ depending on the content of the game service that the game server 1 provides to the user.
 本ゲームサーバ1によって提供されるゲームの例としては、野球、サッカー、ゴルフなどの各種スポーツを題材としたスポーツゲーム、戦闘を題材とした戦闘ゲーム、音楽シミュレーションゲーム、その他種々のロールプレイングゲーム・育成ゲーム・シミュレーションゲームといったように、ゲーム形式・ジャンルを問わず様々なゲームを挙げることができる。その一例として、本実施の形態では、ゲームサーバ1がゲームサービスとして野球ゲームを提供する場合について、以下に説明する。 Examples of games provided by the game server 1 include sports games based on various sports such as baseball, soccer, and golf, battle games based on battles, music simulation games, and other various role-playing games and training. Various games such as games and simulation games can be listed regardless of the game format and genre. As an example, in the present embodiment, the case where the game server 1 provides a baseball game as a game service will be described below.
 本実施の形態では、ユーザがゲーム内において選手キャラクタを所有し、当該選手キャラクタを用いてゲーム内で他のユーザと試合(対戦)を行うことができる野球ゲームを例に挙げる。ユーザが所有する選手キャラクタは、当該選手キャラクタの形態を端末装置3の画面上で視認可能としたカード形式とすることができる。すなわち、選手キャラクタは、デジタル選手カードとしてゲームサーバ1で管理されるとともに、ユーザの端末装置3の画面に表示される。図10Aには、ユーザの端末装置3の画面に表示される選手カード71を例示しており、選手キャラクタの形態およびカードのレア度(希少価値の高さを☆の多さで示したもの)などを表記したデジタル選手カードとして画面上に表示される。ユーザは、ゲームを進行させながら選手カードを集め、自分だけのオリジナルチームを結成し、他のユーザと対戦してランキングを競うことができる。また、ユーザは、集めた選手カード同士を合成することによって選手カード(選手キャラクタ)の能力を向上させる(すなわち、選手を育成する)ことができ、より強いチーム作りを目指してゲームを楽しむことができるようになっている。 In this embodiment, a baseball game in which a user owns a player character in the game and can play a game (match) with another user in the game using the player character is taken as an example. The player character owned by the user can be in a card format in which the form of the player character is visible on the screen of the terminal device 3. That is, the player character is managed by the game server 1 as a digital player card and displayed on the screen of the user terminal device 3. FIG. 10A illustrates a player card 71 displayed on the screen of the user's terminal device 3, and the form of the player character and the rareness of the card (the value of the scarce value is indicated by the number of ☆). Is displayed on the screen as a digital player card. The user can collect player cards while proceeding with the game, form his own original team, and compete with other users for ranking. In addition, the user can improve the ability of the player card (player character) by synthesizing the collected player cards (that is, nurture the player), and can enjoy the game with the aim of creating a stronger team. It can be done.
 このような野球ゲームにおいて、各ユーザのゲーム情報を管理するゲーム情報管理手段51は、図5に示すように、ユーザ情報記憶制御部51a、レベル情報記憶制御部51b、所有選手カード記憶制御部51c、所有ポイント記憶制御部51d、所有コイン記憶制御部51e、所有アイテム記憶制御部51f、試合結果記憶制御部51g、ランキング記憶制御部51h、特典情報記憶制御部51iおよびデメリット情報記憶制御部51jなどを備えている。図6には、ゲーム情報管理手段51の各記憶制御部51a~51jがデータベースサーバ2に記憶して管理する、各ユーザのゲーム情報の一例(この例ではユーザID=“000001”の1人分のゲーム情報)を示している。 In such a baseball game, as shown in FIG. 5, the game information management means 51 for managing the game information of each user includes a user information storage control unit 51a, a level information storage control unit 51b, and an owned player card storage control unit 51c. , Owned point storage control unit 51d, owned coin storage control unit 51e, owned item storage control unit 51f, game result storage control unit 51g, ranking storage control unit 51h, privilege information storage control unit 51i, demerit information storage control unit 51j, etc. I have. FIG. 6 shows an example of game information of each user (in this example, one user ID = “000001”) that is stored and managed in the database server 2 by each storage control unit 51a to 51j of the game information management means 51. Game information).
 ユーザ情報記憶制御部51aは、各ユーザを一意に識別するユーザIDと対応付けて、ログインID、パスワード、ユーザ名(ゲーム内で使用するニックネーム等)、チーム名等の各ユーザに関するユーザ情報を、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。ここで、ログインIDおよびパスワードは、各ユーザが端末装置3を操作してゲームサーバ1にアクセスしたときのログイン認証に用いられる。ユーザ名およびチーム名は、ユーザがゲームサービスを受けるための会員登録をした際や、ゲームを初めて実行した際に、ユーザが自ら設定した任意の情報である。ユーザ名およびチーム名は、必要に応じてゲーム画面に表示される。 The user information storage control unit 51a associates a user ID uniquely identifying each user with user information related to each user such as a login ID, password, user name (such as a nickname used in the game), team name, and the like. Each user ID is stored in a predetermined storage area of the database server 2. Here, the login ID and password are used for login authentication when each user operates the terminal device 3 to access the game server 1. The user name and team name are arbitrary information set by the user when the user registers as a member for receiving the game service or when the game is executed for the first time. The user name and team name are displayed on the game screen as necessary.
 レベル情報記憶制御部51bは、ユーザIDと対応付けて、ユーザのレベルや所属リーグのレベル等のレベル情報を、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。本野球ゲームでは、例えば、ユーザがゲームを進行させることにより経験値が蓄積され、当該経験値が一定量に達することによりユーザのレベルがアップするようになっている。また、本野球ゲームでは、例えば、複数の異なるレベルのリーグが存在し、各ユーザのチームが何れかのリーグに所属して、同リーグの他のユーザのチームと自動で試合(リーグ戦)を行うようになっている。また、このリーグ戦の成績に応じて、異なるリーグに所属するユーザのチーム同士の入替戦が自動で実行され、ユーザのチームが所属するリーグレベルが変化するようになっている。レベル情報記憶制御部51bは、このユーザのレベルや所属リーグのレベルを、ユーザIDと対応付けて記憶する。 The level information storage control unit 51b stores level information such as the user level and the league level in a predetermined storage area of the database server 2 for each user ID in association with the user ID. In this baseball game, for example, experience values are accumulated as the user progresses the game, and the level of the user is increased when the experience value reaches a certain amount. Moreover, in this baseball game, for example, there are a plurality of different levels of leagues, and each user's team belongs to one of the leagues, and a game (league battle) is automatically played with another user's team in the league. To do. Moreover, according to the result of this league game, the replacement game between the teams of the users belonging to different leagues is automatically executed, and the league level to which the user's team belongs changes. The level information storage control unit 51b stores the user level and the league level in association with the user ID.
 所有選手カード記憶制御部51cは、ユーザIDと対応付けて、ゲーム内でユーザが獲得して所有している選手カードの情報を、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。この選手カードの情報の例としては、選手カードを一意に識別するための識別情報(選手カードID)、選手の能力の高さを示す能力値およびレギュラー選手フラグなどがある。 The owned player card storage control unit 51c stores information on player cards acquired and owned by the user in the game in a predetermined storage area of the database server 2 for each user ID in association with the user ID. Examples of the player card information include identification information (player card ID) for uniquely identifying the player card, an ability value indicating the height of the ability of the player, and a regular player flag.
 図6では、3つの能力項目(能力1~3)に対して選手の能力値を設定できる例を示している。能力項目の例としては、選手カードが野手の場合は、能力1~3を「打撃」、「走力」、「守備」等とすることができ、また選手カードが投手の場合は、能力1~3を「球威」、「制球」、「変化」等とすることができる。能力項目はこの例に限らず、増減可能である。レギュラー選手フラグとは、ユーザが所有している選手カードのうち、他のユーザのチームとの試合に出場するレギュラー選手(チームオーダーに組み込まれた選手)であるか、それともレギュラー選手以外の控え選手であるかを判別するフラグであり、これが「1」のときレギュラー選手の選手カードとして登録されていることを示す。ユーザは、端末装置3を操作することにより、所有している選手カードからレギュラー選手を選択したり、チームオーダーを設定したりすることができるようになっている。 FIG. 6 shows an example in which player ability values can be set for three ability items (abilities 1 to 3). As an example of the ability item, when the player card is a fielder, abilities 1 to 3 can be “blow”, “running power”, “defense”, etc., and when the player card is a pitcher, ability 1 ~ 3 can be set as "sphere", "control", "change", etc. The capability item is not limited to this example, and can be increased or decreased. A regular player flag is a regular player (player included in a team order) who participates in a match with another user's team among player cards owned by the user, or a non-regular player. This flag is “1”, indicating that it is registered as a player card for a regular player. By operating the terminal device 3, the user can select a regular player from an owned player card or set a team order.
 また、データベースサーバ2には、選手カードIDと対応付けられて、選手カードの画像データ、選手名、ポジション、所属球団、能力値(合成により強化されていない初期値)などが記憶された選手カードデータベースが存在し、ゲーム情報管理手段51は、所有選手カード記憶制御部51cが記憶している選手カードIDに基づいて、当該選手カードIDに対応する選手カードの画像データ等を取得できるようになっている。 Further, the database server 2 stores the player card image data, the player name, the position, the affiliation team, the ability value (initial value not strengthened by the synthesis) and the like in association with the player card ID. There is a database, and the game information management means 51 can acquire image data of a player card corresponding to the player card ID based on the player card ID stored in the owned player card storage control unit 51c. ing.
 所有ポイント記憶制御部51dは、ユーザIDと対応付けて、ゲーム内でユーザが所有している各種ポイント(ポイントに準ずる値などを含む)を、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。本ゲームにおいては、様々なゲームモードが存在し、ゲームモードに応じて様々なポイントを獲得したり、獲得したポイントを使用したりできるようになっている。 The owned point storage control unit 51d associates various points owned by the user in the game (including values corresponding to points) in a predetermined storage area of the database server 2 for each user ID in association with the user ID. Remember. In this game, there are various game modes, and various points can be acquired and the acquired points can be used according to the game mode.
 図6に示すように、ポイントの例としては、上述の経験値の他、行動力ポイント、運営コスト、強化ポイント、エールポイントなどがある。行動力ポイントは、当該行動力ポイントを消費しながら選手カードを探索して選手をスカウトするという「スカウトモード」で使用される。運営コストは、他のユーザを指定して個別対戦の試合を行う「試合モード」で使用されるものであり、試合を運営する場合に必要なコスト(ポイント)という位置付けで、当該個別対戦を行うことにより消費される。例えば、ゲーム中に消費されて減った行動力ポイントや運営コストは、時間の経過により回復する(例えば、3分経過する毎に1ポイントずつ回復する)ようにしたり、前記経験値が一定量に達してユーザのレベルがアップすることにより回復するようにしたりできる。 As shown in FIG. 6, examples of the points include behavioral points, operating costs, reinforcement points, ale points, etc., in addition to the above experience values. The action power point is used in a “scout mode” in which the player card is searched and the player is scouted while consuming the action power point. The operation cost is used in the “match mode” in which an individual match is designated by specifying another user, and the individual match is performed at a cost (point) necessary for managing the match. It is consumed by. For example, behavioral power points and operating costs that are consumed and reduced during a game are recovered over time (for example, 1 point is recovered every 3 minutes), or the experience value is set to a certain amount. It can be recovered by reaching the user level.
 また、前記の強化ポイントは、ユーザが所有する選手カード同士を合成することによって選手カードの能力を向上させる「強化モード」で使用されるものであり、当該合成を行うことにより消費される。この強化ポイントは、例えばスカウトモードの実行や試合モードの実行等によって獲得できるようにすることができる。また、前記エールポイントは、ユーザが他のユーザにメッセージ等を送って応援する(エールを送る)ことによって獲得できるポイントである。このエールポイントは、例えば、ゲームサーバ1が管理している全ての選手カードの中から乱数等に基づく抽選で所定枚数(例えば1枚)の選手カードを獲得できる「選手抽選獲得モード」で使用可能であり、所定のエールポイントにつき1回の選手カード抽選を受けることができる。 Further, the strengthening points are used in the “strengthening mode” in which the ability of the player cards is improved by combining the player cards owned by the user, and is consumed by performing the combining. This strengthening point can be acquired, for example, by executing a scout mode or a match mode. In addition, the ale point is a point that can be acquired when a user sends a message or the like to another user to support (send an ale). This ale point can be used in, for example, “player lottery acquisition mode” in which a predetermined number (for example, one) of player cards can be acquired by lottery based on random numbers, etc., from all player cards managed by the game server 1 It is possible to receive one player card lottery for a predetermined ale point.
 所有コイン記憶制御部51eは、ユーザIDと対応付けて、ゲーム内でユーザが所有しているコイン(前記ポイントとは別のゲーム内通貨)を、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。このコインは、例えば、課金対象のアイテムを獲得する等の際に必要となるものである。 The owned coin storage control unit 51e associates the user ID with the coin owned by the user in the game (in-game currency different from the points) in a predetermined storage area of the database server 2 for each user ID. To remember. This coin is necessary, for example, when acquiring an item to be charged.
 所有アイテム記憶制御部51fは、ユーザIDと対応付けて、ゲーム内でユーザが獲得したアイテムを、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。図6に示すように、アイテムの例としては、回復アイテム、パズルカードのピース、フェイクカードなどがある。回復アイテムは、ゲーム中に消費して減った前述の行動力ポイントおよび/または運営コストを、時間の経過を待たずに一瞬で最大値まで回復させるアイテムである。例えば、回復アイテムは、前記コインを消費して購入したり、ゲーム内で所定のボーナス条件を満たしたりすることにより獲得できる。 The owned item storage control unit 51f stores the item acquired by the user in the game in a predetermined storage area of the database server 2 for each user ID in association with the user ID. As shown in FIG. 6, examples of items include recovery items, puzzle card pieces, and fake cards. The recovery item is an item that recovers the above-described action power points and / or operation costs consumed and reduced during the game to the maximum value in an instant without waiting for the passage of time. For example, the recovery item can be acquired by consuming and purchasing the coin or satisfying a predetermined bonus condition in the game.
 パズルカードのピースは、所定数のピース(例えばP1~P6の6つのピース)を全部集めてパズルカードを完成させることで強力な(能力値の高い)選手カードを入手することができるアイテムである。例えば、パズルカードのピースは、前記スカウトモードの実行時に乱数等に基づく抽選で当選した場合に獲得でき、また前記試合モードで他のユーザが所有しているピースを狙って対戦して勝利した場合に、当該対戦相手のユーザから奪取できるようになっている。 A puzzle card piece is an item that can be obtained a powerful (high ability) player card by collecting a predetermined number of pieces (for example, six pieces P1 to P6) and completing the puzzle card. . For example, a piece of a puzzle card can be obtained when a lottery based on a random number or the like is won at the time of executing the scout mode, and when the player wins by fighting with a piece owned by another user in the game mode In addition, it can be taken from the user of the opponent.
 フェイクカードは、前記パズルカードのピースにセットしておくことにより、前記試合モードの対戦で他のユーザに負けても、狙われたピースを一度だけ奪取されないようにできるアイテムである。例えば、フェイクカードは、前記コインを消費して購入したり、ゲーム内で所定のボーナス条件を満たしたりすることにより獲得できる。 A fake card is an item that can be set only on a piece of the puzzle card so that even if it is defeated by another user in a match in the game mode, the targeted piece is not taken away only once. For example, a fake card can be obtained by consuming and purchasing the coin or satisfying a predetermined bonus condition in the game.
 試合結果記憶制御部51gは、ユーザIDと対応付けて、ユーザのチームが他のユーザのチームと対戦した試合を一意に特定するための試合IDを、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。ここで、試合IDにより一意に特定される試合は、ユーザが対戦相手を指定して行う個別対戦の試合、およびゲームサーバ1により自動で行われるリーグ戦の試合を含む。 The game result storage control unit 51g associates a user ID with a game ID for uniquely identifying a game in which the user's team has played against another user's team, for each user ID. Store in the area. Here, the game uniquely specified by the game ID includes a game of an individual game performed by the user specifying an opponent and a game of a league game automatically performed by the game server 1.
 また、データベースサーバ2は、試合IDと対応付けられて、試合日時(現実世界の試合開始または終了の時間)、勝利したチームのユーザID、敗北したチームのユーザID、対戦スコア、勝利投手キャラクタ、敗戦投手キャラクタ、本塁打を打った選手キャラクタ、試合寸評情報などの試合結果に関する情報が記憶された試合データベースを備えている。そして、ゲーム情報管理手段51は、試合結果記憶制御部51gが記憶している試合IDに基づいて、当該試合IDに対応する試合結果に関する情報を、試合データベースから取得できるようになっている。 Further, the database server 2 is associated with the game ID, the game date and time (real world game start or end time), the user ID of the winning team, the user ID of the defeated team, the battle score, the winning pitcher character, A game database is stored in which information about game results such as a loser pitcher character, a player character who has made a home run, and game critical information is stored. And the game information management means 51 can acquire the information regarding the game result corresponding to the said game ID from a game database based on the game ID which the game result memory | storage control part 51g has memorize | stored.
 ランキング記憶制御部51hは、ユーザIDと対応付けて、前記リーグ戦や入れ替え戦におけるユーザのチームの勝利数および敗戦数、ならびに勝利数・敗戦数に基づく所属リーグ内の順位などのランキング情報を、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。例えば、リーグ戦が現実世界における月曜日~金曜日の各日の所定時間に所定の試合数(例えば各日12試合)自動的に行われ、また、入れ替え戦が現実世界における土曜日および日曜日の所定時間に所定の試合数(例えば各日12試合)自動的に行われるものとする。この場合、図6に示すように、ランキング記憶制御部51hは、現実世界の月曜日~日曜日の各日についてのランキング情報を記憶し、毎週、ランキング情報を最新の情報に更新する。 The ranking storage control unit 51h associates the user ID with ranking information such as the ranking in the affiliation league based on the number of wins and defeats of the user's team and the number of wins / defeats in the league match or replacement match, Each user ID is stored in a predetermined storage area of the database server 2. For example, a league game is automatically performed at a predetermined time on each day from Monday to Friday in the real world (for example, 12 games per day), and a replacement game is performed at a predetermined time on Saturday and Sunday in the real world. It is assumed that a predetermined number of games (for example, 12 games each day) are automatically played. In this case, as shown in FIG. 6, the ranking storage control unit 51h stores the ranking information for each day from Monday to Sunday in the real world, and updates the ranking information to the latest information every week.
 特典情報記憶制御部51iは、ユーザIDと対応付けて、ユーザに付与された特典に関する情報を、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。本実施の形態における特典は、上述のように5日間連続アクセスを達成したユーザに対して付与される。ここで特典を付与するとは、特典の付与前と比較してゲーム上有利な状態(メリット発生状態)にすることであり、図6では、ボーナスポイント(この例では200ポイント分の強化ポイント)が特典としてユーザに付与された例を示している。この特典の詳細は後述する。 The privilege information storage control unit 51i stores information related to the privilege granted to the user in a predetermined storage area of the database server 2 for each user ID in association with the user ID. The privilege in this Embodiment is provided with respect to the user who achieved the continuous access for 5 days as mentioned above. Giving a privilege here means making the game more advantageous (merit occurrence state) than before giving the privilege. In FIG. 6, bonus points (in this example, 200 points of strengthening points) are given. The example given to the user as a privilege is shown. Details of this privilege will be described later.
 次に、図4に示すゲーム進行手段52について説明する。ゲーム進行手段52は、ユーザによる端末装置3に対する操作に応じてゲームを実行し、当該実行結果に応じたゲーム画面データを生成してこれを端末装置3に送信し、端末装置3にユーザの操作に応じたゲーム画面を表示させることによってゲームを進行させる機能を有する。図4に示すように、このゲーム進行手段52は、ゲーム実行手段52aと、ゲーム画面生成手段52bと、ゲーム画面送信手段52cとを備えている。 Next, the game progress means 52 shown in FIG. 4 will be described. The game progress means 52 executes a game in response to an operation on the terminal device 3 by the user, generates game screen data corresponding to the execution result, and transmits the game screen data to the terminal device 3. It has a function to advance the game by displaying a game screen according to the game. As shown in FIG. 4, the game progress means 52 includes a game execution means 52a, a game screen generation means 52b, and a game screen transmission means 52c.
 ユーザの端末装置3のウェブブラウザによってゲーム画面が表示されているとき、ユーザがゲーム画面上の選択可能なボタンオブジェクトやハイパーリンクを選択する操作を行った場合、当該操作に応じたゲーム画面のリクエストが端末装置3のウェブブラウザによってゲームサーバ1へ送信される。このリクエストを受信したゲームサーバ1では、ゲーム実行手段52aが、当該リクエストに応じてユーザのゲーム情報を読み出して演算やデータ処理を行うことによってゲームを実行する。 When the game screen is displayed by the web browser of the terminal device 3 of the user, when the user performs an operation of selecting a selectable button object or hyperlink on the game screen, a request for the game screen corresponding to the operation is performed. Is transmitted to the game server 1 by the web browser of the terminal device 3. In the game server 1 that has received this request, the game execution means 52a reads the user's game information in response to the request and executes the game by performing calculations and data processing.
 例えば、対戦モードで他のユーザのチームと対戦するという操作がユーザによって行われた場合を例に挙げると、ゲーム実行手段52aは、対戦を行う両ユーザのユーザIDに対応した両チームの選手カード情報(試合に出場するレギュラー選手の選手カード情報)をデータベースサーバ2から読み出す。そして、ゲーム実行手段52aは、両チームの選手カードの能力値等に基づいて、勝敗を決定する演算を行う。この勝敗決定の演算の例としては、単純に両チームの選手カードの能力値の合計が高い方を勝利チームとしてもよいし、能力値の合計が高い方のチームが勝利する確率を高くして勝利チームを確率演算により求めてもよい。また、ゲーム実行手段52aは、勝敗を決定する演算の前に、チームを構成する選手カードの組み合わせに基づいて、勝敗に影響を与える様々な効果演出を発生させるか否かを決定する演算を行ってもよい。 For example, in the case where the user performs an operation of playing against another user's team in the battle mode, the game execution means 52a is configured so that the player cards of both teams corresponding to the user IDs of the two users performing the battle. Information (player card information of regular players participating in the game) is read from the database server 2. And the game execution means 52a performs the calculation which determines a win / loss based on the ability value etc. of the player card of both teams. As an example of the calculation of this win / loss decision, the player with the highest total ability value of both teams may be the winning team, or the team with the higher total ability value will have a higher probability of winning. The winning team may be obtained by probability calculation. Moreover, the game execution means 52a performs the calculation which determines whether various effect productions which affect a win / loss are generated based on the combination of the player card which comprises a team before the calculation which determines a win / loss. May be.
 ゲーム画面生成手段52bは、ゲーム実行手段52aによる実行結果に応じて、例えばHTMLデータからなるゲーム画面データを生成する。HTMLデータには、データベースサーバ2から読み出された選手カード等の画像データを含めてもよい。また、HTMLデータには、端末装置3のウェブブラウザのプラグインによって動作するスクリプト(プログラム)が埋め込まれていてもよい。 The game screen generation means 52b generates game screen data composed of HTML data, for example, according to the execution result by the game execution means 52a. The HTML data may include image data such as a player card read from the database server 2. Moreover, the script (program) which operate | moves by the plug-in of the web browser of the terminal device 3 may be embedded in HTML data.
 ゲーム画面送信手段52cは、ゲーム画面生成手段52bにより生成されたゲーム画面データ(HTMLデータ等)を、ゲーム画面のリクエストに対するレスポンスとしてユーザの端末装置3へ送信する。このゲーム画面データを受信したユーザの端末装置3では、ウェブブラウザによって表示部35にゲーム画面が表示される。 The game screen transmission unit 52c transmits the game screen data (HTML data or the like) generated by the game screen generation unit 52b to the user terminal device 3 as a response to the request for the game screen. In the terminal device 3 of the user who has received the game screen data, the game screen is displayed on the display unit 35 by the web browser.
 次に、仲間管理手段53について説明する。仲間管理手段53は、各ユーザを中心とする仲間というグループに所属する仲間ユーザの情報を、データベースサーバ2(記憶装置)に記憶して、ユーザ毎の仲間管理を行う機能を有する。なお、ここでいうグループとは、あくまで1ユーザの視点から見た自分の仲間の集団を示しており、これらの集団を構成する各ユーザがこの集団のみに所属するわけではない。各ユーザもまた、個々に自分を中心とする「仲間」のグループを有している。この仲間管理手段53は、仲間情報記憶制御部53aを備えている。 Next, the fellow management means 53 will be described. The fellow management means 53 has a function of storing fellow user information belonging to a group called a fellow centered on each user in the database server 2 (storage device) and performing fellow management for each user. In addition, the group here shows the group of one's friend seen from the viewpoint of one user to the last, and each user who comprises these groups does not belong only to this group. Each user also has a group of “buddies” centered on him / herself. The fellow management means 53 includes a fellow information storage control unit 53a.
 図7Aには、仲間情報記憶制御部53aがデータベースサーバ2に記憶して管理する、各ユーザの仲間に関する情報の一例を示している。仲間情報記憶制御部53aは、ユーザIDと対応付けて、仲間の制限数の情報、すでに仲間の関係になっている仲間ユーザのユーザID、仲間申請中のユーザのユーザID、および仲間申請を受けているが未承認のユーザのユーザIDなどの仲間に関する情報を、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。図7Aの例では、ユーザID=“000001”のユーザ1人分の仲間に関する情報を示しており、仲間制限数は20人、当該ユーザの仲間ユーザは10人、仲間申請中のユーザは1人、仲間申請を受けているが未承認のユーザは0人である。 FIG. 7A shows an example of information related to each user's associate, which the associate information storage control unit 53a stores and manages in the database server 2. The buddy information storage control unit 53a receives the information on the limit number of buddy, the user ID of a buddy user who is already in a buddy relationship, the user ID of a buddy application user, and the buddy application in association with the user ID. However, the information regarding associates, such as user IDs of unapproved users, is stored in a predetermined storage area of the database server 2 for each user ID. In the example of FIG. 7A, information related to one user with the user ID = “000001” is shown, the number of associates is 20, the number of associate users of the user is 10, and the number of users who are applying for associates is one. The number of unapproved users who have received peer applications is zero.
 本実施の形態の野球ゲームでは、仲間をつくることによって、仲間の関係になった両ユーザにボーナスポイントが付与される(例えば、前記行動力ポイントや運営コストの最大値を所定ポイントだけ増加させることができる)。また、仲間のユーザと協力して試合をしたり、仲間同士で選手カードのプレゼントや応援を行ったりすることで、ゲームを有利に進めることができるゲーム仕様となっている。このようにゲーム内で仲間をつくることによるメリットをユーザに付与することにより、仲間を作ることを促進している。但し、各ユーザには、ゲームの進行度合いに応じた仲間の制限数(仲間をつくることができる上限人数)が設定されており、仲間情報記憶制御部53aがユーザIDと対応付けて仲間の制限数を記憶している。例えば、仲間の制限数は、ユーザのレベルが高くなるほど大きくなるように設定される。これにより、ユーザは、より多くの仲間を作ってゲームを有利にするために、ゲームを継続的に進めてレベルアップを図ろうとする動機付けを与えられることになる。 In the baseball game of the present embodiment, by creating a friend, bonus points are awarded to both users who have become friends (for example, increasing the maximum value of the action power point and the operating cost by a predetermined point). Is possible). Moreover, it is the game specification which can advance a game advantageously by playing a game in cooperation with a fellow user or performing a present or support of a player card between friends. In this way, making a friend is promoted by giving the user the merit of making a friend in the game. However, for each user, a limit number of friends according to the degree of progress of the game (upper limit number of people who can make friends) is set, and the friend information storage control unit 53a associates the user ID with the friend limit. I remember the number. For example, the limit number of friends is set to increase as the level of the user increases. Thereby, in order to make more friends and make the game advantageous, the user is given a motivation to continuously advance the game and improve the level.
 本実施の形態において、二人のユーザが仲間になるには、両ユーザの何れか一方が、他方のユーザに対してゲームサーバ1を介して仲間申請を行う。この仲間申請の操作例としては、先ず、仲間を作ろうとするユーザが、端末装置3の画面上に仲間候補の対象者をリストアップする操作を行う。このユーザによる操作に応じて、ゲームサーバ1が仲間候補の対象者をリストアップした画面データを送信することにより、例えば、図26の画面例に示すように、複数の仲間候補がリストアップされた画面がユーザの端末装置3に表示される。ここで、ユーザは、画面上にリストアップされた対象者のユーザレベルや所属リーグレベル等を確認し、仲間にしたいユーザを選択して仲間申請の操作を行う。なお、図26の仲間候補リスト画面の詳細は後述する。 In this embodiment, in order for two users to become friends, either one of both users makes a friend application to the other user via the game server 1. As an operation example of this friend application, first, a user who wants to make a friend performs an operation of listing target candidates of friend candidates on the screen of the terminal device 3. In response to the operation by the user, the game server 1 transmits screen data listing the candidates for the fellow candidates, so that a plurality of fellow candidates are listed, for example, as shown in the screen example of FIG. A screen is displayed on the user terminal device 3. Here, the user confirms the user level, the league level, and the like of the target person listed on the screen, selects a user who wants to be a friend, and performs a friend application operation. Details of the fellow candidate list screen in FIG. 26 will be described later.
 例えば、ユーザID=“000001”のユーザAが、ユーザID=“000002”のユーザBに対して仲間申請の操作を行った場合を考える。図7Aに示すように、この操作に応じてゲームサーバ1の仲間情報記憶制御部53aは、仲間申請を行ったユーザAのゲーム情報として、当該ユーザAのユーザID=“000001”と対応付けて、被申請者であるユーザBのユーザID=“000002”を、「申請中のユーザID」として記憶する。 For example, consider a case where a user A with a user ID = “000001” performs a friend application operation on a user B with a user ID = “000002”. As shown in FIG. 7A, in response to this operation, the fellow information storage control unit 53a of the game server 1 associates with the user ID of the user A = “000001” as the game information of the user A who made the peer application. , The user ID of the user B who is an applicant = “000002” is stored as the “user ID under application”.
 さらに、図8Aに示すように、仲間情報記憶制御部53aは、被申請者であるユーザBのゲーム情報として、当該ユーザBのユーザID=“000002”と対応付けて、仲間申請を行ったユーザAのユーザID=“000001”を、「未承認のユーザID」として記憶する。そして、ゲームサーバ1は、その後、ユーザBの端末装置3がゲームサーバ1にログインしたときに、ユーザAから仲間申請があった旨を通知する。 Furthermore, as shown to FIG. 8A, the associate information storage control part 53a matches the user ID of the said user B = "000002" as the game information of the user B who is an applicant, and made the associate application. A's user ID = “000001” is stored as “unapproved user ID”. Then, the game server 1 notifies the user A that there has been a friend application when the terminal device 3 of the user B logs into the game server 1.
 そして、仲間申請を受けたユーザBは、ゲームサーバ1から受信したユーザAのユーザレベルや所属リーグレベル等の情報を、端末装置3の画面上で確認し、仲間として承認するか拒否するかを選択する操作を行う。ここで、ユーザBが仲間として承認する操作を行った場合、この操作に応じてゲームサーバ1の仲間管理手段53は、ユーザAとユーザBとの仲間関係を成立させ、両ユーザA・Bを仲間登録する。すなわち、図7Bに示すように、ユーザAのゲーム情報として、当該ユーザAのユーザID=“000001”と対応付けて、ユーザBのユーザID=“000002”を、「仲間ユーザID」として記憶し、「申請中のユーザID」からユーザBのユーザIDを削除する。 And the user B who received the friend application checks the information such as the user level and the affiliation league level of the user A received from the game server 1 on the screen of the terminal device 3 and decides whether to approve or reject as a friend. Perform the operation to select. Here, when the user B performs an operation of approving as a friend, the friend management means 53 of the game server 1 establishes a friendship relationship between the user A and the user B in accordance with this operation, and both users A and B are established. Register as a friend. That is, as shown in FIG. 7B, as the game information of user A, the user ID of user B = “000002” is stored in association with the user ID of user A = “000001” as the “friend user ID”. The user ID of user B is deleted from “user ID under application”.
 さらに、図8Bに示すように、仲間情報記憶制御部53aは、ユーザBのユーザID=“000002”と対応付けて、ユーザAのユーザID=“000001”を、「仲間ユーザID」として記憶し、「未承認のユーザID」からユーザAのユーザIDを削除する。そして、ゲームサーバ1は、その後、ユーザAの端末装置3がゲームサーバ1にログインしたときに、ユーザBから仲間の承認があった旨を通知する。 Further, as shown in FIG. 8B, the fellow information storage control unit 53a stores the user ID of the user A = “000001” as “a fellow user ID” in association with the user ID of the user B = “000002”. , The user ID of the user A is deleted from the “unapproved user ID”. Then, when the user A's terminal device 3 logs in to the game server 1, the game server 1 notifies the user B that the friend has been approved.
 次に、認証手段54について説明する。認証手段54は、ゲームサービスを受けようとするユーザが端末装置3を操作してゲームサーバ1にアクセス(ログイン)しようとした際、当該ユーザのゲーム参加資格の有無を判断してログイン認証を行う。この認証の例としては、ユーザIDと対応付けられたログインIDおよびパスワードに基づく認証がある。例えば、ユーザが初めてゲームサービスを利用するときに、会員情報としてログインID(任意の英数文字やメールアドレス等)およびパスワードをゲームサーバ1に登録する。そして、次回からのゲームサーバ1へのログイン時には、ユーザが端末装置3を操作してログインIDおよびパスワードをゲームサーバ1へ送信する。このとき、ゲームサーバ1の認証手段54が、ユーザの端末装置3から受信したログインIDおよびパスワードの組み合わせが登録済みであるか否かを判断し、ログイン認証を行う。 Next, the authentication unit 54 will be described. When a user who wants to receive a game service operates the terminal device 3 to access (log in) the game server 1, the authentication unit 54 determines whether the user has a game participation qualification and performs login authentication. . An example of this authentication is authentication based on a login ID and password associated with a user ID. For example, when the user uses the game service for the first time, a login ID (any alphanumeric character, email address, etc.) and password are registered in the game server 1 as member information. Then, when logging in to the game server 1 from the next time, the user operates the terminal device 3 to transmit the login ID and password to the game server 1. At this time, the authentication means 54 of the game server 1 determines whether or not the combination of the login ID and password received from the user terminal device 3 has been registered, and performs login authentication.
 また、SNSのシステムに本ゲームシステムを組み込む場合、SNSの会員登録情報(ログインIDおよびパスワード)をそのまま本ゲームシステムのゲームサービスを受けるための利用登録情報としてもよい。例えば、ユーザの端末装置3がSNSサーバにログインしている状態で、ゲームサーバ1が管理するゲームサイトに最初にアクセスした際、SNSサーバからゲームサーバ1へ自動的にユーザのログインIDおよびパスワードが転送され、これによってユーザが改めてログインIDおよびパスワードを登録することなくゲームサービスの利用登録ができるようにしてもよい。 When the game system is incorporated into the SNS system, the SNS member registration information (login ID and password) may be used as registration information for receiving the game service of the game system. For example, when the user's terminal device 3 is logged in to the SNS server, when the game site managed by the game server 1 is first accessed, the user's login ID and password are automatically input from the SNS server to the game server 1. It may be transferred so that the user can register to use the game service without registering the login ID and password again.
 また、ユーザがゲームサーバ1にアクセスする度にログインIDおよびパスワードを入力する手間を省略できるように、端末装置3である携帯電話端末の個体識別番号(電話番号とは別の携帯電話端末を一意に識別するための情報)、または契約者固有ID(携帯電話端末の契約者を一意に識別するための情報であって、機種変更を行っても契約者が同一である限りは変更されないID)を利用した認証を行ってもよい。すなわち、ユーザが携帯電話端末を操作して会員登録した際に、当該携帯電話端末から送信されてくるデータに含まれる個体識別番号または契約者固有IDをゲームサーバ1が取得し、ログインIDおよびパスワードとともに、当該個体識別番号または契約者固有IDもユーザIDと対応付けてデータベースサーバ2に記憶しておくのである。そして、認証手段54は、携帯電話端末からアクセス要求を受けた際には、個体識別番号または契約者固有IDが登録済みであるか否かを判断してログイン認証を行う。これにより、ゲームサーバ1へのアクセス時には、ユーザはログインIDおよびパスワードの入力を省略してログインすることが可能となる。 In addition, an individual identification number of a mobile phone terminal that is the terminal device 3 (a mobile phone terminal different from the phone number is uniquely specified) so that the user can save the trouble of inputting a login ID and a password each time the user accesses the game server 1. Or a unique ID of the contractor (ID for uniquely identifying the contractor of the mobile phone terminal, which is not changed as long as the contractor is the same even if the model is changed) You may perform authentication using. That is, when the user registers the member by operating the mobile phone terminal, the game server 1 acquires the individual identification number or the contractor specific ID included in the data transmitted from the mobile phone terminal, and the login ID and password At the same time, the individual identification number or the contractor unique ID is also stored in the database server 2 in association with the user ID. Then, when receiving an access request from the mobile phone terminal, the authentication unit 54 performs login authentication by determining whether the individual identification number or the contractor unique ID has been registered. Thereby, when accessing the game server 1, the user can log in without inputting the login ID and password.
 また、ユーザがゲームサーバ1にアクセスする度にログインIDおよびパスワードを入力する手間を省略できる別の方法としては、HTTP cookieの情報(以下、Cookieと称する)を利用する方法もある。すなわち、ユーザが端末装置3を操作して会員登録した際に、ゲームサーバ1がログインIDおよびパスワードに対応した個体識別情報を発行してデータベースサーバ2へ登録するとともに、当該個体識別情報をCookieとして端末装置3へ送信する。このとき、端末装置3のブラウザは、受信したCookieを端末装置3内へ記憶する。次回からのゲームサーバ1へのアクセスの際には、端末装置3のブラウザがページ閲覧要求とともにCookieをゲームサーバ1へ送信するので、認証手段54は、携帯電話端末からアクセス要求を受けた際には、Cookieの個体識別番号が登録済みであるか否かを判断してログイン認証を行うことができる。 As another method that can save the user the trouble of inputting the login ID and password each time the game server 1 is accessed, there is a method of using HTTP cookie information (hereinafter referred to as cookie). That is, when the user operates the terminal device 3 to register as a member, the game server 1 issues individual identification information corresponding to the login ID and password and registers it in the database server 2, and the individual identification information is used as a cookie. It transmits to the terminal device 3. At this time, the browser of the terminal device 3 stores the received cookie in the terminal device 3. When accessing the game server 1 from the next time, the browser of the terminal device 3 transmits a Cookie to the game server 1 together with a page browsing request, so that the authentication unit 54 receives the access request from the mobile phone terminal. Can perform login authentication by determining whether or not the individual identification number of the cookie has been registered.
 次に、アクセス管理手段55について説明する。アクセス管理手段55は、各ユーザのゲームサーバ1へのアクセスの情報を、データベースサーバ2(記憶装置)に記憶してユーザ毎のアクセスを管理する。ここで、アクセスの情報とは、各ユーザのアクセス履歴(アクセスの日時等)、現実世界の1日のアクセス回数、現実世界の各日のアクセスの有無等の情報である。 Next, the access management means 55 will be described. The access management means 55 stores access information of each user to the game server 1 in the database server 2 (storage device) and manages access for each user. Here, the access information is information such as the access history (access date and time) of each user, the number of accesses in the real world per day, the presence / absence of access in each day in the real world, and the like.
 このアクセス管理手段55は、所定の単位期間毎のゲームサーバ1へのアクセスの有無をユーザ毎に管理する機能を有する。この所定の単位期間毎のアクセスの有無の管理情報は、連続した規定期間数の単位期間の全てについてアクセスを行った連続アクセス達成のユーザに対して連続アクセス特典を付与する連続アクセス特典付与手段57における連続アクセス達成の判定に用いられる。本実施の形態では、アクセス管理手段55が所定の単位期間毎のアクセスの有無をユーザ毎に管理するようにしているが、アクセス管理手段55では各ユーザのアクセスの日時等のみを記憶したアクセス管理にとどめ、連続アクセス特典付与手段57にて所定の単位期間毎のアクセスの有無を判断するようにしてもよい。 The access management means 55 has a function of managing the presence / absence of access to the game server 1 for each predetermined unit period for each user. The management information on the presence / absence of access for each predetermined unit period is a continuous access privilege granting unit 57 that grants a continuous access privilege to a user who has achieved continuous access who has accessed all of the unit periods of the specified number of consecutive periods. Used to determine whether continuous access has been achieved. In this embodiment, the access management means 55 manages the presence / absence of access for each predetermined unit period for each user. However, the access management means 55 stores only the date and time of access of each user. However, the continuous access privilege granting unit 57 may determine whether or not there is access for each predetermined unit period.
 以下の説明では、本実施の形態のアクセス管理手段55が、現実世界における1日を単位期間とし、各日のゲームサーバ1へのアクセスの有無(1日に少なくとも1回以上のアクセスを行なったか否か)を、ユーザ毎に管理する例について説明する。 In the following description, the access management means 55 of the present embodiment uses one day in the real world as a unit period, and indicates whether or not the game server 1 is accessed each day (whether access has been made at least once a day). An example of managing whether or not) for each user will be described.
