WO2013069641A1 - Information connection system - Google Patents
Information connection system Download PDFInfo
- Publication number
- WO2013069641A1 WO2013069641A1 PCT/JP2012/078739 JP2012078739W WO2013069641A1 WO 2013069641 A1 WO2013069641 A1 WO 2013069641A1 JP 2012078739 W JP2012078739 W JP 2012078739W WO 2013069641 A1 WO2013069641 A1 WO 2013069641A1
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- WO
- WIPO (PCT)
- Prior art keywords
- information
- user
- game
- server device
- posting
- Prior art date
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/795—Game 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/85—Providing additional services to players
- A63F13/87—Communicating with other players during game play, e.g. by e-mail or chat
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
- A63F13/2145—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/352—Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/814—Musical performances, e.g. by evaluating the player's ability to follow a notation
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/556—Player lists, e.g. online players, buddy list, black list
Definitions
- the present invention relates to an information interlocking system capable of interlocking information by mutually transmitting and receiving information between a plurality of game machines via a first server and also providing the information to a second server.
- SNS abbreviation of social networking service
- Patent Document 1 a system that realizes pseudo communication by selectively transmitting and receiving appropriate dialogues according to game situations between commercial game machines connected to a network.
- an object of the present invention is to provide an information interlocking system that interlocks information by enabling information transmitted and received between game machines to be provided to services that form different communities.
- An information linkage system includes a first server device that manages information by attaching first identification information for identifying a user, and a plurality of games that can transmit / receive information to / from each other via the first server device And a second server device that can receive information from the first server device and manage the information by adding second identification information for identifying a user, can communicate with each other via a network.
- An information interlocking system for interlocking information by providing information transmitted and received between the plurality of game machines to the second server apparatus via the first server apparatus, wherein the plurality of game machines Each of which includes a game executing means for executing a predetermined game, an input means capable of inputting an operation relating to the game, a display means for displaying a game screen, and post information input by the input means.
- Post information sending means for giving the first identification information and sending it to the first server device; and receiving distribution information including its own post information from the first server device, and displaying the delivery information in the display Distribution information display means for displaying on the means, and the first server device manages the posting information transmitted from the information transmission means of each of the plurality of game machines as the distribution information.
- Distribution information transmission means for transmitting the distribution information to each of the plurality of game machines, identification information management means for associating the first identification information with the second identification information, and the posted information.
- Posting information interlocking means for providing the second identification information associated with the transmitted first identification information of the user and transmitting the posting information to the second server device is provided, and the second supporting information is provided.
- the reception device is provided with reception information disclosure means for publishing the reception information managed for each of the second identification information given to the reception information received from the user. The said subject is solved by making the said posting information received from the server apparatus public as said receiving information.
- a user who plays a game on a game machine can post posted information from the game machine, and the posted information is transmitted to the first server device.
- the game machine displays the distribution information received from the first server device on the display means, and the user can browse the distribution information including his / her posting information.
- the post information transmitted by the user is associated with the first identification information for identifying the user by the first server device. 2 server device.
- various well-known SNS services are provided, and received post information is disclosed.
- the posting information transmitted / received between the game machine and the first server device is disclosed by a service that forms a different community provided by the second server device. Therefore, the number of people who touch the user's posted information increases, and the enjoyment of the game can be appealed to people who have never played the game machine.
- the posted information transmitting means may present a plurality of different posted information to the user and transmit the posted information selected by the user. According to this, the user determines post information to be transmitted from among a plurality of post information. Thereby, the time for the user to create post information can be shortened.
- the posted information transmitting unit may increase or decrease the number of posted information to be presented to the user according to the situation of the game executed by the game executing unit.
- posting information suitable for the situation can be prepared by increasing / decreasing posting information that can be selected according to the progress of the game. For example, depending on the progress of the game, post information that can be selected only when a predetermined condition is satisfied may be prepared, or useful game information may be transmitted as post information. Therefore, it is a motivation for the user to continue the game.
- the distribution information management means includes the distribution information as its own posting information and posting information provided with first identification information of a specific user designated by the user.
- Distribution information editing means for editing may be provided, and the distribution information transmitting means may transmit the distribution information edited by the distribution information editing means to a game machine used by the user. According to this, the user can browse only his / her own post information and post information posted by the specific user on the game machine. Thereby, it is possible to communicate by displaying post information of only a specific user in which the user is interested.
- the distribution information display means causes the display means to display its own posting information when the posting information transmission means transmits its own posting information.
- the display of the display unit may be updated. According to this, when it takes time to send and receive data to and from the first server device, there is a possibility that the update of the display of the distribution information is delayed.
- the posting information interlocking means is provided with transmission setting means for setting whether or not the posting information can be transmitted to the second server device based on a user's selection. It may be. According to this, when the user does not wish to transmit the posted information to the second server device, the posted information can be posted only by the community of game machines provided by the first server device. By making it possible to change the setting of whether posting information can be transmitted, it is possible to provide a game service according to the user's wishes.
- the game machine is further provided with a matching means for matching players of the plurality of game machines, and the posted information transmission means is matched by the matching means.
- the posted information may be transmitted to the first server device during the period. According to this, the user can post the posting information during the waiting time while the game machine is performing the matching process. You can be attracted to the game without getting bored of the user.
- a user who plays a game on a game machine can post posted information from the game machine, and the posted information is transmitted to the first server device.
- the game machine displays the distribution information received from the first server device on the display means, and the user can browse the distribution information including his / her posting information.
- the post information transmitted by the user is associated with the first identification information for identifying the user by the first server device. 2 server device.
- various well-known SNS services are provided, and received post information is disclosed.
- the posting information transmitted / received between the game machine and the first server device is disclosed by a service that forms a different community provided by the second server device. Therefore, the number of people who see the posted information of the user increases, and the enjoyment of the game can be appealed to people who have never played the game machine.
- FIG. 1 is a diagram showing an overall configuration of an information linkage system according to an embodiment of the present invention.
- the information interlocking system 1 includes a plurality of game machines 2, a center server 3 as a first server device, and a service providing server 4 as a second server device.
- Each game machine 2 instructs a user (player) to perform a series of operations in accordance with music, generates a musical sound according to the user's operation, and based on the relationship between the instructed operation and the operation actually performed by the user. It is configured as a music game that evaluates user operations.
- the music game played on the game machine 2 may be a known game.
- Each game machine 2 is installed in a commercial facility such as a store 5 and is used for commercial (business) use that allows a user to play a predetermined range of games in exchange for collection (payment) of a predetermined amount of play fee. It is configured as a game machine.
- An appropriate number of game machines 2 are installed in the store 5.
- the game machine 2 includes a housing 11 and a monitor 12 (a liquid crystal display device as an example) as a display device disposed on the top surface of the housing 11 so as to be inclined toward the player.
- a transparent touch panel 13 as an input device is superimposed.
- the touch panel 13 is a known input device that outputs a signal corresponding to the contact position when the player touches with a finger or the like.
- the game machine 2 is provided with various input devices and output devices provided in commercial game machines such as a button for selecting or determining, a power switch, and a power lamp. Is omitted.
- the center server 3 is installed by the operator of the information linkage system 1.
- the center server 3 is displayed as a single server unit.
- the center server 3 is configured to function as one logical server device by combining a plurality of server units as a single server unit. It may be.
- the center server 3 may be constructed by cloud computing.
- the service providing server 4 is a server installed by a service provider other than the operator of the information linkage system 1 and has the same configuration as the center server 3.
- the game machine 2, the center server 3, and the service providing server 4 are connected to the network 7 via the router 6 and configured to be able to communicate with each other.
- a local server may be installed between the game machine 2 and the router 6 of the store 5, and the game machine 2 may be connected to the center server 3 via the local server.
- the center server 3 provides various services via the network 7 to the game machine 2 or the user. For example, various game services and communication services with other users are provided as services.
- a game service a game program or data update service via the game machine 2
- a player of the game machine 2 is authenticated, and play data including the play history of the player is received from the game machine 2 and stored.
- a service provided to the game machine 2 a matching service between users when a plurality of users play a common game via the network 7, and the like.
- the game server 3 also provides various web services to the user terminal 8 that is accessed via the network 7.
- Web services include services such as a game information service that provides users with various information related to games through a Web site, and a community service that provides a place for exchange such as information transmission, exchange, and sharing by users.
- the user terminal 8 is appropriately a computer unit that functions as a personal terminal device capable of network connection, such as a personal computer (hereinafter abbreviated as PC) 8a or a mobile phone 8b including a smartphone. You may use this.
- PC personal computer
- the service providing server 4 has a function of providing the user with a place of exchange such as information transmission, exchange, sharing, and formation of friends between users realized by a known communication service such as a social networking service. .
- the operator of the service providing server 4 may be the operator of the information linkage system 1 or a third party other than the operator of the information linkage system 1.
- Examples of services provided by the service providing server 4 include various SNS services such as FACEBOOK (registered trademark) including a miniblog represented by TWITTER (registered trademark).
- the service providing server 4 provides various Web services via the network 7 to the user terminal 8 of the user.
- Each game machine 2, the center server 3, and the service providing server 4 are given unique IP addresses for identifying them on the network 7.
- a communication partner is specified using the IP address.
- a unique fixed address is set for each router 6, and a private address for uniquely identifying the game machine 2 on the network 7 is set as an IP address for the game machine 2 in combination with the fixed address. .
- a virtual private network VPN
- the user terminal 8 is also given a unique IP address for uniquely identifying the user terminal 8 on the network 7.
- the IP address may be a so-called dynamic address that changes every time it is connected to the network 7 or may be a fixed address that does not change.
- FIG. 2 is a functional block diagram of the information linkage system 1.
- the game machine 2 has a control unit 20.
- the control unit 20 is a computer unit that combines a microprocessor and peripheral devices such as a main memory (RAM, ROM) necessary for its operation.
- the control unit 20 is connected to the monitor 12, the touch panel 13, and the storage device 21, respectively.
- various peripheral devices necessary for game execution such as a speaker unit, can be connected to the control unit 20, but illustration of them is omitted.
- the storage device 21 is configured by a nonvolatile storage medium such as a magnetic storage medium, an optical storage medium, or an EEPROM.
- the storage device 21 has a game program 22 as application software for executing a game in a predetermined procedure, and message data 23 selected when a user posts a message as post information at an appropriate timing of the game. Is stored.
- control unit 20 When the control unit 20 reads and executes the game program 22, various logical devices necessary for the execution of the game are generated in the control unit 20, and various kinds of logical devices necessary for the progress of the game executed on the game machine 2 are generated. Perform arithmetic processing. As one of the logical devices, a game execution unit 24 and a posting management unit 25 are generated in the control unit 20.
- the game execution unit 24 is responsible for various processes necessary for a game executed on the game machine 2.
- the posting management unit 25 is in charge of transmission / reception of messages posted by the user and management of display of messages at appropriate timings during game play including before or after the game play is started.
