WO2013132698A1 - Game management device, game system, game management method, program, and recording medium - Google Patents

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

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Publication number
WO2013132698A1
WO2013132698A1 PCT/JP2012/079292 JP2012079292W WO2013132698A1 WO 2013132698 A1 WO2013132698 A1 WO 2013132698A1 JP 2012079292 W JP2012079292 W JP 2012079292W WO 2013132698 A1 WO2013132698 A1 WO 2013132698A1
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WO
WIPO (PCT)
Prior art keywords
game
information
user
real
character
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PCT/JP2012/079292
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French (fr)
Japanese (ja)
Inventor
亮作 上野
山本 拓
Original Assignee
株式会社コナミデジタルエンタテインメント
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Publication of WO2013132698A1 publication Critical patent/WO2013132698A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5553Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history user representation in the game field, e.g. avatar
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/69Involving elements of the real world in the game world, e.g. measurement in live races, real video
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8011Ball

Definitions

  • the present invention relates to a game management device, a game system, a game management method, a program, and a recording medium for managing game information of each user.
  • the present invention has been made in view of the above problems, and its purpose is to provide a game management device, a game system, and a game system that can realize a highly entertaining game in which an event that occurs in the real world is linked to the game. It is to provide a game management method, a program, and a recording medium.
  • a game management device is a game management device that communicates with a terminal device and manages a game, and stores character information owned by a user in a storage device;
  • a real event accepting unit that accepts information related to a real event that occurs in an operation, an operation accepting unit that sets a predetermined accepting period for the real event, and accepts operation information related to operations at the terminal device during the accepting period;
  • Relation information storage control means for preliminarily storing in a storage device relation information between an operation on the terminal device corresponding to the real event and attribute information to be reflected on the character based on the operation; and the operation during the reception period
  • the attribute information acquired based on the relationship information is reflected in the character owned by the user Comprising a reflection means for performing a reflection process to the.
  • a game system is a game system including a game management device that manages a game and a terminal device that communicates with the game management device.
  • Character storage control means for storing the information in the storage device, real event acceptance means for accepting information on real events occurring in the real world, a predetermined acceptance period for the real events, and the terminal during the acceptance period
  • Operation accepting means for accepting operation information related to operation on the device, a relationship in which relation information between the operation on the terminal device corresponding to the real event and the attribute information reflected on the character based on the operation is stored in the storage device in advance
  • Information storage control means before acquiring based on the relation information by receiving the operation information during the acceptance period Attribute information, any users reflecting unit to execute the reflection process to be reflected on the character that owns the terminal device or the game management device the means of the is provided with.
  • a game system is a game system including a server device and a terminal device, wherein the server device includes a real event receiving unit that receives information regarding a real event that occurs in the real world. And transmitting means for transmitting information relating to the real event to the terminal device, wherein the terminal device is transmitted by the character storage control means for storing information on characters owned by the user in a storage device, and the transmitting means.
  • Receiving means for receiving information related to the real event; operation accepting means for setting a predetermined reception period for the real event and receiving a predetermined operation during the reception period; and an operation corresponding to the real event;
  • a relation information storage control means for storing relation information with attribute information to be reflected on the character based on the operation in advance in a storage device; According to the specific operation in the receiving period, the attribute information obtained based on the relationship information, the user is provided with a reflection means for performing a reflection process to be reflected on the character owned.
  • a game management method is a game management method in a computer that communicates with a terminal device and manages a game, and the computer stores character information owned by the user in a storage device.
  • a relation information storage control step stored in the computer and the computer By receiving the operation information during comprises the attribute information acquired on the basis of the relation information, a reflecting step the user performs the reflection process to be reflected on the character that owns, the.
  • a program according to still another aspect of the present invention is a program for causing a computer to operate as a game management device that communicates with a terminal device and manages a game, and information about characters owned by a user.
  • Character storage control means for storing information in a storage device, real event reception means for receiving information on real events that occur in the real world, a predetermined reception period for the real events, and the terminal device during the reception period
  • An operation accepting means for accepting operation information related to the operation, a relation information storage for preliminarily storing relation information between an operation on the terminal device corresponding to the real event and attribute information reflected on the character based on the operation in a storage device
  • the control means receives the operation information during the reception period, and thereby based on the relationship information.
  • the attribute information acquired Te and a program for causing the user reflecting unit that executes a reflection process to be reflected on the character that owns functions as.
  • the game management device and the game system of the present invention may be realized by a computer.
  • a recorded computer-readable recording medium also falls within the scope of the present invention.
  • FIG. 1 shows a configuration example of a game system in which a game management device according to an embodiment of the present invention is incorporated.
  • this game system includes a game server 1 installed on a network 4 such as the Internet, a database server 2 connected to be communicable with the game server 1, and a game server via the network 4. 1 and the terminal device 3 of each user that can be communicably connected.
  • the network 4 is not limited to the Internet.
  • the game server 1 and the terminal device 3 of each user can be connected to each other so as to communicate with each other, for example, a dedicated line, a public line, etc. It may be a line (telephone line, mobile communication line, etc.), a wired LAN (Local Area Network), a wireless LAN, or the like, or a combination of the Internet and these.
  • the game management device includes a game server 1 and a database server 2.
  • the game server 1 receives access from the terminal device 3 of each user who receives the game service via the network 4 and stores and manages game information of each user in the database server 2 (storage device).
  • a game service is provided via the network 4.
  • an example of providing a so-called browser game in which a game can be played by a web browser installed in each user terminal device 3 will be described as one form of game service provided by the game server 1.
  • the service form for providing the browser game it is not necessary to download or install software dedicated to the game on the user's terminal device 3, and the user can easily connect to the game server anywhere as long as the terminal device 3 can be connected to the network 4.
  • the game service provided from 1 can be enjoyed.
  • a program for a browser game is installed in the game server 1, and the game server 1 performs arithmetic processing and data for progressing the game in accordance with input operations on the terminal device 3 of each user. Execute the process. Then, the game server 1 updates the game information of each user in the database server 2 based on the execution result of the arithmetic processing and the like, and web page information for displaying the execution result on the screen of the user terminal device 3 (Game screen data) is transmitted to the terminal device 3 of each user.
  • Game screen data web page information for displaying the execution result on the screen of the user terminal device 3
  • Each user's terminal device 3 is equipped with a web browser having a website browsing function as a user agent so that the web page information transmitted from the game server 1 can be displayed on the screen of the terminal device 3. It has become.
  • the terminal device 3 include a mobile phone terminal, a PHS (Personal Handy-phone System) terminal, a personal digital assistant (PDA), and a smartphone that is a mobile terminal in which a mobile phone and a mobile information terminal are integrated.
  • Various terminals that can be connected to the game server 1 via the network 4 and receive a game service such as a personal computer, a tablet computer, or a game device having a communication function (stationary or portable game device) Applicable.
  • the game provided in the present embodiment can have a so-called social game element that allows a user to play while interacting with other users who are receiving game services.
  • a social networking service SNS
  • a game system that provides a social game service as one of the SNS services can be obtained.
  • a game service can be provided to the user by a game system operating on the SNS platform, but the game server 1 and the database server 2 can be constructed as independent game systems without being incorporated into the SNS system. Good.
  • this game system can be applied to an online game that cannot interact with other users, in this embodiment, a game that can interact with other users will be described.
  • Examples of games provided by the game server 1 include sports / racing games, simulation games, and training games for baseball, soccer, tennis, American football, basketball, volleyball, golf, boxing, horse racing, car racing, and the like.
  • Various games such as role-playing games can be listed regardless of the game format and genre.
  • the case where the game server 1 provides a baseball game as a game service will be described below.
  • the game server 1 relates to each event each time a predetermined real event (hit, score is entered, each inning is finished, etc.) occurs in a real-world real event (baseball game, etc.). Accept information and use real events in games.
  • a real-world real event is described as a baseball game (a game such as professional baseball or MLB) in accordance with a baseball game.
  • the game server 1 accepts a predetermined reflecting operation (an operation for reflecting the ability information on the character) on the user terminal device 3 with respect to a real event such as a hit that occurred in a baseball game in the real world.
  • a predetermined reflecting operation an operation for reflecting the ability information on the character
  • a reception period is set together after the end of inning. If the user performs a reflection operation (for example, an operation of pressing a reflection button displayed on the screen of the terminal device 3) on the terminal device 3 during the reception period provided at the end of each inning, the game server 1 will receive each inning. It has a characteristic configuration in which ability information (attribute information) corresponding to a real event occurring in is reflected in the character.
  • the character grows in response to a real event such as a hit that occurred during the third inning, If the reflecting operation is not performed during the period, the character does not grow for the third inning.
  • the above-described characteristic configuration enables the character to be trained through an operation based on the user's intention in real time in conjunction with a real event such as a hit that occurs during a real-world baseball game.
  • a real event such as a hit that occurs during a real-world baseball game.
  • the degree of growth of the character varies greatly depending on real events (single hit, home run, etc.) that occur in the real world, and the user does not grow unless the user performs a reflection operation. You can play a game while watching a real-world baseball game.
  • the details of the configuration of the game management device (game server 1 or the like) according to the present embodiment which enables realization of an interesting character linked with a real event that occurs in the real world, will be described below.
  • the game management device includes the game server 1 and the database server 2.
  • FIG. 2 shows an example of the hardware configuration of the game server 1.
  • the game server 1 mainly includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12 and a RAM (Random Access Memory) 13 as a main storage device, and an auxiliary storage device 14.
  • the communication control unit 15 and the input / output control unit 16 are connected to each other via a bus line 19 including an address bus, a data bus, a control bus, and the like.
  • An interface circuit is interposed between the bus line 19 and each component as necessary, but the interface circuit is not shown here.
  • the CPU 11 interprets and executes instructions of application software such as system software and game programs, and controls the game server 1 as a whole.
  • the ROM 12 stores a program and the like necessary for basic operation control of the game management device 1.
  • the RAM 13 stores various programs and data, and secures a work area for the CPU 11.
  • the auxiliary storage device 14 is a storage device that stores application software such as a game program, various data, and the like.
  • application software such as a game program, various data, and the like.
  • a hard disk drive can be used as the auxiliary storage device 14.
  • the program according to the present embodiment for causing the game server 1 (computer) to operate as a game management device is also stored in the auxiliary storage device 14, and the program is transferred from the auxiliary storage device 14 to the bus line when the game server 1 is started. It is loaded into the RAM 13 via 19 and executed by the CPU 11.
  • the communication control unit 15 includes a communication interface 15 a connected to the network 4, and controls communication with each user terminal device 3 via the network 4.
  • the communication control unit 15 also controls communication with a server (not shown) connected to the network 4.
  • a server not shown
  • the communication control part 15 of the game server 1 controls communication between SNS servers.
  • the communication control unit 15 controls communication with a server that provides information on events that occur in a real-world baseball game, which will be described later.
  • the input / output control unit 16 is connected to an input device 17 such as a keyboard, a mouse, and a touch panel, and an output device 18 such as a display, and performs input / output control between these devices 17 and 18.
  • An operator can manually input information on events that occur during a baseball game to the game server 1 using a keyboard, a mouse, or the like.
  • the input / output control unit 16 is communicably connected to the database server 2 and is also a database interface that performs input / output control when the CPU 11 executes reading / writing of data (records) with respect to the database server 2.
  • the database server 2 includes a large-capacity hard disk device having, for example, a RAID (Redundant Arrays of Inexpensive Disks) configuration as a storage device having an area for storing game information of each user managed by the game server 1.
  • the database server 2 stores various game information (user name, level, in-game points, possessed items, etc.) of each user in association with identification information (user ID) for uniquely identifying each user, for example. It can be constructed as a database, an object database, an object relational database, or the like.
  • the game management device is configured by the game server 1 and the database server 2
  • the present invention is not limited to this.
  • the game server 1 can have the function of the database server 2 and the game management device can be configured only by the game server 1.
  • the game server 1 can be configured as a plurality of servers by distributing the functions of the game server 1 to a plurality of servers. For example, when a user operates the terminal device 3 to access the game server 1, an authentication server having an authentication function for determining whether the user is a legitimate user is provided separately from the main server of the game server 1,
  • the game server 1 may be composed of a main server and an authentication server.
  • a billing management server that performs billing management when a user purchases an item to be billed in a game is provided separately from the main server of the game server 1, and the main server, authentication server, and billing management
  • the game server 1 may be configured by a server.
  • a load distribution type system configuration may be adopted. In this case, it is desirable to provide a load balancer for adjusting the load among the plurality of game servers 1.
  • terminal device 3 As the terminal device 3 operated by the user, various terminals having a website browsing function such as a mobile phone and a smartphone can be applied as described above.
  • a mobile phone terminal is illustrated as an example. The configuration will be described.
  • the terminal device 3 other than the mobile phone terminal is also basically required for playing a game such as displaying a game screen using a website browsing function or performing an input operation for executing the game.
  • the configuration is the same as that of the mobile phone terminal.
  • a mobile phone terminal having a website browsing function or the like is also called a feature phone or a smart phone, and FIG. 3 shows a configuration example thereof.
  • the terminal device 3 mainly includes a CPU 31, a ROM 32 and a RAM 33 as main storage devices, an image processing unit 34, a display unit 35, a sound processing unit 36, and an audio input unit 37. , An audio output unit 38, an auxiliary storage device 39, an operation input unit 40, and a communication control unit 41.
  • the components 31 to 34, 36 and 39 to 41 are connected to each other via a bus line 42. Has been.
  • An interface circuit is interposed between the bus line 42 and each component as necessary, but the interface circuit is not shown here.
  • the CPU 31 interprets and executes commands of various programs including the web browser, and controls the terminal device 3 as a whole.
  • the ROM 32 stores a program and the like necessary for basic operation control of the terminal device 3.
  • the RAM 33 stores various programs and data loaded from the ROM 32 or the auxiliary storage device 39, and secures a work area for the CPU 31.
  • a web browser that displays game screen data described in HTML or the like is stored in the ROM 32 or the auxiliary storage device 39, loaded into the RAM 33, and executed by the CPU 31.
  • Various plug-in software for extending the browser function of the web browser may be stored in the ROM 32 or the auxiliary storage device 39 together with the web browser.
  • the image processing unit 34 drives the display unit 35 based on an image display command from the CPU 31 to display an image on the screen of the display unit 35.
  • Various known display devices such as a liquid crystal display or an organic LE (Electro-Luminescence) display can be applied to the display unit 35.
  • the sound processing unit 36 converts an analog audio signal into a digital audio signal when audio is input from the audio input unit 37, generates an analog audio signal based on a sound generation instruction from the CPU 31, and outputs it to the audio output unit 38.
  • the voice input unit 37 includes a microphone built in the terminal device 3 and is used for telephone communication or recording.
  • the voice output unit 38 is composed of a speaker that outputs a reception speaker at the time of telephone communication and a telephone ringtone or a sound effect at the time of game execution.
  • the auxiliary storage device 39 is a storage device that stores various programs and data.
  • a flash memory drive or a hard disk drive can be used as the internal memory of the mobile phone terminal, and a memory card reader / writer or the like can be used as the external memory of the mobile phone terminal. .
  • the operation input unit 40 accepts a user's operation input and outputs an input signal corresponding to the operation input to the CPU 31 via the bus line 42.
  • Examples of the operation input unit 40 include physical buttons such as a direction instruction button, a determination button, and an alphanumeric character input button provided on the main body of the terminal device 3. Further, in the case of the terminal device 3 in which the display unit 35 is configured as a so-called touch screen by mounting a touch panel (contact input type interface) on the screen of the display unit 35, the touch panel also becomes the operation input unit 40.
  • the communication control unit 41 includes a communication interface 41a, and has a communication control function for data communication when a game is operated, a communication control function for transmitting and receiving voice data as a mobile phone terminal, and the like.
  • a communication control function for data communication for example, a wireless LAN connection function, an Internet connection function via a wireless LAN or a cellular phone network, a predetermined frequency band (for example, a 2.4 GHz frequency band) is used. Includes short-range wireless communication functions.
  • the communication control unit 41 transmits a connection signal for connecting the terminal device 3 to a wireless LAN, the Internet, or the like based on a command from the CPU 31 and receives information transmitted from the communication partner side and supplies it to the CPU 31. To do.
  • the terminal device 3 may further include a GPS (Global Positioning System) signal receiving circuit, an imaging device (camera) such as a CCD (Charge Coupled Device) image sensor, a triaxial acceleration sensor, and the like.
  • GPS position information may be used in the game.
  • a user who wants to receive a game service starts up a web browser and performs an operation of accessing a game site managed by the game server 1.
  • the communication control unit 41 of the terminal device 3 receives game screen data described in HTML or the like transmitted from the game server 1, and the CPU 31 executes the web browser.
  • a game screen is displayed on the display unit 35.
  • the user selects and inputs selectable button objects and hyperlinks displayed on the game screen by operating the operation input unit 40.
  • the game server 1 advances the game and transmits new game screen data to the terminal device 3. Then, this new game screen is displayed on the display unit 35 of the terminal device 3.
  • the user can select a button object or the like that can be selected on the game screen displayed on the display unit 35 by an operation.
  • a game provided by the game server 1 can be played.
  • FIG. 4 is a main functional block diagram of the game management device.
  • the game management device mainly includes game information management means 51, game progress means 52, authentication means 53, friend management means 54, real event reception means 55, operation reception means 56, relation information storage control means 57, support target registration means. 58 (reflection target registration means, event registration means), reflection means 59 and character registration means 60 are provided.
  • game information management means 51 game progress means 52, authentication means 53, friend management means 54, real event reception means 55, operation reception means 56, relation information storage control means 57, support target registration means. 58 (reflection target registration means, event registration means), reflection means 59 and character registration means 60 are provided.
  • Each of these means 51 to 69 is realized by the CPU 11 of the game server 1 executing the program according to the present embodiment.
  • the game information management means 51 accumulates and manages the game information of each user in the database server 2.
  • the items of game information managed by the game information management means 51 differ depending on the content of the game service that the game server 1 provides to the user.
  • a baseball game in which a user owns a player character in the game and can virtually play a game (match) with another user in the game using the player character is taken as an example.
  • the player character owned by the user can be in a card format in which the form of the player character is visible on the screen of the terminal device 3. That is, the player character is managed by the game server 1 as a digital player card and displayed on the screen of the user terminal device 3.
  • FIG. 14 exemplifies a player card 71 displayed on the screen of the user's terminal device 3, and is displayed on the screen as a digital player card in which the form of the player character and the level of ability are written.
  • the high ability of the character is visually shown by the number of star marks (for example, the higher the ability, the greater the number of star marks).
  • two types of player cards are used: a real player character that replicates a real baseball player and an original player character.
  • a user collects player cards of real player characters while advancing the game, or strengthens the ability of the original player character in the strengthen mode, so that his own original team consisting of the real player character and the original player character is created. You can form and compete with other users or compete for rankings. Further, as will be described later, ability information can be added to the character in the initial state in association with real-time baseball games in real time, and the character can be trained, and the trained character is registered as the original player character of the user. In addition, the user can improve the ability of the existing player character by synthesizing the collected cards of the existing player character. In this way, the user can enjoy the game with the aim of creating a stronger team by training and strengthening player characters in various play modes within the game.
  • the game information management means 51 for managing the game information of each user includes a user information storage control means 51a, a level information storage control means 51b, and an owned player card storage control means 51c.
  • Game information) 7A and 7B show information on the initial state characters of each user stored in the database server 2 by the initial state character storage control unit 51i.
  • the user information storage control means 51a associates a user ID uniquely identifying each user with a login ID, password, user name (such as a nickname used in the game), team name, etc.
  • User information relating to each user is stored in a predetermined storage area of the database server 2 for each user ID.
  • the login ID and password are used for login authentication when each user operates the terminal device 3 to access the game server 1.
  • the user name and team name are arbitrary information set by the user when the user registers as a member for receiving the game service or when the game is executed for the first time.
  • the user name and team name are displayed on the game screen as necessary.
  • the level information storage control means 51b stores level information such as a user level as a game level and a league level in a predetermined storage area of the database server 2 for each user ID in association with the user ID.
  • level information such as a user level as a game level and a league level in a predetermined storage area of the database server 2 for each user ID in association with the user ID.
  • experience values are accumulated as the user progresses the game, and the level of the user is increased when the experience value reaches a certain amount.
  • there are a plurality of different levels of in-game leagues and each user's team belongs to one of the in-game leagues and automatically matches a team of other users in the league ( In-game league).
  • the level information storage control unit 51b stores the level of the user and the level of the affiliated league in association with the user ID.
  • the owned player card storage control means 51c associates the user ID with the player card (character) information obtained and owned by the user in the game in a predetermined storage area of the database server 2 for each user ID.
  • the player card information include identification information (player card ID) for uniquely identifying the player card, an ability value indicating the height of the ability of the player, and a regular player flag.
  • FIG. 6 shows an example in which player ability values can be set for four ability items (abilities 1 to 4).
  • abilities 1 to 4 can be “power”, “meet”, “running force”, “defense”, etc. Can have abilities 1 to 3 as “sphere force”, “ball control”, “change”, “stamina”, and the like.
  • the capability item is not limited to this example, and can be increased or decreased.
  • the regular player flag is a regular player card of a single army (player card incorporated in the user's team order) among the player cards owned by the user that participates in a match with another user's team, or This is a flag for determining whether the player card is a non-regular player card. When this is “1”, it indicates that the card is registered as a regular player card. The user can select a regular player card or set a team order by operating the terminal device 3.
  • the database server 2 stores the player card image data, the player name, the position, the affiliation team, the ability value (initial value not strengthened by synthesis), the rarity, etc., in association with the player card ID.
  • the game information management means 51 can acquire the image data etc. of the player card corresponding to the said player card ID from the player card database based on the player card ID stored in the owned player card storage control means 51c. It has become.
  • the game information management means 51 manages that the number of player cards held by each user does not exceed the upper limit. is doing.
  • the upper limit of the number of player cards held can be arbitrarily set, for example, 40, 60, 100, etc.
  • the owned point storage control means 51d associates the user ID with various points (including values corresponding to the points) acquired and owned by the user in the game for each user ID. Store in the storage area. In this game, there are various game modes, and various points can be acquired and the acquired points can be used according to the game mode.
  • points include physical strength points, costs, strengthening points, lottery points, etc. in addition to the above-mentioned experience values.
  • the physical strength point is used in a “practice mode” in which the player card character practice while consuming the physical strength point.
  • the cost is used in a “match mode” in which another user is designated to play an individual match, and is consumed by performing the individual match at a position (cost) necessary for the match. .
  • the cost may be divided into an attack cost necessary for an attack during the battle and a defense cost necessary for defense during the battle. For example, the health points and costs consumed and reduced during the game are recovered over time (for example, 1 point is recovered every 3 minutes), or the experience value reaches a certain amount. It can be recovered as the user level increases.
  • the strengthening points are used in a “composite mode” in which the real player character's ability is improved by synthesizing the cards of the real player characters possessed by the user. Is done.
  • This strengthening point can be acquired, for example, by executing the practice mode or the battle mode.
  • the lottery points are points that can be obtained when the user exchanges (message transmission, etc.) with other users (particularly fellow users).
  • the lottery points can be obtained, for example, by executing the practice mode or the battle mode.
  • This lottery point is, for example, a “lottery mode” in which a predetermined number (for example, one) of real player character cards can be obtained by lottery based on random numbers from among all real player characters managed by the game server 1. It can be used and can receive one player card lottery for a predetermined lottery point.
  • the owned coin storage control means 51e associates the user ID with the coin owned by the user in the game (in-game currency different from the points) in a predetermined storage area of the database server 2 for each user ID. To remember. This coin is necessary, for example, when acquiring an item to be charged.
  • the owned item storage control means 51f stores the item obtained by the user in the game in a predetermined storage area of the database server 2 for each user ID in association with the user ID.
  • examples of items include recovery items, puzzle card pieces, and fake cards.
  • the recovery item is an item that recovers the above-mentioned physical strength points and / or costs consumed and reduced during the game to the maximum value in an instant without waiting for the passage of time. For example, the recovery item can be acquired by consuming and purchasing the coin or satisfying a predetermined bonus condition in the game.
  • a puzzle card piece is an item that can be obtained a powerful (high ability) player card by collecting a predetermined number of pieces (for example, six pieces P1 to P6) and completing the puzzle card.
  • a puzzle card piece can be obtained if a lottery based on a random number or the like is won at the time of execution of the practice mode, or when a battle is won by aiming at a piece owned by another user in the battle mode In addition, it can be taken from the user of the opponent.
  • a fake card is an item that can be set to a piece of the puzzle card so that the targeted piece cannot be taken once even if it is defeated by another user in the battle mode.
  • a fake card can be obtained by consuming and purchasing the coin or satisfying a predetermined bonus condition in the game.
  • the items that the user can acquire and possess in the game are not limited to these, for example, treasure items that can be acquired when winning a battle, equipment for characters such as weapons and armor, It is also possible to own magic items, special items, and various other items that generate various effects and effects.
  • the battle result storage control unit 51g associates a user ID with a battle ID for uniquely identifying a result of a user's team fighting with another user's team, for each user ID.
  • the battle uniquely identified by the battle ID includes an individual battle performed by the user specifying the opponent and an in-game league match automatically performed by the game server 1.
  • the database server 2 associates the match ID with the match ID in the game, the user ID of the winning team, the user ID of the defeated team, the match score, the winning pitcher character, the defeating pitcher character, and the home run.
  • the game information management means 51 can acquire the information regarding the battle result corresponding to the said battle ID from the battle database based on the battle ID stored in the battle result storage control means 51g.
  • the ranking storage control means 51h associates the user ID with ranking information such as the number of wins and defeats of the user's team in the in-game league match, and the ranking within the affiliation league based on the number of wins and losses.
  • Each ID is stored in a predetermined storage area of the database server 2.
  • the initial state character stored in the initial state character storage control means 51i is an initial state character in which no attribute is set or only a predetermined initial attribute is set.
  • the initial state character of the present embodiment has only the ability items of the abilities 1 to 4 not set, or a predetermined initial ability (for example, “10” as each ability value of the abilities 1 to 4). Is set.
  • the game according to the present embodiment is equipped with a “real-time linked upbringing mode”, and the user can display an ability value corresponding to a real event such as a hit that occurs during a real-world baseball game as an initial state character. It is possible to nurture a character by reflecting on the above. As shown in FIG.
  • the initial state character storage control means 51i associates the user ID of the user with the information on the initial state character (character ID, ability 1 to ability 4 etc.) and the database server 2 (storage device). To remember. In the example of FIG. 7A, a blank (blank state) character with no ability set is stored as an initial state character.
  • the reflection means 59 described later executes an ability reflection process for reflecting the ability information corresponding to the real event such as a hit on the initial state character.
  • the initial state character storage control means 51i controls to update the ability value of the initial state character.
  • the game progress means 52 executes a game in response to an operation on the terminal device 3 by the user, generates game screen data corresponding to the execution result, and transmits the game screen data to the terminal device 3. It has a function to advance the game by displaying a game screen according to the game.
  • the game progress means 52 includes a game execution means 52a, a game screen generation means 52b, and a game screen transmission means 52c.
  • the operation A game screen request corresponding to the request is transmitted to the game server 1 by the web browser of the terminal device 3.
  • the game execution means 52a reads the user's game information in response to the request and executes the game by performing calculations and data processing.
  • the game execution means 52a is configured so that the player cards of both teams corresponding to the user IDs of the two users performing the battle. Information (player card information of regular players participating in the game) is read from the database server 2. And the game execution means 52a performs the calculation which determines a win / loss based on the ability value etc. of the player card of both teams. As an example of the calculation of this win / loss decision, the player with the highest total ability value of both teams may be the winning team, or the team with the higher total ability value will have a higher probability of winning. The winning team may be obtained by probability calculation.
  • the game screen generation means 52b generates game screen data composed of HTML data, for example, according to the execution result by the game execution means 52a.
  • the HTML data may include image data such as a player card read from the database server 2.
  • moves by the plug-in of the web browser of the terminal device 3 may be embedded in HTML data.
  • the script provided from the game server 1 is executed by the terminal device 3, the game screen displayed on the terminal device 3 can be a moving image.
  • the game screen transmission unit 52c transmits the game screen data (HTML data or the like) generated by the game screen generation unit 52b to the user terminal device 3 as a response to the request for the game screen.
  • the game screen is displayed on the display unit 35 by the web browser.
  • the authentication unit 53 determines whether the user has a game participation qualification and performs login authentication. .
  • An example of this authentication is authentication based on a login ID and password associated with a user ID. For example, when the user uses the game service for the first time, a login ID (any alphanumeric character, email address, etc.) and password are registered in the game server 1 as member information. Then, when logging in to the game server 1 from the next time, the user operates the terminal device 3 to transmit the login ID and password to the game server 1. At this time, the authentication means 53 of the game server 1 determines whether or not the combination of the login ID and password received from the user terminal device 3 has been registered, and performs login authentication.
  • the SNS member registration information may be used as registration information for receiving the game service of the game system.
  • the user's terminal device 3 is logged in to the SNS server, when the game site managed by the game server 1 is first accessed, the user's login ID and password are automatically input from the SNS server to the game server 1. It may be transferred so that the user can register to use the game service without registering the login ID and password again.
  • an individual identification number of a mobile phone or a smartphone that is the terminal device 3 (a terminal different from the telephone number is uniquely assigned so that the user does not have to input a login ID and a password each time the user accesses the game server 1.
  • Identification information) or contractor's unique ID (information that uniquely identifies the contractor of the terminal and does not change as long as the contractor is the same even if the model is changed) Authentication may be performed. That is, when the user operates the terminal device 3 to register as a member, the game server 1 acquires the individual identification number or the contractor unique ID included in the data transmitted from the terminal device 3, and the login ID and password At the same time, the individual identification number or the contractor unique ID is also stored in the database server 2 in association with the user ID.
  • the authentication unit 53 determines whether the individual identification number or the contractor unique ID has been registered, and performs login authentication. Thereby, when accessing the game server 1, the user can log in without inputting the login ID and password.
  • cookie HTTP cookie information
  • the game server 1 issues individual identification information corresponding to the login ID and password and registers it in the database server 2, and the individual identification information is used as a cookie. It transmits to the terminal device 3.
  • the browser of the terminal device 3 stores the received cookie in the terminal device 3.
  • the browser of the terminal device 3 transmits a Cookie to the game server 1 together with the page browsing request, so that the authentication unit 53 receives the access request from the terminal device 3. Can perform login authentication by determining whether or not the individual identification information of the cookie has been registered.
  • the fellow management means 54 is provided with fellow information storage control means 54a for storing fellow information relating two users who have established a fellow relation in the database server 2 (storage device).
  • fellow information storage control means 54a for storing fellow information relating two users who have established a fellow relation in the database server 2 (storage device).
  • a user to establish a friendship relationship with another user either one of the two users makes a friend application to the other user via the game server 1, and the friend application is made.
  • the friend application made between both users and the operation of the approval that the received user approves becoming a friend via the game server 1 are mentioned.
  • FIG. 8 shows an example of friend information stored in the database server 2 by the friend information storage control unit 54a.
  • the fellow information storage control unit 54 a has a user ID of a user who has applied for a friend and a user ID of a user who has approved the fellow application when a friendship relationship is established between two users. Is stored in the database server 2. And the fellow management means 54 adds fellow information ID for identifying these uniquely to each fellow information, and performs fellow management based on fellow information ID.
  • the fellow information that associates two users is the friend information ID.
  • the friend information ID Registered in the database server 2 as friend information of “1”.
  • each user can make a plurality of friends, and it is possible to form a friend group centered on each user.
  • the fellow management means 54 memorize
  • FIG. 9A shows an example of information related to each user's buddies managed by the buddy management means 54 based on the buddy information stored in the database server 2.
  • the associate information storage control means 54a of the associate management means 54 is associated with the user ID, the upper limit information of the number of associates, the user ID of the associate user who is already in the associate relationship, the user ID of the user who is applying for the associate, And the information regarding associates, such as user ID of a user who has received a friend application but is not approved, is stored in a predetermined storage area of the database server 2 for each user ID.
  • FIG. 9A shows an example of information related to each user's buddies managed by the buddy management means 54 based on the buddy information stored in the database server 2.
  • the associate information storage control means 54a of the associate management means 54 is associated with the user ID, the upper limit information of the number of associates, the user ID of the associate user who is already in the associate relationship, the user ID of the user who is applying for the associate, And the information regarding associates, such as user ID of
  • a bonus is given to both users who have become friends (for example, the maximum value of the physical strength point and the cost can be increased by a predetermined point).
  • an upper limit can be set for the number of friends that each user can establish a friendship with other users.
  • an upper limit of the number of friends one upper limit (for example, 50 people) common to each user can be provided.
  • the upper limit of the number of friends may vary within a predetermined range (for example, a range of 10 to 99 people) according to the progress of each user's game.
  • the upper limit of the number of friends varies in the range of 10 to 99 people, and the upper limit of the number of friends increases as the user level increases. Thereby, in order to make more friends and make the game advantageous, the user is given a motivation to continuously advance the game and improve the level.
  • the associate information storage control unit 54a stores the upper limit of the number of associates of each user in association with the user ID, and the associate management unit 54 manages the upper limit of the number of associates of each user.
  • either one of both users makes a friend application to the other user via the game server 1.
  • this friend application first, a user who wants to make a friend performs an operation of listing target candidates of friend candidates on the screen of the terminal device 3. At this time, the user can designate the user level of the fellow candidate.
  • the game server 1 transmits the screen data listing the candidates for the fellow candidates, so that a screen on which the plurality of fellow candidates are listed is displayed on the user terminal device 3.
  • the user confirms the user level of the target person listed on the screen, the in-game league level, and the like, selects a user who wants to be a friend, and performs a friend application operation.
  • A's user ID “000001” is stored as “unapproved user ID”.
  • the game server 1 notifies the user A that there has been a friend application when the terminal device 3 of the user B logs into the game server 1.
  • the user B who received the friend application confirms information, such as the user level of the user A received from the game server 1, and the league level in a game, on the screen of the terminal device 3, and approves or refuses as a friend. Perform an operation to select.
  • the friend management means 54 of the game server 1 establishes a friendship relationship between the user A and the user B in accordance with this operation, as shown in FIG. Associate information relating user IDs of both users A and B is registered in the database server 2. Then, as shown in FIG.
  • the real event accepting unit 55 accepts information regarding a real event that occurs in a real-world baseball game in the real-time linked training mode. That is, the real event accepting unit 55 has a function of taking into the game server 1 information on real events that have occurred in the real world.
  • the real event receiving means 55 basically receives information about a real event every time a real event occurs in a real-world baseball game.
  • the actual events on the attacking side are hits (single hits, double hits, triple hits, home runs), four dead balls, sacrificial hits, first hits, same hits, reverse hits, overcoming hits, 1 score / inning, 2 points / inning, 3 points / inning, There are 4 points or more / inning, 3 hits / players, 4 hits / players, 5 hits / players, cycle hits / players, stealing, strikeouts, slaughter.
  • actual events on the defensive side include strikeout, double play, triple play, out-acquisition, no goal / inning, error, and pitcher throwing.
  • the actual events of the game results include victory, draw, defeat, goodbye victory, complete game, no hit no-run, sealed, complete throw.
  • Other actual events include the start of the game, the end of the inning, the end of the inning (end of the inning), and the end of the game.
  • the real event accepting unit 55 accepts input of information related to a real event by an operator's manual operation via the input device 17 such as a keyboard or a mouse. Alternatively, the real event accepting unit 55 accepts the information related to the real event by receiving, via the communication control unit 15, the information related to the real event input by a computer other than the game server 1. Alternatively, the real event receiving means 55 receives information about a real event by receiving information from a server that provides information on an event that occurs in a baseball game in the real world through the communication control unit 15. There are many information providing servers that provide information such as who made a home run in a baseball game for each ball, for each end of the inning, and for each end of the inning.
  • Information relating to the actual event can be taken into the game server 1 using the information.
  • the real event has an event ID for uniquely identifying each real event, and the database server 2 stores information in which the real event and the event ID are associated with each other. And the real event taken into the game server 1 is managed by event ID.
  • the operation accepting unit 56 has a function of setting a predetermined accepting period for the actual event accepted by the actual event accepting unit 55 and accepting operation information regarding an operation on the terminal device 3 during the accepting period.
  • the user can perform a reflection operation for reflecting the ability information (attribute information) corresponding to the real phenomenon to the initial state character. For example, every time a real event such as a hit occurs, the operation accepting unit 56 can set a reception period for the real event. Alternatively, for a real event such as a hit occurring in the front or back of the inning, a reception period may be set together after the front or back of the inning.
  • a reception period may be set together after the end of inning.
  • a reception period may be set for the real events that occurred during that time.
  • the reception period can be a predetermined length period such as 1 minute, 3 minutes, 5 minutes, or the like.
  • the reception period may be a period other than the predetermined length, such as until the next actual event occurs, until the next inning starts, or until the next inning ends.