 図9Aには、アクセス情報記憶制御部55aがデータベースサーバ2に記憶して管理する、各ユーザのアクセス情報の一例を示している。アクセス情報記憶制御部55aは、ユーザIDと対応付けて、現実世界における本日、1日前、2日前、3日前、4日前、・・・、n日前(本実施の形態の場合、nは5以上の自然数)の各日についてのゲームサーバ1へのアクセスの有無(単位期間内アクセスを達成したか否か)を示す情報を、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。この情報が「1」の場合、1日に最低1回はゲームサーバ1へのアクセスがあったことを示す一方、この情報が「0」の場合、1日に1回もゲームサーバ1へのアクセスがなかったことを示している。本実施の形態の例では5日間連続アクセスにより特典が付与されるので、少なくとも前日までの直近5日間のアクセスの有無を示す情報が記憶されていればよい。 FIG. 9A shows an example of access information of each user that is stored and managed in the database server 2 by the access information storage control unit 55a. The access information storage control unit 55a is associated with the user ID, and in the real world today, 1 day ago, 2 days ago, 3 days ago, 4 days ago, ..., n days ago (in this embodiment, n is 5 or more Information indicating whether or not the game server 1 is accessed for each day (whether or not access within the unit period has been achieved) is stored in a predetermined storage area of the database server 2 for each user ID. When this information is “1”, it indicates that the game server 1 has been accessed at least once a day, while when this information is “0”, the game server 1 is accessed once a day. Indicates that there was no access. In the example of the present embodiment, a privilege is given by continuous access for 5 days, so it is only necessary to store information indicating the presence / absence of access for the most recent 5 days up to the previous day.
 なお、アクセス情報記憶制御部55aが記憶するアクセス情報は、図9Aの例に限定されるものではなく、例えば、図9Bに示すように、現実世界における本日、1日前、2日前、・・・n日前の各日についてのゲームサーバ1へのアクセス回数であってもよい。このアクセス回数の情報は、当該情報が「0」であるか否かにより、単位期間内アクセス(本実施の形態では1日に最低1回のアクセス)を達成したか否かを管理するための情報となる。 The access information stored in the access information storage control unit 55a is not limited to the example in FIG. 9A. For example, as shown in FIG. 9B, today, 1 day before, 2 days ago,. The number of accesses to the game server 1 for each day n days ago may be used. This access count information is used to manage whether or not access within a unit period (at least one access per day in this embodiment) is achieved depending on whether or not the information is “0”. Information.
 また、アクセス情報記憶制御部55aは、ユーザIDと対応付けて、ユーザの仲間が応援アクセス条件を満たしたか否かを示す情報を、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。この情報は、後述する仲間応援アクセス判定手段56による判定結果を示す情報である。 Further, the access information storage control unit 55a stores information indicating whether or not the user's associate satisfies the support access condition in a predetermined storage area of the database server 2 for each user ID in association with the user ID. This information is information indicating the determination result by the fellow support access determination means 56 described later.
 さらに、アクセス情報記憶制御部55aは、ユーザIDと対応付けて、ユーザがゲームサーバ1へアクセスした連続日数である連続アクセス日数も、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。この連続アクセス日数は、ユーザがゲームサーバ1へアクセスした日、およびアクセスしたとみなされた日(ユーザがアクセスしなかった欠落日と同じ日にユーザの仲間が応援アクセス条件を満たしたことによってアクセスしたとみなされた日)の連続日数をカウントしたものである。この連続アクセス日数は、ユーザによる連続アクセス(アクセスしたとみなされた場合を含む)が途絶えたとき、および5日間の連続アクセス達成によりユーザに特典が付与されたときに初期化(リセット)される。 Further, the access information storage control unit 55a also stores in the predetermined storage area of the database server 2 for each user ID, in association with the user ID, the continuous access days that are the continuous days that the user has accessed the game server 1. The number of consecutive access days is the date when the user accesses the game server 1 and the date when the user is regarded as accessed (the same day as the missing date that the user did not access). The number of consecutive days) counted. This number of consecutive access days is initialized (reset) when continuous access by the user (including a case where access is considered to be interrupted) stops and when a privilege is given to the user by achieving continuous access for 5 days. .
 連続5日間のうち埋め合わせ可能な欠落日を例えば1日のみとした場合、1日目の欠落日に対する応援アクセス条件が満たされたことによって連続アクセスの継続状態が維持されたとしても、その後2日目の欠落日が確定したとき、前記の連続アクセス日数は初期化される。すなわち、埋め合わせ可能な欠落日をn日とした場合、(n+1)日目の欠落日が確定したときには、その時点で連続アクセスが途切れることになり、連続アクセス日数が初期化される。 For example, if the missing day that can be compensated is only one day among the five consecutive days, even if the continuous access continuation state is maintained by satisfying the support access condition for the missing day on the first day, two days thereafter When the missing date of the eyes is determined, the continuous access days are initialized. That is, assuming that the missing date that can be compensated is n days, when the missing date on the (n + 1) th day is determined, the continuous access is interrupted at that time, and the continuous access days are initialized.
 埋め合わせ可能な欠落日の日数については、任意に設定することができる。ただし、埋め合わせ可能な欠落日を多く許容し過ぎると、ユーザ自身が実際にはあまりゲームサーバ1へアクセスしていなくとも、欠落日が埋め合わされて連続アクセス達成特典を獲得してしまう可能性もあることから、埋め合わせ可能な欠落日には上限を設けることが望ましい。本実施の形態では、先ず、埋め合わせ可能な欠落日を1日に限定した例について、以下に説明し、埋め合わせ可能な欠落日を複数許容する場合については後述する。 ∙ The number of missing days that can be compensated can be set arbitrarily. However, if too many missing days that can be compensated are allowed, even if the user himself / herself does not access the game server 1 in fact, there is a possibility that the missing days are compensated and a continuous access achievement privilege is obtained. Therefore, it is desirable to set an upper limit for missing dates that can be compensated. In this embodiment, first, an example in which a missing date that can be compensated is limited to one day will be described below, and a case where a plurality of missing dates that can be compensated are allowed will be described later.
 次に、仲間応援アクセス判定手段56について説明する。仲間応援アクセス判定手段56は、連続した5日間のうちゲームサーバ1へアクセスをしなかった欠落日が存在するユーザについて、当該ユーザの仲間ユーザが所定の応援アクセス条件を満たしているか否かを判定する機能を有する。 Next, the fellow support access determination means 56 will be described. The fellow support access determination means 56 determines whether or not the fellow user of the user satisfies a predetermined support access condition for a user who has a missing date that has not accessed the game server 1 for five consecutive days. It has the function to do.
 ここで、応援アクセス条件としては、様々な任意の条件を設定可能である。応援アクセス条件の一例としては、「欠落日と同一の日に、ゲームサーバ1に1回以上アクセスをした仲間ユーザの当該仲間ユーザ全体に占める割合が、閾値以上」とすることができる。ユーザ自身を含む仲間ユーザがx人、欠落日と同一の日に、ゲームサーバ1に1回以上アクセスをした仲間ユーザの人数をy人、閾値をzとすると、「y/x≧z」が応援アクセス条件となる。例えば閾値を0.8(百分率で80%)とした場合、ユーザ自身を含む10人の仲間のうち、8人以上の仲間ユーザがゲームサーバ1にアクセスしていれば、この応援アクセス条件を満たす。 Here, various arbitrary conditions can be set as support access conditions. As an example of the support access condition, “the ratio of the fellow users who have accessed the game server 1 at least once on the same day as the missing date to the whole fellow users is equal to or more than a threshold value” can be set. When the number of fellow users including the user himself is x and the number of fellow users who have accessed the game server 1 at least once on the same day as the missing date is y and the threshold is z, “y / x ≧ z” is satisfied. It becomes support access condition. For example, when the threshold is set to 0.8 (80% as a percentage), if eight or more fellow users among the ten fellows including the user themselves are accessing the game server 1, this support access condition is satisfied. .
 ここで、前述のように仲間ユーザとは、各ユーザを中心とする仲間というグループに所属するユーザであり、基本的にはグループの中心をなすユーザ自身も仲間ユーザに含まれる。ただし、ユーザ自身は欠落日にはアクセスしていないので、当該ユーザを仲間ユーザから除外し、欠落日と同一の日にアクセスした仲間ユーザの割合を算出してもよい。すなわち、「y/(x-1)≧z」を応援アクセス条件としてもよい。 Here, as described above, a fellow user is a user who belongs to a group called a friend centered on each user, and basically, the user who forms the center of the group is also included in the fellow user. However, since the user himself / herself does not access the missing date, the user may be excluded from the fellow user, and the percentage of fellow users who accessed on the same day as the missing date may be calculated. That is, “y / (x−1) ≧ z” may be set as the support access condition.
 仲間の人数が多いときは、「y/x≧z」または「y/(x-1)≧z」の何れを応援アクセス条件としても大きな違いはないが、仲間の人数が少なくなればその違いが顕著になる。例えば、ユーザ自身を含む仲間ユーザxが4人で閾値z=0.8とした場合を考えると、「y/x≧z」を条件としたとき、ユーザ自身はアクセスしていないので、他の仲間ユーザ3人が全員アクセスしたとしても、y/x=3/4=0.75となって条件を満たさないことになる。一方、「y/(x-1)≧z」を条件としたとき、ユーザ自身を除く3人がアクセスすればy/(x-1)=3/3=1.00となって条件を満たしてしまう。すなわち、「y/x≧z」を条件としたとき、ユーザ自身を含む仲間ユーザxが4人以下であれば決して条件を満たすことはない一方、「y/(x-1)≧z」を条件としたときには、xが4人以下のときにも僅かな人数の仲間ユーザのアクセスによって容易に条件を満たすこととなる。「y/x≧z」を条件とすることにより、応援アクセス条件を満たすためにはまず仲間ユーザxの人数を5人以上にしなければならず、ユーザは仲間を少なくとも5人以上は作ろうとする動機付けを与えられることになる。また、「y/x≧z」を条件とすることにより、仲間の人数が少ないときに条件を容易に満たせる状態を回避できる。よって、「y/(x-1)≧z」よりも「y/x≧z」を応援アクセス条件とする方が望ましいと言える。 When the number of friends is large, there is no significant difference between “y / x ≧ z” or “y / (x−1) ≧ z” as the support access condition, but the difference is as the number of friends decreases. Becomes prominent. For example, considering the case where there are four fellow users x including the user and the threshold value z = 0.8, the user himself / herself does not access when “y / x ≧ z” is satisfied. Even if all three fellow users have accessed, y / x = 3/4 = 0.75, which does not satisfy the condition. On the other hand, when “y / (x−1) ≧ z” is a condition, y / (x−1) = 3/3 = 1.00 satisfies the condition if three people except the user access. End up. That is, when “y / x ≧ z” is satisfied, if the number of fellow users x including the user is four or less, the condition is never satisfied, while “y / (x−1) ≧ z” is satisfied. When the condition is satisfied, even when x is 4 or less, the condition is easily satisfied by the access of a small number of fellow users. By satisfying the condition of “y / x ≧ z”, in order to satisfy the support access condition, first, the number of fellow users x must be five or more, and the user tries to make at least five fellows. You will be motivated. In addition, by setting “y / x ≧ z” as a condition, it is possible to avoid a state where the condition can be easily satisfied when the number of friends is small. Therefore, it can be said that it is more preferable to set “y / x ≧ z” as a support access condition than “y / (x−1) ≧ z”.
 応援アクセス条件の他の例としては、「欠落日と同一の日に、ゲームサーバ1に1回以上アクセスをした仲間ユーザの人数が、閾値(例えば10人)以上」とすることができる。この応援アクセス条件の場合、ユーザの仲間の合計人数がそもそも閾値に満たない場合には、当該条件を満たすことはない。よって、ユーザは応援アクセス条件を満たすように、仲間を少なくとも閾値(例えば10人)以上は作ろうとする動機付けを与えられることになる。また、仲間を多く作る方が応援アクセス条件を満たしやすくなるため、ユーザは応援アクセス条件をより満たし易くするため、より多くの仲間を作ろうとする動機付けを与えられることになる。なお、応援アクセス条件のさらに他の例については後述する。 As another example of the support access condition, “the number of fellow users who accessed the game server 1 at least once on the same day as the missing date is equal to or greater than a threshold (for example, 10 people)”. In the case of this support access condition, if the total number of users of the user is less than the threshold, the condition is not satisfied. Therefore, the user is given the motivation to make at least a threshold (for example, 10 people) or more so as to satisfy the support access condition. In addition, since it becomes easier to satisfy the support access condition when making more friends, the user is motivated to make more friends in order to satisfy the support access condition more easily. Further examples of support access conditions will be described later.
 仲間応援アクセス判定手段56による応援アクセス条件を満たすか否かの判定処理は、ユーザによるその日のアクセスの有無が確定する午後12時(24時)以降、すなわちユーザの欠落日の翌日の所定時間に行われる。例えば、欠落日の翌日の0時に、仲間応援アクセス判定手段56による判定処理が行われる。 The process for determining whether or not the support support condition is met by the fellow support access determination means 56 is after 12:00 pm (24:00) when the presence / absence of access by the user is confirmed, that is, at a predetermined time on the day after the user's missing date. Done. For example, the determination process by the fellow support access determination unit 56 is performed at 0:00 on the day after the missing day.
 また、仲間応援アクセス判定手段56による判定結果は、図9Aに示すように、ユーザの仲間が応援アクセス条件を満たしたか否かを示す1ビットの情報として、当該ユーザのユーザIDと対応付けて記憶される。この情報が「1」の場合、ユーザの仲間が応援アクセス条件を満たしたことを示す一方、この情報が「0」の場合、当該応援アクセス条件を満たさなかったことを示している。なお、本実施の形態では、連続5日間のうち埋め合わせ可能な欠落日を1日のみとしているので、1日目の欠落日に対してのみ仲間応援アクセス判定手段56による判定処理が行われ、2日目の欠落日に対しては当該判定処理はなされない。ユーザがアクセスした日(欠落日ではない日)や、欠落日が2日目に該当する場合のように、仲間応援アクセス判定手段56による判定処理が行われない場合も、当該情報は「0」となる。 Further, as shown in FIG. 9A, the determination result by the fellow support access determination means 56 is stored in association with the user ID of the user as 1-bit information indicating whether or not the user's friend satisfies the support access condition. Is done. When this information is “1”, it indicates that the friend of the user satisfies the support access condition, while when this information is “0”, it indicates that the support access condition is not satisfied. In the present embodiment, since the missing date that can be compensated for in the continuous five days is only one day, only the missing date on the first day is determined by the fellow support access determining means 56, and 2 The determination process is not performed for missing days. The information is “0” even when the determination process by the fellow support access determination unit 56 is not performed as in the case where the user accesses (the day that is not the missing date) or the missing date corresponds to the second day. It becomes.
 仲間応援アクセス判定手段56による判定の結果、ユーザの仲間が応援アクセス条件を満たしている場合、ユーザによるゲームサーバ1への連続アクセスは継続しているとみなされ、図9Aに示す「連続アクセス日数」が1つインクリメントされることになる。 As a result of the determination by the fellow cheering access judging means 56, when the user's fellows satisfy the cheering access conditions, it is considered that the continuous access to the game server 1 by the user is continued, and the “continuous access days shown in FIG. "Is incremented by one.
 次に、連続アクセス特典付与手段57について説明する。連続アクセス特典付与手段57は、5日間の連続アクセスを達成したユーザに対して、ゲーム上有利になるように当該ユーザのゲーム情報を変更して連続アクセス達成特典を付与する機能を有する。さらに、連続アクセス特典付与手段57は、連続5日間の中にゲームサーバ1にアクセスしなかった欠落日が存在するユーザについても、当該ユーザの仲間ユーザが応援アクセス条件を満たしていると仲間応援アクセス判定手段56が判定した場合には、連続アクセス達成特典を付与するようになっている。 Next, the continuous access privilege giving means 57 will be described. The continuous access privilege giving means 57 has a function of changing the game information of the user to give a continuous access achievement privilege to the user who has achieved continuous access for 5 days so as to be advantageous to the game. Furthermore, the continuous access privilege granting means 57 is also connected to the fellow cheering access if the fellow user of the user satisfies the support access condition for the user who has the missing date that has not accessed the game server 1 within the continuous five days. When the determination means 56 determines, a continuous access achievement privilege is provided.
 この連続アクセス特典付与手段57は、アクセス情報記憶制御部55aが記憶する図9Aの連続アクセス日数の情報に基づいて、ユーザに連続アクセス達成特典を付与するか否かを判定する特典発生判定部57aを備えている。そして、連続アクセス特典付与手段57は、特典発生判定部57aが連続アクセス達成特典を発生させると判定したユーザのゲーム情報(ゲーム情報管理手段51がデータベースサーバ2に記憶して管理しているゲーム情報)を、当該特典の内容に応じて変更する。 This continuous access privilege granting means 57 determines whether or not to grant a continuous access achievement privilege to the user based on the information on the continuous access days in FIG. 9A stored in the access information storage control unit 55a. It has. And the continuous access privilege provision means 57 is the game information (game information which the game information management means 51 memorize | stores and manages in the database server 2) of the user who determined that the privilege generation | occurrence | production determination part 57a produces | generates a continuous access achievement privilege. ) Is changed according to the contents of the privilege.
 ここで、連続アクセス特典付与手段57がユーザに付与する連続アクセス達成特典について説明する。この連続アクセス達成特典は、当該特典が付与されなかった場合と比較してゲーム上有利になるものであればよく、ゲームの種類や内容に応じて様々な特典が考えられる。 Here, the continuous access achievement privilege granted to the user by the continuous access privilege grant means 57 will be described. The continuous access achievement privilege only needs to be advantageous in terms of the game as compared to the case where the privilege is not given, and various privileges are conceivable depending on the type and content of the game.
 本実施の形態の野球ゲームにおける連続アクセス達成特典の一例としては、前述の行動力ポイント、運営コスト、強化ポイント、エールポイントなどのユーザがゲームを進行させる上で必要となる各種ポイントを、所定ポイント分だけボーナスポイントとしてユーザに付与するという特典が挙げられる。このようなボーナスポイントを特典として付与する場合、連続アクセス特典付与手段57は、ゲーム情報管理手段51の特典情報記憶制御部51iが記憶しているユーザの特典に関する情報を、当該ボーナスポイントの内容に合わせて変更する。図6の下部には、ユーザID=“000001”のユーザに特典(ボーナスポイント)が付与された結果、当該ユーザの特典情報として「強化ポイント=+200」が記憶された例を示している。さらに、連続アクセス特典付与手段57は、ゲーム情報管理手段51の所有ポイント記憶制御部51dが記憶しているユーザの所有ポイントを、ボーナスポイント分だけ増加させるようにゲーム情報を変更する。 As an example of the continuous access achievement privilege in the baseball game of the present embodiment, various points required for the user to advance the game, such as the above-mentioned action power points, operation costs, reinforcement points, ale points, etc., are given points. There is a privilege of granting the user as bonus points by the amount. When granting such bonus points as a privilege, the continuous access privilege granting means 57 uses the information related to the user's benefit stored in the privilege information storage control unit 51i of the game information management means 51 as the content of the bonus point. Change to match. The lower part of FIG. 6 shows an example in which “enhancement point = + 200” is stored as the privilege information of the user as a result of giving the privilege (bonus points) to the user with the user ID = “000001”. Further, the continuous access privilege giving means 57 changes the game information so as to increase the user's possession points stored in the possession point storage control unit 51d of the game information management means 51 by the bonus points.
 連続アクセス達成特典の他の例としては、前述の回復アイテムやフェイクカードなどのゲーム内で有利に使用される各種アイテムを、所定数(例えば3つ)だけユーザに付与するという特典も考えられる。ゲーム内で使用されるアイテムを特典として付与する場合、連続アクセス特典付与手段57は、ゲーム情報管理手段51の特典情報記憶制御部51iが記憶しているユーザの特典に関する情報を、当該特典の内容に合わせて変更するとともに、所有アイテム記憶制御部51fが記憶しているアイテムの所有数を、所定数だけ増加させるようにゲーム情報を変更する。 As another example of the continuous access achievement privilege, there may be a privilege that a predetermined number (for example, three) of various items that are advantageously used in the game such as the recovery item and the fake card described above are given to the user. When granting an item used in a game as a privilege, the continuous access privilege granting unit 57 uses information related to the user's privilege stored in the privilege information storage control unit 51i of the game information management unit 51 as content of the privilege. The game information is changed so as to increase the number of items owned by the owned item storage control unit 51f by a predetermined number.
 その他の連続アクセス達成特典の例としては、次のようなものがある。すなわち、ゲーム中に消費されて減った行動力ポイントなどのポイントは、例えば3分経過する毎に1ポイントずつ回復するようになっているが、このポイント回復時間を短縮する(例えば、2分経過する毎に1ポイントずつ回復するようにする)ことが考えられる。この特典が付与される場合、特典情報記憶制御部51iが記憶しているユーザの特典情報として、ポイント回復時間が短縮される有効期間の情報が記憶される。これにより、ゲームサーバ1のゲーム情報管理手段51が、特典が有効な期間(例えば、ユーザが特典の通知を受けてから24時間以内)において、ポイント回復時間を通常時よりも短縮する処理を行うことになる。 Examples of other benefits for achieving continuous access include the following. That is, points such as action power points consumed and reduced during the game are recovered by 1 point every 3 minutes, for example, but this point recovery time is shortened (for example, 2 minutes have elapsed) It is possible to recover 1 point each time. When this privilege is granted, information on the effective period in which the point recovery time is shortened is stored as the user privilege information stored in the privilege information storage control unit 51i. Thereby, the game information management means 51 of the game server 1 performs the process which shortens point recovery time rather than normal time in the period when a privilege is effective (for example, within 24 hours after a user receives notification of a privilege). It will be.
 また、前述の選手抽選獲得モードにおいて、レアカード(通常の選手カードよりも抽選確率が低く、希少価値が高い選手カード)が抽選される確率を所定回数(例えば1回)だけ上昇させるという特典も考えられる。この特典が付与される場合、特典情報記憶制御部51iが記憶しているユーザの特典情報として、抽選確率を上昇させる回数が記憶される。そして、ゲームサーバ1のゲーム進行手段52が、特典対象の抽選実行時に、レアカードの抽選確率を一時的に高める処理を行うことになる。 In addition, in the above-described player lottery acquisition mode, there is also a privilege that the probability that a rare card (a player card with a lower lottery probability than a normal player card and a rare value) will be drawn is increased by a predetermined number of times (for example, once). Conceivable. When this privilege is granted, the number of times that the lottery probability is increased is stored as the privilege information of the user stored in the privilege information storage control unit 51i. And the game progress means 52 of the game server 1 will perform the process which raises the lottery probability of a rare card temporarily at the time of the lottery execution of a privilege object.
 また、選手抽選獲得モードにおいて、通常は選手カードの抽選を実行するのにポイント(前記エールポイント等)を必要とするが、所定回数(例えば1回)だけ無料で(すなわちポイントの消費なしに)、選手カードの抽選を受けることができるという特典も考えられる。この特典が付与される場合、特典情報記憶制御部51iが記憶しているユーザの特典情報として、無料(無ポイント)で選手カードの抽選を受けることができる回数が記憶される。 Also, in the player lottery acquisition mode, points (such as the above-mentioned Yale points) are usually required to execute the player card lottery, but it is free for a predetermined number of times (for example, once) (ie, no points are consumed). A privilege that a player card can be drawn is also considered. When this privilege is given, the number of times that the player card can be drawn for free (no points) is stored as the privilege information of the user stored in the privilege information storage control unit 51i.
 また、ゲームサーバ1が乱数等により抽選で選んだ選手カードを、所定枚数(例えば1枚)だけユーザに付与するという特典も考えられる。ゲームサーバ1が選んだ選手カードを特典としてユーザに付与する場合、連続アクセス特典付与手段57は、ゲーム情報管理手段51の特典情報記憶制御部51iが記憶しているユーザの特典に関する情報を、当該特典の内容に合わせて変更するとともに、所有選手カード記憶制御部51cが記憶している選手カードIDに、特典として付与される選手カードIDを追加する。 Also, a privilege that a predetermined number (for example, one) of player cards selected by the game server 1 by lottery using random numbers or the like is given to the user can be considered. When the player card selected by the game server 1 is given to the user as a privilege, the continuous access privilege granting unit 57 stores information related to the user's privilege stored in the privilege information storage control unit 51i of the game information management unit 51. While changing according to the content of a privilege, player card ID provided as a privilege is added to player card ID which the possession player card memory | storage control part 51c has memorize | stored.
 また、他のユーザのチームと対戦する対戦モードにおいて、対戦n回分(例えば対戦3回分)だけ有利になるというゲーム上のメリットをユーザに付与するという特典も考えられる。対戦n回分のゲーム運びを有利にする方法としては、ユーザのチームの戦力を対戦n回分だけ向上させる方法が考えられる。 In addition, in a battle mode in which a battle with another user's team is played, there is a privilege that the user is given a game advantage that is advantageous only for n battles (for example, 3 battles). As a method for making it advantageous to carry a game for n battles, a method for improving the strength of the user's team by n battles is conceivable.
 ここで、特典によってユーザのチームの戦力を向上させる場合にも、幾つかの方法がある。対戦モードにおいては、ユーザが所有している選手カードの中から試合に出場するレギュラー選手の選手カードが選択されて対戦することになる(例えば、ユーザは、所有している選手カードの中から予め試合に出場するレギュラー選手のカードを選択しておき、当該レギュラー選手のカードでチームオーダーを組んで対戦する)。よって、当然ながら、通常は、ユーザの手持ち選手カード以外を自己チームの戦力とすることはできない。 Here, there are several ways to improve the user's team strength by means of special benefits. In the battle mode, a player card of a regular player who participates in the game is selected from the player cards owned by the user and battles are performed (for example, the user preliminarily selects from the player cards owned by the user). Select the card of the regular player who will participate in the match, and team up with the regular player's card to play against). Therefore, as a matter of course, normally, the strength of the own team cannot be other than the user's handheld player card.
 しかし、特典によりチームの戦力を向上させる場合、ユーザの仲間全員の手持ちカードすべての中で、最強の選手カード(最も能力値が高い選手カード)1枚が、自動的に当該ユーザのレギュラー選手のカードの1枚と入れ替わるようにする。この場合、ゲームサーバ1のゲーム進行手段52が、特典対象の対戦の実行時に、自動的に上述の選手カードの入れ替え処理を行うことになる。なお、ユーザの仲間全員の手持ちカードの中で最強の選手カードを当該ユーザ自らが所有していた場合、当該最強の選手カードよりも能力値が高い助っ人選手カード(ゲームサーバ1が用意する特別な選手カード)1枚が、自動的に当該ユーザのレギュラー選手のカードの1枚と入れ替わるようにしてもよい。 However, in order to improve the team's strength by means of special benefits, one of the strongest player cards (the player card with the highest ability value) is automatically assigned to the regular player of the user. Try to replace one of the cards. In this case, the game progress means 52 of the game server 1 automatically performs the above-described player card replacement process at the time of execution of a privilege target battle. In addition, when the said user owns the strongest player card among all the user's friend's hand cards, the assistant player card (special which the game server 1 prepares) whose ability value is higher than the said strongest player card. One player card) may be automatically replaced with one of the regular player cards of the user.
 特典によってユーザのチーム戦力を向上させる他の方法としては、対戦モードにおいて試合に出場するレギュラー選手の選手カードの一部または全部の能力値を、所定の割合(または所定の値)だけ向上させるという方法もある。この場合、ゲームサーバ1のゲーム進行手段52が、特典対象の対戦の実行時に、特典を受けたユーザのチームの選手カードの能力値を向上させる処理を行なうことになる。 As another method of improving the team strength of the user by the privilege, the ability value of a part or all of the player cards of the regular players participating in the game in the battle mode is improved by a predetermined ratio (or a predetermined value). There is also a method. In this case, the game progress means 52 of the game server 1 performs the process which improves the capability value of the player card of the user's team who received the privilege at the time of execution of the privilege target battle.
 また、対戦n回分のゲーム運びを有利にする他の方法としては、特典が付与されたユーザのチームが勝利する確率を対戦n回分だけ向上させる(よって、対戦相手のユーザのチームが勝利する確率をその分低下させる)方法も考えられる。例えば、対戦する両ユーザのチームの能力が同一であったとすると、何れのユーザにも特典が付与されていなければ、両チームの勝利確率はともに50%であるが、一方のユーザに特典が付与されている対戦においては、特典が付与されたユーザXのチームの勝利確率を例えば10%向上させて60%とする一方、その対戦相手のユーザYのチームの勝利確率を10%低下させて40%として、ユーザXの方がユーザYよりも勝利確率の面で有利な状態にする。 In addition, as another method for making game play advantageous for n battles, the probability that the user's team to which the privilege is given wins is improved by n battles (therefore, the probability that the opponent user's team wins) Is also possible. For example, if the ability of the teams of both users who are competing is the same, if no privilege is granted to any user, the victory probability of both teams is 50%, but the privilege is granted to one user In the battle being played, while the victory probability of the team of the user X to whom the privilege is given is increased by 10%, for example, to 60%, the victory probability of the team of the opponent user Y is reduced by 10% to 40%. %, The user X is more advantageous in terms of the probability of victory than the user Y.
 上述のようにチーム戦力の向上または勝利確率の向上等により対戦n回分が有利になるという特典をユーザに付与する場合、ゲーム情報管理手段51の特典情報記憶制御部51iが記憶しているユーザの特典情報として、対戦が有利になる回数が記憶される。 As described above, when the privilege that the advantage of n battles is advantageous due to improvement in team strength or victory probability is given to the user, the privilege information storage control unit 51i of the game information management means 51 stores the user's The number of times that the battle is advantageous is stored as privilege information.
 ところで、あまりに特典を大きくしてしまうと、本来ゲームを実行することで実現される選手カードの能力値の向上(すなわち選手の育成)等とのバランスが崩れる可能性もあるため、当該特典は、あくまでサブ的(副次的)な位置づけとして、ユーザにとってある程度のお得感を与えるレベルとすることが好ましい。 By the way, if the privilege is too large, there is a possibility that the balance with the improvement of the ability value of the player card that is originally realized by executing the game (that is, the development of the player) may be lost. It is preferable to set the level that gives a certain degree of profit to the user as a sub (sub) position to the last.
 次に、報知手段58について説明する。この報知手段58は、連続アクセス達成特典が付与されたユーザの端末装置3に対して、特典が発生した旨を報知する機能を有する。本実施の形態においては、連続アクセス達成特典が発生するタイミングが大きく分けて2つあり、報知手段58による特典の報知処理も、以下に示すように特典の発生タイミングに応じて若干異なる。 Next, the notification means 58 will be described. This notification means 58 has a function of notifying that a privilege has occurred to the user terminal device 3 to which the continuous access achievement privilege has been granted. In the present embodiment, there are roughly two timings at which the continuous access achievement privilege is generated, and the privilege notification processing by the notification means 58 is slightly different depending on the privilege generation timing as described below.
 連続アクセス達成特典が発生するタイミングの1つは、連続アクセスが達成される最終日(本実施の形態では5日目)にユーザがゲームサーバ1にアクセスしたことによって、連続アクセスが達成されたときである。この場合、ユーザの端末装置3がゲームサーバ1と通信可能に接続されたログイン状態において連続アクセス達成特典が発生するので、報知手段58は、特典の発生後、直ちに特典が発生した旨をユーザの端末装置3に報知することができる。 One of the timings when the continuous access achievement privilege is generated is when the user accesses the game server 1 on the last day (the fifth day in the present embodiment) when the continuous access is achieved, and the continuous access is achieved. It is. In this case, since the continuous access achievement privilege is generated in the login state in which the user terminal device 3 is connected to be able to communicate with the game server 1, the notification unit 58 indicates that the privilege has been generated immediately after the occurrence of the privilege. The terminal device 3 can be notified.
 連続アクセス達成特典が発生するもう一つのタイミングは、連続アクセスが達成される最終日(本実施の形態では5日目)にユーザがゲームサーバ1にアクセスしなかった(すなわち、当該最終日が欠落日になった)が、当該ユーザの仲間ユーザが応援アクセス条件を満たしたことによって連続アクセスが達成されたものとみなされたときである。この場合、ユーザの端末装置3がゲームサーバ1と通信可能に接続されていない状態において連続アクセス達成特典が発生するので、報知手段58は、特典の発生後、直ちに特典が発生した旨をユーザの端末装置3に報知することができないため、特典が発生した旨をユーザに報知したか否かを管理する必要が生じる。そこで、本実施の形態では、図6の下部に示す特典報知フラグによりこれを管理するようにしている。 Another timing when the continuous access achievement privilege occurs is that the user did not access the game server 1 on the last day (the fifth day in the present embodiment) when the continuous access is achieved (that is, the last day is missing). Is when it is considered that continuous access has been achieved because the fellow user of the user satisfies the support access condition. In this case, since the continuous access achievement privilege is generated in a state where the user's terminal device 3 is not communicably connected to the game server 1, the notification unit 58 indicates that the privilege has been generated immediately after the occurrence of the privilege. Since the terminal device 3 cannot be notified, it is necessary to manage whether or not the user has been notified that the privilege has occurred. Therefore, in the present embodiment, this is managed by the privilege notification flag shown in the lower part of FIG.
 すなわち、連続アクセスが達成される最終日に仲間ユーザが応援アクセス条件を満たしたことによって連続アクセスが達成されたものとみなされた場合、報知手段58がユーザに特典の報知を行うのは、特典の付与処理後にユーザの端末装置3がゲームサーバ1に最初にアクセスしたときであり、特典の付与処理からその報知までにはある程度の時間差がある。そこで、ゲームサーバ1の報知手段58は、ユーザに特典が付与されたとき、当該ユーザのユーザIDと対応付けて図6に示す特典報知フラグを「1」に設定し、これによって当該ユーザに特典付与を報知する必要がある状態を管理する。そして、その後、特典報知フラグとして「1」がセットされているユーザの端末装置3からゲームサーバ1へのアクセスがあったとき、報知手段58は、当該ユーザに特典が付与された旨を報知し、併せて特典報知フラグを「0」にする。 That is, when it is considered that continuous access has been achieved by the fellow user satisfying the support access condition on the last day when continuous access is achieved, the notification means 58 notifies the user of the privilege. This is the time when the user's terminal device 3 first accesses the game server 1 after the granting process, and there is a certain time difference between the bonus granting process and the notification. Therefore, when the privilege is given to the user, the notification unit 58 of the game server 1 sets the privilege notification flag shown in FIG. 6 in association with the user ID of the user to “1”, thereby providing the user with the privilege. It manages the state that needs to be notified of the grant. Then, when there is an access to the game server 1 from the terminal device 3 of the user for which “1” is set as the privilege notification flag, the notification means 58 notifies the user that the privilege has been granted. In addition, the privilege notification flag is set to “0”.
 報知手段58による特典の報知の例を、図10A及び図10Bに示している。図10Aは、特典が付与されたユーザの端末装置3の表示部35に表示されるゲームのメイン画面の一例を示すものである。ゲームサーバ1における特典付与処理後に、ゲームサーバ1の報知手段58からは、図10Aに示すメイン画面を表示させる画面データが、ユーザの端末装置3へ送信される。このメイン画面には、ユーザのチーム名70、ユーザが所有する選手カードの中からリーダーとして選択された選手カード71およびユーザのゲーム情報72などが表示されるとともに、特典通知情報73も表示される。なお、メイン画面の詳細については、後述する。 An example of privilege notification by the notification means 58 is shown in FIGS. 10A and 10B. FIG. 10A shows an example of the main screen of the game displayed on the display unit 35 of the terminal device 3 of the user to whom the privilege is given. After the privilege granting process in the game server 1, screen data for displaying the main screen shown in FIG. 10A is transmitted from the notification unit 58 of the game server 1 to the user terminal device 3. On this main screen, the team name 70 of the user, the player card 71 selected as the leader among the player cards owned by the user, the game information 72 of the user, etc. are displayed, as well as privilege notification information 73. . Details of the main screen will be described later.
 図10Aに示すように、端末装置3のメイン画面に表示される特典通知情報73は、例えば「5日間連続アクセス達成!特典確認画面へ」というような、連続アクセス達成特典が付与されたことが分かる内容である。また、当該特典通知情報73にはハイパーリンクが設定されており(または、特典通知情報73の全体またはその一部が選択可能なボタン形式となっていてもよい)、ユーザが画面上の特典通知情報73を選択可能になっている。 As shown in FIG. 10A, the privilege notification information 73 displayed on the main screen of the terminal device 3 is given a continuous access achievement privilege such as “Achieved continuous access for 5 days! Go to privilege confirmation screen”. It is understandable content. Further, a hyperlink is set in the privilege notification information 73 (or the privilege notification information 73 may be in the form of a button that allows selection of the whole or a part of the privilege notification information 73), and the user notifies the privilege notification on the screen. Information 73 can be selected.
 ここで、ユーザが端末装置3を操作して特典通知情報73を選択する操作をすると、当該操作に応答して、ゲームサーバ1の報知手段58からは、図10Bに示す特典確認画面を表示させる画面データが端末装置3へ送信されてくる。この特典確認画面には、例えば、「連続アクセス達成ボーナス」という表示とともに、「強化ポイント +200ポイント」というような具体的な特典が表示され、ユーザは連続アクセス達成特典の内容を確認することができる。また、仲間ユーザが応援アクセス条件を満たしたことによって連続アクセス達成特典が付与された場合には、例えば「アクセスしなかった日が1日ありましたが、仲間の応援アクセスによって5日間連続アクセスを達成できました!」といった内容の文章も、併せて特典確認画面に表示される。これにより、ユーザは、仲間の応援アクセスにより連続アクセス達成特典が獲得できたことを明確に認識でき、仲間の存在を強く意識する。 Here, when the user operates the terminal device 3 and selects the privilege notification information 73, the privilege confirmation screen shown in FIG. 10B is displayed from the notification unit 58 of the game server 1 in response to the operation. The screen data is transmitted to the terminal device 3. On this privilege confirmation screen, for example, a specific benefit such as “enhancement point +200 points” is displayed together with a display of “continuous access achievement bonus”, and the user can confirm the content of the continuous access achievement bonus. . In addition, when a fellow user satisfies the support access conditions and is granted a continuous access achievement privilege, for example, “There was a day when the user did not access, but a friend's support access achieved continuous access for 5 days. A sentence such as “I was able to do it!” Is also displayed on the privilege confirmation screen. Thereby, the user can recognize clearly that the continuous access achievement privilege has been acquired by the friend's support access, and is strongly conscious of the existence of the friend.
 また、図10Bに示すように、特典確認画面に「受け取る」ボタン74を表示させ、ユーザによって当該ボタン74が選択されることによって、疑似的にプレゼント(ボーナスポイント)を受け取ることができるようにしてもよい。この場合、「受け取る」ボタン74が選択されたときに特典としてのボーナスポイントが有効になるようにしてもよい。この特典確認画面において、例えば「メイン画面へ」ボタン75が選択されると、前記のメイン画面へ戻ることができるようになっている。 Further, as shown in FIG. 10B, a “receive” button 74 is displayed on the privilege confirmation screen, and when the user selects the button 74, a present (bonus point) can be received in a pseudo manner. Also good. In this case, bonus points as benefits may be valid when the “receive” button 74 is selected. In this privilege confirmation screen, for example, when a “go to main screen” button 75 is selected, it is possible to return to the main screen.
 このように本実施の形態では、ゲームサーバ1からユーザの端末装置3に送信されるゲームのメイン画面データ内に特典通知情報73を含ませることによって、特典の発生を各ユーザに報知するようになっている。メイン画面はゲームの開始時に必ず表示される基本画面であり、このメイン画面内に特典通知情報73が表示されるようにすることにより、特典の発生を、ユーザに的確に報知することができる。 As described above, in the present embodiment, by including the privilege notification information 73 in the main screen data of the game transmitted from the game server 1 to the user's terminal device 3, the occurrence of the privilege is notified to each user. It has become. The main screen is a basic screen that is always displayed at the start of the game. By displaying the privilege notification information 73 in the main screen, the occurrence of the privilege can be accurately notified to the user.
 また、このメイン画面にはその他のオブジェクトや情報も多く含まれるため、特典の詳細については、図10Bに示す特典確認画面に遷移して確認できるようにしているが、これに限定されるものではない。例えば、ユーザの端末装置3がゲームサーバ1にアクセスしたとき、メイン画面よりも先に、図10Bに示す特典確認画面がユーザの端末装置3の表示部35に表示されるようにし、当該確認画面でユーザが連続アクセス達成特典の発生を確認してから、ユーザによる所定の操作によりメイン画面に遷移するようにしてもよい。 In addition, since the main screen includes many other objects and information, the details of the privilege can be confirmed by transitioning to the privilege confirmation screen shown in FIG. 10B. However, the present invention is not limited to this. Absent. For example, when the user terminal device 3 accesses the game server 1, the privilege confirmation screen shown in FIG. 10B is displayed on the display unit 35 of the user terminal device 3 before the main screen, and the confirmation screen is displayed. Then, after the user confirms the occurrence of the continuous access achievement privilege, the main screen may be changed by a predetermined operation by the user.
 このように報知手段58は、メイン画面等に特典の発生情報を表示させてユーザへの報知を行うので、前記のゲーム画面生成手段52bおよびゲーム画面送信手段52cと協働して当該報知の処理を行うようになっている。 As described above, the notifying unit 58 displays the privilege occurrence information on the main screen or the like to notify the user, so that the notifying process cooperates with the game screen generating unit 52b and the game screen transmitting unit 52c. Is supposed to do.