- the center server 3 has a control unit 30 and a storage device 31.
- the control unit 30 and the storage device 31 may have the same configuration as the control unit 20 and the storage device 21 described above.
- the storage device 31 includes a server program 32 for various processes executed by the control unit 30, game play data 33 played on the game machine 2, ID management data 34 for specifying a user, The bulletin board information data 35 for managing messages received from the game machine 2 is stored.
- the play data 33 is data for storing a result of the game played by the user on the game machine 2 and used for the next game or the like, and is created for each user ID.
- the user ID is managed by the ID management data 34.
- the ID management data 34 is data describing the correspondence between various IDs set as information necessary for specifying a user. The type of ID and its management method may be appropriately set as long as the user can specify.
- the game machine 2 specifies a user using the card 9.
- the card 9 stores a card ID as first identification information unique to each card.
- the game machine 2 has a function of reading the card ID and transmitting it to the center server 3.
- the center server 3 specifies a user by using a user ID uniquely assigned to each user.
- the ID management data 34 describes the correspondence between the card ID and the user ID.
- the center server 3 specifies a user ID corresponding to the card ID transmitted from the game machine 2 based on the ID management data 32.
- the card ID may be input by operating the touch panel 13, or information corresponding to the card ID is obtained from the user using various means such as a barcode. May be.
- the SNSID as the second identification information given by the service provided by the service providing server 4 is also managed in association with the user ID.
- the bulletin board information data 35 manages the user's message transmitted from each game machine 2 in association with the user ID.
- a message with a card ID is transmitted from each game machine 2 to the center server 3.
- Each message is assigned data related to the posting date of the message.
- control unit 30 When the control unit 30 reads and executes the server program 32, various logical devices necessary for server operation are generated in the control unit 30, and various arithmetic processes executed by the center server 3 are executed. .
- a game management unit 36 and a web service management unit 37 are generated in the control unit 30.
- the game management unit 36 provides various game services to the game machine 2 or its user (player).
- the game management unit 36 implements a game service in cooperation with the game execution unit 24 of the game machine 2.
- the web service management unit 37 provides various web services to the user of the information linkage system 1.
- the Web service management unit 37 provides a user management site to a user who accesses the center server 3 from the user terminal 8 via the network 7 and provides a user ID and various IDs such as a card ID and an SNSID. New settings or changes can be made to be associated with each other, and various information about games that can be played on the game machine 2 is provided to the user through a website, or a bulletin board service that publishes messages posted by the user is provided. Further, the Web service management unit 37 specifies the SNSID of the user who transmitted the message with reference to the ID management data 34, and sends the same message as the one posted by the user with the SNSID added to the service providing server 4. To do.
- the service providing server 4 has a control unit 40 and a storage device 41.
- the control unit 40 and the storage device 41 may have the same configuration as the control unit 20 and the storage device 21 described above.
- the storage device 41 stores user data 42 in which various setting information is managed for each user who uses the service providing server 4, and reception information data 43 for managing a message transmitted from the user for each user. .
- the storage device 41 further stores server programs for various processes executed by the control unit 40.
- the control unit 40 reads out and executes the server programs, so that the control unit 40 is logically stored.
- a service providing unit 44 as a device is generated.
- the service providing unit 44 executes various processes for providing an SNS service to the user.
- the SNS service to be provided may be a known service.
- the service providing server 4 provides various services such as a message posting service, a setting change service for user data 42, and a browsing service for messages posted by the user to users who access the user terminal 8 via the network 7. provide.
- FIG. 4 is a diagram showing an example of the selection screen 52 that displays a plurality of messages.
- the messages M1 to M3 are messages indicating the situation before the music game play, and messages corresponding to the situation are presented. An appropriate message is displayed on the selection screen 52 with reference to the message data 23.
- the plurality of messages to be presented vary depending on the timing for selecting the message. For example, if the game play result of the player is a good result, a content indicating that the player has a good result is displayed.
- the message is appropriately set depending on the game difficulty level and the game progress status. In FIG. 3, when Mr. B selects the message M1 as the user, the cursor 53 overlaps with the message M1 to indicate that it is selected. By touching the posting button 54, the message M1 is transmitted to the center server 3.
- the posted message M1 is recorded in the bulletin board information data 35 and managed by the Web service management unit 37 of the center server 3.
- the Web service management unit 37 transmits a message transmitted from a user who plays each game machine 2 to each game machine 2 as bulletin board information as distribution information.
- the game machine 2 displays the bulletin board 51 based on the received bulletin board information.
- messages posted by each user including their own messages are arranged in chronological order based on the date and time of posting by the user, and a new message is displayed at the top. Or you may display so that the message arranged in order of the date and time at a fixed timing may slide.
- the display method may be changed as appropriate.
- FIG. 5 shows an example of the setting screen 55 displayed on the monitor 12 of the game machine 2.
- the setting screen 55 in addition to the message availability setting 56 posted on the game machine 2, an interlocking setting 57 with the SNS service provided by the user providing server 4 is possible.
- the interlock setting 57 the user's SNSID is registered in the designated location 57a.
- you can set friend registration 58 For example, if you want to register Mr. A, press the edit button 58a and see Mr.
- a Any ID such as a card ID or a user ID is registered.
- the friend only display setting 59 is performed, only messages of acquaintances registered as friends in addition to the self message can be displayed on the bulletin board 51.
- Items that can be set on the setting screen 55 are recorded in the play data 33 of the center server 3.
- the game machine 2 sends the card ID to the center server 3 for inquiry, and receives and sets a pre-registered setting recorded in the play data 33. Thereby, the user can enjoy a game, without setting at the time of a play start each time. Further, by accessing the center server 3 with the user terminal 8, the user terminal 8 may be operated to enable the same setting as the items that can be set on the setting screen 55.
- FIG. 3 shows an example of the message display screen 61 of the message posting service provided by the user providing server 4.
- the message display screen 61 is a dedicated screen (timeline) prepared by the SNS service for which Mr. B has an account, and messages posted by Mr. B are displayed in chronological order with the latest posts at the top. Yes.
- the message display screen 61 is displayed on the screen display unit of the user terminal 8 that has accessed through the network 7.
- messages Ma to Mc posted by the user B from the user terminal 8 and messages Md to Me posted from the game machine 2 are displayed.
- a specific keyword (hash tag) may be given to the message posted from the game machine 2.
- Such a specific keyword is given by the center server 3 when a message is transmitted from the center server 3 to the service providing server 4.
- the Web service management unit 37 functions as an identification information management unit and a transmission setting unit.
- FIG. 6 is a flowchart showing an information interlocking process executed in cooperation by the game machine 2, the center server 3, and the service providing server 4 in order to realize the information interlocking service provided by the information interlocking system 1.
- the control unit 20 of the game machine 2 displays the posting screen 52 on the monitor 12 at an appropriate timing. The user selects one message from among a plurality of message options displayed on the posting screen 52.
- the control unit 20 requests bulletin board information from the center server 3 at the timing when the posting screen 52 is displayed, and updates the information on the bulletin board 51.
- the control unit 20 transmits the message selected in step S1 to the center server 3.
- step S4 the control unit 20 displays the message transmitted in step S3 on the bulletin board 51.
- the bulletin board 51 When it takes time to send and receive data to and from the center server 3, there is a possibility that the update of the bulletin board 51 is delayed. Only the user's own message is displayed on the bulletin board in step S4 without sending / receiving data to / from the center server 3, so that the user can recognize that the user's own message is normally transmitted and can be relieved.
- step S5 When it is time to display the posting screen 52, the control unit 20 displays the posting screen 52 in the next step S5, requests bulletin board information in step S6, and updates the information in the bulletin board 51.
- step S5 In the processes after step S5, the processes of steps S1 to S4 are repeated.
- step S6 bulletin board information including the message posted by the user in step S3 is received from the center server 3 and the bulletin board 51 is updated. As a result, the content displayed on the bulletin board 51 is synchronized with the bulletin board information data 35 of the center server 3.
- control unit 30 of the center server 3 receives the request for the bulletin board information from the game machine 2, it refers to the card ID of the user who made the request in step S11 to inquire whether or not the friend is set. If the friend is set, the control unit 30 proceeds to step S12 and refers to the bulletin board information data 35 to display the edited bulletin board information edited only with the message of the specific user set as the friend and the self message. It transmits to the game machine 2. On the other hand, if the friend setting has not been made, the control unit 30 proceeds to step S13 and is composed of a predetermined number of messages in order from the latest posting date and time among all messages stored in the bulletin board information data 35. The normal bulletin board information to be sent is transmitted to the game machine 2.
- the control unit 30 of the center server 3 updates the bulletin board information data 35 in step S14. Further, the control unit 30 refers to the ID management data 34 in step S15 and determines whether or not the user ID of the user and the SNSID are associated with each other. If the user ID and the SNSID are associated with each other, the control unit 30 proceeds to step S16 and transmits the same message as the message posted with the SNSID associated with the user ID of the user to the service providing server 4. To do. A specific keyword may be given together with the message to be transmitted. When the user ID and the SNSID are not associated with each other, the control unit 30 skips step S16. Thereafter, the control unit 30 repeats the processes of steps S11 to S16. When the bulletin board information request in step S6 executed by the control unit 20 of the game machine 2 is received, the bulletin board information to be transmitted may be only the latest bulletin board information that has not yet been transmitted.
- the control unit 40 of the service providing server 4 When the control unit 40 of the service providing server 4 receives the message transmitted in step S16 executed by the control unit 30 of the center server 3, the control unit 40 updates the received information data 43 in step S21 and publishes the received message. .
- the received message is made public by displaying a message display screen 61 dedicated to the user on the user terminal 8 that has accessed the service providing server 4. If a specific keyword is assigned, it will be released at the same time. Thereby, it is possible for the viewer of the message display screen 61 to recognize that this message is transmitted from the game machine 2 and to display only the message to which the specific keyword is assigned.
- a user who plays a game on the game machine 2 can send a message to the bulletin board service provided by the center server 3 at an appropriate timing.
- the bulletin board 51 displayed on the monitor 12 of the game machine 2 messages from other users including their own messages transmitted by the user are displayed in chronological order.
- the user ID of the user is associated with the SNSID of the service providing server 4, and the center server 3
- a message having the same content is transmitted to the service providing server 4.
- the message posted by the user can be transmitted to different communities by linking the bulletin board service provided by the center server 3 and the SNS service provided by the service providing server 4. Therefore, the number of people who see the user's message increases, and it is possible to cultivate new users who visit the store 5 and to appeal to people who do not usually play games.
- the posting management unit 25 of the control unit 20 of the game machine 2 functions as posting information transmitting means by performing the processing of step S3, and the distribution information display means by performing the processing of steps S2 and S6.