  • the operation acceptance means 56 When a real event such as a hit occurs every time an acceptance period for the real event is started, or every time an inning ends, a reception period for a real event that occurred during the inning is started, the operation acceptance means 56 The acceptance period is started based on the occurrence of a real event that triggers the acceptance period.
  • the start timing of the reception period is a timing in the game that allows the attributes of the initial state character to be changed by an operation on the terminal device 3. That is, the real event can include a reference event (referred to as a “reference event”) that defines the timing in the game that allows the attributes of the initial character to be changed.
  • a real event in a game that allows a real event to be a target event for reflecting ability information (attribute information) on the character (referred to as “target event”) and a character attribute to be changed.
  • a reference event that defines the timing.
  • the relationship between the target event and the reference event is not a reference event if a certain real event is a target event, but is not a target event if it is a reference event.
  • the relationship that a certain real event (for example, hit) is also a target event and a reference event also holds.
  • the operation receiving unit 56 receives a period for the real event that occurred after the previous reference event. To start. That is, the operation reception means 56 starts a reception period by dividing a real event that occurs in a baseball game in the real world by the occurrence of a real event defined as a reference event.
  • a hit single hit, double hit, triple hit, home run
  • the acceptance period starts. In this case, the end of the acceptance period can be made until the next real event occurs.
  • the management of the reception period on the game server 1 side can be avoided from being complicated, and the reflection operation on the user side can be simplified (if multiple reception periods overlap in time, the reflection for which reception period is reflected) Although it is necessary to select on the terminal device 3 side whether or not the operation is to be performed, such time and effort can be saved if there is no time overlap of the reception periods.
  • the reception period does not start immediately, but after the inning ends, the reception period starts for all the actual events that occurred during the inning.
  • a real event such as the end of inning is a reference event
  • a real event such as a hit other than the end of inning is a target event that is not a reference event.
  • the inning (times) in the baseball game is composed of “front” and “back”, and after the end of the second inning (the end of the back of the second inning) is the third inning. Therefore, the period from the end of the second inning to the end of the third inning includes the entire period of the third inning. Strictly speaking, during the period from the end of the second inning to the end of the third inning, the progress of the baseball game between the front and back sides (the period for the player to move to the defensive position for offense and defense change) Includes a period of interruption, but no hit or the like can occur between the front and back, so there is no particular problem even if it is not considered to exclude the front and back from inning.
  • the ability information corresponding to a real event such as a hit that occurred during inning is reflected in the initial state character.
  • target event a real event
  • the entire actual event may be set as the reference event, or a part of the actual event may be set as the reference event.
  • the operation reception means 56 uses the baseball game start time as a reference.
  • the reception period can be started every 15 minutes. Therefore, it is also possible to start the reception period without defining a reference event that triggers the start of the reception period.
  • the start of the reception period that is, the timing at which the reflection operation should be performed
  • the start of the reception period can be known without the user watching the baseball game. This makes it impossible to maximize the enjoyment of the game of growing the character by reflecting while watching the baseball game.
  • the end of inning is used as a reference event, and for a real event that occurs during each inning, a reception period is started immediately after the end of each inning. Also, the end (end) of the reception period is until the end of the next inning so that the plurality of reception periods do not overlap in time.
  • the reception period starts after the first inning end information is input to the game server 1, and then twice The period until the second inning end is input to the game server 1 after the front and back attacks are over is the acceptance period for the first inning.
  • the reception period for the last inning (the ninth inning when it is not an extended game) cannot be completed until the end of the next inning, the reception period is five minutes from the input of the end of the last inning.
  • the reflection operation performed by the user on the terminal device 3 include a simple operation of simply pressing the “reflection” button 92 displayed on the screen in the real-time linked training mode, as illustrated in FIG. 16 or FIG. Details of the screens of FIGS. 16 and 18 will be described later.
  • the relation information storage control means 57 stores in advance the relation information between the operation at the terminal device 3 corresponding to the actual event and the ability information (attribute information) to be reflected in the initial state character based on the operation in the database server 2 (storage device). ).
  • FIG. 11A and FIG. 11B show examples of relation information stored in the database server 2 by the relation information storage control means 57.
  • FIG. 11A shows relation information between the “real event” and “ability information” on the attack side
  • FIG. 11B shows relation information between “real event” and the like on the defense side and “ability information”. It should be noted that the relationship information between “real event” and “ability information” mentioned here is accurately reflected in the character based on the reflection operation at the terminal device 3 corresponding to the “real event” and the reflection operation. It is related information with “ability information”.
  • the relationship information includes a real event for reflecting the ability information (hereinafter referred to as “plus ability information”) advantageous to the game to the initial state character, plus Correspondence with capability information is stored.
  • the target events for reflecting the positive ability include single hit, double hit, triple hit, home run, and the like, and the ability information to be reflected in the initial state character is different depending on the activity content of the real world player.
  • the ability information of “+10”, “+20” for the second strike, “+50” for the third strike, and “+100” for the final strike are associated with the single strike. Therefore, the ability information that is 10 times more than the single hit is reflected in the initial state character.
  • the ability information “+10” means that the ability value “10” is added to each of the abilities 1 to 4 of the initial state character in the present embodiment.
  • special abilities other than abilities 1 to 4 may be added to the initial state character depending on the activity content of real players in the real world.
  • various special abilities for example, meet abilities in a full scene
  • real events such as home runs, 5 hits or more / players, cycle hits / players, triple play, perfect matches, no-hit no-run, closed
  • the special ability information may be included in the relationship information so that the power ability is improved.
  • ability information is set to 0 for real events such as the start of a game, the end of an inning, and the end of a game.
  • Information for example, “+5” or the like) may be set.
  • the relationship information includes a real event for reflecting the ability information (hereinafter referred to as “negative ability information”) that is disadvantageous in the game to the initial state character.
  • negative ability information can also be included.
  • Real events to reflect negative abilities include strikeouts, smashing strikes, sending bunt failures, and stealing failures on the attacking side, and defensive errors, pitcher throwing, and balking on the defending side.
  • the minus ability information to be reflected on the initial state character is different depending on the contents of the real event to which the minus ability is reflected.
  • negative ability information of “ ⁇ 10” is associated with strikeout and “ ⁇ 20” is associated with combined strike. In this way, when not only positive ability information but also negative ability information is included in the relationship information, if a real event occurs in the real world to reflect negative ability in the initial state character, The initial state character may grow negatively.
  • a baseball game in which two real-world baseball teams face each other is the target of the real-time linked training mode.
  • the user can select and register one of the two baseball teams in the real world as a team to be cheered (reflected) in advance,
  • the initial character can be grown according to the achievement. That is, only the real phenomenon about the team to be supported selected and registered by the user affects the growth of the initial state character.
  • the user selects a real team (hereinafter referred to as a support team) on the terminal device 3 who wants to support or expects to be more active at the terminal device 3 by the end of the real world baseball game that is the target of this game at the latest. And register the support target.
  • the support target registration unit 58 includes a support team registration unit 58a. When an operation for selecting a support team is performed on the user terminal device 3 by the end of the target baseball game, information on the operation is stored. Receive and register the support team of the user. For example, the support team registration unit 58a executes storage control for storing the support team in association with the user ID in a predetermined area of the storage device (the database server 2 or the like).
  • the support target registration unit 58 shows an example of information stored in the storage device by the support target registration unit 58.
  • the real world real team and the real player who are the targets in the real-time linked training mode are managed by the team ID and the player ID in the game server 1, and the support target registration information is associated with the user ID and supported.
  • the team ID of the team is stored.
  • a radio button for selecting one of the two existing teams A and B to play in a real-world baseball game and a “register” button 90 are displayed. If the user selects a real team that he / she wants to support with the radio button and presses the “Register” button 90, the support team can be registered, and the entry to the real-time linked upbringing event is completed.
  • the support team may be selected by a list box other than the radio button.
  • the reflection means 59 will be described.
  • a real event such as a home run entered between the start of the baseball game and the input of the first reference event (end of the first inning) (that is, during the first inning) Information is reflected on the initial state character by the reflecting operation on the terminal device 3 during the reception period provided after the input of the first reference event. Also, it was input between the time when the information of the first reference event (end of the first inning) is input and the time when the information of the second reference event (end of the second inning) is input (that is, during the second inning).
  • the ability information corresponding to the target event is reflected in the initial state character by the reflecting operation by the user during the reception period provided after the input of the second reference event.
  • the information from the input of the (n-1) th reference event (end of the n-1st inning) to the input of the information of the nth reference event (end of the nth inning) (that is, the nth inning).
  • the ability information corresponding to the target event input in (1) is reflected in the initial state character by the reflection operation by the user during the reception period provided after the input of the nth reference event.
  • the reflecting means 59 that realizes this is a real event that occurred during the n-th inning by the operation receiving means 56 receiving information of the reflecting operation from the user terminal device 3 during the receiving period after the end of the n-th inning.
  • Capability information corresponding to (real phenomenon of the support team) is acquired based on the relationship information, and the capability reflection process is performed to reflect the acquired capability information on the initial state character.
  • the reflection unit 59 includes a real event storage control unit 59a that stores a real event input during each inning (between reference events) in a predetermined area of a storage device (such as the RAM 13, the auxiliary storage device 14, or the database server 2). I have.
  • a storage device such as the RAM 13, the auxiliary storage device 14, or the database server 2.
  • FIG. 13 shows an example in which the real event received by the real event receiving means 55 is stored during the third inning (from the input of the end of the second inning to the input of the end of the third inning). As shown in FIG.
  • the actual event storage control unit 59a of the unit 59 stores the actual event (event ID) in the storage device every time it is input.
  • the attacking side hits the first two-place home run
  • the three types of “home run”, “first strike”, and “two points” correspond to real events.
  • three of “double play”, “acquisition of out”, and “no losing points” correspond to real events.
  • a plurality of real events may occur in an overlapping manner.
  • the reflecting means 59 acquires the capability information to be reflected on the character when the reflecting operation corresponding to each real event is performed, based on the relationship information illustrated in FIGS. 12A and 12B, and stores it together. .
  • the reflection means 59 will receive the ability information “+250”. It is reflected in the initial state character that is the user's training target. As a result, “+250” is added to the abilities 1 to 4 of the initial state character, and the information of the initial state character is updated to the abilities after the addition (see FIG. 7B).
  • the reflecting means 59 Each real event is stored, and capability information corresponding to each real event is acquired based on the relationship information illustrated in FIGS. 12A and 12B.
  • the reflection means 59 causes the team B generated in the third inning to The ability information “ ⁇ 55” corresponding to the actual event is reflected in the initial state character that is the training target of the user. In this case, the initial state character is negatively grown.
  • the user determines in advance whether positive growth or negative growth will occur if a similar event occurs. It is desirable to be able to check with the device 3 at any time. Therefore, for example, when the “capability information list” button 102 is displayed on the real-time linked training mode screen shown in FIGS. 15 to 19 and the user performs an operation of selecting the button 102, the example shown in FIG.
  • the capability information list screen to be displayed is displayed on the terminal device 3. That is, the game server 1 transmits capability information list screen data to the terminal device 3 in response to an operation of the “ability information list” button 102 on the user's terminal device 3.
  • this capability information list screen a table 111 describing the correspondences between all real events and capability information is displayed.
  • the table 111 is larger than the physical screen area of the terminal device 3, all of the table 111 can be viewed by performing a scroll operation or the like on the terminal device 3. Further, if the user selects the “return” button 112 in the capability information list screen, the user can return to the previous screen.
  • the real event that occurred during the inning and the ability information 93 corresponding thereto are displayed on the screen for performing the reflection operation during the reception period.
  • An area to be displayed may be provided, and the ability information 93 reflected in the initial state character may be notified to the user in advance.
  • a screen for performing a reflection operation or the like during the reception period includes a real event or capability that occurred during inning. It is desirable not to display information. If the user presses the “Reflect” button 92 on the screen of FIG. 18, for example, the screen transitions to the screen of FIG.
  • the character registration unit 60 has a function of registering, as the user's character, the character after the reflection unit 59 reflects the ability information on the initial state character in accordance with the reflection operation on the terminal device 3 of the user. That is, the character registration means 60 controls the owned player card storage control means 51c so that the character after the ability reflection is owned by the user.
  • the character trained by the user A by performing the reflecting operation is shown in FIG. 20 after the end of the real-world baseball game (after the reflecting operation during the last receiving period or after the last receiving period).
  • a “training end” button 94 on the screen of the terminal device 3 illustrated a player card owned by the user A is obtained.
  • a player card 95 in which the character that he has grown into a card is displayed on the screen of the user's terminal device 3, the ability information 96 of the character, and the like.
  • the character that the user has grown from the initial state through a real-world baseball game is, in other words, a special character that has been completed using the game or in commemoration.
  • a real-world baseball game subject to real-time linked training mode is a special game such as a professional baseball or MLB opening game, an all-star game, a Japanese series game, or a world series game.
  • Such a memorial character can, in principle, be prevented from growing any further.
  • the character registration means 60 automatically operates after the reflection operation during the last reception period or after the last reception period.
  • the character after breeding may be registered as a user character.
  • FIG. 24 shows a processing flow of the terminal device 3 and the game server 1 when the user operates the terminal device 3 to access the game server 1 and receive a game service.
  • the web browser When the user receives the game service, first, the web browser is started by operating the operation input unit 40 of the terminal device 3 (S11). Thereafter, the user performs an operation of accessing a game site managed by the game server 1, and an access request is transmitted from the terminal device 3 to the game server 1 (S12). At this time, the game server 1 performs login authentication for access from the terminal device 3 (S21), and confirms that the access is from a user who is registered for use of the game service. Thereafter, the game server 1 transmits main screen data described in HTML or the like to the terminal device 3 (S22). If there is a game top screen different from the main screen, the top screen may be transmitted first. In the terminal device 3 that has received the main screen data, the web browser interprets the data and displays the main screen on the display unit 35 (S13).
  • the user's team name 70 As illustrated in FIG. 14, on the main screen, the user's team name 70, the image of the player card 71 of the original character owned by the user, the user's game information 72 (user level, physical strength points, strength points, number of friends , The number of player cards, cost, lottery points, experience values necessary to go up to the next level, etc.) are displayed.
  • the main screen is also called My Page.
  • the main screen also includes a “lottery mode” button 81, “enhancement mode” button 82, “practice mode” button 83, “match mode” button 84, “synthesis mode” button 85, and “real-time linked training mode” button 86. Buttons for selecting the respective modes are displayed.
  • a button such as an “order” button 88 that transitions to is also displayed.
  • objects such as buttons (not shown) and various information are displayed on the main screen by scrolling the screen by operating the direction keys, the touch panel, and the like of the terminal device 3.
  • a screen request corresponding to the operation is transmitted from the terminal device 3 to the game server 1 (S14).
  • the game server 1 receives this request, the game server 1 performs arithmetic processing and data processing according to the user's operation to execute the game (S23), and transmits game screen data reflecting the execution result to the terminal device 3 (S24).
  • a web browser interprets the said data and displays a game screen on the display part 35 (S15).
  • the game server 1 performs logout processing (S25). For example, when the user closes the web browser, the game server 1 performs logout processing after a session timeout.
  • the game server 1 side can read the game information of the user and advance the game. For example, another logged-in user may start a battle (individual battle) against a team of logged-out users. Also in this case, the game progress means 52 of the game server 1 reads out the game information of each user from the database server 2 and executes the battle regardless of whether the user is logged in or not, and reflects the execution result. Update the game information of each user. Further, in the in-game league game mode, the game progress means 52 of the game server 1 reads out the game information of each user from the database server 2 without any operation of the terminal device 3 by the user, and automatically matches the in-game league game. Execute. Thus, the result of the battle executed when the user is logged out from the game server 1 can be confirmed on the screen when the user accesses the game server 1 thereafter.
  • FIG. 25 shows the flow of processing of the game server 1 targeting one user, and the same processing is performed for each user managed by the game server 1.
  • the authentication means 53 of the game server 1 receives an access request from the user's terminal device 3 (YES in S31), the login ID / password transmitted from the terminal device 3 or the mobile phone Based on the individual identification number of the terminal or the like, login authentication is performed to determine whether to permit access (S32).
  • the game server 1 transmits screen data for prompting registration of use of the game service to the terminal device 3 (S33).
  • access information log is stored (S34).
  • the game server 1 transmits main screen data (or top screen data) to the terminal device 3 of the user who has permitted access (S35). Thereafter, when a screen request corresponding to the user's game operation transmitted from the user's terminal device 3 is received (YES in S36), the game executing means 52a performs arithmetic processing and data processing corresponding to the screen request. The game is executed (S37).
  • the game server 1 determines whether or not the user's game information needs to be updated by executing the game (S38). If the game server 1 needs to be updated (YES in S38), it is stored in the database server 2.
  • the user's game information is updated (S39). For example, when the user's game operation is an operation for performing an individual battle with another user, as a result of the battle being executed, the game information of the user such as game result information, cost, reinforcement points, and items is updated. Will be.
  • the game execution process corresponding to the operation is only data processing for reading out the result information of the in-game league match from the database server 2. In addition, there is no change in the user game information before and after the processing, and therefore there is no need to update the user game information (NO in S38).
  • the game screen generation means 52b generates game screen data reflecting the execution result of the game (S40), and the game screen transmission means 52c transmits the game screen data to the user terminal device 3 (S41). Thereafter, it is determined whether or not the user's terminal device 3 has logged out (S42). Until the terminal device 3 logs out, the processing of S36 to S41 is repeated, whereby the game proceeds.
  • linked breeding mode an example of processing of the game server 1 in the real-time linked breeding mode (hereinafter referred to as “linked breeding mode”) will be described with reference to FIGS.
  • FIG. 26 shows an example of the event registration process of the game server 1.
  • the game server 1 transmits the event registration screen data illustrated in FIG. 15 to the terminal device 3 of the user A (S53).
  • This baseball event information screen displays baseball game information (game start time, etc.) that is the subject of the linked training mode. Further, the above-described radio button for selecting a support team and the “register” button 90 are displayed. Furthermore, a “detailed real-time linked training” button 101 and a “capability information list” button 102 are also displayed. If the user selects the “Details of Real-Time Linked Training” button 101, a transition is made to a detail display screen (not shown), and the playing method in the linked training mode can be confirmed. If the user selects the “capability information list” button 102, the screen transitions to the capability information list screen illustrated in FIG. 22, and the real event and capability information described in Table 111 can be confirmed. “Details of real-time linked training” button 101 and “ability information list” button 102 are also displayed on other screens (FIGS. 15 to 19 and the like) of linked training mode.
  • processing corresponding to the operation is executed in the game server 1 (S57).
  • the game server 1 transmits the screen data of the interlocking cultivation mode such as FIG.
  • FIG. FIG. 27 is a flowchart showing an example of the ability reflecting process of the first inning of the baseball game
  • FIG. 28 is a flowchart showing an example of the ability reflecting process after the second inning.
  • the real event receiving means 55 receives the input of the real event. For example, when a real event such as a hit occurs during the first inning, information related to the real event is taken into the game server 1 in real time by an input operation of an operator observing it, and the real event receiving means 55 Accept it.
  • the real event storage control means 59a of the reflection means 59 is information on the real event every time a real event such as a hit occurs (YES in S62) until the first inning end information which is the first reference event is inputted. Is stored in the storage device (S63). As shown in FIG. 13, in the present embodiment, information related to real events that occur during inning is stored separately for two real teams (team A and team B) that are competing.
  • the information on the end of the first inning is taken into the game server 1 in real time (YES in S64).
  • the reflecting means 59 acquires the capability information corresponding to the actual event that occurred during the first inning based on the relationship information shown in FIGS. 11A and 11B (or FIGS. 12A and 12B) (S65). Note that the ability information acquisition process corresponding to the actual event may be executed simultaneously with storing the actual event in step S63.
  • the operation accepting unit 56 starts a reception period for the real event picture generated in the first inning (S66). In the present embodiment, the first inning acceptance period is until the second inning end information is input.
  • S61 to S66 in FIG. 27 are processes common to all users managed by the game server 1, and S67 to S69 are processes executed for each user.
  • FIG. 16 and FIG. 18 are examples of the third inning screen, but the same screen is also displayed in the first inning.
  • This screen shows real-time information such as the score status during the match and the progress status of the match (in the example of FIG. 16, Team A has 2 points, Team B has 0 points, “4 times Table A is attacking Team A”) ) Is displayed. If the “update” button 91 is pressed, the updated latest screen data is transmitted from the game server 1 to the terminal device 3.
  • 16 is an example of a screen on which a real event (real event of the user's support team) that occurred during the inning and the ability information 93 corresponding thereto are displayed before the reflection operation. If the user presses the “Reflect” button 92 by the end of the first inning acceptance period (NO in S67) (YES in S68), the reflecting means 59 will respond to the actual event of the support team of the user. The ability information of 1 inning is reflected on the initial state character of the user (S69). The latest information of the character reflecting this ability information is updated and controlled by the initial state character storage control means (see FIG. 7B).
  • the game server 1 transmits screen data for notifying that the ability information is reflected on the character to the user terminal device 3 as illustrated in FIG.
  • the “capabilities reflected so far” button 103 is displayed. The ability information reflected in the character can be confirmed.
  • the screen illustrated in FIG. 18 (the screen on which the actual event or ability information generated during the inning is not displayed in advance) is applied instead of the screen in FIG. It is desirable.
  • the initial state character of the user includes capability information corresponding to the actual event that occurred in the first inning.
  • the first inning ability reflection process is terminated without being reflected.
  • the number of times that the user can effectively perform the reflection operation during the same reception period is only once, and the ability reflection process is repeated many times because the reflection operation is performed a plurality of times during the same reception period. Is not executed. Therefore, after the user presses the “Reflect” button 92 during a period of accepting an inning, a display indicating that the inning ability is “reflected on the character” is displayed as shown in the screen of FIG. It is desirable that the “Reflect” button 92 is not displayed during the inning acceptance period. Thereafter, when the next inning acceptance period starts, the screen shown in FIG. 16 or FIG. 18 is displayed by pressing the “update” button 91 (or by pressing the “real-time linked upbringing mode” button 86 in FIG. 14). , And the reflection operation for the next inning is enabled.
  • the ability reflection process after the second inning is basically the same as the ability reflection process of the first inning.
  • FIG. 28 shows the ability reflection process of the n-th inning (n is an integer of 2 or more), but the same step number is appended to the same process as in FIG. Note that the process up to step S66 in FIG. 28 is a process common to all users managed by the game server 1, and the subsequent processes are processes executed for each user.
  • the n-th inning process starts after the input of the reference event for the completion of the n-1st inning (YES in S71). Each time the actual event is input (YES in S62) until the reference event for the end of the nth inning is input, each actual event is stored in the storage device (S63). When the reference event for the end of the nth inning is input (YES in S72), the reflecting means 59 acquires the capability information corresponding to the real event input during the nth inning based on the relationship information (S73). .
  • the subsequent processing of S66 to S69 is the same as that in FIG.
  • the character registration means 60 executes a process of registering the character after reflecting the ability in the initial state character as the user character (S75). For example, after the user performs the last reflection operation of the game, the game server 1 transmits the training completion screen data illustrated in FIG. 20 to the user terminal device 3.
  • the character registration unit 60 registers the grown character as the user's character.
  • the game server 1 transmits the screen data illustrated in FIG. 21 to the user terminal device 3.
  • the user can confirm the player card 95 of the completed character and the ability information 96 of the character on this screen. If the user presses a “main screen” button 97 on the screen of FIG. 21, the screen transitions to the main screen of FIG.
  • the player card 95 of the character that the user has grown in the linked training mode can be confirmed at any time on a player card list screen (not shown). Further, the player card 95 can be used for a battle or the like in the battle mode, or can be presented to other users such as friends.
  • the initial state character can be trained through an operation based on the user's intention in conjunction with a real event that occurs in a real-world baseball game.
  • the user performs a reflection operation on his / her terminal device 3 while visiting a baseball field in the real world or watching a baseball game in real time on a television, radio, internet, or the like.
  • the degree of growth of the initial state character varies greatly depending on real events (single hit, home run, etc.) that occur in real time in the real world.
  • the reflection operation is not performed during the period for accepting each inning, the opportunity for character growth at the corner will be missed.
  • the user can play the game while watching a baseball game in the real world with a sense of reality and a sense of tension.
  • a highly entertaining game that is a game play in which a character is created from scratch in conjunction with a real event that occurs in the real world, and that can be played with a sense of presence and tension.
  • a configuration in which negative growth is also possible.
  • this configuration when a defensive error or the like occurs in the real world, it is possible to perform technical intervention based on the user's intention to avoid the negative growth of the character without performing a reflection operation during the inning reception period. For that purpose, it is necessary to actually watch a real-world baseball game in real time, and if the user performs a reflection operation without doing so, the character may be negatively grown, It is difficult to grow efficiently. Further, not only focusing on the fact that the inning has ended, but if the event is not continuously watched, it cannot be confirmed whether a defensive error or the like has occurred.
  • a configuration that may have negative growth can guide the user in the direction of playing the game while watching a real-world baseball game in real time.
  • the reflection means 59 executes the ability reflection process, the later the timing of receiving the reflection operation information during the inning acceptance period, the later the degree of reflection of the ability information acquired based on the relationship information to the initial state character. Lower.
  • the correction coefficient a1 in the above equation (1) is 0 ⁇ a1 ⁇ 1
  • the reflecting means 59 sets the correction coefficient a1 to the timing of the reflection operation of the user (the elapsed time from the start of the reception period). t).
  • the correction coefficient a1 is decreased by a predetermined value (for example, by 0.2).
  • the reflection operation by the user is 1 from the start of the reception period. If performed within minutes, the ability “+100” is reflected in the initial state character. On the other hand, if the timing of the reflection operation is within 2 minutes after 1 minute, “+80”, if it is within 3 minutes after 2 minutes, “+60”, within 4 minutes after 3 minutes Is “+40”, and “+20” after 4 minutes.
  • the acceptance period elapses without a reflection operation by the user, there is no growth of the initial state character related to the inning.
  • the degree of reflection is gradually reduced every 1 minute from the start of the reception period.
  • the present invention is not limited to this.
  • the degree of reflection may be reduced every 10 seconds.
  • the correction coefficient a1 may be calculated as a function f (t) of the elapsed time t (sec) and the correction coefficient a1 corresponding to the elapsed time t.
  • the configuration in which the ability reflection degree to the character is reduced as the timing of the reflection operation during the reception period is delayed can guide the user in the direction of playing the game while viewing the real-world baseball game in real time.
  • the reflecting means 59 increases the degree of reflection of the ability information acquired based on the relationship information on the initial state character as the number of friends registered as events increases.
  • the correction coefficient is a2
  • the correction coefficient a2 in the above equation (2) is 1 ⁇ a2
  • the reflecting means 59 changes the value of the correction coefficient a2 according to the number of friends registered in the event.
  • each user can expect his / her friends to actively participate in event registration. For example, a user sends a message to many friends and recommends event registration. As a result, a game environment in which communication can be actively carried out between friends can be promoted, and the community of friends can be activated. In addition, since the number of people who register for an event and play in the linked training mode increases, the entire game is activated.
  • the support target registration means 58 of the game server 1 includes support player registration means 58b (target member registration means) in addition to support team registration means 58a (target group registration means). If the operation of selecting at least one real player in the support team as a support target is performed on the terminal device 3 of the user by the end of the baseball game at the latest by the end of the baseball game, And register the user's cheering player. Although the number of cheering players that can be registered by the user can be arbitrarily set, an example in which only one person can be registered will be described in the present embodiment. For example, as illustrated in FIG. 23, the support player registration unit 58 b performs storage control in which a support player (player ID) is stored in a predetermined area of the database server 2 in association with the user ID.
  • a simple button operation on the cheering player registration screen illustrated in FIG. This screen is displayed after the support team is registered on the event registration screen of FIG.
  • the support team registration means 58a registers Team A as the support team, and then the game server 1 belongs to Team A.
  • the screen data shown in FIG. 31 including actual players A to Z as options is transmitted to the terminal device 3 of the user. If the user selects a real player that the user wants to support on this support player registration screen and presses the “Register” button 90, the support player registration unit 58b registers the selected real player as the support player.
  • the number of registered players in the army is 28, of which 25 players can enter the bench.
  • One army registered player is publicly known.
  • players who participate in special games such as All-Star games are publicly known. Therefore, it is possible to previously input information on the players of the real team that will compete in the real world game to the game server 1.
  • the database server 2 of the game server 1 stores information on real players who are scheduled to participate in a baseball game that is the target of the linked training mode. Therefore, the real players belonging to the user's support team can be displayed as options on the support player registration screen of FIG.
  • the reflection means 59 acquires the capability information according to the real phenomenon about a user's cheering team based on related information, and reflects the acquired capability information on an initial state character, when performing an ability reflection process.
  • the real event for the support team is a real event for the user's support player
  • the ability information is more than when the support target player is a normal player who is not registered as a support target. Is more reflected on the character.
  • the ability information of “+100” is reflected in the initial state character
  • the player who hit the home run is the support player of the user, twice that amount
  • the ability information of “+200” is reflected on the character.
  • it is not restricted to 2 times, For example, arbitrary reflection degrees, such as 1.5 times and 3 times, can be set.
  • the real event storage control unit 59a of the reflection unit 59 every time a real event (event ID) is input during inning, the player who caused the real event. (Player ID) is also stored.
  • FIG. 33 is a flowchart showing an example of the ability reflection process of the present embodiment.
  • the process of FIG. 33 corresponds to a modified example of the processes of S66 to S69 of FIG.
  • the ability information “+100” corresponding to the home run is doubled to “+200” (S92).
  • the reflecting means 59 reflects the ability information on the initial character of the user (S93). If there is no real event about the user's cheering player among the real events that occurred during the inning (NO in S91), the ability information is reflected in the initial state character of the user without shifting to step S92. (S93).
  • FIG. 34 screen for notifying that the ability information is reflected on the character
  • the actual event in which the user's cheering player is active is different from the other actual events (marked, character color and thickness). Etc.), and the user can visually recognize that the ability information has doubled.
  • the character grows according to the activity in the real world of the cheering team selected by the user, but also the character grows further if the cheering player plays an active role. Therefore, for example, even if the user's support team is generally sluggish, if the user's support player plays an active role (for example, hits a home run), the character can be expected to grow greatly. In addition, if both the support team and the support players are active, it is possible to grow the character considerably. Thereby, the support of the user who is watching the baseball game played in the real world is also heated, and at the same time as enjoying the game play, the baseball game can be further enjoyed. This leads to further enhancement of the game property for nurturing characters in conjunction with the real world, and a highly interesting game can be realized.
  • the owned player card storage control means 51c At least one player card (character) among user's handheld player cards stored in the database server 2 by the character storage control means
  • target character a reflection target character of ability information
  • the owned player card storage control means 51c At least one player card (character) among user's handheld player cards stored in the database server 2 by the character storage control means
  • initial state character storage control means 51i see FIG. 5
  • character registration means 60 for registering the character after the ability information is reflected in the initial state character as a user character, Can be omitted.
  • the initial state character simply replaces the user's handheld character, so the configuration of the game server 1 shown in FIGS. 4, 5, 30, etc. can be applied as it is, and the same operation and effect as described above. There is an effect.
  • the character owned by the user can be improved in ability by other methods (for example, combining characters), this configuration increases variations in improving the ability of the character.
  • the target character can be all of the user's handheld characters.
  • the game server 1 may select a predetermined number (for example, 1) of target characters by random lottery from all of the user's handheld characters.
  • the user may arbitrarily select a target character from among a plurality of characters owned by the user.
  • the game server 1 performs the operation when the user terminal device 3 performs an operation of selecting a target character from a plurality of characters owned by the user.
  • It further comprises target character registration means 61 for receiving the information and registering the selected target character.
  • the target character registration unit 61 executes storage control for storing the target character selected by the user in a predetermined area of the storage device (such as the database server 2) in association with the user ID.
  • the target character can be registered by setting a flag indicating that it is the target character in the same manner as the regular player flag of FIG.
  • the reflecting means 59 executes the ability reflecting process for the target character registered in the target character registering means 61.
  • the target characters that can be arbitrarily selected by the user can be limited to a predetermined number (for example, 3).
  • This predetermined number (upper limit) can also be changed according to the number of users' companions. For example, when the number of friends is 19 or less, the upper limit of the target character is 1, and when the number of friends is 20 to 39, the upper limit is 2. When the number of friends is 40 or more, the upper limit is 3. To do. In this way, by increasing the number of target characters that can be selected as the number of friends increases, motivation to actively make many friends can be given to the user. And the activation of the community between users is achieved by increasing the friend of each user.
  • This configuration makes it possible for the user to analyze and examine the ability attributes of a handheld character and select a desired character as a target character, thereby improving the game performance. For example, by analyzing the character in the lowest position in the position of the user's in-game team pitcher, catcher, first base, etc., and nurturing that character as the target character It is possible to make a strategy such as trying to bottom up your team.
  • the real player character when the user can own a real player character corresponding to a real player (real thing) in the real world, the following can also be performed. That is, when a user has a real player character corresponding to a real player who is in the order (starting member) of a baseball game in the real world, the real player character can be set as a target character. To. For example, when the user possesses all the real player characters corresponding to all the real players in the order of the baseball game in the real world, all these real player characters can be selected as the target characters. In the case of owning real player characters corresponding to some of the real players in the order, for example, three of the nine players, the real player characters corresponding to the three can be selected as target characters.
  • the user becomes more advantageous as he / she possesses more real player characters corresponding to real players who enter the order of a real-world baseball game, so let's obtain such real player characters in the game.
  • the following describes other variations that can develop characters owned by the user in the linked training mode.
  • a baseball game there are nine real players (real things) in batting order Nos. 1 to 9.
  • nine real players and nine characters in the user's in-game order There is a one-to-one correspondence between the characters (bat numbers 1-9).
  • the capability information according to the real event about each of nine real players in the real world is reflected in the user's character associated with each real player.
  • the reflecting means 59 associates n (here, 9) real players and n characters owned by the user on a one-to-one basis based on the batting order. Capability information corresponding to real events for each of the real players is acquired based on the relationship information, and the acquired capability information is reflected in the character associated with each real player.
  • n real players and n characters owned by the user are associated one-to-one based on the batting order
  • the present invention is not limited to this and is based on other criteria.
  • a reception period is appropriately provided for a real event such as a hit that occurred during a real-world baseball game, and the character (initial stage) is operated by the operation of the terminal device 3 during each reception period.
  • the character initial stage
  • State character or user's handheld character the ability to character A configuration for increasing the degree of reflection of information will be described.
  • the reflecting means 59 When executing the above-described ability reflection process, the reflecting means 59 that realizes this configuration uses the ability information acquired based on the relationship information as the number of reception periods in which the operation information is received from the terminal device 3 increases.
  • the reflection amount correction process for reflecting the image more greatly is executed.
  • the character that is the target of this processing may be an initial state character or a character that the user already owns.
  • the game server 1 executes storage control in which the number of reception periods in which operation information has been received from the user terminal device 3 is stored in a storage device (such as the database server 2) in association with the user ID during the linked training mode. is doing.
  • a specific example of the reflection amount correction processing is shown below assuming that a reception period until the end of the next inning is provided for each end of the inning in the baseball game that is the target of the linked training mode.
  • the correction coefficient a3 in the above equation (4) is 1 ⁇ a3, and the reflecting means 59 changes the value of the correction coefficient a3 according to the number of reception periods in which the operation information is received from the terminal device 3.
  • the correction coefficient a3 can be expressed by the following equation (5) as a function of N that varies depending on the number N of reception periods in which operations on the terminal device 3 are performed.
  • the ability information P1 is improved by 20%.
  • the ability information P1 reflected on the character is improved by 10%.
  • the number N of reception periods in which operation information is received from the terminal device 3 is not counted. It becomes. For example, if the reflecting operation is performed during each reception period after the end of the first inning and the third inning, but the reflecting operation is not performed during each reception period after the end of the second inning, the third inning
  • the reflection amount is increased by 10% each time the number N of reception periods in which the operation information is received from the terminal device 3 is increased by one.
  • the present invention is not limited to this.
  • the degree of increase in quantity can be set arbitrarily.
  • the correction coefficient a1 shown in the above expression (1) and / or the correction coefficient a2 shown in the above expression (2) are also applied in combination with the correction coefficient a3 shown in the above expression (5), and the following expression (6 )
  • the ability information P1 reflected on the character may be calculated.
  • P1 P0 ⁇ a1 ⁇ a3 (6)
  • P1 P0 ⁇ a2 ⁇ a3 (7)
  • P1 P0 * a1 * a2 * a3 (8)
  • the relationship information may include not only positive capability information but also negative capability information.
  • negative capability information when a real event (defense error, etc.) for actually reflecting the negative ability information occurs in the real world, the user dares to perform the reflection operation during the reception period. It is also possible to avoid reflecting negative ability information to the character without performing it. However, if the user does not operate anything, the degree of increase in the amount of reflection will be in a stepping state, despite watching the baseball game continuously.
  • the game server 1 accepts not only a reflection operation by the user but also a non-reflection operation (an operation that does not reflect the attribute information on the character) during the reception period.