 また、報知手段58は、ユーザがアクセスを欠落した日の経過後(すなわち欠落日の確定後)、当該ユーザの仲間ユーザが応援アクセス条件を満たしていると仲間応援アクセス判定手段56が判定した場合、ユーザの仲間ユーザが応援アクセス条件を満たしたことによって連続アクセスが継続している旨をユーザの端末装置3に対して報知する機能を有する。報知手段58がこの報知処理を行うのは、仲間応援アクセス判定手段56が応援アクセス条件を満たしていると判定した後、ユーザの端末装置3がゲームサーバ1に最初にアクセスしたときであり、仲間応援アクセス判定手段56による判定から報知手段58による報知までにはある程度の時間差がある。そこで、ゲームサーバ1の報知手段58は、仲間応援アクセス判定手段56が応援アクセス条件を満たしていると判定したとき、当該ユーザのユーザIDと対応付けて、図9Aに示す連続アクセス継続報知フラグ(同図では継続報知フラグと省略記載)を「1」に設定し、これによって当該ユーザに連続アクセスが継続している旨を報知する必要がある状態を管理する。そして、アクセスを欠落した日の翌日中に、連続アクセス継続報知フラグとして「1」がセットされているユーザの端末装置3からゲームサーバ1へのアクセスがあったとき、報知手段58は、当該ユーザに、仲間ユーザが応援アクセス条件を満たしたことによって連続アクセスが継続している旨を報知し、併せて連続アクセス継続報知フラグを「0」にする。 Further, when the fellow support access determining means 56 determines that the fellow user of the user satisfies the support access condition after the day when the user has lost access (that is, after the missing date is confirmed), the notification means 58 is determined. In addition, the user has a function of notifying the user terminal device 3 that the continuous access is continued when the fellow user satisfies the support access condition. The notification unit 58 performs the notification process when the user's terminal device 3 first accesses the game server 1 after the fellow support access determination unit 56 determines that the support access condition is satisfied. There is a certain time difference between the determination by the support access determination unit 56 and the notification by the notification unit 58. Therefore, when the notification means 58 of the game server 1 determines that the fellow support access determination means 56 satisfies the support access conditions, the notification means 58 is associated with the user ID of the user, and the continuous access continuation notification flag ( In this figure, the continuation notification flag (abbreviated as “notified”) is set to “1”, thereby managing a state where it is necessary to notify the user that continuous access is continuing. When there is an access to the game server 1 from the terminal device 3 of the user for which “1” is set as the continuous access continuation notification flag during the day following the day when the access is lost, the notification means 58 In addition, the fact that the continuous access is continued when the fellow user satisfies the support access condition is notified, and the continuous access continuation notification flag is set to “0”.
 なお、仲間ユーザの応援アクセスにより連続アクセスが一旦は継続した状態になったものの、アクセスを欠落した日の翌日中にユーザがゲームサーバ1にアクセスしなかったために、結局、連続アクセスが途切れてしまった場合、報知手段58による連続アクセス継続中の報知は行われることはない。よって、連続アクセスが途切れたときも、連続アクセス継続報知フラグが「0」に設定されることになる。但し、このように連続アクセスが途切れた場合であっても、ゲームサーバ1の報知手段58は、仲間ユーザが応援アクセス条件を満たした事実についてはユーザの端末装置3へ報知するようにしてもよい。 In addition, although the continuous access once has been continued due to the support access of the fellow user, since the user did not access the game server 1 on the day after the day when the access was lost, the continuous access was eventually interrupted. In this case, the notification during continuous access by the notification unit 58 is not performed. Therefore, even when continuous access is interrupted, the continuous access continuation notification flag is set to “0”. However, even if continuous access is interrupted in this way, the notification means 58 of the game server 1 may notify the user's terminal device 3 of the fact that the fellow user satisfies the support access condition. .
 報知手段58による連続アクセス継続中の旨の報知例を、図11A及び図11Bに示している。図11Aは、ゲームのメイン画面中に連続アクセス継続中の旨を表示してユーザに報知する例を示すものである。ユーザが連続アクセスを欠落した日の翌日において、仲間応援アクセス判定手段56が仲間による応援アクセス条件を満たしていると判定した後、ユーザの端末装置3がゲームサーバ1に最初にアクセスしたとき、ゲームサーバ1の報知手段58からは、図11Bに示すメイン画面を表示させる画面データが、ユーザの端末装置3へ送信される。このメイン画面には、前述のユーザのチーム名70、選手カード71、ゲーム情報72などが表示されるとともに、連続アクセス継続通知情報76も表示される。この連続アクセス継続通知情報76は、例えば「仲間の応援アクセスにより連続アクセス継続中!残り2日の連続アクセスで特典獲得!」というような、仲間ユーザが応援アクセス条件を満たしたことによって連続アクセスが途切れることなく継続していることが分かる内容である。 11A and 11B show notification examples indicating that continuous access is being continued by the notification means 58. FIG. FIG. 11A shows an example in which the fact that continuous access is continuing is displayed on the main screen of the game to notify the user. When the user's terminal device 3 first accesses the game server 1 after the user's terminal device 3 first accesses the game server 1 after determining that the friend's support access determination means 56 satisfies the support access condition by the friend on the day after the day when the user has lost continuous access, Screen data for displaying the main screen shown in FIG. 11B is transmitted from the notification unit 58 of the server 1 to the terminal device 3 of the user. On the main screen, the team name 70, the player card 71, the game information 72, etc. of the user are displayed, and the continuous access continuation notification information 76 is also displayed. The continuous access continuation notification information 76 is, for example, that continuous access is performed when a fellow user satisfies the support access conditions such as “continuous access is being continued due to fellow support access! The content shows that it continues without interruption.
 これにより、ユーザは、ゲームサーバ1へアクセスできなかった翌日に、仲間ユーザの応援アクセスにより連続アクセスが継続している事実を認識できる。よって、ユーザは、仲間の存在を強く意識するとともに、以降も連続的にゲームサーバ1にアクセスして連続アクセス達成特典を獲得しようとする意識が強く働く。このため、ユーザによる継続的なゲームサーバ1へのアクセスを、効果的に促すことができる。 Thereby, the user can recognize the fact that the continuous access is continued by the support access of the fellow user on the next day when the game server 1 cannot be accessed. Therefore, the user is strongly conscious of the existence of his / her friend, and has a strong consciousness of continuously accessing the game server 1 and acquiring the continuous access achievement privilege. For this reason, continuous access to the game server 1 by the user can be effectively promoted.
 図11Bは、ゲームのメイン画面以外の画面中に連続アクセス継続中の旨を表示してユーザに報知する例を示すものである。ユーザが連続アクセスを欠落した日の翌日に、ユーザの端末装置3がゲームサーバ1に最初にアクセスしたとき、ゲームサーバ1の報知手段58からは、例えばメイン画面よりも前に、図11Bに示す画面データが、ユーザの端末装置3へ送信される。この画面では、昨日(欠落日と同じ日)の仲間のゲームへのアクセス実績および応援アクセス条件を満たした旨が表示される。図11Bでは、「昨日、仲間10人中8人がゲームにアクセスしました。応援アクセス条件(仲間の8割以上のアクセス)をクリア!」という仲間のアクセス実績等の表示例を示している。また、この画面には、図11Aと同様の連続アクセス継続通知情報76が表示され、仲間ユーザが応援アクセス条件を満たしたことによって連続アクセスが途切れることなく継続している旨がユーザに報知される。図11Bの画面において、例えば「メイン画面へ」ボタン75がユーザにより選択されると、ゲームサーバ1からメイン画面データがユーザの端末装置3へ送信され、端末装置3の画面がメイン画面へと遷移する。 FIG. 11B shows an example of notifying the user by displaying that continuous access is continuing on a screen other than the main screen of the game. When the user's terminal device 3 first accesses the game server 1 on the day after the day when the user has lost continuous access, the notification means 58 of the game server 1 shows, for example, before the main screen, as shown in FIG. 11B. The screen data is transmitted to the user terminal device 3. This screen displays that yesterday (the same day as the missing date) that the companion game access record and support access conditions have been satisfied. FIG. 11B shows a display example of a friend's access record such as “Yesterday, 8 out of 10 friends have accessed the game. Clear the support access condition (access 80% or more of friends)!”. Moreover, the continuous access continuation notification information 76 similar to FIG. 11A is displayed on this screen, and the user is informed that the continuous access is continued without interruption when the fellow user satisfies the support access condition. . In the screen of FIG. 11B, for example, when the “go to main screen” button 75 is selected by the user, the main screen data is transmitted from the game server 1 to the user terminal device 3, and the screen of the terminal device 3 transitions to the main screen. To do.
 次に、メッセージ伝達手段59について説明する。メッセージ伝達手段59は、各ユーザの端末装置3から送信された他のユーザ宛のメッセージを受信するとともに、当該メッセージを当該他のユーザへ伝達する機能を有する。このメッセージ伝達手段59は、メッセージ記憶制御部59aを備えている。 Next, the message transmission means 59 will be described. The message transmission unit 59 has a function of receiving a message addressed to another user transmitted from the terminal device 3 of each user and transmitting the message to the other user. The message transmission means 59 includes a message storage control unit 59a.
 図12には、メッセージ記憶制御部59aがデータベースサーバ2に記憶して管理する、受信メッセージに関する情報の一例を示している。このメッセージ記憶制御部59aは、メッセージを受け取った受信側ユーザのユーザIDと対応付けて、送信元のユーザID、メッセージの内容、送信日時などのメッセージに関する情報を、受信側のユーザのユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。図12の例では、ユーザID=“000002”の受信側ユーザ1人分の受信メッセージに関する情報を示しており、当該ユーザは、ユーザID=“000001”のユーザから「アクセス頑張ろう!」、ユーザID=“000038”のユーザから「明日はアクセスできないので応援アクセスお願いします!」、ユーザID=“000145”のユーザから「今週もよろしく!」というメッセージをそれぞれ受け取っている。 FIG. 12 shows an example of information related to a received message that is stored and managed in the database server 2 by the message storage control unit 59a. The message storage control unit 59a associates information about the message such as the user ID of the transmission source, the content of the message, and the transmission date with the user ID of the reception side user who received the message, for each user ID of the reception side user. Are stored in a predetermined storage area of the database server 2. The example of FIG. 12 shows information related to the received message for one receiving user with the user ID = “000002”, and the user has the user ID = “000001” to “access hard!” From the user with ID = “000038”, the message “Please support us because we cannot access tomorrow!” And the message “Thank you this week!” From the user with user ID = “000145”, respectively.
 ここで、ユーザが自分の仲間ユーザに対してメッセージを送る操作の一例を説明する。図13Aには、ゲームサーバ1から送信された画面データに基づいて、ユーザの端末装置3に表示される仲間リスト画面の一例を示している。この仲間リスト画面は、例えばユーザが端末装置3を操作してメイン画面中の「仲間メニュー」を選択することによって表示される画面である。この仲間リスト画面には、ユーザと仲間関係にある仲間ユーザの情報がリストアップされて表示される。なお、画面に表示しきれない仲間ユーザの情報については、画面をスクロールするまたは仲間リストの2ページ目以降をゲームサーバ1にリクエストして別画面として表示することができる。 Here, an example of an operation in which a user sends a message to his / her fellow user will be described. FIG. 13A shows an example of a buddy list screen displayed on the user terminal device 3 based on the screen data transmitted from the game server 1. This buddy list screen is a screen that is displayed, for example, when the user operates the terminal device 3 and selects “buddy menu” in the main screen. On this buddy list screen, information of buddy users who are in a buddy relationship with the user is listed and displayed. In addition, about the information of the fellow user who cannot be displayed on a screen, the screen can be scrolled or the 2nd page or more of a fellow list can be requested to the game server 1, and can be displayed as another screen.
 この仲間リスト画面内にはリストアップされた仲間ユーザ毎の情報表示領域が設けられており、各情報表示領域には、仲間ユーザのゲーム情報81(ユーザ名、チーム名、ユーザのレベル、仲間の人数、所属リーグのレベル等)、当該ユーザの分身的なキャラクタであるアバター82、当該ユーザが所有するリーダーの選手カード83などとともに、エールボタン84というオブジェクトも表示される。そして、ユーザがこのエールボタン84を選択することで、自分の仲間ユーザに対してエール(応援)を送る(応援の意思表示をする)ことができるようになっている。ユーザは、仲間ユーザにエールのみを送ることもできるが、以下に説明するように、さらにメッセージも送ることができる。 In this buddy list screen, an information display area for each buddy user listed is provided, and each information display area includes game information 81 of the buddy user (user name, team name, user level, buddy's The number of people, the league level, etc.), an avatar 82 that is the user's alternate character, the player card 83 of the leader owned by the user, and an object called an ale button 84 are also displayed. Then, when the user selects this ale button 84, it is possible to send ale (support) to his / her fellow users (display a support intention). The user can send only ale to fellow users, but can also send messages as described below.
 ユーザの端末装置3における操作によりエールボタン84が選択された場合、当該操作が端末装置3からゲームサーバ1へ伝えられる。その後、ゲームサーバ1からは、例えば図13Bに示すメッセージ入力画面のデータが端末装置3へ送信され、端末装置3に当該メッセージ入力画面が表示される。このメッセージ入力画面には、例えば、仲間ユーザ(図13Bの例ではユーザB)に対してエールを送った旨を示す文章等が表示されるとともに、メッセージ入力領域85および送信ボタン86というオブジェクトも表示される。そして、ユーザは、端末装置3を操作してメッセージ入力領域85に任意のメッセージを入力し、送信ボタン86を選択することによって、端末装置3からは仲間ユーザ宛のメッセージがゲームサーバ1へ送信される。図13Bでは「アクセス頑張ろう!」というメッセージをユーザが入力した例を示している。なお、データベースサーバ2における記憶容量を考慮して、メッセージ入力領域85に入力できる文字に制限(例えば全角30文字以内)を設けてもよい。 When the ale button 84 is selected by the user's operation on the terminal device 3, the operation is transmitted from the terminal device 3 to the game server 1. Thereafter, from the game server 1, for example, data of a message input screen illustrated in FIG. 13B is transmitted to the terminal device 3, and the message input screen is displayed on the terminal device 3. On this message input screen, for example, text indicating that ale is sent to a fellow user (user B in the example of FIG. 13B) is displayed, and objects such as a message input area 85 and a send button 86 are also displayed. Is done. Then, the user operates the terminal device 3 to input an arbitrary message in the message input area 85 and selects the transmission button 86, whereby a message addressed to the fellow user is transmitted from the terminal device 3 to the game server 1. The FIG. 13B shows an example in which the user inputs a message “Let's do our best!”. In consideration of the storage capacity in the database server 2, there may be a restriction (for example, within 30 full-width characters) on characters that can be input in the message input area 85.
 なお、メッセージ入力画面には、仲間ユーザ(この例ではユーザB)のページへ遷移するためのハイパーリンク87が表示されており、このリンクを選択することにより当該仲間ユーザのゲーム情報の詳細が記載されたページを表示できる。また、メッセージ入力画面には、仲間リストへ遷移するためのハイパーリンク88やメイン画面へ遷移するためのハイパーリンク89なども表示されており、これらのリンクを選択することにより仲間リストやメイン画面に戻れるようになっている。 In addition, the hyperlink 87 for changing to the page of a fellow user (in this example, user B) is displayed on the message input screen, and the details of the game information of the fellow user are described by selecting this link. Displayed pages. In addition, a hyperlink 88 for transitioning to the buddy list and a hyperlink 89 for transitioning to the main screen are also displayed on the message input screen. By selecting these links, a buddy list or main screen is displayed. You can come back.
 このメッセージ入力画面でのユーザの操作により端末装置3からメッセージが送信された場合、ゲームサーバ1では、メッセージ伝達手段59のメッセージ記憶制御部59aが、端末装置3から受信した仲間ユーザ宛のメッセージを、当該仲間ユーザのユーザIDと対応させてデータベースサーバ2に記憶する(図12参照)。そして、当該仲間ユーザの端末装置3がゲームサーバ1へアクセスしたとき、ゲームサーバ1のメッセージ伝達手段59は、メッセージ、送信元のユーザ名、送信時間等を表示させる画面データを端末装置3に送信する。これにより、この画面データを受信したユーザの端末装置3にはメッセージ等が表示され、他の仲間から受け取ったメッセージを画面で確認できるようになっている。 When a message is transmitted from the terminal device 3 by a user operation on this message input screen, the message storage control unit 59a of the message transmission means 59 in the game server 1 sends a message addressed to the fellow user received from the terminal device 3. Then, it is stored in the database server 2 in association with the user ID of the fellow user (see FIG. 12). When the fellow user's terminal device 3 accesses the game server 1, the message transmission means 59 of the game server 1 transmits screen data for displaying a message, a transmission source user name, a transmission time, and the like to the terminal device 3. To do. As a result, a message or the like is displayed on the terminal device 3 of the user who has received this screen data, and the message received from another friend can be confirmed on the screen.
 このように、本実施の形態のゲームシステムでは、図13A及び図13Bに例示するようなコミュニケーションツールを使用して、仲間同士が何時でもコミュニケーションをとることができるようになっている。 As described above, in the game system according to the present embodiment, the communication tools illustrated in FIGS. 13A and 13B can be used to communicate with each other at any time.
 図13A及び図13Bの例では、ユーザの仲間に対してメッセージを送る例を説明したが、仲間関係にはない他のユーザに対しても、エールを送ったりメッセージを送ったりすることができる。例えば、後述する仲間候補リスト画面(図31参照)にリストアップされた仲間ではない他のユーザに対して、仲間の場合と同様の操作により、エールやメッセージを送ることが可能である。 In the example of FIGS. 13A and 13B, the example in which a message is sent to a user's associate has been described. However, it is possible to send an ale or a message to other users who are not in a friend relationship. For example, it is possible to send an ale or a message to other users who are not listed on the fellow candidate list screen (see FIG. 31), which will be described later, by the same operation as that of the fellow.
 ところで、上記の説明では、仲間管理手段53が管理している各ユーザの仲間情報、アクセス管理手段55が管理している各ユーザのアクセス情報、メッセージ伝達手段59が管理しているメッセージに関する情報は、便宜上、ゲーム情報管理手段51が管理している各種情報とは区別して記載しているが、これらの情報は何れもゲームサーバ1が管理するゲーム情報に含まれるものである。 By the way, in the above description, the information about each user who is managed by the fellow management means 53, the access information of each user which is managed by the access management means 55, and the information about the message which is managed by the message transmission means 59 are as follows. For convenience, the information is described separately from the various information managed by the game information management means 51, but these pieces of information are all included in the game information managed by the game server 1.
 〔ゲームシステムの動作〕
 上記の構成において、本発明の実施の形態に係るゲームシステムの動作例を、図14のフローチャートを参照しながら以下に説明する。図14は、ユーザが端末装置3を操作してゲームサーバ1にアクセスしてゲームサービスを受けるときの、端末装置3およびゲームサーバ1の処理の基本的な流れを示すものである。
[Game system operation]
In the above configuration, an example of the operation of the game system according to the embodiment of the present invention will be described below with reference to the flowchart of FIG. FIG. 14 shows a basic flow of processing of the terminal device 3 and the game server 1 when the user operates the terminal device 3 to access the game server 1 to receive a game service.
 ユーザがゲームサービスを受ける場合、先ず、端末装置3の操作入力部40を操作してウェブブラウザを起動する(S11)。その後、ユーザは、ゲームサーバ1が管理するゲームサイトにアクセスする操作を行い、これにより、端末装置3からゲームサーバ1へアクセスリクエストが送信される(S12)。このとき、ゲームサーバ1は、端末装置3からのアクセスに対するログイン認証を行い(S21)、ゲームサービスの利用登録がなされているユーザからのアクセスであることを確認する。その後、ゲームサーバ1は、HTML等で記述されたメイン画面データを端末装置3に送信する(S22)。そして、メイン画面データを受信した端末装置3では、ウェブブラウザが当該データを解釈し、メイン画面を表示部35に表示させる(S13)。 When the user receives the game service, first, the web browser is started by operating the operation input unit 40 of the terminal device 3 (S11). Thereafter, the user performs an operation of accessing a game site managed by the game server 1, and an access request is transmitted from the terminal device 3 to the game server 1 (S12). At this time, the game server 1 performs login authentication for access from the terminal device 3 (S21), and confirms that the access is from a user who is registered for use of the game service. Thereafter, the game server 1 transmits main screen data described in HTML or the like to the terminal device 3 (S22). In the terminal device 3 that has received the main screen data, the web browser interprets the data and displays the main screen on the display unit 35 (S13).
 図10Aに例示するように、メイン画面には、ユーザのチーム名70、ユーザが所有する選手カードの中からリーダーとして選択された選手カード71の画像、ユーザのゲーム情報72(ユーザのレベル、行動力ポイント、運営コスト、強化ポイント、エールポイント、所有する選手カードの数、仲間人数など)が表示される。また、上述の特典通知情報73なども表示される。さらに、このメイン画面には、端末装置3の方向キー等を操作して画面をスクロールさせることによって、図示しないゲームモードの選択ボタン、各種メニューボタン、仲間の動き情報、他のユーザからのメッセージなど、様々なオブジェクトや情報が表示されるようになっている。 As illustrated in FIG. 10A, the main screen includes a user team name 70, an image of a player card 71 selected as a leader among player cards owned by the user, user game information 72 (user level, action Power points, operating costs, reinforcement points, ale points, number of player cards owned, number of friends, etc.) are displayed. In addition, the above-described privilege notification information 73 and the like are also displayed. Furthermore, on this main screen, by operating the direction keys of the terminal device 3 and scrolling the screen, a game mode selection button (not shown), various menu buttons, fellow movement information, messages from other users, etc. Various objects and information are displayed.
 ここでユーザが、画面に表示されている選択可能なボタン等のオブジェクトやハイパーリンクを選択する操作をすると、当該操作に応じた画面のリクエストが端末装置3からゲームサーバ1へ送信される(S14)。このリクエストを受信したゲームサーバ1は、ユーザの操作に応じた演算処理やデータ処理を行ってゲームを実行し(S23)、実行結果を反映させたゲーム画面データを端末装置3へ送信する(S24)。そして、画面データを受信した端末装置3では、ウェブブラウザが当該データを解釈し、ゲーム画面を表示部35に表示させる(S15)。 Here, when the user performs an operation of selecting an object such as a selectable button or a hyperlink displayed on the screen, a screen request corresponding to the operation is transmitted from the terminal device 3 to the game server 1 (S14). ). Receiving this request, the game server 1 performs arithmetic processing and data processing according to the user's operation to execute the game (S23), and transmits game screen data reflecting the execution result to the terminal device 3 (S24). ). And in the terminal device 3 which received screen data, a web browser interprets the said data and displays a game screen on the display part 35 (S15).
 以降は、ユーザの端末装置3においては前記のS14およびS15が繰り返され、ゲームサーバ1においては前記のS23およびS24が繰り返され、これにより、端末装置3の画面に表示されている選択可能なボタン等をユーザが選択する度に、端末装置3のゲーム画面が次々と切り替わり、ゲームを進行させることができる。 Thereafter, the above-described S14 and S15 are repeated in the user terminal device 3, and the above-described S23 and S24 are repeated in the game server 1, whereby the selectable button displayed on the screen of the terminal device 3 Etc., the game screen of the terminal device 3 is switched one after another, and the game can be advanced.
 その後、ユーザが端末装置3を操作してゲーム画面を閉じた場合(S16)、ゲームサーバ1はログアウト処理を行う(S25)。例えば、ユーザがウェブブラウザを閉じた場合、ゲームサーバ1はセッションタイムアウト後にログアウト処理を行う。 Thereafter, when the user operates the terminal device 3 to close the game screen (S16), the game server 1 performs logout processing (S25). For example, when the user closes the web browser, the game server 1 performs logout processing after a session timeout.
 ところで、本ゲームシステムにおいては、ユーザがゲームサーバ1からログアウトした場合であっても、ゲームサーバ1側で当該ユーザのゲーム情報を読み出してゲームを進行させることができる。例えば、ログアウトしているユーザのチームに対して、ログインしている他のユーザが対戦(個別対戦)を仕掛けてくることもあり、ゲームサーバ1のゲーム進行手段52は、ユーザがログインしているか否かに依らずに、各ユーザのゲーム情報をデータベースサーバ2から読み出して対戦を実行し、その実行結果を反映させて各ユーザのゲーム情報を更新する。また、リーグ戦モードでは、ユーザによる端末装置3の操作なしに、ゲームサーバ1のゲーム進行手段52が、各ユーザのゲーム情報をデータベースサーバ2から読み出して、自動でリーグ戦の試合を実行する。このように、ユーザがゲームサーバ1からログアウトしているときに実行された対戦の結果は、その後、ユーザがゲームサーバ1にアクセスしたときに画面で確認することができる。 By the way, in this game system, even when the user logs out from the game server 1, the game server 1 side can read the game information of the user and advance the game. For example, another logged-in user may start a battle (individual battle) against the logged-out user's team, and the game progress means 52 of the game server 1 determines whether the user is logged in. Regardless of whether or not, the game information of each user is read from the database server 2 and the battle is executed, and the game information of each user is updated to reflect the execution result. Further, in the league game mode, the game progress means 52 of the game server 1 reads out the game information of each user from the database server 2 and automatically executes the league game without the user operating the terminal device 3. Thus, the result of the battle executed when the user is logged out from the game server 1 can be confirmed on the screen when the user accesses the game server 1 thereafter.
 〔ゲーム管理装置の動作〕
 次に、本発明の実施の形態に係るゲーム管理装置のより詳細な動作例を、図15ないし図17のフローチャートを参照しながら説明する。図15ないし図17は、ある一人のユーザを対象としたゲームサーバ1の処理の流れを示すものであり、ゲームサーバ1が管理している各々のユーザに対して同様の処理が行われる。
[Operation of game management device]
Next, a more detailed operation example of the game management device according to the embodiment of the present invention will be described with reference to the flowcharts of FIGS. FIG. 15 to FIG. 17 show the processing flow of the game server 1 for a single user, and the same processing is performed for each user managed by the game server 1.
 図15のフローチャートは、現実世界の1日(単位期間)が終了する度に実行される処理を例示するものであり、例えば毎日午前0時に処理が開始される。この処理の開始時間になれば(S31でYES)、ユーザが前日にゲームサーバ1へ少なくとも1回以上アクセスしたか否かが判断される(S32)。この判断は、図9Aに示すアクセス情報(1日前のアクセスの有無を示す情報)に基づいて行うことができる。 The flowchart in FIG. 15 exemplifies a process that is executed every time one day (unit period) in the real world ends. For example, the process is started every day at midnight. If it is the start time of this process (YES in S31), it is determined whether or not the user has accessed the game server 1 at least once on the previous day (S32). This determination can be made based on the access information shown in FIG. 9A (information indicating the presence or absence of access one day ago).
 ユーザが前日にゲームサーバ1へアクセスしていなかった場合(S32でNO)、この前日のアクセスの欠落が、連続5日間の途中で生じたアクセス欠落日の1日目に該当するか否かが判断される(S33)。本実施の形態では、連続5日間のうち埋め合わせ可能な欠落日を1日のみとしているので、もしも前日のアクセスの欠落が2日目の欠落日であった場合には(S33でNO)、ユーザのゲームサーバ1への連続アクセスは途絶えたことになり、S40に移行して図9Aに示す連続アクセス日数が「0日」に初期化される。 If the user has not accessed the game server 1 on the previous day (NO in S32), whether or not the lack of access on the previous day corresponds to the first day of the missing access that occurred in the middle of five consecutive days. Determination is made (S33). In the present embodiment, since the missing date that can be compensated is only one day in the five consecutive days, if the lack of access on the previous day is the missing date on the second day (NO in S33), the user The continuous access to the game server 1 is interrupted, the process proceeds to S40, and the continuous access days shown in FIG. 9A are initialized to “0 days”.
 前日のアクセスの欠落が、連続5日間の途中で生じたアクセス欠落日の1日目であった場合(S33でYES)、ユーザの仲間が応援アクセス条件を満たしているか否かの判定処理(S34およびS35)に移行する。図15では、「欠落日と同一の日に、ゲームサーバ1に1回以上アクセスをした仲間ユーザの当該仲間ユーザ全体に占める割合が0.8以上」を応援アクセス条件とした例について示している。S34において、前日(すなわち欠落日と同一の日)に、ゲームサーバ1に1回以上アクセスをした仲間ユーザの当該仲間ユーザ全体に占める割合Rを算出する。その後、S35において、算出された割合Rが0.8以上という応援アクセス条件を満たすか否かが判定される。 When the previous day's lack of access is the first day of the missing access date that occurred in the middle of five consecutive days (YES in S33), a determination process as to whether or not the user's associates satisfy the support access condition (S34) And the process proceeds to S35). FIG. 15 shows an example in which the support access condition is “the proportion of the fellow users who have accessed the game server 1 at least once on the same day as the missing day is 0.8 or more in the whole fellow users”. . In S34, the ratio R of all the fellow users who have accessed the game server 1 at least once on the previous day (that is, the same day as the missing day) is calculated. Thereafter, in S35, it is determined whether or not the calculated ratio R satisfies the support access condition of 0.8 or more.
 前記の応援アクセス条件を満たしていない場合(S35でNO)、ユーザの連続アクセスは途絶えたことになり、S40に移行して連続アクセス日数が「0日」に初期化される。一方、前記の応援アクセス条件を満たしている場合(S35でYES)、ゲームサーバ1は、ユーザが前日にゲームサーバ1へアクセスしたとみなし、連続アクセス継続処理を行う(S36)。この連続アクセス継続処理の具体的な処理例としては、図9Aに示すユーザのアクセス情報を次のように設定・変更することである。すなわち、ゲームサーバ1は、応援アクセス条件を満たしたか否かを示す情報(1日前の情報)を「1」に設定し、連続アクセス日数のカウントを1つ増加させ、連続アクセス継続報知フラグを「1」に設定する。 If the above-mentioned support access condition is not satisfied (NO in S35), the user's continuous access is interrupted, and the process proceeds to S40, where the continuous access days are initialized to “0 days”. On the other hand, when the above-mentioned support access conditions are satisfied (YES in S35), the game server 1 considers that the user has accessed the game server 1 on the previous day, and performs continuous access continuation processing (S36). As a specific processing example of the continuous access continuation processing, the user access information shown in FIG. 9A is set / changed as follows. That is, the game server 1 sets information indicating whether or not the support access condition is satisfied (information one day before) to “1”, increments the count of consecutive access days by one, and sets the continuous access continuation notification flag to “ Set to “1”.
 その後、5日間の連続アクセスを達成したか否かが判断される(S37)。前日が連続5日間の最終日であった場合、ユーザの仲間が応援アクセス条件を満たしたことによって、ユーザが連続アクセスを達成する(S37でYES)。この場合、連続アクセス特典付与手段57は、ゲーム上有利になるようにユーザのゲーム情報を変更して連続アクセス達成特典を付与する(S38)。例えば、所定の強化ポイントをボーナスポイントとしてユーザに付与する場合、当該ユーザのユーザIDに対応するゲーム情報(図6に例示するユーザの特典情報および強化ポイントの情報)が変更されることになる。この連続アクセス達成特典の付与処理後、ゲームサーバ1は、図6に示す特典報知フラグを「1」に設定するとともに(S39)、図9Aに示す連続アクセス日数を「0日」に初期化する(S40)。 Thereafter, it is determined whether or not continuous access for 5 days has been achieved (S37). When the previous day is the last day of 5 consecutive days, the user achieves continuous access when the user's friends satisfy the support access condition (YES in S37). In this case, the continuous access privilege grant means 57 changes the user's game information so as to be advantageous in terms of the game, and grants the continuous access achievement privilege (S38). For example, when a predetermined enhancement point is given to a user as a bonus point, game information (user privilege information and enhancement point information illustrated in FIG. 6) corresponding to the user ID of the user is changed. After the continuous access achievement privilege grant processing, the game server 1 sets the privilege notification flag shown in FIG. 6 to “1” (S39), and initializes the continuous access days shown in FIG. 9A to “0 days”. (S40).
 一方、前日が連続5日間の最終日でなかった場合は、この時点では未だ5日間の連続アクセスが達成されていないので(S37でNO)、連続アクセス達成特典の付与処理が行われることなく図15のルーチンを終了する。 On the other hand, if the previous day is not the last day of five consecutive days, the continuous access for five days has not been achieved yet at this point (NO in S37). The routine of 15 is finished.
 このように、本実施の形態では、ユーザがゲームサーバ1へアクセスできなかった欠落日が存在しても、ユーザの仲間が応援アクセス条件を満たすことによって、ユーザの連続アクセスが継続される。 As described above, in the present embodiment, even if there is a missing date when the user could not access the game server 1, the user's fellows satisfy the support access condition, so that the user's continuous access is continued.
 次に、図16のフローチャートを参照しながら、ユーザがゲームサーバ1へアクセスした場合におけるゲーム管理装置(ゲームサーバ1)の動作について説明する。ゲームサーバ1の認証手段54は、ユーザの端末装置3からアクセス要求を受けたとき(S51でYES)、端末装置3から送信されてきたログインID・パスワード、または携帯電話端末の個体識別番号等に基づいて、アクセスを許可するか否かを判断するログイン認証を行う(S52)。ここで、認証手段54がアクセスを許可しない場合(S52でNO)、ゲームサーバ1は、端末装置3にゲームサービスの利用登録を促す画面データを送信する(S53)。 Next, the operation of the game management device (game server 1) when the user accesses the game server 1 will be described with reference to the flowchart of FIG. When receiving the access request from the user terminal device 3 (YES in S51), the authentication means 54 of the game server 1 uses the login ID / password transmitted from the terminal device 3 or the individual identification number of the mobile phone terminal. Based on this, login authentication is performed to determine whether or not to permit access (S52). Here, when the authentication means 54 does not permit access (NO in S52), the game server 1 transmits screen data that prompts the terminal device 3 to use the game service (S53).
 一方、認証手段54がアクセスを許可する場合(S52でYES)、アクセス管理手段55がユーザのアクセス情報を記憶する(S54)。例えば、図9Aに示すように、アクセス管理手段55のアクセス情報記憶制御部53aが、ユーザIDと対応付けて、ユーザの当日のアクセス情報を更新する(すなわち、アクセスの有無を表す情報ビットを「1」に設定する)。さらに、ゲームサーバ1のアクセス管理手段55は、図9Aに示す連続アクセス日数のカウントを1つ増加させる(S55)。 On the other hand, when the authentication unit 54 permits access (YES in S52), the access management unit 55 stores user access information (S54). For example, as shown in FIG. 9A, the access information storage control unit 53a of the access management means 55 updates the access information on the current day of the user in association with the user ID (that is, sets an information bit indicating the presence or absence of access to “ 1 ”). Furthermore, the access management means 55 of the game server 1 increases the count of the continuous access days shown in FIG. 9A by one (S55).
 その後、連続アクセス日数が5日に達しているか否かが判断される(S56)。ここで、ユーザの連続アクセス日数が5日に達している場合(S56でYES)、連続アクセス特典付与手段57が、ゲーム上有利になるように当該ユーザのゲーム情報を変更して連続アクセス達成特典を付与する(S57)。この連続アクセス達成特典の付与処理後は、図9Aに示す連続アクセス日数が「0日」に初期化される(S58)。そして、報知手段58が、連続アクセス達成特典が付与された旨をユーザに報知するための画面データを生成する(S59)。例えば、図10Aに示すように、ゲームのメイン画面内に特典通知情報73を含ませた画面データが生成される。その後、ゲームサーバ1は、特典通知情報73を含んだメイン画面データをユーザの端末装置3へ送信する(S60)。これにより、ユーザの端末装置3には、図10Aに例示されるような特典通知情報73を含んだメイン画面が表示されるので、ユーザは、連続アクセス達成特典を獲得したことを認識できる。 Thereafter, it is determined whether or not the number of consecutive access days has reached 5 (S56). Here, when the number of continuous access days of the user has reached 5 (YES in S56), the continuous access privilege granting means 57 changes the user's game information so that it is advantageous for the game, and the continuous access achievement privilege (S57). After the continuous access achievement privilege grant processing, the continuous access days shown in FIG. 9A are initialized to “0 days” (S58). And the alerting | reporting means 58 produces | generates the screen data for alerting | reporting to a user that the continuous access achievement privilege was provided (S59). For example, as shown in FIG. 10A, screen data including privilege notification information 73 in the main screen of the game is generated. Thereafter, the game server 1 transmits main screen data including the privilege notification information 73 to the user's terminal device 3 (S60). Thereby, since the main screen including the privilege notification information 73 illustrated in FIG. 10A is displayed on the user terminal device 3, the user can recognize that the continuous access achievement privilege has been acquired.
 一方、ユーザの連続アクセス日数が5日に達していない場合(S56でNO)、特典報知フラグが「1」に設定されているか否かが判断される(S61)。すなわち、本実施の形態では、上述のように、連続5日間の最終日にゲームサーバ1へアクセスできなかったユーザの仲間が応援アクセス条件を満たしたことによって、当該ユーザが連続アクセスを達成することもあり、この場合、特典報知フラグが「1」に設定されている。よって、特典報知フラグが「1」に設定されている場合(S61でYES)、前記S59に移行して、連続アクセス達成特典が付与された旨をユーザに報知するための画面データが生成されることになる(S59)。なお、S61経由でS59が実行された場合は、フローチャートには図示していないが特典報知フラグが「0」に設定されることになる。その後、ゲームサーバ1は、例えば図10Aに示す特典通知情報73を含んだメイン画面データをユーザの端末装置3へ送信する(S60)。これにより、ユーザの端末装置3には、特典通知情報73を含んだメイン画面が表示されるので、ユーザは、連続5日間の最終日にゲームサーバ1にアクセスできなかったにもかかわらず、仲間の応援アクセスにより連続アクセス達成特典を獲得したことを認識できる。 On the other hand, if the number of continuous access days of the user has not reached 5 (NO in S56), it is determined whether or not the privilege notification flag is set to “1” (S61). That is, in the present embodiment, as described above, the user who has not been able to access the game server 1 on the last day of five consecutive days satisfies the support access condition, so that the user achieves continuous access. In this case, the privilege notification flag is set to “1”. Therefore, when the privilege notification flag is set to “1” (YES in S61), the process proceeds to S59, and screen data for notifying the user that the continuous access achievement privilege has been granted is generated. (S59). When S59 is executed via S61, although not shown in the flowchart, the privilege notification flag is set to “0”. Thereafter, the game server 1 transmits main screen data including, for example, the privilege notification information 73 shown in FIG. 10A to the user terminal device 3 (S60). Thereby, since the main screen including the privilege notification information 73 is displayed on the user's terminal device 3, the user cannot access the game server 1 on the last day of five consecutive days, It is possible to recognize that a continuous access achievement privilege has been acquired through the support access of
 また、S61において特典報知フラグが「1」に設定されていない場合には、連続アクセス継続報知フラグが「1」に設定されているか否かが判断される(S62)。すなわち、本実施の形態では、上述のように、ユーザがゲームサーバ1へアクセスできなかった欠落日が存在しても、ユーザの仲間が応援アクセス条件を満たすことによって、ユーザの連続アクセスが継続され、この場合、連続アクセス継続報知フラグが「1」に設定されている。よって、連続アクセス継続報知フラグが「1」に設定されている場合(S62でYES)、ユーザの仲間ユーザが応援アクセス条件を満たしたことによって連続アクセスが継続している旨を報知するための画面データが、報知手段58によって生成されることになる(S63)。例えば、図11Aに示すように、ゲームのメイン画面内に連続アクセス継続通知情報76を含ませた画面データが生成される。その後、ゲームサーバ1は、連続アクセス継続通知情報76を含んだメイン画面データをユーザの端末装置3へ送信する(S60)。これにより、ユーザの端末装置3には、連続アクセス継続通知情報76を含んだメイン画面が表示されるので、ユーザは、前日にゲームサーバ1にアクセスできなかったにもかかわらず、仲間の応援アクセスにより連続アクセスが継続していることを認識できる。 If the privilege notification flag is not set to “1” in S61, it is determined whether or not the continuous access continuation notification flag is set to “1” (S62). That is, in the present embodiment, as described above, even if there is a missing date when the user could not access the game server 1, continuous access by the user is continued when the user's associates satisfy the support access condition. In this case, the continuous access continuation notification flag is set to “1”. Therefore, when the continuous access continuation notification flag is set to “1” (YES in S62), a screen for notifying that the continuous access is continued when the user's fellow user satisfies the support access condition Data is generated by the notification means 58 (S63). For example, as shown in FIG. 11A, screen data including continuous access continuation notification information 76 in the main screen of the game is generated. Thereafter, the game server 1 transmits main screen data including the continuous access continuation notification information 76 to the user terminal device 3 (S60). Thereby, since the main screen including the continuous access continuation notification information 76 is displayed on the terminal device 3 of the user, the user cannot access the game server 1 on the previous day, but the friend's support access It can be recognized that continuous access is continued.
 一方、特典報知フラグおよび連続アクセス継続報知フラグの何れもが「1」でない場合(S61およびS62でNO)、ゲームサーバ1は、通常のメイン画面データをユーザの端末装置3へ送信する(S60)。 On the other hand, when neither the privilege notification flag nor the continuous access continuation notification flag is “1” (NO in S61 and S62), the game server 1 transmits normal main screen data to the user terminal device 3 (S60). .
 そして、ゲームサーバ1は、メイン画面データの送信後はゲーム進行処理を実行する(S64)。このゲームサーバ1におけるゲーム進行処理を、図17のフローチャートを参照しながら、以下に説明する。 And the game server 1 performs a game progress process after transmission of main screen data (S64). The game progress process in the game server 1 will be described below with reference to the flowchart of FIG.
 図17に示すように、ゲームサーバ1は、ユーザの端末装置3から送信されてくるユーザのゲーム操作に応じた画面リクエストを受信したとき(S71でYES)、ゲーム実行手段52aが、当該画面リクエストに応じた演算処理やデータ処理を行ってゲームを実行する(S72)。 As shown in FIG. 17, when the game server 1 receives a screen request according to the user's game operation transmitted from the user's terminal device 3 (YES in S71), the game execution means 52a displays the screen request. The game is executed by performing arithmetic processing and data processing in accordance with (S72).