- the Web service management unit 37 of the control unit 30 of the center server 3 functions as distribution information management means by performing the process of step S14, and functions as distribution information transmission means by performing the processes of steps S12 and S13. By performing the process of step S16, it functions as a posted information interlocking means.
- the service providing unit 44 of the control unit 40 of the service providing server 4 functions as reception information disclosing means by performing the process of step S21.
- the web service management unit 37 also functions as a distribution information editing unit in that the editing bulletin board information transmitted to the game machine 2 in step S12 is edited.
- the present invention can be implemented in various forms without being limited to the above-described forms.
- the message that can be posted on the game machine 2 has been described as being selected from a plurality of options, but the present invention is not limited thereto.
- the user may be allowed to select whether or not to transmit a specific message at an appropriate timing, or the user may create an arbitrary sentence and post it.
- the user may be able to set in advance messages presented as a plurality of options.
- the user accesses the center server 3 through the network 7 using the user terminal 8 and records the created message in the play data 33.
- the created message may be presented at an appropriate timing.
- the timing of posting a message may be an appropriate timing.
- a plurality of game machines 2 are connected to each other via a network 7 and a plurality of them are utilized using communication between the game machines 2.
- a message may be posted during a waiting time for matching the players. Since a certain amount of waiting time occurs in the matching process, it is possible to prevent the user from being bored by allowing messages to be posted during the waiting time.
- the matching process executed by the game execution unit 24 of the game machine 2 may use a known matching processing technique. In this case, the game execution unit 24 functions as a matching unit. Further, when the user performs a message posting operation at the timing when matching is successful and the matching process ends, the matching time may be delayed until the message transmission ends, and then the game may be started.
- the game machine 2 has been described as a commercial game machine installed in a commercial facility.
- the game machine 2 is not limited to this and may be a personal game machine.
- the facility where the game machine 2 is installed is not limited to a commercial facility, and may be a public facility or a personal facility.
- the game machine 2 is not limited to a music game machine, and may include game machines that provide games of various genres.
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Abstract
An information connection system (1) comprising a center server (3), a plurality of game machines (2) capable of mutually sending and receiving information via the center server (3), and a service provision server (4) capable of receiving information from the center server (3); which connects information by providing information sent and received between the plurality of game machines (2) to the service provision server (4) via the center server (3). In the game machines (2), a message having a card ID identifying a user added thereto is sent to the center server (3), and a message posted by another user including the user's own message is displayed on a message board (51). In the center server (3), an SNSID for the service provision server (4) and the card ID are associated, and an SNSID is attached to the message posted by the user and the message is sent to the service provision server (4).
Description
本発明は、第1のサーバを介して複数のゲーム機間で相互に情報を送受信するとともにその情報を第2のサーバへも提供することにより情報を連動可能な情報連動システムに関する。
The present invention relates to an information interlocking system capable of interlocking information by mutually transmitting and receiving information between a plurality of game machines via a first server and also providing the information to a second server.
ネットワークを介したユーザ同士の交流の場を提供する仕組みとして、近年、SNS(ソーシャルネットワーキングサービスの略)に代表されるネットワークサービスが広く普及している。ゲーム機の分野においても、ネットワークに接続された商業用のゲーム機間で、ゲーム状況に応じた適切な台詞を選択的に送受信して擬似的なコミュニケーションを実現するシステムが知られている(例えば特許文献1参照)。
In recent years, network services represented by SNS (abbreviation of social networking service) have become widespread as a mechanism for providing a place for interaction between users via a network. Also in the field of game machines, a system that realizes pseudo communication by selectively transmitting and receiving appropriate dialogues according to game situations between commercial game machines connected to a network is known (for example, Patent Document 1).
上述したシステムでは、ユーザ間でのコミュニケーションが図れるが、ゲーム機間の限られた範囲内で行われるにすぎない。
In the system described above, communication between users can be achieved, but it is performed only within a limited range between game machines.
そこで、本発明はゲーム機間で送受信される情報を異なるコミュニティを形成するサービスにも提供可能とすることで情報を連動させる情報連動システムを提供することを目的とする。
Therefore, an object of the present invention is to provide an information interlocking system that interlocks information by enabling information transmitted and received between game machines to be provided to services that form different communities.
本発明の情報連動システムは、ユーザを識別する第1識別情報を付して情報を管理する第1のサーバ装置と、前記第1のサーバ装置を介して相互に情報を送受信可能な複数のゲーム機と、前記第1のサーバ装置から情報を受信可能で、かつユーザを識別する第2識別情報を付して情報を管理する第2のサーバ装置と、がネットワークを介して互いに通信可能に設けられ、前記複数のゲーム機間で送受信される情報を前記第1のサーバ装置を介して前記第2のサーバ装置へ提供することで情報を連動させる情報連動システムであって、前記複数のゲーム機のそれぞれには、所定のゲームを実行するゲーム実行手段と、前記ゲームに関する操作を入力可能な入力手段と、ゲーム画面を表示する表示手段と、前記入力手段にて入力された投稿情報に前記第1識別情報を付与して前記第1のサーバ装置へ送信する投稿情報送信手段と、自己の投稿情報を含む配信情報を前記第1のサーバ装置から受信して、前記配信情報を前記表示手段に表示する配信情報表示手段と、が設けられ、前記第1のサーバ装置には、前記複数のゲーム機のそれぞれの前記情報送信手段から送信された投稿情報を前記配信情報として管理する配信情報管理手段と、前記配信情報を前記複数のゲーム機のそれぞれに送信する配信情報送信手段と、前記第1識別情報と、前記第2識別情報とを互いに対応付ける識別情報管理手段と、前記投稿情報を送信したユーザの第1識別情報と対応付けられた第2識別情報を付与して該投稿情報を前記第2のサーバ装置に送信する投稿情報連動手段と、が設けられ、前記第2のサーバ装置には、ユーザから受信した受信情報に付与された前記第2識別情報ごとに管理された該受信情報を公開する受信情報公開手段が設けられ、前記受信情報公開手段は、前記第1のサーバ装置から受信した前記投稿情報を前記受信情報として公開する、ことにより上記課題を解決する。
An information linkage system according to the present invention includes a first server device that manages information by attaching first identification information for identifying a user, and a plurality of games that can transmit / receive information to / from each other via the first server device And a second server device that can receive information from the first server device and manage the information by adding second identification information for identifying a user, can communicate with each other via a network. An information interlocking system for interlocking information by providing information transmitted and received between the plurality of game machines to the second server apparatus via the first server apparatus, wherein the plurality of game machines Each of which includes a game executing means for executing a predetermined game, an input means capable of inputting an operation relating to the game, a display means for displaying a game screen, and post information input by the input means. Post information sending means for giving the first identification information and sending it to the first server device; and receiving distribution information including its own post information from the first server device, and displaying the delivery information in the display Distribution information display means for displaying on the means, and the first server device manages the posting information transmitted from the information transmission means of each of the plurality of game machines as the distribution information. Management means, distribution information transmission means for transmitting the distribution information to each of the plurality of game machines, identification information management means for associating the first identification information with the second identification information, and the posted information. Posting information interlocking means for providing the second identification information associated with the transmitted first identification information of the user and transmitting the posting information to the second server device is provided, and the second supporting information is provided. The reception device is provided with reception information disclosure means for publishing the reception information managed for each of the second identification information given to the reception information received from the user. The said subject is solved by making the said posting information received from the server apparatus public as said receiving information.
本発明の情報連動システムによれば、ゲーム機でゲームをプレイするユーザは、ゲーム機から投稿情報を投稿でき、投稿情報は第1のサーバ装置に送信される。ゲーム機は第1のサーバ装置から受信した配信情報を表示手段に表示し、ユーザは自己の投稿情報を含む配信情報を閲覧することができる。ユーザが第2のサーバ装置で管理される第2識別情報を有していれば、第1のサーバ装置でユーザを識別する第1識別情報と対応付けられ、ユーザが送信した投稿情報は、第2のサーバ装置に送信される。第2のサーバ装置では、例えば、各種周知のSNSサービスが提供され、受信した投稿情報が公開される。これにより、ゲーム機と第1のサーバ装置との間で送受信される投稿情報が、第2のサーバ装置により提供される異なるコミュニティを形成するサービスによって公開される。従って、ユーザの投稿情報に触れる人が増え、ゲーム機をプレイしたことがないような人々へもゲームの楽しさを訴求することができる。
According to the information linkage system of the present invention, a user who plays a game on a game machine can post posted information from the game machine, and the posted information is transmitted to the first server device. The game machine displays the distribution information received from the first server device on the display means, and the user can browse the distribution information including his / her posting information. If the user has the second identification information managed by the second server device, the post information transmitted by the user is associated with the first identification information for identifying the user by the first server device. 2 server device. In the second server device, for example, various well-known SNS services are provided, and received post information is disclosed. Thereby, the posting information transmitted / received between the game machine and the first server device is disclosed by a service that forms a different community provided by the second server device. Therefore, the number of people who touch the user's posted information increases, and the enjoyment of the game can be appealed to people who have never played the game machine.
本発明の情報連動システムの一態様において、前記投稿情報送信手段は、複数の異なる前記投稿情報をユーザに提示し、ユーザにより選択された投稿情報を送信してもよい。これによれば、ユーザは、複数の投稿情報の中から送信したい投稿情報を決定する。これにより、ユーザが投稿情報を作成する時間の短縮を図ることができる。
In one aspect of the information interlocking system of the present invention, the posted information transmitting means may present a plurality of different posted information to the user and transmit the posted information selected by the user. According to this, the user determines post information to be transmitted from among a plurality of post information. Thereby, the time for the user to create post information can be shortened.
複数の投稿情報が提示される態様において、前記投稿情報送信手段は、前記ゲーム実行手段により実行されるゲームの状況に応じてユーザに提示する投稿情報の個数を増減してもよい。これによれば、ゲーム進行に応じて選択できる投稿情報を増減することでより状況に合った投稿情報を用意できる。例えば、ゲーム進行の状況によって、所定の条件を満たした場合のみしか選択できない投稿情報を用意したり、有益なゲーム情報を投稿情報として送信させたりしてもよい。従って、ユーザのゲーム継続の動機付けとなる。
In an aspect in which a plurality of pieces of posted information are presented, the posted information transmitting unit may increase or decrease the number of posted information to be presented to the user according to the situation of the game executed by the game executing unit. According to this, posting information suitable for the situation can be prepared by increasing / decreasing posting information that can be selected according to the progress of the game. For example, depending on the progress of the game, post information that can be selected only when a predetermined condition is satisfied may be prepared, or useful game information may be transmitted as post information. Therefore, it is a motivation for the user to continue the game.