  • a non-reflection operation an operation that does not reflect the attribute information on the character
  • both a “reflect” button 92 and a “non-reflect” button 121 are displayed on the screen for performing a reflection operation or the like during the reception period, and at the user's discretion. Any button operation is possible.
  • the terminal device 3 transmits reflection operation information for reflecting the ability information to the character to the game server 1.
  • non-reflective operation information that does not reflect the ability information on the character is transmitted from the terminal device 3 to the game server 1. Then, the reflecting means 59 does not execute the capability reflecting process when receiving the non-reflecting operation information from the terminal device 3 during the reception period, and executes the capability reflecting process only when receiving the reflecting operation information.
  • the user may perform a non-reflecting operation during the reception period.
  • the reflecting means 59 reflects the ability information acquired based on the relation information more largely on the character as the number N of reception periods in which the operation information (either reflecting operation information or non-reflecting operation information) is received increases. Even when the non-reflecting operation is performed by the user, the degree of increase in the reflection amount in the reflection amount correction process does not become a stepping state. Accordingly, it is possible to avoid a situation in which the degree of increase in the reflection amount becomes a stepping state while avoiding the negative growth of the character based on the judgment of the user.
  • FIG. 37 corresponds to a modified example of the processes of S66 to S69 of FIG.
  • step S101 the reflection unit 59 increments the number N of reception periods in which the operation information is received from the terminal device 3 (step S102). Note that the number N of reception periods in which this operation information has been received is initialized at the start of a real-world baseball game that is the target of the linked training mode. If the operation at the terminal device 3 is a reflection operation (YES at S103), for example, according to the calculation of the above formula (5), the number N of reception periods in which the operation information is received from the terminal device 3 is used.
  • the correction coefficient a3 is acquired (S104). Then, the reflecting means 59 executes a reflection amount correction process for correcting the ability information reflected on the character by the above equation (4) (S105). Thereafter, the reflecting means 59 reflects the ability information on the character (S106).
  • step S104 If the acceptance period ends without performing a reflecting operation or a non-reflecting operation on the terminal device 3 (YES in S67), the process ends without moving to step S102.
  • the game server 1 having this configuration includes event registration means for receiving information on the operation and executing event registration processing for the terminal device 3 when an event registration operation is performed on the terminal device 3.
  • event registration means for receiving information on the operation and executing event registration processing for the terminal device 3 when an event registration operation is performed on the terminal device 3.
  • the above-mentioned support target registration means 58 can be cited.
  • the event registration operation there is a support team selection operation on the screen of FIG. 15, but it is not limited to this. For example, it may be an operation such as pressing an event participation button (not shown), and any operation that can confirm the user's intention to participate in the event in the linked training mode can be an event registration operation.
  • the reflection amount correction process is executed when the reflecting means 59 executes the capability reflection process, and the event registration process is executed after the predetermined timing has passed. In such a case, the reflection amount correction process is not executed when the reflection unit 59 executes the reflection process.
  • a predetermined timing an arbitrary timing such as the start of a real-world baseball game, 5 minutes from the start of the game, or the end of the first inning can be set.
  • the reflection means 59 applies the character to the character in the reflection amount correction process when the event registration process is executed after the predetermined timing elapses than when the event registration process is executed before the predetermined timing. Reduce the amount of reflection.
  • the correction coefficient a3 when the event registration process is executed by a predetermined timing is calculated by the above equation (5), while the correction coefficient when the event registration process is executed after the predetermined timing has elapsed.
  • a3 is calculated by the function of N shown in the following formula (9).
  • the reflection amount is increased by 10% every time the number N of reception periods in which the operation information is received increases by one.
  • the event registration process is executed after the timing has elapsed, the amount of reflection that increases each time N increases by 1 is suppressed to 5%.
  • the user in order to obtain the maximum merit by the reflection amount correction process, the user can be motivated to register an event by a predetermined timing. As a result, it becomes possible for many users to enjoy playing the game from the initial stage of the real event, and the game can be activated.
  • one ability information is made to correspond to one real event, such as “+10” ability information is made to correspond to the “single-stroke” real event.
  • the example of the relationship information was shown, it is not limited to this.
  • the power “+10”, the meat “+20”, the running ability with respect to the real event of “single hit” Relation information with different contents (values) for each individual ability may be applied as ability information corresponding to one real event such as “+10” and defense “+5”.
  • attribute information other than the ability information is assigned to the character. It may be reflected.
  • attribute information such as character physical strength, size (height, weight, etc.), form, facial expression, etc. may be reflected on the character.
  • the configuration in which the game server 1 includes the initial state character storage control unit 51i and the owned player card storage control unit 51c (character storage control unit) has been described, but the present invention is not limited to this. That is, the information on the initial state character and the character owned by each user can be stored and controlled by the terminal device 3 of each user. Therefore, the initial state character storage control means 51i and the owned player card storage control means 51c may be configured as a system configuration provided on the terminal device 3 side.
  • the storage device may include the RAM 13 and auxiliary storage device 14 of the game server 1, the database server 2, the RAM 33 and auxiliary storage device 39 of the terminal device 3, or a file server having a different configuration from the game management device and the terminal device 3. It may be.
  • the real event accepting unit 55 accepts a real event via the input device 17 such as a keyboard or a mouse, or accepts a real event by receiving information from another server.
  • the configuration has been described, the present invention is not limited to this.
  • a configuration in which the real event is automatically received by image processing is also included.
  • a quiz game for a real event that a talent (actual thing) correctly answers a quiz (or incorrect answer) in a real-world TV program, information on whether the answer is correct or incorrect is written in text etc.
  • the actual event can be automatically recognized by analyzing the video data of the program (such as a television signal) by image processing.
  • the game execution program is mounted on the game server 1 side, and the game server 1 performs arithmetic processing and data processing for the game progress according to the input operation in the terminal device 3 of each user.
  • the application example to the game system in which the game progresses by transmitting the screen data reflecting the execution result to the terminal device 3 has been described.
  • This is a so-called client-server game system, but is not limited to this.
  • the game server 1 manages game information related to the user's friends and the like, and provides game services such as exchange within the game to the user.
  • the present invention can also be applied to a game system performed on the device side.
  • the present invention can also be applied to a game system in which part or all of the game execution program is downloaded or installed on the user terminal device side and the game execution processing is performed also on the terminal device.
  • a user terminal device peers with another user terminal device by Internet communication, wireless LAN communication, short-range wireless communication using a predetermined frequency band (for example, 2.4 GHz frequency band), or wired LAN communication.
  • a predetermined frequency band for example, 2.4 GHz frequency band
  • wired LAN communication for example, 2.4 GHz frequency band
  • -It is also possible to execute a peer-to-peer game by connecting two to peers.
  • a user terminal device various devices that can be connected to a game server (game management device) and receive a game service can be applied.
  • PDA personal computers, and tablet computers
  • home video game devices having a network connection function game devices configured by connecting home video game machines to home televisions
  • a portable game-dedicated device is also applicable.
  • the server device only transmits the information on the real event to the terminal device, and the terminal device that has received the information on the real event has the game information management means 51, the game progress means shown in FIG. 4, FIG. 30, or FIG. 52, operation accepting means 56, relation information storage control means 57, support target registration means 58, reflection means 59, character registration means 60, target character registration means 61, and the like.
  • This game system will be described below with reference to FIGS. 39 and 40.
  • the same member number is attached
  • the game system includes a server device 200 and a terminal device 300 (game device).
  • the server device 200 includes the real event reception unit 55 and a transmission unit 201 that transmits information related to the real event to the terminal device 300.
  • the hardware configuration of the server device 200 is the same as the hardware configuration of the game server 1 shown in FIG.
  • the terminal device 300 functionally includes a receiving unit 301, a game information managing unit 351, a game progressing unit 352, an operation receiving unit 356, a related information storage control unit 357, a support target registration unit. 358, reflection means 359, character registration means 360, target character registration means 361, and the like.
  • the hardware configuration of the terminal device 300 is the same as the hardware configuration of the terminal device 3 illustrated in FIG. 3.
  • the receiving unit 301 has a function of receiving information related to a real event transmitted from the transmitting unit 201 of the server apparatus 200.
  • Each means 356, 357, 358, 359, 360, 361 has basically the same function as each means 56, 57, 58, 59, 60, 61 shown in FIG. 4, FIG. 30, or FIG. Have. That is, each means 356, 357, 358, 359, 360, 361 of the terminal device 300 executes processing according to the operation on the terminal device 300, whereas each means 56, 57, 58, 59, 60, and 61 have the same functions and configurations except for the difference that the processing is executed while performing communication between the game server 1 and the terminal device 3.
  • the game system including the server device 200 and the terminal device 300 has the same effects as the game system including the game server 1 and the terminal device 3 shown in FIG. [Other Embodiments] Configuration having a storage control function for storing various information in a storage device (user information storage control means 51a, level information storage control means 51b, owned player card storage control means 51c (character storage control means), owned point storage control means 51d, The owned coin storage control means 51e, the owned item storage control means 51f, the battle result storage control means 51g, the ranking storage control means 51h, the initial state character storage control means 51i, etc.), the storage device itself is not included in the configuration. It may be installed anywhere, whether inside or outside the game management device (or game system).
  • the storage device is a RAM 13 or auxiliary storage device 14 that the game server 1 has, a database server 2, a RAM 33 or auxiliary storage device 39 that the terminal device 3 has, or a file server (online that is different from the game management device or terminal device). Storage) or the like.
  • the server game server 1, database server 2 and the terminal device can communicate with each other to send and receive various data, and an information processing device (CPU, ROM, RAM, auxiliary storage device, communication control unit, etc.) Computer) having the same hardware configuration. Therefore, in a game system including a server and a terminal device, each means included in the game management device described in each of the above embodiments may be provided in either the server or the terminal device.
  • the game management device can be configured to be provided in a server and a terminal device that communicate with each other to send and receive various data, and achieve the same effects as the above-described embodiment.
  • the computer-readable program according to the present embodiment is recorded on various computer-readable recording media such as a hard disk, an optical disk (CD-ROM, DVD-ROM, etc.), a flexible disk, a semiconductor memory, and the like. And is executed by the CPU of the game management device or terminal device. Further, the means for providing the program to the game management device or the terminal device is not limited to the recording medium described above, and can be performed via a communication network such as the Internet. [Outline of Embodiment]
  • a game management device is a game management device that communicates with a terminal device and manages a game, and stores character information owned by a user in a storage device;
  • Real event accepting means for accepting information on a real event occurring in the real world, and operation accepting means for setting a predetermined accepting period for the real event and accepting operation information relating to an operation on the terminal device during the accepting period
  • relation information storage control means for preliminarily storing in the storage device the relationship information between the operation on the terminal device corresponding to the real event and the attribute information to be reflected on the character based on the operation, during the reception period
  • the attribute information acquired based on the relationship information is transferred to the character owned by the user.
  • Comprising a reflection means for performing a reflection process to imaged, the.
  • the game management device having this configuration can be configured by an information processing device such as a server that can communicate with each user's terminal device, and manages various games such as online games and social games.
  • an information processing device such as a server that can communicate with each user's terminal device, and manages various games such as online games and social games.
  • the game management device includes character storage control means for storing information on characters owned by the user in a storage device. Since the storage device itself is not included in this configuration, it may be installed anywhere, whether inside or outside the game management device.
  • the character owned by the user is a hand-held character that the user obtains in the game and uses or collects during the game.
  • the user's operation on the terminal device changes the character attribute in conjunction with a real event that occurs in the real world (the attribute information corresponding to the real event is reflected).
  • the attributes include the ability, physical strength, size (height, weight, etc.), form, facial expression, etc. of the character.
  • the game management device includes a real event receiving unit that receives information regarding a real event that occurs in the real world. That is, the real event accepting unit has a function of taking information related to the real event into the game management device.
  • a real event that occurs in the real world for example, there is an event that a score or a point is entered during various games such as baseball, soccer, tennis, American football, basketball, and volleyball.
  • an event that ranking is determined in various races such as horse racing and racing cars.
  • the information related to the actual event may be provided directly to the game management device by a person observing the actual event or provided via a network or the like. It may be information provided from a server of a similar company. Taking baseball as an example, there are information providing servers that provide information such as hits by real players for each ball. Information can also be imported into the game management device. Further, the information related to the actual event may be information acquired by automatically analyzing the image or sound of the actual event.
  • the operation accepting means sets a predetermined acceptance period for the actual event accepted by the actual event accepting means, and accepts operation information related to the operation at the terminal device during the acceptance period.
  • a reception period is set for a real event (such as a hit) that occurs in a baseball game in the real world.
  • the operation accepting means may set a reception period for the actual event every time a real event such as a hit occurs. For a real event such as a hit that occurred during inning, You may set a reception period collectively. Alternatively, every time a predetermined time (for example, 15 minutes) elapses from the start of a baseball game, a reception period may be set for all real events that occurred during that time.
  • the reception period may be a period of a predetermined length such as 1 minute, 3 minutes, 5 minutes, or until the next inning is completed until the next real event occurs.
  • the user In order for the user to reflect the attribute information corresponding to the actual event in the character, the user must perform a predetermined operation on the terminal device during the reception period.
  • the game management device includes a relationship information storage control unit that stores in a storage device in advance relationship information between an operation on a terminal device corresponding to a real event and attribute information to be reflected in a character based on the operation.
  • a relationship information storage control unit that stores in a storage device in advance relationship information between an operation on a terminal device corresponding to a real event and attribute information to be reflected in a character based on the operation.
  • the ability of “+20” is reflected in the character by a reflection operation (operation for reflecting attribute information) on the terminal device corresponding to the real event “single hit”.
  • Attribute information indicating that the ability of “+100” is reflected on the character by the reflection operation on the terminal device corresponding to the real event “Home run” is stored as the relationship information.
  • the reflecting means receives the operation information during the reception period, and executes a reflection process for reflecting the attribute information according to the actual event acquired based on the relation information on the character.
  • a reflection operation for example, a reflection button displayed on the screen of the terminal device
  • the attribute information corresponding to the actual event (such as a hit) that occurred in the inning is reflected in the character.
  • the necessary reflection operation is not performed on the terminal device during the reception period, the attribute information corresponding to the actual event that has occurred in the inning is not reflected on the character.
  • attribute information corresponding to a real event occurring in the real world can be reflected on a character owned by the user through the user's intention (operation).
  • the user goes to a place where a real event occurs, such as a real-world baseball field, or performs a predetermined reflection operation on his / her terminal device while watching the real event in real time on TV, radio, the Internet, etc.
  • a real event such as a real-world baseball field
  • the user enjoys a game play in which attribute information corresponding to a real event is reflected on the character (for example, when the ability is reflected as attribute information, character development).
  • the attribute information reflected in the character varies greatly depending on the real event (single hit, home run, etc.) that occurs in the real world, and the user does not perform a reflection operation during the reception period provided for the real event, Since the opportunity to reflect the attribute information of the corner is missed, the user can play the game with realism and tension while watching real-world real events (such as baseball games). As a result, it is possible to realize a highly entertaining game that can be played with a sense of realism and tension that is linked to a real event that occurs in the real world.
  • the real event includes a reference event that defines a timing in the game that allows the attribute of the character to be changed, and the operation accepting unit is configured to generate a reference event when the reference event occurs. It is desirable to start the reception period for a real event that has occurred after a reference event immediately before the reference event.
  • the real event that occurs in the real world and is taken into the game management device by the real event accepting means includes the reference event.
  • the operation reception unit starts the reception period for a real event that has occurred after the reference event immediately before the reference event.
  • the reference event defines the timing in the game that allows the character attributes to be changed.
  • the reference event is a reference event that defines the start timing of the reception period. Any real event that occurs in the real world can be used as a reference event. All of the arbitrary real events may be set as the reference events, or a part of the real events may be set as the reference events.
  • each real event will be accepted for each real event.
  • the acceptance period does not start immediately after each real event (such as a hit) occurs, but it waits for the end of the inning and accepts all the real events that occurred after the end of the previous inning.
  • a real event that the inning ends is a reference event.
  • the operation reception means starts a reception period for the hit or theft. In short, all acceptances for individual real events that occurred during the third inning start from the end of the inning.
  • this configuration regulates the start timing of the reception period, and can take various forms regarding the length of the reception period itself, in other words, the end timing of the reception period.
  • the end timing of the reception period may be 1 minute, 3 minutes, 5 minutes, etc. from the start of the reception period, or until the next real event occurs. Alternatively, it may be until the start of the next inning.
  • a reception period may be generated many times during baseball inning, or at each end of inning The reception period can be generated, and the frequency of setting the reception period can be changed.
  • a reference event that generates a reception period occurs in the real world, the user who views it understands the start of the reception period and performs operations within the reception period so as not to miss the opportunity to reflect attribute information become.
  • a predetermined time for example, 15 minutes
  • a reference event is set such that a reception period is set for real events that occurred during that time.
  • the start of the reception period that is, the timing of the reflection operation
  • the game management device provides the user with a game environment that allows the user to play with realism and tension while watching real-world real-world events. It is possible to guide the user in the direction of playing the game while watching real-world real-time events in real time so that the game can be utilized to the maximum.
  • the reflection unit acquires the operation information during the reception period based on the relationship information as the timing of receiving the operation information is later It is desirable to reduce the degree of reflection of the attribute information on the character.
  • the degree of reflection of the attribute information on the character is suppressed to a lower level.
  • a reception period from the end of one inning to the end of the next inning is provided in a baseball game, and reflection information of “+100” is provided as attribute information corresponding to a real event such as a hit that occurred during the one inning.
  • reflection information of “+100” is provided as attribute information corresponding to a real event such as a hit that occurred during the one inning.
  • a specific example is given assuming that is acquired. For example, if the reflection operation by the user is performed within one minute from the start of the reception period, the ability of “+100” is reflected to the character, but the timing of the reflection operation is within two minutes after the lapse of one minute.
  • the degree of reflection is gradually reduced every minute, but the degree of reflection may be continuously reduced according to the elapsed time from the start of the reception period.
  • the user in order for the attribute information to be reflected in the character with a high degree of reflection each time a reception period is set, the user accurately recognizes the start of the reception period (such as the occurrence of a reference event that triggered the reception period). It is necessary to perform a reflection operation immediately after the start of the reception period. In order to do so, it is necessary to actually view real-world real-time events in real time, and it is difficult to efficiently grow characters even if a reflection operation is performed at an appropriate timing without doing so. .
  • the game management device provides the user with a game environment that allows the user to play with realism and tension while watching real-world real-world events. In order to make the best use of the game, it is possible to guide the user more strongly in the direction of playing the game while viewing real-world real-time events in real time.
  • the relation information includes an operation on the terminal device corresponding to a real event for reflecting attribute information that is advantageous to the character to the game; Correspondence with attribute information that is advantageous on the game based on the operation, an operation on the terminal device corresponding to a real event for reflecting the attribute information that is disadvantageous on the game to the character, and a game based on the operation It is desirable that the correspondence with the attribute information that is disadvantageous is included.
  • the relationship information includes not only attribute information that is advantageous for the game but also attribute information that is disadvantageous for the game.
  • attribute information that is disadvantageous in the game due to the user's reflection operation (for example, negative ability) Value) may be reflected.
  • the game management device provides the user with a game environment that allows the user to play with realism and tension while watching real-world real-world events. Inclusion increases the tension, and the user can be more strongly guided in the direction of playing the game while watching real-world real-time events in real time.
  • the real event occurs when a plurality of people, a plurality of animals, or a plurality of groups compete, and is performed at the terminal device.
  • a reflection target registration unit that registers the reflection target based on operation information related to an operation of selecting the reflection target from the plurality of people, a plurality of animals, or a plurality of groups, and the reflection unit includes the reflection target It is desirable that the attribute information corresponding to the real phenomenon about the reflection target registered in the registration unit is acquired based on the relationship information, and the acquired attribute information is reflected on the character.
  • real-world real-world events that are the target of the game are those in which multiple players compete (such as a tennis match in which two tennis players play in a single match), or in which multiple animals compete (multiple horses). Or a plurality of groups competing (such as a baseball game between two baseball teams).
  • the user can register the reflection target, and the attribute information corresponding to the activity of the registered reflection target in the real world can be reflected on the character. For example, in the case of a baseball game where two baseball teams A and B face each other in the real world, the user may select a baseball team on the side that he / she wants to support or expects to play an active role as a reflection target. it can.
  • the reflection target registration unit reflects the baseball team A.
  • the reflection means acquires attribute information corresponding to a real event (such as a hit of a player of the baseball team A) about the baseball team A to be reflected based on the relationship information, To reflect.
  • a real event about the baseball team B such as a hit of a player of the baseball team B
  • the baseball team B is not a reflection target and thus does not affect the attributes of the character.
  • the real event occurs when a plurality of groups composed of a plurality of members compete, and the reflection target registration means is performed by the terminal device.
  • Target member registration means for registering the selected member as a target member based on operation information related to an operation for selecting the target as a reflection target
  • the reflection means is a target group registered in the target group registration means
  • the attribute information corresponding to the actual event about the is acquired based on the relationship information, the acquired attribute information
  • the target member is not registered as a target for reflection. It is desirable to reflect the attribute information more greatly on the character than in the case of a normal member.
  • the real-world real event that is the target of the game is an event (such as a baseball game where two baseball teams compete) in which a plurality of groups composed of a plurality of players participate. Then, the user can select not only a reflection target group (target group) but also at least one member in the target group as a reflection target.
  • a baseball game where two baseball teams A and B play in the real world will be described as an example.
  • the user can select a baseball team (target group) that he / she wants to support or expects to play an active role and a real player (target member) in the baseball team.
  • target group a baseball team
  • target member a real player
  • the game management device that has received information on this operation
  • the target group registration unit registers baseball team A as a target group
  • the target member registration unit registers real player A as a target member.
  • the reflection unit acquires attribute information corresponding to the real event for the baseball team A registered in the target group registration unit based on the relationship information, and the acquired attribute information is the character To reflect.
  • the reflection means is a normal one in which the real player A is not registered as a reflection target.
  • the attribute information is reflected more largely on the character than if it was a member. For example, when a real player of baseball team A hits a home run and the ability of “+100” is reflected in the character as attribute information, the real player A who is the target member hit the home run. Is reflected in the character with twice the ability of “+200”.
  • the attribute information corresponding to the activity in the real world of the target group selected by the user is reflected in the character, but also if the target member selected by the user is active in the real world, The attribute information can be reflected more largely on the character. Therefore, for example, even if the target group registered by the user is not good, if the target member registered by the user plays an active role (for example, 4 hits, 4 hits), a large growth of the character can be expected. Also, if both the target group and the target member are active, the character can grow considerably.
  • the game management device selects a target character that reflects attribute information among a plurality of characters owned by the user, which is performed on the user's terminal device. It is desirable to further include target character registration means for registering the selected target character based on the operation information regarding the operation to be selected.
  • the reflecting means preferably performs the reflecting process on the target character registered in the target character registering means.
  • the user can arbitrarily select a target character to which the attribute information is reflected from among a plurality of characters owned by the user.
  • the target character registration unit registers the target character selected by the user in the game management device that has received the operation information.
  • the reflection means executes the reflection process on the target character registered in the target character registration means.
  • the user can analyze and examine the attributes of the handheld character and select a desired character as the target character, thereby improving the game performance. For example, in a baseball game, a user owns a character at each position such as a pitcher, catcher, first baseman, etc., and attribute information of ability values according to real events is reflected in the character. The user can, for example, analyze a character in the lowest position in terms of ability and use the character as a target character, thereby making a strategy such as bottom-up of his team.
  • the real event is generated by a plurality of real objects including n (n is an integer of 2 or more).
  • the reflecting means associates the n actual objects with n characters owned by the user on a one-to-one basis, and the attribute information corresponding to the real event for each of the n actual objects is represented by the relationship. It is desirable to acquire each attribute based on the information and reflect the acquired attribute information to the character associated with each entity.
  • a real-world real event in which a real event occurs due to a plurality of real objects including n real objects is a target of the game.
  • the real thing means a person or an animal in the real world.
  • real objects include real players of various sports such as baseball, soccer, American football, basketball, etc., talents, celebrities, and horse racing who respond to quizzes on TV, radio, Internet, cable, satellite broadcasting programs. This applies to racehorses running in this race. For example, a baseball game including nine real players (actual objects) in batting order Nos. 1 to 9 is the target of the game.
  • the reflecting means associates the n real objects in the real world with the n characters owned by the user on a one-to-one basis, and the capability information corresponding to each real event for each of the n actual objects is stored in each real object.
  • Each character is associated with an object. For example, taking a baseball game linked to a real-world baseball game as an example, each player's actual activity (real event) of the batting order Nos. 1 to 9 of the real-world baseball team is reflected through the user's reflection operation. Thus, it can be reflected on the characters of the user's in-game order (characters of batting order Nos. 1 to 9). In this example, if the user expects the real players in the batting order Nos.
  • a game system is a game system including a game management device that manages a game and a terminal device that communicates with the game management device, and is owned by a user.
  • Character storage control means for storing information on the character to be stored in a storage device
  • real event reception means for receiving information on a real event that occurs in the real world
  • a predetermined reception period is set for the real event
  • Operation accepting means for accepting operation information related to operations at the terminal device, relation information between the operation at the terminal device corresponding to the real event and the attribute information to be reflected on the character based on the operation stored in a storage device in advance
  • a relation information storage control means that receives the operation information during the acceptance period, and obtains based on the relation information.
  • the attribute information either reflecting means for executing the reflection process to be reflected on the character that the user owns, the respective means of the terminal device or the game management device is provided with.
  • a game system is a game system including a server device and a terminal device, wherein the server device receives information on a real event that occurs in the real world. Means, and transmission means for transmitting information relating to the actual event to the terminal device, wherein the terminal device includes character storage control means for storing information on characters owned by the user in a storage device, and the transmission means.
  • a receiving unit configured to receive the transmitted information related to the real event; an operation receiving unit configured to set a predetermined reception period for the real event; and to receive a predetermined operation during the reception period; and corresponding to the real event Relation information storage control for storing relation information between an operation and attribute information reflected on the character based on the operation in a storage device in advance And a reflecting means for performing a reflecting process for reflecting the attribute information acquired based on the relation information to the character owned by a user in response to the predetermined operation during the reception period.
  • a game management method is a game management method in a computer that manages a game by communicating with a terminal device, and the computer stores information on characters owned by the user in a storage device.
  • a character storage control step to store, a real event reception step in which the computer receives information on a real event that occurs in the real world, and a computer sets a predetermined reception period for the real event,
  • An operation receiving step for receiving operation information related to an operation on the terminal device, and information related to an operation performed on the terminal device corresponding to the real event and attribute information reflected on the character based on the operation in advance.
  • the related information storage control step stored in the storage device and the computer By receiving the operation information during the reception period includes the attribute information acquired on the basis of the relation information, a reflecting step the user performs the reflection process to be reflected on the character that owns, the.
  • a program according to still another aspect of the present invention is a program for causing a computer to operate as a game management device that communicates with a terminal device and manages a game, and is a character owned by a user.
  • Character storage control means for storing the information in the storage device, real event acceptance means for accepting information on real events occurring in the real world, a predetermined acceptance period for the real events, and the terminal during the acceptance period
  • Operation accepting means for accepting operation information related to operation on the device, a relationship in which relation information between the operation on the terminal device corresponding to the real event and the attribute information reflected on the character based on the operation is stored in the storage device in advance
  • An information storage control means for receiving said operation information during said acceptance period, thereby said relation information
  • a recording medium according to still another aspect of the present invention is a computer-readable recording medium recording the program described in 12) above.
  • the present invention is suitably applied to a game management device, a game system, a game management method, a program, and a recording medium that provide various game services such as an online game, a social game, and cloud gaming. Since it can be provided, it is industrially usable.

Abstract

A game management device for communicating with a terminal device and managing a game is provided with: an operation receiving means for setting a prescribed reception period in relation to a real event that occurs in the real world, and for receiving a user operation during the reception period; a relationship information storage control means for storing in a storage device in advance the relationship information between a real event and ability information to be reflected in a user-owned character; and a reflection means for executing a reflection process for reflecting, in a user-owned character, attribute information acquired on the basis of the relationship information in accordance with the operation of a user during a reception period.

Description

ゲーム管理装置、ゲームシステム、ゲーム管理方法、プログラム及び記録媒体GAME MANAGEMENT DEVICE, GAME SYSTEM, GAME MANAGEMENT METHOD, PROGRAM, AND RECORDING MEDIUM
 本出願は、2012月3月7日提出の日本国特許出願第2012-051031を基礎として優先権を主張するものであり、その記載内容の全てをここに援用する。 This application claims priority on the basis of Japanese Patent Application No. 2012-051031 filed on March 7, 2012, the entire contents of which are incorporated herein by reference.
 本発明は、各ユーザのゲーム情報を管理するゲーム管理装置、ゲームシステム、ゲーム管理方法、プログラム及び記録媒体に関するものである。 The present invention relates to a game management device, a game system, a game management method, a program, and a recording medium for managing game information of each user.
 従来から、現実世界で起きている状況を、リアルタイムでゲーム中に確認できるようにしたり、ゲームの場面に反映させたりするゲームシステムが提案されている。例えば、現実世界の野球の試合の得点経過等を、ゲーム中の画面においてスコアボード形式で確認できるようにしたゲームシステムがある(特許文献1参照)。また、現実世界の野球の試合で例えば2死満塁の場面となり、ユーザが2死満塁の場面からゲームを開始したいと考えた場合に、現実世界の打者の打率等をゲーム内キャラクタに反映させた2死満塁の場面をゲーム内に再現することができるゲームシムテムもある(特許文献2参照)。 Conventionally, there has been proposed a game system that allows the situation occurring in the real world to be confirmed in the game in real time or reflected in the game scene. For example, there is a game system in which a score progress of a baseball game in the real world can be confirmed in a scoreboard format on a screen during the game (see Patent Document 1). In addition, in a real-world baseball game, for example, when the user wants to start the game from a 2-death full game, the batting rate of the real world batter is reflected in the in-game character. There is also a game Simtem that can reproduce a scene of 2 deaths in the game (see Patent Document 2).
特開2008-061874号公報JP 2008-061874 A 特開2000-308757号公報JP 2000-308757 A
 上記従来のゲームシステムでは、ゲーム内で現実世界の情報を確認できたり、ゲーム内で現実世界の一場面を再現できたりするものの、これらは現実世界で起きている状況をそのままゲームに投影しただけに過ぎず、それ以上ゲーム性を高められるものではなかった。そこで、よりゲーム性を向上させた興趣性の高いゲームの実現が望まれる。 In the above conventional game system, information on the real world can be confirmed in the game, or one scene of the real world can be reproduced in the game, but these are simply projected on the game in the real world. However, it was not something that could improve the game. Therefore, realization of a highly interesting game with improved game performance is desired.
 本発明は、上記の問題に鑑みてなされたものであり、その目的は、現実世界で発生する事象をゲームに連動させた興趣性の高いゲームを実現することができるゲーム管理装置、ゲームシステム、ゲーム管理方法、プログラム及び記録媒体を提供することである。 The present invention has been made in view of the above problems, and its purpose is to provide a game management device, a game system, and a game system that can realize a highly entertaining game in which an event that occurs in the real world is linked to the game. It is to provide a game management method, a program, and a recording medium.
 本発明の一局面によるゲーム管理装置は、端末装置と通信し、ゲームの管理を行うゲーム管理装置であって、ユーザが所有するキャラクタの情報を記憶装置に記憶するキャラクタ記憶制御手段と、現実世界で発生する現実事象に関する情報を受け付ける現実事象受付手段と、前記現実事象に対して所定の受付期間を設定し、当該受付期間中における前記端末装置での操作に関する操作情報を受け付ける操作受付手段と、前記現実事象に対応する前記端末装置での操作と、当該操作に基づく前記キャラクタに反映させる属性情報との関係情報を予め記憶装置に記憶する関係情報記憶制御手段と、前記受付期間中に前記操作情報を受信することにより、前記関係情報に基づいて取得した前記属性情報を、ユーザが所有する前記キャラクタに反映させる反映処理を実行する反映手段と、を備える。 A game management device according to an aspect of the present invention is a game management device that communicates with a terminal device and manages a game, and stores character information owned by a user in a storage device; A real event accepting unit that accepts information related to a real event that occurs in an operation, an operation accepting unit that sets a predetermined accepting period for the real event, and accepts operation information related to operations at the terminal device during the accepting period; Relation information storage control means for preliminarily storing in a storage device relation information between an operation on the terminal device corresponding to the real event and attribute information to be reflected on the character based on the operation; and the operation during the reception period By receiving information, the attribute information acquired based on the relationship information is reflected in the character owned by the user Comprising a reflection means for performing a reflection process to the.
 本発明の他の一局面によるゲームシステムは、ゲームの管理を行うゲーム管理装置と、当該ゲーム管理装置との間で通信を行う端末装置と、を含むゲームシステムであって、ユーザが所有するキャラクタの情報を記憶装置に記憶するキャラクタ記憶制御手段、現実世界で発生する現実事象に関する情報を受け付ける現実事象受付手段、前記現実事象に対して所定の受付期間を設定し、当該受付期間中における前記端末装置での操作に関する操作情報を受け付ける操作受付手段、前記現実事象に対応する前記端末装置での操作と、当該操作に基づく前記キャラクタに反映させる属性情報との関係情報を予め記憶装置に記憶する関係情報記憶制御手段、前記受付期間中に前記操作情報を受信することにより、前記関係情報に基づいて取得した前記属性情報を、ユーザが所有する前記キャラクタに反映させる反映処理を実行する反映手段、の各手段を前記端末装置又は前記ゲーム管理装置の何れかが備えている。 A game system according to another aspect of the present invention is a game system including a game management device that manages a game and a terminal device that communicates with the game management device. Character storage control means for storing the information in the storage device, real event acceptance means for accepting information on real events occurring in the real world, a predetermined acceptance period for the real events, and the terminal during the acceptance period Operation accepting means for accepting operation information related to operation on the device, a relationship in which relation information between the operation on the terminal device corresponding to the real event and the attribute information reflected on the character based on the operation is stored in the storage device in advance Information storage control means, before acquiring based on the relation information by receiving the operation information during the acceptance period Attribute information, any users reflecting unit to execute the reflection process to be reflected on the character that owns the terminal device or the game management device the means of the is provided with.
 本発明の更に他の一局面によるゲームシステムは、サーバ装置と、端末装置と、を含むゲームシステムであって、前記サーバ装置は、現実世界で発生する現実事象に関する情報を受け付ける現実事象受付手段と、前記現実事象に関する情報を前記端末装置に送信する送信手段と、を備え、前記端末装置は、ユーザが所有するキャラクタの情報を記憶装置に記憶するキャラクタ記憶制御手段と、前記送信手段によって送信された前記現実事象に関する情報を受信する受信手段と、前記現実事象に対して所定の受付期間を設定し、当該受付期間中に所定の操作を受け付ける操作受付手段と、前記現実事象に対応する操作と、当該操作に基づく前記キャラクタに反映させる属性情報との関係情報を予め記憶装置に記憶する関係情報記憶制御手段と、前記受付期間中の前記所定の操作に応じて、前記関係情報に基づいて取得した前記属性情報を、ユーザが所有する前記キャラクタに反映させる反映処理を実行する反映手段と、を備えている。 A game system according to still another aspect of the present invention is a game system including a server device and a terminal device, wherein the server device includes a real event receiving unit that receives information regarding a real event that occurs in the real world. And transmitting means for transmitting information relating to the real event to the terminal device, wherein the terminal device is transmitted by the character storage control means for storing information on characters owned by the user in a storage device, and the transmitting means. Receiving means for receiving information related to the real event; operation accepting means for setting a predetermined reception period for the real event and receiving a predetermined operation during the reception period; and an operation corresponding to the real event; A relation information storage control means for storing relation information with attribute information to be reflected on the character based on the operation in advance in a storage device; According to the specific operation in the receiving period, the attribute information obtained based on the relationship information, the user is provided with a reflection means for performing a reflection process to be reflected on the character owned.
 本発明の更に他の一局面によるゲーム管理方法は、端末装置と通信し、ゲームの管理を行うコンピュータにおけるゲーム管理方法であって、コンピュータが、ユーザが所有するキャラクタの情報を記憶装置に記憶するキャラクタ記憶制御ステップと、コンピュータが、現実世界で発生する現実事象に関する情報を受け付ける現実事象受付ステップと、コンピュータが、前記現実事象に対して所定の受付期間を設定し、当該受付期間中における前記端末装置での操作に関する操作情報を受け付ける操作受付ステップと、コンピュータが、前記現実事象に対応する前記端末装置での操作と、当該操作に基づく前記キャラクタに反映させる属性情報との関係情報を予め記憶装置に記憶する関係情報記憶制御ステップと、コンピュータが、前記受付期間中に前記操作情報を受信することにより、前記関係情報に基づいて取得した前記属性情報を、ユーザが所有する前記キャラクタに反映させる反映処理を実行する反映ステップと、を備える。 A game management method according to still another aspect of the present invention is a game management method in a computer that communicates with a terminal device and manages a game, and the computer stores character information owned by the user in a storage device. A character storage control step, a real event reception step in which the computer receives information on a real event that occurs in the real world, and a computer sets a predetermined reception period for the real event, and the terminal during the reception period An operation receiving step for receiving operation information relating to operation on the device, and a storage device that stores in advance relationship information between the operation on the terminal device corresponding to the real event and the attribute information reflected on the character based on the operation A relation information storage control step stored in the computer and the computer By receiving the operation information during comprises the attribute information acquired on the basis of the relation information, a reflecting step the user performs the reflection process to be reflected on the character that owns, the.