 その後、ゲームサーバ1は、ゲームの実行によりユーザのゲーム情報を更新する必要があるか否かを判断し(S73)、更新の必要がある場合(S73でYES)、データベースサーバ2に記憶されているユーザのゲーム情報を更新する(S74)。例えば、ユーザのゲーム操作が他のユーザとの個別対戦を行う操作であった場合、当該対戦が実行された結果、試合結果の情報、運営コスト、強化ポイント、アイテム等のユーザのゲーム情報が更新されることになる。一方、例えば、ユーザのゲーム操作がリーグ戦の結果確認の操作であった場合、当該操作に応じたゲームの実行処理としてはリーグ戦の結果情報をデータベースサーバ2から読み出すデータ処理だけであって、当該処理の前後でユーザのゲーム情報に変化はなく、よってユーザのゲーム情報を更新する必要はない(S73でNO)。 Thereafter, the game server 1 determines whether or not the user's game information needs to be updated by executing the game (S73). If the game server 1 needs to be updated (YES in S73), the game server 1 is stored in the database server 2. The game information of the existing user is updated (S74). For example, when the user's game operation is an operation for performing an individual battle with another user, as a result of the battle being executed, the game information of the user such as game result information, operation costs, reinforcement points, and items is updated. Will be. On the other hand, for example, when the game operation of the user is an operation for confirming the result of the league game, the game execution process corresponding to the operation is only a data process for reading out the result information of the league game from the database server 2, There is no change in the user's game information before and after the process, and therefore there is no need to update the user's game information (NO in S73).
 その後、ゲーム画面生成手段52bがゲームの実行結果を反映させたゲーム画面データを生成し(S75)、ゲーム画面送信手段52cが当該ゲーム画面データをユーザの端末装置3へ送信する(S76)。その後、ユーザの端末装置3がログアウトしたか否かが判断され(S77)、端末装置3がログアウトするまで、前記S71~S76の処理が繰り返されることで、ゲームが進行していく。 Thereafter, the game screen generation means 52b generates game screen data reflecting the execution result of the game (S75), and the game screen transmission means 52c transmits the game screen data to the user terminal device 3 (S76). Thereafter, it is determined whether or not the user's terminal device 3 has logged out (S77), and the game proceeds by repeating the processes of S71 to S76 until the terminal device 3 logs out.
 以上のように、本実施の形態では、連続5日間(連続した規定期間数の単位期間)の中にアクセスの欠落日(欠落単位期間)が存在するユーザであっても、当該ユーザの仲間が所定の応援アクセス条件を満たすことによって、当該ユーザに連続アクセス達成特典が付与される。よって、ユーザが何かの用でゲームサーバ1にアクセスできなかった場合でも、ユーザの仲間が応援アクセス条件を満たすような高いアクセス頻度を維持してくれることにより、連続アクセス達成特典を獲得できるというメリットが生じる。また、ユーザ自身も高いアクセス頻度を維持すれば、他の仲間がアクセスを欠落したときの応援アクセス条件の達成に貢献することができ、間接的に他の仲間を支援できることにもなる。これにより、各ユーザは、仲間同士でお互いにアクセス頻度を高め合おうという意識付け、動機付けを与えられることになる。よって、各ユーザは、仲間全体のゲームサーバ1へのアクセス頻度を高めようとして、自己の仲間ユーザとコミュニケーションをとる動機付けを与えられることになる。例えば、各ユーザは、仲間に対して「アクセス頑張ろう!」のようなメッセージを送って、自己の仲間ユーザとの間のコミュニティを盛り上げようとする。 As described above, in the present embodiment, even if a user has a missing access date (missing unit period) within 5 consecutive days (unit period of the continuous specified number of periods), By satisfying a predetermined support access condition, a continuous access achievement privilege is given to the user. Therefore, even if the user is unable to access the game server 1 for something, he / she can acquire the continuous access achievement privilege by maintaining a high access frequency such that the user's companion satisfies the support access condition. Benefits arise. Moreover, if the user himself / herself also maintains a high access frequency, it can contribute to achievement of the support access condition when other associates lose access, and can indirectly support other associates. Thereby, each user is given the consciousness and motivation to increase the access frequency with each other. Therefore, each user is given the motivation to communicate with his / her fellow users in an attempt to increase the frequency of access to the game server 1 of all the friends. For example, each user sends a message such as “Let's do our best!” To his / her peers, and tries to excite the community with his / her fellow users.
 このように、本実施の形態では、単に特典を受けることの面白さをユーザに提供するにとどまらず、仲間同士でお互いにアクセス頻度を高め合おうという動機付けおよび仲間とコミュニケーションをとろうとする動機付けをユーザに与え、これにより、ゲームコミュニティ全体の活性化を図ることができる。この結果、各ユーザはゲーム内での仲間同士のつながりや交流を強め、延いてはゲームに対する関心と興味をより強めることとなるので、ユーザにとって飽きのこない継続性を有するゲームを実現できる。 Thus, in the present embodiment, not only providing the user with the fun of receiving a privilege, but also motivation to increase the access frequency with each other and to motivate to communicate with each other The user can be given a bonus, thereby activating the entire game community. As a result, each user strengthens the connections and exchanges between friends in the game, and further increases the interest and interest in the game, so that it is possible to realize a game having continuity that will not get tired for the user.
 また、本実施の形態では、アクセスの欠落日(欠落単位期間)と同じ日(同一の単位期間内)に、少なくとも1回のアクセスを行なった仲間ユーザ(単位期間内アクセスを達成した仲間ユーザ)の人数または仲間ユーザ全体に占める割合が、閾値を超えることを応援アクセス条件としている。この場合、ユーザは、欠落日の当日に仲間による応援アクセス条件が満たされるように、何かの用で欠落日となりそうな日(アクセスができそうにない日)を予め他の仲間に連絡しておくことができる。例えば、ユーザは、仲間に対して「明日はアクセスできないので応援アクセスお願いします!」のようなメッセージを送って、応援アクセスを事前依頼することができる。このように、応援アクセスを事前依頼することにより仲間との間のコミュニティが盛り上がる。また、応援アクセスを事前依頼した日に、実際に仲間が応援アクセス条件を満たしてくれることにより、仲間意識が高まって仲間同士のつながりがより強くなり、ユーザはゲームに対する関心と興味をより一層強くする。 In this embodiment, fellow users who have made at least one access on the same day (within the same unit period) as the missing day of access (missing unit period) (a fellow user who has achieved access within the unit period) It is set as a support access condition that the ratio of the number of people or the total number of fellow users exceeds a threshold. In this case, in order to satisfy the support conditions for support by the fellow on the day of the missing date, the user informs other fellows in advance of a day that is likely to be a missing day (a day when access is unlikely). I can keep it. For example, the user can request a cheering access in advance by sending a message such as “Please give me cheering access because I cannot access tomorrow!” To my friends. In this way, by requesting support access in advance, the community between friends is excited. In addition, on the day that support access is requested in advance, the friend actually satisfies the support access condition, so the friendship is enhanced and the friendship is stronger, and the user is more interested and interested in the game. To do.
 ところで、上記の説明では、連続5日間のうち埋め合わせ可能な欠落日を1日のみとする例を示したが、埋め合わせ可能な欠落日を2日以上とすることもできる。但し、上述のように、連続アクセス達成特典は、本来、ユーザ自身がゲームサーバ1へ連続アクセスして獲得できるものであることから、埋め合わせ可能な欠落日をあまり多く許容し過ぎない方がよい。よって、埋め合わせ可能な欠落日には上限を設けることが望ましく、例えば、埋め合わせ可能な欠落日を最大2日とし、3日以上の埋め合わせは不可とする。 By the way, in the above description, an example is shown in which the missing date that can be compensated is only one day among the continuous five days, but the missing date that can be compensated can be two days or more. However, as described above, since the continuous access achievement privilege is originally acquired by the user himself / herself by continuously accessing the game server 1, it is better not to allow too many missing days that can be compensated. Therefore, it is desirable to set an upper limit for missing dates that can be compensated. For example, the maximum number of missing dates that can be compensated is 2 days, and 3 days or more cannot be compensated.
 埋め合わせ可能な欠落日を最大2日とした場合、欠落日の1日目を埋め合わせするための応援アクセス条件と、欠落日の2日目を埋め合わせするための応援アクセス条件とを同じ条件とすることも可能である。その一方で、複数の欠落日に対する埋め合わせが容易になされることを回避するため、欠落日の1日目(第1欠落単位期間)より欠落日の2日目(第2欠落単位期間)の方が、応援アクセス条件を満たし難い条件に設定することが望ましい。例えば、欠落日の1日目を埋め合わせするための応援アクセス条件を「欠落日と同一の日に、ゲームサーバ1に1回以上アクセスをした仲間ユーザの当該仲間ユーザ全体に占める割合Rが0.8以上であること」とし、欠落日の2日目を埋め合わせするための応援アクセス条件を「前記割合Rが0.9以上であること(または、欠落日と同一の日に、アクセスを欠落したユーザ以外の仲間全員がゲームサーバ1に1回以上アクセスしていること)」とし、欠落日の2日目は1日目よりかなり厳しい条件とする。このように欠落日の2日目を1日目より厳しい応援アクセス条件とした場合のゲームサーバ1の動作を、図18のフローチャートを参照しながら、以下に説明する。なお、図15に示したフローチャートと同様の処理については、同一のステップ番号を付して、適宜その説明を省略する。 If the maximum number of missing days that can be compensated is 2, the support access conditions for making up the first day of the missing day and the support access conditions for making up the second day of the missing day should be the same condition. Is also possible. On the other hand, the second day of the missing date (second missing unit period) is more than the first day of the missing date (first missing unit period) to avoid making up for multiple missing days easily. However, it is desirable to set the conditions that do not satisfy the support access conditions. For example, the support access condition for making up for the first day of the missing date is “the ratio R of all the fellow users who accessed the game server 1 at least once on the same day as the missing date is 0. And the support access condition for making up for the second day of the missing date is “the ratio R is 0.9 or more (or access was lost on the same day as the missing date”). All friends other than the user have accessed the game server 1 at least once) ”, and the second day of the missing date is considerably stricter than the first day. The operation of the game server 1 when the second day of the missing date is set to a stricter support access condition than the first day will be described below with reference to the flowchart of FIG. In addition, about the process similar to the flowchart shown in FIG. 15, the same step number is attached | subjected and the description is abbreviate | omitted suitably.
 処理の開始時間になれば(S31でYES)、ユーザが前日にゲームサーバ1へ少なくとも1回以上アクセスしたか否かが判断され(S32)、ユーザが前日にアクセスしていなかった場合(S32でNO)、この前日のアクセスの欠落が、連続5日間の途中で生じたアクセス欠落日の3日目に該当するか否かが判断される(S81)。ここで、前日のアクセスの欠落が3日目であった場合には(S81でYES)、ユーザのゲームサーバ1への連続アクセスは途絶えたことになり、S40に移行して連続アクセス日数が「0日」に初期化される。 If the processing start time is reached (YES in S31), it is determined whether or not the user has accessed the game server 1 at least once the previous day (S32), and if the user has not accessed the previous day (in S32). NO), it is determined whether or not the lack of access on the previous day corresponds to the third day of the missing access date that occurred in the middle of five consecutive days (S81). Here, if the lack of access on the previous day is the third day (YES in S81), the user's continuous access to the game server 1 has been interrupted, and the process proceeds to S40 where the number of consecutive access days is “ It is initialized to “Day 0”.
 前日のアクセスの欠落が、連続5日間の途中で生じたアクセス欠落日の3日目でなかった場合、すなわち1日目または2日目の欠落日であった場合(S81でNO)、ユーザの仲間が応援アクセス条件を満たしているか否かの判定処理(S34以降の処理)に移行する。S34では、前日(すなわち欠落日と同一の日)に、ゲームサーバ1に1回以上アクセスをした仲間ユーザの当該仲間ユーザ全体に占める割合Rを算出する。その後、S82において、欠落日が1日目か否かによって、応援アクセス条件を異ならせる分岐処理が行われる。欠落日が1日目の場合(S82でYES)、算出された割合Rが0.8以上という応援アクセス条件を満たしているか否かが判定される(S35)。一方、欠落日が1日目ではなく2日目の場合(S82でNO)、1日目より厳しい応援アクセス条件となるように、算出された割合Rが例えば0.9以上であるか否かが判定される(S83)。ここで応援アクセス条件を満たしている場合(S35またはS83でYES)、ゲームサーバ1は、ユーザが前日にゲームサーバ1へアクセスしたとみなし、連続アクセス継続処理を行う(S36)。一方、応援アクセス条件を満たしていない場合(S35またはS83でNO)、ユーザの連続アクセスは途絶えたことになり、S40に移行して連続アクセス日数が「0日」に初期化される。なお、S37~S39は、基本的には図15のフローチャートで説明した処理と同様の処理である。 If the previous day's lack of access was not the third day of missing access that occurred in the middle of five consecutive days, that is, the missing day of the first or second day (NO in S81), the user's The process proceeds to determination processing (processing after S34) as to whether or not the friend satisfies the support access condition. In S34, the ratio R of all the fellow users who accessed the game server 1 at least once on the previous day (that is, the same day as the missing day) is calculated. Thereafter, in S82, a branching process for changing the support access condition is performed depending on whether or not the missing date is the first day. If the missing date is the first day (YES in S82), it is determined whether the calculated ratio R satisfies the support access condition of 0.8 or more (S35). On the other hand, if the missing date is the second day instead of the first day (NO in S82), whether or not the calculated ratio R is, for example, 0.9 or more so that the support access condition is stricter than the first day Is determined (S83). If the support access condition is satisfied (YES in S35 or S83), the game server 1 considers that the user has accessed the game server 1 on the previous day, and performs continuous access continuation processing (S36). On the other hand, when the support access condition is not satisfied (NO in S35 or S83), the user's continuous access is interrupted, and the process proceeds to S40, where the continuous access days are initialized to “0 days”. Note that S37 to S39 are basically the same processes as those described in the flowchart of FIG.
 このように、欠落日の1日目より2日目の方が厳しい応援アクセス条件を適用することにより、複数の欠落日に対する埋め合わせが容易になされることを回避する。また、2日目の厳しい応援アクセス条件を満たしたユーザに対して、複数の欠落日に対する埋め合わせを許容することによって、厳しい条件を達成するために仲間同士でお互いにアクセス頻度を一層高めようという意識付け、動機付けをユーザに与えることができる。 As described above, by applying stricter support access conditions on the second day than on the first day of the missing day, it is possible to avoid making up for a plurality of missing days easily. In addition, to allow users who satisfy the severe support conditions on the second day to make up for multiple missing days, the consciousness to increase the access frequency with each other in order to achieve strict conditions And motivation can be given to the user.
 また、欠落日の埋め合わせを3日以上許容する場合も、時系列的に後に生じた欠落日(第2欠落単位期間)の方が、それより前に生じた欠落日(第1欠落単位期間)よりも厳しい応援アクセス条件を適用することが望ましい。 In addition, when 3 days or more are allowed to make up for the missing date, the missing date (second missing unit period) that occurred later in time series is the missing date (first missing unit period) that occurred earlier than that. It is desirable to apply stricter support access conditions.
 また、上記では、各ユーザが任意の日に5日間の連続アクセスを達成すれば、連続アクセス達成特典が付与される例について説明したが、次のような期間限定のゲーム内イベントにおいて連続アクセス達成特典が付与されるようにしてもよい。 In addition, in the above description, an example in which a continuous access achievement privilege is granted if each user achieves continuous access for 5 days on any day has been described. However, continuous access is achieved in the following limited-time in-game event. A privilege may be given.
 すなわち、本実施の形態のゲームシステムは、ゲームサーバ1においてユーザのゲーム情報を管理してゲームを実行するので、基本的にゲーム実行プログラムはゲームサーバ1側に存在する。よって、ゲームサービスの運営者がゲームサーバ1側のゲーム実行プログラムを追加・変更することによって、全てのゲームサービスの利用者(ユーザ)が追加・変更されたゲームサービスを受けることができる。このため、ゲームサーバ1側のゲーム実行プログラムを追加・変更して期間限定のゲーム内イベントを適宜開催し、ユーザに色々なゲームサービスを提供することも容易にできる。そこで、例えば、毎月1日~5日の5日間や毎月第1週の月曜日~日曜日の7日間をマンスリーイベント期間としたり、クリスマスの週の7日間をクリスマスイベント期間としたりして、当該イベント期間中の連続アクセスの達成者に特典を付与するというゲームサービスを提供することもできる。特に期間限定のイベントを開催する場合、通常時に獲得できる連続アクセス達成特典よりも大きな特典をユーザが獲得できるようにすることも多いので、アクセスの欠落日を埋め合わせすることができる応援アクセス条件も、特典の大きさに応じて厳しくしてもよい。 That is, in the game system of the present embodiment, the game server 1 manages the game information of the user and executes the game, so that the game execution program basically exists on the game server 1 side. Therefore, when the game service operator adds / changes the game execution program on the game server 1 side, all game service users (users) can receive the added / changed game service. For this reason, it is also possible to easily provide a variety of game services to the user by adding / changing the game execution program on the game server 1 side and appropriately holding in-game events for a limited time. Therefore, for example, the monthly event period is 5 days from the 1st to 5th of every month, or 7 days from Monday to Sunday of the first week of every month, or the 7th of the Christmas week is the Christmas event period. It is also possible to provide a game service that grants a privilege to those who have achieved continuous access. Especially when holding a limited-time event, it is often possible for users to acquire benefits that are larger than the continuous access achievement privilege that can be acquired during normal times, so support access conditions that can make up for missing days of access, It may be strict according to the size of the privilege.
 〔ゲーム管理装置の他の構成例〕
 次に、前述の応援アクセス条件とは異なる条件を適用したゲーム管理装置の構成例を、図19の機能ブロック図を参照しながら説明する。なお、既出の図面(図1~図18)において示した構成と同様の構成については同一の部材番号を付し、適宜その説明を省略する。本実施の形態で説明する応援アクセス条件とは、連続5日(連続した規定期間数の単位期間)の中に欠落日(欠落単位期間)が存在するユーザの仲間というグループの評価値が、閾値を超えることである。このグループの評価値は、アクセス頻度に基づいて算出されるものであり、本実施の形態では、グループの評価値として、仲間のアクセスの頻度の平均値である仲間アクセス平均を適用した例について、以下に説明する。
[Another configuration example of the game management device]
Next, a configuration example of a game management apparatus to which a condition different from the above-described support access condition is applied will be described with reference to the functional block diagram of FIG. Note that the same components as those shown in the above-described drawings (FIGS. 1 to 18) are denoted by the same reference numerals, and description thereof will be omitted as appropriate. The support access condition described in the present embodiment is a threshold value that is an evaluation value of a group of users who have missing days (missing unit periods) in consecutive 5 days (unit period of consecutive specified periods). It is to exceed. The evaluation value of this group is calculated based on the access frequency, and in this embodiment, as an evaluation value of the group, an example of applying the fellow access average that is the average value of the fellow access frequency, This will be described below.
 本実施の形態のゲームサーバ1(ゲーム管理装置)は、図4に示した各手段51~55・57~59に加えて、アクセス平均算出手段60および仲間アクセス平均算出手段61(評価値算出手段)をさらに備えている。また、本ゲームサーバ1は、図4に示した仲間応援アクセス判定手段56に代えて、仲間応援アクセス判定手段156を備えている。アクセス平均算出手段60、仲間アクセス平均算出手段61および仲間応援アクセス判定手段156は、ゲームサーバ1のCPU11が本実施の形態に係るプログラムを実行することにより実現されるものである。 The game server 1 (game management apparatus) according to the present embodiment includes an access average calculation means 60 and fellow access average calculation means 61 (evaluation value calculation means) in addition to the means 51 to 55 and 57 to 59 shown in FIG. ). Moreover, this game server 1 is provided with the friend support access determination means 156 instead of the friend support access determination means 56 shown in FIG. The access average calculation means 60, the fellow access average calculation means 61, and the fellow support access determination means 156 are realized by the CPU 11 of the game server 1 executing the program according to the present embodiment.
 アクセス平均算出手段60は、ユーザがゲームサーバ1にアクセスする頻度の目処として、各ユーザのゲームサーバ1へのアクセス頻度の平均値である「アクセス平均」を算出する。ここで、アクセス平均の算出方法は無数に存在し、例えば、アクセス平均を算出する際の期間(以下、アクセス平均算出期間と称する)については任意に設定することができる。 The access average calculating means 60 calculates an “access average” that is an average value of the access frequency of each user to the game server 1 as a target of the frequency with which the user accesses the game server 1. Here, there are an infinite number of methods for calculating the access average. For example, a period for calculating the access average (hereinafter referred to as an access average calculation period) can be arbitrarily set.
 ただし、このアクセス平均算出手段60が算出する各ユーザのアクセス平均は、仲間アクセス平均算出手段61が仲間アクセス平均を算出する際の基となる値であり、延いては応援アクセス条件に影響を与える値であるため、これを考慮してアクセス平均算出期間を決定することが望ましい。そこで、本実施の形態では、ユーザがアクセスできなかった欠落日(欠落単位期間)の直前の所定期間(例えば欠落日の前日までの7日間)をアクセス平均算出期間とする。そして、このアクセス平均算出期間中におけるアクセス平均を、アクセス平均算出手段60がユーザの仲間ユーザのそれぞれについて算出し、さらに仲間アクセス平均算出手段61が、当該ユーザを中心とした仲間というグループを対象とした仲間アクセス平均を算出する。 However, the access average of each user calculated by the access average calculating means 60 is a value used as a base when the fellow access average calculating means 61 calculates the fellow access average, and thus affects the support access conditions. Since it is a value, it is desirable to determine the access average calculation period in consideration of this. Therefore, in this embodiment, a predetermined period (for example, seven days before the missing day) immediately before the missing date (missing unit period) that the user could not access is set as the access average calculation period. Then, the access average calculation means 60 calculates the access average during this access average calculation period for each of the user's fellow users, and the fellow access average calculation means 61 targets a group of friends centered on the user. The average of peer access is calculated.
 アクセス平均算出期間を設定する場合に考慮すべき点は幾つかある。先ず、その期間の長さであるが、ユーザの入れ替わり(ゲームサービスを受けるのを止めるユーザおよび新規参入のユーザ)は、常時発生するので、アクセス平均算出期間を数か月単位の比較的長い期間とした場合、当該期間内で発生するユーザの入れ替わりは多くなり易い。アクセス平均算出期間の途中でゲームサービスを開始または中止したユーザは、アクセス平均を算出する期間的条件を満たさないため、その算出対象から除外することが望ましいことから、アクセス平均算出期間を1か月以内の期間、より好ましくは5日間~10日間程度に限定することで、期間的条件を満たさない算出対象の除外を低減できる。特に、ゲームサービスを開始した新規参入のユーザに対して、数か月間という長いアクセス平均算出期間が経過するまでアクセス平均の算出対象にならない(すなわち応援アクセス条件に何ら寄与しない)状態をつくるのは決して望ましくない。そこで、アクセス平均算出期間を1か月以内の期間とすることが好ましく、5日間~10日間程度に限定することがより好ましい。 There are several points to consider when setting the access average calculation period. First, as for the length of the period, since the change of users (users who stop receiving game services and new users) always occurs, the access average calculation period is a relatively long period of several months. In such a case, the number of user replacements that occur within the period is likely to increase. The user who started or stopped the game service in the middle of the access average calculation period does not satisfy the period condition for calculating the access average, so it is desirable to exclude it from the calculation target. By limiting the period to within 5 days, more preferably about 5 to 10 days, it is possible to reduce the exclusion of calculation objects that do not satisfy the period condition. In particular, for users who have started a game service, it is not possible to calculate access averages until a long access average calculation period of several months has passed (that is, they do not contribute to support access conditions at all) Never desirable. Therefore, the access average calculation period is preferably set to a period of one month or less, more preferably limited to about 5 to 10 days.
 また、アクセス平均算出期間(アクセス平均を算出する際の母数)を1か月以内の期間、より好ましくは5日間~10日間程度に限定すれば、例えば当該期間を3ヶ月とした場合のように、平均値の変化が乏しくなってしまい冗長感が生じるという事態も回避できる。 Further, if the access average calculation period (the parameter for calculating the access average) is limited to a period of less than one month, more preferably about 5 to 10 days, for example, the period is set to 3 months. In addition, it is possible to avoid a situation in which a change in the average value becomes scarce and a feeling of redundancy occurs.
 また、アクセス平均算出期間を「欠落日直前」の所定期間(例えば欠落日の前日までの7日間)とすることで、ユーザの日々のゲームサーバ1へのアクセスがアクセス平均に反映されることとなる。例えば、アクセス平均算出期間を同じ7日間とした場合でも、欠落日の前日までの7日間(7日前から1日前までの7日間)ではなく、例えば先月の1日から7日までの7日間とした場合、欠落日の数週間前にはアクセス平均算出期間が終了しており、当該期間終了後のゲームサーバ1へのアクセスは、アクセス平均には反映されない。これに対して、アクセス平均算出期間を「欠落日直前」の所定期間とすれば、応援アクセス条件達成の有無の判断がなされる前日までの日々のアクセスが、アクセス平均の算出結果に反映されるので、ユーザは、常時、アクセス平均を上げようとする動機付けを与えられることになる。 Further, by setting the access average calculation period to a predetermined period of “immediately before the missing date” (for example, seven days before the missing date), the user's daily access to the game server 1 is reflected in the access average. Become. For example, even when the access average calculation period is the same 7 days, it is not 7 days from the previous day of the missing date (7 days from 7 days ago to 1 day before), for example, 7 days from 1st to 7th of the previous month In such a case, the access average calculation period ends a few weeks before the missing date, and access to the game server 1 after the end of the period is not reflected in the access average. On the other hand, if the access average calculation period is set to a predetermined period of “immediately before the missing date”, the daily access up to the previous day when the determination of whether or not the support access condition is achieved is reflected in the access average calculation result. Therefore, the user is always motivated to increase the access average.
 以下、本実施の形態では、アクセス平均算出期間を、欠落日の前日までの7日間とした例について説明する。 Hereinafter, in the present embodiment, an example in which the access average calculation period is set to 7 days before the missing day will be described.
 図9Aに示すように、アクセス管理手段55のアクセス情報記憶制御部55a(アクセス頻度記憶手段)は、ユーザIDと対応付けて、現実世界におけるn日前までの各日についてのユーザのアクセスの有無(有=“1”、無=“0”の1ビット情報)を、アクセス頻度を表す情報としてユーザID毎に記憶している。あるいは、図9Bに示すように、アクセス管理手段55のアクセス情報記憶制御部55aは、ユーザIDと対応付けて、現実世界におけるn日前までの各日についてのアクセス回数を、アクセス頻度を表す情報としてユーザID毎に記憶している。 As shown in FIG. 9A, the access information storage control unit 55a (access frequency storage unit) of the access management unit 55 associates with the user ID to check whether or not the user has accessed each day up to n days before in the real world ( 1-bit information (present = “1”, absent = “0”) is stored for each user ID as information representing the access frequency. Alternatively, as shown in FIG. 9B, the access information storage control unit 55a of the access management means 55 associates the user ID with the number of accesses for each day up to n days before in the real world as information indicating the access frequency. Stored for each user ID.
 ここで、アクセス回数とは、ユーザの端末装置3がゲームサーバ1に接続されていない状態(セッションが確立されていない状態)からゲームサーバ1にアクセスしてログインした回数である。よって、原則的にはログイン後におけるゲームを進行させるためのゲームサーバ1へのアクセスは、アクセス回数のカウントには含めない。ログイン後、ゲームを一旦終了してログオフしてから時間をおいて、再度、ゲームサーバ1にアクセスしてログインした場合は、アクセス回数としてカウントされる。 Here, the number of times of access is the number of times of accessing and logging in to the game server 1 from a state where the user terminal device 3 is not connected to the game server 1 (a state where a session is not established). Therefore, in principle, access to the game server 1 for advancing the game after login is not included in the access count. After logging in, once the game is finished and logged off, when the user logs in again by accessing the game server 1, it is counted as the number of accesses.
 なお、ログイン時間が日付変更時間である午前0時より前であり、ログアウトの時間が午前0時を過ぎている場合、すなわち日付を跨いでゲームをプレイしている場合、日付変更時間を過ぎた後のゲームサーバ1へのアクセスは、ログイン中のアクセスであってもログインした日とは別の日のアクセスとみなしてアクセス回数をカウントしてもよい。 If the login time is before midnight, which is the date change time, and the logout time has passed midnight, that is, if the game is played across dates, the date change time has passed. The subsequent access to the game server 1 may be regarded as an access on a different day from the day of login even if the access is being logged in, and the number of accesses may be counted.
 また、ゲームサーバ1において、ゲーム管理上の日付変更時間を、午前0時とは異なる時間に設定してもよい。例えば、ゲーム管理上の1日を午前3時から開始し、翌日の午前3時になるまでとし、毎日、午前3時にゲーム管理上の日付が変更されるようにしてもよい。 In the game server 1, the date change time for game management may be set to a time different from midnight. For example, a game management day may start at 3 am until the next day until 3 am, and the game management date may be changed every day at 3 am.
 次に、アクセス平均算出期間を欠落日の前日までの7日間とした場合における、アクセス平均算出手段60によるアクセス平均の具体的な算出例を例示する。アクセス平均の算出方法としては様々な方法が考えられるが、ここでは、代表的な算出方法として、算出例(1)~(3)について説明する。 Next, a specific calculation example of the access average by the access average calculation means 60 in the case where the access average calculation period is 7 days until the day before the missing date will be exemplified. Various methods can be considered as the access average calculation method. Here, calculation examples (1) to (3) will be described as typical calculation methods.
 算出例(1)は、単純に7日間のアクセス回数の合計を7日で割って、1日当たりのアクセス回数(回数/日)をアクセス平均として算出する。例えば、図20Aに示すように、ユーザAが欠落日の1日前~7日前の各日に、0回、1回、4回、1回、3回、5回、0回のアクセスを行った場合、当該ユーザAのアクセス平均は、
(0+1+4+1+3+5+0)/7=2(回/日)
として算出できる。
In calculation example (1), the total number of accesses for 7 days is simply divided by 7 days, and the number of accesses per day (number of times / day) is calculated as an access average. For example, as shown in FIG. 20A, the user A accessed 0 times, 1 time, 4 times, 1 time, 3 times, 5 times, and 0 times on each day 1 day to 7 days before the missing date. In this case, the access average of the user A is
(0 + 1 + 4 + 1 + 3 + 5 + 0) / 7 = 2 (times / day)
Can be calculated as
 算出例(2)では、1日に少なくとも1回でもゲームサーバ1にアクセスすれば、その日のカウントを「1」とする一方、一度もアクセスしなかった日はカウントを「0」とする。すなわち、1日に最低1回でもアクセスがあれば、アクセスがあったことを評価してカウントを「1」とするのである。そして、7日間のカウントの合計を7日で割って、1日当たりのカウント(カウント/日)をアクセス平均として算出する。この場合、7日間すべてについて1日1回以上のアクセスがあれば、アクセス平均=1となる。また、上述した図10Aに示すユーザAの例では、当該ユーザAのアクセス平均は、
(0+1+1+1+1+1+0)/7=0.71(カウント/日)
として算出できる。この算出例(2)の場合、7日間のアクセス頻度情報としては、各日のアクセスの有無が分かればよく、アクセスの有無は1ビット情報として記憶できるので、アクセスの回数を複数ビットの数値として記憶するよりも記憶容量の削減を図ることができる。
In the calculation example (2), if the game server 1 is accessed at least once a day, the count of the day is set to “1”, while the count is set to “0” when the access is never made. That is, if there is at least one access per day, the access is evaluated and the count is set to “1”. Then, the total of the seven days is divided by seven days, and the count per day (count / day) is calculated as the access average. In this case, if there is at least one access per day for all seven days, the access average = 1. In the example of the user A shown in FIG. 10A described above, the access average of the user A is
(0 + 1 + 1 + 1 + 1 + 1 + 0) /7=0.71 (count / day)
Can be calculated as In the case of this calculation example (2), as the access frequency information for 7 days, it is only necessary to know the presence / absence of access on each day, and the presence / absence of access can be stored as 1-bit information. The storage capacity can be reduced rather than storing.
 算出例(3)は、上記の算出例(2)の変形例であり、1日に1回だけゲームサーバ1にアクセスした日と、1日に複数回アクセスした日とで、アクセス平均算出時の重みを変えた加重平均をとる。例えば、1日に1回だけアクセスした場合のカウントを「1」とし、1日に複数回アクセスした場合のカウントは1よりも大きくなるように重みを付け、各ユーザのアクセス平均を算出する。重み付けの一例を示すと、ある日のアクセス回数をaとした場合、加重平均の重みwを、
w={1+(a-1)×0.1} ・・・(1)
とし、アクセス回数が多いほど重みが大きくなるようにすることができる。この加重平均による算出方法は、1日に最低1回でもアクセスがあれば、アクセスがあったことを高く評価してカウントを「1」とするとともに、1日に複数回のアクセスがあった場合はアクセスの多さも追加的に評価してカウントを1以上とするものである。上式(1)の重み付けの方法によると、1日に2回以上アクセスした場合、アクセスが1回増える毎に0.1ずつカウントが増加することになる。上述した図10Aに示すユーザAの例では、当該ユーザAのアクセス平均(加重平均)は、
(0+1+1.3+1+1.2+1.4+0)/7=0.84(カウント/日)
として算出できる。
The calculation example (3) is a modification of the above calculation example (2). When the access average is calculated on the day when the game server 1 is accessed only once per day and the day when the game server 1 is accessed a plurality of times per day. The weighted average is obtained by changing the weight of. For example, the count when accessed only once a day is set to “1”, and a weight is given so that the count when accessed multiple times per day is greater than 1, and the access average of each user is calculated. As an example of weighting, when the number of accesses on a given day is a, the weighted average weight w is
w = {1+ (a-1) × 0.1} (1)
It is possible to increase the weight as the number of accesses increases. In this weighted average calculation method, if there is at least one access per day, the access is highly evaluated and the count is set to “1”, and there are multiple accesses per day In addition, the number of accesses is additionally evaluated and the count is set to 1 or more. According to the weighting method of the above formula (1), when accessing twice or more per day, the count increases by 0.1 every time the access is increased once. In the example of the user A shown in FIG. 10A described above, the access average (weighted average) of the user A is
(0 + 1 + 1.3 + 1 + 1.2 + 1.4 + 0) /7=0.84 (count / day)
Can be calculated as
 なお、アクセス平均の算出方法は、上記の算出例(1)~(3)に限定されるものではなく、例えば加重平均算出時の重みのつけ方を変更してもよい。 Note that the method of calculating the access average is not limited to the above calculation examples (1) to (3). For example, the weighting method for calculating the weighted average may be changed.
 ここで、図20A~図20Cに示すユーザA、B、Cのゲームサーバ1へのアクセス実績の例に基づいて、算出例(1)~(3)を考察する。
 図20AのユーザAは、7日のうち1回以上アクセスをした日は5日であり、日によってアクセス回数はバラバラである。図20BのユーザBは、アクセス回数の合計についてはユーザAと同じ14回であるが、7日のうち1回以上アクセスをした日は3日だけであり、金曜日~日曜日に集中的にアクセスしている。図20CのユーザCは、アクセス回数の合計についてはユーザA・Bよりも少ないが、7日間にわたってコンスタントに毎日1回ずつアクセスしている。このように、三者三様のアクセス態様であり、算出例(1)~(3)のいずれの算出方法を採用するかによって、アクセス平均の算出結果も大きく異なっている。
Here, calculation examples (1) to (3) will be considered based on the examples of the access results of the users A, B, and C to the game server 1 shown in FIGS. 20A to 20C.
User A in FIG. 20A accesses 5 times or more out of 7 days, and the number of accesses varies depending on the day. User B in FIG. 20B has the same total number of accesses as user A, 14 times, but only 3 days have been accessed more than once out of 7 days, and access is concentrated from Friday to Sunday. ing. The user C in FIG. 20C has a smaller total access count than the users A and B, but constantly accesses once a day for seven days. In this way, the access mode is tripartite, and the access average calculation result varies greatly depending on which of the calculation methods (1) to (3) is used.
 例えば、ゲームサーバ1へのアクセス回数の多さに評価の重点を置く場合は、算出例(1)のアクセス平均の算出方法が適している。算出例(1)の算出方法では、ユーザCのアクセス平均は、ユーザA・Bのアクセス平均より低い。 For example, when the evaluation is focused on the number of accesses to the game server 1, the access average calculation method of the calculation example (1) is suitable. In the calculation method of calculation example (1), the access average of user C is lower than the access average of users A and B.
 一方で、単なるアクセス回数の多さよりも、平均算出期間内のコンスタントなアクセスに評価の重点を置く場合は、算出例(2)または(3)のアクセス平均の算出方法が適している。算出例(2)または(3)の算出方法では、ユーザCのアクセス平均は、ユーザA・Bのアクセス平均より高くなる。例えば、基本のゲーム料金は無料であり、一部のアイテム等の使用についてのみ課金する、いわゆるアイテム課金制を採用するゲームサービスの場合、アクセスの多さも重要ではあるが、ゲームサービスの利用者に継続的にサービスを利用してもらうことがより求められることであるので、コンスタントなアクセスに評価の重点を置く算出例(2)または(3)の方が適していると言える。特に、算出例(3)は、コンスタントなアクセスに評価の重点を置きながら、アクセス回数の多さをも評価の対象にした加重平均を採用しており、最も適している。 On the other hand, the calculation method of the average access in the calculation example (2) or (3) is suitable when the evaluation is focused on the constant access within the average calculation period rather than simply the number of accesses. In the calculation method of the calculation example (2) or (3), the access average of the user C is higher than the access average of the users A and B. For example, in the case of a game service that uses a so-called item billing system in which the basic game fee is free and only charges for the use of some items, etc., the amount of access is also important, but for game service users Since it is more demanded to continuously use the service, it can be said that the calculation example (2) or (3) in which evaluation is focused on constant access is more suitable. In particular, calculation example (3) employs a weighted average in which the number of accesses is also evaluated while placing emphasis on constant access, and is most suitable.
 アクセス平均算出手段60は、アクセスを欠落したユーザの仲間ユーザのそれぞれについて、上述のごとくアクセス平均を算出する。そして、算出された各仲間ユーザのアクセス平均に基づいて、仲間アクセス平均算出手段61が、仲間というグループの評価値である仲間アクセス平均を算出する。 The access average calculating means 60 calculates the access average as described above for each of the fellow users who have lost access. Then, based on the calculated access average of each fellow user, the fellow access average calculating means 61 calculates a fellow access average that is an evaluation value of the group called the fellow.
 ここで、各ユーザを中心とする仲間(グループ)には、当該中心となるユーザが含まれていることから、仲間アクセス平均についても、当該中心となるユーザ(アクセスを欠落したユーザ本人)のアクセス平均を含めて算出してもよいし、当該中心となるユーザ以外の仲間のアクセス平均に基づいて、仲間アクセス平均を算出してもよい。 Here, since the user (group) centering on each user includes the user who becomes the center, the access of the user (the user who has lost access) is also the center of the peer access average. You may calculate including an average, and may calculate a fellow access average based on the access average of fellows other than the user who becomes the said center.
 なお、仲間を一人も作っていないユーザに関しては、当該ユーザを中心とする仲間というグループ自体が存在しないため、仲間アクセス平均は算出されず、よって応援アクセス条件を満たすか否かの判定も行われない。 For users who have not made any friends, since there is no group of friends centered on the user, the peer access average is not calculated, and therefore it is also determined whether or not the support access condition is satisfied. Absent.
 また、上記では、アクセス平均算出手段60が、基本的にユーザの仲間全員を対象として仲間アクセス平均を算出する例を説明したが、次に示す非アクティブユーザを除外して仲間アクセス平均を算出する構成としてもよい。ここで言う非アクティブユーザとは、ゲームサーバ1に対してゲームサービスの利用登録はしているものの実態としては全くゲームプレイをしていないか、ゲームプレイが基準より少ないユーザを示すものであり、「ゲームサーバ1へのアクセスの頻度が閾値に満たないユーザ」と定義されるものである。例えば、アクセス頻度の閾値を「1回/月」(すなわち、直近の1か月間に1回のアクセス)とした場合、直近の1か月間に1度もゲームサーバ1へアクセスしていないユーザは、当該閾値の条件を満たさない非アクティブユーザとなる。 Moreover, although the access average calculation means 60 demonstrated the example which calculates the associate access average for all the associates of a user fundamentally above, the non-active user shown below is excluded and an associate access average is calculated. It is good also as a structure. The inactive user here refers to a user who has registered to use the game service for the game server 1 but does not play the game at all, or indicates a user whose game play is less than the standard, It is defined as “a user whose access frequency to the game server 1 is less than a threshold”. For example, when the access frequency threshold is set to “once / month” (that is, access once in the most recent month), a user who has never accessed the game server 1 in the most recent month The inactive user does not satisfy the threshold condition.
 なお、アクセス頻度の閾値は、「1回/月」に限定されるものではなく、例えば、「2回/月」(直近の1か月間に2回のアクセス)、「1回/3週間」(直近の3週間に1回のアクセス)、「1回/20日」(直近の20日間に1回のアクセス)などのように、アクセス頻度を定める期間および当該期間中のアクセス回数を、任意に設定することができる。 Note that the threshold of access frequency is not limited to “once / month”, and for example, “twice / month” (two accesses in the most recent month), “once / three weeks”. (Access once in the last 3 weeks), “Once / 20 days” (Access once in the last 20 days), etc. Can be set to
 このように非アクティブユーザを除外して仲間アクセス平均を算出する理由は、非アクティブユーザを仲間アクセス平均の算出対象に入れると、実態にそぐわない算出データとなることもあるためである。例えば、ゲームに熱中して多数の仲間(例えば30人程度の仲間)を作ったユーザであっても、たまたまその仲間の半数程度が非アクティブユーザであった場合、当該ユーザの仲間アクセス平均が大きく低下してしまうことになるためである。 The reason why the peer access average is calculated by excluding the inactive users in this way is that if the inactive users are included in the peer access average calculation target, the calculation data may not match the actual situation. For example, even if a user is enthusiastic about the game and makes a large number of friends (for example, about 30 friends), if about half of the friends happen to be inactive users, the average access rate of the users is large. It is because it will fall.