本発明の情報連動システムの一態様において、前記配信情報管理手段には、前記配信情報を、自己の投稿情報と、ユーザにより指定された特定ユーザの第1識別情報が付与された投稿情報とで編集する配信情報編集手段が設けられ、前記配信情報送信手段は、該ユーザが使用しているゲーム機に対して前記配信情報編集手段で編集された配信情報を送信してもよい。これによれば、ユーザは、自己の投稿情報と特定ユーザが投稿する投稿情報のみをゲーム機で閲覧できる。これにより、ユーザが関心のある特定ユーザのみの投稿情報を表示してコミュニケーションを図ることができる。
In one aspect of the information interlocking system of the present invention, the distribution information management means includes the distribution information as its own posting information and posting information provided with first identification information of a specific user designated by the user. Distribution information editing means for editing may be provided, and the distribution information transmitting means may transmit the distribution information edited by the distribution information editing means to a game machine used by the user. According to this, the user can browse only his / her own post information and post information posted by the specific user on the game machine. Thereby, it is possible to communicate by displaying post information of only a specific user in which the user is interested.
本発明の情報連動システムの一態様において、前記配信情報表示手段は、前記投稿情報送信手段が自己の投稿情報を送信する際に、該自己の投稿情報を前記表示手段に表示させ、その自己の投稿情報を含む配信情報を受信した場合に前記表示手段の表示を更新してもよい。これによれば、第1のサーバ装置とのデータの送受信に時間がかかる場合、配信情報の表示の更新が遅れるおそれがある。第1のサーバ装置とのデータの送受信を介さずに自己の投稿情報のみを更新して表示させることで、ユーザに自己の投稿情報が正常に送信されていることを認識させ、安心させることができる。
In one aspect of the information interlocking system of the present invention, the distribution information display means causes the display means to display its own posting information when the posting information transmission means transmits its own posting information. When the distribution information including the posting information is received, the display of the display unit may be updated. According to this, when it takes time to send and receive data to and from the first server device, there is a possibility that the update of the display of the distribution information is delayed. By renewing and displaying only his / her own posting information without sending / receiving data to / from the first server device, it is possible to make the user aware that his / her own posting information has been transmitted normally and to be relieved. it can.
本発明の情報連動システムの一態様において、前記投稿情報連動手段には、前記第2のサーバ装置への前記投稿情報の送信の可否を、ユーザの選択に基づいて設定する送信設定手段が設けられていてもよい。これによれば、ユーザが第2のサーバ装置への投稿情報の送信を希望しない場合には、第1のサーバ装置で提供されるゲーム機同士のコミュニティだけで投稿情報を投稿できる。投稿情報の送信の可否を設定変更可能とすることで、ユーザの希望に応じたゲームサービスを提供できる。
In one aspect of the information interlocking system of the present invention, the posting information interlocking means is provided with transmission setting means for setting whether or not the posting information can be transmitted to the second server device based on a user's selection. It may be. According to this, when the user does not wish to transmit the posted information to the second server device, the posted information can be posted only by the community of game machines provided by the first server device. By making it possible to change the setting of whether posting information can be transmitted, it is possible to provide a game service according to the user's wishes.
本発明の情報連動システムの一態様において、前記ゲーム機には、前記複数のゲーム機のプレイヤ同士をマッチングするマッチング手段がさらに設けられ、前記投稿情報送信手段は、前記マッチング手段がマッチングをしている間に前記投稿情報を前記第1のサーバ装置へ送信してもよい。これによれば、ゲーム機がマッチング処理をしている間の待ち時間にユーザは投稿情報を投稿できる。ユーザを飽きさせずにゲームに惹き付けることができる。
In one aspect of the information interlocking system of the present invention, the game machine is further provided with a matching means for matching players of the plurality of game machines, and the posted information transmission means is matched by the matching means. The posted information may be transmitted to the first server device during the period. According to this, the user can post the posting information during the waiting time while the game machine is performing the matching process. You can be attracted to the game without getting bored of the user.
以上、説明したように、本発明の情報連動システムにおいては、ゲーム機でゲームをプレイするユーザは、ゲーム機から投稿情報を投稿でき、投稿情報は第1のサーバ装置に送信される。ゲーム機は第1のサーバ装置から受信した配信情報を表示手段に表示し、ユーザは自己の投稿情報を含む配信情報を閲覧することができる。ユーザが第2のサーバ装置で管理される第2識別情報を有していれば、第1のサーバ装置でユーザを識別する第1識別情報と対応付けられ、ユーザが送信した投稿情報は、第2のサーバ装置に送信される。第2のサーバ装置では、例えば、各種周知のSNSサービスが提供され、受信した投稿情報が公開される。これにより、ゲーム機と第1のサーバ装置との間で送受信される投稿情報が、第2のサーバ装置により提供される異なるコミュニティを形成するサービスによって公開される。従って、ユーザの投稿情報を目にする人が増え、ゲーム機をプレイしたことがないような人々へもゲームの楽しさを訴求することができる。
As described above, in the information linkage system of the present invention, a user who plays a game on a game machine can post posted information from the game machine, and the posted information is transmitted to the first server device. The game machine displays the distribution information received from the first server device on the display means, and the user can browse the distribution information including his / her posting information. If the user has the second identification information managed by the second server device, the post information transmitted by the user is associated with the first identification information for identifying the user by the first server device. 2 server device. In the second server device, for example, various well-known SNS services are provided, and received post information is disclosed. Thereby, the posting information transmitted / received between the game machine and the first server device is disclosed by a service that forms a different community provided by the second server device. Therefore, the number of people who see the posted information of the user increases, and the enjoyment of the game can be appealed to people who have never played the game machine.
図1は、本発明の一形態に係る情報連動システムの全体構成を示す図である。情報連動システム1は、複数のゲーム機2と、第1のサーバ装置としてのセンターサーバ3と、第2のサーバ装置としてのサービス提供サーバ4とを含む。各ゲーム機2は、音楽に合わせた一連の操作をユーザ(プレイヤ)に指示し、ユーザの操作に応じた楽音を発生させるとともに、指示した操作とユーザが実際に行った操作との関係に基づいてユーザの操作を評価する音楽ゲームとして構成されている。ゲーム機2でプレイされる音楽ゲームは公知のものでよい。
FIG. 1 is a diagram showing an overall configuration of an information linkage system according to an embodiment of the present invention. The information interlocking system 1 includes a plurality of game machines 2, a center server 3 as a first server device, and a service providing server 4 as a second server device. Each game machine 2 instructs a user (player) to perform a series of operations in accordance with music, generates a musical sound according to the user's operation, and based on the relationship between the instructed operation and the operation actually performed by the user. It is configured as a music game that evaluates user operations. The music game played on the game machine 2 may be a known game.
各ゲーム機2は、店舗5等の商業施設に設置され、所定額のプレイ料金の徴収(支払い)と引き換えに、ユーザに対して所定範囲のゲームのプレイを許可する商業用(業務用)のゲーム機として構成されている。店舗5には、適宜数のゲーム機2が設置される。ゲーム機2は、筺体11と、筺体11の上面にプレイヤに向けて傾けられて配置される表示装置としてのモニタ12(一例として液晶ディスプレイ装置)とを備えている。モニタ12の表面には、入力装置としての透明なタッチパネル13が重ね合わされている。タッチパネル13は、プレイヤが指等で触れると、その接触位置に応じた信号を出力する公知の入力装置である。その他にも、ゲーム機2には、選択あるいは決定するためのボタン、電源スイッチ、電源ランプといった商用のゲーム機が備えている各種の入力装置及び出力装置が設けられているが、図1ではそれらの図示を省略している。
Each game machine 2 is installed in a commercial facility such as a store 5 and is used for commercial (business) use that allows a user to play a predetermined range of games in exchange for collection (payment) of a predetermined amount of play fee. It is configured as a game machine. An appropriate number of game machines 2 are installed in the store 5. The game machine 2 includes a housing 11 and a monitor 12 (a liquid crystal display device as an example) as a display device disposed on the top surface of the housing 11 so as to be inclined toward the player. On the surface of the monitor 12, a transparent touch panel 13 as an input device is superimposed. The touch panel 13 is a known input device that outputs a signal corresponding to the contact position when the player touches with a finger or the like. In addition, the game machine 2 is provided with various input devices and output devices provided in commercial game machines such as a button for selecting or determining, a power switch, and a power lamp. Is omitted.
センターサーバ3は、情報連動システム1の運営者によって設置される。図1において、センターサーバ3は、単一のサーバユニットとして表示されているが、単一のサーバユニットとしても、複数のサーバユニットを組み合わせて1つの論理的なサーバ装置として機能するように構成されていてもよい。あるいは、クラウドコンピューティングによりセンターサーバ3が構築されていてもよい。サービス提供サーバ4は、情報連動システム1の運営者以外のサービス提供業者によって設置されたサーバで、センターサーバ3と同様の構成を有している。ゲーム機2、センターサーバ3及びサービス提供サーバ4は、ルータ6を介してネットワーク7に接続され、相互に通信可能に構成されている。ゲーム機2と店舗5のルータ6との間にはローカルサーバが設置され、そのローカルサーバを介してゲーム機2がセンターサーバ3と通信可能に接続されていてもよい。
The center server 3 is installed by the operator of the information linkage system 1. In FIG. 1, the center server 3 is displayed as a single server unit. However, the center server 3 is configured to function as one logical server device by combining a plurality of server units as a single server unit. It may be. Alternatively, the center server 3 may be constructed by cloud computing. The service providing server 4 is a server installed by a service provider other than the operator of the information linkage system 1 and has the same configuration as the center server 3. The game machine 2, the center server 3, and the service providing server 4 are connected to the network 7 via the router 6 and configured to be able to communicate with each other. A local server may be installed between the game machine 2 and the router 6 of the store 5, and the game machine 2 may be connected to the center server 3 via the local server.
センターサーバ3は、ゲーム機2又はユーザに対してネットワーク7を介した各種のサービスを提供する。例えばサービスとして、各種のゲームサービスや、他のユーザとのコミュニケーションサービス等を提供する。ゲームサービスとしては、ゲーム機2を介したゲーム用のプログラムやデータの更新サービス、ゲーム機2のプレイヤを認証し、そのプレイヤのプレイ履歴等を含んだプレイデータをゲーム機2から受け取って保存し、あるいはゲーム機2に提供するサービス、ネットワーク7を介して複数のユーザが共通のゲームをプレイする際のユーザ間のマッチングサービス等があげられる。また、ゲームサーバ3は、ネットワーク7を介してアクセスするユーザ端末8に各種のWebサービスを提供する。Webサービスとして、例えば、Webサイトを通じてゲームに関する各種の情報をユーザに提供するゲーム情報サービス、ユーザによる情報発信、交換、共有といった交流の場を提供するコミュニティサービス等のサービスがあげられる。ユーザ端末8は、例えば、パーソナルコンピュータ(以下、PCと略称する。)8a、あるいはスマートフォンを含む携帯電話8bのように、ネットワーク接続が可能な個人用の端末装置として機能するコンピュータユニットであれば適宜にこれを利用してよい。
The center server 3 provides various services via the network 7 to the game machine 2 or the user. For example, various game services and communication services with other users are provided as services. As a game service, a game program or data update service via the game machine 2, a player of the game machine 2 is authenticated, and play data including the play history of the player is received from the game machine 2 and stored. Or a service provided to the game machine 2, a matching service between users when a plurality of users play a common game via the network 7, and the like. The game server 3 also provides various web services to the user terminal 8 that is accessed via the network 7. Examples of Web services include services such as a game information service that provides users with various information related to games through a Web site, and a community service that provides a place for exchange such as information transmission, exchange, and sharing by users. The user terminal 8 is appropriately a computer unit that functions as a personal terminal device capable of network connection, such as a personal computer (hereinafter abbreviated as PC) 8a or a mobile phone 8b including a smartphone. You may use this.