 本発明の更に他の一局面によるプログラムは、コンピュータを、端末装置と通信し、ゲームの管理を行うゲーム管理装置として動作させるためのプログラムであって、前記コンピュータを、ユーザが所有するキャラクタの情報を記憶装置に記憶するキャラクタ記憶制御手段、現実世界で発生する現実事象に関する情報を受け付ける現実事象受付手段、前記現実事象に対して所定の受付期間を設定し、当該受付期間中における前記端末装置での操作に関する操作情報を受け付ける操作受付手段、前記現実事象に対応する前記端末装置での操作と、当該操作に基づく前記キャラクタに反映させる属性情報との関係情報を予め記憶装置に記憶する関係情報記憶制御手段、前記受付期間中に前記操作情報を受信することにより、前記関係情報に基づいて取得した前記属性情報を、ユーザが所有する前記キャラクタに反映させる反映処理を実行する反映手段、として機能させるためのプログラムである。 A program according to still another aspect of the present invention is a program for causing a computer to operate as a game management device that communicates with a terminal device and manages a game, and information about characters owned by a user. Character storage control means for storing information in a storage device, real event reception means for receiving information on real events that occur in the real world, a predetermined reception period for the real events, and the terminal device during the reception period An operation accepting means for accepting operation information related to the operation, a relation information storage for preliminarily storing relation information between an operation on the terminal device corresponding to the real event and attribute information reflected on the character based on the operation in a storage device The control means receives the operation information during the reception period, and thereby based on the relationship information. The attribute information acquired Te, and a program for causing the user reflecting unit that executes a reflection process to be reflected on the character that owns functions as.
 なお、本発明のゲーム管理装置及びゲームシステムは、コンピュータによって実現してもよく、この場合には、コンピュータを上記各手段として動作させることにより、上記ゲーム装置をコンピュータにて実現させるプログラム及びそれを記録したコンピュータ読み取り可能な記録媒体も本発明の範疇に入る。 The game management device and the game system of the present invention may be realized by a computer. In this case, a program for realizing the game device on a computer by causing the computer to operate as the above-described means, and the program. A recorded computer-readable recording medium also falls within the scope of the present invention.
 本発明によれば、現実世界で発生する現実事象と連動させた、臨場感と緊張感を備えたプレイが可能な興趣性の高いゲームを実現できる。 According to the present invention, it is possible to realize a highly entertaining game that can be played with a sense of presence and tension linked to a real event that occurs in the real world.
 本発明の目的、特徴及び利点は、以下の詳細な説明と添付図面とによって、より明白となる。 The objects, features and advantages of the present invention will become more apparent from the following detailed description and the accompanying drawings.
本発明の一実施の形態に係るゲームシステムの構成例を示す説明図である。It is explanatory drawing which shows the structural example of the game system which concerns on one embodiment of this invention. ゲーム管理装置のハード構成の一例を示すブロック図である。It is a block diagram which shows an example of the hardware constitutions of a game management apparatus. 端末装置のハード構成の一例を示すブロック図である。It is a block diagram which shows an example of the hardware constitutions of a terminal device. ゲーム管理装置の機能的構成の一例を示す機能ブロック図である。It is a functional block diagram which shows an example of a functional structure of a game management apparatus. ゲーム情報管理手段の機能的構成の一例を示す機能ブロック図である。It is a functional block diagram which shows an example of a functional structure of a game information management means. ゲーム情報管理手段が管理するゲーム情報の一例を示す説明図である。It is explanatory drawing which shows an example of the game information which a game information management means manages. 初期状態キャラクタ情報の一例を示す説明図である。It is explanatory drawing which shows an example of initial state character information. 初期状態キャラクタ情報(能力情報反映中)の一例を示す説明図である。It is explanatory drawing which shows an example of initial state character information (during ability information reflection). 仲間情報の一例を示す説明図である。It is explanatory drawing which shows an example of fellow information. 仲間に関する情報の一例を示す説明図である。It is explanatory drawing which shows an example of the information regarding a friend. 仲間に関する情報の他の例を示す説明図である。It is explanatory drawing which shows the other example of the information regarding a friend. 仲間に関する情報の他の例を示す説明図である。It is explanatory drawing which shows the other example of the information regarding a friend. 仲間に関する情報の他の例を示す説明図である。It is explanatory drawing which shows the other example of the information regarding a friend. 関係情報の一例を示す説明図である。It is explanatory drawing which shows an example of relationship information. 関係情報の他の例を示す説明図である。It is explanatory drawing which shows the other example of relationship information. 関係情報の他の例を示す説明図である。It is explanatory drawing which shows the other example of relationship information. 関係情報の他の例を示す説明図である。It is explanatory drawing which shows the other example of relationship information. 現実事象に関する情報の記憶例を示す説明図である。It is explanatory drawing which shows the example of a memory | storage of the information regarding a real event. メイン画面の一例を示す説明図である。It is explanatory drawing which shows an example of a main screen. リアルタイム連動育成イベント登録画面の一例を示す説明図である。It is explanatory drawing which shows an example of a real-time interlocking | fostering event registration screen. 受付期間中に表示される画面の一例を示す説明図である。It is explanatory drawing which shows an example of the screen displayed during a reception period. キャラクタに能力情報が反映されたことを報知する画面の一例を示す説明図である。It is explanatory drawing which shows an example of the screen which alert | reports that ability information was reflected on the character. 受付期間中に表示される画面の他の例を示す説明図である。It is explanatory drawing which shows the other example of the screen displayed during a reception period. キャラクタに能力情報が反映されたことを報知する画面の他の例を示す説明図である。It is explanatory drawing which shows the other example of the screen which alert | reports that ability information was reflected on the character. キャラクタの育成完了を報知する画面の一例を示す説明図である。It is explanatory drawing which shows an example of the screen which alert | reports completion of character training. 育成が完了したキャラクタを表示する画面の一例を示す説明図である。It is explanatory drawing which shows an example of the screen which displays the character which the training completed. 能力情報一覧画面の一例を示す説明図である。It is explanatory drawing which shows an example of a capability information list screen. 応援対象登録手段が記憶装置に記憶する情報の一例を示す説明図である。It is explanatory drawing which shows an example of the information which a support object registration means memorize | stores in a memory | storage device. ゲームシステムの動作の一例を示すフローチャートである。It is a flowchart which shows an example of operation | movement of a game system. ゲーム進行処理の一例を示すフローチャートである。It is a flowchart which shows an example of a game progress process. イベント登録処理の一例を示すフローチャートである。It is a flowchart which shows an example of an event registration process. 第1イニングの能力反映処理の一例を示す説明図である。It is explanatory drawing which shows an example of the capability reflection process of a 1st inning. 第2イニング以降の能力反映処理の一例を示す説明図である。It is explanatory drawing which shows an example of the capability reflection process after 2nd inning. 能力反映処理の他の例を示す説明図である。It is explanatory drawing which shows the other example of a capability reflection process. ゲーム管理装置の機能的構成の他の例を示す機能ブロック図である。It is a functional block diagram which shows the other example of a functional structure of a game management apparatus. 応援選手登録画面の一例を示す説明図である。It is explanatory drawing which shows an example of a support player registration screen. 現実事象に関する情報の記憶例を示す説明図である。It is explanatory drawing which shows the example of a memory | storage of the information regarding a real event. 能力反映処理の他の例を示す説明図である。It is explanatory drawing which shows the other example of a capability reflection process. キャラクタに能力情報が反映されたことを報知する画面の他の例を示す説明図である。It is explanatory drawing which shows the other example of the screen which alert | reports that ability information was reflected on the character. ゲーム管理装置の機能的構成の他の例を示す機能ブロック図である。It is a functional block diagram which shows the other example of a functional structure of a game management apparatus. 受付期間中に表示される画面の他の例を示す説明図である。It is explanatory drawing which shows the other example of the screen displayed during a reception period. 能力反映処理の他の例を示す説明図である。It is explanatory drawing which shows the other example of a capability reflection process. 関係情報の他の例を示す説明図である。It is explanatory drawing which shows the other example of relationship information. ゲームシステムの他の構成例を示すブロック図である。It is a block diagram which shows the other structural example of a game system. 端末装置の機能的構成の一例を示す機能ブロック図である。It is a functional block diagram which shows an example of a functional structure of a terminal device.
 以下、本発明の一実施の形態に係るゲーム管理装置、ゲームシステム、ゲーム管理方法、プログラム及び記録媒体について、図面を参照しながら説明する。 Hereinafter, a game management device, a game system, a game management method, a program, and a recording medium according to an embodiment of the present invention will be described with reference to the drawings.
 〔ゲームシステムの概要〕
 本発明の一実施の形態に係るゲーム管理装置が組み込まれたゲームシステムの構成例を、図1に示している。同図に示すように、このゲームシステムは、インターネットなどのネットワーク4上に設置されたゲームサーバ1と、当該ゲームサーバ1と通信可能に接続されたデータベースサーバ2と、ネットワーク4を介してゲームサーバ1と通信可能に接続できる各ユーザの端末装置3とによって構成される。
[Outline of the game system]
FIG. 1 shows a configuration example of a game system in which a game management device according to an embodiment of the present invention is incorporated. As shown in the figure, this game system includes a game server 1 installed on a network 4 such as the Internet, a database server 2 connected to be communicable with the game server 1, and a game server via the network 4. 1 and the terminal device 3 of each user that can be communicably connected.
 本実施の形態のネットワーク4は、インターネットに限定されるものではなく、ゲームサーバ1と各ユーザの端末装置3との間を通信可能に相互に接続できるものであれば、例えば、専用回線、公衆回線(電話回線、移動体通信回線等)、有線LAN(Local Area Network)、無線LAN等であってもよく、或いはインターネットとこれらを組み合わせたものであってもよい。 The network 4 according to the present embodiment is not limited to the Internet. For example, as long as the game server 1 and the terminal device 3 of each user can be connected to each other so as to communicate with each other, for example, a dedicated line, a public line, etc. It may be a line (telephone line, mobile communication line, etc.), a wired LAN (Local Area Network), a wireless LAN, or the like, or a combination of the Internet and these.
 このゲームシステムの例において、本発明の一実施の形態に係るゲーム管理装置は、ゲームサーバ1およびデータベースサーバ2から構成される。ゲームサーバ1は、ゲームサービスを受ける各ユーザの端末装置3からのネットワーク4を介したアクセスを受け付けて、各ユーザのゲーム情報をデータベースサーバ2(記憶装置)に蓄積して管理し、各ユーザにネットワーク4を介したゲームサービスを提供する。 In this example of the game system, the game management device according to an embodiment of the present invention includes a game server 1 and a database server 2. The game server 1 receives access from the terminal device 3 of each user who receives the game service via the network 4 and stores and manages game information of each user in the database server 2 (storage device). A game service is provided via the network 4.
 本実施の形態では、ゲームサーバ1によるゲームサービスの提供の一形態として、各ユーザの端末装置3に搭載されたウェブブラウザによってゲームがプレイできる、いわゆるブラウザゲームを提供する例について説明する。このブラウザゲームを提供するサービス形態では、ユーザの端末装置3にゲーム専用のソフトウェアをダウンロード又はインストールする必要がなく、端末装置3をネットワーク4に接続できる環境であれば、ユーザはどこでも気軽にゲームサーバ1から提供されるゲームサービスを楽しむことができる。 In the present embodiment, an example of providing a so-called browser game in which a game can be played by a web browser installed in each user terminal device 3 will be described as one form of game service provided by the game server 1. In the service form for providing the browser game, it is not necessary to download or install software dedicated to the game on the user's terminal device 3, and the user can easily connect to the game server anywhere as long as the terminal device 3 can be connected to the network 4. The game service provided from 1 can be enjoyed.
 このゲームシステムでは、ブラウザゲーム用のプログラム(アプリケーションソフトウェア)がゲームサーバ1に実装されており、ゲームサーバ1が、各ユーザの端末装置3における入力操作に応じてゲーム進行のための演算処理やデータ処理を実行する。そして、ゲームサーバ1は、演算処理等の実行結果に基づいてデータベースサーバ2内の各ユーザのゲーム情報を更新するとともに、当該実行結果をユーザの端末装置3の画面に表示させるためのウェブページ情報(ゲーム画面データ)を各ユーザの端末装置3に送信する。 In this game system, a program (application software) for a browser game is installed in the game server 1, and the game server 1 performs arithmetic processing and data for progressing the game in accordance with input operations on the terminal device 3 of each user. Execute the process. Then, the game server 1 updates the game information of each user in the database server 2 based on the execution result of the arithmetic processing and the like, and web page information for displaying the execution result on the screen of the user terminal device 3 (Game screen data) is transmitted to the terminal device 3 of each user.
 各ユーザの端末装置3には、ユーザーエージェントとしてウェブサイト閲覧機能を有するウェブブラウザが搭載されており、ゲームサーバ1から送信されたウェブページ情報を端末装置3の画面に表示することができるようになっている。この端末装置3としては、例えば、携帯電話端末、PHS(Personal Handy-phone System)端末、携帯情報端末(PDA:Personal Digital Assistant)、携帯電話と携帯情報端末とを融合させた携帯端末であるスマートフォン、パーソナルコンピュータ、タブレット型コンピュータまたは通信機能を有するゲーム装置(据置型または携帯型のゲーム装置)など、ネットワーク4経由でゲームサーバ1に接続してゲームサービスの提供を受けることができる様々な端末が適用できる。 Each user's terminal device 3 is equipped with a web browser having a website browsing function as a user agent so that the web page information transmitted from the game server 1 can be displayed on the screen of the terminal device 3. It has become. Examples of the terminal device 3 include a mobile phone terminal, a PHS (Personal Handy-phone System) terminal, a personal digital assistant (PDA), and a smartphone that is a mobile terminal in which a mobile phone and a mobile information terminal are integrated. Various terminals that can be connected to the game server 1 via the network 4 and receive a game service such as a personal computer, a tablet computer, or a game device having a communication function (stationary or portable game device) Applicable.
 また、本実施の形態で提供されるゲームは、ユーザが、ゲームサービスを受けている他のユーザと交流を行いながらプレイすることができる、いわゆるソーシャルゲームの要素を有するものとすることができる。例えば、本実施の形態のゲームサーバ1およびデータベースサーバ2をソーシャルネットワーキングサービス(SNS)のシステムに組み込むことによって、SNSのサービスの一つとしてソーシャルゲームサービスを提供するゲームシステムとすることができる。このようにSNSのプラットフォーム上で動作するゲームシステムによりゲームサービスをユーザに提供することもできるが、ゲームサーバ1およびデータベースサーバ2をSNSのシステムに組み込まずに、独立したゲームシステムとして構築してもよい。本ゲームシステムは、他のユーザと交流ができないようなオンラインゲームにも適用可能であるが、本実施の形態では、他のユーザと交流可能なゲームについて説明する。 In addition, the game provided in the present embodiment can have a so-called social game element that allows a user to play while interacting with other users who are receiving game services. For example, by incorporating the game server 1 and the database server 2 of the present embodiment into a social networking service (SNS) system, a game system that provides a social game service as one of the SNS services can be obtained. In this way, a game service can be provided to the user by a game system operating on the SNS platform, but the game server 1 and the database server 2 can be constructed as independent game systems without being incorporated into the SNS system. Good. Although this game system can be applied to an online game that cannot interact with other users, in this embodiment, a game that can interact with other users will be described.
 本ゲームサーバ1によって提供されるゲームの例としては、野球、サッカー、テニス、アメリカンフットボール、バスケットボール、バレーボール、ゴルフ、ボクシング、競馬、カーレースなどを題材としたスポーツ・レースゲーム、シミュレーションゲーム、育成ゲーム、ロールプレイングゲームといったように、ゲーム形式・ジャンルを問わず様々なゲームを挙げることができる。その一例として、本実施の形態では、ゲームサーバ1がゲームサービスとして野球ゲームを提供する場合について、以下に説明する。 Examples of games provided by the game server 1 include sports / racing games, simulation games, and training games for baseball, soccer, tennis, American football, basketball, volleyball, golf, boxing, horse racing, car racing, and the like. Various games such as role-playing games can be listed regardless of the game format and genre. As an example, in the present embodiment, the case where the game server 1 provides a baseball game as a game service will be described below.
 本実施の形態のゲームサーバ1は、現実世界の実在イベント(野球の試合等)で所定の現実事象(ヒット、得点が入る、各イニングが終了する等)が発生する毎に、当該各事象に関する情報を受け付け、現実事象をゲームに活用する。本実施の形態では、野球ゲームに合わせて、現実世界の実在イベントを野球の試合(プロ野球やMLB等の試合)として説明する。 The game server 1 according to the present embodiment relates to each event each time a predetermined real event (hit, score is entered, each inning is finished, etc.) occurs in a real-world real event (baseball game, etc.). Accept information and use real events in games. In the present embodiment, a real-world real event is described as a baseball game (a game such as professional baseball or MLB) in accordance with a baseball game.
 そして、ゲームサーバ1は、現実世界の野球の試合で発生したヒット等の現実事象に対して、ユーザの端末装置3での所定の反映操作(キャラクタに能力情報を反映させるための操作)を受け付ける受付期間を設定する。例えば、イニング中に発生したヒット等に対しては、そのイニングの終了後にまとめて受付期間を設定する。そして、イニング終了毎に設けられる受付期間中に、ユーザが端末装置3で反映操作(例えば、端末装置3の画面に表示される反映ボタンを押す操作)を行えば、ゲームサーバ1は、各イニングで発生した現実事象に応じた能力情報(属性情報)をキャラクタに反映させるという特徴的な構成を有する。例えば第3イニング(3回の表裏)終了後の受付期間中にユーザが反映操作を行った場合は、第3イニング中に発生したヒット等の現実事象に応じてキャラクタが成長する一方、当該受付期間中に反映操作が行われなかった場合には第3イニングに関してキャラクタの成長はない。 Then, the game server 1 accepts a predetermined reflecting operation (an operation for reflecting the ability information on the character) on the user terminal device 3 with respect to a real event such as a hit that occurred in a baseball game in the real world. Set the acceptance period. For example, for a hit or the like generated during inning, a reception period is set together after the end of inning. If the user performs a reflection operation (for example, an operation of pressing a reflection button displayed on the screen of the terminal device 3) on the terminal device 3 during the reception period provided at the end of each inning, the game server 1 will receive each inning. It has a characteristic configuration in which ability information (attribute information) corresponding to a real event occurring in is reflected in the character. For example, if the user performs a reflection operation during the reception period after the end of the third inning (three fronts and backs), the character grows in response to a real event such as a hit that occurred during the third inning, If the reflecting operation is not performed during the period, the character does not grow for the third inning.
 上記の特徴的な構成により、現実世界の野球の試合中に発生するヒット等の現実事象にリアルタイムで連動させて、キャラクタをユーザの意思に基づく操作を介して育成可能とする。この場合、現実世界で発生する現実事象(単打、本塁打等)によってキャラクタの成長度が大きく異なるとともに、ユーザが反映操作を行わなければキャラクタの成長はないので、ユーザは、臨場感と緊張感を持って、現実世界の野球の試合を視聴しながらゲームをプレイすることができる。以下に、このような現実世界で発生する現実事象と連動した面白みのあるキャラクタ育成を実現可能とする、本実施の形態に係るゲーム管理装置(ゲームサーバ1等)の構成の詳細を説明する。 The above-described characteristic configuration enables the character to be trained through an operation based on the user's intention in real time in conjunction with a real event such as a hit that occurs during a real-world baseball game. In this case, the degree of growth of the character varies greatly depending on real events (single hit, home run, etc.) that occur in the real world, and the user does not grow unless the user performs a reflection operation. You can play a game while watching a real-world baseball game. The details of the configuration of the game management device (game server 1 or the like) according to the present embodiment, which enables realization of an interesting character linked with a real event that occurs in the real world, will be described below.
 〔ゲーム管理装置の構成〕
 上述のように本実施の形態では、ゲーム管理装置は、ゲームサーバ1およびデータベースサーバ2から構成される。図2にゲームサーバ1のハード構成の一例を示している。同図に示すように、ゲームサーバ1は、主に、CPU(Central Processing Unit)11と、主記憶装置としてのROM(Read Only Memory)12及びRAM(Random Access Memory)13と、補助記憶装置14と、通信制御部15と、入出力制御部16とを備えており、これらはアドレスバス、データバス及びコントロールバス等を含むバスライン19を介して相互に接続されている。なお、バスライン19と各構成要素との間には必要に応じてインタフェース回路が介在しているが、ここではインタフェース回路の図示を省略している。
[Configuration of game management device]
As described above, in the present embodiment, the game management device includes the game server 1 and the database server 2. FIG. 2 shows an example of the hardware configuration of the game server 1. As shown in the figure, the game server 1 mainly includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12 and a RAM (Random Access Memory) 13 as a main storage device, and an auxiliary storage device 14. The communication control unit 15 and the input / output control unit 16 are connected to each other via a bus line 19 including an address bus, a data bus, a control bus, and the like. An interface circuit is interposed between the bus line 19 and each component as necessary, but the interface circuit is not shown here.
 CPU11は、システムソフトウェアやゲームプログラム等のアプリケーションソフトウェアの命令を解釈して実行し、ゲームサーバ1全体の制御を行う。ROM12は、ゲーム管理装置1の基本的な動作制御に必要なプログラム等を記憶している。RAM13は、各種プログラム及びデータを記憶し、CPU11に対する作業領域を確保する。 The CPU 11 interprets and executes instructions of application software such as system software and game programs, and controls the game server 1 as a whole. The ROM 12 stores a program and the like necessary for basic operation control of the game management device 1. The RAM 13 stores various programs and data, and secures a work area for the CPU 11.
 補助記憶装置14は、ゲームプログラム等のアプリケーションソフトウェアや各種データ等を格納する記憶装置である。補助記憶装置14としては、例えばハードディスクドライブなどを用いることができる。ゲームサーバ1(コンピュータ)をゲーム管理装置として動作させるための本実施の形態のプログラムも、この補助記憶装置14に記憶されており、当該プログラムはゲームサーバ1の起動時に補助記憶装置14からバスライン19を介してRAM13へとロードされ、当該CPU11によって実行される。 The auxiliary storage device 14 is a storage device that stores application software such as a game program, various data, and the like. For example, a hard disk drive can be used as the auxiliary storage device 14. The program according to the present embodiment for causing the game server 1 (computer) to operate as a game management device is also stored in the auxiliary storage device 14, and the program is transferred from the auxiliary storage device 14 to the bus line when the game server 1 is started. It is loaded into the RAM 13 via 19 and executed by the CPU 11.
 通信制御部15は、ネットワーク4と接続される通信インタフェース15aを備え、ネットワーク4を介した各ユーザの端末装置3との間の通信を制御する。また、通信制御部15は、ネットワーク4に接続されている図示しないサーバとの通信も制御するようになっている。例えば、ゲームサーバ1をSNSに組み込んだシステム構成とした場合、ゲームサーバ1の通信制御部15は、SNSサーバとの間の通信を制御する。また、通信制御部15は、後述する現実世界の野球の試合で発生する事象の情報を提供するサーバとの間の通信を制御する。 The communication control unit 15 includes a communication interface 15 a connected to the network 4, and controls communication with each user terminal device 3 via the network 4. The communication control unit 15 also controls communication with a server (not shown) connected to the network 4. For example, when it is set as the system configuration which incorporated the game server 1 in SNS, the communication control part 15 of the game server 1 controls communication between SNS servers. The communication control unit 15 controls communication with a server that provides information on events that occur in a real-world baseball game, which will be described later.
 入出力制御部16は、キーボード、マウス、タッチパネル等の入力装置17およびディスプレイ等の出力装置18と接続され、これらの装置17・18との間の入出力制御を行う。オペレータは、キーボードやマウス等を使用して、野球の試合中に発生する事象の情報を手動でゲームサーバ1に入力することができる。また、入出力制御部16は、データベースサーバ2と通信可能に接続されており、CPU11がデータベースサーバ2に対してデータ(レコード)の読み書きを実行するときの入出力制御を行うデータベースインタフェースでもある。 The input / output control unit 16 is connected to an input device 17 such as a keyboard, a mouse, and a touch panel, and an output device 18 such as a display, and performs input / output control between these devices 17 and 18. An operator can manually input information on events that occur during a baseball game to the game server 1 using a keyboard, a mouse, or the like. The input / output control unit 16 is communicably connected to the database server 2 and is also a database interface that performs input / output control when the CPU 11 executes reading / writing of data (records) with respect to the database server 2.
 データベースサーバ2は、ゲームサーバ1が管理する各ユーザのゲーム情報を記憶する領域を有する記憶装置として、例えばRAID(Redundant Arrays of Inexpensive Disks)構成の大容量ハードディスク装置を具備する。このデータベースサーバ2は、例えば、各ユーザを一意に識別する識別情報(ユーザID)と対応付けて、各ユーザの各種ゲーム情報(ユーザ名、レベル、ゲーム内ポイント、所持アイテムなど)を記憶するリレーショナルデータベース、オブジェクトデータベース又はオブジェクト関係データベース等として構築することができる。 The database server 2 includes a large-capacity hard disk device having, for example, a RAID (Redundant Arrays of Inexpensive Disks) configuration as a storage device having an area for storing game information of each user managed by the game server 1. The database server 2 stores various game information (user name, level, in-game points, possessed items, etc.) of each user in association with identification information (user ID) for uniquely identifying each user, for example. It can be constructed as a database, an object database, an object relational database, or the like.
 本実施の形態では、ゲーム管理装置がゲームサーバ1およびデータベースサーバ2から構成される例を示すが、これに限定されるものではない。例えば、ゲームサーバ1にデータベースサーバ2の機能を持たせて、ゲーム管理装置をゲームサーバ1のみで構成することもできる。また、ゲームサーバ1の有する各機能を複数のサーバに分散して持たせて、ゲームサーバ1を複数台のサーバとして構成することもできる。例えば、ユーザが端末装置3を操作してゲームサーバ1へアクセスした場合に、当該ユーザが正規のユーザかどうかを判別する認証機能を有する認証サーバを、ゲームサーバ1のメインサーバとは別に設け、メインサーバと認証サーバとでゲームサーバ1を構成してもよい。他の構成例としては、ユーザが課金対象のアイテムをゲーム内で購入した場合に課金管理を行う課金管理サーバを、ゲームサーバ1のメインサーバ等とは別に設け、メインサーバ、認証サーバおよび課金管理サーバによりゲームサーバ1を構成してもよい。 In the present embodiment, an example in which the game management device is configured by the game server 1 and the database server 2 is shown, but the present invention is not limited to this. For example, the game server 1 can have the function of the database server 2 and the game management device can be configured only by the game server 1. Further, the game server 1 can be configured as a plurality of servers by distributing the functions of the game server 1 to a plurality of servers. For example, when a user operates the terminal device 3 to access the game server 1, an authentication server having an authentication function for determining whether the user is a legitimate user is provided separately from the main server of the game server 1, The game server 1 may be composed of a main server and an authentication server. As another configuration example, a billing management server that performs billing management when a user purchases an item to be billed in a game is provided separately from the main server of the game server 1, and the main server, authentication server, and billing management The game server 1 may be configured by a server.
 また、本ゲームサービスを利用するユーザ数が数十万人、数百万人、あるいはそれ以上となると、多数のユーザの端末装置3からの巨大なアクセスにも耐え得るサーバシステムの構築が求められるため、ネットワーク4上に複数のゲームサーバ1を設けて冗長化(多重化)を図ることにより、負荷分散型のシステム構成としてもよい。この場合、複数のゲームサーバ1間の負荷を調整するためのロードバランサを設けることが望ましい。 In addition, when the number of users who use this game service reaches several hundred thousand, millions, or more, it is required to construct a server system that can withstand huge access from the terminal device 3 of many users. Therefore, by providing a plurality of game servers 1 on the network 4 for redundancy (multiplexing), a load distribution type system configuration may be adopted. In this case, it is desirable to provide a load balancer for adjusting the load among the plurality of game servers 1.
 次に、本実施の形態に係るゲームサーバ1にアクセスしてゲームサービスの提供を受けるユーザの端末装置3の構成を説明する。 Next, the configuration of the terminal device 3 of the user who accesses the game server 1 according to the present embodiment and receives a game service will be described.
 〔端末装置の構成〕
 ユーザが操作する端末装置3としては、上述のように携帯電話やスマートフォンをはじめとして、ウェブサイト閲覧機能を有する様々な端末を適用できるが、本実施の形態では、携帯電話端末を例示してその構成を説明する。なお、携帯電話端末以外の端末装置3についても、ウェブサイト閲覧機能を用いてゲーム画面を表示したり、ゲームを実行するための入力操作を行うといった、ゲームをプレイする上で必要となる基本的な構成は、携帯電話端末と同様である。
[Configuration of terminal device]
As the terminal device 3 operated by the user, various terminals having a website browsing function such as a mobile phone and a smartphone can be applied as described above. In the present embodiment, a mobile phone terminal is illustrated as an example. The configuration will be described. Note that the terminal device 3 other than the mobile phone terminal is also basically required for playing a game such as displaying a game screen using a website browsing function or performing an input operation for executing the game. The configuration is the same as that of the mobile phone terminal.
 ウェブサイト閲覧機能等を有する携帯電話端末は、フィーチャーフォン(Feature phone)やスマートフォン(Smartphone)とも呼称され、図3にその構成例を示している。同図に示すように、端末装置3は、主に、CPU31と、主記憶装置としてのROM32及びRAM33と、画像処理部34と、表示部35と、サウンド処理部36と、音声入力部37と、音声出力部38と、補助記憶装置39と、操作入力部40と、通信制御部41とを備えており、構成要素31~34、36および39~41はバスライン42を介して相互に接続されている。なお、バスライン42と各構成要素との間には必要に応じてインタフェース回路が介在しているが、ここではインタフェース回路の図示を省略している。 A mobile phone terminal having a website browsing function or the like is also called a feature phone or a smart phone, and FIG. 3 shows a configuration example thereof. As shown in the figure, the terminal device 3 mainly includes a CPU 31, a ROM 32 and a RAM 33 as main storage devices, an image processing unit 34, a display unit 35, a sound processing unit 36, and an audio input unit 37. , An audio output unit 38, an auxiliary storage device 39, an operation input unit 40, and a communication control unit 41. The components 31 to 34, 36 and 39 to 41 are connected to each other via a bus line 42. Has been. An interface circuit is interposed between the bus line 42 and each component as necessary, but the interface circuit is not shown here.
 CPU31は、ウェブブラウザを含む各種プログラムの命令を解釈して実行し、端末装置3全体の制御を行う。ROM32には、端末装置3の基本的な動作制御に必要なプログラム等が記憶されている。また、RAM33には、ROM32または補助記憶装置39からロードされた各種プログラムやデータが記憶され、CPU31に対する作業領域を確保する。HTML等で記述されたゲーム画面データを表示するウェブブラウザは、ROM32または補助記憶装置39に記憶されており、RAM33にロードされてCPU31によって実行される。また、ウェブブラウザのブラウザ機能を拡張するための様々なプラグインソフトウェアを、ウェブブラウザと共にROM32または補助記憶装置39に記憶していてもよい。 The CPU 31 interprets and executes commands of various programs including the web browser, and controls the terminal device 3 as a whole. The ROM 32 stores a program and the like necessary for basic operation control of the terminal device 3. The RAM 33 stores various programs and data loaded from the ROM 32 or the auxiliary storage device 39, and secures a work area for the CPU 31. A web browser that displays game screen data described in HTML or the like is stored in the ROM 32 or the auxiliary storage device 39, loaded into the RAM 33, and executed by the CPU 31. Various plug-in software for extending the browser function of the web browser may be stored in the ROM 32 or the auxiliary storage device 39 together with the web browser.
 画像処理部34は、CPU31からの画像表示命令に基づいて表示部35を駆動し、当該表示部35の画面に画像を表示させる。表示部35には、液晶ディスプレイまたは有機LE(Electro-Luminescence)ディスプレイ等の既知の種々の表示装置が適用できる。 The image processing unit 34 drives the display unit 35 based on an image display command from the CPU 31 to display an image on the screen of the display unit 35. Various known display devices such as a liquid crystal display or an organic LE (Electro-Luminescence) display can be applied to the display unit 35.
 サウンド処理部36は、音声入力部37から音声が入力されたときにアナログ音声信号をデジタル音声信号に変換するとともに、CPU31からの発音指示に基づいてアナログ音声信号を生成して音声出力部38に出力する。音声入力部37は、端末装置3に内蔵されたマイクロフォンからなり、電話通信する場合や録音を行う場合などに用いられる。音声出力部38は、電話通信時の受話スピーカおよび電話着信音やゲーム実行時の効果音などを出力するスピーカからなる。 The sound processing unit 36 converts an analog audio signal into a digital audio signal when audio is input from the audio input unit 37, generates an analog audio signal based on a sound generation instruction from the CPU 31, and outputs it to the audio output unit 38. Output. The voice input unit 37 includes a microphone built in the terminal device 3 and is used for telephone communication or recording. The voice output unit 38 is composed of a speaker that outputs a reception speaker at the time of telephone communication and a telephone ringtone or a sound effect at the time of game execution.
 補助記憶装置39は、各種プログラムやデータ等を格納する記憶装置である。補助記憶装置39としては、携帯電話端末の内部メモリとして、例えばフラッシュメモリドライブやハードディスクドライブ等を用いることができ、また、携帯電話端末の外部メモリとして、例えばメモリカードリーダライタ等を用いることができる。 The auxiliary storage device 39 is a storage device that stores various programs and data. As the auxiliary storage device 39, for example, a flash memory drive or a hard disk drive can be used as the internal memory of the mobile phone terminal, and a memory card reader / writer or the like can be used as the external memory of the mobile phone terminal. .
 操作入力部40は、ユーザの操作入力を受け入れて当該操作入力に対応した入力信号を、バスライン42を介してCPU31に出力するものである。操作入力部40の例としては、端末装置3の本体に設けられた方向指示ボタン、決定ボタン、英数文字等入力ボタンなどの物理的ボタンがある。また、表示部35の画面にタッチパネル(接触入力式のインタフェース)を搭載することによって表示部35をいわゆるタッチスクリーンとして構成している端末装置3の場合、当該タッチパネルも操作入力部40となる。 The operation input unit 40 accepts a user's operation input and outputs an input signal corresponding to the operation input to the CPU 31 via the bus line 42. Examples of the operation input unit 40 include physical buttons such as a direction instruction button, a determination button, and an alphanumeric character input button provided on the main body of the terminal device 3. Further, in the case of the terminal device 3 in which the display unit 35 is configured as a so-called touch screen by mounting a touch panel (contact input type interface) on the screen of the display unit 35, the touch panel also becomes the operation input unit 40.
 通信制御部41は、通信インタフェース41aを備え、ゲーム操作時等にデータ通信するための通信制御機能および携帯電話端末として音声データを送受信するための通信制御機能等を有している。ここで、データ通信用の通信制御機能には、例えば、無線LAN接続機能、無線LANや携帯電話回線網を介したインターネット接続機能、所定の周波数帯(例えば2.4GHzの周波数帯)を用いた近距離無線通信機能などが含まれる。通信制御部41は、CPU31からの命令に基づいて端末装置3を無線LANやインターネット等に接続するための接続信号を発信するとともに、通信相手側から送信されてきた情報を受信してCPU31へ供給する。 The communication control unit 41 includes a communication interface 41a, and has a communication control function for data communication when a game is operated, a communication control function for transmitting and receiving voice data as a mobile phone terminal, and the like. Here, for the communication control function for data communication, for example, a wireless LAN connection function, an Internet connection function via a wireless LAN or a cellular phone network, a predetermined frequency band (for example, a 2.4 GHz frequency band) is used. Includes short-range wireless communication functions. The communication control unit 41 transmits a connection signal for connecting the terminal device 3 to a wireless LAN, the Internet, or the like based on a command from the CPU 31 and receives information transmitted from the communication partner side and supplies it to the CPU 31. To do.
 なお、端末装置3には、その他にもGPS(Global Positioning System)信号受信回路、CCD(Charge Coupled Device)イメージセンサ等の撮像装置(カメラ)、3軸加速度センサなどが備えられていてもよく、例えば、GPS位置情報などをゲーム内で活用してもよい。 In addition, the terminal device 3 may further include a GPS (Global Positioning System) signal receiving circuit, an imaging device (camera) such as a CCD (Charge Coupled Device) image sensor, a triaxial acceleration sensor, and the like. For example, GPS position information may be used in the game.