 そこで、仲間アクセス平均算出手段60は、ユーザの仲間の中からゲームサーバ1へのアクセス頻度が閾値に満たない非アクティブユーザを除外して、仲間アクセス平均をユーザ毎に算出する。ここで、ユーザが非アクティブユーザであるか否かの判断は、アクセス管理手段55が管理している各ユーザのアクセス頻度の情報に基づいて行われる。 Therefore, the fellow access average calculation means 60 excludes inactive users whose access frequency to the game server 1 is less than the threshold from the user's peers, and calculates the peer access average for each user. Here, the determination as to whether or not the user is an inactive user is made based on the access frequency information of each user managed by the access management means 55.
 本実施の形態では、図9Aまたは図9Bに例示するように、アクセス管理手段55のアクセス情報記憶制御部55aが、アクセス頻度を管理するためのアクセス情報として、n日前までのアクセスの有無またはアクセス回数を、ユーザID毎にデータベースサーバ2に記憶して管理している。ゲームサーバ1のCPU11は、このアクセス情報に基づいて、例えばアクセス頻度の閾値=「1回/月(30日)」を満たすか否かを判断する。すなわち、本日から30日前までのアクセスの有無またはアクセス回数の情報が全て「0」であるユーザIDに対応するユーザが、当該アクセス頻度の閾値の条件を満たさない非アクティブユーザであると判断できる。一方、本日から30日前までのアクセスの有無またはアクセス回数の情報の何れか1つでも「0」以外の値となっているユーザIDに対応するユーザは、直近の30日以内に少なくとも1回以上、ゲームサーバ1へアクセスしたユーザであり、非アクティブユーザではないと判断できる。 In the present embodiment, as illustrated in FIG. 9A or FIG. 9B, the access information storage control unit 55a of the access management unit 55 uses the presence or absence of access up to n days ago as access information for managing the access frequency. The number of times is stored and managed in the database server 2 for each user ID. Based on this access information, the CPU 11 of the game server 1 determines, for example, whether or not the threshold of access frequency = “one time / month (30 days)” is satisfied. That is, it can be determined that the user corresponding to the user ID for which the information on the presence / absence of access or the number of accesses from 30 days ago is all “0” is an inactive user that does not satisfy the access frequency threshold condition. On the other hand, the user corresponding to the user ID having a value other than “0” in any one of the presence / absence of access and the information on the number of accesses from 30 days ago to at least once within the last 30 days It can be determined that the user has accessed the game server 1 and is not an inactive user.
 また、非アクティブユーザの管理のために、図9Cに示すように、アクセス管理手段55のアクセス情報記憶制御部55aがユーザID毎に記憶して管理する情報として、各ユーザの最終アクセス時刻やアクティブフラグを含めてもよい。ユーザの最終アクセス時刻からは、ユーザがゲームサーバ1へ一度もアクセスしていない期間の長さ(最終アクセス時刻から現在時刻までの期間)が分かるので、ゲームサーバ1のCPU11は、当該最終アクセス時刻に基づいて、アクセス頻度の閾値を満たさない非アクティブユーザか否かを判断することもできる。 For management of inactive users, as shown in FIG. 9C, as information stored and managed for each user ID by the access information storage control unit 55a of the access management means 55, the last access time of each user or active A flag may be included. Since the user's last access time indicates the length of the period during which the user has never accessed the game server 1 (the period from the last access time to the current time), the CPU 11 of the game server 1 determines the last access time. It is also possible to determine whether or not the user is an inactive user who does not satisfy the access frequency threshold.
 また、前記アクティブフラグは、アクティブなユーザであるか非アクティブユーザであるかを示す1ビットの情報であって、このアクティブフラグが「1」のユーザはアクティブであり、当該フラグが「0」のユーザは非アクティブユーザである。アクセス管理手段55は、前述の非アクティブユーザか否かの判断に基づいてアクティブフラグを設定する。そして、仲間アクセス平均算出手段60は、このアクティブフラグを参照して仲間アクセス平均を算出する対象の仲間ユーザを抽出し(すなわち、非アクティブユーザを除外し)、各ユーザの仲間アクセス平均を算出することができる。 The active flag is 1-bit information indicating whether the user is an active user or an inactive user. A user whose active flag is “1” is active, and the flag is “0”. The user is an inactive user. The access management means 55 sets an active flag based on the determination as to whether or not the user is an inactive user. And the fellow access average calculation means 60 extracts the fellow user of the object which calculates a fellow access average with reference to this active flag (namely, excludes an inactive user), and calculates the fellow access average of each user. be able to.
 本実施の形態の仲間応援アクセス判定手段156は、仲間アクセス平均算出手段61が算出した仲間アクセス平均と所定の閾値とを比較し、仲間アクセス平均が閾値(例えば0.8)を超えている場合に応援アクセス条件を満たしていると判定する。 The fellow support access determination means 156 of the present embodiment compares the fellow access average calculated by the fellow access average calculation means 61 with a predetermined threshold, and the fellow access average exceeds a threshold (for example, 0.8). It is determined that the support access condition is satisfied.
 仲間アクセス平均と比較される閾値は、固定値とすることもできるが、次のように全体のアクセス頻度に応じて変動する値としてもよい。すなわち、ゲームサービスを受けている全ユーザを対象としたアクセス頻度の平均値である全体アクセス平均を算出し、当該全体アクセス平均に所定値(例えば0.2)を加算した値を閾値とする。例えば、算出された全体アクセス平均が0.6であった場合、閾値は0.8(=0.6+0.2)となる。ここで、全体アクセス平均は、前記アクセス平均算出手段60が算出する各ユーザのアクセス平均の値を用いることができる。全体アクセス平均を算出する場合、アクセス平均算出手段60は、全ユーザを対象として前述した各ユーザのアクセス平均の値を算出することになる。なお、全体アクセス平均を算出するに際しては、アクセス平均算出期間の途中でゲームサービスを開始または中止したユーザは、アクセス平均を算出する期間的条件を満たさないため、その算出対象から除外することが望ましい。また、前述の非アクティブユーザも全体アクセス平均の算出対象から除外してもよい。 The threshold value compared with the peer access average may be a fixed value, but may be a value that varies according to the overall access frequency as follows. That is, an overall access average that is an average value of access frequencies for all users who receive the game service is calculated, and a value obtained by adding a predetermined value (for example, 0.2) to the overall access average is set as a threshold value. For example, when the calculated overall access average is 0.6, the threshold value is 0.8 (= 0.6 + 0.2). Here, as the overall access average, the access average value of each user calculated by the access average calculating means 60 can be used. When calculating the overall access average, the access average calculation means 60 calculates the above-mentioned access average value of each user for all users. When calculating the overall access average, it is desirable to exclude users who started or stopped the game service in the middle of the access average calculation period from the calculation target because they do not satisfy the periodical condition for calculating the access average. . In addition, the above-mentioned inactive users may be excluded from the calculation target of the overall access average.
 本実施の形態のゲームサーバ1の処理例を、図21のフローチャートに示す。なお、図15または図18に示したフローチャートと同様の処理については、同一のステップ番号を付して、適宜その説明を省略する。 An example of processing of the game server 1 of the present embodiment is shown in the flowchart of FIG. In addition, about the process similar to the flowchart shown in FIG. 15 or FIG. 18, the same step number is attached | subjected and the description is abbreviate | omitted suitably.
 S31、S32およびS81については図18と同様の処理である。ユーザによる前日のアクセスの欠落が、連続5日間の途中で生じたアクセス欠落日の3日目でなかった場合、すなわち1日目または2日目の欠落日であった場合(S81でNO)、当該ユーザの仲間が応援アクセス条件を満たしているか否かの判定処理(S91以降の処理)に移行する。S91では、アクセス平均算出手段60が、欠落日の前日までの7日間のアクセス平均を、アクセスを欠落したユーザの仲間ユーザのそれぞれについて算出する。その後、仲間アクセス平均算出手段61が、アクセス平均算出手段60により算出された各仲間ユーザのアクセス平均に基づいて、アクセスを欠落したユーザの仲間アクセス平均AVAを算出する(S92)。その後、S82において、欠落日が1日目か否かによって、応援アクセス条件を異ならせる分岐処理が行われる。 S31, S32, and S81 are the same processing as in FIG. If the previous day's lack of access by the user is not the third day of missing access that occurred in the middle of five consecutive days, that is, the missing day of the first or second day (NO in S81), It shifts to the determination process (process after S91) whether the said user's associate is satisfying support access conditions. In S91, the access average calculation means 60 calculates the access average for 7 days until the day before the missing date for each of the fellow users who have lost access. Thereafter, the fellow access average calculating means 61 calculates the fellow access average AVA of the users who have lost access based on the access average of each fellow user calculated by the access average calculating means 60 (S92). Thereafter, in S82, a branching process for changing the support access condition is performed depending on whether or not the missing date is the first day.
 欠落日が1日目の場合(S82でYES)、算出された仲間アクセス平均AVAが、例えば0.8以上という応援アクセス条件を満たしているか否かが判定される(S93)。一方、欠落日が1日目ではなく2日目の場合(S82でNO)、1日目より厳しい応援アクセス条件となるように、算出された仲間アクセス平均AVAが、例えば0.9以上であるか否かが判定される(S94)。ここで応援アクセス条件を満たしている場合(S93またはS94でYES)、ゲームサーバ1は、ユーザが前日にゲームサーバ1へアクセスしたとみなし、連続アクセス継続処理を行う(S36)。一方、応援アクセス条件を満たしていない場合(S93またはS94でNO)、ユーザの連続アクセスは途絶えたことになり、S40に移行して連続アクセス日数が「0日」に初期化される。なお、S37~S39は、基本的には図15のフローチャートで説明した処理と同様の処理である。
 図21のフローチャートでは、埋め合わせ可能な欠落日を最大2日とした例を示したが、埋め合わせ可能な欠落日を1日のみまたは3日以上としてもよい。
If the missing date is the first day (YES in S82), it is determined whether or not the calculated fellow access average AVA satisfies the support access condition of, for example, 0.8 or more (S93). On the other hand, when the missing date is not the first day but the second day (NO in S82), the calculated peer access average AVA is 0.9 or more, for example, so as to be a stricter support access condition than the first day It is determined whether or not (S94). If the support access conditions are satisfied (YES in S93 or S94), the game server 1 considers that the user has accessed the game server 1 on the previous day, and performs continuous access continuation processing (S36). On the other hand, when the support access condition is not satisfied (NO in S93 or S94), the user's continuous access is interrupted, and the process proceeds to S40, where the continuous access days are initialized to “0 days”. Note that S37 to S39 are basically the same processes as those described in the flowchart of FIG.
In the flowchart of FIG. 21, an example is shown in which the maximum number of missing days that can be compensated is 2 days, but the missing date that can be compensated may be one day or three days or more.
 上記では、連続5日の中に欠落日が存在するユーザの仲間というグループの評価値として仲間アクセス平均を適用した例を説明したが、グループの評価値はこれに限定されない。例えば、グループの評価値を仲間ユーザのアクセス頻度の合計値としてもよいし、仲間ユーザの中のアクセス頻度の最大値または最小値としてもよい。グループの評価値を上記のような合計値、最大値または最小値とする場合、例えば、アクセス平均算出手段60が算出した各仲間ユーザのアクセス平均を、アクセス頻度を示す値として用いて、グループ内の仲間ユーザのアクセス平均の合計値、最大値または最小値を求めることができる。 In the above description, the example in which the peer access average is applied as the evaluation value of the group of the user friends who have missing days in five consecutive days has been described. However, the evaluation value of the group is not limited to this. For example, the evaluation value of the group may be the total value of the access frequencies of the fellow users, or may be the maximum value or the minimum value of the access frequencies among the fellow users. When the group evaluation value is set to the total value, the maximum value, or the minimum value as described above, for example, the access average of each fellow user calculated by the access average calculation unit 60 is used as a value indicating the access frequency. The total value, maximum value, or minimum value of the access averages of the fellow users can be obtained.
 グループの評価値として上記の最大値または最小値を適用した場合、グループ内の一人のアクセス頻度がグループを代表する値となるのに対して、仲間アクセス平均または合計値をグループの評価値とした場合には、グループ内の全員のアクセス頻度が評価値として反映されることになることから、仲間アクセス平均または合計値をグループの評価値とする方が好ましいといえる。すなわち、グループの評価値をグループ内のアクセス頻度の最大値とした場合を考えると、グループ内にアクセス頻度の高くないユーザが多数存在したとしても、グループ内にアクセス頻度の高い仲間ユーザが一人でも存在すれば、グループの評価値としては高くなってしまう。この場合、ユーザは自分の仲間全体のアクセス頻度を高めようとするのではなく、普段よりアクセス頻度が比較的高い特定の仲間ユーザ数人のみに対して応援アクセスを働きかけることによりグループの評価値を高めようとする可能性がある。これに対して、グループの評価値をグループ内のアクセス頻度の平均値(仲間アクセス平均)または合計値とすることにより、評価値を高めるためにはグループ内の多くの仲間ユーザのアクセス頻度を高める必要が生じるので、ユーザにグループ内の多くの仲間ユーザとコミュニケーションを図ろうとする動機付けを与えることができる。 When the above maximum or minimum value is applied as the group evaluation value, the access frequency of one person in the group is the value representing the group, whereas the peer access average or total value is used as the group evaluation value. In this case, since the access frequency of all members in the group is reflected as the evaluation value, it can be said that it is preferable to use the peer access average or the total value as the evaluation value of the group. In other words, considering the case where the evaluation value of the group is the maximum value of the access frequency in the group, even if there are many users who are not frequently accessed in the group, even if there is only one fellow user who is frequently accessed in the group If it exists, the evaluation value of the group will be high. In this case, the user does not try to increase the access frequency of his / her entire group, but the group evaluation value is obtained by encouraging support access to only a few specific group users who have a relatively high access frequency than usual. There is a possibility to increase. On the other hand, the access frequency of many fellow users in the group is increased in order to increase the evaluation value by setting the evaluation value of the group to the average value (average access of peers) or the total value of the access frequencies in the group. As the need arises, the user can be motivated to communicate with many fellow users in the group.
 また、グループの評価値として上記の合計値を適用した場合、仲間の人数(グループの人数)が多くなるほど合計値も大きくなる傾向にあるので、グループ内の各仲間ユーザのアクセス頻度としてはそれ程高くなくとも、グループの人数が多ければ、結果的にグループの評価値が高くなることもある。これに対して、グループの評価値をグループ内のアクセス頻度の平均値(仲間アクセス平均)とすることにより、グループ内の仲間ユーザの人数等にかかわらずに仲間全員のアクセス頻度の高さが的確に評価値として反映されるので、仲間アクセス平均をグループの評価値とすることがより好ましいといえる。 In addition, when the above total value is applied as the evaluation value of the group, the total value tends to increase as the number of friends (number of groups) increases, so the access frequency of each fellow user in the group is so high. Even if the number of groups is large, the evaluation value of the group may increase as a result. On the other hand, by setting the group evaluation value to the average value of the access frequency within the group (friend access average), the high access frequency of all the members can be accurately determined regardless of the number of fellow users in the group. Since it is reflected as an evaluation value, it can be said that it is more preferable to use the peer access average as the evaluation value of the group.
 また、グループの評価値として上記の合計値を適用する場合、グループに所属する仲間ユーザの人数が多い程、評価値と比較される基準値(閾値)を高くすることが望ましい。これにより、単純に仲間の人数を増やしただけでは応援アクセス条件を満たせなくなり、評価値を高めるためには仲間全体のアクセス頻度を高める必要が生じるので、ユーザにグループ内の多くの仲間ユーザとコミュニケーションを図ろうとする動機付けを与えることができる。 In addition, when the above total value is applied as the evaluation value of the group, it is desirable to increase the reference value (threshold value) compared with the evaluation value as the number of fellow users belonging to the group increases. As a result, simply increasing the number of friends will not satisfy the support access conditions, and in order to increase the evaluation value, it will be necessary to increase the access frequency of the entire group, so users can communicate with many fellow users in the group. Can be motivated to try.
 以上のように、本実施の形態のゲームサーバ1は、欠落日(欠落単位期間)が存在するユーザの仲間ユーザのアクセス頻度に基づいて、当該ユーザを中心とするグループの評価値を算出する評価値算出手段を備えており、当該評価値が閾値を超えることを応援アクセス条件としている。このような応援アクセス条件にすることにより、ユーザの仲間ユーザが応援アクセス条件を満たすためには、仲間ユーザのアクセスの頻度を高めることによってグループの評価値を上げる必要がある。よって、各ユーザは、グループに所属する仲間ユーザのアクセスの頻度を高めようとして、自己の仲間ユーザと積極的にコミュニケーションをとる動機付けを与えられることになる。これにより、ゲームコミュニティ全体の活性化を図ることができる。 As described above, the game server 1 according to the present embodiment calculates the evaluation value of the group centered on the user based on the access frequency of the fellow user of the user who has the missing date (missing unit period). A value calculation means is provided, and the support access condition is that the evaluation value exceeds a threshold value. By setting such support support conditions, in order for the user's fellow users to satisfy the support access condition, it is necessary to increase the evaluation value of the group by increasing the access frequency of the fellow users. Therefore, each user is motivated to actively communicate with his / her fellow users in an attempt to increase the frequency of access of fellow users belonging to the group. Thereby, activation of the whole game community can be aimed at.
 また、欠落日(欠落単位期間)の直前の所定期間中のグループの評価値(仲間アクセス平均等)が閾値を超えることを応援アクセス条件とすることにより、仲間が応援アクセス条件を満たすためには、欠落日当日の仲間のアクセスではなく、欠落日の直前の所定期間中の仲間のアクセス頻度を高める必要がある。よって、各ユーザは、応援アクセス条件を満たすために、平素から仲間同士でお互いにアクセス頻度を高めようという意識付け、動機付けを与えられることになる。 In addition, in order for a friend to satisfy the support access condition by setting the evaluation value (e.g., peer access average) of the group during the predetermined period immediately before the missing date (missing unit period) to exceed the threshold, the support access condition It is necessary to increase the access frequency of the companion during the predetermined period immediately before the missing date, not the access of the companion on the missing date. Therefore, in order to satisfy the support access condition, each user is given a consciousness and motivation to increase the access frequency with each other.
 〔ゲーム管理装置の他の構成例〕
 次に、ゲーム管理装置の他の構成例を、図22の機能ブロック図を参照しながら説明する。なお、既出の図面(図1~図21)において示した構成と同様の構成については同一の部材番号を付し、適宜その説明を省略する。
[Another configuration example of the game management device]
Next, another configuration example of the game management device will be described with reference to the functional block diagram of FIG. Note that the same components as those shown in the above-described drawings (FIGS. 1 to 21) are denoted by the same member numbers, and description thereof will be omitted as appropriate.
 上述のように、本ゲームシステムでは、ユーザがゲームサーバ1にアクセスできない日(欠落日)があっても、仲間ユーザが応援アクセス条件を満たしてくれることにより、欠落日が埋め合わせされて連続アクセス達成特典を獲得できるようになっている。そこで、ユーザは、予めゲームサーバ1にアクセスできない予定がわかっている場合、自己の仲間にアクセス不可能予定日を通知し、応援アクセス条件を満たしてくれるように仲間に応援アクセスを事前に依頼することもできる。前記の図4または図19に例示した構成のゲームサーバ1は、メッセージ伝達手段59を具備しているので、ユーザは、当該メッセージ伝達手段59を介して、自己の仲間にアクセス不可能予定日等を記したメッセージを送ることができる。しかしながら、仲間の人数が多い場合には、アクセス不可能予定日等を記したメッセージを、ユーザの仲間一人ひとりに送信するには時間と労力を要することになる。そこで、本実施の形態のゲームシステムは、ユーザがアクセス不可能予定日の情報をゲームサーバ1へ1回だけ送信すれば、ゲームサーバ1が当該ユーザの仲間全員に、アクセス不可能予定日の情報を伝達する構成について説明する。本構成は、前記の図4または図19に例示した何れのゲームサーバ1にも、あるいは後述するゲームサーバ1にも適用できるが、以下には図4のゲームサーバ1に本構成を適用した例について説明する。 As described above, in this game system, even if there is a day (missing date) when the user cannot access the game server 1, the missing date is compensated for by the fellow user satisfying the support access condition, and continuous access is achieved. Benefits can be earned. Therefore, when it is known that the user cannot access the game server 1 in advance, the user notifies his / her friend of the scheduled date of inaccessibility and requests the friend in advance for cheering access so as to satisfy the cheering access condition. You can also. Since the game server 1 having the configuration illustrated in FIG. 4 or FIG. 19 includes the message transmission unit 59, the user cannot access his / her peers via the message transmission unit 59. You can send a message with However, if the number of friends is large, it takes time and effort to send a message describing the inaccessible scheduled date to each of the user's friends. Therefore, in the game system according to the present embodiment, if the user transmits information on the scheduled date of inaccessibility to the game server 1 only once, the game server 1 informs all of the user's allies information on the scheduled date of inaccessibility. A configuration for transmitting the signal will be described. This configuration can be applied to any of the game servers 1 illustrated in FIG. 4 or FIG. 19 described above, or to the game server 1 described later. Hereinafter, an example in which the configuration is applied to the game server 1 of FIG. Will be described.
 図22に示すように、本実施の形態のゲームサーバ1(ゲーム管理装置)は、図4に示した各手段51~59に加えて、予定日伝達手段62(アクセス不可能予定日伝達手段)をさらに備えている。この予定日伝達手段62は、アクセスができない日程が予め分かっているユーザの端末装置3から送信されたアクセス不可能予定日の情報を受信するとともに、当該アクセス不可能予定日の情報を当該ユーザの仲間ユーザ全員の端末装置3へ送信し、当該アクセス不可能予定日を当該仲間ユーザ全員へ伝達する機能を有する。この予定日伝達手段62は、ゲームサーバ1のCPU11が本実施の形態に係るプログラムを実行することにより実現されるものである。 As shown in FIG. 22, the game server 1 (game management apparatus) according to the present embodiment has a scheduled date transmission means 62 (inaccessible scheduled date transmission means) in addition to the means 51 to 59 shown in FIG. Is further provided. This scheduled date transmission means 62 receives the information on the scheduled date of inaccessibility transmitted from the terminal device 3 of the user whose schedule for which access is not possible is known in advance, and the information on the scheduled date of inaccessibility of the user. It has the function to transmit to all the associate users the terminal device 3, and to transmit the said inaccessible scheduled date to all the associate users. The scheduled date transmission means 62 is realized by the CPU 11 of the game server 1 executing the program according to the present embodiment.
 この予定日伝達手段62は、予定日情報記憶制御部62aを備えている。図23には、予定日情報記憶制御部62aがデータベースサーバ2に記憶して管理する、予定日情報の一例を示している。この予定日情報記憶制御部62aは、ユーザIDと対応付けて、アクセス不可能予定日の送信情報および受信情報を、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。アクセス不可能予定日の送信情報は、ユーザの端末装置3から送信された情報であって、図23の例では、ユーザが自己の仲間ユーザに通知する「アクセス不可能予定日」に加えて、仲間ユーザ宛の「メッセージ内容」の情報が含まれている。また、アクセス不可能予定日の受信情報としては、予定日送信側のユーザIDが記憶されるようになっている。予定日受信側のユーザIDと対応づけて、予定日送信側のユーザIDを記憶しておけば、当該予定日送信側のユーザIDと対応付けて記憶されている予定日送信情報(「アクセス不可能予定日」および「メッセージ内容」)を読み出すことができる。よって、アクセス不可能予定日の受信情報としては、予定日送信側のユーザIDのみを記憶しておくだけでよい。 The scheduled date transmission means 62 includes a scheduled date information storage control unit 62a. FIG. 23 shows an example of scheduled date information that is stored and managed in the database server 2 by the scheduled date information storage control unit 62a. The scheduled date information storage control unit 62a stores the transmission information and the reception information on the scheduled date of inaccessibility in a predetermined storage area of the database server 2 for each user ID in association with the user ID. The transmission information of the scheduled inaccessible date is information transmitted from the user's terminal device 3, and in the example of FIG. 23, in addition to the “scheduled inaccessible date” that the user notifies his fellow user, Information on “message contents” addressed to fellow users is included. Further, the user ID on the scheduled date transmission side is stored as the reception information on the scheduled date that cannot be accessed. If the user ID on the scheduled date transmitting side is stored in association with the user ID on the scheduled date receiving side, the scheduled date transmission information (“access not allowed” stored in association with the user ID on the scheduled date transmitting side is stored. Possible date ”and“ message content ”). Therefore, it is only necessary to store only the user ID on the scheduled date transmission side as the reception information of the scheduled access date.
 図23の例では、ユーザID=“000001”のユーザ1人分の予定日情報を示しており、当該ユーザは、アクセス不可能予定日=“2011/1/15”を、「応援アクセスお願いします!」というメッセージとともに、自己の仲間ユーザ全員に送信している。また、ユーザID=“000001”のユーザは、ユーザID=“000002”およびユーザID=“000110”の2人の仲間ユーザから、アクセス不可能予定日の情報を受け取っている。これら2人の仲間ユーザから受け取った具体的な予定日情報(「アクセス不可能予定日」および「メッセージ内容」)は、当該2人の仲間ユーザのユーザIDと対応付けて記憶されている予定日送信情報を参照して取得できる。 In the example of FIG. 23, the scheduled date information for one user with the user ID = “000001” is shown, and the user sets the scheduled date of inaccessibility = “2011/1/15”, “Request for support access”. The message is sent to all of your fellow users. In addition, the user with the user ID = “000001” has received information on the scheduled date of inaccessibility from the two fellow users with the user ID = “000002” and the user ID = “000110”. Specific scheduled date information received from these two fellow users (“unscheduled scheduled access date” and “message content”) is stored in association with the user IDs of the two fellow users. It can be acquired by referring to the transmission information.
 ここで、ユーザが自分の仲間ユーザに対してアクセス不可能予定日を通知する操作の一例を説明する。図24には、ゲームサーバ1から送信された画面データに基づいて、ユーザの端末装置3に表示される「アクセス不可能予定日通知画面」の一例を示している。この画面は、例えばユーザが端末装置3を操作してメイン画面中の「アクセス不可能予定日通知メニュー」を選択することによって表示される画面である。このアクセス不可能予定日通知画面には、アクセス不可能予定日の入力を、ユーザが簡単に行うことができる入力領域201が設けられている。 Here, an example of an operation in which a user notifies his / her fellow user of an inaccessible scheduled date will be described. FIG. 24 shows an example of a “not-accessible scheduled date notification screen” displayed on the user terminal device 3 based on the screen data transmitted from the game server 1. This screen is a screen that is displayed when, for example, the user operates the terminal device 3 to select the “not-accessible scheduled date notification menu” in the main screen. This inaccessible scheduled date notification screen is provided with an input area 201 that allows the user to easily enter the inaccessible scheduled date.
 この入力領域201の例としては、プルダウンメニュー(プルダウンリスト)がある。当該入力領域201にカーソルを合わせて端末装置3の決定ボタンを押せば、図24に例示するように、「明日」、「2日後」、・・・「5日後」の選択項目の一覧リストが垂れ下がって表示されるようにする。この例では、明日~5日後までのアクセス不可能予定日を選択入力できるようにしているが、これに限定されるものではなく、n日後(nは正の整数)まで選択入力できるようにしてもよい。また、「明日」等ではなく、具体的な「日付(月日)」を選択項目として表示してもよい。入力領域201の他の例としては、明日~n日後までの複数の選択項目をラジオボタンとともにリスト表示しておき、選択項目の1つをラジオボタンにより選択入力できるようにしてもよい。あるいは、ユーザが、アクセス不可能予定日の日付を、直接テキスト形式で入力領域201に入力できるようにしてもよい。 An example of this input area 201 is a pull-down menu (pull-down list). When the cursor is placed on the input area 201 and the enter button of the terminal device 3 is pressed, a list of selection items of “Tomorrow”, “2 days later”,... “5 days later” is displayed as illustrated in FIG. Make it appear hanging down. In this example, the inaccessible scheduled date from tomorrow to 5 days later can be selected and input. However, the present invention is not limited to this, and it can be selected and input until n days later (n is a positive integer). Also good. Further, instead of “Tomorrow” or the like, a specific “Date (Monday)” may be displayed as a selection item. As another example of the input area 201, a plurality of selection items from tomorrow to n days later may be displayed in a list together with radio buttons so that one of the selection items can be selected and input with the radio buttons. Alternatively, the user may be able to directly input the date of the inaccessible scheduled date into the input area 201 in text format.
 また、このアクセス不可能予定日通知画面には、メッセージ入力領域202および送信ボタン203というオブジェクトも表示される。そして、ユーザは、端末装置3を操作してメッセージ入力領域203に任意のメッセージを入力し、送信ボタン203を選択することによって、端末装置3からは全ての仲間宛のメッセージが、アクセス不可能予定日の情報とともにゲームサーバ1へ送信される。図24では「応援アクセスお願いします!」というメッセージをユーザが入力した例を示している。なお、データベースサーバ2における記憶容量を考慮して、メッセージ入力領域202に入力できる文字に制限(例えば全角30文字以内)を設けてもよい。なお、ユーザが、入力領域201にアクセス不可能予定日を入力し、メッセージ入力領域202にはメッセージを入力することなく送信ボタン203を押した場合は、アクセス不可能予定日のみが仲間全員に伝達されることになる。また、アクセス不可能予定日通知画面には、仲間リスト画面へ遷移するためのハイパーリンク204やメイン画面へ遷移するためのハイパーリンク205などを表示してもよい。 In addition, objects such as a message input area 202 and a send button 203 are also displayed on this inaccessible scheduled date notification screen. Then, the user operates the terminal device 3 to input an arbitrary message in the message input area 203 and selects the send button 203, so that messages addressed to all the friends are not accessible from the terminal device 3. It is transmitted to the game server 1 together with the date information. FIG. 24 shows an example in which the user inputs the message “Please support us!”. In consideration of the storage capacity in the database server 2, there may be a restriction (for example, within 30 full-width characters) on the characters that can be input in the message input area 202. In addition, when the user inputs an inaccessible scheduled date in the input area 201 and presses the send button 203 without inputting a message in the message input area 202, only the inaccessible scheduled date is transmitted to all the friends. Will be. Moreover, you may display the hyperlink 204 for changing to a buddy list screen, the hyperlink 205 for changing to a main screen, etc. on the inaccessible scheduled date notification screen.
 このアクセス不可能予定日通知画面でのユーザの操作により端末装置3からアクセス不可能予定日等の情報が送信された場合、ゲームサーバ1では、予定日伝達手段62の予定日情報記憶制御部62aが、ユーザの端末装置3から受信した情報(「アクセス不可能予定日」および「メッセージ内容」)を、当該ユーザのユーザIDと対応付けてデータベースサーバ2に記憶する(図23参照)。さらに、予定日情報記憶制御部62aは、予定日を送信したユーザの仲間ユーザの全員を対象として、各仲間ユーザのユーザIDと対応付けて、予定日送信側のユーザIDを記憶する(図23参照)。 When information such as an inaccessible scheduled date is transmitted from the terminal device 3 by a user operation on the inaccessible scheduled date notification screen, the game server 1 in the game server 1 has a scheduled date information storage control unit 62a. However, the information received from the user terminal device 3 (“scheduled date of inaccessibility” and “message content”) is stored in the database server 2 in association with the user ID of the user (see FIG. 23). Further, the scheduled date information storage control unit 62a stores the user ID on the scheduled date transmission side in association with the user ID of each fellow user for all the fellow users of the users who have transmitted the scheduled date (FIG. 23). reference).
 そして、予定日の通知を受けた仲間ユーザの端末装置3がゲームサーバ1へアクセスしたとき、ゲームサーバ1の予定日伝達手段62は、予定日送信側のユーザIDと対応付けて記憶されている「アクセス不可能予定日」および「メッセージ内容」等を表示させる画面データを、当該仲間ユーザの端末装置3に送信する。これにより、この画面データを受信したユーザの端末装置3には、例えば図25に示す仲間の情報画面が表示され、ユーザは、他の仲間のアクセス不可能予定日等を画面で確認できるようになっている。この仲間の情報画面は、ゲームのメイン画面の一部として、またはメイン画面にリンクした別画面として、端末装置3の表示部35に表示される画面である。図25の画面例では、仲間からの応援アクセス依頼情報として、アクセス不可能予定日を送信したユーザのアバター206、ユーザ名207、アクセス不可能予定日208およびメッセージ209が表示されている。なお、画面に表示しきれない仲間の情報については、画面をスクロールすることにより表示することができる。また、この仲間の応援アクセス依頼情報は、アクセス不可能予定日が経過するまで、応援アクセス依頼を受けた仲間ユーザの端末装置3の画面にて確認できるようになっている。 Then, when the terminal device 3 of the fellow user who has received the notification of the scheduled date accesses the game server 1, the scheduled date transmission means 62 of the game server 1 is stored in association with the user ID on the scheduled date transmission side. Screen data for displaying “scheduled inaccessible date”, “message content”, and the like is transmitted to the terminal device 3 of the fellow user. Thereby, for example, the fellow information screen shown in FIG. 25 is displayed on the terminal device 3 of the user who has received this screen data, so that the user can check the scheduled access date of other fellows on the screen. It has become. This fellow information screen is a screen displayed on the display unit 35 of the terminal device 3 as a part of the main screen of the game or as another screen linked to the main screen. In the screen example of FIG. 25, the avatar 206 of the user who has transmitted the inaccessible scheduled date, the user name 207, the inaccessible scheduled date 208, and a message 209 are displayed as support access request information from a friend. Note that information about friends who cannot be displayed on the screen can be displayed by scrolling the screen. Moreover, this friend's support access request information can be confirmed on the screen of the terminal device 3 of the friend user who received the support access request until the inaccessible scheduled date elapses.
 このように、本実施の形態のゲームシステムでは、図24に例示するようなコミュニケーションツールを使用して、ユーザが簡単な操作によって、アクセス不可能予定日を仲間に通知できるようになっている。そして、本実施の形態では、ユーザは、アクセス不可能予定日をゲームサーバ1へ1回だけ送信する操作を行うだけで、自己の仲間全員にアクセス不可能予定日やオリジナルメッセージを送信することが可能であり、ユーザ側の操作の容易化が図られている。特に、ソーシャルゲーム等のユーザの操作の容易化が強く求められるゲームサービスには、本実施の形態の構成が好適である。 As described above, in the game system of the present embodiment, the communication tool as illustrated in FIG. 24 is used so that the user can notify the friend of the inaccessible scheduled date by a simple operation. In the present embodiment, the user can transmit the inaccessible scheduled date and the original message to all of his / her friends only by performing an operation of transmitting the inaccessible scheduled date to the game server 1 only once. This is possible, and the operation on the user side is facilitated. In particular, the configuration of the present embodiment is suitable for a game service such as a social game that requires strong user operation.
 ところで、応援アクセス条件を満たしているか否かの判定は、1日に一度もゲームサーバ1へアクセスしなかった(単位期間内アクセスを達成できなかった)ユーザに対して、アクセスの欠落が生じる度に行われる処理である。ゲームサーバ1が管理しているゲームサービス利用登録者数が多くなるほど、アクセスの欠落を生じるユーザの数も多くなるため、ゲームサーバ1の処理負荷は大きくなる。例えば100万人のゲームサービス利用登録者のうちの約1割にアクセスの欠落が生じただけでも、10万人程度のユーザに対して応援アクセス条件を満たしているか否かの判定処理が実行されることになる。そして、この応援アクセス条件を満たしているか否かの判定処理は、ユーザがゲームサーバ1にゲーム実行を要求して行われる処理ではなく、ユーザがゲームサーバ1へアクセスしなかったという消極的な事実に対して行われる処理でもあることから、できるだけゲームサーバ1の処理負荷を軽減して実行したい処理でもある。 By the way, it is determined whether or not the support access condition is satisfied, every time a lack of access occurs for a user who has never accessed the game server 1 once a day (access within the unit period has not been achieved). It is a process performed. As the number of registered game service users managed by the game server 1 increases, the number of users who cause access loss increases, so the processing load on the game server 1 increases. For example, even if about 10% of 1 million game service use registrants have lost access, the process of determining whether or not the support access condition is satisfied for about 100,000 users is executed. Will be. The determination process of whether or not the support access condition is satisfied is not a process performed by the user requesting the game server 1 to execute the game, but a negative fact that the user has not accessed the game server 1. Therefore, it is also a process to be executed with the processing load of the game server 1 reduced as much as possible.
 そこで、図22に示す仲間応援アクセス判定手段56は、ユーザが予定日伝達手段62によって仲間ユーザへアクセス不可能予定日を事前に伝達した上で当該アクセス不可能予定日と同じ日にアクセスをしなかった場合に限り、当該ユーザの仲間ユーザが応援アクセス条件を満たしているか否かを判定するようにしてもよい。すなわち、仲間ユーザへのアクセス不可能予定日の事前通知を、応援アクセス条件を満たしているか否かの判定を受けるための必須条件とするのである。これを前記図15のフローチャートの処理に適用した場合を例示すると、図26のフローチャートに示すようになる。 Therefore, the fellow support access determining means 56 shown in FIG. 22 accesses the same date as the scheduled date of inaccessibility after the user has transmitted the scheduled date of inaccessibility to the fellow user in advance by the scheduled date transmitting means 62. Only when there is not, you may make it determine whether the fellow user of the said user satisfy | fills support access conditions. In other words, the advance notification of the inaccessible scheduled date for the fellow user is made an indispensable condition for receiving a determination as to whether or not the support access condition is satisfied. A case where this is applied to the processing of the flowchart of FIG. 15 is illustrated in the flowchart of FIG.
 すなわち、現実世界の1日(単位期間)の終了後の処理の開始時間になれば(S31でYES)、先ず、前日が、ユーザから仲間ユーザへ事前通知されたアクセス不可能予定日であるか否かが判断される(S101)。そして、前日がアクセス不可能予定日であった場合(S101でYES)、応援アクセス条件を満たしているか否かの判定処理(S34およびS35)を含むS32~S40のルーチンに移行する。一方、前日がアクセス不可能予定日でなかった場合(S101でNO)、応援アクセス条件を満たしているか否かの判定処理を含むルーチンに移行することなく、図26のフローチャートの処理を終了する。 That is, if it is the start time of the process after the end of one day (unit period) in the real world (YES in S31), first, is the previous day an inaccessible scheduled date notified in advance from the user to the fellow user? It is determined whether or not (S101). If the previous day is an inaccessible scheduled date (YES in S101), the routine proceeds to a routine of S32 to S40 including a determination process (S34 and S35) as to whether or not the support access condition is satisfied. On the other hand, when the previous day is not an inaccessible scheduled date (NO in S101), the process of the flowchart of FIG. 26 is terminated without shifting to a routine including a process for determining whether or not the support access condition is satisfied.
 このように、ユーザによるアクセス不可能予定日の事前通知を、応援アクセス条件を満たしているか否かの判定処理を実行するための条件とすることにより、ゲームサーバ1は、アクセス不可能予定日に限定して、応援アクセス条件を満たしているか否かの判定処理や、当該条件を満たしている場合のその後の処理を行うため、ゲームサーバ1の処理負担を大幅に軽減できる。 As described above, the game server 1 makes the advance notification on the scheduled inaccessible date a condition for executing the process for determining whether or not the support access condition is satisfied. Since the determination process of whether or not the support access condition is satisfied and the subsequent process when the condition is satisfied are performed, the processing load on the game server 1 can be greatly reduced.
 また、ユーザにとっては、仲間ユーザへアクセス不可能予定日を事前に通知していない日に、ゲームサーバ1へアクセスをしなかった場合、応援アクセス条件を満たしているか否かの判定を受けられず、よって欠落日の埋め合わせがされることはない。よって、各ユーザは、アクセスできそうにない日が予定されている場合、仲間に対して積極的にアクセス不可能予定日を通知して応援アクセスの事前依頼を行うようになり、これによって仲間同士のコミュニケーションの活性化が図れる。 In addition, for the user, if the game server 1 is not accessed on the day when the scheduled date of inaccessibility to the fellow user is not notified in advance, it is not possible to receive a determination as to whether or not the support access condition is satisfied. Therefore, the missing date will not be compensated. Therefore, when a day that is unlikely to be accessible is scheduled, each user will make an advance request for support access by actively notifying the fellows of the scheduled date of inaccessibility, thereby Activation of communication.
 〔ゲーム管理装置の他の構成例〕
 次に、ゲーム管理装置の他の構成例を、図27の機能ブロック図を参照しながら説明する。なお、既出の図面(図1~図26)において示した構成と同様の構成については同一の部材番号を付し、適宜その説明を省略する。
[Another configuration example of the game management device]
Next, another configuration example of the game management device will be described with reference to the functional block diagram of FIG. Note that the same components as those shown in the above-described drawings (FIGS. 1 to 26) are denoted by the same member numbers, and description thereof will be omitted as appropriate.
 本実施の形態では、仲間の応援アクセスによりユーザに連続アクセス達成特典が付与された場合、この応援アクセスに寄与した仲間にも、何らかのメリットが与えられるようにする構成について説明する。本構成は、前記の図4、図19または図22に例示した何れのゲームサーバ1にも、あるいは後述するゲームサーバ1にも適用できるが、以下には図4のゲームサーバ1に本構成を適用した例について説明する。 In the present embodiment, a configuration will be described in which when a continuous access achievement privilege is given to a user by a friend's support access, some advantage is also given to the friend who has contributed to the support access. This configuration can be applied to any of the game servers 1 illustrated in FIG. 4, FIG. 19, or FIG. 22, or to the game server 1 described later. An applied example will be described.