サービス提供サーバ4は、ソーシャルネットワーキングサービス等の公知のコミュニケーションサービスにて実現されるユーザの情報発信、交換、共有、ユーザ同士の仲間の形成といった交流の場をユーザに提供する機能を有している。サービス提供サーバ4の運営者は、情報連動システム1の運営者であってもよいし、情報連動システム1の運営者以外の第三者であってもよい。サービス提供サーバ4にて提供されるサービスとして、例えば、TWITTER(登録商標)等に代表されるミニブログを含む、FACEBOOK(登録商標)等の各種のSNSサービスがあげられる。サービス提供サーバ4は、ユーザのユーザ端末8に対してネットワーク7を介した各種のWebサービスを提供する。
The service providing server 4 has a function of providing the user with a place of exchange such as information transmission, exchange, sharing, and formation of friends between users realized by a known communication service such as a social networking service. . The operator of the service providing server 4 may be the operator of the information linkage system 1 or a third party other than the operator of the information linkage system 1. Examples of services provided by the service providing server 4 include various SNS services such as FACEBOOK (registered trademark) including a miniblog represented by TWITTER (registered trademark). The service providing server 4 provides various Web services via the network 7 to the user terminal 8 of the user.
各ゲーム機2、センターサーバ3及びサービス提供サーバ4には、ネットワーク7上でそれらを識別するためのユニークなIPアドレスが付されている。各機器2、3、4間の通信では、そのIPアドレスを利用して通信相手が特定される。各ルータ6には、ユニークな固定アドレスが設定され、ゲーム機2には、その固定アドレスとの組み合わせによってネットワーク7上でゲーム機2を一意に識別するためのプライベートアドレスがIPアドレスとして設定される。この場合、ゲーム機2とセンターサーバ3との間、あるいはゲーム機2同士の間には、仮想プライベートネットワーク(VPN)が構築され、そのVPN上で各ゲーム機2がプライベートアドレスを用いて一意に特定される。また、ユーザ端末8にもネットワーク7上でユーザ端末8を一意に識別するためのユニークなIPアドレスが付与されている。そのIPアドレスは、ネットワーク7へ接続されるごとに変化するいわゆる動的アドレスでもよいし、不変の固定アドレスであってもよい。
Each game machine 2, the center server 3, and the service providing server 4 are given unique IP addresses for identifying them on the network 7. In communication between the devices 2, 3, and 4, a communication partner is specified using the IP address. A unique fixed address is set for each router 6, and a private address for uniquely identifying the game machine 2 on the network 7 is set as an IP address for the game machine 2 in combination with the fixed address. . In this case, a virtual private network (VPN) is established between the game machine 2 and the center server 3 or between the game machines 2, and each game machine 2 uniquely uses a private address on the VPN. Identified. The user terminal 8 is also given a unique IP address for uniquely identifying the user terminal 8 on the network 7. The IP address may be a so-called dynamic address that changes every time it is connected to the network 7 or may be a fixed address that does not change.
図2は、情報連動システム1の機能ブロック図である。ゲーム機2は、制御ユニット20を有している。制御ユニット20は、マイクロプロセッサと、その動作に必要な主記憶装置(RAM、ROM)等の周辺装置とを組み合わせたコンピュータユニットである。制御ユニット20は、モニタ12、タッチパネル13及び記憶装置21とそれぞれ接続されている。その他にも制御ユニット20にはスピーカーユニット等のゲーム実行に必要な各種の周辺装置が接続され得るが、それらの図示は省略する。記憶装置21は、磁気記憶媒体、光学記憶媒体、EEPROMといった不揮発性の記憶媒体で構成される。記憶装置21には、ゲームを所定の手順で実行するためのアプリケーションソフトウエアとしてのゲームプログラム22と、そのゲームの適宜のタイミングでユーザが投稿情報としてのメッセージを投稿する際に選択するメッセージデータ23とが記憶されている。
FIG. 2 is a functional block diagram of the information linkage system 1. The game machine 2 has a control unit 20. The control unit 20 is a computer unit that combines a microprocessor and peripheral devices such as a main memory (RAM, ROM) necessary for its operation. The control unit 20 is connected to the monitor 12, the touch panel 13, and the storage device 21, respectively. In addition, various peripheral devices necessary for game execution, such as a speaker unit, can be connected to the control unit 20, but illustration of them is omitted. The storage device 21 is configured by a nonvolatile storage medium such as a magnetic storage medium, an optical storage medium, or an EEPROM. The storage device 21 has a game program 22 as application software for executing a game in a predetermined procedure, and message data 23 selected when a user posts a message as post information at an appropriate timing of the game. Is stored.
制御ユニット20がゲームプログラム22を読み取って実行することにより、制御ユニット20にはゲームの実行に必要な各種の論理的装置が生成され、ゲーム機2で実行されるゲームの進行に必要な各種の演算処理を実行する。その論理的装置の一つとして、制御ユニット20には、ゲーム実行部24と、投稿管理部25とが生成される。ゲーム実行部24は、ゲーム機2で実行されるゲームに必要な各種の処理を担当する。投稿管理部25は、ゲームプレイ開始前、あるいは終了後を含むゲームプレイ中の適宜のタイミングでユーザの投稿するメッセージの送受信やメッセージの表示の管理を担当する。
When the control unit 20 reads and executes the game program 22, various logical devices necessary for the execution of the game are generated in the control unit 20, and various kinds of logical devices necessary for the progress of the game executed on the game machine 2 are generated. Perform arithmetic processing. As one of the logical devices, a game execution unit 24 and a posting management unit 25 are generated in the control unit 20. The game execution unit 24 is responsible for various processes necessary for a game executed on the game machine 2. The posting management unit 25 is in charge of transmission / reception of messages posted by the user and management of display of messages at appropriate timings during game play including before or after the game play is started.
センターサーバ3は、制御ユニット30と記憶装置31とを有している。制御ユニット30及び記憶装置31は、上述した制御ユニット20及び記憶装置21と同様の構成でよい。記憶装置31には、制御ユニット30が実行する各種の処理のためのサーバ用プログラム32と、ゲーム機2でプレイされるゲームのプレイデータ33と、ユーザを特定するためのID管理データ34と、ゲーム機2から受信したメッセージを管理する掲示板情報データ35とが記憶されている。プレイデータ33は、ユーザがゲーム機2でゲームをプレイした結果を保存し、次回のゲーム等で利用するためのデータであってユーザIDごとに作成される。ユーザIDは、ID管理データ34で管理されている。ID管理データ34は、ユーザを特定するために必要な情報として設定される各種のIDの対応関係を記述したデータである。IDの種類及びその管理方法は、ユーザが特定できる限りにおいて適宜に設定してよい。
The center server 3 has a control unit 30 and a storage device 31. The control unit 30 and the storage device 31 may have the same configuration as the control unit 20 and the storage device 21 described above. The storage device 31 includes a server program 32 for various processes executed by the control unit 30, game play data 33 played on the game machine 2, ID management data 34 for specifying a user, The bulletin board information data 35 for managing messages received from the game machine 2 is stored. The play data 33 is data for storing a result of the game played by the user on the game machine 2 and used for the next game or the like, and is created for each user ID. The user ID is managed by the ID management data 34. The ID management data 34 is data describing the correspondence between various IDs set as information necessary for specifying a user. The type of ID and its management method may be appropriately set as long as the user can specify.
例えば、ゲーム機2は、カード9を利用してユーザを特定する。カード9には、カードごとにユニークな第1識別情報としてのカードIDが記録されている。ゲーム機2は、カードIDを読み取ってこれをセンターサーバ3に送信する機能を有している。一方、センターサーバ3は、ユーザごとにユニークに付されたユーザIDを利用してユーザを特定する。ID管理データ34には、カードIDとユーザIDとの対応関係が記述されている。センターサーバ3は、ゲーム機2から送信されたカードIDに対応するユーザIDをID管理データ32に基づいて特定する。なお、カード9に代えて、タッチパネル13を操作してカードIDを入力するようにしてもよいし、バーコードその他の各種の手段を利用してユーザからカードIDに相当する情報を取得するようにしてもよい。また、ID管理データ34では、サービス提供サーバ4で提供されるサービスにて付与される第2識別情報としてのSNSIDもユーザIDと対応付けられて管理される。
For example, the game machine 2 specifies a user using the card 9. The card 9 stores a card ID as first identification information unique to each card. The game machine 2 has a function of reading the card ID and transmitting it to the center server 3. On the other hand, the center server 3 specifies a user by using a user ID uniquely assigned to each user. The ID management data 34 describes the correspondence between the card ID and the user ID. The center server 3 specifies a user ID corresponding to the card ID transmitted from the game machine 2 based on the ID management data 32. Instead of the card 9, the card ID may be input by operating the touch panel 13, or information corresponding to the card ID is obtained from the user using various means such as a barcode. May be. In the ID management data 34, the SNSID as the second identification information given by the service provided by the service providing server 4 is also managed in association with the user ID.
掲示板情報データ35は、各ゲーム機2から送信されるユーザのメッセージをユーザIDと対応付けて管理する。各ゲーム機2からカードIDが付与されたメッセージがセンターサーバ3に送信される。また、各メッセージには、メッセージの投稿日時に関するデータが付与されている。
The bulletin board information data 35 manages the user's message transmitted from each game machine 2 in association with the user ID. A message with a card ID is transmitted from each game machine 2 to the center server 3. Each message is assigned data related to the posting date of the message.