 上記構成の端末装置3において、ゲームサービスを受けようとするユーザは、ウェブブラウザを立ち上げてゲームサーバ1が管理するゲームサイトにアクセスする操作を行う。このアクセスがゲームサーバ1に認証された場合、端末装置3の通信制御部41がゲームサーバ1から送信されてくるHTML等で記述されたゲーム画面データを受信し、CPU31がウェブブラウザを実行してゲーム画面を表示部35に表示させる。ここでユーザは、ゲーム画面に表示されている選択可能なボタンオブジェクトやハイパーリンクを、操作入力部40を操作して選択入力する。この選択入力に応じてゲームサーバ1がゲームを進行させ、新たなゲーム画面データを端末装置3に送信する。そして、この新たなゲーム画面が端末装置3の表示部35に表示され、以下、同様に、ユーザは、表示部35に表示されているゲーム画面で選択可能なボタンオブジェクト等を選択する操作により、ゲームサーバ1が提供するゲームをプレイすることができるようになっている。 In the terminal device 3 configured as described above, a user who wants to receive a game service starts up a web browser and performs an operation of accessing a game site managed by the game server 1. When this access is authenticated by the game server 1, the communication control unit 41 of the terminal device 3 receives game screen data described in HTML or the like transmitted from the game server 1, and the CPU 31 executes the web browser. A game screen is displayed on the display unit 35. Here, the user selects and inputs selectable button objects and hyperlinks displayed on the game screen by operating the operation input unit 40. In response to this selection input, the game server 1 advances the game and transmits new game screen data to the terminal device 3. Then, this new game screen is displayed on the display unit 35 of the terminal device 3. Hereinafter, similarly, the user can select a button object or the like that can be selected on the game screen displayed on the display unit 35 by an operation. A game provided by the game server 1 can be played.
 〔ゲーム管理装置の機能的構成〕
 次に、上記のように構成されたゲーム管理装置(ゲームサーバ1およびデータベースサーバ2)の主要な機能について説明する。図4は、ゲーム管理装置の主要機能ブロック図である。
[Functional configuration of game management device]
Next, main functions of the game management device (game server 1 and database server 2) configured as described above will be described. FIG. 4 is a main functional block diagram of the game management device.
 ゲーム管理装置は、主に、ゲーム情報管理手段51、ゲーム進行手段52、認証手段53、仲間管理手段54、現実事象受付手段55、操作受付手段56、関係情報記憶制御手段57、応援対象登録手段58(反映対象登録手段、イベント登録手段)、反映手段59およびキャラクタ登録手段60を備えている。これらの各手段51~69は、ゲームサーバ1のCPU11が本実施の形態に係るプログラムを実行することにより実現されるものである。 The game management device mainly includes game information management means 51, game progress means 52, authentication means 53, friend management means 54, real event reception means 55, operation reception means 56, relation information storage control means 57, support target registration means. 58 (reflection target registration means, event registration means), reflection means 59 and character registration means 60 are provided. Each of these means 51 to 69 is realized by the CPU 11 of the game server 1 executing the program according to the present embodiment.
 ゲーム情報管理手段51は、各ユーザのゲーム情報をデータベースサーバ2に蓄積して管理する。ゲーム情報管理手段51で管理されるゲーム情報の項目は、本ゲームサーバ1がユーザに提供するゲームサービスの内容によって異なる。本実施の形態では、ユーザがゲーム内において選手キャラクタを所有し、当該選手キャラクタを用いてゲーム内で他のユーザと仮想的に試合(対戦)を行うことができる野球ゲームを例に挙げる。 The game information management means 51 accumulates and manages the game information of each user in the database server 2. The items of game information managed by the game information management means 51 differ depending on the content of the game service that the game server 1 provides to the user. In this embodiment, a baseball game in which a user owns a player character in the game and can virtually play a game (match) with another user in the game using the player character is taken as an example.
 ユーザが所有する選手キャラクタは、当該選手キャラクタの形態を端末装置3の画面上で視認可能としたカード形式とすることができる。すなわち、選手キャラクタは、デジタル選手カードとしてゲームサーバ1で管理されるとともに、ユーザの端末装置3の画面に表示される。図14には、ユーザの端末装置3の画面に表示される選手カード71を例示しており、選手キャラクタの形態およびその能力の高さなどを表記したデジタル選手カードとして画面上に表示される。図14の例では、キャラクタの能力の高さを星印の数により視覚的に分かり易く示している(例えば能力が高いほど星印の数を多くしている)。本実施の形態では、例えば、実在の野球選手を模写した実在選手キャラクタと、オリジナル選手キャラクタという2種類の選手カードを使用する。ユーザは、ゲームを進行させながら、実在選手キャラクタの選手カードを集めたり、強化モードでオリジナル選手キャラクタの能力を強化したりして、実在選手キャラクタとオリジナル選手キャラクタとからなる自分だけのオリジナルチームを結成し、他のユーザと対戦したりランキングを競ったりすることができる。また、後述するように、現実世界の野球の試合とリアルタイム連動させて初期状態キャラクタに能力情報を付加して育成することもでき、育成後のキャラクタはユーザ自身のオリジナル選手キャラクタとして登録される。また、ユーザは、集めた実在選手キャラクタのカード同士を合成することによって実在選手キャラクタの能力を向上させることもできる。このように、ユーザは、ゲーム内の様々なプレイモードで選手キャラクタを育成・強化してより強いチーム作りを目指してゲームを楽しむことができるようになっている。 The player character owned by the user can be in a card format in which the form of the player character is visible on the screen of the terminal device 3. That is, the player character is managed by the game server 1 as a digital player card and displayed on the screen of the user terminal device 3. FIG. 14 exemplifies a player card 71 displayed on the screen of the user's terminal device 3, and is displayed on the screen as a digital player card in which the form of the player character and the level of ability are written. In the example of FIG. 14, the high ability of the character is visually shown by the number of star marks (for example, the higher the ability, the greater the number of star marks). In the present embodiment, for example, two types of player cards are used: a real player character that replicates a real baseball player and an original player character. A user collects player cards of real player characters while advancing the game, or strengthens the ability of the original player character in the strengthen mode, so that his own original team consisting of the real player character and the original player character is created. You can form and compete with other users or compete for rankings. Further, as will be described later, ability information can be added to the character in the initial state in association with real-time baseball games in real time, and the character can be trained, and the trained character is registered as the original player character of the user. In addition, the user can improve the ability of the existing player character by synthesizing the collected cards of the existing player character. In this way, the user can enjoy the game with the aim of creating a stronger team by training and strengthening player characters in various play modes within the game.
 このような野球ゲームにおいて、各ユーザのゲーム情報を管理するゲーム情報管理手段51は、図5に示すように、ユーザ情報記憶制御手段51a、レベル情報記憶制御手段51b、所有選手カード記憶制御手段51c(キャラクタ記憶制御手段)、所有ポイント記憶制御手段51d、所有コイン記憶制御手段51e、所有アイテム記憶制御手段51f、対戦結果記憶制御手段51g、ランキング記憶制御手段51hおよび初期状態キャラクタ記憶制御手段51iなどを備えている。図6には、ゲーム情報管理手段51の各記憶制御手段51a~51iがデータベースサーバ2に記憶して管理する、各ユーザのゲーム情報の一例(この例ではユーザID=“000001”の1人分のゲーム情報)を示している。また、図7Aおよび図7Bには、初期状態キャラクタ記憶制御手段51iがデータベースサーバ2に記憶する、各ユーザの初期状態キャラクタの情報を示している。 In such a baseball game, as shown in FIG. 5, the game information management means 51 for managing the game information of each user includes a user information storage control means 51a, a level information storage control means 51b, and an owned player card storage control means 51c. (Character storage control means), possession point storage control means 51d, possession coin storage control means 51e, possession item storage control means 51f, battle result storage control means 51g, ranking storage control means 51h, initial state character storage control means 51i, etc. I have. FIG. 6 shows an example of game information of each user (in this example, one user ID = “000001”) stored and managed in the database server 2 by the storage control means 51a to 51i of the game information management means 51. Game information). 7A and 7B show information on the initial state characters of each user stored in the database server 2 by the initial state character storage control unit 51i.
 図6に示すように、ユーザ情報記憶制御手段51aは、各ユーザを一意に識別するユーザIDと対応付けて、ログインID、パスワード、ユーザ名(ゲーム内で使用するニックネーム等)、チーム名等の各ユーザに関するユーザ情報を、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。ここで、ログインIDおよびパスワードは、各ユーザが端末装置3を操作してゲームサーバ1にアクセスしたときのログイン認証に用いられる。ユーザ名およびチーム名は、ユーザがゲームサービスを受けるための会員登録をした際や、ゲームを初めて実行した際に、ユーザが自ら設定した任意の情報である。ユーザ名およびチーム名は、必要に応じてゲーム画面に表示される。 As shown in FIG. 6, the user information storage control means 51a associates a user ID uniquely identifying each user with a login ID, password, user name (such as a nickname used in the game), team name, etc. User information relating to each user is stored in a predetermined storage area of the database server 2 for each user ID. Here, the login ID and password are used for login authentication when each user operates the terminal device 3 to access the game server 1. The user name and team name are arbitrary information set by the user when the user registers as a member for receiving the game service or when the game is executed for the first time. The user name and team name are displayed on the game screen as necessary.
 レベル情報記憶制御手段51bは、ユーザIDと対応付けて、ゲームレベルとしてのユーザのレベルや所属リーグのレベル等のレベル情報を、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。本野球ゲームでは、例えば、ユーザがゲームを進行させることにより経験値が蓄積され、当該経験値が一定量に達することによりユーザのレベルがアップするようになっている。また、本野球ゲームでは、例えば、複数の異なるレベルのゲーム内リーグが存在し、各ユーザのチームが何れかのゲーム内リーグに所属して、同リーグの他のユーザのチームと自動で試合(ゲーム内リーグ戦)を行うようになっている。また、このゲーム内リーグ戦の成績に応じて、異なるゲーム内リーグに所属するユーザのチーム同士の入替戦が自動で実行され、ユーザのチームが所属するゲーム内リーグのレベルが変化するようになっている。レベル情報記憶制御手段51bは、このユーザのレベルや所属リーグのレベルを、ユーザIDと対応付けて記憶する。 The level information storage control means 51b stores level information such as a user level as a game level and a league level in a predetermined storage area of the database server 2 for each user ID in association with the user ID. In this baseball game, for example, experience values are accumulated as the user progresses the game, and the level of the user is increased when the experience value reaches a certain amount. In the baseball game, for example, there are a plurality of different levels of in-game leagues, and each user's team belongs to one of the in-game leagues and automatically matches a team of other users in the league ( In-game league). In addition, according to the results of this in-game league game, a replacement game between user teams belonging to different in-game leagues is automatically executed, and the level of the in-game league to which the user team belongs changes. ing. The level information storage control unit 51b stores the level of the user and the level of the affiliated league in association with the user ID.
 所有選手カード記憶制御手段51cは、ユーザIDと対応付けて、ゲーム内でユーザが入手して所有している選手カード(キャラクタ)の情報を、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。この選手カードの情報の例としては、選手カードを一意に識別するための識別情報(選手カードID)、選手の能力の高さを示す能力値およびレギュラー選手フラグなどがある。 The owned player card storage control means 51c associates the user ID with the player card (character) information obtained and owned by the user in the game in a predetermined storage area of the database server 2 for each user ID. Remember. Examples of the player card information include identification information (player card ID) for uniquely identifying the player card, an ability value indicating the height of the ability of the player, and a regular player flag.
 図6では、4つの能力項目(能力1~4)に対して選手の能力値を設定できる例を示している。能力項目の例としては、選手カードが野手の場合は、能力1~4を「パワー」、「ミート」、「走力」、「守備」等とすることができ、また選手カードが投手の場合は、能力1~3を「球威」、「制球」、「変化」、「スタミナ」等とすることができる。能力項目はこの例に限らず、増減可能である。レギュラー選手フラグとは、ユーザが所有している選手カードのうち、他のユーザのチームとの試合に出場する一軍のレギュラー選手カード(ユーザのチームオーダーに組み込まれた選手カード)であるか、それともレギュラー以外の控え選手カードであるかを判別するフラグであり、これが「1」のときレギュラー選手カードとして登録されていることを示す。ユーザは、端末装置3を操作することにより、所有している選手カードからレギュラーを選択したり、チームオーダーを設定したりすることができるようになっている。 FIG. 6 shows an example in which player ability values can be set for four ability items (abilities 1 to 4). As an example of the ability item, when the player card is a fielder, abilities 1 to 4 can be “power”, “meet”, “running force”, “defense”, etc. Can have abilities 1 to 3 as “sphere force”, “ball control”, “change”, “stamina”, and the like. The capability item is not limited to this example, and can be increased or decreased. The regular player flag is a regular player card of a single army (player card incorporated in the user's team order) among the player cards owned by the user that participates in a match with another user's team, or This is a flag for determining whether the player card is a non-regular player card. When this is “1”, it indicates that the card is registered as a regular player card. The user can select a regular player card or set a team order by operating the terminal device 3.
 また、データベースサーバ2には、選手カードIDと対応付けられて、選手カードの画像データ、選手名、ポジション、所属球団、能力値(合成により強化されていない初期値)、およびレア度などが記憶された選手カードデータベースが存在する。そして、ゲーム情報管理手段51は、所有選手カード記憶制御手段51cが記憶している選手カードIDに基づいて、当該選手カードIDに対応する選手カードの画像データ等を選手カードデータベースから取得できるようになっている。 Further, the database server 2 stores the player card image data, the player name, the position, the affiliation team, the ability value (initial value not strengthened by synthesis), the rarity, etc., in association with the player card ID. Exists a player card database. And the game information management means 51 can acquire the image data etc. of the player card corresponding to the said player card ID from the player card database based on the player card ID stored in the owned player card storage control means 51c. It has become.
 また、各ユーザがゲーム内で所有することができる選手カードの保有数には上限を設けられており、ゲーム情報管理手段51は、各ユーザの選手カードの保有数が上限を超えないように管理している。選手カードの保有数の上限は、例えば40枚、60枚、100枚等、任意に設定することができる。 In addition, there is an upper limit on the number of player cards that each user can own in the game, and the game information management means 51 manages that the number of player cards held by each user does not exceed the upper limit. is doing. The upper limit of the number of player cards held can be arbitrarily set, for example, 40, 60, 100, etc.
 所有ポイント記憶制御手段51dは、ユーザIDと対応付けて、ゲーム内でユーザが入手して所有している各種ポイント(ポイントに準ずる値などを含む)を、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。本ゲームにおいては、様々なゲームモードが存在し、ゲームモードに応じて様々なポイントを獲得したり、獲得したポイントを使用したりできるようになっている。 The owned point storage control means 51d associates the user ID with various points (including values corresponding to the points) acquired and owned by the user in the game for each user ID. Store in the storage area. In this game, there are various game modes, and various points can be acquired and the acquired points can be used according to the game mode.
 図6に示すように、ポイントの例としては、上述の経験値の他、体力ポイント、コスト、強化ポイント、抽選ポイントなどがある。体力ポイントは、当該体力ポイントを消費しながら選手カードのキャラクタが練習を行うという「練習モード」で使用される。コストは、他のユーザを指定して個別対戦の試合を行う「対戦モード」で使用されるものであり、対戦に必要なコスト(ポイント)という位置付けで、当該個別対戦を行うことにより消費される。なお、コストは、対戦中の攻撃に必要な攻撃コストと対戦中の防御に必要な防御コストとに分けてもよい。例えば、ゲーム中に消費されて減った体力ポイントやコストは、時間の経過により回復する(例えば、3分経過する毎に1ポイントずつ回復する)ようにしたり、前記経験値が一定量に達してユーザのレベルがアップすることにより回復するようにしたりできる。 As shown in FIG. 6, examples of points include physical strength points, costs, strengthening points, lottery points, etc. in addition to the above-mentioned experience values. The physical strength point is used in a “practice mode” in which the player card character practice while consuming the physical strength point. The cost is used in a “match mode” in which another user is designated to play an individual match, and is consumed by performing the individual match at a position (cost) necessary for the match. . The cost may be divided into an attack cost necessary for an attack during the battle and a defense cost necessary for defense during the battle. For example, the health points and costs consumed and reduced during the game are recovered over time (for example, 1 point is recovered every 3 minutes), or the experience value reaches a certain amount. It can be recovered as the user level increases.
 また、前記の強化ポイントは、ユーザが所有する実在選手キャラクタのカード同士を合成することによって実在選手キャラクタの能力を向上させる「合成モード」で使用されるものであり、当該合成を行うことにより消費される。この強化ポイントは、例えば練習モードの実行や対戦モードの実行等によって獲得できるようにすることができる。 Further, the strengthening points are used in a “composite mode” in which the real player character's ability is improved by synthesizing the cards of the real player characters possessed by the user. Is done. This strengthening point can be acquired, for example, by executing the practice mode or the battle mode.
 また、前記抽選ポイントは、ユーザが他のユーザ(特に仲間ユーザ)と交流(メッセージ送信等)を行うことによって獲得できるポイントである。また、抽選ポイントは、例えば練習モードの実行や対戦モードの実行等によっても獲得できるようにすることができる。この抽選ポイントは、例えば、ゲームサーバ1が管理している全ての実在選手キャラクタの中から乱数等に基づく抽選で所定枚数(例えば1枚)の実在選手キャラクタのカードを獲得できる「抽選モード」で使用可能であり、所定の抽選ポイントにつき1回の選手カード抽選を受けることができる。 In addition, the lottery points are points that can be obtained when the user exchanges (message transmission, etc.) with other users (particularly fellow users). In addition, the lottery points can be obtained, for example, by executing the practice mode or the battle mode. This lottery point is, for example, a “lottery mode” in which a predetermined number (for example, one) of real player character cards can be obtained by lottery based on random numbers from among all real player characters managed by the game server 1. It can be used and can receive one player card lottery for a predetermined lottery point.
 所有コイン記憶制御手段51eは、ユーザIDと対応付けて、ゲーム内でユーザが所有しているコイン(前記ポイントとは別のゲーム内通貨)を、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。このコインは、例えば、課金対象のアイテムを獲得する等の際に必要となるものである。 The owned coin storage control means 51e associates the user ID with the coin owned by the user in the game (in-game currency different from the points) in a predetermined storage area of the database server 2 for each user ID. To remember. This coin is necessary, for example, when acquiring an item to be charged.
 所有アイテム記憶制御手段51fは、ユーザIDと対応付けて、ゲーム内でユーザが入手したアイテムを、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。図6に示すように、アイテムの例としては、回復アイテム、パズルカードのピース、フェイクカードなどがある。回復アイテムは、ゲーム中に消費して減った前述の体力ポイントおよび/またはコストを、時間の経過を待たずに一瞬で最大値まで回復させるアイテムである。例えば、回復アイテムは、前記コインを消費して購入したり、ゲーム内で所定のボーナス条件を満たしたりすることにより獲得できる。 The owned item storage control means 51f stores the item obtained by the user in the game in a predetermined storage area of the database server 2 for each user ID in association with the user ID. As shown in FIG. 6, examples of items include recovery items, puzzle card pieces, and fake cards. The recovery item is an item that recovers the above-mentioned physical strength points and / or costs consumed and reduced during the game to the maximum value in an instant without waiting for the passage of time. For example, the recovery item can be acquired by consuming and purchasing the coin or satisfying a predetermined bonus condition in the game.
 パズルカードのピースは、所定数のピース(例えばP1~P6の6つのピース)を全部集めてパズルカードを完成させることで強力な(能力値の高い)選手カードを入手することができるアイテムである。例えば、パズルカードのピースは、前記練習モードの実行時に乱数等に基づく抽選で当選した場合に獲得でき、また前記対戦モードで他のユーザが所有しているピースを狙って対戦して勝利した場合に、当該対戦相手のユーザから奪取できる。 A puzzle card piece is an item that can be obtained a powerful (high ability) player card by collecting a predetermined number of pieces (for example, six pieces P1 to P6) and completing the puzzle card. . For example, a puzzle card piece can be obtained if a lottery based on a random number or the like is won at the time of execution of the practice mode, or when a battle is won by aiming at a piece owned by another user in the battle mode In addition, it can be taken from the user of the opponent.
 フェイクカードは、前記パズルカードのピースにセットしておくことにより、前記対戦モードの対戦で他のユーザに負けても、狙われたピースを一度だけ奪取されないようにできるアイテムである。例えば、フェイクカードは、前記コインを消費して購入したり、ゲーム内で所定のボーナス条件を満たしたりすることにより獲得できる。 A fake card is an item that can be set to a piece of the puzzle card so that the targeted piece cannot be taken once even if it is defeated by another user in the battle mode. For example, a fake card can be obtained by consuming and purchasing the coin or satisfying a predetermined bonus condition in the game.
 なお、ユーザがゲーム内で獲得して所有できるアイテムは、これらに限定されるものではなく、例えば、対戦に勝利したとき等に獲得できる宝アイテム、武器や防具等のキャラクタへの装備品、色々な効果・演出を発生させる魔法アイテムや特殊アイテム、その他の様々なアイテムを所有できるものとしてもよい。 The items that the user can acquire and possess in the game are not limited to these, for example, treasure items that can be acquired when winning a battle, equipment for characters such as weapons and armor, It is also possible to own magic items, special items, and various other items that generate various effects and effects.
 対戦結果記憶制御手段51gは、ユーザIDと対応付けて、ユーザのチームが他のユーザのチームと対戦した結果を一意に特定するための対戦IDを、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。ここで、対戦IDにより一意に特定される対戦は、ユーザが対戦相手を指定して行う個別対戦、およびゲームサーバ1により自動で行われるゲーム内リーグ戦を含む。 The battle result storage control unit 51g associates a user ID with a battle ID for uniquely identifying a result of a user's team fighting with another user's team, for each user ID. Store in the area. Here, the battle uniquely identified by the battle ID includes an individual battle performed by the user specifying the opponent and an in-game league match automatically performed by the game server 1.
 また、データベースサーバ2は、対戦IDと対応付けられて、ゲーム内で行われた対戦日時、勝利したチームのユーザID、敗北したチームのユーザID、対戦スコア、勝利投手キャラクタ、敗戦投手キャラクタ、本塁打を打った選手キャラクタ、対戦寸評情報などの対戦結果に関する情報が記憶された対戦データベースを備えている。そして、ゲーム情報管理手段51は、対戦結果記憶制御手段51gが記憶している対戦IDに基づいて、当該対戦IDに対応する対戦結果に関する情報を、対戦データベースから取得できるようになっている。 In addition, the database server 2 associates the match ID with the match ID in the game, the user ID of the winning team, the user ID of the defeated team, the match score, the winning pitcher character, the defeating pitcher character, and the home run. Is provided with a battle database in which information on the battle results, such as the player character who hit the game, and the battle scrutiny information, is stored. And the game information management means 51 can acquire the information regarding the battle result corresponding to the said battle ID from the battle database based on the battle ID stored in the battle result storage control means 51g.
 ランキング記憶制御手段51hは、ユーザIDと対応付けて、前記ゲーム内リーグ戦におけるユーザのチームの勝利数および敗戦数、ならびに勝利数・敗戦数に基づく所属リーグ内の順位などのランキング情報を、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。 The ranking storage control means 51h associates the user ID with ranking information such as the number of wins and defeats of the user's team in the in-game league match, and the ranking within the affiliation league based on the number of wins and losses. Each ID is stored in a predetermined storage area of the database server 2.
 次に、図5に示す初期状態キャラクタ記憶制御手段51iについて説明する。初期状態キャラクタ記憶制御手段51iが記憶する初期状態キャラクタは、属性が設定されていない又は所定の初期属性のみが設定されている初期状態のキャラクタである。本実施の形態の初期状態キャラクタは、前記能力1~4の能力項目がいずれも設定されていない、又は所定の初期能力(例えば、前記能力1~4の各能力値として「10」)のみが設定されている。そして、本実施の形態のゲームには「リアルタイム連動育成モード」が搭載されており、ユーザは、現実世界の野球の試合中に発生するヒット等の現実事象に応じた能力値を、初期状態キャラクタに反映させてキャラクタを育成可能である。図7Aに示すように、初期状態キャラクタ記憶制御手段51iは、ユーザのユーザIDと対応付けて、初期状態キャラクタの情報(キャラクタID、能力1~能力4等)を、データベースサーバ2(記憶装置)に記憶する。図7Aの例では、能力が設定されていないブランク(白紙状態)のキャラクタが初期状態キャラクタとして記憶されている。リアルタイム連動育成モード中のユーザの反映操作に従って、後述する反映手段59が初期状態キャラクタにヒット等の現実事象に応じた能力情報を反映させる能力反映処理を実行する。この能力反映処理により、例えば図7Bに示すように、初期状態キャラクタ記憶制御手段51iは、初期状態キャラクタの能力値を更新するように制御する。 Next, the initial state character storage control means 51i shown in FIG. 5 will be described. The initial state character stored in the initial state character storage control means 51i is an initial state character in which no attribute is set or only a predetermined initial attribute is set. The initial state character of the present embodiment has only the ability items of the abilities 1 to 4 not set, or a predetermined initial ability (for example, “10” as each ability value of the abilities 1 to 4). Is set. The game according to the present embodiment is equipped with a “real-time linked upbringing mode”, and the user can display an ability value corresponding to a real event such as a hit that occurs during a real-world baseball game as an initial state character. It is possible to nurture a character by reflecting on the above. As shown in FIG. 7A, the initial state character storage control means 51i associates the user ID of the user with the information on the initial state character (character ID, ability 1 to ability 4 etc.) and the database server 2 (storage device). To remember. In the example of FIG. 7A, a blank (blank state) character with no ability set is stored as an initial state character. In accordance with the reflection operation of the user in the real-time linked training mode, the reflection means 59 described later executes an ability reflection process for reflecting the ability information corresponding to the real event such as a hit on the initial state character. By this ability reflection process, for example, as shown in FIG. 7B, the initial state character storage control means 51i controls to update the ability value of the initial state character.
 次に、図4に示すゲーム進行手段52について説明する。ゲーム進行手段52は、ユーザによる端末装置3に対する操作に応じてゲームを実行し、当該実行結果に応じたゲーム画面データを生成してこれを端末装置3に送信し、端末装置3にユーザの操作に応じたゲーム画面を表示させることによってゲームを進行させる機能を有する。図4に示すように、このゲーム進行手段52は、ゲーム実行手段52aと、ゲーム画面生成手段52bと、ゲーム画面送信手段52cとを備えている。 Next, the game progress means 52 shown in FIG. 4 will be described. The game progress means 52 executes a game in response to an operation on the terminal device 3 by the user, generates game screen data corresponding to the execution result, and transmits the game screen data to the terminal device 3. It has a function to advance the game by displaying a game screen according to the game. As shown in FIG. 4, the game progress means 52 includes a game execution means 52a, a game screen generation means 52b, and a game screen transmission means 52c.
 ユーザの端末装置3のウェブブラウザによってゲーム画面が表示されているとき、ユーザがゲーム画面上の選択可能なボタンオブジェクトやハイパーリンクが設定された文字列等を選択する操作を行った場合、当該操作に応じたゲーム画面のリクエストが端末装置3のウェブブラウザによってゲームサーバ1へ送信される。このリクエストを受信したゲームサーバ1では、ゲーム実行手段52aが、当該リクエストに応じてユーザのゲーム情報を読み出して演算やデータ処理を行うことによってゲームを実行する。 When the game screen is displayed by the web browser of the user's terminal device 3, when the user performs an operation of selecting a selectable button object or a character string with a hyperlink set on the game screen, the operation A game screen request corresponding to the request is transmitted to the game server 1 by the web browser of the terminal device 3. In the game server 1 that has received this request, the game execution means 52a reads the user's game information in response to the request and executes the game by performing calculations and data processing.
 例えば、対戦モードで他のユーザのチームと対戦するという操作がユーザによって行われた場合を例に挙げると、ゲーム実行手段52aは、対戦を行う両ユーザのユーザIDに対応した両チームの選手カード情報(試合に出場するレギュラー選手の選手カード情報)をデータベースサーバ2から読み出す。そして、ゲーム実行手段52aは、両チームの選手カードの能力値等に基づいて、勝敗を決定する演算を行う。この勝敗決定の演算の例としては、単純に両チームの選手カードの能力値の合計が高い方を勝利チームとしてもよいし、能力値の合計が高い方のチームが勝利する確率を高くして勝利チームを確率演算により求めてもよい。 For example, in the case where the user performs an operation of playing against another user's team in the battle mode, the game execution means 52a is configured so that the player cards of both teams corresponding to the user IDs of the two users performing the battle. Information (player card information of regular players participating in the game) is read from the database server 2. And the game execution means 52a performs the calculation which determines a win / loss based on the ability value etc. of the player card of both teams. As an example of the calculation of this win / loss decision, the player with the highest total ability value of both teams may be the winning team, or the team with the higher total ability value will have a higher probability of winning. The winning team may be obtained by probability calculation.
 ゲーム画面生成手段52bは、ゲーム実行手段52aによる実行結果に応じて、例えばHTMLデータからなるゲーム画面データを生成する。HTMLデータには、データベースサーバ2から読み出された選手カード等の画像データを含めてもよい。また、HTMLデータには、端末装置3のウェブブラウザのプラグインによって動作するスクリプト(プログラム)が埋め込まれていてもよい。ゲームサーバ1から提供されたスクリプトが端末装置3で実行される場合は、端末装置3で表示されるゲーム画面を動画とすることも可能である。 The game screen generation means 52b generates game screen data composed of HTML data, for example, according to the execution result by the game execution means 52a. The HTML data may include image data such as a player card read from the database server 2. Moreover, the script (program) which operate | moves by the plug-in of the web browser of the terminal device 3 may be embedded in HTML data. When the script provided from the game server 1 is executed by the terminal device 3, the game screen displayed on the terminal device 3 can be a moving image.
 ゲーム画面送信手段52cは、ゲーム画面生成手段52bにより生成されたゲーム画面データ(HTMLデータ等)を、ゲーム画面のリクエストに対するレスポンスとしてユーザの端末装置3へ送信する。このゲーム画面データを受信したユーザの端末装置3では、ウェブブラウザによって表示部35にゲーム画面が表示される。 The game screen transmission unit 52c transmits the game screen data (HTML data or the like) generated by the game screen generation unit 52b to the user terminal device 3 as a response to the request for the game screen. In the terminal device 3 of the user who has received the game screen data, the game screen is displayed on the display unit 35 by the web browser.
 次に、認証手段53について説明する。認証手段53は、ゲームサービスを受けようとするユーザが端末装置3を操作してゲームサーバ1にアクセス(ログイン)しようとした際、当該ユーザのゲーム参加資格の有無を判断してログイン認証を行う。この認証の例としては、ユーザIDと対応付けられたログインIDおよびパスワードに基づく認証がある。例えば、ユーザが初めてゲームサービスを利用するときに、会員情報としてログインID(任意の英数文字やメールアドレス等)およびパスワードをゲームサーバ1に登録する。そして、次回からのゲームサーバ1へのログイン時には、ユーザが端末装置3を操作してログインIDおよびパスワードをゲームサーバ1へ送信する。このとき、ゲームサーバ1の認証手段53が、ユーザの端末装置3から受信したログインIDおよびパスワードの組み合わせが登録済みであるか否かを判断し、ログイン認証を行う。 Next, the authentication unit 53 will be described. When a user who wants to receive a game service operates the terminal device 3 to access (log in) the game server 1, the authentication unit 53 determines whether the user has a game participation qualification and performs login authentication. . An example of this authentication is authentication based on a login ID and password associated with a user ID. For example, when the user uses the game service for the first time, a login ID (any alphanumeric character, email address, etc.) and password are registered in the game server 1 as member information. Then, when logging in to the game server 1 from the next time, the user operates the terminal device 3 to transmit the login ID and password to the game server 1. At this time, the authentication means 53 of the game server 1 determines whether or not the combination of the login ID and password received from the user terminal device 3 has been registered, and performs login authentication.
 また、SNSのシステムに本ゲームシステムを組み込む場合、SNSの会員登録情報(ログインIDおよびパスワード)をそのまま本ゲームシステムのゲームサービスを受けるための利用登録情報としてもよい。例えば、ユーザの端末装置3がSNSサーバにログインしている状態で、ゲームサーバ1が管理するゲームサイトに最初にアクセスした際、SNSサーバからゲームサーバ1へ自動的にユーザのログインIDおよびパスワードが転送され、これによってユーザが改めてログインIDおよびパスワードを登録することなくゲームサービスの利用登録ができるようにしてもよい。 When the game system is incorporated into the SNS system, the SNS member registration information (login ID and password) may be used as registration information for receiving the game service of the game system. For example, when the user's terminal device 3 is logged in to the SNS server, when the game site managed by the game server 1 is first accessed, the user's login ID and password are automatically input from the SNS server to the game server 1. It may be transferred so that the user can register to use the game service without registering the login ID and password again.
 また、ユーザがゲームサーバ1にアクセスする度にログインIDおよびパスワードを入力する手間を省略できるように、端末装置3である携帯電話やスマートフォンの個体識別番号(電話番号とは別の端末を一意に識別するための情報)、または契約者固有ID(端末の契約者を一意に識別するための情報であって、機種変更を行っても契約者が同一である限りは変更されないID)を利用した認証を行ってもよい。すなわち、ユーザが端末装置3を操作して会員登録した際に、当該端末装置3から送信されてくるデータに含まれる個体識別番号または契約者固有IDをゲームサーバ1が取得し、ログインIDおよびパスワードとともに、当該個体識別番号または契約者固有IDもユーザIDと対応付けてデータベースサーバ2に記憶しておくのである。そして、認証手段53は、端末装置3からアクセス要求を受けた際には、個体識別番号または契約者固有IDが登録済みであるか否かを判断してログイン認証を行う。これにより、ゲームサーバ1へのアクセス時には、ユーザはログインIDおよびパスワードの入力を省略してログインすることが可能となる。 In addition, an individual identification number of a mobile phone or a smartphone that is the terminal device 3 (a terminal different from the telephone number is uniquely assigned so that the user does not have to input a login ID and a password each time the user accesses the game server 1. Identification information) or contractor's unique ID (information that uniquely identifies the contractor of the terminal and does not change as long as the contractor is the same even if the model is changed) Authentication may be performed. That is, when the user operates the terminal device 3 to register as a member, the game server 1 acquires the individual identification number or the contractor unique ID included in the data transmitted from the terminal device 3, and the login ID and password At the same time, the individual identification number or the contractor unique ID is also stored in the database server 2 in association with the user ID. When receiving the access request from the terminal device 3, the authentication unit 53 determines whether the individual identification number or the contractor unique ID has been registered, and performs login authentication. Thereby, when accessing the game server 1, the user can log in without inputting the login ID and password.
 また、ユーザがゲームサーバ1にアクセスする度にログインIDおよびパスワードを入力する手間を省略できる別の方法としては、HTTP cookieの情報(以下、Cookieと称する)を利用する方法もある。すなわち、ユーザが端末装置3を操作して会員登録した際に、ゲームサーバ1がログインIDおよびパスワードに対応した個体識別情報を発行してデータベースサーバ2へ登録するとともに、当該個体識別情報をCookieとして端末装置3へ送信する。このとき、端末装置3のブラウザは、受信したCookieを端末装置3内へ記憶する。次回からのゲームサーバ1へのアクセスの際には、端末装置3のブラウザがページ閲覧要求とともにCookieをゲームサーバ1へ送信するので、認証手段53は、端末装置3からアクセス要求を受けた際には、Cookieの個体識別情報が登録済みであるか否かを判断してログイン認証を行うことができる。 As another method that can save the user the trouble of inputting the login ID and password each time the game server 1 is accessed, there is a method of using HTTP cookie information (hereinafter referred to as cookie). That is, when the user operates the terminal device 3 to register as a member, the game server 1 issues individual identification information corresponding to the login ID and password and registers it in the database server 2, and the individual identification information is used as a cookie. It transmits to the terminal device 3. At this time, the browser of the terminal device 3 stores the received cookie in the terminal device 3. When accessing the game server 1 from the next time, the browser of the terminal device 3 transmits a Cookie to the game server 1 together with the page browsing request, so that the authentication unit 53 receives the access request from the terminal device 3. Can perform login authentication by determining whether or not the individual identification information of the cookie has been registered.