 図27に示すように、本実施の形態のゲームサーバ1(ゲーム管理装置)は、図4に示した各手段51~59に加えて、応援アクセス特典付与手段63をさらに備えている。この応援アクセス特典付与手段63は、欠落日(欠落単位期間)が存在するユーザの仲間ユーザが応援アクセス条件を満たすことによって連続アクセス達成特典が付与されたユーザの仲間ユーザであって、当該応援アクセス条件を満たすアクセスを行った仲間ユーザに対して、ゲーム上有利になるように当該仲間ユーザのゲーム情報を変更して応援アクセス特典を付与する機能を有する。この応援アクセス特典付与手段63は、ゲームサーバ1のCPU11が本実施の形態に係るプログラムを実行することにより実現されるものである。 As shown in FIG. 27, the game server 1 (game management apparatus) according to the present embodiment further includes support access privilege granting means 63 in addition to the means 51 to 59 shown in FIG. This support access privilege granting means 63 is a friend user of a user who has been granted a continuous access achievement privilege when a fellow user of a user who has a missing date (missing unit period) satisfies the support access condition. It has the function to give the support access privilege by changing the game information of the said fellow user so that it may become advantageous on a game with respect to the fellow user who performed the access which satisfy | fills conditions. This support access privilege provision means 63 is implement | achieved when CPU11 of the game server 1 runs the program which concerns on this Embodiment.
 ここで、応援アクセスに寄与した仲間ユーザに付与される応援アクセス特典とは、当該特典が付与されなかった場合と比較してゲーム上有利になるものであればよく、連続アクセス達成特典と同様に、ゲームの種類や内容に応じて様々な特典を適用できる。ただし、特典の大きさ(メリットの程度)については、連続アクセス達成ユーザに対して付与される連続アクセス達成特典よりも、連続アクセス達成の一助となった仲間ユーザに対して付与される応援アクセス特典の方が、小さな特典とすることが望ましい。例えば、連続アクセス達成特典が200ポイント分の強化ポイントであった場合、応援アクセス特典は50~100ポイント分の強化ポイントとする。また、例えば、連続アクセス達成特典を回復アイテム3つとするのに対して、応援アクセス特典をフェイクカード1つとする等、連続アクセス達成特典と応援アクセス特典とで特典の種類を変えてもよい。 Here, the support access privilege given to the fellow user who has contributed to the support access only needs to be advantageous in terms of the game as compared to the case where the privilege is not given, and is similar to the continuous access achievement privilege. Various benefits can be applied according to the type and content of the game. However, with regard to the size of the privilege (degree of merit), the support access privilege given to fellow users who helped to achieve continuous access rather than the continuous access achievement privilege given to users who achieved continuous access It is desirable to have a small benefit. For example, if the continuous access achievement privilege is an enhancement point for 200 points, the support access privilege is an enhancement point for 50 to 100 points. Further, for example, the type of privilege may be changed between the continuous access achievement privilege and the support access privilege such that the continuous access achievement privilege is set to three recovery items and the support access privilege is set to one fake card.
 次に、図28のフローチャートを参照しながら、本実施の形態のゲーム管理装置(ゲームサーバ1)の動作について説明する。図28は、ある一人のユーザを中心とした仲間というグループに対して実行される処理の流れを示すものであり、ゲームサーバ1が管理している各々のユーザを中心としたグループに対して同様の処理が行われる。 Next, the operation of the game management device (game server 1) of the present embodiment will be described with reference to the flowchart of FIG. FIG. 28 shows a flow of processing executed for a group called a friend centered on one user, and the same applies to a group centered on each user managed by the game server 1. Is performed.
 あるユーザに連続アクセス達成特典が付与された場合(S111)、当該ユーザが欠落日の埋め合わせなしに連続アクセスを達成したのか、それともアクセスの欠落日があったにもかかわらず仲間の応援アクセスにより欠落日が埋め合わされたことによって連続アクセスを達成したのかが判断される(S112)。この判断は、ユーザIDと対応付けて記憶されている図9Aに例示するアクセス情報(日々のアクセスの有無および応援アクセス条件達成を示す情報)に基づいて行うことができる。 If a certain user is granted a continuous access achievement privilege (S111), whether the user has achieved continuous access without making up for missing days, or missing due to peer support even though there was a missing day of access It is determined whether continuous access has been achieved by making up for the day (S112). This determination can be made based on the access information illustrated in FIG. 9A that is stored in association with the user ID (information indicating the presence or absence of daily access and support access condition achievement).
 ここで、ユーザが欠落日の埋め合わせなしに連続アクセスを達成していた場合(S112でNO)、当該ユーザの仲間ユーザに応援アクセス特典を付与する処理を行うことなく図28に示すルーチンを終了する。一方、欠落日が埋め合わされたことによってユーザが連続アクセスを達成していた場合(S112でYES)、ゲームサーバ1の応援アクセス特典付与手段63は、欠落日の埋め合わせに寄与した仲間ユーザ、すなわち応援アクセス条件を満たすアクセスを行った仲間ユーザを抽出する(S113)。 Here, if the user has achieved continuous access without making up for missing days (NO in S112), the routine shown in FIG. 28 is terminated without performing the process of giving the support access privilege to the fellow user of the user. . On the other hand, when the user has achieved continuous access by making up for the missing date (YES in S112), the support access privilege granting means 63 of the game server 1 contributes to make up for the missing date, ie, support. A fellow user who has made access satisfying the access conditions is extracted (S113).
 このS113における仲間ユーザの抽出処理は、応援アクセス条件が「欠落日と同じ日にゲームサーバ1へアクセスした仲間ユーザの人数または当該仲間ユーザ全体に占める割合が、閾値を超えること」であった場合、次のようにして実現できる。すなわち、応援アクセス条件が満たされた欠落日と同じ日に、ゲームサーバ1へアクセスした仲間ユーザを、ユーザIDと対応付けて記憶されている図9Aに例示するアクセス情報(日々のアクセスの有無の情報)に基づいて抽出する。 The extraction process of the fellow users in S113 is when the support access condition is “the number of fellow users who accessed the game server 1 on the same day as the missing date or the ratio of the whole fellow users exceeds the threshold”. It can be realized as follows. That is, the access information illustrated in FIG. 9A in which the fellow users who have accessed the game server 1 are stored in association with the user ID on the same day as the missing date when the support access condition is satisfied (the presence or absence of daily access) Information).
 また、応援アクセス条件が「欠落日が存在するユーザの仲間というグループの評価値が、閾値を超えること」であった場合、S113の抽出処理は次のようにして実現できる。例えばグループの評価値が仲間アクセス平均であり、閾値が0.8であった場合、アクセス平均が0.8以上の仲間ユーザを抽出する。 In addition, when the support access condition is “the evaluation value of the group of users who have missing days exceeds the threshold value”, the extraction process of S113 can be realized as follows. For example, when the evaluation value of the group is a fellow access average and the threshold is 0.8, a fellow user having an access average of 0.8 or more is extracted.
 また、グループの評価値が仲間ユーザのアクセス頻度の合計値の場合、アクセス頻度が0ではない仲間ユーザが応援アクセス条件を満たすために寄与したことになるので、アクセス頻度が0でない仲間ユーザを全て抽出してもよい。但し、アクセス頻度の高さによって寄与の程度は大きく異なるので、アクセス頻度が高い仲間ユーザほど、応援アクセス特典を高くする構成にしてもよい。また、その寄与の程度が極めて低いアクセス頻度が所定の値以下の仲間ユーザについては、S113の抽出の対象から除外してもよい。 Moreover, when the evaluation value of the group is the total value of the access frequency of the fellow users, since the fellow users whose access frequency is not 0 contributed to satisfy the support access condition, all the fellow users whose access frequency is not 0 are all included. It may be extracted. However, since the degree of contribution varies greatly depending on the frequency of access, a friend user with a higher access frequency may have a higher support access privilege. Moreover, you may exclude from the extraction object of S113 about the fellow user whose access frequency whose degree of contribution is very low is below a predetermined value.
 また、グループの評価値が「グループ内のアクセス頻度の最大値」であった場合、当該最大値の仲間ユーザのみを抽出する。この場合、抽出される仲間ユーザは一人だけあり、その寄与の程度は大きいことから、他の応援アクセス条件のときに比べて応援アクセス特典を大きくしてもよい。また、グループの評価値が「グループ内のアクセス頻度の最小値」であった場合、全ての仲間ユーザが応援アクセス条件を満たすために寄与したことになるので、仲間ユーザを全て抽出してもよい。 In addition, when the evaluation value of the group is “the maximum value of access frequency in the group”, only the fellow users having the maximum value are extracted. In this case, since there is only one fellow user to be extracted and the degree of contribution is large, the support access privilege may be increased as compared to other support access conditions. In addition, when the evaluation value of the group is “the minimum value of the access frequency within the group”, all the fellow users have contributed to satisfy the support access condition, so all the fellow users may be extracted. .
 S113の後、応援アクセス特典付与手段63は、ゲーム上有利になるように、抽出した仲間ユーザのゲーム情報を変更して応援アクセス特典を付与する(S114)。例えば、所定の強化ポイントを応援アクセス特典として仲間ユーザに付与する場合、当該仲間ユーザのユーザIDに対応するゲーム情報(図6に例示するユーザの強化ポイントの情報)が変更されることになる。 After S113, the support access privilege granting means 63 changes the extracted game information of the fellow users and gives the support access privilege so as to be advantageous in the game (S114). For example, when a predetermined strengthening point is given to a fellow user as a support access privilege, game information corresponding to the user ID of the fellow user (information on the strengthening point of the user illustrated in FIG. 6) is changed.
 応援アクセス特典が付与されたユーザに対しては、当該特典の付与後にユーザの端末装置3がゲームサーバ1に最初にアクセスしたとき、ゲームサーバ1より当該特典が付与された旨を報知する画面データが、ユーザの端末装置3へ送信される。これにより、ユーザは、自分の応援アクセスによって仲間が連続アクセス達成特典を獲得したこと、およびそれによって自分にも応援アクセス特典が付与されたことを認識できる。 Screen data for notifying the user that the privilege is granted to the user when the terminal device 3 of the user first accesses the game server 1 after the privilege is granted. Is transmitted to the terminal device 3 of the user. Thereby, the user can recognize that the fellow has acquired the continuous access achievement privilege by his support access, and that the support access privilege has been given to himself.
 以上のように、欠落日が存在するユーザの仲間ユーザが応援アクセス条件を満たすことによって当該ユーザに連続アクセス達成特典が付与された場合、応援アクセスに寄与した仲間ユーザにも応援アクセス特典を付与することにより、各ユーザは、仲間の応援アクセスを積極的に行おうとする意識付け、動機付けが与えられることになる。 As described above, when a fellow user of a user with a missing date is granted a continuous access achievement privilege by satisfying the support access condition, the support access privilege is also given to the fellow user who has contributed to the support access. Thus, each user is provided with awareness and motivation to actively support his / her friends.
 次に、ユーザを中心とする仲間というグループの中に、連続アクセス達成特典を獲得した仲間ユーザが所定の人数以上または所定の割合以上いる場合、当該ユーザにさらなるメリットが与えられるようにする構成について説明する。本構成は、前記の図4、図19または図22に例示した何れのゲームサーバ1にも、あるいは後述するゲームサーバ1にも適用できるが、以下には図4のゲームサーバ1に本構成を適用した例について説明する。 Next, when there are more than a predetermined number or more than a predetermined percentage of fellow users who have acquired a continuous access achievement privilege in a group of friends centered on the user, a configuration that allows the user to be further merited explain. This configuration can be applied to any of the game servers 1 illustrated in FIG. 4, FIG. 19, or FIG. 22, or to the game server 1 described later. An applied example will be described.
 図27に示すように、本実施の形態のゲームサーバ1(ゲーム管理装置)は、図4に示した各手段51~59に加えて、仲間特典付与手段64をさらに備えている。この仲間特典付与手段64は、ユーザを中心とする仲間というグループの中に連続アクセス達成特典が付与された仲間ユーザが所定の人数以上または所定の割合以上いる当該ユーザに対して、ゲーム上有利になるように当該ユーザのゲーム情報を変更して仲間特典を付与する機能を有する。この仲間特典付与手段64は、ゲームサーバ1のCPU11が本実施の形態に係るプログラムを実行することにより実現されるものである。 As shown in FIG. 27, the game server 1 (game management apparatus) according to the present embodiment further includes fellow privilege granting means 64 in addition to the means 51 to 59 shown in FIG. This fellow privilege granting means 64 is advantageous in terms of the game with respect to the user who has a certain number of fellow users or more than a predetermined ratio to which the continuous access achievement privilege is given in a group of fellows centered on the user. It has a function to change the game information of the user so as to give a fellow privilege. This fellow privilege grant means 64 is implement | achieved when CPU11 of the game server 1 runs the program which concerns on this Embodiment.
 ここで、各ユーザを中心とするグループ内の連続アクセス達成特典が付与された仲間ユーザの人数または割合を求めるに際しては、当該中心となるユーザを含めてもよいし、当該中心となるユーザを除外してもよい。なお、仲間を一人も作っていないユーザに関しては、当該ユーザを中心とする仲間というグループ自体が存在しないため、仲間特典が付与されることはない。 Here, in determining the number or ratio of fellow users who have been granted the continuous access achievement privilege within the group centered on each user, the central user may be included, or the central user is excluded. May be. In addition, about the user who does not make any associate, since the group itself called the associate centering on the said user does not exist, the associate privilege is not provided.
 ここで、仲間特典とは、当該特典が付与されなかった場合と比較してゲーム上有利になるものであればよく、連続アクセス達成特典と同様に、ゲームの種類や内容に応じて様々な特典を適用できる。この仲間特典は、自己の仲間グループ内に連続アクセス達成特典を獲得した仲間ユーザが所定の人数以上または所定の割合以上いる必要がある達成難易度の高い特典であるため、その特典の大きさ(メリットの程度)については、連続アクセス達成ユーザに対して付与される連続アクセス達成特典と同程度またはそれよりも大きい特典とすることもできる。例えば、連続アクセス達成特典が200ポイント分の強化ポイントであった場合、仲間特典は200~300ポイント分の強化ポイントとする。また、例えば、連続アクセス達成特典を200ポイント分の強化ポイントとするのに対して、仲間特典を回復アイテム3つとする等、連続アクセス達成特典と仲間特典とで特典の種類を変えてもよい。 Here, the fellow benefits only need to be advantageous in terms of the game as compared to the case where the benefits are not given, and various benefits depending on the type and content of the game, as with the continuous access achievement privilege. Can be applied. Since this fellow privilege is a privilege that has a high degree of difficulty in which it is necessary to have a certain number of fellow users who have acquired the continuous access achievement privilege in their fellow group or more than a predetermined ratio, the size of the privilege ( About the degree of merit), it is also possible to make the benefit the same or larger than the continuous access achievement privilege given to the continuous access achievement user. For example, when the continuous access achievement privilege is an enhancement point for 200 points, the fellow privilege is an enhancement point for 200 to 300 points. In addition, for example, while the continuous access achievement privilege is set as an enhancement point for 200 points, the type of privilege may be changed between the continuous access achievement privilege and the fellow privilege, such as three recovery items.
 この仲間特典を適用する例としては、前述の期間限定のゲーム内イベントにおいて適用することができる。すなわち、当該イベント期間中の連続アクセスの達成者に対して連続アクセス達成特典を付与するとともに、当該イベント期間中にグループ内に連続アクセス達成特典を獲得した仲間ユーザが所定の人数以上または所定の割合以上いるユーザに対して仲間特典を付与する。 As an example of applying this companion benefit, it can be applied to the above-mentioned limited-time in-game event. That is, a continuous access achievement privilege is given to those who have achieved continuous access during the event period, and the number of fellow users who have acquired the continuous access achievement privilege within the group during the event period is equal to or greater than a predetermined number or a predetermined ratio A fellow privilege is granted to the above users.
 また、前記の期間限定のゲーム内イベントを開催していない通常時においても、所定の期間(例えば毎週月曜日から日曜日)を定めて、当該期間中にグループ内に連続アクセス達成特典を獲得した仲間ユーザが所定の人数以上または所定の割合以上いるユーザに対して、仲間特典を付与してもよい。 In addition, even during normal times when no in-game event is held for a limited period of time, a fellow user who has determined a predetermined period (for example, every Monday to Sunday) and has acquired a continuous access achievement privilege within the group during the period. You may give a fellow privilege to a user who has more than a predetermined number or a predetermined ratio.
 次に、図29のフローチャートを参照しながら、本実施の形態のゲーム管理装置(ゲームサーバ1)の動作について説明する。図29は、ある一人のユーザに対して実行される処理の流れを示すものであり、ゲームサーバ1が管理している各々のユーザに対して同様の処理が行われる。 Next, the operation of the game management device (game server 1) of the present embodiment will be described with reference to the flowchart of FIG. FIG. 29 shows the flow of processing executed for one user, and the same processing is performed for each user managed by the game server 1.
 仲間特典を付与するか否かを判定する所定の期間が終了すると(S121)、ゲームサーバ1は、ユーザに仲間が存在するか否かを判断する(S122)。ここで、ユーザが一人も仲間を作っていなかった場合(S122でNO)、ゲームサーバ1は、当該ユーザに対しては仲間特典を付与するか否かの判定を行うことなく処理を終了する。一方、ユーザに仲間が存在する場合(S122でYES)、ゲームサーバ1の仲間特典付与手段64は、仲間管理手段53が管理しているユーザの仲間情報および連続アクセス特典付与手段57が連続アクセス達成特典をユーザに付与した情報(図6に例示する特典情報)に基づいて、ユーザを中心とするグループ内の連続アクセス達成特典が付与された仲間ユーザの人数または割合を求める(S123)。なお、図29では、仲間ユーザの人数Nを求める例を示している。 When a predetermined period for determining whether or not to give a friend privilege is over (S121), the game server 1 determines whether or not a friend exists in the user (S122). Here, when the user has not made any buddies (NO in S122), the game server 1 ends the process without determining whether or not to give the buddies benefits to the user. On the other hand, when the user has a friend (YES in S122), the friend privilege granting means 64 of the game server 1 achieves continuous access by the friend information of the user managed by the fellow management means 53 and the continuous access privilege giving means 57. Based on the information (privilege information illustrated in FIG. 6) that gives the privilege to the user, the number or ratio of fellow users who have been granted the continuous access achievement privilege within the group centered on the user is determined (S123). In addition, in FIG. 29, the example which calculates | requires the number N of fellow users is shown.
 その後、仲間特典付与手段64は、S123で求めた人数Nが所定の閾値(図29では閾値を10とした例を示している)以上であるか否かを判定する。ここで、人数Nが閾値より小さい場合は(S124でNO)、ユーザに仲間特典が付与されることなく終了する。一方、人数Nが閾値以上の場合(S124でYES)、仲間特典付与手段64は、ゲーム上有利になるようにユーザのゲーム情報を変更して、仲間特典を付与する(S125)。例えば、所定の強化ポイントを仲間特典としてユーザに付与する場合、当該ユーザのユーザIDに対応するゲーム情報(図6に例示するユーザの強化ポイントの情報)が変更されることになる。 Thereafter, the fellow privilege granting means 64 determines whether or not the number N of people obtained in S123 is equal to or greater than a predetermined threshold value (an example in which the threshold value is 10 is shown in FIG. 29). Here, if the number N is smaller than the threshold (NO in S124), the process ends without giving the fellow benefits to the user. On the other hand, when the number N is equal to or greater than the threshold (YES in S124), the fellow privilege granting means 64 changes the game information of the user so as to be advantageous in terms of the game, and grants the fellow privilege (S125). For example, when a predetermined strengthening point is given to a user as a fellow benefit, game information corresponding to the user ID of the user (information on the strengthening point of the user illustrated in FIG. 6) is changed.
 仲間特典が付与されたユーザに対しては、当該特典の付与後にユーザの端末装置3がゲームサーバ1に最初にアクセスしたとき、ゲームサーバ1より当該特典が付与された旨を報知する画面データが、ユーザの端末装置3へ送信される。これにより、ユーザは、自己の仲間グループの中に連続アクセス達成特典を獲得した仲間ユーザが閾値以上いたことにより、仲間特典が付与されたことを認識できる。 When the user's terminal device 3 accesses the game server 1 for the first time after granting the privilege, screen data for notifying that the privilege has been granted from the game server 1 is given to the user who has been granted the fellow privilege. To the terminal device 3 of the user. Thereby, the user can recognize that the fellow privilege was provided because the fellow user who acquired the continuous access achievement privilege was more than the threshold in his / her fellow group.
 以上のように、本実施の形態では、ユーザを中心とする仲間というグループの中に、連続アクセス達成特典を獲得した仲間ユーザが所定の人数以上または所定の割合以上いる場合、当該ユーザに仲間特典が付与されるという構成である。この構成が「応援アクセスによる欠落日の埋め合わせによって仲間が連続アクセス達成特典を獲得し易くなる」という構成と相俟って、各ユーザには、自己の仲間の多くが連続アクセス達成特典を獲得できるようにアクセス頻度を高めようとする意識付け、動機付けが与えられることになる。すなわち、連続アクセス達成特典だけではなく、さらに仲間特典を獲得するチャンスがあり、自分が連続アクセス達成特典を獲得するためだけでなく、多くの仲間ユーザが連続アクセス達成特典を獲得できるようにするために、ユーザはゲームサーバ1へのアクセス頻度を高めようとする動機付けが与えられる。また、連続アクセスが途中で途絶えて連続アクセス達成特典を獲得できなくなったユーザにとっても、自己の仲間ユーザの多くが連続アクセス達成特典を獲得すれば仲間特典を獲得するチャンスがある。よって、応援アクセスにより多くの仲間ユーザが連続アクセス達成特典を獲得できるようにするために、ユーザはゲームサーバ1へのアクセス頻度を高めようとする動機付けが与えられる。 As described above, in the present embodiment, when there are more than a predetermined number of users or a predetermined percentage of fellow users who have acquired a continuous access achievement privilege in a group of friends centered on the user, the user is given a fellow privilege. Is provided. Combined with the configuration that this companion makes it easy for friends to acquire continuous access achievement benefits by making up for missing days due to support access, each user can acquire continuous access achievement benefits for each user. In this way, awareness and motivation to increase the access frequency are given. In other words, there is a chance to acquire not only continuous access achievement benefits but also fellow benefits, so that many fellow users can acquire continuous access achievement benefits as well as to obtain continuous access achievement benefits. In addition, the user is motivated to increase the frequency of access to the game server 1. In addition, even for users who have lost continuous access halfway and can no longer obtain the continuous access achievement privilege, there is a chance that many of their own fellow users will acquire the continuous access achievement privilege. Therefore, in order that many fellow users can acquire a continuous access achievement privilege by support access, the user is motivated to increase the access frequency to the game server 1.
 〔ゲーム管理装置の他の構成例〕
 次に、ゲーム管理装置の他の構成例を、図30の機能ブロック図を参照しながら説明する。なお、既出の図面(図1~図29)において示した構成と同様の構成については同一の部材番号を付し、適宜その説明を省略する。本実施の形態の構成は、前記の図4、図19、図22または図27に例示した何れのゲームサーバ1にも、あるいは後述するゲームサーバ1にも適用できるが、以下には図4のゲームサーバ1に本構成を適用した例について説明する。
[Another configuration example of the game management device]
Next, another configuration example of the game management device will be described with reference to the functional block diagram of FIG. Note that the same components as those shown in the previous drawings (FIGS. 1 to 29) are denoted by the same reference numerals, and the description thereof is omitted as appropriate. The configuration of the present embodiment can be applied to any of the game servers 1 illustrated in FIG. 4, FIG. 19, FIG. 22, or FIG. 27, or the game server 1 described later. An example in which this configuration is applied to the game server 1 will be described.
 図30に示すように、本実施の形態のゲームサーバ1(ゲーム管理装置)は、図4に示した各手段51~59に加えて、アクセス頻度表示制御手段100(表示制御手段)をさらに備えている。このアクセス頻度表示制御手段100は、アクセスを受け付けたユーザの端末装置3に、他のユーザのアクセス頻度の情報を含む画面データ(表示制御情報)を送信することによって、ユーザの端末装置3の画面に、他のユーザのアクセス頻度を表示させる機能を有する。このアクセス頻度表示制御手段100は、ゲームサーバ1のCPU11が本実施の形態に係るプログラムを実行することにより実現されるものである。 As shown in FIG. 30, the game server 1 (game management apparatus) of the present embodiment further includes an access frequency display control means 100 (display control means) in addition to the means 51 to 59 shown in FIG. ing. The access frequency display control unit 100 transmits screen data (display control information) including information on the access frequency of another user to the terminal device 3 of the user who has received the access, whereby the screen of the user terminal device 3 is displayed. And a function for displaying the access frequency of other users. This access frequency display control means 100 is realized by the CPU 11 of the game server 1 executing the program according to the present embodiment.
 本ゲームシステムにおいては、アクセスの欠落が生じたときに、ユーザの仲間による応援アクセスの如何によって欠落日の埋め合わせがなされるか否かが決まるので、ユーザにとっては、これから仲間になるユーザや既に仲間になっているユーザのアクセス頻度の情報は重要である。そこで、本実施の形態のアクセス頻度表示制御手段100は、各ユーザの便宜に供するための情報として、他のユーザのアクセス頻度の情報を、ユーザの端末装置3の画面に表示させるようになっている。 In this game system, when a lack of access occurs, it is determined whether or not the missing date will be compensated depending on the support access by the user's peers. The information on the access frequency of the user is important. Therefore, the access frequency display control unit 100 of the present embodiment displays information on the access frequency of other users on the screen of the user terminal device 3 as information for the convenience of each user. Yes.
 ここで、他のユーザのアクセス頻度が表示される画面の例としては、図31に示すような仲間候補リスト画面が挙げられる。この仲間候補リスト画面は、仲間を作ろうとするユーザが、自己の端末装置3で仲間候補を検索するゲーム操作を行うことにより、ゲームサーバ1から送信されてくるゲーム画面の一つである。この仲間候補リスト画面には、ゲームサーバ1により抽出された、ユーザとは未だ仲間関係にない複数のユーザが、仲間候補者としてリストアップされて表示される。なお、画面に表示しきれない仲間候補ユーザの情報については、画面をスクロールして表示するか、または仲間候補リストの2ページ目以降をゲームサーバ1にリクエストして別画面として表示することができる。仲間候補リスト画面内には、リストアップされた仲間候補のユーザ毎の情報表示領域が設けられており、各情報表示領域には、仲間候補ユーザのゲーム情報111(ユーザ名、チーム名、ユーザのレベル、仲間の人数、所属リーグのレベル等)、仲間候補ユーザの分身的なキャラクタであるアバター112、仲間候補ユーザが所有するリーダーの選手カード113等とともに、仲間候補ユーザのアクセス頻度114が表示される。 Here, as an example of a screen on which the access frequency of other users is displayed, there is a fellow candidate list screen as shown in FIG. This friend candidate list screen is one of the game screens transmitted from the game server 1 when a user who wants to make a friend performs a game operation to search for a friend candidate with his / her terminal device 3. On this friend candidate list screen, a plurality of users extracted by the game server 1 and not yet in a friend relationship with the user are listed and displayed as friend candidates. In addition, about the information of the fellow candidate user who cannot be displayed on the screen, the screen can be displayed by scrolling, or the second and subsequent pages of the fellow candidate list can be requested from the game server 1 and displayed as a separate screen. . In the friend candidate list screen, an information display area for each user of the listed friend candidates is provided. In each information display area, game information 111 (user name, team name, user's name of the friend candidate user) is provided. Level, number of friends, league level, etc.), the avatar 112 which is a separate character of the fellow candidate user, the player card 113 of the leader owned by the fellow candidate user, and the access frequency 114 of the fellow candidate user are displayed. The
 ユーザは、この仲間候補リスト画面でリストアップされた他のユーザの情報を確認し、仲間申請したいと思うユーザを見つけることになる。また、この仲間候補リスト画面で、例えばユーザ名のハイパーリンク111aを選択する操作がなされれば、ゲームサーバ1が当該操作に応答し、当該ユーザ名のユーザについてのより詳細なゲーム情報(例えば、リーダーの選手カード113の能力値など)を表示する画面データを端末装置3へ送信する。この画面データには、仲間申請ボタンやエールボタン(またはそれらのハイパーリンク)も含まれており、ユーザは端末装置3を操作して仲間申請やメッセージの送信ができるようになっている。 The user confirms information of other users listed on this friend candidate list screen, and finds a user who wants to apply for a friend. Moreover, if operation which selects the hyperlink 111a of a user name is made on this friend candidate list screen, for example, the game server 1 will respond to the said operation, and the more detailed game information (for example, about the user of the said user name) Screen data for displaying the ability value of the player card 113 of the leader) is transmitted to the terminal device 3. This screen data includes a friend application button and an ale button (or their hyperlinks), and the user can operate the terminal device 3 to send a friend application and a message.
 ここで、画面に表示されるアクセス頻度114の情報としては、例えば、所定期間中のユーザのアクセス平均(例えば直近7日間のアクセス平均)の値とすることができる。本実施の形態では、図9Aまたは図9Bに例示するように、アクセス管理手段55のアクセス情報記憶制御部55aが、Bn日前までのアクセスの有無またはアクセス回数の情報を、ユーザID毎に記憶しているので、この情報より直近n日間のアクセス平均を算出し、算出したアクセス平均を画面に表示されるアクセス頻度114の情報とすることができる。 Here, the information of the access frequency 114 displayed on the screen can be, for example, the value of the user's access average (for example, the access average for the most recent 7 days) during a predetermined period. In this embodiment, as illustrated in FIG. 9A or FIG. 9B, the access information storage control unit 55a of the access management means 55 stores information on the presence / absence of access up to Bn days ago for each user ID. Therefore, the access average for the last n days can be calculated from this information, and the calculated access average can be used as the information of the access frequency 114 displayed on the screen.
 画面に表示されるアクセス頻度114の情報は、直近n日間のアクセス平均に限定されるものではなく、例えば、先週のアクセス平均、先月のアクセス平均、直近n日間の合計アクセス回数、先週の合計アクセス回数、先月の合計アクセス回数など、ユーザの過去のアクセス頻度が分かる情報であればよい。あるいは、アクセス頻度114の情報を多段階表示、例えばA~Cの3段階(A:アクセスが多い、B:アクセスが普通、C:アクセスが少ない)で表示してもよい。 The information on the access frequency 114 displayed on the screen is not limited to the access average for the last n days, for example, the access average for the last week, the access average for the last month, the total access count for the last n days, and the total access for the last week. Any information may be used as long as it indicates the past access frequency of the user, such as the number of times and the total number of accesses last month. Alternatively, the information of the access frequency 114 may be displayed in a multi-level display, for example, in three levels A to C (A: many accesses, B: normal access, C: few accesses).
 このように、本実施の形態では、ユーザが仲間を作ろうとするときに端末装置3の表示部35に表示される仲間候補リスト画面において、リストアップされる各ユーザの過去のアクセス頻度を表示する。これにより、ユーザは、画面上で他のユーザのアクセス頻度を見て、仲間を作るときの一つの目安とすることができる。すなわち、本実施の形態では、アクセスの欠落が生じた際に仲間による応援アクセス条件を満たすためには、仲間のアクセス頻度が高いことが望まれるので、アクセス頻度が仲間を作るときの一つの目安となるのである。 Thus, in this Embodiment, when the user tries to make a friend, the past access frequency of each user to be listed is displayed on the friend candidate list screen displayed on the display unit 35 of the terminal device 3. . Thereby, the user can see another user's access frequency on a screen, and can use it as one standard at the time of making a friend. In other words, in the present embodiment, in order to satisfy the support access condition by the fellow when lack of access occurs, it is desirable that the access frequency of the fellow is high, so one guideline when the access frequency creates the fellow It becomes.
 なお、仲間候補リスト画面には、アクセス頻度の情報以外にも、各ユーザのレベルや能力を表す情報(ユーザレベルや所属リーグのレベルなど)も併せて表示されるところ、上記の構成によれば、ユーザは、他のユーザを仲間にするか否を判断する際に、当該ユーザのレベルや能力等のみならず、アクセス頻度も考慮し、これらを総合的に判断して、仲間にしたい他のユーザを選ぶことができる。 In addition to the information on the access frequency, information indicating the level and ability of each user (user level, league level, etc.) is also displayed on the fellow candidate list screen. According to the above configuration, When a user decides whether or not to make another user a friend, he considers not only the level and ability of the user, but also the access frequency, and comprehensively judges these, Users can be selected.
 また、仲間申請を受けたユーザにおいても、当該ユーザの端末装置3の図示しない画面には、仲間申請をしたユーザの情報の一つとしてアクセス頻度が表示されるようになっており、当該アクセス頻度を、仲間申請を承認するか否かを判断する際の一つの目安とすることもできる。 In addition, even for a user who has received a friend application, an access frequency is displayed on the screen (not shown) of the terminal device 3 of the user as one piece of information of the user who has applied for the friend. Can also be used as a guide for determining whether to approve a fellow application.
 他のユーザのアクセス頻度が表示される画面の他の例としては、図32に示すような仲間リスト画面が挙げられる。上述したように仲間リスト画面には、ユーザと仲間関係にある仲間ユーザの情報がリストアップされて表示される。この仲間リスト画面には、仲間ユーザのゲーム情報81(ユーザ名、チーム名、ユーザのレベル、仲間の人数、所属リーグのレベル等)、アバター82、所有するリーダーの選手カード83、エールボタン84等とともに、当該仲間ユーザのアクセス頻度114が表示される。このアクセス頻度114は、前述したとおり、ユーザの過去のアクセス頻度が分かる情報であればよく、例えばユーザの直近n日間のアクセス平均等である。 Another example of the screen displaying the access frequency of other users is a friend list screen as shown in FIG. As described above, information of fellow users who are in a fellow relationship with the user is listed and displayed on the fellow list screen. On this buddy list screen, game information 81 of the buddy user (user name, team name, user level, number of buddy, level of affiliation, etc.), avatar 82, player card 83 of the owned leader, ale button 84, etc. At the same time, the access frequency 114 of the fellow user is displayed. As described above, the access frequency 114 may be any information that indicates the user's past access frequency. For example, the access frequency 114 may be an average of access over the last n days of the user.
 このように、仲間リスト画面に仲間ユーザのアクセス頻度114が表示されることにより、次のような利用も可能になる。すなわち、アクセスを欠落したときに仲間が応援アクセス条件を満たしてくれるように、常日頃から自己のグループに所属する仲間ユーザ全体のアクセス頻度を高めておくことが望ましい。そこで、仲間リスト画面に表示されたアクセス頻度114に基づいて、アクセス頻度が低い仲間ユーザを把握し、当該仲間ユーザに対し応援メッセージ等を送信してアクセス頻度を上げるように仕向けることにより、効率的にグループ全体のアクセス頻度を高めることができる。 Thus, by displaying the access frequency 114 of the fellow user on the fellow list screen, the following usage is also possible. That is, it is desirable to increase the access frequency of all the fellow users who belong to their own group so that the fellows can satisfy the support access condition when access is lost. Therefore, it is efficient by grasping a fellow user with a low access frequency based on the access frequency 114 displayed on the fellow list screen and sending a support message to the fellow user to increase the access frequency. The access frequency of the entire group can be increased.
 ここで、各仲間ユーザのアクセス頻度114の把握をさらに容易化するために、アクセス頻度の低い方(または高い方)から順に仲間ユーザの画面上の表示順序を並べかえるための表示順変更ボタン(その他の選択可能なオブジェクトであってもよい)を、ユーザの端末装置3に表示してもよい。この表示順変更ボタンを選択する操作がユーザの端末装置3においてなされた場合、当該操作に応じてゲームサーバ1が、アクセス頻度の低い方(または高い方)から順に仲間ユーザを並び替えた画面データを端末装置3へ送信する。この画面データを受信した端末装置3にはアクセス頻度順に並べられた仲間ユーザが表示されるので、ユーザは、アクセス頻度の低かった仲間ユーザを迅速に把握でき、当該仲間ユーザに対して即座に応援メッセージ等の送信ができるようになる。 Here, in order to further facilitate understanding of the access frequency 114 of each fellow user, a display order change button (in order to rearrange the display order on the fellow user's screen in order from the one with the lowest access frequency (or one with the highest access frequency)) ( Other selectable objects) may be displayed on the terminal device 3 of the user. When an operation for selecting the display order change button is performed on the terminal device 3 of the user, the screen data in which the game server 1 rearranges the fellow users in order from the one with the lower access frequency (or the higher one) according to the operation. Is transmitted to the terminal device 3. Since the user 3 arranged in order of access frequency is displayed on the terminal device 3 that has received this screen data, the user can quickly grasp the user whose access frequency is low, and promptly support the user in question. Messages can be sent.
 〔ゲーム管理装置の他の構成例〕
 次に、ゲーム管理装置のさらに他の構成例を、図33の機能ブロック図を参照しながら説明する。なお、既出の図面(図1~図32)において示した構成と同様の構成については同一の部材番号を付し、適宜その説明を省略する。
[Another configuration example of the game management device]
Next, still another configuration example of the game management device will be described with reference to the functional block diagram of FIG. In addition, the same member number is attached | subjected about the structure similar to the structure shown in previous drawing (FIGS. 1-32), and the description is abbreviate | omitted suitably.
 本実施の形態では、ユーザの仲間の一部または全部の仲間登録を、当該ユーザの意思に基づいて解除することができるようになっているゲームシステムについて説明する。ユーザがアクセスを欠落したときに、その欠落日の埋め合わせの可能性を高める(仲間ユーザが応援アクセス条件を満たす可能性を高める)ためには、自己のグループ内の仲間ユーザのアクセス頻度が高いことが望まれるが、ユーザが仲間登録を自由に解除できる場合、次のような事態も考えられる。すなわち、アクセス頻度の低い仲間ユーザに応援メッセージを送ってアクセス頻度を高めようとするのではなく、アクセス頻度の低い仲間ユーザの仲間登録を解除することによって欠落日の埋め合わせの可能性を高めようとする、本来の目的とはかけ離れた方法を採ろうとするユーザが出てくる可能性も考えられる。そこで、この対策として、本実施の形態では、以下に説明するように、ユーザが仲間登録を解除した場合、当該解除から一定期間、応援アクセス条件を厳しくすることによって連続アクセス達成特典が付与され難くする、又は本来得られる連続アクセス達成特典を小さくする構成を採用するものである。この構成は、前記の図4、図19、図22、図27または図30に例示した何れのゲームサーバ1にも適用できるが、以下には図4のゲームサーバ1に本構成を適用した例について説明する。 In the present embodiment, a game system is described in which part or all of the friend registration of a user can be canceled based on the user's intention. In order to increase the possibility of making up for the missing date when the user loses access (to increase the possibility that the fellow user satisfies the support access condition), the access frequency of the fellow user in his / her group is high. However, when the user can freely cancel the friend registration, the following situation is also conceivable. That is, instead of trying to increase access frequency by sending a support message to fellow users with low access frequency, try to increase the possibility of missing days by canceling the friend registration of fellow users with low access frequency Therefore, there is a possibility that a user who tries to adopt a method far from the original purpose appears. Therefore, as a countermeasure, in the present embodiment, as described below, when the user cancels the friend registration, the continuous access achievement privilege is hardly given by tightening the support access condition for a certain period from the cancellation. Or a configuration that reduces the continuous access achievement privilege originally obtained. This configuration can be applied to any of the game servers 1 illustrated in FIG. 4, FIG. 19, FIG. 22, FIG. 27, or FIG. 30, but an example in which this configuration is applied to the game server 1 of FIG. Will be described.
 図33に示すように、本実施の形態のゲームサーバ1(ゲーム管理装置)は、図4に示した各手段51~59に加えて、特典付与調整手段121をさらに備えている。また、本実施の形態の仲間管理手段53は、仲間登録解除手段122をさらに備えている。前記の特典付与調整手段121および仲間登録解除手段122は、ゲームサーバ1のCPU11が本実施の形態に係るプログラムを実行することにより実現されるものである。
 前記の仲間登録解除手段122は、各ユーザから仲間登録の解除を受け付ける機能を有する。この仲間登録解除手段122の動作例を以下に示す。
As shown in FIG. 33, the game server 1 (game management apparatus) of the present embodiment further includes a privilege grant adjusting means 121 in addition to the means 51 to 59 shown in FIG. Moreover, the friend management means 53 of this Embodiment is further provided with the friend registration cancellation | release means 122. FIG. The privilege grant adjustment means 121 and the friend registration cancellation means 122 are realized by the CPU 11 of the game server 1 executing the program according to the present embodiment.
The fellow registration cancellation unit 122 has a function of accepting cancellation of fellow registration from each user. An example of the operation of the friend registration cancellation means 122 is shown below.
 例えば、ユーザA(ユーザID=“000001”)が端末装置3を操作し、仲間ユーザB(ユーザID=“000002”)の登録を解除する操作を行ったとき、当該操作に応じた通信データ(リクエスト)がゲームサーバ1へ送信される。この通信データを受信したゲームサーバ1では、仲間登録解除手段122が、ユーザAおよびユーザB相互間の仲間登録を解除する。 For example, when the user A (user ID = “000001”) operates the terminal device 3 and performs an operation to cancel the registration of the fellow user B (user ID = “000002”), the communication data ( Request) is transmitted to the game server 1. In the game server 1 that has received the communication data, the fellow registration cancellation unit 122 cancels the fellow registration between the user A and the user B.
 すなわち、仲間情報記憶制御部53aが記憶している、図34Aに例示するユーザ毎の仲間情報について、仲間登録解除手段122は、ユーザAのユーザID=“000001”と対応づけて記憶されている仲間ユーザIDの情報欄から、ユーザBのユーザID=“000002”を削除する(同図中では、便宜上、二重取り消し線でこれを示している)。さらに、仲間登録解除手段122は、ユーザAのユーザID=“000001”と対応づけて、仲間登録解除情報を記録する。ここで記録される仲間登録解除情報とは、解除相手であるユーザBのユーザID=“000002”、解除日及び解除者フラグの情報等である。解除者フラグとは、例えば仲間登録を解除した側を「1」、解除された側を「0」として、両者を区別するための情報である。図34Aの例では、ユーザAが仲間登録を解除した側であるため、解除者フラグ=1が設定されている。 That is, the fellow registration release means 122 is stored in association with the user ID of user A = “000001” for the fellow information for each user illustrated in FIG. 34A stored in the fellow information storage control unit 53a. The user ID of user B = “000002” is deleted from the information field of the fellow user ID (in the figure, this is indicated by a double strikethrough for convenience). Furthermore, the fellow registration cancellation unit 122 records the fellow registration cancellation information in association with the user ID of the user A = “000001”. The friend registration cancellation information recorded here includes the user ID of the user B who is the cancellation partner = “000002”, information on the cancellation date and the cancellation person flag, and the like. The canceler flag is information for distinguishing between the side where the friend registration is canceled as “1” and the canceled side as “0”, for example. In the example of FIG. 34A, since the user A is the side on which the friend registration is canceled, the canceler flag = 1 is set.