制御ユニット30がサーバ用プログラム32を読み取って実行することにより、制御ユニット30にはサーバの運用に必要な各種の論理的装置が生成され、センターサーバ3で実行される各種の演算処理を実行する。その論理的装置の一つとして、制御ユニット30には、ゲーム管理部36と、Webサービス管理部37とが生成される。ゲーム管理部36は、ゲーム機2又はそのユーザ(プレイヤ)に対して各種のゲームサービスを提供する。ゲーム管理部36は、ゲーム機2のゲーム実行部24と協働してゲームサービスを実現する。Webサービス管理部37は、情報連動システム1のユーザに対して各種のWebサービスを提供する。例えば、Webサービス管理部37は、ユーザ端末8からネットワーク7を介してセンターサーバ3にアクセスするユーザに対してユーザ管理サイトを提供して、ユーザIDと、カードIDやSNSID等各種のIDとを新規に対応付ける設定や変更を可能にし、さらにゲーム機2でプレイできるゲームに関する各種の情報をWebサイトを通じてユーザに提供したり、ユーザが投稿するメッセージを公開する掲示板サービスを提供したりする。また、Webサービス管理部37は、メッセージを送信したユーザのSNSIDをID管理データ34を参照して特定し、SNSIDを付与してユーザが投稿したものと同じメッセージをサービス提供サーバ4に対して送信する。
When the control unit 30 reads and executes the server program 32, various logical devices necessary for server operation are generated in the control unit 30, and various arithmetic processes executed by the center server 3 are executed. . As one of the logical devices, a game management unit 36 and a web service management unit 37 are generated in the control unit 30. The game management unit 36 provides various game services to the game machine 2 or its user (player). The game management unit 36 implements a game service in cooperation with the game execution unit 24 of the game machine 2. The web service management unit 37 provides various web services to the user of the information linkage system 1. For example, the Web service management unit 37 provides a user management site to a user who accesses the center server 3 from the user terminal 8 via the network 7 and provides a user ID and various IDs such as a card ID and an SNSID. New settings or changes can be made to be associated with each other, and various information about games that can be played on the game machine 2 is provided to the user through a website, or a bulletin board service that publishes messages posted by the user is provided. Further, the Web service management unit 37 specifies the SNSID of the user who transmitted the message with reference to the ID management data 34, and sends the same message as the one posted by the user with the SNSID added to the service providing server 4. To do.
サービス提供サーバ4は、制御ユニット40と記憶装置41とを有している。制御ユニット40及び記憶装置41は、上述した制御ユニット20及び記憶装置21と同様の構成でよい。記憶装置41には、サービス提供サーバ4を利用するユーザごとに各種設定情報が管理されたユーザデータ42と、ユーザから送信されたメッセージをユーザごとに管理する受信情報データ43とが記憶されている。記憶装置41には、さらに制御ユニット40が実行する各種の処理のためのサーバ用プログラムが記憶され、制御ユニット40がこのサーバ用プログラムを読みだして実行することにより、制御ユニット40には論理的装置としてのサービス提供部44が生成される。サービス提供部44は、ユーザに対してSNSサービスを提供するための各種の処理を実行する。提供するSNSサービスは、公知のサービスでよい。例えば、サービス提供サーバ4は、ネットワーク7を介してユーザ端末8でアクセスするユーザに対して、メッセージ投稿サービスや、ユーザデータ42の設定変更サービス、ユーザが投稿したメッセージの閲覧サービス等の各種サービスを提供する。
The service providing server 4 has a control unit 40 and a storage device 41. The control unit 40 and the storage device 41 may have the same configuration as the control unit 20 and the storage device 21 described above. The storage device 41 stores user data 42 in which various setting information is managed for each user who uses the service providing server 4, and reception information data 43 for managing a message transmitted from the user for each user. . The storage device 41 further stores server programs for various processes executed by the control unit 40. The control unit 40 reads out and executes the server programs, so that the control unit 40 is logically stored. A service providing unit 44 as a device is generated. The service providing unit 44 executes various processes for providing an SNS service to the user. The SNS service to be provided may be a known service. For example, the service providing server 4 provides various services such as a message posting service, a setting change service for user data 42, and a browsing service for messages posted by the user to users who access the user terminal 8 via the network 7. provide.
図3を参照して、情報連動システム1で実現される情報連動サービスについて説明する。ユーザがゲーム機2へ所定額のプレイ料金を支払い、プレイする楽曲や難易度等を設定する期間やプレイ後の成績発表期間等の楽曲をプレイしていないとき、あるいはゲームプレイ中の適宜のタイミングでメッセージを投稿できる。ユーザが投稿するメッセージは予め用意された複数のメッセージの中から選択する。図4は、複数のメッセージを表示する選択画面52の一例を示した図である。メッセージM1~M3は、音楽ゲームプレイ前の状況を示すメッセージであり、その状況に応じたメッセージが提示される。メッセージデータ23を参照して適宜のメッセージが選択画面52に表示される。提示される複数のメッセージは、メッセージを選択するタイミングによって変化する。例えば、プレイヤのゲームプレイ結果が好成績であった場合には、好成績であったことを伝える内容のものが表示される。メッセージは、ゲーム難易度や、ゲーム進行状況によって適宜に設定される。図3において、ユーザとしてBさんがメッセージM1を選択すると、メッセージM1にカーソル53が重なって選択されていることを示す。投稿ボタン54をタッチ操作することにより、メッセージM1がセンターサーバ3に送信される。
Referring to FIG. 3, the information linkage service realized by the information linkage system 1 will be described. When the user pays a predetermined amount of play fee to the game machine 2 and does not play a song such as a period for setting a song to be played, difficulty level, etc., a result announcement period after play, or an appropriate timing during game play You can post a message at The message posted by the user is selected from a plurality of prepared messages. FIG. 4 is a diagram showing an example of the selection screen 52 that displays a plurality of messages. The messages M1 to M3 are messages indicating the situation before the music game play, and messages corresponding to the situation are presented. An appropriate message is displayed on the selection screen 52 with reference to the message data 23. The plurality of messages to be presented vary depending on the timing for selecting the message. For example, if the game play result of the player is a good result, a content indicating that the player has a good result is displayed. The message is appropriately set depending on the game difficulty level and the game progress status. In FIG. 3, when Mr. B selects the message M1 as the user, the cursor 53 overlaps with the message M1 to indicate that it is selected. By touching the posting button 54, the message M1 is transmitted to the center server 3.
投稿したメッセージM1は、掲示板情報データ35に記録され、センターサーバ3のWebサービス管理部37で管理される。Webサービス管理部37は、各ゲーム機2をプレイするユーザから送信されたメッセージを配信情報としての掲示板情報として各ゲーム機2へ送信する。ゲーム機2は、受信した掲示板情報に基づいて掲示板51を表示する。掲示板51には、自己のメッセージを含む各ユーザが投稿したメッセージがユーザの投稿した日時に基づいて時系列に並べられ、新着メッセージが一番上に表示される。あるいは一定のタイミングで日時順に並んだメッセージがスライドするように表示してもよい。表示方法は適宜変更してよい。
The posted message M1 is recorded in the bulletin board information data 35 and managed by the Web service management unit 37 of the center server 3. The Web service management unit 37 transmits a message transmitted from a user who plays each game machine 2 to each game machine 2 as bulletin board information as distribution information. The game machine 2 displays the bulletin board 51 based on the received bulletin board information. On the bulletin board 51, messages posted by each user including their own messages are arranged in chronological order based on the date and time of posting by the user, and a new message is displayed at the top. Or you may display so that the message arranged in order of the date and time at a fixed timing may slide. The display method may be changed as appropriate.
ユーザがサービス提供サーバ4で提供されるSNSサービスのアカウントを有している場合、センターサーバ3で管理されるユーザIDとサービス提供サーバ4で管理されるSNSIDとを対応付ける設定が可能である。図5は、ゲーム機2のモニタ12に表示される設定画面55の一例を示す。設定画面55には、ゲーム機2にて投稿するメッセージの可否設定56の他に、ユーザ提供サーバ4で提供されるSNSサービスとの連動設定57が可能である。連動設定57では、ユーザのSNSIDを指定箇所57aに登録する。また、掲示板51に自己のメッセージと特定の知人のメッセージのみを表示させたい場合には、友達登録設定58をすることができ、例えばAさんを登録する場合には、編集ボタン58aを押してAさんを特定するカードID、ユーザID等のいずれかのIDを登録する。また、友達のみ表示設定59をすると、自己のメッセージに加えて友達登録した知人のメッセージのみを掲示板51に表示することができる。設定画面55で設定可能な項目はセンターサーバ3のプレイデータ33に記録される。ゲーム機2は、カードIDをセンターサーバ3に送信して照会し、プレイデータ33に記録された予め登録された設定を受信して設定する。これにより、ユーザは毎回プレイ開始時に設定することなくゲームを楽しむことができる。また、ユーザ端末8でセンターサーバ3にアクセスすることにより、ユーザ端末8を操作して設定画面55で設定可能な項目と同様の設定を可能としてもよい。
When the user has an account for the SNS service provided by the service providing server 4, it is possible to associate the user ID managed by the center server 3 with the SNS ID managed by the service providing server 4. FIG. 5 shows an example of the setting screen 55 displayed on the monitor 12 of the game machine 2. In the setting screen 55, in addition to the message availability setting 56 posted on the game machine 2, an interlocking setting 57 with the SNS service provided by the user providing server 4 is possible. In the interlock setting 57, the user's SNSID is registered in the designated location 57a. Also, if you want to display only your own message and the message of a specific acquaintance on the bulletin board 51, you can set friend registration 58. For example, if you want to register Mr. A, press the edit button 58a and see Mr. A Any ID such as a card ID or a user ID is registered. In addition, when the friend only display setting 59 is performed, only messages of acquaintances registered as friends in addition to the self message can be displayed on the bulletin board 51. Items that can be set on the setting screen 55 are recorded in the play data 33 of the center server 3. The game machine 2 sends the card ID to the center server 3 for inquiry, and receives and sets a pre-registered setting recorded in the play data 33. Thereby, the user can enjoy a game, without setting at the time of a play start each time. Further, by accessing the center server 3 with the user terminal 8, the user terminal 8 may be operated to enable the same setting as the items that can be set on the setting screen 55.
ユーザがユーザ提供サーバ4で提供されるSNSサービスとの連動を許可する設定をすると、ユーザが投稿したメッセージにはSNSIDが付与され、センターサーバ3からサービス提供サーバ4に送信される。そして、SNSサービスで提供されるミニブログ等のメッセージ投稿サービスを介してメッセージが公開される。図3にユーザ提供サーバ4が提供するメッセージ投稿サービスのメッセージ表示画面61の一例を示す。メッセージ表示画面61は、Bさんがアカウントを有しているSNSサービスによって用意された専用の画面(タイムライン)であり、Bさんが投稿したメッセージが最新の投稿を先頭に時系列順に表示されている。メッセージ表示画面61は、ネットワーク7を介してアクセスしてきたユーザ端末8の画面表示部に表示される。メッセージ表示画面61には、Bさんがユーザ端末8から投稿したメッセージMa~Mcと、ゲーム機2から投稿したメッセージMd~Meとが表示されている。ゲーム機2から投稿されたメッセージには、特定のキーワード(ハッシュタグ)が付与されていてもよい。このような特定のキーワードは、センターサーバ3からサービス提供サーバ4へのメッセージの送信時に、センターサーバ3にて付与される。特定のキーワードを付与することにより、この特定のキーワードが付与されたメッセージのみを編集して表示することができる。
When the user sets to allow the linkage with the SNS service provided by the user providing server 4, the message posted by the user is given an SNS ID and transmitted from the center server 3 to the service providing server 4. Then, the message is released through a message posting service such as a miniblog provided by the SNS service. FIG. 3 shows an example of the message display screen 61 of the message posting service provided by the user providing server 4. The message display screen 61 is a dedicated screen (timeline) prepared by the SNS service for which Mr. B has an account, and messages posted by Mr. B are displayed in chronological order with the latest posts at the top. Yes. The message display screen 61 is displayed on the screen display unit of the user terminal 8 that has accessed through the network 7. On the message display screen 61, messages Ma to Mc posted by the user B from the user terminal 8 and messages Md to Me posted from the game machine 2 are displayed. A specific keyword (hash tag) may be given to the message posted from the game machine 2. Such a specific keyword is given by the center server 3 when a message is transmitted from the center server 3 to the service providing server 4. By assigning a specific keyword, it is possible to edit and display only a message to which this specific keyword is assigned.