 次に、仲間管理手段54について説明する。仲間管理手段54は、仲間関係が成立している2人のユーザを関係付けた仲間情報をデータベースサーバ2(記憶装置)に記憶する仲間情報記憶制御手段54aを備えている。あるユーザが他のユーザと仲間関係を構築するための一形態としては、2人のユーザの何れか一方が、他方のユーザに対してゲームサーバ1を介して仲間申請を行い、当該仲間申請を受けたユーザがゲームサーバ1を介して仲間になることを承認するという、両ユーザ間においてなされる仲間申請とその承認の操作が挙げられる。その他の形態としては、既にゲームサービスに登録済みのユーザが、未登録のユーザをゲームに招待し、招待を受けたユーザがゲームサービスに登録した場合に、招待した側とされた側との2人のユーザを仲間同士とする形態もある。図8には、仲間情報記憶制御手段54aがデータベースサーバ2に記憶する仲間情報の一例を示している。 Next, the fellow management means 54 will be described. The fellow management means 54 is provided with fellow information storage control means 54a for storing fellow information relating two users who have established a fellow relation in the database server 2 (storage device). As one form for a user to establish a friendship relationship with another user, either one of the two users makes a friend application to the other user via the game server 1, and the friend application is made. The friend application made between both users and the operation of the approval that the received user approves becoming a friend via the game server 1 are mentioned. As another form, when a user who has already been registered in the game service invites an unregistered user to the game and the user who has been invited registers in the game service, the user who is the invited side is There is also a form in which human users are friends. FIG. 8 shows an example of friend information stored in the database server 2 by the friend information storage control unit 54a.
 図8に示すように、仲間情報記憶制御手段54aは、ある2人のユーザ間で仲間関係が成立したときに、仲間申請をしたユーザのユーザIDと当該仲間申請を承認したユーザのユーザIDとを関係付けた仲間情報をデータベースサーバ2へ記憶する。そして、仲間管理手段54は、各仲間情報にこれらを一意に識別するための仲間情報IDを付加し、仲間情報IDに基づいて仲間管理を行う。 As shown in FIG. 8, the fellow information storage control unit 54 a has a user ID of a user who has applied for a friend and a user ID of a user who has approved the fellow application when a friendship relationship is established between two users. Is stored in the database server 2. And the fellow management means 54 adds fellow information ID for identifying these uniquely to each fellow information, and performs fellow management based on fellow information ID.
 図8の例では、仲間申請したユーザID=“000001”のユーザAと、それを承認したユーザID=“000002”のユーザBとの2人のユーザを関係付けた仲間情報が、仲間情報ID=“1”の仲間情報としてデータベースサーバ2に登録されている。これにより、ユーザAにとってユーザBは仲間関係にある仲間ユーザであり、ユーザBにとってもユーザAは仲間ユーザとなる。 In the example of FIG. 8, the fellow information that associates two users, the user A of the user ID = “000001” who applied for the friend and the user B of the user ID = “000002” who approved it, is the friend information ID. = Registered in the database server 2 as friend information of “1”. Thereby, for user A, user B is a fellow user who has a fellow relationship, and for user B, user A is a fellow user.
 また、各ユーザは複数の仲間を作ることができ、各ユーザを中心とする仲間グループを構成することが可能である。図8の例では、ユーザID=“000001”のユーザAは、ユーザID=“000005”および“000035”のユーザとも仲間関係を構築している。そして、仲間管理手段54は、各ユーザを中心とする仲間グループに所属する仲間関係にある仲間ユーザの情報をデータベースサーバ2に記憶して、ユーザ毎の仲間管理を行う。 In addition, each user can make a plurality of friends, and it is possible to form a friend group centered on each user. In the example of FIG. 8, the user A with the user ID = “000001” has also established a fellowship relationship with the users with the user IDs = “000005” and “000003”. And the fellow management means 54 memorize | stores in the database server 2 the information of the fellow user who has the fellow relation which belongs to the fellow group centering on each user, and performs fellow management for every user.
 図9Aには、仲間管理手段54がデータベースサーバ2に記憶している仲間情報等に基づいて管理している、各ユーザの仲間に関する情報の一例を示している。仲間管理手段54の仲間情報記憶制御手段54aは、ユーザIDと対応付けて、仲間数の上限の情報、すでに仲間の関係になっている仲間ユーザのユーザID、仲間申請中のユーザのユーザID、および仲間申請を受けているが未承認のユーザのユーザIDなどの仲間に関する情報を、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。図9Aの例では、ユーザID=“000001”のユーザ1人分の仲間に関する情報を示しており、仲間数の上限は45人、当該ユーザの仲間ユーザは10人、仲間申請中のユーザは1人、仲間申請を受けているが未承認のユーザは0人である。 FIG. 9A shows an example of information related to each user's buddies managed by the buddy management means 54 based on the buddy information stored in the database server 2. The associate information storage control means 54a of the associate management means 54 is associated with the user ID, the upper limit information of the number of associates, the user ID of the associate user who is already in the associate relationship, the user ID of the user who is applying for the associate, And the information regarding associates, such as user ID of a user who has received a friend application but is not approved, is stored in a predetermined storage area of the database server 2 for each user ID. In the example of FIG. 9A, information related to one user with the user ID = “000001” is shown, the upper limit of the number of friends is 45, the number of fellow users of the user is 10, and the number of users who are applying for fellowship is 1. There are 0 unapproved users who have received applications for people and friends.
 本実施の形態の野球ゲームでは、仲間をつくることによって、仲間関係になった両ユーザにボーナスが付与される(例えば、前記体力ポイントやコストの最大値を所定ポイントだけ増加させることができる)。また、仲間ユーザと協力して試合をしたり、仲間同士で選手カードのプレゼントや応援を行ったりすることで、ゲームを有利に進めることができるゲーム仕様となっている。このようにゲーム内で仲間をつくることによるメリットをユーザに付与することにより、仲間を作ることを促進している。 In the baseball game according to the present embodiment, by creating a friend, a bonus is given to both users who have become friends (for example, the maximum value of the physical strength point and the cost can be increased by a predetermined point). Moreover, it is the game specification which can advance a game advantageously by playing a game in cooperation with a fellow user, or performing a present or cheering of a player card between friends. In this way, making a friend is promoted by giving the user the merit of making a friend in the game.
 但し、各ユーザが他のユーザと仲間関係を構築することができる仲間数には上限を設定することができる。仲間数の上限としては、各ユーザに共通の1つの上限(例えば、50人)を設けることができる。あるいは、各ユーザのゲームの進行度合いに応じて、仲間数の上限が所定範囲(例えば10人~99人の範囲)で変動するようにしてもよい。本実施の形態では、仲間数の上限が10人~99人の範囲で変動し、ユーザのレベルが高くなるほど、仲間数の上限が大きくなるようにしている。これにより、ユーザは、より多くの仲間を作ってゲームを有利にするために、ゲームを継続的に進めてレベルアップを図ろうとする動機付けを与えられることになる。仲間情報記憶制御手段54aは、ユーザIDと対応付けて、各ユーザの仲間数の上限を記憶しており、仲間管理手段54が各ユーザの仲間数の上限を管理する。 However, an upper limit can be set for the number of friends that each user can establish a friendship with other users. As an upper limit of the number of friends, one upper limit (for example, 50 people) common to each user can be provided. Alternatively, the upper limit of the number of friends may vary within a predetermined range (for example, a range of 10 to 99 people) according to the progress of each user's game. In the present embodiment, the upper limit of the number of friends varies in the range of 10 to 99 people, and the upper limit of the number of friends increases as the user level increases. Thereby, in order to make more friends and make the game advantageous, the user is given a motivation to continuously advance the game and improve the level. The associate information storage control unit 54a stores the upper limit of the number of associates of each user in association with the user ID, and the associate management unit 54 manages the upper limit of the number of associates of each user.
 本実施の形態において、2人のユーザが仲間になるには、両ユーザの何れか一方が、他方のユーザに対してゲームサーバ1を介して仲間申請を行う。この仲間申請の操作例としては、先ず、仲間を作ろうとするユーザが、端末装置3の画面上に仲間候補の対象者をリストアップする操作を行う。このとき、ユーザは、仲間候補のユーザレベルを指定することができる。このユーザによる操作に応じて、ゲームサーバ1が仲間候補の対象者をリストアップした画面データを送信することにより、複数の仲間候補がリストアップされた画面がユーザの端末装置3に表示される。ここで、ユーザは、画面上にリストアップされた対象者のユーザレベルやゲーム内所属リーグレベル等を確認し、仲間にしたいユーザを選択して仲間申請の操作を行う。 In this embodiment, in order for two users to become friends, either one of both users makes a friend application to the other user via the game server 1. As an operation example of this friend application, first, a user who wants to make a friend performs an operation of listing target candidates of friend candidates on the screen of the terminal device 3. At this time, the user can designate the user level of the fellow candidate. In response to the operation by the user, the game server 1 transmits the screen data listing the candidates for the fellow candidates, so that a screen on which the plurality of fellow candidates are listed is displayed on the user terminal device 3. Here, the user confirms the user level of the target person listed on the screen, the in-game league level, and the like, selects a user who wants to be a friend, and performs a friend application operation.
 例えば、ユーザID=“000001”のユーザAが、ユーザID=“000002”のユーザBに対して仲間申請の操作を行った場合を考える。図9Aに示すように、この操作に応じてゲームサーバ1の仲間情報記憶制御手段54aは、仲間申請を行ったユーザAのゲーム情報として、当該ユーザAのユーザID=“000001”と対応付けて、被申請者であるユーザBのユーザID=“000002”を、「申請中のユーザID」として記憶する。 For example, consider a case where a user A with a user ID = “000001” performs a friend application operation on a user B with a user ID = “000002”. As shown in FIG. 9A, in response to this operation, the fellow information storage control unit 54a of the game server 1 associates the user ID of the user A = “000001” as the game information of the user A who made the fellow application. , The user ID of the user B who is an applicant = “000002” is stored as the “user ID under application”.
 さらに、図10Aに示すように、仲間情報記憶制御手段54aは、被申請者であるユーザBのゲーム情報として、当該ユーザBのユーザID=“000002”と対応付けて、仲間申請を行ったユーザAのユーザID=“000001”を、「未承認のユーザID」として記憶する。そして、ゲームサーバ1は、その後、ユーザBの端末装置3がゲームサーバ1にログインしたときに、ユーザAから仲間申請があった旨を通知する。 Further, as shown in FIG. 10A, the fellow information storage control unit 54a associates with the user ID of the user B = “000002” as the game information of the user B who is the applicant, and performs the fellow application. A's user ID = “000001” is stored as “unapproved user ID”. Then, the game server 1 notifies the user A that there has been a friend application when the terminal device 3 of the user B logs into the game server 1.
 そして、仲間申請を受けたユーザBは、ゲームサーバ1から受信したユーザAのユーザレベルやゲーム内所属リーグレベル等の情報を、端末装置3の画面上で確認し、仲間として承認するか拒否するかを選択する操作を行う。ここで、ユーザBが仲間として承認する操作を行った場合、この操作に応じてゲームサーバ1の仲間管理手段54は、ユーザAとユーザBとの仲間関係を成立させ、図8に示すように両ユーザA・BのユーザIDを関係付けた仲間情報をデータベースサーバ2に登録する。そして、仲間情報記憶制御手段54aは、図9Bに示すように、ユーザAのゲーム情報として、当該ユーザAのユーザID=“000001”と対応付けて、ユーザBのユーザID=“000002”を、「仲間ユーザID」として記憶し、「申請中のユーザID」からユーザBのユーザIDを削除する。 And the user B who received the friend application confirms information, such as the user level of the user A received from the game server 1, and the league level in a game, on the screen of the terminal device 3, and approves or refuses as a friend. Perform an operation to select. Here, when the user B performs an operation of approving as a friend, the friend management means 54 of the game server 1 establishes a friendship relationship between the user A and the user B in accordance with this operation, as shown in FIG. Associate information relating user IDs of both users A and B is registered in the database server 2. Then, as shown in FIG. 9B, the fellow information storage control unit 54a associates the user ID of the user A = “000001” with the user ID of the user A = “000002” as the game information of the user A, It memorizes as "friend user ID" and deletes user B's user ID from "user ID under application".
 さらに、図10Bに示すように、仲間情報記憶制御手段54aは、ユーザBのユーザID=“000002”と対応付けて、ユーザAのユーザID=“000001”を、「仲間ユーザID」として記憶し、「未承認のユーザID」からユーザAのユーザIDを削除する。そして、ゲームサーバ1は、その後、ユーザAの端末装置3がゲームサーバ1にログインしたときに、ユーザBから仲間の承認があった旨を通知する。 Further, as shown in FIG. 10B, the fellow information storage control unit 54a stores the user ID of the user A = “000001” as the “friend user ID” in association with the user ID of the user B = “000002”. , The user ID of the user A is deleted from the “unapproved user ID”. Then, when the user A's terminal device 3 logs in to the game server 1, the game server 1 notifies the user B that the friend has been approved.
 次に、現実事象受付手段55について説明する。現実事象受付手段55は、リアルタイム連動育成モードにおいて、現実世界の野球の試合で発生する現実事象に関する情報を受け付ける。つまり、現実事象受付手段55は、現実世界で発生した現実事象の情報をゲームサーバ1に取り込む機能を有する。この現実事象受付手段55は、基本的に、現実世界の野球の試合で現実事象が発生する毎に、現実事象に関する情報を受け付ける。 Next, the real event receiving means 55 will be described. The real event accepting unit 55 accepts information regarding a real event that occurs in a real-world baseball game in the real-time linked training mode. That is, the real event accepting unit 55 has a function of taking into the game server 1 information on real events that have occurred in the real world. The real event receiving means 55 basically receives information about a real event every time a real event occurs in a real-world baseball game.
 ここで、現実事象の例を示す。攻撃側の現実事象としては、ヒット(単打、二塁打、三塁打、本塁打)、四死球、犠打、先制打、同点打、逆転打、勝ち越し打、1得点/イニング、2得点/イニング、3得点/イニング、4得点以上/イニング、3安打/選手、4安打/選手、5安打以上/選手、サイクルヒット/選手、盗塁、三振、併殺打などがある。また、守備側の現実事象としては、奪三振、ダブルプレイ、トリプルプレイ、アウト獲得、無失点/イニング、エラー、投手暴投などがある。また、試合結果の現実事象としては、勝利、引き分け、敗北、さよなら勝利、完全試合、ノーヒットノーラン、完封、完投などがある。その他の現実事象としては、試合開始、イニングの表終了、イニングの裏終了(イニング終了)、試合終了などがある。 Here is an example of a real event. The actual events on the attacking side are hits (single hits, double hits, triple hits, home runs), four dead balls, sacrificial hits, first hits, same hits, reverse hits, overcoming hits, 1 score / inning, 2 points / inning, 3 points / inning, There are 4 points or more / inning, 3 hits / players, 4 hits / players, 5 hits / players, cycle hits / players, stealing, strikeouts, slaughter. In addition, actual events on the defensive side include strikeout, double play, triple play, out-acquisition, no goal / inning, error, and pitcher throwing. In addition, the actual events of the game results include victory, draw, defeat, goodbye victory, complete game, no hit no-run, sealed, complete throw. Other actual events include the start of the game, the end of the inning, the end of the inning (end of the inning), and the end of the game.
 ゲーム内で適用する現実事象を何にするかは、任意に設定することができる。例えば、現実事象として例示した上述の全ての事象を、ゲーム内で適用する現実事象としてもよいし、そのうちの一部だけをゲーム内で適用する現実事象としてもよい。 ∙ What to do with the real events applied in the game can be set arbitrarily. For example, all the above-described events exemplified as real events may be real events applied in the game, or only some of them may be real events applied in the game.
 現実事象受付手段55は、例えば、キーボードやマウス等の入力装置17を介したオペレータの手動操作による現実事象に関する情報の入力を受け付ける。または、現実事象受付手段55は、ゲームサーバ1とは別のコンピュータ等で入力された現実事象に関する情報を、通信制御部15を介して受信することにより、現実事象に関する情報を受け付ける。または、現実事象受付手段55は、現実世界の野球の試合で発生する事象の情報を提供するサーバからの情報を、通信制御部15を介して受信することにより、現実事象に関する情報を受け付ける。野球の試合でだれが本塁打を打ったか等の情報を、1球毎、イニングの表裏終了毎またはイニング終了毎に提供するような情報提供サーバは数多く存在するので、そのような情報提供サーバの提供情報を利用して、現実事象に関する情報をゲームサーバ1に取り込むことができる。現実事象には、各現実事象を一意に識別するための事象IDが定められており、データベースサーバ2には、現実事象と事象IDとを対応付けた情報が記憶されている。そして、ゲームサーバ1に取り込まれた現実事象は、事象IDにより管理される。 The real event accepting unit 55 accepts input of information related to a real event by an operator's manual operation via the input device 17 such as a keyboard or a mouse. Alternatively, the real event accepting unit 55 accepts the information related to the real event by receiving, via the communication control unit 15, the information related to the real event input by a computer other than the game server 1. Alternatively, the real event receiving means 55 receives information about a real event by receiving information from a server that provides information on an event that occurs in a baseball game in the real world through the communication control unit 15. There are many information providing servers that provide information such as who made a home run in a baseball game for each ball, for each end of the inning, and for each end of the inning. Information relating to the actual event can be taken into the game server 1 using the information. The real event has an event ID for uniquely identifying each real event, and the database server 2 stores information in which the real event and the event ID are associated with each other. And the real event taken into the game server 1 is managed by event ID.
 次に、操作受付手段56について説明する。操作受付手段56は、現実事象受付手段55によって受け付けられた現実事象に対して所定の受付期間を設定し、当該受付期間中における端末装置3での操作に関する操作情報を受け付ける機能を有する。ユーザは、操作受付手段56によって設定された受付期間中に、現実事象に応じた能力情報(属性情報)を初期状態キャラクタに反映させるための反映操作を行うことができる。操作受付手段56は、例えば、ヒット等の現実事象が発生する毎に、当該現実事象に対する受付期間を設定することができる。または、イニングの表の中または裏の中で発生したヒット等の現実事象に対しては、そのイニングの表または裏の終了後にまとめて受付期間を設定してもよい。または、イニング中に発生した現実事象に対しては、そのイニングの終了後にまとめて受付期間を設定してもよい。または、現実世界の野球の試合開始から所定時間(例えば15分)経過する毎に、その間に発生した現実事象に対してまとめて受付期間を設定してもよい。これらは一例であり、現実世界で発生した現実事象に対しては任意のタイミングで受付期間を開始することができる。 Next, the operation receiving means 56 will be described. The operation accepting unit 56 has a function of setting a predetermined accepting period for the actual event accepted by the actual event accepting unit 55 and accepting operation information regarding an operation on the terminal device 3 during the accepting period. During the reception period set by the operation reception unit 56, the user can perform a reflection operation for reflecting the ability information (attribute information) corresponding to the real phenomenon to the initial state character. For example, every time a real event such as a hit occurs, the operation accepting unit 56 can set a reception period for the real event. Alternatively, for a real event such as a hit occurring in the front or back of the inning, a reception period may be set together after the front or back of the inning. Alternatively, for real events that occur during inning, a reception period may be set together after the end of inning. Alternatively, every time a predetermined time (for example, 15 minutes) elapses from the start of a real-world baseball game, a reception period may be set for the real events that occurred during that time. These are only examples, and a reception period can be started at an arbitrary timing for a real event that has occurred in the real world.
 また、受付期間は、例えば、1分間、3分間、5分間等の所定長の期間とすることができる。または、受付期間を、次の現実事象が発生するまでとしたり、次のイニングの開始までとしたり、次のイニングが終了するまでとするなど、所定長以外の期間としてもよい。 In addition, the reception period can be a predetermined length period such as 1 minute, 3 minutes, 5 minutes, or the like. Alternatively, the reception period may be a period other than the predetermined length, such as until the next actual event occurs, until the next inning starts, or until the next inning ends.
 ヒット等の現実事象が発生する毎に当該現実事象に対する受付期間を開始したり、イニングの終了毎に、そのイニングで発生した現実事象に対する受付期間を開始したりする場合、操作受付手段56は、受付期間開始の契機となる現実事象の発生を基準として、受付期間を開始する。受付期間の開始タイミングは、端末装置3での操作により初期状態キャラクタの属性を変化させることを可能とするゲーム中でのタイミングである。すなわち、現実事象には、初期状態キャラクタの属性を変化させることを可能とするゲーム中でのタイミングを規定する基準の事象(これを「基準事象」と呼称する)を含めることができる。 When a real event such as a hit occurs every time an acceptance period for the real event is started, or every time an inning ends, a reception period for a real event that occurred during the inning is started, the operation acceptance means 56 The acceptance period is started based on the occurrence of a real event that triggers the acceptance period. The start timing of the reception period is a timing in the game that allows the attributes of the initial state character to be changed by an operation on the terminal device 3. That is, the real event can include a reference event (referred to as a “reference event”) that defines the timing in the game that allows the attributes of the initial character to be changed.
 つまり、現実事象には、キャラクタに能力情報(属性情報)を反映させるための対象の事象(これを「対象事象」と呼称する)と、キャラクタの属性を変化させることを可能とするゲーム中でのタイミングを規定する基準事象とを含めることができる。ここで、対象事象と基準事象との関係は、ある現実事象が対象事象であれば基準事象ではなく、基準事象であれば対象事象ではないというような相互に独立した関係にあるわけではなく、ある現実事象(例えばヒット)が、対象事象でもあり且つ基準事象でもあるという関係も成り立つものである。 In other words, in a game that allows a real event to be a target event for reflecting ability information (attribute information) on the character (referred to as “target event”) and a character attribute to be changed. And a reference event that defines the timing. Here, the relationship between the target event and the reference event is not a reference event if a certain real event is a target event, but is not a target event if it is a reference event. The relationship that a certain real event (for example, hit) is also a target event and a reference event also holds.
 操作受付手段56は、基準事象が発生したとき(現実事象受付手段55が、当該基準事象として定められた現実事象を受け付けたとき)、その1つ前の基準事象後に発生した現実事象に対する受付期間を開始する。すなわち、操作受付手段56は、現実世界の野球の試合で発生する現実事象を、基準事象として定められた現実事象の発生によって区切って、受付期間を開始するのである。 When the reference event occurs (when the real event receiving unit 55 receives a real event defined as the reference event), the operation receiving unit 56 receives a period for the real event that occurred after the previous reference event. To start. That is, the operation reception means 56 starts a reception period by dividing a real event that occurs in a baseball game in the real world by the occurrence of a real event defined as a reference event.
 例えば、現実世界の野球の試合でのヒット(単打、二塁打、三塁打、本塁打)、四死球、犠打、盗塁等を現実事象(=対象事象)とし、それら全てを基準事象でもあるとして定めた場合、個々のヒット等の現実事象が発生する毎に、それに対する受付期間が開始される。例えばヒット(=基準事象)が発生したとき、当該基準事象の1つ前の基準事象後に発生した現実事象とは、当該ヒットだけであり、操作受付手段56は、当該ヒットの発生後に、当該ヒットに対して受付期間を開始する。この場合、受付期間の終了(終期)を次の現実事象が発生するまでとすることができる。このように受付期間の終期を定めることにより、複数の受付期間が時間的に重複することがなくなる。これにより、ゲームサーバ1側の受付期間の管理が複雑化することを回避できるとともに、ユーザ側の反映操作も単純化できる(もしも複数の受付期間が時間的に重複する場合、どの受付期間に対する反映操作を行うのかを端末装置3側で選択する等の手間が必要になるが、受付期間の時間的な重複がなければそのような手間を省くことができる)。 For example, if it is determined that a hit (single hit, double hit, triple hit, home run), four dead ball, sacrificial hit, stealing, etc. in a real world baseball game are real events (= target events) and all of them are also reference events, Each time a real event such as a hit occurs, a reception period is started. For example, when a hit (= reference event) occurs, the actual event that occurred after the reference event immediately before the reference event is only the hit. The acceptance period starts. In this case, the end of the acceptance period can be made until the next real event occurs. By determining the end of the reception period in this way, a plurality of reception periods do not overlap in time. As a result, the management of the reception period on the game server 1 side can be avoided from being complicated, and the reflection operation on the user side can be simplified (if multiple reception periods overlap in time, the reflection for which reception period is reflected) Although it is necessary to select on the terminal device 3 side whether or not the operation is to be performed, such time and effort can be saved if there is no time overlap of the reception periods.
 また、個々の現実事象(ヒット等)が発生してもすぐに受付期間を開始するのではなく、イニング終了を待って、当該イニング中に発生した現実事象に対してまとめて受付期間を開始する場合、イニング終了という現実事象が基準事象となり、イニング終了以外のヒット等の現実事象については基準事象ではない対象事象となる。例えば、第3イニング終了(=基準事象)が発生したとき、当該基準事象の1つ前の基準事象(第2イニング終了)後に発生した現実事象として、例えば、ヒットや盗塁等があった場合、操作受付手段は、当該ヒットや盗塁等に対して受付期間を開始する。要するに、第3イニング中に発生した個々の現実事象に対する受付は、すべてイニング終了時から開始するのである。 In addition, even if individual real events (such as hits) occur, the reception period does not start immediately, but after the inning ends, the reception period starts for all the actual events that occurred during the inning. In this case, a real event such as the end of inning is a reference event, and a real event such as a hit other than the end of inning is a target event that is not a reference event. For example, when the third inning end (= reference event) occurs, if there is a hit or stealing as a real event that occurred after the reference event immediately before the reference event (end of the second inning), The operation reception means starts a reception period for the hit or theft. In short, all acceptances for individual real events that occurred during the third inning start from the end of the inning.
 ところで、野球の試合でのイニング(回)は、「表」と「裏」の2つから構成され、第2イニング終了(第2イニングの裏終了)後は、第3イニングとなる。よって、第2イニング終了後から第3イニング終了までとは、第3イニング全体の期間を含む。なお、厳密に言えば、第2イニング終了後から第3イニング終了までの期間中には、表裏の間(攻守交代のために選手が守備位置に移動等するための期間)という野球の試合進行が中断された期間を含むが、この表裏の間にはヒット等が発生し得ないので、表裏の間をイニングから排除して考えなくとも特に問題はない。 By the way, the inning (times) in the baseball game is composed of “front” and “back”, and after the end of the second inning (the end of the back of the second inning) is the third inning. Therefore, the period from the end of the second inning to the end of the third inning includes the entire period of the third inning. Strictly speaking, during the period from the end of the second inning to the end of the third inning, the progress of the baseball game between the front and back sides (the period for the player to move to the defensive position for offense and defense change) Includes a period of interruption, but no hit or the like can occur between the front and back, so there is no particular problem even if it is not considered to exclude the front and back from inning.
 そして、受付期間中に端末装置3にて反映操作が行われれば、イニング中に発生したヒット等の現実事象(=対象事象)に応じた能力情報が初期状態キャラクタに反映される。
 このように、現実事象の全部を基準事象としてもよいし、現実事象の一部を基準事象としてもよい。
Then, if a reflection operation is performed in the terminal device 3 during the reception period, the ability information corresponding to a real event (= target event) such as a hit that occurred during inning is reflected in the initial state character.
As described above, the entire actual event may be set as the reference event, or a part of the actual event may be set as the reference event.
 なお、現実世界の野球の試合開始から15分経過する毎に、その間に発生した現実事象に対してまとめて受付期間を設定するのであれば、操作受付手段56は、野球の試合開始時間を基準として15分毎に受付期間を開始することができる。よって、受付期間開始の契機となる基準事象を定めることなく受付期間を開始することも可能である。但し、基準事象を用いないで受付期間を開始する場合、ユーザが野球の試合を視聴せずとも受付期間の開始(すなわち、反映操作をすべきタイミング)が分かってしまう。これでは野球の試合を視聴しながら反映操作をしてキャラクタを成長させるというゲームの楽しみ方を最大限に生かせない。よって、野球の試合の開始後、いつ発生するか分からない基準事象、例えば野球ゲームの場合であれば、イニング終了やヒット、ホームラン等を基準にして受付期間を開始することが望ましい。特に、ヒットやホームラン等については事前に予想することは不可能であるので、より継続的な視聴が必要となる。これにより、現実世界の野球の試合をリアルタイムで視聴しながらゲームをプレイする方向にユーザを導くことができる。 If a reception period is set for all real events that occurred during 15 minutes after the start of a real-world baseball game, the operation reception means 56 uses the baseball game start time as a reference. The reception period can be started every 15 minutes. Therefore, it is also possible to start the reception period without defining a reference event that triggers the start of the reception period. However, when the reception period is started without using the reference event, the start of the reception period (that is, the timing at which the reflection operation should be performed) can be known without the user watching the baseball game. This makes it impossible to maximize the enjoyment of the game of growing the character by reflecting while watching the baseball game. Therefore, after the start of the baseball game, in the case of a reference event that does not know when it occurs, for example, in the case of a baseball game, it is desirable to start the acceptance period based on the end of innings, hits, home runs and the like. In particular, since hits, home runs, and the like cannot be predicted in advance, more continuous viewing is required. Thus, the user can be guided in the direction of playing the game while viewing the real-world baseball game in real time.
 本実施の形態では、イニング終了を基準事象とし、各イニング中に発生した現実事象に対しては、各イニングの終了直後にまとめて受付期間を開始する例について以下に説明する。また、その受付期間の終了(終期)は、次のイニング終了までとして、複数の受付期間が時間的に重複しないようにする。例えば、現実世界の野球の試合で、1回表裏の攻撃が終わって第1イニングが終了した場合、第1イニング終了の情報がゲームサーバ1に入力されてから受付期間が開始となり、その後2回表裏の攻撃が終わって第2イニング終了の情報がゲームサーバ1に入力されるまでが、第1イニングに対する受付期間となる。なお、最後のイニング(延長戦でない場合第9イニング)に対する受付期間は、次のイニングの終了までとできないので、最後のイニング終了の入力から5分間を受付期間とする。 In the present embodiment, an example will be described below in which the end of inning is used as a reference event, and for a real event that occurs during each inning, a reception period is started immediately after the end of each inning. Also, the end (end) of the reception period is until the end of the next inning so that the plurality of reception periods do not overlap in time. For example, in a real-world baseball game, when the first inning ends after the first and second attacks are over, the reception period starts after the first inning end information is input to the game server 1, and then twice The period until the second inning end is input to the game server 1 after the front and back attacks are over is the acceptance period for the first inning. In addition, since the reception period for the last inning (the ninth inning when it is not an extended game) cannot be completed until the end of the next inning, the reception period is five minutes from the input of the end of the last inning.
 後述するように、ユーザは、この受付期間中に自分の端末装置3で反映操作を行わなければ、イニング中の現実事象に応じた能力情報を、初期状態キャラクタに付加する機会を逸することになる。ユーザが端末装置3で行う反映操作としては、図16または図18に例示するように、リアルタイム連動育成モード中の画面に表示される「反映」ボタン92を押すだけの簡単な操作が挙げられる。図16および図18の画面の詳細については後述する。 As will be described later, if the user does not perform a reflection operation on his / her terminal device 3 during this reception period, he / she misses the opportunity to add capability information corresponding to the actual event being inning to the initial state character. Become. Examples of the reflection operation performed by the user on the terminal device 3 include a simple operation of simply pressing the “reflection” button 92 displayed on the screen in the real-time linked training mode, as illustrated in FIG. 16 or FIG. Details of the screens of FIGS. 16 and 18 will be described later.
 次に、関係情報記憶制御手段57について説明する。関係情報記憶制御手段57は、現実事象に対応する端末装置3での操作と、当該操作に基づく前記初期状態キャラクタに反映させる能力情報(属性情報)との関係情報を予めデータベースサーバ2(記憶装置)に記憶する。図11Aおよび図11Bに、関係情報記憶制御手段57がデータベースサーバ2に記憶する関係情報の例を示す。図11Aは、攻撃側の「現実事象」と「能力情報」との関係情報であり、図11Bは、守備側の「現実事象」等と「能力情報」との関係情報である。なお、ここで言う「現実事象」と「能力情報」との関係情報とは、正確には、「現実事象」に対応する端末装置3での反映操作と、当該反映操作に基づきキャラクタに反映させる「能力情報」との関係情報のことである。 Next, the relationship information storage control means 57 will be described. The relation information storage control means 57 stores in advance the relation information between the operation at the terminal device 3 corresponding to the actual event and the ability information (attribute information) to be reflected in the initial state character based on the operation in the database server 2 (storage device). ). FIG. 11A and FIG. 11B show examples of relation information stored in the database server 2 by the relation information storage control means 57. FIG. 11A shows relation information between the “real event” and “ability information” on the attack side, and FIG. 11B shows relation information between “real event” and the like on the defense side and “ability information”. It should be noted that the relationship information between “real event” and “ability information” mentioned here is accurately reflected in the character based on the reflection operation at the terminal device 3 corresponding to the “real event” and the reflection operation. It is related information with “ability information”.
 図11Aおよび図11Bに示すように、関係情報には、初期状態キャラクタにゲーム上有利となる能力情報(以下、「プラスの能力情報」と呼称する)を反映させるための現実事象と、プラスの能力情報との対応関係が記憶されている。プラスの能力を反映させるための対象事象としては、単打、二塁打、三塁打、本塁打等があり、現実世界の選手の活躍内容によって、初期状態キャラクタに反映させる能力情報も異なっている。図11Aの例では、単打には「+10」、二塁打には「+20」、三塁打には「+50」、本塁打には「+100」の能力情報がそれぞれ対応付けられている。よって、単打よりも本塁打の方が10倍の能力情報が初期状態キャラクタに反映されることになる。ここで、能力情報の「+10」とは、本実施の形態では初期状態キャラクタの能力1~能力4のそれぞれに能力値「10」を加算することとする。 As shown in FIGS. 11A and 11B, the relationship information includes a real event for reflecting the ability information (hereinafter referred to as “plus ability information”) advantageous to the game to the initial state character, plus Correspondence with capability information is stored. The target events for reflecting the positive ability include single hit, double hit, triple hit, home run, and the like, and the ability information to be reflected in the initial state character is different depending on the activity content of the real world player. In the example of FIG. 11A, the ability information of “+10”, “+20” for the second strike, “+50” for the third strike, and “+100” for the final strike are associated with the single strike. Therefore, the ability information that is 10 times more than the single hit is reflected in the initial state character. Here, the ability information “+10” means that the ability value “10” is added to each of the abilities 1 to 4 of the initial state character in the present embodiment.
 なお、現実世界の実在選手の活躍内容によっては、初期状態キャラクタに、能力1~能力4以外の特殊能力が付加されるようにしてもよい。例えば、本塁打、5安打以上/選手、サイクルヒット/選手、トリプルプレイ、完全試合、ノーヒットノーラン、完封などの大活躍の現実事象に対しては、様々な特殊能力(例えば、満塁の場面でミート能力やパワー能力が向上する特殊能力等)が付加されるように、関係情報に特殊能力の情報を含ませてもよい。 It should be noted that special abilities other than abilities 1 to 4 may be added to the initial state character depending on the activity content of real players in the real world. For example, various special abilities (for example, meet abilities in a full scene) for real events such as home runs, 5 hits or more / players, cycle hits / players, triple play, perfect matches, no-hit no-run, closed And the special ability information may be included in the relationship information so that the power ability is improved.
 また、図11Bに示すように、本実施の形態では、試合開始、イニング終了、試合終了等の現実事象に対しては、能力情報を0に設定しているが、これらの現実事象にも能力情報(例えば「+5」等)を設定してもよい。 In addition, as shown in FIG. 11B, in this embodiment, ability information is set to 0 for real events such as the start of a game, the end of an inning, and the end of a game. Information (for example, “+5” or the like) may be set.
 また、図12Aおよび図12Bに例示するように、関係情報には、初期状態キャラクタにゲーム上不利となる能力情報(以下、「マイナスの能力情報」と呼称する)を反映させるための現実事象とマイナスの能力情報との対応関係を含ませることもできる。マイナスの能力を反映させるための現実事象としては、攻撃側では三振、併殺打、送りバント失敗、盗塁失敗などが挙げられ、守備側では守備エラー、投手暴投、ボークなどが挙げられる。また、マイナスの能力を反映させる現実事象の内容によって、初期状態キャラクタに反映させるマイナスの能力情報も異なっている。図12Aの例では、三振には「-10」、併殺打には「-20」のマイナスの能力情報がそれぞれ対応付けられている。このように、関係情報にプラスの能力情報だけではなくマイナスの能力情報も含めた場合、初期状態キャラクタにマイナスの能力を反映させるための現実事象が現実世界で発生した場合、ユーザの反映操作により初期状態キャラクタがマイナス成長することもあり得る。 Further, as illustrated in FIGS. 12A and 12B, the relationship information includes a real event for reflecting the ability information (hereinafter referred to as “negative ability information”) that is disadvantageous in the game to the initial state character. Correspondence with negative ability information can also be included. Real events to reflect negative abilities include strikeouts, smashing strikes, sending bunt failures, and stealing failures on the attacking side, and defensive errors, pitcher throwing, and balking on the defending side. Also, the minus ability information to be reflected on the initial state character is different depending on the contents of the real event to which the minus ability is reflected. In the example of FIG. 12A, negative ability information of “−10” is associated with strikeout and “−20” is associated with combined strike. In this way, when not only positive ability information but also negative ability information is included in the relationship information, if a real event occurs in the real world to reflect negative ability in the initial state character, The initial state character may grow negatively.