 さらに、図34Bに示すように、仲間登録解除手段122は、ユーザBのユーザID=“000002”と対応づけて記憶されている仲間ユーザIDの情報記憶欄からも、ユーザAのユーザID=“000001”を削除する(同図中では、便宜上、二重取り消し線でこれを示している)。さらに、仲間登録解除手段122は、ユーザBのユーザID=“000002”と対応づけて、仲間登録解除情報を記録する。この場合に記録される仲間登録解除情報は、解除相手であるユーザAのユーザID=“000001”、解除日および解除者フラグ=0等の情報である。 Further, as shown in FIG. 34B, the fellow registration cancellation unit 122 also reads the user ID of the user A = “from the information storage column of the fellow user ID stored in association with the user ID of the user B =“ 000002 ”. “000001” is deleted (in the figure, this is indicated by a double strikethrough for convenience). Furthermore, the fellow registration cancellation unit 122 records the fellow registration cancellation information in association with the user ID of the user B = “000002”. The friend registration cancellation information recorded in this case is information such as the user ID of the user A who is the cancellation partner = “000001”, the cancellation date and the canceler flag = 0.
 ゲームサーバ1は、上記の仲間登録解除処理後、仲間登録を解除された側のユーザBの端末装置3がゲームサーバ1にアクセスしたとき、ユーザAから仲間登録が解除された旨を通知する。また、ゲームサーバ1は、ユーザによる仲間登録の解除が安易に行われないようにするために、仲間登録を解除した側のユーザAに対して、例えば所有ポイントを削減する等のペナルティを科してもよい。 The game server 1 notifies the user A that the friend registration has been canceled when the terminal device 3 of the user B whose friend registration has been canceled accesses the game server 1 after the friend registration cancellation process. In addition, the game server 1 imposes a penalty such as reducing the number of owned points, for example, on the user A on the side of canceling the friend registration so that the user does not easily cancel the friend registration. May be.
 次に、特典付与調整手段121について説明する。この特典付与調整手段121は、仲間登録の解除をしたユーザに対して、当該仲間登録の解除から所定期間、当該仲間登録の解除がない場合に比べて、応援アクセス条件を厳しくして連続アクセス達成特典が付与され難くする、又は応援アクセス条件を満たして獲得した連続アクセス達成特典を小さくすることによって、特典の付与調整を行う機能を有する。この特典付与調整手段121を備えたゲームサーバ1の処理例を、図35のフローチャートに示す。 Next, the privilege grant adjusting means 121 will be described. This privilege granting adjustment means 121 achieves continuous access with stricter support access conditions for a user who has canceled friend registration than when there is no cancellation of the friend registration for a predetermined period from the cancellation of the friend registration. It has a function of adjusting the provision of a privilege by making it difficult for a privilege to be granted, or by reducing the continuous access achievement privilege obtained by satisfying support access conditions. The processing example of the game server 1 provided with this privilege provision adjustment means 121 is shown in the flowchart of FIG.
 図35において、S31~S34については、基本的には図15のフローチャートで説明した処理と同様の処理である。S34の後、ユーザが所定期間内、例えば直近の4週間以内に仲間登録の解除を行っているか否かが判断される(S130)。このS130の判断は、例えば図34Aに示すように、仲間管理手段53が管理する各ユーザの仲間登録解除情報(解除日及び解除者フラグ)に基づいて行うことができる。すなわち、4週間以内に仲間登録の解除を行っているユーザとは、当該ユーザのユーザIDに対応付けられた仲間登録解除情報として、4週間以内の解除日および解除者フラグ=1の情報を有するユーザである。 35, S31 to S34 are basically the same processes as those described in the flowchart of FIG. After S34, it is determined whether or not the user has canceled the friend registration within a predetermined period, for example, within the last four weeks (S130). For example, as shown in FIG. 34A, the determination in S130 can be made based on the friend registration cancellation information (release date and releaser flag) of each user managed by the friend management unit 53. That is, a user who has canceled friend registration within 4 weeks has information on release date and releaser flag = 1 within 4 weeks as friend registration cancellation information associated with the user ID of the user. It is a user.
 ユーザが4週間以内に仲間登録の解除を行っていない場合(S130でNO)、S34で算出された割合Rが例えば0.8以上という応援アクセス条件を満たしているか否かが判定される(S35)。一方、ユーザが4週間以内に仲間登録の解除を行っている場合(S130でYES)、前記S35より厳しい応援アクセス条件となるように、S34で算出された割合Rが例えば0.9以上であるか否かが判定される(S131)。すなわち、特典付与調整手段121は、ユーザが4週間以内に仲間登録の解除を行っている場合における応援アクセス条件の閾値を、その解除を行っていない場合よりも高く設定することによって、仲間登録を解除したユーザに対して欠落日の埋め合わせの困難性を高めている。なお、以降の処理(S36~S40)は、基本的には図15のフローチャートで説明した処理と同様の処理であり、その説明を省略する。 If the user has not canceled the friend registration within 4 weeks (NO in S130), it is determined whether or not the ratio R calculated in S34 satisfies the support access condition of, for example, 0.8 or more (S35). ). On the other hand, when the user cancels the friend registration within 4 weeks (YES in S130), the ratio R calculated in S34 is, for example, 0.9 or more so that the support access condition is stricter than S35. It is determined whether or not (S131). That is, the privilege grant adjustment means 121 sets the friend registration by setting the threshold value of the support access condition when the user cancels the friend registration within four weeks higher than when the user does not cancel the friend registration. It increases the difficulty of making up for missing days for users who cancel. The subsequent processing (S36 to S40) is basically the same processing as that described in the flowchart of FIG.
 この図35に例示した処理により、仲間登録の解除をしたユーザは、仲間登録の解除から4週間、仲間登録の解除がない場合に比べて、応援アクセス条件が厳しくなる。これにより、アクセス頻度の低い仲間ユーザの仲間登録を解除することによって欠落日の埋め合わせの可能性を高めようとしても、仲間登録を解除したことによって、一定期間(この例では4週間)応援アクセス条件が厳しくなり、結果的にアクセスを欠落したときに連続アクセス達成特典を獲得し難くなる。よって、欠落日の埋め合わせの可能性を高めるために仲間登録を解除するといった、本来の目的とはかけ離れた行動をユーザがとることを効果的に抑制できる。 35. By the process illustrated in FIG. 35, the user who cancels the friend registration has more severe support access conditions than the case where the friend registration is not canceled for four weeks after the friend registration is canceled. As a result, even if you try to increase the possibility of making up for missing days by canceling fellow registration of fellow users with low access frequency, by canceling fellow registration, for a certain period (4 weeks in this example) As a result, it becomes difficult to obtain a continuous access achievement privilege when access is lost. Therefore, it is possible to effectively suppress the user from taking an action that is far from the original purpose, such as canceling the friend registration in order to increase the possibility of making up for the missing date.
 また、特典付与調整手段121を備えたゲームサーバ1の他の処理例を、図36のフローチャートを参照して、以下に説明する。 Further, another processing example of the game server 1 provided with the privilege grant adjusting means 121 will be described below with reference to the flowchart of FIG.
 図36において、S51~S57については、基本的には図16のフローチャートで説明した処理と同様の処理である。ユーザの連続アクセス日数が5日に達している場合(S56でYES)、連続アクセス特典付与手段57が、ゲーム上有利になるように当該ユーザのゲーム情報を変更して連続アクセス達成特典を付与する(S57)。例えば、200ポイント分の強化ポイントがボーナスポイントとしてユーザに付与される。 36, S51 to S57 are basically the same processes as those described in the flowchart of FIG. When the number of continuous access days of the user has reached 5 days (YES in S56), the continuous access privilege giving means 57 changes the game information of the user so as to be advantageous in terms of the game and gives the continuous access achievement privilege. (S57). For example, 200 points of enhancement points are given to the user as bonus points.
 その後、当該ユーザが欠落日の埋め合わせなしに連続アクセスを達成したのか、それともアクセスの欠落日があったにもかかわらず仲間の応援アクセスにより欠落日が埋め合わされたことによって連続アクセスを達成したのかが判断される(S141)。ここで、欠落日が埋め合わされたことによってユーザが連続アクセスを達成していた場合(S141でYES)、特典付与調整手段121は、ユーザが所定期間内、例えば直近の4週間以内に仲間登録の解除を行っているか否かを判断する(S142)。ここで、ユーザが4週間以内に仲間登録の解除を行っている場合(S142でYES)、特典付与調整手段121は、ユーザに付与される連続アクセス達成特典を、前記S57で付与される特典(200強化ポイント)よりも縮小して、例えば100強化ポイントへと調整する(S143)。なお、以降の処理(S58~S64)は、基本的には図16のフローチャートで説明した処理と同様の処理であり、その説明を省略する。 After that, whether the user achieved continuous access without making up for missing days, or whether the user achieved continuous access by making up for missing days by peer support even though there was a missing day of access Determination is made (S141). Here, when the user has achieved continuous access by making up for the missing date (YES in S141), the privilege grant adjustment means 121 allows the user to register a friend within a predetermined period, for example, within the last four weeks. It is determined whether or not the release is performed (S142). Here, when the user cancels the friend registration within 4 weeks (YES in S142), the privilege grant adjustment means 121 gives the privilege for granting continuous access given to the user to the privilege granted in S57 ( For example, it is adjusted to 100 strengthening points (S143). The subsequent processing (S58 to S64) is basically the same processing as the processing described in the flowchart of FIG. 16, and the description thereof is omitted.
 この図36に示した処理により、仲間登録の解除をしたユーザは、仲間登録の解除から4週間、仲間登録の解除がない場合に比べて、欠落日が埋め合わされたことによって獲得した連続アクセス達成特典が縮小される。これにより、アクセス頻度の低い仲間ユーザの仲間登録を解除することによって欠落日の埋め合わせの可能性を高めようとしても、仲間登録を解除したことによって、一定期間(この例では4週間)、本来得られるはずの連続アクセス達成特典よりも小さい特典しか得られなくなる。よって、欠落日の埋め合わせの可能性を高めるために仲間登録を解除するといった、本来の目的とはかけ離れた行動をユーザがとることを効果的に抑制できる。 With the process shown in FIG. 36, the user who canceled the friend registration achieved the continuous access obtained by making up for the missing date for four weeks after canceling the friend registration, compared to the case where the friend registration was not canceled. Benefits are reduced. As a result, even if an attempt is made to increase the possibility of making up for missing days by canceling the friend registration of a friend user with low access frequency, by canceling the friend registration, a certain period of time (4 weeks in this example) is originally obtained. Only a privilege smaller than the continuous access achievement privilege that should be obtained can be obtained. Therefore, it is possible to effectively suppress the user from taking an action that is far from the original purpose, such as canceling the friend registration in order to increase the possibility of making up for the missing date.
 なお、図35および図36に示した上記の例では、仲間登録の解除から4週間を、仲間登録を解除したペナルティの期間として、連続アクセス達成特典そのものを付与され難くする又は本来の連続アクセス達成特典よりも小さい特典を付与することにより特典の付与調整をしているが、これに限定されるものではなく、例えば、当該期間を1週間~3週間程度に短縮してもよいし、逆に4週間よりも長く設定してもよく、任意の期間を設定可能である。 In the above example shown in FIG. 35 and FIG. 36, it is difficult to give the continuous access achievement privilege itself, or the original continuous access is achieved, with 4 weeks from the cancellation of the friend registration as the penalty period for canceling the friend registration. The grant is adjusted by granting a privilege that is smaller than the privilege. However, the present invention is not limited to this. For example, the period may be shortened to about one to three weeks, and conversely It may be set longer than 4 weeks, and an arbitrary period can be set.
 また、上記の例では、所定期間内に1人でも仲間登録の解除を行えば、特典付与調整手段121による連続アクセス達成特典の付与調整が行われる例について説明したが、これに限定されるものではなく、例えば、所定期間内にn人以上(例えば1週間以内に2人以上)の仲間登録を解除した場合にのみ特典の付与調整が行われるようにしてもよい。 Further, in the above example, the example in which the grant adjustment of the continuous access achievement privilege by the privilege grant adjustment unit 121 is performed if even one person cancels the friend registration within the predetermined period is described, but the present invention is not limited thereto. Instead, for example, privilege adjustment adjustment may be performed only when n or more fellow registrations (for example, two or more within one week) are canceled within a predetermined period.
 ところで、ユーザがアクセス頻度の低い仲間ユーザに応援メッセージを送って仲間のアクセスを高める努力をしたにもかかわらず、当該仲間ユーザのアクセス頻度が低いままであるため、やむなく仲間登録を解除する場合もあり得る。そこで、ユーザが仲間登録を解除する場合でも、メッセージを所定回数送信したにも関わらずアクセス頻度が低いままの仲間ユーザを仲間から外す場合と、そのようなメッセージの送信もなく仲間登録を解除する場合とでは、その効果を異ならせることが望ましい。 By the way, even if a user sends a cheer message to a fellow user with low access frequency and makes efforts to increase the access of the fellow member, the access frequency of the fellow user remains low, so the friend registration may be canceled unavoidably possible. Therefore, even when the user cancels the friend registration, if the user who has sent the message a predetermined number of times and removes the friend user who remains low in access frequency from the friend, the friend registration is canceled without sending such a message. In some cases, it is desirable to have different effects.
 そこで、本実施の形態に係るゲームサーバ1の特典付与調整手段121は、仲間登録の解除をしたユーザが、当該仲間登録の解除前の所定期間中(例えば、解除前の2週間以内)に、解除対象の仲間ユーザ宛に所定回数以上(例えば2回以上)のメッセージを送信している場合は、前記の特典の付与調整を行わないように構成されている。このように構成された典付与調整手段121を備えたゲームサーバ1の処理例を、図37のフローチャートに示す。 Therefore, the privilege grant adjusting means 121 of the game server 1 according to the present embodiment allows the user who canceled the friend registration during a predetermined period (for example, within two weeks before the cancellation) before canceling the friend registration. When a message is transmitted a predetermined number of times or more (e.g., twice or more) to a friend user to be canceled, the above-described privilege grant adjustment is not performed. A processing example of the game server 1 provided with the classic grant adjusting means 121 configured as described above is shown in the flowchart of FIG.
 図37において、S31~S34については、基本的には図15のフローチャートで説明した処理と同様の処理である。S34の後、ユーザが所定期間内、例えば直近の4週間以内に仲間登録の解除を行っているか否かが判断される(S150)。このS150の処理は、基本的に図35のS130と同様の処理である。ここで、ユーザが4週間以内に仲間登録の解除を行っていない場合(S150でNO)、S34で算出された割合Rが例えば0.8以上という応援アクセス条件を満たしているか否かが判定されることになる(S35)。 37, S31 to S34 are basically the same processes as those described in the flowchart of FIG. After S34, it is determined whether or not the user has canceled the friend registration within a predetermined period, for example, within the last four weeks (S150). The process of S150 is basically the same as S130 of FIG. Here, if the user has not canceled the friend registration within 4 weeks (NO in S150), it is determined whether or not the ratio R calculated in S34 satisfies the support access condition of 0.8 or more, for example. (S35).
 一方、ユーザが4週間以内に仲間登録の解除を行っている場合(S150でYES)、特典付与調整手段121は、仲間登録の解除をしたユーザが、例えばその解除前の2週間以内に2回以上、解除対象の仲間ユーザ宛にメッセージを送信しているか否かを判断する(S151)。 On the other hand, when the user cancels the friend registration within 4 weeks (YES in S150), the privilege granting adjustment means 121 indicates that the user who canceled the friend registration is, for example, twice within two weeks before the cancellation. As mentioned above, it is judged whether the message is transmitted to the friend user of cancellation | release object (S151).
 前記S151における判断には、仲間管理手段53の仲間情報記憶制御部53aが記憶している、例えば図34Aに示す各ユーザの仲間登録解除情報(各ユーザのユーザIDと対応付けて記憶されている、解除相手ユーザID、解除日及び解除者フラグ)、およびメッセージ伝達手段59のメッセージ記憶制御部59aが記憶している、例えば図12に示すメッセージに関する情報(受信側ユーザのユーザIDと対応付けて記憶されている、送信元のユーザIDおよび送信日時などの情報)が用いられる。すなわち、ユーザが仲間登録を解除した「解除対象の仲間ユーザ」については、図34Aに示す仲間登録解除情報の中の「解除相手ユーザID」として特定できる。また、「解除前の2週間以内の期間」については、前記の仲間登録解除情報の中の「解除日」に基づいて特定できる。また、「解除対象の仲間ユーザ宛に仲間登録を解除した側のユーザがメッセージを送信したか否か」については、図12に示す「受信側ユーザID」を解除相手ユーザIDとした場合における、「送信元ユーザID」として、仲間登録の解除をした側のユーザのユーザIDが含まれているか否かを確認することにより判断できる。また、前記の「送信元ユーザID」とともに「送信日時」の情報も併せて記憶されているので、仲間登録の解除をしたユーザから解除対象の仲間ユーザへのメッセージが、解除前の2週間以内に送信されたものか否かが判断できる。 For the determination in S151, the fellow information storage control unit 53a of the fellow management means 53 stores, for example, each member's fellow registration cancellation information (stored in association with the user ID of each user shown in FIG. 34A). , Cancellation partner user ID, cancellation date and cancellation person flag), and the message storage control unit 59a of the message transmission means 59, for example, information relating to the message shown in FIG. 12 (corresponding to the user ID of the receiving user) The stored information such as the user ID of the transmission source and the transmission date / time is used. That is, the “cancellation target fellow user” for which the user has canceled the fellow registration can be specified as the “releasing partner user ID” in the fellow registration cancellation information shown in FIG. 34A. Further, the “period within two weeks before cancellation” can be specified based on the “release date” in the above-mentioned friend registration cancellation information. In addition, regarding “whether or not the user who canceled the friend registration has sent a message to the friend user to be released”, the “reception-side user ID” shown in FIG. It can be determined by checking whether or not the user ID of the user who canceled the friend registration is included as the “transmission source user ID”. In addition, since the information of “transmission date and time” is also stored together with the above “transmission source user ID”, a message from the user who canceled the friend registration to the friend user to be canceled is within two weeks before the cancellation. It is possible to determine whether or not the message has been transmitted to.
 このS151において、仲間登録の解除をしたユーザが、その解除前2週間以内に2回以上、解除対象の仲間ユーザ宛にメッセージを送信していなかった場合(S151でNO)、前記S35より厳しい応援アクセス条件となるように、S34で算出された割合Rが例えば0.9以上であるか否かが判定される(S131)。すなわち、特典付与調整手段121は、応援アクセス条件の閾値を、S35における閾値(0.8)よりも高い値(0.9)に設定することによって、仲間登録を解除したユーザであって、その解除前2週間以内に2回以上、解除対象の仲間ユーザ宛にメッセージを送信していないユーザに対して、応援アクセス条件を厳しくして連続アクセス達成特典を発生し難くしている。 In S151, when the user who canceled the friend registration has not sent a message to the friend user to be canceled more than once within two weeks before the cancellation (NO in S151), the support is more severe than the S35. Whether or not the ratio R calculated in S34 is, for example, 0.9 or more so as to satisfy the access condition is determined (S131). That is, the privilege grant adjustment means 121 is a user who canceled the fellow registration by setting the threshold value of the support access condition to a value (0.9) higher than the threshold value (0.8) in S35. For users who have not sent a message to a friend user to be canceled more than once within two weeks before the cancellation, the support access condition is made strict and it is difficult to generate a continuous access achievement privilege.
 一方、仲間登録の解除をしたユーザが、その解除前2週間以内に2回以上、解除対象の仲間ユーザ宛にメッセージを送信していた場合(S151でYES)、前記S131に移行することなく、前記S35に移行する。すなわち、応援アクセス条件の閾値として0.8が使用され、特典の付与調整がされることはない。なお、以降の処理(S36~S40)は、基本的には図15のフローチャートで説明した処理と同様の処理であり、その説明を省略する。 On the other hand, when the user who canceled the friend registration has sent a message to the friend user to be canceled at least twice within two weeks before the cancellation (YES in S151), the process does not proceed to S131. The process proceeds to S35. That is, 0.8 is used as the threshold value for the support access condition, and the privilege grant adjustment is not performed. The subsequent processing (S36 to S40) is basically the same processing as that described in the flowchart of FIG.
 この図37に示した処理により、仲間登録の解除をしたユーザは、原則、仲間登録の解除から4週間、仲間登録の解除がない場合に比べて、応援アクセス条件が厳しくなって連続アクセス達成特典が付与され難くなるが、例外として仲間登録の解除前2週間以内に2回以上、解除対象の仲間ユーザへメッセージを送信している場合は、応援アクセス条件が厳しくなることはない。これにより、仲間登録を解除したユーザに対して、その解除前に応援メッセージを送って仲間のアクセスを高める努力をしたユーザが、特典の付与調整(連続アクセス達成特典を付与され難くする又は当該特典を小さくする処理)の対象となることを回避できる。よって、応援メッセージを仲間に送信して仲間のアクセスを高めようとすることもなく、欠落日の埋め合わせの可能性を高めるためにアクセス頻度の低い仲間ユーザの仲間登録を解除するユーザのみを対象とした効果的な対策を講じることができ、そのような本来の目的とはかけ離れた行動をユーザがとることをより効果的に抑制できる。 With the process shown in FIG. 37, the user who canceled the friend registration, in principle, has a continuous access achievement privilege because the support access conditions become stricter than when the friend registration is not released for four weeks after the friend registration is released. However, if the message is transmitted to the friend user to be canceled twice or more within two weeks before canceling the friend registration as an exception, the support access condition does not become severe. As a result, for users who have canceled their friend registration, users who have made an effort to increase their friend's access by sending a support message before canceling it will make it difficult to give bonuses (continuous access achievement bonuses) Can be avoided. Therefore, it is intended only for users who cancel the registration of fellow users with low access frequency in order to increase the possibility of missing days without sending support messages to friends and trying to increase the access of friends. Effective measures can be taken, and it is possible to more effectively suppress the user from taking an action that is far from the original purpose.
 なお、図37に示した例では、仲間登録の解除をしたユーザが、その解除前2週間以内に2回以上、解除対象の仲間ユーザ宛にメッセージを送信していることを、特典の付与調整が行われない条件としているが、これに限定されるものではない。例えば、仲間登録解除前のメッセージの送信条件(特典の付与調整が行われないための条件)を、解除前1週間以内に1回以上に設定したり、あるいは解除前1か月以内に3回以上に設定したりしてもよく、仲間登録解除前の期間および当該期間中のメッセージ送信回数の条件については、任意に設定することができる。 In the example shown in FIG. 37, the privilege grant adjustment that the user who canceled the friend registration has transmitted a message to the friend user to be canceled at least twice within two weeks before the cancellation. However, the present invention is not limited to this. For example, the message transmission conditions before canceling friend registration (conditions for not granting benefits) are set to at least once within one week before cancellation, or three times within one month before cancellation It may be set as described above, and the period before canceling the friend registration and the condition of the number of message transmissions during the period can be arbitrarily set.
 〔他の実施の形態〕
 上述の実施の形態では、ゲーム実行プログラムがゲームサーバ1側に実装されており、各ユーザの端末装置3における入力操作に応じて、ゲームサーバ1がゲーム進行のための演算処理やデータ処理を実行し、その実行結果を反映させた画面データを端末装置3へ送信することによって、ゲームが進行するゲームシステムへの適用例について説明したが、これに限定されるものではない。例えば、ゲームサーバ1が、ユーザのアクセス情報、仲間情報、メッセージ情報、特典情報などのゲーム情報を管理し、ゲーム内でのユーザ間のメッセージのやり取りや特典付与等のゲームサービスをユーザに提供する一方、ゲームを進行させるゲーム実行処理については、基本的にはユーザの端末装置側にて行われるゲームシステムにも本発明を適用できる。
[Other Embodiments]
In the above-described embodiment, the game execution program is installed on the game server 1 side, and the game server 1 executes arithmetic processing and data processing for the game progress according to the input operation on the terminal device 3 of each user. And although the application example to the game system which a game progresses by transmitting the screen data reflecting the execution result to the terminal device 3 was demonstrated, it is not limited to this. For example, the game server 1 manages game information such as user access information, friend information, message information, and privilege information, and provides the user with game services such as message exchange and privilege provision between users within the game. On the other hand, the game execution process for advancing the game can be basically applied to a game system performed on the user terminal device side.
 すなわち、ゲーム実行プログラムの一部または全部をユーザの端末装置側にダウンロードまたはインストールし、端末装置においてもゲーム実行処理が行われるようなゲームシステムにも本発明を適用できる。よって、ユーザの端末装置としては、ネットワーク経由でゲームサーバ(ゲーム管理装置)に接続してゲームサービスの提供を受けることができる様々なものが適用でき、前述の携帯電話端末、PHS端末、携帯情報端末(PDA)、スマートフォン、パーソナルコンピュータ、タブレット型コンピュータ以外にも、ネットワーク接続機能を有している家庭用ビデオゲーム装置(家庭用ビデオゲーム機を家庭用テレビジョンに接続することによって構成されるゲーム装置)や、携帯型のゲーム専用装置なども適用可能である。 That is, the present invention can also be applied to a game system in which a part or all of the game execution program is downloaded or installed on the user terminal device side and the game execution processing is also performed on the terminal device. Therefore, as a user terminal device, various devices that can be connected to a game server (game management device) via a network and receive a game service can be applied. The above-described mobile phone terminal, PHS terminal, mobile information In addition to a terminal (PDA), a smartphone, a personal computer, and a tablet computer, a home video game device having a network connection function (a game configured by connecting a home video game machine to a home television) Device), a portable game-dedicated device, and the like are also applicable.
 また、本実施の形態に係るコンピュータ読み取り可能なプログラムは、ハードディスク、光ディスク(CD-ROM、DVD-ROM等)、フレキシブルディスク、半導体メモリ等のコンピュータ読み取り可能な各種記録媒体に記録され、当該記録媒体から読み出されてゲームサーバ1のCPU11により実行される。また、プログラムをゲームサーバ1に提供する手段は、前述した記録媒体に限定されるものではなく、インターネット等の通信ネットワークを介して行うこともできる。 The computer-readable program according to the present embodiment is recorded on various computer-readable recording media such as a hard disk, an optical disk (CD-ROM, DVD-ROM, etc.), a flexible disk, a semiconductor memory, and the like. Is executed by the CPU 11 of the game server 1. The means for providing the program to the game server 1 is not limited to the recording medium described above, and can be performed via a communication network such as the Internet.
 〔実施の形態の概要〕
 (1)以上のように、本発明の一局面に係るゲーム管理装置は、ゲームサービスを受ける各ユーザの端末装置からのネットワークを介したアクセスを受け付けて各ユーザのゲーム情報を管理し、各ユーザに前記ネットワークを介した前記ゲームサービスを提供するゲーム管理装置であって、(a)各ユーザの前記アクセスの情報を記憶装置に記憶して、ユーザ毎の前記アクセスを管理するアクセス管理手段と、(b)連続した規定期間数の単位期間の全てについて前記アクセスを行った連続アクセス達成のユーザに対して、ゲーム上有利になるように当該ユーザのゲーム情報を変更して連続アクセス達成特典を付与する連続アクセス特典付与手段と、(c)各ユーザを中心とするグループに所属する仲間ユーザの情報を記憶装置に保存してユーザ毎の仲間管理を行う仲間管理手段と、(d)連続した規定期間数の前記単位期間のうちアクセスを行わなかった欠落単位期間が存在するユーザについて、当該ユーザの仲間ユーザが所定の応援アクセス条件を満たしているか否かを判定する仲間応援アクセス判定手段と、を備えている。そして、前記連続アクセス特典付与手段は、連続した規定期間数の前記単位期間のうち前記欠落単位期間が存在するユーザであっても、当該ユーザの仲間ユーザが前記応援アクセス条件を満たしていると前記仲間応援アクセス判定手段が判定した場合は、当該ユーザに前記連続アクセス達成特典を付与する構成である。
[Outline of Embodiment]
(1) As described above, the game management device according to one aspect of the present invention receives the access from the terminal device of each user who receives the game service via the network and manages the game information of each user. A game management device for providing the game service via the network, wherein (a) access management means for storing the access information of each user in a storage device and managing the access for each user; (B) Granting a continuous access achievement privilege by changing the game information of the user so as to be advantageous to the game for the user who has achieved the continuous access for all the unit periods of the specified number of continuous periods. And (c) information of fellow users belonging to a group centered on each user is stored in a storage device and stored. For a user who has fellow management means for performing peer management for each of the users and (d) a missing unit period that is not accessed among the unit periods of the prescribed number of consecutive periods, the fellow user of the user has a predetermined support access Fellow support access determining means for determining whether or not the condition is satisfied. And the said continuous access privilege provision means is said that even if it is a user with the said missing | missing unit period among the said unit periods of the continuous regulation period number, if the fellow user of the said user satisfy | fills the said support access conditions, When the fellow support access determination means determines, the user is provided with the continuous access achievement privilege.
 この構成によれば、本ゲーム管理装置は、各ユーザの端末装置からのネットワークを介したアクセスを受け付けて各ユーザのゲーム情報を管理しながら、ネットワークを介して各ユーザへゲームサービスを提供するものであり、例えばサーバなどのネットワーク接続可能な情報処理装置により構成される。本ゲーム管理装置により各ユーザに提供されるゲームサービスとしては、例えばユーザ同士が協力したりコミュニケーションをとったりしながらプレイすることができるソーシャルゲーム等のサービスがある。 According to this configuration, the game management device provides game services to each user via the network while receiving access from the terminal device of each user via the network and managing the game information of each user. For example, it is configured by an information processing apparatus that can be connected to a network such as a server. As a game service provided to each user by the game management device, there is a service such as a social game that can be played while the users cooperate or communicate with each other.
 このゲーム管理装置は、各ユーザの前記アクセスの情報を記憶装置に記憶して、ユーザ毎の前記アクセスを管理するアクセス管理手段を備えている。そして、本ゲーム管理装置は、連続した規定期間数の単位期間の全てについてアクセスを行った連続アクセス達成のユーザに対して、ゲーム上有利になるように当該ユーザのゲーム情報を変更して連続アクセス達成特典を付与する連続アクセス特典付与手段を備えている。例えば、現実世界における1日を単位期間とし、連続した規定期間数を5とした場合、5日間連続でゲーム管理装置にアクセスしたユーザに対して、連続アクセス達成特典が付与される。 The game management device includes access management means for storing the access information of each user in a storage device and managing the access for each user. And this game management apparatus changes the game information of the said user so that it may become advantageous to a game with respect to the user of continuous access achievement who accessed all the unit periods of the continuous regulation period number, and performs continuous access. A continuous access privilege granting means for granting an achievement privilege is provided. For example, when one day in the real world is a unit period and the number of consecutive specified periods is 5, a continuous access achievement privilege is given to a user who accesses the game management device for 5 consecutive days.
 なお、前記の単位期間は、現実世界における1日に限らず、例えば半日(12時間)や2日等であってもよく、任意の期間を単位期間として設定することができる。また、連続した規定期間数も、5に限らず任意の期間数を設定することができる。また、前記のアクセスとは、各ユーザの端末装置からのネットワークを介したゲーム管理装置に対するアクセスであって、ゲーム管理装置が提供するゲームサービスの(A)トップページ(ゲームのメイン画面ページ)、(B)実際のゲームを実行するための特定ページ、(C)全てのページの中の何れかのページという(A)~(C)のいずれのページに対するアクセスであってもよい。例えば、実際のゲームを実行する特定ページまで進んだことをもって、アクセスしたと判断し、トップページを見ただけで終了するケースはアクセスとはみなさない、というようにアクセスについての条件を若干厳しくしてもよい。 The unit period is not limited to one day in the real world, and may be, for example, a half day (12 hours) or two days, and an arbitrary period can be set as the unit period. Further, the number of continuous specified periods is not limited to 5, and an arbitrary number of periods can be set. The access is access to the game management device from the terminal device of each user via the network, and (A) a top page (game main screen page) of a game service provided by the game management device, (B) Access to any page of (A) to (C), which is a specific page for executing an actual game, or (C) any page among all pages. For example, it may be judged that access has been made by proceeding to a specific page where an actual game is executed, and the access condition is made slightly strict, such as a case where it is terminated only by looking at the top page is not considered access. May be.
 また、前記の連続アクセス達成特典は、当該特典が付与されなかった場合と比較してゲーム上有利になるものであればよく、ゲームの種類や内容に応じて様々な特典を適用できる。一例を挙げると、ポイントやアイテムが使用されるゲームであれば、ゲームを有利に進めることができるポイントやアイテムをユーザに付与するという連続アクセス達成特典が考えられる。また、野球ゲームやサッカーゲームなどのようにユーザ同士で対戦することができる対戦型ゲームでは、対戦n回分(例えば対戦3回分)だけ戦力が向上し、対戦が有利になるという連続アクセス達成特典が考えられる。また、ゲームのシステムとして、アイテムを抽選によって獲得できるという構成が設けられている場合には、レアアイテム(通常のアイテムよりも抽選確率が低く、希少価値が高いアイテム)を抽選で獲得できる確率を所定回数(例えば1回)だけ上昇させるという連続アクセス達成特典も考えられる。 Moreover, the above-mentioned continuous access achievement privilege may be any advantage as long as it is advantageous in terms of the game as compared to the case where the privilege is not granted, and various privileges can be applied depending on the type and content of the game. If an example is given, if it is a game in which a point and an item are used, the continuous access achievement privilege of giving a user the point and item which can advance a game advantageously can be considered. In addition, in a battle-type game such as a baseball game or a soccer game where users can play against each other, there is a continuous access achievement privilege that the fighting power is improved by n battles (for example, three battles) and the battle is advantageous. Conceivable. In addition, if the game system is configured so that items can be obtained by lottery, the probability that a rare item (item with a lower lottery probability than a normal item and a rare value) can be obtained by lottery A continuous access achievement privilege of increasing a predetermined number of times (for example, once) is also conceivable.
 また、本ゲーム管理装置は、ユーザ毎の仲間管理を行う仲間管理手段を備え、各ユーザを中心とする「仲間」というグループに所属する仲間ユーザの情報を、記憶装置に記憶して管理している。なお、ここでいうグループとは、あくまで1ユーザの視点から見た自分の仲間の集団を示しており、これらの集団を構成する各ユーザがこの集団のみに所属するわけではない。各ユーザもまた、個々に自分を中心とする「仲間」のグループを有している。 Moreover, this game management apparatus is provided with the friend management means which performs the friend management for every user, and memorize | stores in the memory | storage device and manages the information of the fellow user who belongs to the group "friend" centering on each user. Yes. In addition, the group here shows the group of one's friend seen from the viewpoint of one user to the last, and each user who comprises these groups does not belong only to this group. Each user also has a group of “buddies” centered on him / herself.
 さらに、本ゲーム管理装置は、連続した規定期間数の単位期間のうちアクセスを行わなかった欠落単位期間が存在するユーザについて、当該ユーザの仲間ユーザが所定の応援アクセス条件を満たしているか否かを判定する仲間応援アクセス判定手段を備えている。ここで、応援アクセス条件は、仲間ユーザのアクセスに関する条件であればよく、任意の条件を設定可能である。応援アクセス条件の例としては、後述のように、欠落単位期間と同一の単位期間内にアクセスを行った仲間ユーザの人数または割合が、閾値を超えることである。そして、連続した規定期間数の単位期間の中にアクセスを欠落した欠落単位期間が存在するユーザであっても、当該ユーザの仲間ユーザが応援アクセス条件を満たしていると仲間応援アクセス判定手段が判定した場合は、当該ユーザに連続アクセス達成特典を付与するようになっている。例えば、ユーザが何かの用で1日、ゲーム管理装置にアクセスできなかったとしても、当該ユーザの仲間が応援アクセス条件を満たしていれば、当該1日の欠落単位期間をないものとし、この欠落単位期間の埋め合わせを含めて規定期間数の連続アクセスを達成しているならば、当該ユーザには連続アクセス達成特典が付与されるのである。 Further, the game management device determines whether or not the fellow user of the user satisfies a predetermined support access condition for a user who has a missing unit period that has not been accessed in a unit period of a continuous specified number of periods. Companion support access judging means for judging is provided. Here, support access conditions should just be conditions regarding the access of a fellow user, and arbitrary conditions can be set. As an example of the support access condition, as will be described later, the number or ratio of fellow users who have accessed within the same unit period as the missing unit period exceeds the threshold. And even if it is a user who has a missing unit period in which access is missing in a unit period of a continuous specified number of periods, the fellow cheering access determining means determines that the fellow user of the user satisfies the cheering access condition In such a case, a continuous access achievement privilege is given to the user. For example, even if the user is unable to access the game management device for one day for some reason, if the user's companion satisfies the support access conditions, there is no missing unit period for the day. If a predetermined number of continuous accesses have been achieved, including compensation for missing unit periods, the user is granted a continuous access achievement privilege.
 これにより、ユーザの仲間が応援アクセス条件を満たすような高いアクセス頻度を維持してくれることにより、ユーザが何かの用でゲーム管理装置にアクセスできなかった場合でも、ユーザが連続アクセス達成特典を獲得できるというメリットが生じる。また、ユーザ自身も高いアクセス頻度を維持すれば、他の仲間がアクセスを欠落したときの応援アクセス条件の達成に貢献することができ、間接的に他の仲間を支援できることにもなる。これにより、各ユーザは、仲間同士でお互いにアクセス頻度を高め合おうという意識付け、動機付けを与えられることになる。よって、各ユーザは、仲間全体のアクセス頻度を高めようとして、自己の仲間ユーザとコミュニケーションをとる動機付けを与えられることになる。例えば、各ユーザは、仲間に対して「アクセス頑張ろう!」のようなメッセージを送って、自己の仲間ユーザとの間のコミュニティを盛り上げようとする。 Thereby, even if the user cannot access the game management device for something, the user can maintain the continuous access achievement privilege by maintaining a high access frequency such that the user's companion satisfies the support access condition. The advantage is that it can be acquired. Moreover, if the user himself / herself also maintains a high access frequency, it can contribute to achievement of the support access condition when other associates lose access, and can indirectly support other associates. Thereby, each user is given the consciousness and motivation to increase the access frequency with each other. Therefore, each user is given the motivation to communicate with his / her fellow users in an attempt to increase the access frequency of the whole fellows. For example, each user sends a message such as “Let's do our best!” To his / her peers, and tries to excite the community with his / her fellow users.
 このように、本構成では、単に特典を受けることの面白さをユーザに提供するにとどまらず、仲間同士でお互いにアクセス頻度を高め合おうという動機付けおよび仲間とコミュニケーションをとろうとする動機付けをユーザに与え、これにより、ゲームコミュニティ全体の活性化を図ることができる。この結果、各ユーザはゲーム内での仲間同士のつながりや交流を強め、延いてはゲームに対する関心と興味をより強めることとなるので、ユーザにとって飽きのこない継続性を有するゲームを実現できる。 In this way, in this configuration, not only providing the user with the fun of receiving benefits, but also motivation to increase the access frequency with each other and to motivate to communicate with each other. It gives to a user, and can thereby aim at activation of the whole game community. As a result, each user strengthens the connections and exchanges between friends in the game, and further increases the interest and interest in the game, so that it is possible to realize a game having continuity that will not get tired for the user.
 (2)上記の構成において、前記応援アクセス条件は、前記欠落単位期間と同一の単位期間内に前記アクセスを行った前記仲間ユーザの人数または当該仲間ユーザ全体に占める割合が、閾値を超えることであることが好ましい。 (2) In the above configuration, the support access condition is such that the number of the fellow users who have performed the access within the same unit period as the missing unit period or a ratio of the whole fellow users exceeds a threshold. Preferably there is.
 この構成によれば、ユーザがアクセスできなかった欠落単位期間と同一の単位期間を対象として、応援アクセス条件を満たしたか否かの判定がなされる。例えば、欠落単位期間を現実世界の1日とした場合、ユーザがアクセスを欠落した日と同じ日にゲーム管理装置にアクセスした仲間ユーザの人数または割合(仲間ユーザ全体に占める割合)が閾値を超えていることが応援アクセス条件となる。 According to this configuration, it is determined whether the support access condition is satisfied for the same unit period as the missing unit period that the user could not access. For example, if the missing unit period is one day in the real world, the number or percentage of fellow users who accessed the game management device on the same day as the day the user missed access (ratio to the whole fellow users) exceeds the threshold. The support access condition is.
 このような応援アクセス条件にすることにより、ユーザは、欠落単位期間と同一の単位期間(例えば、欠落日と同じ日)に、仲間による応援アクセス条件が満たされるように、何かの用でアクセスが欠落しそうな単位期間の予定を、予め他の仲間に連絡しておくことができる。例えば、ユーザは、仲間に対して「明日はアクセスできないので応援アクセスお願いします!」のようなメッセージを送って、応援アクセス(仲間の具体的なアクションとしては、要するに単にゲームにアクセスすること)を事前依頼することができる。このように、応援アクセスを事前依頼することにより仲間同士のコミュニティが盛り上がる。また、応援アクセスを事前依頼した日(単位期間)に、実際に仲間が応援アクセス条件を満たしてくれることにより、仲間意識が高まって仲間同士のつながりがより強くなり、ユーザはゲームに対する関心と興味をより一層強くする。 By setting the support access condition as described above, the user can access something for the same unit period as the missing unit period (for example, the same day as the missing date) so that the support access condition by the fellow is satisfied. The schedule of the unit period that is likely to be lost can be communicated to other friends in advance. For example, the user sends a message such as “I cannot access tomorrow so please give me cheering access!” For cheering access (as a concrete action of my friend, simply access the game) Can be requested in advance. In this way, the community of friends is excited by requesting support access in advance. In addition, on the day (unit period) when advance request for support access is made, if the friend actually satisfies the support access condition, the friendship will become stronger and the connection between the friend will become stronger, and the user will be interested and interested in the game. To make it even stronger.