設定画面55で設定される項目は、Webサービス管理部37で管理され、ユーザが設定した個々の項目の選択は、プレイデータ33に記憶される。Webサービス管理部37は、識別情報管理手段及び送信設定手段として機能する。
Items set on the setting screen 55 are managed by the Web service management unit 37, and selection of individual items set by the user is stored in the play data 33. The Web service management unit 37 functions as an identification information management unit and a transmission setting unit.
図6は、情報連動システム1で提供される情報連動サービスを実現するために、ゲーム機2、センターサーバ3及びサービス提供サーバ4が協働して実行する情報連動処理を示すフローチャートである。まず、ステップS1でゲーム機2の制御ユニット20は、適宜のタイミングにてモニタ12に投稿画面52を表示させる。ユーザは、投稿画面52に表示された複数のメッセージの選択肢の中から1つのメッセージを選択する。ステップS2で制御ユニット20は、投稿画面52を表示させるタイミングでセンターサーバ3に掲示板情報を要求し、掲示板51の情報を更新する。次のステップS3で制御ユニット20は、ステップS1で選択されたメッセージをセンターサーバ3へ送信する。また、ステップS4で制御ユニット20は、ステップS3で送信したメッセージを掲示板51に表示させる。センターサーバ3とのデータの送受信に時間がかかる場合、掲示板51の更新が遅れるおそれがある。センターサーバ3とのデータの送受信を介さずにステップS4で自己のメッセージのみ掲示板に表示させることで、ユーザに自己のメッセージが正常に送信されていることを認識させ、安心させることができる。
FIG. 6 is a flowchart showing an information interlocking process executed in cooperation by the game machine 2, the center server 3, and the service providing server 4 in order to realize the information interlocking service provided by the information interlocking system 1. First, in step S1, the control unit 20 of the game machine 2 displays the posting screen 52 on the monitor 12 at an appropriate timing. The user selects one message from among a plurality of message options displayed on the posting screen 52. In step S <b> 2, the control unit 20 requests bulletin board information from the center server 3 at the timing when the posting screen 52 is displayed, and updates the information on the bulletin board 51. In the next step S3, the control unit 20 transmits the message selected in step S1 to the center server 3. In step S4, the control unit 20 displays the message transmitted in step S3 on the bulletin board 51. When it takes time to send and receive data to and from the center server 3, there is a possibility that the update of the bulletin board 51 is delayed. Only the user's own message is displayed on the bulletin board in step S4 without sending / receiving data to / from the center server 3, so that the user can recognize that the user's own message is normally transmitted and can be relieved.
投稿画面52を表示するタイミングがくると制御ユニット20は、次のステップS5で投稿画面52を表示させるとともに、ステップS6で掲示板情報を要求し、掲示板51の情報を更新する。ステップS5以降の処理は、ステップS1~ステップS4の処理が繰り返される。なお、ステップS6では、ステップS3にてユーザが投稿したメッセージを含む掲示板情報をセンターサーバ3から受信して掲示板51を更新することになる。これにより、掲示板51に表示される内容が、センターサーバ3の掲示板情報データ35と同期する。
When it is time to display the posting screen 52, the control unit 20 displays the posting screen 52 in the next step S5, requests bulletin board information in step S6, and updates the information in the bulletin board 51. In the processes after step S5, the processes of steps S1 to S4 are repeated. In step S6, bulletin board information including the message posted by the user in step S3 is received from the center server 3 and the bulletin board 51 is updated. As a result, the content displayed on the bulletin board 51 is synchronized with the bulletin board information data 35 of the center server 3.
センターサーバ3の制御ユニット30は、ゲーム機2から掲示板情報の要求を受信すると、ステップS11で要求をしたユーザのカードIDを参照して友達設定されているか否かを照会する。友達設定されている場合は、制御ユニット30は、ステップS12に進み、掲示板情報データ35を参照して自己のメッセージと友達設定されている特定のユーザのメッセージのみで編集されている編集掲示板情報をゲーム機2に送信する。一方、友達設定がされていない場合は、制御ユニット30は、ステップS13に進み、掲示板情報データ35に記憶された各ユーザの全メッセージのうち投稿日時が最新のものから順に所定数のメッセージで構成される通常掲示板情報をゲーム機2に送信する。
When the control unit 30 of the center server 3 receives the request for the bulletin board information from the game machine 2, it refers to the card ID of the user who made the request in step S11 to inquire whether or not the friend is set. If the friend is set, the control unit 30 proceeds to step S12 and refers to the bulletin board information data 35 to display the edited bulletin board information edited only with the message of the specific user set as the friend and the self message. It transmits to the game machine 2. On the other hand, if the friend setting has not been made, the control unit 30 proceeds to step S13 and is composed of a predetermined number of messages in order from the latest posting date and time among all messages stored in the bulletin board information data 35. The normal bulletin board information to be sent is transmitted to the game machine 2.
センターサーバ3の制御ユニット30は、ゲーム機2からメッセージが投稿されると、ステップS14で掲示板情報データ35を更新する。また、制御ユニット30は、ステップS15でID管理データ34を参照して、ユーザのユーザIDとSNSIDとが対応付けられているか否かを判断する。ユーザIDとSNSIDとが対応付けられている場合、制御ユニット30はステップS16に進み、ユーザのユーザIDに対応付けられたSNSIDを付与して投稿されたメッセージと同じメッセージをサービス提供サーバ4に送信する。送信するメッセージとともに、特定のキーワードを付与してもよい。ユーザIDとSNSIDとが対応付けられていない場合、制御ユニット30は、ステップS16をスキップする。以降、制御ユニット30は、ステップS11~ステップS16の処理を繰り返す。なお、ゲーム機2の制御ユニット20で実行されるステップS6の掲示板情報の要求を受信した場合、送信する掲示板情報は、まだ送信していない最新の掲示板情報のみでよい。
When the message is posted from the game machine 2, the control unit 30 of the center server 3 updates the bulletin board information data 35 in step S14. Further, the control unit 30 refers to the ID management data 34 in step S15 and determines whether or not the user ID of the user and the SNSID are associated with each other. If the user ID and the SNSID are associated with each other, the control unit 30 proceeds to step S16 and transmits the same message as the message posted with the SNSID associated with the user ID of the user to the service providing server 4. To do. A specific keyword may be given together with the message to be transmitted. When the user ID and the SNSID are not associated with each other, the control unit 30 skips step S16. Thereafter, the control unit 30 repeats the processes of steps S11 to S16. When the bulletin board information request in step S6 executed by the control unit 20 of the game machine 2 is received, the bulletin board information to be transmitted may be only the latest bulletin board information that has not yet been transmitted.
サービス提供サーバ4の制御ユニット40は、センターサーバ3の制御ユニット30で実行されるステップS16で送信されたメッセージを受信すると、ステップS21で受信情報データ43を更新するとともに、受信したメッセージを公開する。受信したメッセージは、サービス提供サーバ4にアクセスしたユーザ端末8に対してユーザ専用のメッセージ表示画面61を表示させることにより、公開される。特定のキーワードが付与されていれば、同時に公開される。これにより、このメッセージがゲーム機2から送信されたものであることがメッセージ表示画面61の閲覧者に認識されるとともに、特定のキーワードが付与されたメッセージのみを表示させるも可能となる。
When the control unit 40 of the service providing server 4 receives the message transmitted in step S16 executed by the control unit 30 of the center server 3, the control unit 40 updates the received information data 43 in step S21 and publishes the received message. . The received message is made public by displaying a message display screen 61 dedicated to the user on the user terminal 8 that has accessed the service providing server 4. If a specific keyword is assigned, it will be released at the same time. Thereby, it is possible for the viewer of the message display screen 61 to recognize that this message is transmitted from the game machine 2 and to display only the message to which the specific keyword is assigned.
以上の処理によれば、ゲーム機2でゲームをプレイするユーザは、適宜のタイミングでセンターサーバ3が提供する掲示板サービスに対してメッセージを送信できる。ゲーム機2のモニタ12に表示される掲示板51には、ユーザが送信した自己のメッセージを含む他のユーザからのメッセージが時系列順に表示される。ユーザがサービス提供サーバ4で提供されるSNSサービスとの連動を希望する場合には、ユーザのユーザIDとサービス提供サーバ4のSNSIDとが対応付けられ、センターサーバ3は、ユーザが投稿したメッセージと同じ内容のメッセージをサービス提供サーバ4へ送信する。これにより、センターサーバ3で提供される掲示板サービスと、サービス提供サーバ4で提供されるSNSサービスとを連動させることにより、ユーザが投稿するメッセージを異なるコミュニティに対しても発信させることができる。従って、ユーザのメッセージを目にする人が増え、店舗5へ来店する新たなユーザの開拓や、普段ゲームをすることがない人々へも訴求できる。
According to the above processing, a user who plays a game on the game machine 2 can send a message to the bulletin board service provided by the center server 3 at an appropriate timing. On the bulletin board 51 displayed on the monitor 12 of the game machine 2, messages from other users including their own messages transmitted by the user are displayed in chronological order. When the user wishes to link with the SNS service provided by the service providing server 4, the user ID of the user is associated with the SNSID of the service providing server 4, and the center server 3 A message having the same content is transmitted to the service providing server 4. Thereby, the message posted by the user can be transmitted to different communities by linking the bulletin board service provided by the center server 3 and the SNS service provided by the service providing server 4. Therefore, the number of people who see the user's message increases, and it is possible to cultivate new users who visit the store 5 and to appeal to people who do not usually play games.