 次に、応援対象登録手段58について説明する。本実施の形態では、現実世界の2つの野球チームが対戦する野球の試合を、リアルタイム連動育成モードの対象としている。この場合、ユーザは、現実世界の2つの野球チームの中の1つを、予め応援対象(反映対象)のチームとして選択して登録することができ、登録した応援対象のチームの現実世界での活躍に応じて、初期状態キャラクタを成長させることができる。すなわち、ユーザが選択して登録した応援対象のチームについての現実事象のみが、初期状態キャラクタの成長に影響を及ぼす。例えば、現実世界でチームAとチームBが対戦する野球の試合の場合であって、ユーザがチームAを応援対象として選択した場合、チームAの実在選手が本塁打を打った場合には初期状態キャラクタを成長させることができるが、チームBの実在選手が本塁打を打っても初期状態キャラクタを成長させることはできない。 Next, the support target registration means 58 will be described. In the present embodiment, a baseball game in which two real-world baseball teams face each other is the target of the real-time linked training mode. In this case, the user can select and register one of the two baseball teams in the real world as a team to be cheered (reflected) in advance, The initial character can be grown according to the achievement. That is, only the real phenomenon about the team to be supported selected and registered by the user affects the growth of the initial state character. For example, in the case of a baseball game in which team A and team B play against each other in the real world, when the user selects team A as a support target, and a real player of team A hits a home run, the initial state character However, even if a real player of Team B hits a home run, the initial character cannot be grown.
 ユーザは、遅くとも本ゲームの対象となる現実世界の野球の試合の終了までに、端末装置3にて自分が応援したい又はより活躍すると予想する側の実在チーム(以下、応援チームと称する)を選択して応援対象を登録する操作を行う。応援対象登録手段58は応援チーム登録手段58aを備えており、対象の野球の試合の終了までにユーザの端末装置3にて応援チームを選択する操作が行われた場合に、当該操作の情報を受信して、当該ユーザの応援チームを登録する。例えば、応援チーム登録手段58aは、記憶装置(データベースサーバ2等)の所定領域に、ユーザIDと対応付けて応援チームを記憶する記憶制御を実行する。図23に、応援対象登録手段58が記憶装置に記憶する情報の例を示す。この例では、オールスター第1戦(イベントID=007)のイベントにエントリーしているユーザの応援チーム(対象グループ)および後述の応援選手(対象メンバ)の情報が記憶されている(応援選手を登録しない構成の場合は、応援選手の情報記憶領域を省略できる)。なお、リアルタイム連動育成モードで対象となる現実世界の実在チームや実在選手は、ゲームサーバ1内ではチームIDや選手IDで管理しており、応援対象登録情報としては、ユーザIDと対応付けて応援チームのチームID等が記憶される。 The user selects a real team (hereinafter referred to as a support team) on the terminal device 3 who wants to support or expects to be more active at the terminal device 3 by the end of the real world baseball game that is the target of this game at the latest. And register the support target. The support target registration unit 58 includes a support team registration unit 58a. When an operation for selecting a support team is performed on the user terminal device 3 by the end of the target baseball game, information on the operation is stored. Receive and register the support team of the user. For example, the support team registration unit 58a executes storage control for storing the support team in association with the user ID in a predetermined area of the storage device (the database server 2 or the like). FIG. 23 shows an example of information stored in the storage device by the support target registration unit 58. In this example, the information of the support team (target group) of the user who has entered the event of the all-star first game (event ID = 007) and the support player (target member) described later is stored (register the support player) In the case of a configuration that does not, the information storage area of the cheering player can be omitted). In addition, the real world real team and the real player who are the targets in the real-time linked training mode are managed by the team ID and the player ID in the game server 1, and the support target registration information is associated with the user ID and supported. The team ID of the team is stored.
 ユーザが端末装置3で行う応援対象を登録する操作としては、図15に例示するリアルタイム連動育成イベント登録画面での簡単なボタン操作が挙げられる。この画面には、現実世界の野球の試合で対戦する2つの実在チームAとBの何れか一方を選択するためのラジオボタンと、「登録」ボタン90が表示されている。ユーザは、ラジオボタンで応援等したい実在チームを選択して「登録」ボタン90を押せば、応援チームを登録でき、リアルタイム連動育成イベントへのエントリーが完了する。もちろん、応援チームの選択は、ラジオボタン以外のリストボック等で出来るようにしてもよい。 As an operation for registering a support target performed by the user with the terminal device 3, a simple button operation on the real-time linked upbringing event registration screen illustrated in FIG. On this screen, a radio button for selecting one of the two existing teams A and B to play in a real-world baseball game and a “register” button 90 are displayed. If the user selects a real team that he / she wants to support with the radio button and presses the “Register” button 90, the support team can be registered, and the entry to the real-time linked upbringing event is completed. Of course, the support team may be selected by a list box other than the radio button.
 次に、反映手段59について説明する。本実施の形態では、野球の試合開始から最初の基準事象(第1イニング終了)の情報が入力されるまでの間(すなわち第1イニング中)に入力された本塁打等の現実事象に応じた能力情報が、最初の基準事象の入力後に設けられる受付期間中の端末装置3での反映操作により、初期状態キャラクタに反映される。また、最初の基準事象(第1イニング終了)の情報が入力されてから2番目の基準事象(第2イニング終了)の情報が入力されるまでの間(すなわち第2イニング中)に入力された対象事象に応じた能力情報が、2番目の基準事象の入力後に設けられる受付期間中のユーザによる反映操作により、初期状態キャラクタに反映される。同様に、n-1番目の基準事象(第n-1イニング終了)の情報が入力されてからn番目の基準事象(第nイニング終了)の情報が入力されるまでの間(すなわち第nイニング中)に入力された対象事象に応じた能力情報が、n番目の基準事象の入力後に設けられる受付期間中のユーザによる反映操作により、初期状態キャラクタに反映される。これを実現する反映手段59は、操作受付手段56が第nイニング終了後の受付期間中にユーザの端末装置3から反映操作の情報を受信することにより、当該第nイニング中に発生した現実事象(応援チームの現実事象)に応じた能力情報を、関係情報に基づいて取得し、取得した能力情報を初期状態キャラクタに反映させる能力反映処理を実行する。 Next, the reflection means 59 will be described. In the present embodiment, the ability according to a real event such as a home run entered between the start of the baseball game and the input of the first reference event (end of the first inning) (that is, during the first inning) Information is reflected on the initial state character by the reflecting operation on the terminal device 3 during the reception period provided after the input of the first reference event. Also, it was input between the time when the information of the first reference event (end of the first inning) is input and the time when the information of the second reference event (end of the second inning) is input (that is, during the second inning). The ability information corresponding to the target event is reflected in the initial state character by the reflecting operation by the user during the reception period provided after the input of the second reference event. Similarly, the information from the input of the (n-1) th reference event (end of the n-1st inning) to the input of the information of the nth reference event (end of the nth inning) (that is, the nth inning). The ability information corresponding to the target event input in (1) is reflected in the initial state character by the reflection operation by the user during the reception period provided after the input of the nth reference event. The reflecting means 59 that realizes this is a real event that occurred during the n-th inning by the operation receiving means 56 receiving information of the reflecting operation from the user terminal device 3 during the receiving period after the end of the n-th inning. Capability information corresponding to (real phenomenon of the support team) is acquired based on the relationship information, and the capability reflection process is performed to reflect the acquired capability information on the initial state character.
 反映手段59は、各イニング中(基準事象間)に入力される現実事象を、記憶装置(RAM13、補助記憶装置14、またはデータベースサーバ2等)の所定領域に記憶する現実事象記憶制御手段59aを備えている。この現実事象記憶制御手段59aが記憶制御する情報の一例を図13に示す。図13には、第3イニング中(第2イニング終了の入力後から第3イニング終了の入力までの間)に現実事象受付手段55によって受け付けられた現実事象を記憶した例を示している。図13に示すように、第3イニングに発生したチームAの現実事象が、単打、本塁打、2得点、先制打、奪三振、アウト獲得、ダブルプレイ、アウト獲得、無失点であった場合、反映手段59の現実事象記憶制御手段59aは、これらの現実事象(事象ID)が入力される毎に記憶装置に記憶する。 The reflection unit 59 includes a real event storage control unit 59a that stores a real event input during each inning (between reference events) in a predetermined area of a storage device (such as the RAM 13, the auxiliary storage device 14, or the database server 2). I have. An example of the information stored and controlled by the real event storage control unit 59a is shown in FIG. FIG. 13 shows an example in which the real event received by the real event receiving means 55 is stored during the third inning (from the input of the end of the second inning to the input of the end of the third inning). As shown in FIG. 13, if the actual event of Team A that occurred in the third inning was a single hit, home run, two points, first strike, strikeout, out acquisition, double play, out acquisition, no goal, reflected The actual event storage control unit 59a of the unit 59 stores the actual event (event ID) in the storage device every time it is input.
 なお、攻撃側において先制の2点本塁打を打った場合は、「本塁打」、「先制打」および「2得点」の3つが現実事象に該当する。また、守備側においてダブルプレイでアウトを取って無失点でイニングを終了した場合は、「ダブルプレイ」、「アウト獲得」および「無失点」の3つが現実事象に該当する。このように、複数の現実事象が重なって発生する場合もある。 If the attacking side hits the first two-place home run, the three types of “home run”, “first strike”, and “two points” correspond to real events. In addition, when the defensive player takes out by double play and finishes inning without losing points, three of “double play”, “acquisition of out”, and “no losing points” correspond to real events. As described above, a plurality of real events may occur in an overlapping manner.
 そして、反映手段59は、図12A及び図12Bに例示する関係情報に基づいて、各現実事象に対応する、反映操作が行われた場合にキャラクタに反映させる能力情報を取得し、併せて記憶する。図13の例では、第3イニングに発生したチームAの現実事象に応じた能力情報の合計値は、10+100+40+10+10+5+50+5+20=+250である。この場合、チームAを応援チームとして登録しているユーザが、第3イニング終了後に設けられる受付期間中に端末装置3で反映操作を行えば、反映手段59は、能力情報「+250」を、当該ユーザの育成対象である初期状態キャラクタに反映させる。これにより、初期状態キャラクタの能力1~能力4に「+250」が加算され、初期状態キャラクタの情報が加算後の能力に更新される(図7B参照)。 Then, the reflecting means 59 acquires the capability information to be reflected on the character when the reflecting operation corresponding to each real event is performed, based on the relationship information illustrated in FIGS. 12A and 12B, and stores it together. . In the example of FIG. 13, the total value of the capability information corresponding to the actual event of team A occurring at the third inning is 10 + 100 + 40 + 10 + 10 + 5 + 50 + 5 + 20 = + 250. In this case, if the user who has registered team A as a support team performs a reflection operation on the terminal device 3 during the reception period provided after the end of the third inning, the reflection means 59 will receive the ability information “+250”. It is reflected in the initial state character that is the user's training target. As a result, “+250” is added to the abilities 1 to 4 of the initial state character, and the information of the initial state character is updated to the abilities after the addition (see FIG. 7B).
 なお、チームAを応援チームとしているユーザが、第3イニング終了後に設けられる受付期間中に反映操作を行わなければ、前記「+250」の能力情報を初期状態キャラクタに反映させることはできない。よって、各イニング後の受付期間中に反映操作を行うユーザと、行わないユーザとでは、初期状態キャラクタの成長度合いに違いが生じる。例えば、図7Bにおいて、ユーザID=“000001”のユーザAおよびユーザID=“000002”のユーザBが、ともにチームAを応援チームとしているとする。ユーザAは第3イニング終了後の受付期間中に反映操作を行ったが、ユーザBは反映操作をし忘れた場合、両者の初期状態キャラクタの能力に250もの差が生じる。 Note that the ability information of “+250” cannot be reflected in the initial state character unless the user whose team A is the support team performs a reflection operation during the reception period provided after the end of the third inning. Therefore, a difference occurs in the degree of growth of the initial state character between the user who performs the reflection operation during the reception period after each inning and the user who does not perform the reflection operation. For example, in FIG. 7B, it is assumed that user A with user ID = “000001” and user B with user ID = “000002” both use team A as a support team. User A performed the reflecting operation during the reception period after the end of the third inning. However, if user B forgets to perform the reflecting operation, a difference of 250 between the abilities of the initial state characters is generated.
 また、図13に示すように、第3イニングに発生したチームBの現実事象が、2つのアウト獲得、エラー、アウト獲得、単打、三振、併殺打であった場合、反映手段59は、これらの各現実事象を記憶するとともに、図12A及び図12Bに例示する関係情報に基づいて、各現実事象に対応する能力情報を取得する。図13の例では、第3イニングに発生したチームBの現実事象に応じた能力情報の合計値は、5+5-50+5+10-10-20=-55である。この場合、チームBを応援チームとして登録しているユーザが、第3イニング終了後に設けられる受付期間中に端末装置3で反映操作を行えば、反映手段59は、第3イニングに発生したチームBの現実事象に応じた能力情報「-55」を、当該ユーザの育成対象である初期状態キャラクタに反映させる。この場合、初期状態キャラクタをマイナス成長させてしまう。 In addition, as shown in FIG. 13, when the actual event of Team B that occurred in the third inning is two out acquisitions, errors, out acquisitions, single hits, strikeouts, and combined hits, the reflecting means 59 Each real event is stored, and capability information corresponding to each real event is acquired based on the relationship information illustrated in FIGS. 12A and 12B. In the example of FIG. 13, the total value of capability information corresponding to the actual event of Team B that occurred at the third inning is 5 + 5-50 + 5 + 10-10-20 = −55. In this case, if a user who has registered team B as a support team performs a reflection operation on the terminal device 3 during the reception period provided after the end of the third inning, the reflection means 59 causes the team B generated in the third inning to The ability information “−55” corresponding to the actual event is reflected in the initial state character that is the training target of the user. In this case, the initial state character is negatively grown.
 このように、マイナス成長もあり得る構成において、あるイニング中にマイナス成長させるような現実事象が発生した場合、ユーザは、当該イニング終了後の受付期間中にあえて反映操作を行わず、キャラクタのマイナス成長を回避するということも可能である。このように、マイナス成長もあり得る構成では、ユーザが現実世界で発生した現実事象を見極めて、マイナス成長を回避しながら効率よくキャラクタを育成することが要求され、これによりゲーム性を一層高めることができる。 In this way, in a configuration in which minus growth is possible, when a real event that causes minus growth occurs during a certain inning, the user does not perform a reflection operation during the reception period after the end of the inning, and the character minus It is also possible to avoid growth. In this way, in a configuration where there can be negative growth, it is required that the user recognizes the real phenomenon that occurred in the real world and efficiently nurtures the character while avoiding negative growth, thereby further enhancing the game performance. Can do.
 なお、ユーザが現実世界で発生した現実事象に応じて反映操作をするか否かを正確に判断できるように、予め、同様な事象が発生すればプラス成長またはマイナス成長するのかを、ユーザが端末装置3でいつでも確認できるようにすることが望ましい。そこで、例えば図15~図19等のリアルタイム連動育成モードの画面中に「能力情報一覧」ボタン102が表示されるようにし、ユーザが当該ボタン102を選択する操作を行えば、いつでも図22に例示する能力情報一覧画面が端末装置3に表示されるようにする。すなわち、ゲームサーバ1は、ユーザの端末装置3での「能力情報一覧」ボタン102の操作に応じて、能力情報一覧画面データを端末装置3へ送信する。この能力情報一覧画面中には、全ての現実事象と能力情報との対応関係が記載された表111が表示される。なお、表111が端末装置3の物理的な画面領域よりも大きくなる場合、端末装置3でスクロール操作等をすることにより、当該表111の全てを見ることができる。また、ユーザが能力情報一覧画面中の「戻る」ボタン112を選択すれば、前の画面に戻ることができる。 In addition, in order for the user to accurately determine whether or not to perform a reflection operation according to a real event that has occurred in the real world, the user determines in advance whether positive growth or negative growth will occur if a similar event occurs. It is desirable to be able to check with the device 3 at any time. Therefore, for example, when the “capability information list” button 102 is displayed on the real-time linked training mode screen shown in FIGS. 15 to 19 and the user performs an operation of selecting the button 102, the example shown in FIG. The capability information list screen to be displayed is displayed on the terminal device 3. That is, the game server 1 transmits capability information list screen data to the terminal device 3 in response to an operation of the “ability information list” button 102 on the user's terminal device 3. In this capability information list screen, a table 111 describing the correspondences between all real events and capability information is displayed. When the table 111 is larger than the physical screen area of the terminal device 3, all of the table 111 can be viewed by performing a scroll operation or the like on the terminal device 3. Further, if the user selects the “return” button 112 in the capability information list screen, the user can return to the previous screen.
 ところで、キャラクタがプラス成長しかしない構成の場合、図16に例示するように、受付期間中に反映操作等を行うための画面中に、イニング中に発生した現実事象とそれに対応する能力情報93を表示する領域を設け、初期状態キャラクタに反映される能力情報93をユーザに事前に報知するようにしてもよい。一方、プラス成長だけではなく、マイナス成長もあり得る構成においては、図18に例示するように、受付期間中に反映操作等を行うための画面中には、イニング中に発生した現実事象や能力情報を表示させないことが望ましい。この図18の画面において、ユーザが「反映」ボタン92を押せば、例えば図19の画面(キャラクタに能力情報が反映されたことを報知する画面)に遷移し、能力反映後に、イニング中に発生した現実事象とそれに対応する能力情報93をユーザが確認できるようにしてもよい。現実世界の野球の試合を視聴せずにユーザが反映操作を行った場合、図19の画面例のように、キャラクタにマイナスの能力を反映させてしまった後に、それに気づくこともある。 By the way, in the case where the character has only positive growth, as illustrated in FIG. 16, the real event that occurred during the inning and the ability information 93 corresponding thereto are displayed on the screen for performing the reflection operation during the reception period. An area to be displayed may be provided, and the ability information 93 reflected in the initial state character may be notified to the user in advance. On the other hand, in a configuration in which not only positive growth but also negative growth is possible, as illustrated in FIG. 18, a screen for performing a reflection operation or the like during the reception period includes a real event or capability that occurred during inning. It is desirable not to display information. If the user presses the “Reflect” button 92 on the screen of FIG. 18, for example, the screen transitions to the screen of FIG. 19 (screen for notifying that the ability information has been reflected on the character), and occurs during inning after the ability is reflected. The user may be able to confirm the actual event and the capability information 93 corresponding thereto. If the user performs a reflection operation without viewing a real-world baseball game, the user may notice that the negative ability is reflected on the character as shown in the screen example of FIG.
 次に、キャラクタ登録手段60について説明する。キャラクタ登録手段60は、ユーザの端末装置3での反映操作に応じて反映手段59が初期状態キャラクタに能力情報を反映させた後のキャラクタを、当該ユーザのキャラクタとして登録する機能を有する。つまり、キャラクタ登録手段60は、能力反映後のキャラクタをユーザの所有とすべく、所有選手カード記憶制御手段51cを制御する。例えば、ユーザAが反映操作を行って育成したキャラクタは、現実世界の野球の試合の終了後(最後の受付期間中の反映操作の終了後、または最後の受付期間の終了後)、図20に例示する端末装置3の画面でユーザAが「育成終了」ボタン94を押すことにより、ユーザAの所有する選手カードとなる。これにより、例えば、図21に示すように、ユーザの端末装置3の画面には、自分が成長させたキャラクタがカード化された選手カード95および当該キャラクタの能力情報96等が表示される。 Next, the character registration means 60 will be described. The character registration unit 60 has a function of registering, as the user's character, the character after the reflection unit 59 reflects the ability information on the initial state character in accordance with the reflection operation on the terminal device 3 of the user. That is, the character registration means 60 controls the owned player card storage control means 51c so that the character after the ability reflection is owned by the user. For example, the character trained by the user A by performing the reflecting operation is shown in FIG. 20 after the end of the real-world baseball game (after the reflecting operation during the last receiving period or after the last receiving period). When the user A presses a “training end” button 94 on the screen of the terminal device 3 illustrated, a player card owned by the user A is obtained. Thus, for example, as shown in FIG. 21, a player card 95 in which the character that he has grown into a card is displayed on the screen of the user's terminal device 3, the ability information 96 of the character, and the like.
 現実世界の野球の試合を通してユーザが初期状態から成長させたキャラクタは、言わば、その試合を利用して、あるいは記念して完成させた特別なキャラクタである。例えば、リアルタイム連動育成モードの対象となる現実世界の野球の試合を、プロ野球またはMLBの開幕戦、オールスター戦、日本シリーズの試合、ワールドシリーズの試合という特別な試合とした場合、ユーザは、そのような現実世界の特別な試合を記念して自分が一から作り上げたキャラクタを獲得できる。このような記念のキャラクタは、原則、これ以上成長しないようにすることができる。 The character that the user has grown from the initial state through a real-world baseball game is, in other words, a special character that has been completed using the game or in commemoration. For example, if a real-world baseball game subject to real-time linked training mode is a special game such as a professional baseball or MLB opening game, an all-star game, a Japanese series game, or a world series game, You can get a character you created from scratch to commemorate such a special game in the real world. Such a memorial character can, in principle, be prevented from growing any further.
 なお、ユーザが端末装置3で「育成終了」ボタン94を押す操作をしなくとも、最後の受付期間中の反映操作の終了後、または最後の受付期間の終了後に、キャラクタ登録手段60が自動的に育成後のキャラクタを、ユーザのキャラクタとして登録するように構成してもよい。 Even if the user does not press the “Growth End” button 94 on the terminal device 3, the character registration means 60 automatically operates after the reflection operation during the last reception period or after the last reception period. In addition, the character after breeding may be registered as a user character.
 〔ゲームシステムの動作〕
 上記の構成において、本発明の実施の形態に係るゲームシステムの動作例を、図24のフローチャートを参照しながら以下に説明する。図24は、ユーザが端末装置3を操作してゲームサーバ1にアクセスしてゲームサービスを受けるときの、端末装置3およびゲームサーバ1の処理の流れを示すものである。
[Game system operation]
In the above configuration, an example of the operation of the game system according to the embodiment of the present invention will be described below with reference to the flowchart of FIG. FIG. 24 shows a processing flow of the terminal device 3 and the game server 1 when the user operates the terminal device 3 to access the game server 1 and receive a game service.
 ユーザがゲームサービスを受ける場合、先ず、端末装置3の操作入力部40を操作してウェブブラウザを起動する(S11)。その後、ユーザは、ゲームサーバ1が管理するゲームサイトにアクセスする操作を行い、これにより、端末装置3からゲームサーバ1へアクセスリクエストが送信される(S12)。このとき、ゲームサーバ1は、端末装置3からのアクセスに対するログイン認証を行い(S21)、ゲームサービスの利用登録がなされているユーザからのアクセスであることを確認する。その後、ゲームサーバ1は、HTML等で記述されたメイン画面データを端末装置3に送信する(S22)。なお、メイン画面とは別のゲームのトップ画面がある場合は、まずトップ画面を送信してもよい。そして、メイン画面データを受信した端末装置3では、ウェブブラウザが当該データを解釈し、メイン画面を表示部35に表示させる(S13)。 When the user receives the game service, first, the web browser is started by operating the operation input unit 40 of the terminal device 3 (S11). Thereafter, the user performs an operation of accessing a game site managed by the game server 1, and an access request is transmitted from the terminal device 3 to the game server 1 (S12). At this time, the game server 1 performs login authentication for access from the terminal device 3 (S21), and confirms that the access is from a user who is registered for use of the game service. Thereafter, the game server 1 transmits main screen data described in HTML or the like to the terminal device 3 (S22). If there is a game top screen different from the main screen, the top screen may be transmitted first. In the terminal device 3 that has received the main screen data, the web browser interprets the data and displays the main screen on the display unit 35 (S13).
 図14に例示するように、メイン画面には、ユーザのチーム名70、ユーザが所有するオリジナルキャラクタの選手カード71の画像、ユーザのゲーム情報72(ユーザのレベル、体力ポイント、強化ポイント、仲間人数、選手カードの数、コスト、抽選ポイント、次のレベルにアップするために必要な経験値など)が表示される。メイン画面はマイページとも称される。また、メイン画面には、「抽選モード」ボタン81、「強化モード」ボタン82、「練習モード」ボタン83、「対戦モード」ボタン84、「合成モード」ボタン85、「リアルタイム連動育成モード」ボタン86等の各モードを選択するためのボタンが表示される。また、仲間に対して、挨拶、メッセージ送信、プレゼントを贈る等の様々な交流を行うための画面に遷移する「交流」ボタン87や、ユーザの手持ち選手カードで一軍のオーダを設定するための画面に遷移する「オーダ」ボタン88などのボタンも表示される。さらに、このメイン画面には、端末装置3の方向キーやタッチパネル等を操作して画面をスクロールさせることによって、図示しないボタン等のオブジェクトや様々な情報が表示されるようになっている。 As illustrated in FIG. 14, on the main screen, the user's team name 70, the image of the player card 71 of the original character owned by the user, the user's game information 72 (user level, physical strength points, strength points, number of friends , The number of player cards, cost, lottery points, experience values necessary to go up to the next level, etc.) are displayed. The main screen is also called My Page. The main screen also includes a “lottery mode” button 81, “enhancement mode” button 82, “practice mode” button 83, “match mode” button 84, “synthesis mode” button 85, and “real-time linked training mode” button 86. Buttons for selecting the respective modes are displayed. In addition, a screen for setting an order of one army with an “exchange” button 87 that changes to a screen for performing various exchanges such as greetings, sending messages, and giving presents to friends, and a user's hand-held player card A button such as an “order” button 88 that transitions to is also displayed. Further, objects such as buttons (not shown) and various information are displayed on the main screen by scrolling the screen by operating the direction keys, the touch panel, and the like of the terminal device 3.
 ここでユーザが、画面に表示されている選択可能なボタン等のオブジェクトやハイパーリンクを選択する操作をすると、当該操作に応じた画面のリクエストが端末装置3からゲームサーバ1へ送信される(S14)。このリクエストを受信したゲームサーバ1は、ユーザの操作に応じた演算処理やデータ処理を行ってゲームを実行し(S23)、実行結果を反映させたゲーム画面データを端末装置3へ送信する(S24)。そして、画面データを受信した端末装置3では、ウェブブラウザが当該データを解釈し、ゲーム画面を表示部35に表示させる(S15)。 Here, when the user performs an operation of selecting an object such as a selectable button or a hyperlink displayed on the screen, a screen request corresponding to the operation is transmitted from the terminal device 3 to the game server 1 (S14). ). Receiving this request, the game server 1 performs arithmetic processing and data processing according to the user's operation to execute the game (S23), and transmits game screen data reflecting the execution result to the terminal device 3 (S24). ). And in the terminal device 3 which received screen data, a web browser interprets the said data and displays a game screen on the display part 35 (S15).
 以降は、ユーザの端末装置3においては前記のS14およびS15が繰り返され、ゲームサーバ1においては前記のS23およびS24が繰り返され、これにより、端末装置3の画面に表示されている選択可能なボタン等をユーザが選択する度に、端末装置3のゲーム画面が次々と切り替わり、ゲームを進行させることができる。 Thereafter, the above-described S14 and S15 are repeated in the user terminal device 3, and the above-described S23 and S24 are repeated in the game server 1, whereby the selectable button displayed on the screen of the terminal device 3 Etc., the game screen of the terminal device 3 is switched one after another, and the game can be advanced.
 その後、ユーザが端末装置3を操作してゲーム画面を閉じた場合(S16)、ゲームサーバ1はログアウト処理を行う(S25)。例えば、ユーザがウェブブラウザを閉じた場合、ゲームサーバ1はセッションタイムアウト後にログアウト処理を行う。 Thereafter, when the user operates the terminal device 3 to close the game screen (S16), the game server 1 performs logout processing (S25). For example, when the user closes the web browser, the game server 1 performs logout processing after a session timeout.
 ところで、本ゲームシステムにおいては、ユーザがゲームサーバ1からログアウトした場合であっても、ゲームサーバ1側で当該ユーザのゲーム情報を読み出してゲームを進行させることができる。例えば、ログアウトしているユーザのチームに対して、ログインしている他のユーザが対戦(個別対戦)を仕掛けてくることもある。この場合も、ゲームサーバ1のゲーム進行手段52は、ユーザがログインしているか否かに依らずに、各ユーザのゲーム情報をデータベースサーバ2から読み出して対戦を実行し、その実行結果を反映させて各ユーザのゲーム情報を更新する。また、ゲーム内リーグ戦モードでは、ユーザによる端末装置3の操作なしに、ゲームサーバ1のゲーム進行手段52が、各ユーザのゲーム情報をデータベースサーバ2から読み出して、自動でゲーム内リーグ戦の試合を実行する。このように、ユーザがゲームサーバ1からログアウトしているときに実行された対戦の結果は、その後、ユーザがゲームサーバ1にアクセスしたときに画面で確認することができる。 By the way, in this game system, even when the user logs out from the game server 1, the game server 1 side can read the game information of the user and advance the game. For example, another logged-in user may start a battle (individual battle) against a team of logged-out users. Also in this case, the game progress means 52 of the game server 1 reads out the game information of each user from the database server 2 and executes the battle regardless of whether the user is logged in or not, and reflects the execution result. Update the game information of each user. Further, in the in-game league game mode, the game progress means 52 of the game server 1 reads out the game information of each user from the database server 2 without any operation of the terminal device 3 by the user, and automatically matches the in-game league game. Execute. Thus, the result of the battle executed when the user is logged out from the game server 1 can be confirmed on the screen when the user accesses the game server 1 thereafter.
 〔ゲーム管理装置の動作〕
 次に、本発明の実施の形態に係るゲーム管理装置のより詳細な動作例を、図25等のフローチャートを参照しながら説明する。図25は、ある1人のユーザを対象としたゲームサーバ1の処理の流れを示すものであり、ゲームサーバ1が管理している各々のユーザに対して同様の処理が行われる。
[Operation of game management device]
Next, a more detailed operation example of the game management device according to the embodiment of the present invention will be described with reference to a flowchart of FIG. FIG. 25 shows the flow of processing of the game server 1 targeting one user, and the same processing is performed for each user managed by the game server 1.
 図25に示すように、ゲームサーバ1の認証手段53は、ユーザの端末装置3からアクセス要求を受けたとき(S31でYES)、端末装置3から送信されてきたログインID・パスワード、または携帯電話端末の個体識別番号等に基づいて、アクセスを許可するか否かを判断するログイン認証を行う(S32)。ここで、アクセスを許可しない場合(S32でNO)、ゲームサーバ1は、端末装置3にゲームサービスの利用登録を促す画面データを送信する(S33)。一方、アクセスを許可する場合(S32でYES)、アクセス情報(ログ)を記憶する(S34)。 As shown in FIG. 25, when the authentication means 53 of the game server 1 receives an access request from the user's terminal device 3 (YES in S31), the login ID / password transmitted from the terminal device 3 or the mobile phone Based on the individual identification number of the terminal or the like, login authentication is performed to determine whether to permit access (S32). Here, when access is not permitted (NO in S32), the game server 1 transmits screen data for prompting registration of use of the game service to the terminal device 3 (S33). On the other hand, when access is permitted (YES in S32), access information (log) is stored (S34).
 そして、ゲームサーバ1は、アクセスを許可したユーザの端末装置3に、メイン画面データ(またはトップ画面データ)を送信する(S35)。その後、ユーザの端末装置3から送信されてくるユーザのゲーム操作に応じた画面リクエストを受信すると(S36でYES)、ゲーム実行手段52aは、当該画面リクエストに応じた演算処理やデータ処理を行ってゲームを実行する(S37)。 Then, the game server 1 transmits main screen data (or top screen data) to the terminal device 3 of the user who has permitted access (S35). Thereafter, when a screen request corresponding to the user's game operation transmitted from the user's terminal device 3 is received (YES in S36), the game executing means 52a performs arithmetic processing and data processing corresponding to the screen request. The game is executed (S37).
 その後、ゲームサーバ1はゲームの実行によりユーザのゲーム情報を更新する必要があるか否かを判断し(S38)、更新の必要がある場合(S38でYES)、データベースサーバ2に記憶されているユーザのゲーム情報を更新する(S39)。例えば、ユーザのゲーム操作が他のユーザとの個別対戦を行う操作であった場合、当該対戦が実行された結果、試合結果の情報、コスト、強化ポイント、アイテム等のユーザのゲーム情報が更新されることになる。一方、例えば、ユーザのゲーム操作がゲーム内リーグ戦の結果確認の操作であった場合、当該操作に応じたゲームの実行処理としてはゲーム内リーグ戦の結果情報をデータベースサーバ2から読み出すデータ処理だけであって、当該処理の前後でユーザのゲーム情報に変化はなく、よってユーザのゲーム情報を更新する必要はない(S38でNO)。 Thereafter, the game server 1 determines whether or not the user's game information needs to be updated by executing the game (S38). If the game server 1 needs to be updated (YES in S38), it is stored in the database server 2. The user's game information is updated (S39). For example, when the user's game operation is an operation for performing an individual battle with another user, as a result of the battle being executed, the game information of the user such as game result information, cost, reinforcement points, and items is updated. Will be. On the other hand, for example, when the game operation of the user is an operation for confirming the result of the in-game league match, the game execution process corresponding to the operation is only data processing for reading out the result information of the in-game league match from the database server 2. In addition, there is no change in the user game information before and after the processing, and therefore there is no need to update the user game information (NO in S38).
 その後、ゲーム画面生成手段52bがゲームの実行結果を反映させたゲーム画面データを生成し(S40)、ゲーム画面送信手段52cが当該ゲーム画面データをユーザの端末装置3へ送信する(S41)。その後、ユーザの端末装置3がログアウトしたか否かが判断され(S42)、端末装置3がログアウトするまで、前記S36~S41の処理が繰り返されることで、ゲームが進行していく。 Thereafter, the game screen generation means 52b generates game screen data reflecting the execution result of the game (S40), and the game screen transmission means 52c transmits the game screen data to the user terminal device 3 (S41). Thereafter, it is determined whether or not the user's terminal device 3 has logged out (S42). Until the terminal device 3 logs out, the processing of S36 to S41 is repeated, whereby the game proceeds.
 次に、図26ないし図28を参照して、リアルタイム連動育成モード(以下、「連動育成モード」と称す)におけるゲームサーバ1の処理の一例について説明する。 Next, an example of processing of the game server 1 in the real-time linked breeding mode (hereinafter referred to as “linked breeding mode”) will be described with reference to FIGS.
 本実施の形態では、ユーザがリアルタイム連動育成モードで初期状態キャラクタを育成する場合、先ず、応援チームを選択してイベント登録を行う。図26のフローチャートは、ゲームサーバ1のイベント登録処理の一例を示す。 In this embodiment, when a user trains an initial character in the real-time linked breeding mode, first, a support team is selected and an event is registered. The flowchart of FIG. 26 shows an example of the event registration process of the game server 1.
 例えば、ユーザAが自分の端末装置3で、図14に示すメイン画面の「リアルタイム連動育成モード」ボタン86を選択する操作を行った場合、当該操作の情報が端末装置3からゲームサーバ1へ送信される。「連動育成モード」の選択情報を受信したゲームサーバ1では(S51でYES)、ユーザAが既にイベント登録済みか否かを判断する(S52)。この判断は、応援対象登録手段58が記憶している図23の登録情報の中に、ユーザAのユーザID=“000001”が存在するか否かを検索することにより可能である。ここで、ユーザAのイベント登録がまだ完了していない場合(S52でNO)、ゲームサーバ1は、図15に例示するイベント登録画面データを、ユーザAの端末装置3に送信する(S53)。 For example, when the user A performs an operation of selecting the “real-time linked training mode” button 86 on the main screen shown in FIG. Is done. In the game server 1 that has received the selection information of the “linked growth mode” (YES in S51), it is determined whether or not the user A has already registered an event (S52). This determination can be made by searching whether or not the user ID of user A = “000001” exists in the registration information of FIG. 23 stored in the support target registration unit 58. Here, when the event registration of the user A is not yet completed (NO in S52), the game server 1 transmits the event registration screen data illustrated in FIG. 15 to the terminal device 3 of the user A (S53).
 このイベント登録画面には、連動育成モードの対象となる野球の試合情報(試合開始時間等)が表示される。また、前述した、応援チームを選択するラジオボタンおよび「登録」ボタン90が表示される。さらに、「リアルタイム連動育成の詳細」ボタン101および「能力情報一覧」ボタン102なども表示される。ユーザが「リアルタイム連動育成の詳細」ボタン101を選択すれば、図示しない詳細表示画面に遷移し、連動育成モードでのプレイ方法を確認することができる。また、ユーザが「能力情報一覧」ボタン102を選択すれば、図22に例示する能力情報一覧画面に遷移し、表111に記載された現実事象および能力情報を確認することができる。「リアルタイム連動育成の詳細」ボタン101および「能力情報一覧」ボタン102は、連動育成モードの他の画面(図15~図19等)にも表示される。 This baseball event information screen displays baseball game information (game start time, etc.) that is the subject of the linked training mode. Further, the above-described radio button for selecting a support team and the “register” button 90 are displayed. Furthermore, a “detailed real-time linked training” button 101 and a “capability information list” button 102 are also displayed. If the user selects the “Details of Real-Time Linked Training” button 101, a transition is made to a detail display screen (not shown), and the playing method in the linked training mode can be confirmed. If the user selects the “capability information list” button 102, the screen transitions to the capability information list screen illustrated in FIG. 22, and the real event and capability information described in Table 111 can be confirmed. “Details of real-time linked training” button 101 and “ability information list” button 102 are also displayed on other screens (FIGS. 15 to 19 and the like) of linked training mode.