 (3)上記の構成において、ゲーム管理装置は、前記欠落単位期間が存在するユーザにおける前記仲間ユーザの前記アクセスの頻度に基づいて、当該ユーザを中心とするグループの評価値を算出する評価値算出手段をさらに備え、前記応援アクセス条件は、前記評価値算出手段により算出された前記評価値が閾値を超えることであることが好ましい。すなわち、上記の(2)の構成とは異なる応援アクセス条件の例である。 (3) In said structure, a game management apparatus calculates the evaluation value which calculates the evaluation value of the group centering on the said user based on the said access frequency of the said fellow user in the user in which the said missing unit period exists It is preferable that the support access condition is that the evaluation value calculated by the evaluation value calculation means exceeds a threshold value. That is, it is an example of support access conditions different from the configuration of (2) above.
 この構成によれば、欠落単位期間が存在するユーザの仲間ユーザのアクセス頻度に基づいて、当該ユーザを中心とするグループの評価値を算出し、当該評価値が閾値を超えることを応援アクセス条件としている。ここで、グループの評価値とは、ユーザを中心とするグループに所属する仲間ユーザのアクセス頻度の平均値や合計値、仲間うちの(仲間というグループ内の)最大値や最小値等を示す。 According to this structure, based on the access frequency of the fellow user of the user who has the missing unit period, the evaluation value of the group centering on the user is calculated, and the evaluation value exceeds the threshold as the support access condition Yes. Here, the evaluation value of the group indicates an average value or total value of access frequencies of fellow users who belong to the group centered on the user, a maximum value or a minimum value of the fellow users (within the group called the fellow), and the like.
 このような応援アクセス条件にすることにより、ユーザの仲間ユーザが応援アクセス条件を満たすためには、仲間ユーザのアクセスの頻度を高めることによってグループの評価値を上げる必要がある。よって、各ユーザは、グループに所属する仲間ユーザのアクセスの頻度を高めようとして、自己の仲間ユーザと積極的にコミュニケーションをとる動機付けを与えられることになる。これにより、ゲームコミュニティ全体の活性化を図ることができる。 In order for the user's fellow users to satisfy the support access condition by using such support access conditions, it is necessary to increase the evaluation value of the group by increasing the access frequency of the friend users. Therefore, each user is motivated to actively communicate with his / her fellow users in an attempt to increase the frequency of access of fellow users belonging to the group. Thereby, activation of the whole game community can be aimed at.
 (4)上記の何れかの構成において、前記単位期間は現実世界における1日であり、前記アクセスができない日程が予め分かっているユーザの前記端末装置から送信されたアクセス不可能予定日の情報を受信するとともに、当該アクセス不可能予定日の情報を当該ユーザの仲間ユーザ全員の端末装置へ送信し、当該アクセス不可能予定日を当該仲間ユーザ全員へ伝達するアクセス不可能予定日伝達手段をさらに備えていることが好ましい。 (4) In any one of the configurations described above, the unit period is one day in the real world, and the inaccessible scheduled date information transmitted from the terminal device of the user whose schedule for the inaccessibility is known in advance The information processing apparatus further includes an inaccessible scheduled date transmission means for transmitting the information on the scheduled date of inaccessibility to the terminal devices of all the fellow users of the user and transmitting the scheduled date of inaccessibility to all of the fellow users. It is preferable.
 上述のように、ユーザがゲーム管理装置にアクセスできない欠落単位期間があっても、仲間が応援アクセス条件を満たしてくれることにより、欠落単位期間が埋め合わせされて連続アクセス達成特典を獲得できるようになっている。そこで、ユーザは、予めゲーム管理装置にアクセスできない予定がわかっている場合、仲間が応援アクセス条件を満たしてくれるように、仲間に対してアクセス不可能予定日を通知することもある。ここで、上記の構成によれば、ユーザは、簡単な操作によって、アクセス不可能予定日を自己の仲間全員に通知することができる。 As described above, even if there is a missing unit period in which the user cannot access the game management device, the missing unit period is compensated for by the companion satisfying the support access condition, and a continuous access achievement privilege can be obtained. ing. Therefore, when it is known that the user cannot access the game management device in advance, the user may notify the friend of the scheduled date of inaccessibility so that the friend satisfies the support access condition. Here, according to said structure, the user can notify all the fellows of an inaccessible scheduled date by simple operation.
 すなわち、通常、ユーザが自己の仲間にメッセージ等を送信する場合、仲間の一人ひとりに対しての送信操作が必要である。しかしながら、仲間の人数が多い場合には、アクセス不可能予定日等を記したメッセージを、ユーザの仲間一人ひとりに送信するには多くの時間と労力を要することになる。これに対して、本構成では、ユーザがアクセス不可能予定日をゲーム管理装置へ1回だけ送信する操作を行うだけで、アクセス不可能予定日伝達手段が、当該アクセス不可能予定日の情報を、当該ユーザの仲間ユーザ全員の端末装置へ送信する。よって、ユーザは1回の操作で自己の仲間全員にアクセス不可能予定日を通知することが可能であり、ユーザ側の操作の容易化が図られる。特に、ソーシャルゲーム等のユーザによる操作の容易化が強く求められるゲームサービスには、本構成が好適である。 That is, normally, when a user transmits a message or the like to his / her friend, a transmission operation for each member is required. However, when the number of friends is large, it takes a lot of time and labor to send a message describing the inaccessible scheduled date to each of the user's friends. On the other hand, in this configuration, the user only needs to send the scheduled date of inaccessibility to the game management device only once. , To the terminal devices of all the fellow users of the user. Therefore, the user can notify all of his / her colleagues of the scheduled date of inaccessibility with a single operation, and the operation on the user side can be facilitated. In particular, this configuration is suitable for game services such as social games that require strong user operation.
 (5)上記の(4)の構成において、前記仲間応援アクセス判定手段は、ユーザが前記アクセス不可能予定日伝達手段によって仲間ユーザへアクセス不可能予定日を事前に伝達した上で当該アクセス不可能予定日と同じ日に前記アクセスを行わなかった場合に限り、当該ユーザの仲間ユーザが前記応援アクセス条件を満たしているか否かを判定することが好ましい。 (5) In the configuration of the above (4), the fellow support access determination means is inaccessible after the user has transmitted in advance the inaccessible scheduled date to the fellow user by the inaccessible scheduled date transmitting means. Only when the access is not performed on the same day as the scheduled date, it is preferable to determine whether the fellow user of the user satisfies the support access condition.
 この構成によれば、以下に示すように、ゲーム管理装置の処理負担を大幅に軽減できる。すなわち、応援アクセス条件を満たしているか否かの判定は、原則、単位期間内にアクセスをしなかったユーザに対して、アクセスの欠落が生じる度に行われる処理である。よって、ゲーム管理装置が管理しているユーザ(ゲームサービスを受けているユーザ)が多くなるほど、アクセスの欠落を生じるユーザの数も多くなるため、ゲーム管理装置の処理負荷は大きくなる。例えば100万人のゲームサービス利用者のうちの約1割にアクセスの欠落が生じただけでも、10万人程度のユーザに対して応援アクセス条件を満たしているか否かの判定処理が実行されることになる。そして、この応援アクセス条件を満たしているか否かの判定処理は、ユーザがゲーム管理装置にゲームサービス実行を積極的に要求して行われる処理ではなく、ユーザがゲーム管理装置へアクセスしなかったという消極的な事実に対して行われる処理でもあることから、できるだけゲーム管理装置の処理負荷を軽減して実行したい処理でもある。 According to this configuration, as shown below, the processing load on the game management apparatus can be greatly reduced. That is, the determination as to whether or not the support access condition is satisfied is a process that is performed whenever a lack of access occurs in principle for a user who has not accessed within the unit period. Therefore, as the number of users managed by the game management device (users receiving the game service) increases, the number of users who have lost access increases, so the processing load on the game management device increases. For example, even if only about 10% of 1 million game service users have lost access, the process of determining whether or not the support access condition is satisfied for about 100,000 users is executed. It will be. The determination process of whether or not the support access condition is satisfied is not a process performed by the user actively requesting the game management device to execute the game service, but the user has not accessed the game management device. Since this process is also performed in response to a negative fact, it is also a process that should be executed with the processing load of the game management device reduced as much as possible.
 そこで、本構成では、ユーザによるアクセス不可能予定日の仲間への事前通知を、応援アクセス条件を満たしているか否かの判定処理を実行するための条件とし、事前通知したアクセス不可能予定日と同じ日にユーザがアクセスを行わなかった場合に限り、応援アクセス条件を満たしているか否かの判定がなされるようにする。これにより、ゲーム管理装置は、アクセス不可能予定日を事前通知しているユーザに限定して、応援アクセス条件を満たしているか否かの判定処理や、当該条件を満たしている場合のその後の処理を行うことができるため、処理負担を大幅に軽減できる。 Therefore, in this configuration, the prior notification by the user to the fellow inaccessible scheduled date is used as a condition for executing the determination process whether or not the support access condition is satisfied, Only when the user does not access on the same day, it is determined whether or not the support access condition is satisfied. Thereby, the game management device is limited to the user who has previously notified the inaccessible scheduled date, the determination process whether the support access condition is satisfied, and the subsequent process when the condition is satisfied Therefore, the processing load can be greatly reduced.
また、ユーザにとっては、仲間ユーザへアクセス不可能予定日を事前に通知していない日に、ゲーム管理装置へアクセスをしなかった場合、応援アクセス条件を満たしているか否かの判定を受けられず、よって欠落単位期間の埋め合わせがされることはない。よって、各ユーザは、アクセスできそうにない日が予定されている場合、仲間に対して積極的にアクセス不可能予定日を通知して応援アクセスの事前依頼を行うようになり、これによって仲間同士のコミュニケーションの活性化も図れる。 In addition, for users, if they do not access the game management device on the day when the scheduled date of inaccessibility to the fellow users is not notified in advance, the user cannot receive a determination as to whether or not the support access condition is satisfied. Therefore, the missing unit period is not compensated. Therefore, when a day that is unlikely to be accessible is scheduled, each user will make an advance request for support access by actively notifying the fellows of the scheduled date of inaccessibility, thereby Revitalization of communication.
 (6)上記の何れかの構成において、前記仲間応援アクセス判定手段は、連続した規定期間数の前記単位期間の中に前記欠落単位期間として第1欠落単位期間と当該第1欠落単位期間より後に生じた第2欠落単位期間とが存在する場合、前記第1欠落単位期間より前記第2欠落単位期間の方が前記応援アクセス条件を満たし難い条件に設定することが好ましい。 (6) In any one of the configurations described above, the fellow support access determination means includes a first missing unit period and a period after the first missing unit period as the missing unit period in the unit period of a continuous specified number of periods. When the generated second missing unit period exists, it is preferable that the second missing unit period is set to a condition that does not satisfy the support access condition more easily than the first missing unit period.
 この構成によれば、時系列的に後に生じた欠落単位期間(第2欠落単位期間)の方が、それより前に生じた欠落単位期間(第1欠落単位期間)よりも厳しい応援アクセス条件を適用する。例えば、現実世界における1日を単位期間とした場合、アクセスの欠落日の1日目より2日目の方が、あるいは欠落日の2日目より3日目の方が、より厳しい応援アクセス条件を適用する。一例を挙げると、欠落日の1日目(第1欠落単位期間)を埋め合わせするための応援アクセス条件を「欠落日と同一の日にアクセスをした仲間ユーザが80%以上であること」とし、欠落日の2日目(第2欠落単位期間)を埋め合わせするための応援アクセス条件を「欠落日と同一の日にアクセスをした仲間ユーザが90%以上であること」とする。 According to this configuration, the missing unit period (second missing unit period) that occurred later in time series has stricter support access conditions than the missing unit period (first missing unit period) that occurred earlier. Apply. For example, if one day in the real world is set as the unit period, the stricter support access conditions are on the second day from the first day of the missing access day or on the third day from the second day of the missing day Apply. As an example, the support access condition for making up for the first day (the first missing unit period) of the missing date is “80% or more fellow users who have accessed the same day as the missing date”, The support access condition for making up for the second day (second missing unit period) of the missing date is “90% or more fellow users who have accessed on the same day as the missing date”.
 このように、時系列的に後に生じた欠落単位期間(第2欠落単位期間)の方が、それより前に生じた欠落単位期間(第1欠落単位期間)よりも厳しい応援アクセス条件を適用することにより、複数の欠落単位期間に対する埋め合わせが容易になされることを回避することができる。また、時系列的に後に生じた第2欠落単位期間に対する応援アクセス条件を厳しくしながらも複数の欠落日に対する埋め合わせを許容することによって、厳しい条件を達成するために仲間同士でお互いにアクセス頻度を一層高めようという意識付け、動機付けをユーザに与えることができる。 As described above, the missing unit period (second missing unit period) that occurs later in time series applies the stricter support access condition than the missing unit period (first missing unit period) that occurs before that. Thus, it is possible to avoid making up for a plurality of missing unit periods easily. In addition, while allowing for support for multiple missing days while tightening the support access conditions for the second missing unit period that occurred later in time series, it is possible to increase the access frequency to each other in order to achieve strict conditions Users can be given awareness and motivation for further improvement.
 (7)上記の何れかの構成において、ゲーム管理装置は、前記欠落単位期間の経過後に、前記仲間ユーザが前記応援アクセス条件を満たしていると前記仲間応援アクセス判定手段に判定されたユーザの端末装置に対して、当該ユーザの仲間ユーザが前記応援アクセス条件を満たしたことによって連続アクセスが継続している旨を報知する報知手段をさらに備えていることが好ましい。 (7) In any one of the configurations described above, the game management device is a user terminal that is determined by the friend support access determination unit when the friend user satisfies the support access condition after the elapse of the missing unit period. It is preferable that the apparatus further includes notification means for notifying that the continuous access is continued when the fellow user of the user satisfies the support access condition.
 この構成によれば、ユーザがゲーム管理装置にアクセスを行わなかったことにより欠落単位期間が生じても、仲間ユーザが応援アクセス条件を満たすアクセスを行ったことによって当該ユーザの連続アクセスが途切れることなく継続した状態となった場合に、欠落単位期間の経過後に、報知手段によって「仲間ユーザが応援アクセス条件を満たしたことによって連続アクセスが継続している」旨が当該ユーザに報知される。これにより、ユーザは、欠落単位期間の経過後に、仲間の応援アクセスにより連続アクセスが継続している事実を明確に認識できる。よって、ユーザは、仲間の存在を強く意識するとともに、以降も連続的にゲーム管理装置にアクセスして連続アクセス達成特典を獲得しようとする意識が強く働く。このため、ユーザによる継続的なゲーム管理装置へのアクセスを、効果的に促すことができる。 According to this configuration, even if a missing unit period occurs because the user did not access the game management device, continuous access of the user is not interrupted by the fellow user performing access that satisfies the support access condition. When it is in a continuous state, after the elapse of the missing unit period, the notification means notifies the user that “continuous access is continuing because the fellow user satisfies the support access condition”. Thereby, the user can recognize clearly the fact that continuous access is continuing by fellow support access after progress of a missing unit period. Therefore, the user is strongly conscious of the existence of his / her friend, and has a strong consciousness of continuously accessing the game management device and acquiring the continuous access achievement privilege. For this reason, continuous access to the game management device by the user can be effectively promoted.
 (8)上記の何れかの構成において、ゲーム管理装置は、前記欠落単位期間が存在するユーザの仲間ユーザが前記応援アクセス条件を満たすことによって前記連続アクセス達成特典が付与されたユーザの仲間ユーザであって、当該応援アクセス条件を満たす前記アクセスを行った仲間ユーザに対して、ゲーム上有利になるように当該仲間ユーザのゲーム情報を変更して応援アクセス特典を付与する応援アクセス特典付与手段をさらに備えていることが好ましい。 (8) In any one of the above configurations, the game management device is a fellow user of a user who has been granted the continuous access achievement privilege when a fellow user of the user who has the missing unit period satisfies the support access condition. Further, a support access privilege granting means for giving a support access privilege by changing the game information of the friend user so as to be advantageous to the game for the friend user who performs the access satisfying the support access condition. It is preferable to provide.
 この構成によれば、アクセスを行わなかった欠落単位期間が存在するユーザの仲間ユーザが応援アクセス条件を満たしたことにより当該ユーザが連続アクセスを達成して連続アクセス達成特典を獲得した場合には、この連続アクセス達成に貢献した仲間ユーザ(応援アクセス条件を満たすアクセスを行った仲間ユーザ)に対しても、応援アクセス特典が付与される。ここで、応援アクセス特典とは、当該特典が付与されなかった場合と比較してゲーム上有利になるものであればよく、上述の連続アクセス達成特典と同様に、ゲームの種類や内容に応じて様々な特典を適用できる。 According to this configuration, when a fellow user of a user who has a missing unit period that did not access satisfies the support access condition, the user achieves continuous access and acquires a continuous access achievement privilege. A support access privilege is also given to a fellow user who has contributed to the achievement of this continuous access (a fellow user who has performed access that satisfies the support access condition). Here, the support access privilege is only required to be advantageous in terms of the game as compared to the case where the privilege is not given, and according to the type and content of the game, similar to the above-described continuous access achievement privilege. Various benefits can be applied.
 このように、ユーザの連続アクセス達成に貢献した当該ユーザの仲間ユーザにも応援アクセス特典を付与することにより、各ユーザは、仲間の応援アクセスを積極的に行おうとする意識付け、動機付けが与えられることになる。 In this way, each user is given awareness and motivation to actively support his / her friends by providing support access benefits to the user's fellow users who have contributed to the continuous access of the user. Will be.
 (9)上記の何れかの構成において、ゲーム管理装置は、ユーザを中心とするグループの中に前記連続アクセス達成特典が付与された仲間ユーザが所定の人数以上または所定の割合以上いる当該ユーザに対して、ゲーム上有利になるように当該ユーザのゲーム情報を変更して仲間特典を付与する仲間特典付与手段をさらに備えていることが好ましい。 (9) In any one of the configurations described above, the game management device may be provided to a user who has at least a predetermined number or a predetermined ratio of fellow users who are granted the continuous access achievement privilege in a group centered on the user. On the other hand, it is preferable to further include fellow privilege granting means for changing the game information of the user so as to be advantageous in terms of the game and granting the fellow privilege.
 この構成によれば、ユーザを中心とする仲間のグループの中に、連続アクセス達成特典を獲得した仲間ユーザが所定の人数以上または所定の割合以上いる場合、当該ユーザに仲間特典が付与される。つまり、連続アクセス達成特典を獲得した仲間ユーザを自己のグループ内に多く持つことによって、ユーザは仲間特典という連続アクセス達成特典とは別の特典を獲得できる。ここで、仲間特典とは、当該特典が付与されなかった場合と比較してゲーム上有利になるものであればよく、上述の連続アクセス達成特典と同様に、ゲームの種類や内容に応じて様々な特典を適用できる。 According to this configuration, when the number of fellow users who have acquired the continuous access achievement privilege is greater than or equal to a predetermined number or a predetermined ratio in the group of friends centering on the user, the fellow privilege is given to the user. That is, by having many fellow users who have acquired the continuous access achievement privilege in their own group, the user can acquire a privilege different from the continuous access achievement privilege called the fellow privilege. Here, the companion benefits only need to be advantageous in terms of the game as compared to the case where the benefits are not granted, and, like the above-mentioned continuous access achievement benefits, various benefits depending on the type and content of the game. Special benefits can be applied.
 そして、本構成が、「応援アクセスによる欠落単位期間の埋め合わせによって仲間が連続アクセス達成特典を獲得し易くなる」という上述の構成と相俟って、各ユーザには、自己の仲間の多くが連続アクセス達成特典を獲得できるようにアクセス頻度を高めようとする意識付け、動機付けが与えられることになる。すなわち、各ユーザには、連続アクセス達成特典と併せて仲間特典を獲得できるチャンスもあるので、自分が連続アクセス達成特典を獲得するためだけでなく、多くの仲間ユーザが連続アクセス達成特典を獲得できるようにするために、ユーザはゲーム管理装置へのアクセス頻度を高めようとする動機付けが与えられる。また、連続アクセスが途中で途絶えて連続アクセス達成特典を獲得できなくなったユーザにとっても、自己の仲間ユーザの多くが連続アクセス達成特典を獲得すれば仲間特典を獲得できるチャンスがある。よって、応援アクセスにより多くの仲間ユーザが連続アクセス達成特典を獲得できるようにするために、ユーザはゲーム管理装置へのアクセス頻度を高めようとする動機付けが与えられる。 And this configuration is combined with the above-mentioned configuration that “a friend can easily acquire a continuous access achievement privilege by making up for the missing unit period by support access”, and each user has many of his / her friends continuously. Awareness and motivation to increase the access frequency so that the access achievement privilege can be acquired will be given. In other words, each user also has a chance to acquire fellow benefits in addition to the continuous access achievement privilege, so that many fellow users can obtain the continuous access achievement privilege as well as to obtain the consecutive access achievement privilege. In order to do so, the user is motivated to increase the frequency of access to the game management device. In addition, even for users who have lost continuous access and are unable to acquire the continuous access achievement privilege, there is a chance that many of their own fellow users can acquire the fellow privilege if they acquire the continuous access achievement privilege. Therefore, in order to allow many fellow users to obtain a continuous access achievement privilege through support access, the user is motivated to increase the access frequency to the game management device.
 (10)本発明の他の局面に係るゲームシステムは、ゲームサービスを受ける各ユーザの端末装置と、前記端末装置からのネットワークを介したアクセスを受け付けて各ユーザのゲーム情報を管理し、各ユーザに前記ネットワークを介した前記ゲームサービスを提供する上記の何れかの構成のゲーム管理装置と、を備えている。 (10) A game system according to another aspect of the present invention receives a terminal device of each user who receives a game service, receives access from the terminal device via a network, manages game information of each user, And a game management device having any one of the above-described configurations for providing the game service via the network.
 (11)本発明のさらに他の局面に係るゲーム管理方法は、ゲームサービスを受ける各ユーザの端末装置からのネットワークを介ユーザしたアクセスを受け付けて各ユーザのゲーム情報を管理し、各ユーザに前記ネットワークを介した前記ゲームサービスを提供するゲーム管理装置におけるゲーム管理方法であって、前記ゲーム管理装置が、各ユーザの前記アクセスの情報を記憶装置に記憶して、ユーザ毎の前記アクセスを管理するアクセス管理ステップと、前記ゲーム管理装置が、連続した規定期間数の単位期間の全てについて前記アクセスを行った連続アクセス達成のユーザに対して、ゲーム上有利になるように当該ユーザのゲーム情報を変更して連続アクセス達成特典を付与する連続アクセス特典付与ステップと、前記ゲーム管理装置が、各ユーザを中心とするグループに所属する仲間ユーザの情報を記憶装置に保存してユーザ毎の仲間管理を行う仲間管理ステップと、前記ゲーム管理装置が、連続した規定期間数の前記単位期間のうちアクセスを行わなかった欠落単位期間が存在するユーザについて、当該ユーザの仲間ユーザが所定の応援アクセス条件を満たしているか否かを判定する仲間応援アクセス判定ステップと、を備えている。そして、前記連続アクセス特典付与ステップは、連続した規定期間数の前記単位期間のうち前記欠落単位期間が存在するユーザであっても、当該ユーザの仲間ユーザが前記応援アクセス条件を満たしていると前記仲間応援アクセス判定ステップが判定した場合は、当該ユーザに前記連続アクセス達成特典を付与する構成である。
 (12)本発明のさらに他の局面に係るプログラムは、コンピュータを、ゲームサービスを受ける各ユーザの端末装置からのネットワークを介したアクセスを受け付けて各ユーザのゲーム情報を管理し、各ユーザに前記ネットワークを介した前記ゲームサービスを提供するゲーム管理装置として動作させるためのプログラムであって、前記コンピュータを、各ユーザの前記アクセスの情報を記憶装置に記憶して、ユーザ毎の前記アクセスを管理するアクセス管理手段、連続した規定期間数の単位期間の全てについて前記アクセスを行った連続アクセス達成のユーザに対して、ゲーム上有利になるように当該ユーザのゲーム情報を変更して連続アクセス達成特典を付与する連続アクセス特典付与手段、各ユーザを中心とするグループに所属する仲間ユーザの情報を記憶装置に保存してユーザ毎の仲間管理を行う仲間管理手段、連続した規定期間数の前記単位期間のうちアクセスを行わなかった欠落単位期間が存在するユーザについて、当該ユーザの仲間ユーザが所定の応援アクセス条件を満たしているか否かを判定する仲間応援アクセス判定手段、として機能させ、前記連続アクセス特典付与手段は、連続した規定期間数の前記単位期間のうち前記欠落単位期間が存在するユーザであっても、当該ユーザの仲間ユーザが前記応援アクセス条件を満たしていると前記仲間応援アクセス判定手段が判定した場合は、当該ユーザに前記連続アクセス達成特典を付与するものとしてコンピュータを機能させるためのものである。
 (13)本発明のさらに他の局面に係る記録媒体は、上記の(12)に記載のプログラムを記録したコンピュータ読み取り可能な記録媒体である。
(11) In a game management method according to still another aspect of the present invention, the game information of each user is managed by receiving an access made by a user from a terminal device of each user who receives a game service and managing the game information of each user. A game management method in a game management device that provides the game service via a network, wherein the game management device stores information on the access of each user in a storage device, and manages the access for each user An access management step, and the game management device changes the game information of the user so that it is advantageous to the game for a user who has achieved continuous access for all the unit periods of the specified number of continuous periods. A continuous access privilege granting step for granting a continuous access achievement privilege, and the game management device , A fellow management step for storing fellow user information belonging to a group centered on each user in a storage device to perform peer management for each user, and the game management device includes a continuous prescribed period number of the unit periods. A fellow support access determination step for determining whether or not a fellow user of the user satisfies a predetermined support access condition for a user who has a missing unit period that has not been accessed is included. And even if it is a user where the missing unit period exists among the unit periods of the continuous specified number of periods, the continuous access privilege granting step is performed when the fellow user of the user satisfies the support access condition. When the fellow support access determination step determines, the user is provided with the continuous access achievement privilege.
(12) A program according to still another aspect of the present invention receives a computer access from a terminal device of each user who receives a game service and manages game information of each user, A program for operating as a game management apparatus that provides the game service via a network, wherein the computer stores the access information of each user in a storage device, and manages the access for each user Access management means, for a user who has achieved continuous access for all of the unit periods of the continuous specified number of periods, the game information of the user is changed so as to be advantageous to the game, and a continuous access achievement privilege is provided. Continuous access privilege granting means to be assigned, belonging to a group centered on each user Associate management means for storing inter-user information in a storage device and managing associates for each user, and for users who have missing unit periods that have not been accessed among the unit periods of the continuous specified number of periods, It functions as a fellow support access determination means for determining whether or not a fellow user satisfies a predetermined support access condition, and the continuous access privilege granting means includes the missing unit period in the unit period of the continuous specified number of periods. If the fellow cheering access determination means determines that the fellow user of the user satisfies the cheering access condition, the computer is assumed to give the user the continuous access achievement privilege. It is for making the function.
(13) A recording medium according to still another aspect of the present invention is a computer-readable recording medium recording the program according to (12) above.
 なお、発明を実施するための形態においてなされた具体的な実施態様または実施例は、あくまでも、本発明の技術内容を明らかにするものであって、そのような具体例にのみ限定して狭義に解釈されるべきものではなく、本発明の技術思想と特許請求事項との範囲内で、種々変更して実施することができるものである。 It should be noted that the specific embodiments or examples made in the mode for carrying out the invention are merely to clarify the technical contents of the present invention, and are limited to such specific examples in a narrow sense. The present invention should not be interpreted, and various modifications can be made within the scope of the technical idea of the present invention and the claims.
 本発明は、特に、ユーザが、ゲームサービスを受けている他のユーザとコミュニケーションをとりながらプレイすることができる、いわゆるソーシャルゲームを対象としたゲーム管理装置、ゲーム管理方法、プログラム、及び記録媒体に好適に適用され、興趣性の高いゲームサービスを提供できるので、産業上利用可能である。 The present invention particularly relates to a game management device, a game management method, a program, and a recording medium for a so-called social game that a user can play while communicating with other users who are receiving game services. Since it can be applied suitably and a highly entertaining game service can be provided, it can be used industrially.

Claims (13)

  1.  ゲームサービスを受ける各ユーザの端末装置からのネットワークを介したアクセスを受け付けて各ユーザのゲーム情報を管理し、各ユーザに前記ネットワークを介した前記ゲームサービスを提供するゲーム管理装置であって、
     各ユーザの前記アクセスの情報を記憶装置に記憶して、ユーザ毎の前記アクセスを管理するアクセス管理手段と、
     連続した規定期間数の単位期間の全てについて前記アクセスを行った連続アクセス達成のユーザに対して、ゲーム上有利になるように当該ユーザのゲーム情報を変更して連続アクセス達成特典を付与する連続アクセス特典付与手段と、
     各ユーザを中心とするグループに所属する仲間ユーザの情報を記憶装置に保存してユーザ毎の仲間管理を行う仲間管理手段と、
     連続した規定期間数の前記単位期間のうちアクセスを行わなかった欠落単位期間が存在するユーザについて、当該ユーザの仲間ユーザが所定の応援アクセス条件を満たしているか否かを判定する仲間応援アクセス判定手段と、を備え、
     前記連続アクセス特典付与手段は、連続した規定期間数の前記単位期間のうち前記欠落単位期間が存在するユーザであっても、当該ユーザの仲間ユーザが前記応援アクセス条件を満たしていると前記仲間応援アクセス判定手段が判定した場合は、当該ユーザに前記連続アクセス達成特典を付与するゲーム管理装置。
    A game management device that accepts access from a terminal device of each user who receives a game service, manages game information of each user, and provides each user with the game service via the network,
    Storing access information of each user in a storage device and managing the access for each user;
    Continuous access that gives a continuous access achievement privilege by changing the game information of the user so as to be advantageous to the game for a user who has achieved the continuous access for all the unit periods of the specified number of continuous periods. Privilege granting means;
    Associate management means for managing associates for each user by storing information of associate users belonging to a group centered on each user in a storage device;
    Friend support access determination means for determining whether or not a fellow user of the user satisfies a predetermined support access condition for a user having a missing unit period that has not been accessed among the unit periods of the continuous specified number of periods. And comprising
    The continuous access privilege granting means may support the fellow supporter if the fellow user of the user satisfies the support access condition even if the missing unit period is present among the unit periods of the continuous prescribed number of periods. A game management device that grants the continuous access achievement privilege to the user when the access determination means determines.
  2.  前記応援アクセス条件は、前記欠落単位期間と同一の単位期間内に前記アクセスを行った前記仲間ユーザの人数または当該仲間ユーザ全体に占める割合が、閾値を超えることである請求項1に記載のゲーム管理装置。 2. The game according to claim 1, wherein the support access condition is that a number of the fellow users who have made the access within the same unit period as the missing unit period or a ratio of the whole of the fellow users exceeds a threshold value. Management device.
  3.  前記欠落単位期間が存在するユーザにおける前記仲間ユーザの前記アクセスの頻度に基づいて、当該ユーザを中心とするグループの評価値を算出する評価値算出手段をさらに備え、
     前記応援アクセス条件は、前記評価値算出手段により算出された前記評価値が閾値を超えることである請求項1に記載のゲーム管理装置。
    Based on the access frequency of the fellow user in the user in which the missing unit period exists, further comprising an evaluation value calculating means for calculating an evaluation value of a group centered on the user,
    The game management device according to claim 1, wherein the support access condition is that the evaluation value calculated by the evaluation value calculating unit exceeds a threshold value.
  4.  前記単位期間は現実世界における1日であり、
     前記アクセスができない日程が予め分かっているユーザの前記端末装置から送信されたアクセス不可能予定日の情報を受信するとともに、当該アクセス不可能予定日の情報を当該ユーザの仲間ユーザ全員の端末装置へ送信し、当該アクセス不可能予定日を当該仲間ユーザ全員へ伝達するアクセス不可能予定日伝達手段をさらに備えている請求項1に記載のゲーム管理装置。
    The unit period is one day in the real world,
    The information on the scheduled date of inaccessibility transmitted from the terminal device of the user whose schedule for which access is not possible is known in advance is received, and the information on the scheduled date of inaccessibility is sent to the terminal devices of all the fellow users of the user The game management device according to claim 1, further comprising: an inaccessible scheduled date transmission means for transmitting and transmitting the inaccessible scheduled date to all of the fellow users.
  5.  前記仲間応援アクセス判定手段は、ユーザが前記アクセス不可能予定日伝達手段によって仲間ユーザへアクセス不可能予定日を事前に伝達した上で当該アクセス不可能予定日と同じ日に前記アクセスを行わなかった場合に限り、当該ユーザの仲間ユーザが前記応援アクセス条件を満たしているか否かを判定する請求項4に記載のゲーム管理装置。 The fellow support access determination means did not perform the access on the same day as the scheduled date of inaccessibility after the user transmitted the scheduled date of inaccessibility to the fellow user by the inaccessible scheduled date transmission means in advance. 5. The game management device according to claim 4, wherein only in a case, it is determined whether or not a fellow user of the user satisfies the support access condition.
  6.  前記仲間応援アクセス判定手段は、連続した規定期間数の前記単位期間の中に前記欠落単位期間として第1欠落単位期間と当該第1欠落単位期間より後に生じた第2欠落単位期間とが存在する場合、前記第1欠落単位期間より前記第2欠落単位期間の方が前記応援アクセス条件を満たし難い条件に設定する請求項1に記載のゲーム管理装置。 The fellow support access determination means includes a first missing unit period and a second missing unit period generated after the first missing unit period as the missing unit period in the unit period of a continuous specified period number. In this case, the game management device according to claim 1, wherein the second missing unit period is set to be more difficult to satisfy the support access condition than the first missing unit period.
  7.  前記欠落単位期間の経過後に、前記仲間ユーザが前記応援アクセス条件を満たしていると前記仲間応援アクセス判定手段に判定されたユーザの端末装置に対して、当該ユーザの仲間ユーザが前記応援アクセス条件を満たしたことによって連続アクセスが継続している旨を報知する報知手段をさらに備える請求項1に記載のゲーム管理装置。 After the elapse of the missing unit period, the fellow user of the user determines the support access condition for the user terminal device determined by the fellow support access determination means that the fellow user satisfies the support access condition. The game management device according to claim 1, further comprising notification means for notifying that continuous access is continued by satisfying the condition.
  8.  前記欠落単位期間が存在するユーザの仲間ユーザが前記応援アクセス条件を満たすことによって前記連続アクセス達成特典が付与されたユーザの仲間ユーザであって、当該応援アクセス条件を満たす前記アクセスを行った仲間ユーザに対して、ゲーム上有利になるように当該仲間ユーザのゲーム情報を変更して応援アクセス特典を付与する応援アクセス特典付与手段をさらに備える請求項1に記載のゲーム管理装置。 A fellow user who has been granted the continuous access achievement privilege when the fellow user of the user with the missing unit period satisfies the support access condition, and the friend user who has performed the access satisfying the support access condition On the other hand, the game management apparatus according to claim 1, further comprising support access privilege granting means for changing the game information of the fellow user to give a support access privilege so as to be advantageous in terms of the game.
  9.  ユーザを中心とするグループの中に前記連続アクセス達成特典が付与された仲間ユーザが所定の人数以上または所定の割合以上いる当該ユーザに対して、ゲーム上有利になるように当該ユーザのゲーム情報を変更して仲間特典を付与する仲間特典付与手段をさらに備える請求項1ないし8の何れか1項に記載のゲーム管理装置。 The game information of the user is given to the user who is more than a predetermined number or a predetermined ratio of fellow users to whom the continuous access achievement privilege is given in a group centered on the user so that it is advantageous in terms of the game. The game management device according to any one of claims 1 to 8, further comprising fellow privilege granting means for changing and granting the fellow privilege.
  10.  ゲームサービスを受ける各ユーザの端末装置と、
     前記端末装置からのネットワークを介したアクセスを受け付けて各ユーザのゲーム情報を管理し、各ユーザに前記ネットワークを介した前記ゲームサービスを提供する請求項1に記載のゲーム管理装置と、を含むゲームシステム。
    A terminal device of each user receiving the game service;
    A game management device according to claim 1, wherein the game management device according to claim 1, which receives access from the terminal device via a network, manages game information of each user, and provides the user with the game service via the network. system.
  11.  ゲームサービスを受ける各ユーザの端末装置からのネットワークを介したアクセスを受け付けて各ユーザのゲーム情報を管理し、各ユーザに前記ネットワークを介した前記ゲームサービスを提供するゲーム管理装置におけるゲーム管理方法であって、
     前記ゲーム管理装置が、各ユーザの前記アクセスの情報を記憶装置に記憶して、ユーザ毎の前記アクセスを管理するアクセス管理ステップと、
     前記ゲーム管理装置が、連続した規定期間数の単位期間の全てについて前記アクセスを行った連続アクセス達成のユーザに対して、ゲーム上有利になるように当該ユーザのゲーム情報を変更して連続アクセス達成特典を付与する連続アクセス特典付与ステップと、
     前記ゲーム管理装置が、各ユーザを中心とするグループに所属する仲間ユーザの情報を記憶装置に保存してユーザ毎の仲間管理を行う仲間管理ステップと、
     前記ゲーム管理装置が、連続した規定期間数の前記単位期間のうちアクセスを行わなかった欠落単位期間が存在するユーザについて、当該ユーザの仲間ユーザが所定の応援アクセス条件を満たしているか否かを判定する仲間応援アクセス判定ステップと、を備え、
     前記連続アクセス特典付与ステップは、連続した規定期間数の前記単位期間のうち前記欠落単位期間が存在するユーザであっても、当該ユーザの仲間ユーザが前記応援アクセス条件を満たしていると前記仲間応援アクセス判定ステップが判定した場合は、当該ユーザに前記連続アクセス達成特典を付与するゲーム管理方法。
    A game management method in a game management apparatus that receives access from a terminal device of each user who receives a game service, manages game information of each user, and provides each user with the game service via the network There,
    The game management device stores the access information of each user in a storage device, and manages the access for each user;
    The game management device achieves continuous access by changing the game information of the user so that it is advantageous to the game for a user who has achieved continuous access for all the unit periods of the specified number of continuous periods. A continuous access privilege granting step for granting a privilege;
    A friend management step in which the game management device stores the information of fellow users belonging to a group centered on each user in a storage device and performs fellow management for each user;
    The game management device determines whether or not a fellow user of the user satisfies a predetermined support access condition for a user who has a missing unit period that is not accessed among the unit periods of a predetermined number of continuous periods. A friend support access determination step,
    In the continuous access privilege granting step, even if the missing unit period exists in the unit period of the continuous prescribed number of periods, the fellow supporter if the fellow user of the user satisfies the support access condition A game management method for providing the user with the continuous access achievement privilege when the access determination step determines.
  12.  コンピュータを、ゲームサービスを受ける各ユーザの端末装置からのネットワークを介したアクセスを受け付けて各ユーザのゲーム情報を管理し、各ユーザに前記ネットワークを介した前記ゲームサービスを提供するゲーム管理装置として動作させるためのプログラムであって、
     前記コンピュータを、
     各ユーザの前記アクセスの情報を記憶装置に記憶して、ユーザ毎の前記アクセスを管理するアクセス管理手段、
     連続した規定期間数の単位期間の全てについて前記アクセスを行った連続アクセス達成のユーザに対して、ゲーム上有利になるように当該ユーザのゲーム情報を変更して連続アクセス達成特典を付与する連続アクセス特典付与手段、
     各ユーザを中心とするグループに所属する仲間ユーザの情報を記憶装置に保存してユーザ毎の仲間管理を行う仲間管理手段、
     連続した規定期間数の前記単位期間のうちアクセスを行わなかった欠落単位期間が存在するユーザについて、当該ユーザの仲間ユーザが所定の応援アクセス条件を満たしているか否かを判定する仲間応援アクセス判定手段、として機能させ、
     前記連続アクセス特典付与手段は、連続した規定期間数の前記単位期間のうち前記欠落単位期間が存在するユーザであっても、当該ユーザの仲間ユーザが前記応援アクセス条件を満たしていると前記仲間応援アクセス判定手段が判定した場合は、当該ユーザに前記連続アクセス達成特典を付与するものとしてコンピュータを機能させるためのプログラム。
    The computer operates as a game management apparatus that accepts access from the terminal device of each user who receives the game service via the network, manages game information of each user, and provides the game service to each user via the network A program for
    The computer,
    Access management means for storing the access information of each user in a storage device and managing the access for each user;
    Continuous access that gives a continuous access achievement privilege by changing the game information of the user so as to be advantageous to the game for a user who has achieved the continuous access for all the unit periods of the specified number of continuous periods. Privilege granting means,
    Friend management means for storing information on fellow users belonging to a group centered on each user in a storage device and managing fellow users for each user,
    Friend support access determination means for determining whether or not a fellow user of the user satisfies a predetermined support access condition for a user having a missing unit period that has not been accessed out of the unit periods of the specified number of continuous periods. Function as,
    The continuous access privilege granting means may support the fellow supporter if the fellow user of the user satisfies the support access condition even if the missing unit period is present among the unit periods of the continuous prescribed number of periods. A program for causing a computer to function as providing the user with the continuous access achievement privilege when the access determination means determines.
  13.  請求項12に記載のプログラムを記録したコンピュータ読み取り可能な記録媒体。 A computer-readable recording medium on which the program according to claim 12 is recorded.
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