上述した情報連動処理において、ゲーム機2の制御ユニット20の投稿管理部25がステップS3の処理をすることで投稿情報送信手段として機能し、ステップS2及びS6の処理をすることで配信情報表示手段として機能する。また、センターサーバ3の制御ユニット30のWebサービス管理部37がステップS14の処理をすることで配信情報管理手段として機能し、ステップS12及びS13の処理をすることで配信情報送信手段として機能し、ステップS16の処理をすることで投稿情報連動手段として機能する。サービス提供サーバ4の制御ユニット40のサービス提供部44がステップS21の処理をすることで受信情報公開手段として機能する。また、Webサービス管理部37は、ステップS12でゲーム機2に送信する編集掲示板情報を編集するという点で、配信情報編集手段としても機能する。
In the information linkage processing described above, the posting management unit 25 of the control unit 20 of the game machine 2 functions as posting information transmitting means by performing the processing of step S3, and the distribution information display means by performing the processing of steps S2 and S6. Function as. Further, the Web service management unit 37 of the control unit 30 of the center server 3 functions as distribution information management means by performing the process of step S14, and functions as distribution information transmission means by performing the processes of steps S12 and S13. By performing the process of step S16, it functions as a posted information interlocking means. The service providing unit 44 of the control unit 40 of the service providing server 4 functions as reception information disclosing means by performing the process of step S21. The web service management unit 37 also functions as a distribution information editing unit in that the editing bulletin board information transmitted to the game machine 2 in step S12 is edited.
本発明は、上述した形態に限定されることなく、種々の形態にて実施することができる。例えば、本形態では、ゲーム機2で投稿できるメッセージを複数の選択肢の中から選択するとして説明したがこれに限られない。例えば、適宜のタイミングで特定のメッセージの送信可否をユーザに選択させるようにしてもよいし、ユーザが任意の文章を作成して投稿できるようにしてもよい。複数の選択肢として提示されるメッセージをユーザが予め設定できるようにしてもよい。この場合、ユーザはユーザ端末8を利用してネットワーク7を介してセンターサーバ3にアクセスし、作成したメッセージをプレイデータ33に記録する。ユーザがゲーム機2にてゲームプレイ時に、その作成したメッセージを適宜のタイミングで提示させるようにすればよい。
The present invention can be implemented in various forms without being limited to the above-described forms. For example, in the present embodiment, the message that can be posted on the game machine 2 has been described as being selected from a plurality of options, but the present invention is not limited thereto. For example, the user may be allowed to select whether or not to transmit a specific message at an appropriate timing, or the user may create an arbitrary sentence and post it. The user may be able to set in advance messages presented as a plurality of options. In this case, the user accesses the center server 3 through the network 7 using the user terminal 8 and records the created message in the play data 33. When the user plays the game on the game machine 2, the created message may be presented at an appropriate timing.
上述した形態において、メッセージを投稿するタイミングは適宜のタイミングでよいとして説明したが、例えば、複数のゲーム機2がネットワーク7で相互に接続され、それらのゲーム機2間の通信を利用して複数のプレイヤが共通のゲームをプレイする場合に、プレイヤ同士をマッチングするための待ち時間にメッセージを投稿するようにしてもよい。マッチング処理にはある程度の待ち時間が生じるため、その待ち時間にメッセージを投稿できるようにすることで、ユーザを退屈させないようにすることができる。ゲーム機2のゲーム実行部24が実行するマッチング処理は、周知のマッチング処理技術を利用してよい。この場合、ゲーム実行部24がマッチング手段として機能する。また、マッチングが成功してマッチング処理が終了するタイミングで、ユーザがメッセージの投稿操作をしている場合は、メッセージの送信が終了するまでマッチング時間を猶予し、その後ゲームを開始してもよい。
In the above-described embodiment, it has been described that the timing of posting a message may be an appropriate timing. However, for example, a plurality of game machines 2 are connected to each other via a network 7 and a plurality of them are utilized using communication between the game machines 2. When the players play a common game, a message may be posted during a waiting time for matching the players. Since a certain amount of waiting time occurs in the matching process, it is possible to prevent the user from being bored by allowing messages to be posted during the waiting time. The matching process executed by the game execution unit 24 of the game machine 2 may use a known matching processing technique. In this case, the game execution unit 24 functions as a matching unit. Further, when the user performs a message posting operation at the timing when matching is successful and the matching process ends, the matching time may be delayed until the message transmission ends, and then the game may be started.
上述した形態では、ゲーム機2が商業施設に設置される商業用のゲーム機として説明したが、これに限らず個人用のゲーム機であってもよい。ゲーム機2が設置される施設も商業施設に限らず、公共的な施設、あるいは個人的な施設であってもよい。ゲーム機2は音楽ゲーム機に限らず、各種のジャンルのゲームを提供するゲーム機を対象に含めてもよい。
In the above-described embodiment, the game machine 2 has been described as a commercial game machine installed in a commercial facility. However, the game machine 2 is not limited to this and may be a personal game machine. The facility where the game machine 2 is installed is not limited to a commercial facility, and may be a public facility or a personal facility. The game machine 2 is not limited to a music game machine, and may include game machines that provide games of various genres.
Claims (7)
- ユーザを識別する第1識別情報を付して情報を管理する第1のサーバ装置と、前記第1のサーバ装置を介して相互に情報を送受信可能な複数のゲーム機と、前記第1のサーバ装置から情報を受信可能で、かつユーザを識別する第2識別情報を付して情報を管理する第2のサーバ装置と、がネットワークを介して互いに通信可能に設けられ、前記複数のゲーム機間で送受信される情報を前記第1のサーバ装置を介して前記第2のサーバ装置へ提供することで情報を連動させる情報連動システムであって、
前記複数のゲーム機のそれぞれには、
所定のゲームを実行するゲーム実行手段と、
前記ゲームに関する操作を入力可能な入力手段と、
ゲーム画面を表示する表示手段と、
前記入力手段にて入力された投稿情報に前記第1識別情報を付与して前記第1のサーバ装置へ送信する投稿情報送信手段と、
自己の投稿情報を含む配信情報を前記第1のサーバ装置から受信して、前記配信情報を前記表示手段に表示する配信情報表示手段と、が設けられ、
前記第1のサーバ装置には、
前記複数のゲーム機のそれぞれの前記情報送信手段から送信された投稿情報を前記配信情報として管理する配信情報管理手段と、
前記配信情報を前記複数のゲーム機のそれぞれに送信する配信情報送信手段と、
前記第1識別情報と、前記第2識別情報とを互いに対応付ける識別情報管理手段と、
前記投稿情報を送信したユーザの第1識別情報と対応付けられた第2識別情報を付与して該投稿情報を前記第2のサーバ装置に送信する投稿情報連動手段と、が設けられ、
前記第2のサーバ装置には、
ユーザから受信した受信情報に付与された前記第2識別情報ごとに管理された該受信情報を公開する受信情報公開手段が設けられ、前記受信情報公開手段は、前記第1のサーバ装置から受信した前記投稿情報を前記受信情報として公開する、情報連動システム。 A first server device for managing information with first identification information for identifying a user, a plurality of game machines capable of transmitting and receiving information to and from each other via the first server device, and the first server A second server device capable of receiving information from the device and managing the information by adding second identification information for identifying a user so as to be able to communicate with each other via a network; An information interlocking system for interlocking information by providing information transmitted and received by the second server device via the first server device,
Each of the plurality of game machines includes
Game execution means for executing a predetermined game;
Input means capable of inputting operations related to the game;
Display means for displaying a game screen;
Post information sending means for giving the first identification information to the post information inputted by the input means and sending it to the first server device;
Distribution information display means for receiving distribution information including its own posting information from the first server device and displaying the distribution information on the display means; and
In the first server device,
Distribution information management means for managing post information transmitted from the information transmission means of each of the plurality of game machines as the distribution information;
Distribution information transmitting means for transmitting the distribution information to each of the plurality of game machines;
Identification information management means for associating the first identification information and the second identification information with each other;
Posting information interlocking means for providing the second identification information associated with the first identification information of the user who transmitted the posting information and transmitting the posting information to the second server device;
In the second server device,
Reception information disclosure means for publishing the reception information managed for each of the second identification information given to the reception information received from the user is provided, and the reception information disclosure means is received from the first server device An information linkage system that publishes the posted information as the received information. - 前記投稿情報送信手段は、複数の異なる前記投稿情報をユーザに提示し、ユーザにより選択された投稿情報を送信する請求項1の情報連動システム。 The information linkage system according to claim 1, wherein the posted information transmitting means presents a plurality of different posted information to the user and transmits the posted information selected by the user.
- 前記投稿情報送信手段は、前記ゲーム実行手段により実行されるゲームの状況に応じてユーザに提示する投稿情報の個数を増減する請求項2の情報連動システム。 3. The information linkage system according to claim 2, wherein the posted information transmitting means increases or decreases the number of posted information to be presented to the user according to the situation of the game executed by the game executing means.
- 前記配信情報管理手段には、前記配信情報を、自己の投稿情報と、ユーザにより指定された特定ユーザの第1識別情報が付与された投稿情報とで編集する配信情報編集手段が設けられ、前記配信情報送信手段は、該ユーザが使用しているゲーム機に対して前記配信情報編集手段で編集された配信情報を送信する請求項1~3のいずれか1項の情報連動システム。 The distribution information management means is provided with distribution information editing means for editing the distribution information with its own posting information and posting information to which the first identification information of the specific user designated by the user is assigned, The information linkage system according to any one of claims 1 to 3, wherein the distribution information transmitting means transmits the distribution information edited by the distribution information editing means to the game machine used by the user.
- 前記配信情報表示手段は、前記投稿情報送信手段が自己の投稿情報を送信する際に、該自己の投稿情報を前記表示手段に表示させ、その自己の投稿情報を含む配信情報を受信した場合に前記表示手段の表示を更新する請求項1~4のいずれか1項の情報連動システム。 The distribution information display means displays the own posting information on the display means when the posting information transmission means transmits the own posting information, and receives the distribution information including the own posting information. The information linkage system according to any one of claims 1 to 4, wherein the display of the display means is updated.
- 前記投稿情報連動手段には、前記第2のサーバ装置への前記投稿情報の送信の可否を、ユーザの選択に基づいて設定する送信設定手段が設けられている請求項1~5のいずれか1項の情報連動システム。 The transmission information interlocking means is provided with transmission setting means for setting whether or not the posting information can be transmitted to the second server device based on a user's selection. Section information linkage system.
- 前記ゲーム機には、前記複数のゲーム機のプレイヤ同士をマッチングするマッチング手段がさらに設けられ、
前記投稿情報送信手段は、前記マッチング手段がマッチングをしている間に前記投稿情報を前記第1のサーバ装置へ送信する請求項1~6のいずれか一項の情報連動システム。 The game machine is further provided with a matching means for matching players of the plurality of game machines,
The information linkage system according to any one of claims 1 to 6, wherein the posted information transmitting unit transmits the posted information to the first server device while the matching unit performs matching.
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JP2011-245852 | 2011-11-09 | ||
JP2011245852A JP2013099476A (en) | 2011-11-09 | 2011-11-09 | Information interlocking system |
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