 図15のイベント登録画面で、ユーザAにより応援チームとして例えばチームAが選択されて「登録」ボタン90が押された場合(S54でYES)、図23に示すように応援チーム登録手段58aがユーザAのユーザID(“000001”)と対応付けて、チームA(チームID=01)を応援チームとして登録する(S55)。これにより、イベント登録が完了し、ゲームサーバ1からは図示しないイベント登録完了画面がユーザAの端末装置3へ送信される。なお、イベント登録画面でユーザによりその他の操作が行われた場合は(S56)、ゲームサーバ1において当該操作に応じた処理が実行される(S57)。 In the event registration screen of FIG. 15, when, for example, team A is selected as a support team by the user A and the “register” button 90 is pressed (YES in S54), the support team registration means 58a is the user as shown in FIG. In association with A's user ID (“000001”), team A (team ID = 01) is registered as a support team (S55). Thereby, the event registration is completed, and an event registration completion screen (not shown) is transmitted from the game server 1 to the terminal device 3 of the user A. In addition, when another operation is performed by the user on the event registration screen (S56), processing corresponding to the operation is executed in the game server 1 (S57).
 イベント登録が完了しているユーザが自分の端末装置3で、図14に示すメイン画面の「リアルタイム連動育成モード」ボタン86を選択した場合(S51でYESおよびS52でYES)、ステップS53以降の登録処理に移行することなく、ゲームサーバ1からは、図16等の連動育成モードの画面データが端末装置3に送信される。 When the user who has completed event registration selects the “real-time linked training mode” button 86 on the main screen shown in FIG. 14 on his / her terminal device 3 (YES in S51 and YES in S52), registration after step S53 Without shifting to the processing, the game server 1 transmits the screen data of the interlocking cultivation mode such as FIG.
 次に、連動育成モードにおけるゲームサーバ1の処理であって、現実世界の野球の試合が開始された後の処理について、図27および図28を参照しながら以下に説明する。図27は野球の試合の第1イニングの能力反映処理の例、図28は第2イニング以降の能力反映処理の例をそれぞれ示すフローチャートである。 Next, the processing of the game server 1 in the interlocking training mode after the start of the real world baseball game will be described below with reference to FIGS. 27 and 28. FIG. FIG. 27 is a flowchart showing an example of the ability reflecting process of the first inning of the baseball game, and FIG. 28 is a flowchart showing an example of the ability reflecting process after the second inning.
 図27に示すように、現実世界の野球の試合開始と略同時にゲームサーバ1に試合開始の情報が取り込まれた後(S61でYES)、現実事象受付手段55が現実事象の入力を受け付ける。例えば、第1イニング中にヒット等の現実事象が発生した場合、それを観察しているオペレータの入力操作等により、現実事象に関する情報がリアルタイムでゲームサーバ1に取り込まれ、現実事象受付手段55がそれを受け付ける。反映手段59の現実事象記憶制御手段59aは、最初の基準事象である第1イニング終了の情報が入力されるまで、ヒット等の現実事象が発生する毎に(S62でYES)、現実事象に関する情報を記憶装置に記憶する(S63)。図13に示すように、本実施の形態ではイニング中に発生した現実事象に関する情報が、対戦している2つの実在チーム(チームAとチームB)に分けて記憶される。 As shown in FIG. 27, after the game start information is taken into the game server 1 almost simultaneously with the start of the real world baseball game (YES in S61), the real event receiving means 55 receives the input of the real event. For example, when a real event such as a hit occurs during the first inning, information related to the real event is taken into the game server 1 in real time by an input operation of an operator observing it, and the real event receiving means 55 Accept it. The real event storage control means 59a of the reflection means 59 is information on the real event every time a real event such as a hit occurs (YES in S62) until the first inning end information which is the first reference event is inputted. Is stored in the storage device (S63). As shown in FIG. 13, in the present embodiment, information related to real events that occur during inning is stored separately for two real teams (team A and team B) that are competing.
 第1イニングが実際に終了したとき、第1イニング終了の情報がリアルタイムでゲームサーバ1に取り込まれる(S64でYES)。このとき、反映手段59は、第1イニング中に発生した現実事象に応じた能力情報を、図11Aおよび図11B(または図12Aおよび図12B)に示す関係情報に基づいて取得する(S65)。なお、現実事象に応じた能力情報の取得処理は、ステップS63において現実事象を記憶すると同時に実行してもよい。また、第1イニング終了により、操作受付手段56は、第1イニングで発生した現実事象絵に対する受付期間を開始する(S66)。本実施の形態の場合、第1イニングの受付期間は、第2イニング終了の情報が入力されるまでである。 When the first inning actually ends, the information on the end of the first inning is taken into the game server 1 in real time (YES in S64). At this time, the reflecting means 59 acquires the capability information corresponding to the actual event that occurred during the first inning based on the relationship information shown in FIGS. 11A and 11B (or FIGS. 12A and 12B) (S65). Note that the ability information acquisition process corresponding to the actual event may be executed simultaneously with storing the actual event in step S63. When the first inning is completed, the operation accepting unit 56 starts a reception period for the real event picture generated in the first inning (S66). In the present embodiment, the first inning acceptance period is until the second inning end information is input.
 なお、図27のS61~S66は、ゲームサーバ1が管理している全てのユーザに共通の処理であり、S67~S69は、ユーザ毎に実行される処理である。 Note that S61 to S66 in FIG. 27 are processes common to all users managed by the game server 1, and S67 to S69 are processes executed for each user.
 受付期間中に、イベント登録しているユーザが図14に示すメイン画面の「リアルタイム連動育成モード」ボタン86を押すと、図16または図18に例示する画面(反映操作が可能な画面)が端末装置3に表示される。なお、図16および図18は、第3イニングの画面例であるが、第1イニングでも同様の画面が表示される。この画面には、試合中の得点状況や試合の進捗状況等のリアルタイム情報(図16の例では、チームAが2点、チームBが0点、「4回表チームAの攻撃中」の情報)が表示される。また、「更新」ボタン91を押せば、更新された最新の画面データがゲームサーバ1から端末装置3へ送信される。図16の画面は、反映操作の前に、イニング中に発生した現実事象(ユーザの応援チームの現実事象)とそれに対応する能力情報93が表示される画面例である。第1イニングの受付期間が終了するまでに(S67でNO)、ユーザが「反映」ボタン92を押すと(S68でYES)、反映手段59が、当該ユーザの応援チームの現実事象に応じた第1イニングの能力情報を、当該ユーザの初期状態キャラクタに反映させる(S69)。この能力情報が反映されたキャラクタの最新情報は、初期状態キャラクタ記憶制御手段により更新制御される(図7B参照)。 When a user who has registered an event presses the “real-time linked training mode” button 86 on the main screen shown in FIG. 14 during the reception period, the screen illustrated in FIG. 16 or FIG. It is displayed on the device 3. FIG. 16 and FIG. 18 are examples of the third inning screen, but the same screen is also displayed in the first inning. This screen shows real-time information such as the score status during the match and the progress status of the match (in the example of FIG. 16, Team A has 2 points, Team B has 0 points, “4 times Table A is attacking Team A”) ) Is displayed. If the “update” button 91 is pressed, the updated latest screen data is transmitted from the game server 1 to the terminal device 3. The screen of FIG. 16 is an example of a screen on which a real event (real event of the user's support team) that occurred during the inning and the ability information 93 corresponding thereto are displayed before the reflection operation. If the user presses the “Reflect” button 92 by the end of the first inning acceptance period (NO in S67) (YES in S68), the reflecting means 59 will respond to the actual event of the support team of the user. The ability information of 1 inning is reflected on the initial state character of the user (S69). The latest information of the character reflecting this ability information is updated and controlled by the initial state character storage control means (see FIG. 7B).
 また、能力反映処理が実行された場合、ゲームサーバ1は、図17に例示するように、キャラクタに能力情報が反映されたことを報知する画面データをユーザの端末装置3へ送信する。図17の画面を含む連動育成モード中の画面(図16~図19)には、「これまでに反映させた能力」ボタン103が表示され、ユーザが当該ボタン103を押すことにより、その時点までにキャラクタに反映された能力情報を確認できるようになっている。 Further, when the ability reflection process is executed, the game server 1 transmits screen data for notifying that the ability information is reflected on the character to the user terminal device 3 as illustrated in FIG. On the screens in the linked training mode including the screen of FIG. 17 (FIGS. 16 to 19), the “capabilities reflected so far” button 103 is displayed. The ability information reflected in the character can be confirmed.
 なお、上述のようにマイナス成長もあり得る構成においては、図16に画面に代えて、図18に例示する画面(イニング中に発生した現実事象や能力情報が事前に表示されない画面)を適用することが望ましい。 Note that, in the configuration in which negative growth is possible as described above, the screen illustrated in FIG. 18 (the screen on which the actual event or ability information generated during the inning is not displayed in advance) is applied instead of the screen in FIG. It is desirable.
 一方、ユーザが第1イニングの受付期間が終了するまでに反映操作を行わなかった場合(S67でYES)、当該ユーザの初期状態キャラクタには、第1イニングで発生した現実事象に応じた能力情報は反映されることなく、第1イニングの能力反映処理は終了となる。 On the other hand, if the user does not perform the reflection operation until the acceptance period of the first inning ends (YES in S67), the initial state character of the user includes capability information corresponding to the actual event that occurred in the first inning. The first inning ability reflection process is terminated without being reflected.
 ところで、同一の受付期間中にユーザが反映操作を有効に行うことができる回数は1回のみであり、同一の受付期間中に複数回の反映操作を行ったからといって何度も能力反映処理が実行されるわけではない。そこで、あるイニングの受付期間中にユーザが「反映」ボタン92を押した後は、図17の画面に示すように、そのイニングの能力が「キャラクタに反映済み」である旨の表示が行われ、そのイニングの受付期間中には、「反映」ボタン92が表示されなくすることが望ましい。その後、次のイニングの受付期間が開始された場合、「更新」ボタン91を押すことにより(または図14の「リアルタイム連動育成モード」ボタン86を押すことにより)、図16または図18に示す画面に遷移し、次のイニングについての反映操作を可能とする。 By the way, the number of times that the user can effectively perform the reflection operation during the same reception period is only once, and the ability reflection process is repeated many times because the reflection operation is performed a plurality of times during the same reception period. Is not executed. Therefore, after the user presses the “Reflect” button 92 during a period of accepting an inning, a display indicating that the inning ability is “reflected on the character” is displayed as shown in the screen of FIG. It is desirable that the “Reflect” button 92 is not displayed during the inning acceptance period. Thereafter, when the next inning acceptance period starts, the screen shown in FIG. 16 or FIG. 18 is displayed by pressing the “update” button 91 (or by pressing the “real-time linked upbringing mode” button 86 in FIG. 14). , And the reflection operation for the next inning is enabled.
 第2イニング以降の能力反映処理も、基本的には第1イニングの能力反映処理と同様である。図28に第nイニング(nは2以上の整数)の能力反映処理を示すが、図27と同様の処理には同じステップ番号を付記し、適宜その説明を省略する。なお、図28のステップS66までの処理は、ゲームサーバ1が管理している全てのユーザに共通の処理であり、それ以降の処理は、ユーザ毎に実行される処理である。 The ability reflection process after the second inning is basically the same as the ability reflection process of the first inning. FIG. 28 shows the ability reflection process of the n-th inning (n is an integer of 2 or more), but the same step number is appended to the same process as in FIG. Note that the process up to step S66 in FIG. 28 is a process common to all users managed by the game server 1, and the subsequent processes are processes executed for each user.
 第n-1イニング終了の基準事象の入力後(S71でYES)から第nイニングの処理が始まる。第nイニング終了の基準事象が入力されるまで、現実事象が入力される毎に(S62でYES)、各現実事象が記憶装置に記憶される(S63)。第nイニング終了の基準事象が入力された場合(S72でYES)、反映手段59は、第nイニング中に入力された現実事象に応じた能力情報を、関係情報に基づいて取得する(S73)。その後のS66~S69の処理は図27と同じである。 The n-th inning process starts after the input of the reference event for the completion of the n-1st inning (YES in S71). Each time the actual event is input (YES in S62) until the reference event for the end of the nth inning is input, each actual event is stored in the storage device (S63). When the reference event for the end of the nth inning is input (YES in S72), the reflecting means 59 acquires the capability information corresponding to the real event input during the nth inning based on the relationship information (S73). . The subsequent processing of S66 to S69 is the same as that in FIG.
 ユーザによる反映操作に応じて初期状態キャラクタに能力が反映された後(S69)、または反映操作が行われることなく受付期間が終了した後(S67でYES)、試合終了でなければ(S74でNO)、第nイニングの能力反映処理は終了となる。一方、試合が終了している場合(S74でYES)、キャラクタ登録手段60が、初期状態キャラクタに能力を反映させた後のキャラクタを、ユーザのキャラクタとして登録する処理を実行する(S75)。例えば、ユーザがその試合の最後の反映操作を行った後に、ゲームサーバ1は、図20に例示する育成完了画面データを、ユーザの端末装置3へ送信する。この画面でユーザが「育成終了」ボタン94を押すことにより、キャラクタ登録手段60が成長後のキャラクタをユーザのキャラクタとして登録する。この場合、ゲームサーバ1は、図21に例示する画面データをユーザの端末装置3へ送信する。ユーザは、この画面で、完成したキャラクタの選手カード95および当該キャラクタの能力情報96を確認することができる。図21の画面でユーザが「メイン画面」ボタン97を押せば、図14のメイン画面に遷移する。 After the ability is reflected in the initial state character according to the reflecting operation by the user (S69), or after the acceptance period is ended without performing the reflecting operation (YES in S67), if the match is not finished (NO in S74) ), The ability reflection process of the nth inning is completed. On the other hand, when the game is over (YES in S74), the character registration means 60 executes a process of registering the character after reflecting the ability in the initial state character as the user character (S75). For example, after the user performs the last reflection operation of the game, the game server 1 transmits the training completion screen data illustrated in FIG. 20 to the user terminal device 3. When the user presses the “Growth end” button 94 on this screen, the character registration unit 60 registers the grown character as the user's character. In this case, the game server 1 transmits the screen data illustrated in FIG. 21 to the user terminal device 3. The user can confirm the player card 95 of the completed character and the ability information 96 of the character on this screen. If the user presses a “main screen” button 97 on the screen of FIG. 21, the screen transitions to the main screen of FIG.
 連動育成モードでユーザが成長させたキャラクタの選手カード95は、図示しない選手カード一覧画面でいつでも確認することができる。また、この選手カード95は、対戦モードでの対戦等に使用することもできるし、仲間等の他のユーザにプレゼントすることもできる。 The player card 95 of the character that the user has grown in the linked training mode can be confirmed at any time on a player card list screen (not shown). Further, the player card 95 can be used for a battle or the like in the battle mode, or can be presented to other users such as friends.
 上記のように、本実施の形態の構成では、現実世界の野球の試合で発生する現実事象に連動させて、初期状態キャラクタをユーザの意思に基づく操作を介して育成可能である。ユーザは、現実世界の野球場等に足を運んで、またはテレビ、ラジオ、インターネット等で野球の試合をリアルタイムで視聴しながら、イニングが終了する毎に、自分の端末装置3で反映操作をして、初期状態キャラクタの育成を楽しむ。この場合、現実世界でリアルタイムに発生する現実事象(単打、本塁打等)によって、初期状態キャラクタの成長度が大きく異なる。さらに、各イニングの受付期間中に反映操作を行わなければ、折角のキャラクタ成長の機会を逸することになる。よって、ユーザは、臨場感と緊張感を持って、現実世界の野球の試合を視聴しながらゲームをプレイすることができる。これにより、現実世界で発生する現実事象と連動させて一からキャラクタを作り上げるゲームプレイであって、臨場感と緊張感を備えたプレイが可能な興趣性の高いゲームを実現できる。 As described above, in the configuration of the present embodiment, the initial state character can be trained through an operation based on the user's intention in conjunction with a real event that occurs in a real-world baseball game. Each time the inning ends, the user performs a reflection operation on his / her terminal device 3 while visiting a baseball field in the real world or watching a baseball game in real time on a television, radio, internet, or the like. And enjoy the development of the initial character. In this case, the degree of growth of the initial state character varies greatly depending on real events (single hit, home run, etc.) that occur in real time in the real world. Furthermore, if the reflection operation is not performed during the period for accepting each inning, the opportunity for character growth at the corner will be missed. Therefore, the user can play the game while watching a baseball game in the real world with a sense of reality and a sense of tension. Thus, it is possible to realize a highly entertaining game that is a game play in which a character is created from scratch in conjunction with a real event that occurs in the real world, and that can be played with a sense of presence and tension.
 また、本実施の形態では、マイナス成長もあり得る構成としている。この構成において、現実世界で守備エラー等が発生した場合、そのイニングの受付期間中には反映操作を行わず、キャラクタのマイナス成長を回避するというユーザの意思に基づく技術介入も可能である。そのためには、現実世界の野球の試合をリアルタイムで実際に視聴することが必要であり、それをせずにユーザが反映操作を行った場合、キャラクタをマイナス成長させてしまうこともあり、キャラクタを効率よく成長させることは困難である。また、イニングが終了したことだけに注目するのではなく、イベントを継続的に視聴していなければ、守備エラー等が発生していないかを確認できない。よって、マイナス成長もあり得る構成は、現実世界の野球の試合をリアルタイムで視聴しながらゲームをプレイする方向にユーザを導くことができる。 Further, in the present embodiment, a configuration in which negative growth is also possible. In this configuration, when a defensive error or the like occurs in the real world, it is possible to perform technical intervention based on the user's intention to avoid the negative growth of the character without performing a reflection operation during the inning reception period. For that purpose, it is necessary to actually watch a real-world baseball game in real time, and if the user performs a reflection operation without doing so, the character may be negatively grown, It is difficult to grow efficiently. Further, not only focusing on the fact that the inning has ended, but if the event is not continuously watched, it cannot be confirmed whether a defensive error or the like has occurred. Thus, a configuration that may have negative growth can guide the user in the direction of playing the game while watching a real-world baseball game in real time.
 次に、反映手段59による能力反映処理のバリエーションについて説明する。反映手段59は、能力反映処理を実行する場合に、各イニングの受付期間中における反映操作の情報を受信するタイミングが遅いほど、関係情報に基づいて取得した能力情報の初期状態キャラクタへの反映度を低くする。関係情報に基づいて取得した各イニングの能力情報をP0、補正係数をa1、ユーザの反映操作によりキャラクタに反映される能力情報をP1とした場合、
P1=P0×a1 ・・・(1)
として表すことができる。ここで、上式(1)中の補正係数a1は、0<a1≦1であり、反映手段59は、補正係数a1の値を、ユーザの反映操作のタイミング(受付期間の開始からの経過時間t)に応じて変化させる。一例を挙げると、経過時間tが1分増す毎に、補正係数a1を所定値ずつ(例えば0.2ずつ)小さくする。この構成の能力反映処理の一例を、図29のフローチャートを参照して以下に説明する。図29の処理は、図27または図28のS66~S69の処理の変形例に該当する。
Next, variations of the ability reflecting process by the reflecting means 59 will be described. When the reflection means 59 executes the ability reflection process, the later the timing of receiving the reflection operation information during the inning acceptance period, the later the degree of reflection of the ability information acquired based on the relationship information to the initial state character. Lower. When the ability information of each inning acquired based on the relationship information is P0, the correction coefficient is a1, and the ability information reflected on the character by the user's reflection operation is P1,
P1 = P0 × a1 (1)
Can be expressed as Here, the correction coefficient a1 in the above equation (1) is 0 <a1 ≦ 1, and the reflecting means 59 sets the correction coefficient a1 to the timing of the reflection operation of the user (the elapsed time from the start of the reception period). t). As an example, every time the elapsed time t increases by 1 minute, the correction coefficient a1 is decreased by a predetermined value (for example, by 0.2). An example of the capability reflection process of this configuration will be described below with reference to the flowchart of FIG. The process of FIG. 29 corresponds to a modification of the processes of S66 to S69 of FIG. 27 or FIG.
 あるイニングの受付期間が開始された後(S66)、当該イニングの受付期間が終了するまでに(S67でNO)、端末装置3にて反映操作が行われた場合(S68でYES)、反映手段59は、当該操作のタイミングが受付期間の開始から1分以内であるか判断する(S81)。ステップS81でYESの場合、反映手段59は、補正係数をa1=1.0に設定する(S82)。また、反映操作のタイミングが受付期間の開始から1分を超えて2分以内ならば(S83でYES)、補正係数をa1=0.8に設定する(S84)。また、反映操作のタイミングが受付期間の開始から2分を超えて3分以内ならば(S85でYES)、補正係数をa1=0.6に設定する(S86)。また、反映操作のタイミングが受付期間の開始から3分を超えて4分以内ならば(S87でYES)、補正係数をa1=0.4に設定する(S88)。また、反映操作のタイミングが受付期間の開始から4分を超えているならば(S87でNO)、補正係数をa1=0.2に設定する(S89)。このようにして反映操作のタイミングに応じた補正係数a1を設定した後、反映手段59は、関係情報に基づいて取得したイニングの能力情報P0に補正係数a1を積算して算出した能力情報P1を、ユーザの初期状態キャラクタに反映させる(S90)。 When a reflecting operation is performed on the terminal device 3 (YES in S68) after a certain inning receiving period is started (S66) and before the inning receiving period is ended (NO in S67), reflecting means 59 determines whether the timing of the operation is within one minute from the start of the reception period (S81). When YES is determined in the step S81, the reflecting means 59 sets the correction coefficient to a1 = 1.0 (S82). If the timing of the reflection operation exceeds 1 minute from the start of the reception period and is within 2 minutes (YES in S83), the correction coefficient is set to a1 = 0.8 (S84). If the reflection operation timing exceeds 2 minutes and is within 3 minutes from the start of the reception period (YES in S85), the correction coefficient is set to a1 = 0.6 (S86). If the reflection operation timing exceeds 3 minutes from the start of the reception period and is within 4 minutes (YES in S87), the correction coefficient is set to a1 = 0.4 (S88). If the reflection operation timing exceeds 4 minutes from the start of the reception period (NO in S87), the correction coefficient is set to a1 = 0.2 (S89). After setting the correction coefficient a1 according to the timing of the reflection operation in this way, the reflecting means 59 uses the capability information P1 calculated by integrating the correction coefficient a1 to the inning capability information P0 acquired based on the relationship information. And reflected in the initial character of the user (S90).
 具体例を示すと、第1イニング中に発生したヒット等の現実事象に応じた能力情報として、関係情報に基づいて「+100」が取得された場合、ユーザによる反映操作が受付期間の開始から1分以内に行われた場合には「+100」の能力が初期状態キャラクタへ反映される。一方、反映操作のタイミングが1分経過後から2分以内であった場合は「+80」、2分経過後から3分以内であった場合には「+60」、3分経過後から4分以内であった場合には「+40」、4分経過以降は「+20」となる。もちろん、ユーザによる反映操作が行われることなく受付期間を経過してしまった場合には、そのイニングに関する初期状態キャラクタの成長はない。なお、この例では、受付期間の開始から1分経過毎に段階的に反映度を低下させているが、これに限定されるものではなく、例えば10秒経過毎に反映度を低下させてもよい。また、補正係数a1を経過時間t(sec)の関数f(t)とし、経過時間tに応じた補正係数a1を算出してもよい。 As a specific example, when “+100” is acquired based on the relationship information as capability information corresponding to a real event such as a hit that occurred during the first inning, the reflection operation by the user is 1 from the start of the reception period. If performed within minutes, the ability “+100” is reflected in the initial state character. On the other hand, if the timing of the reflection operation is within 2 minutes after 1 minute, “+80”, if it is within 3 minutes after 2 minutes, “+60”, within 4 minutes after 3 minutes Is “+40”, and “+20” after 4 minutes. Of course, when the acceptance period elapses without a reflection operation by the user, there is no growth of the initial state character related to the inning. In this example, the degree of reflection is gradually reduced every 1 minute from the start of the reception period. However, the present invention is not limited to this. For example, the degree of reflection may be reduced every 10 seconds. Good. Alternatively, the correction coefficient a1 may be calculated as a function f (t) of the elapsed time t (sec) and the correction coefficient a1 corresponding to the elapsed time t.
 本構成によれば、イニング終了後に受付期間が設定される毎に、高い反映度で初期状態キャラクタに能力を反映させるには、受付期間の開始の契機となるイニングの終了をユーザが認識し、受付期間の開始直後に反映操作を行う必要がある。そのためには、ユーザが現実世界の野球の試合を、リアルタイムで実際に視聴することが必要である。すなわち、現実世界の野球の試合を視聴せずに適当なタイミングでユーザが反映操作を行っても、初期状態キャラクタを効率よく成長させることは困難である。従って、受付期間中における反映操作のタイミングが遅くなるほどキャラクタへの能力反映度を低く抑える構成は、現実世界の野球の試合をリアルタイムで視聴しながらゲームをプレイする方向にユーザを導くことができる。 According to this configuration, every time the reception period is set after the end of the inning, in order to reflect the ability to the initial state character with a high degree of reflection, the user recognizes the end of the inning that triggers the start of the reception period, It is necessary to perform a reflection operation immediately after the start of the reception period. For this purpose, it is necessary for the user to actually watch a real-world baseball game in real time. That is, even if the user performs a reflection operation at an appropriate timing without viewing a real-world baseball game, it is difficult to efficiently grow the initial state character. Therefore, the configuration in which the ability reflection degree to the character is reduced as the timing of the reflection operation during the reception period is delayed can guide the user in the direction of playing the game while viewing the real-world baseball game in real time.
 次に、反映手段59による能力反映処理の他のバリエーションについて説明する。反映手段59は、能力反映処理を実行する場合に、イベント登録している仲間の人数が多いユーザほど、関係情報に基づいて取得した能力情報の初期状態キャラクタへの反映度を高くする。関係情報に基づいて取得した各イニングの能力情報をP0、補正係数をa2、端末装置3での反映操作によりキャラクタに反映される能力情報をP1とした場合、
P1=P0×a2 ・・・(2)
として表すことができる。ここで、上式(2)中の補正係数a2は、1≦a2であり、反映手段59は、補正係数a2の値を、イベント登録している仲間の人数に応じて変化させる。一例を挙げると、イベント登録している仲間の人数が5人以下の場合には補正係数をa2=1.0とし、6人~10人の場合には補正係数をa2=1.1とし、11人~20人の場合には補正係数をa2=1.2とし、21人以上の場合には補正係数をa2=1.3とする。この場合、能力情報の反映度が最大で3割向上する。
Next, another variation of the ability reflecting process by the reflecting means 59 will be described. When executing the ability reflection process, the reflecting means 59 increases the degree of reflection of the ability information acquired based on the relationship information on the initial state character as the number of friends registered as events increases. When the ability information of each inning acquired based on the relationship information is P0, the correction coefficient is a2, and the ability information reflected on the character by the reflection operation at the terminal device 3 is P1,
P1 = P0 × a2 (2)
Can be expressed as Here, the correction coefficient a2 in the above equation (2) is 1 ≦ a2, and the reflecting means 59 changes the value of the correction coefficient a2 according to the number of friends registered in the event. For example, if the number of friends registered for the event is 5 or less, the correction coefficient is a2 = 1.0, and if it is 6-10, the correction coefficient is a2 = 1.1. In the case of 11 to 20 people, the correction coefficient is a2 = 1.2, and in the case of 21 or more persons, the correction coefficient is a2 = 1.3. In this case, the reflection rate of capability information is improved by 30% at the maximum.
 なお、上式(1)に示した補正係数a1もあわせて適用し、
P1=P0×a1×a2 ・・・(3)
としてもよい。
In addition, the correction coefficient a1 shown in the above equation (1) is also applied,
P1 = P0 × a1 × a2 (3)
It is good.
 このようにイベント登録している仲間の人数が多いユーザほど能力反映度を高めることにより、各ユーザは、自分の仲間に対して、積極的にイベント登録するように働きかけることが期待できる。例えば、ユーザは、多くの仲間にメッセージを送信してイベント登録を勧める。これにより、仲間相互間でコミュニケーションを積極的にとり合うゲーム環境を推進でき、仲間同士のコミュニティが活性化する。また、イベント登録して連動育成モードでプレイする人数も増えることより、ゲーム全体の活性化が図られる。 In this way, by increasing the ability reflection level for a user who has a larger number of friends registered for an event, each user can expect his / her friends to actively participate in event registration. For example, a user sends a message to many friends and recommends event registration. As a result, a game environment in which communication can be actively carried out between friends can be promoted, and the community of friends can be activated. In addition, since the number of people who register for an event and play in the linked training mode increases, the entire game is activated.
 次に、ユーザが、応援チーム(対象グループ)だけでなく、応援選手(対象メンバ)の登録も可能とする構成について説明する。この構成では、ユーザが選択した応援チームの活躍に応じてキャラクタが成長するだけでなく、ユーザが選択した応援選手が活躍すれば、キャラクタの成長がより一層大きくなる。この構成を実現するゲームサーバ1の構成例を、図30の機能ブロック図等を参照しながら説明する。なお、既出の図面において示した構成と同様の構成については同一の部材番号を付し、適宜その説明を省略する。 Next, a configuration that allows the user to register not only the support team (target group) but also the support player (target member) will be described. In this configuration, not only the character grows according to the activity of the cheering team selected by the user, but also the character grows even more if the cheering player selected by the user plays an active role. A configuration example of the game server 1 that realizes this configuration will be described with reference to a functional block diagram of FIG. In addition, the same member number is attached | subjected about the structure similar to the structure shown in previous drawing, The description is abbreviate | omitted suitably.
 本ゲームサーバ1の応援対象登録手段58は、応援チーム登録手段58a(対象グループ登録手段)に加えて、応援選手登録手段58b(対象メンバ登録手段)を備えている。応援選手登録手段58bは、遅くとも野球の試合の終了までにユーザの端末装置3にて、応援チーム中の少なくとも1の実在選手を応援対象として選択する操作が行われた場合に、当該操作の情報を受信して、当該ユーザの応援選手を登録する。ユーザが登録できる応援選手の人数は、任意に設定できるが、本実施の形態では1人のみ登録できる例について説明する。応援選手登録手段58bは、例えば図23に示すように、データベースサーバ2の所定領域に、ユーザIDと対応付けて応援選手(選手ID)を記憶する記憶制御を実行する。 The support target registration means 58 of the game server 1 includes support player registration means 58b (target member registration means) in addition to support team registration means 58a (target group registration means). If the operation of selecting at least one real player in the support team as a support target is performed on the terminal device 3 of the user by the end of the baseball game at the latest by the end of the baseball game, And register the user's cheering player. Although the number of cheering players that can be registered by the user can be arbitrarily set, an example in which only one person can be registered will be described in the present embodiment. For example, as illustrated in FIG. 23, the support player registration unit 58 b performs storage control in which a support player (player ID) is stored in a predetermined area of the database server 2 in association with the user ID.
 ユーザが端末装置3で行う応援選手を登録する操作としては、図31に例示する応援選手登録画面での簡単なボタン操作が挙げられる。この画面は、図15のイベント登録画面で応援チームを登録した後に表示される。例えば、ユーザが図15の画面でチームAを選択して「登録」ボタン90を押せば、応援チーム登録手段58aが応援チームとしてチームAを登録し、その後、ゲームサーバ1がチームAに所属する実在の選手A~Zを選択肢として含む図31の画面データをユーザの端末装置3に送信する。この応援選手登録画面で、ユーザが応援したい実在選手を選択して「登録」ボタン90を押せば、応援選手登録手段58bが選択された実在選手を応援選手として登録する。 As an operation of registering a cheering player performed by the user with the terminal device 3, a simple button operation on the cheering player registration screen illustrated in FIG. This screen is displayed after the support team is registered on the event registration screen of FIG. For example, if the user selects Team A on the screen of FIG. 15 and presses the “Register” button 90, the support team registration means 58a registers Team A as the support team, and then the game server 1 belongs to Team A. The screen data shown in FIG. 31 including actual players A to Z as options is transmitted to the terminal device 3 of the user. If the user selects a real player that the user wants to support on this support player registration screen and presses the “Register” button 90, the support player registration unit 58b registers the selected real player as the support player.
 ところで、例えばプロ野球の試合では、一軍登録選手の人数は28人であり、そのうちベンチ入りできる選手数は25人である。一軍登録選手は公表されて予め分かっている。また、オールスター戦のような特別な試合でも、それに出場する選手は公表されて予め分かっている。よって、現実世界の試合で対戦する実在チームの選手の情報を、ゲームサーバ1に予め入力しておくことは可能である。ゲームサーバ1のデータベースサーバ2には、連動育成モードの対象となる野球の試合に出場する予定の実在選手の情報が記憶されている。従って、図31の応援選手登録画面に、ユーザの応援チームに所属する実在選手を選択肢として表示することが可能である。 By the way, in a professional baseball game, for example, the number of registered players in the army is 28, of which 25 players can enter the bench. One army registered player is publicly known. Also, players who participate in special games such as All-Star games are publicly known. Therefore, it is possible to previously input information on the players of the real team that will compete in the real world game to the game server 1. The database server 2 of the game server 1 stores information on real players who are scheduled to participate in a baseball game that is the target of the linked training mode. Therefore, the real players belonging to the user's support team can be displayed as options on the support player registration screen of FIG.
 そして、反映手段59は、能力反映処理を実行するに際し、ユーザの応援チームについての現実事象に応じた能力情報を、関係情報に基づいて取得し、取得した能力情報を、初期状態キャラクタに反映させるとともに、当該応援チームについての現実事象がユーザの応援選手についての現実事象であった場合には、当該応援対象選手が応援対象として登録されていない通常の選手であった場合よりも、当該能力情報をキャラクタへより大きく反映させる。例えば、ユーザの応援チームの選手が本塁打を打って初期状態キャラクタに「+100」の能力情報が反映されるところ、ホームランを打った選手がユーザの応援選手であった場合には、その2倍の「+200」の能力情報がキャラクタに反映されるようにする。なお、2倍に限らず、例えば1.5倍や3倍等、任意の反映度を設定することができる。 And the reflection means 59 acquires the capability information according to the real phenomenon about a user's cheering team based on related information, and reflects the acquired capability information on an initial state character, when performing an ability reflection process. In addition, when the real event for the support team is a real event for the user's support player, the ability information is more than when the support target player is a normal player who is not registered as a support target. Is more reflected on the character. For example, when the player of the support team of the user hits the home run and the ability information of “+100” is reflected in the initial state character, when the player who hit the home run is the support player of the user, twice that amount The ability information of “+200” is reflected on the character. In addition, it is not restricted to 2 times, For example, arbitrary reflection degrees, such as 1.5 times and 3 times, can be set.
 これを実現するため、反映手段59の現実事象記憶制御手段59aは、図32に例示するように、イニング中に現実事象(事象ID)が入力される毎に、その現実事象を生じさせた選手(選手ID)も併せて記憶する。 In order to realize this, the real event storage control unit 59a of the reflection unit 59, as illustrated in FIG. 32, every time a real event (event ID) is input during inning, the player who caused the real event. (Player ID) is also stored.
 なお、例えば、勝利、引き分け、敗北等の事象を現実事象とする場合、これらの事象は特定の選手の活躍等によって生じたものとは必ずしも言いえない。よって、複数ある現実事象の全部ではなく、そのうちの一部についてのみ応援選手の現実事象となり得る場合もある。本実施の形態では、単打、二塁打、三塁打、本塁打、四死球、犠打、先制打、同点打、逆転打、勝ち越し打、3安打/選手、4安打/選手、5安打以上/選手、サイクルヒット/選手、盗塁、三振、併殺打、奪三振、エラー、投手暴投などを応援選手による現実事象となり得るものとして扱う。 Note that, for example, when events such as victory, draw, and defeat are assumed to be real events, these events cannot necessarily be said to be caused by the activity of a specific player. Therefore, there are cases where not all of a plurality of actual events but only a part of them can be actual events of the supporting player. In this embodiment, single hit, double hit, triple hit, home run, four dead ball, sacrifice hit, first hit, equal hit, reverse hit, win over hit, 3 hits / player, 4 hits / player, 5 hits / player, cycle hit / player , Stealing, striking out, slamming, striking out, error, throwing pitcher, etc. are treated as possible real events by the supporting players.
 なお、例えばユーザの応援選手が守備エラーをした場合には、マイナスの能力情報も2倍等になり、キャラクタを大きくマイナス成長させてしまう可能性もある。よって、マイナス成長を回避するため、連動育成モード中はリアルタイムで野球の試合を視聴することがより重要となる。 Note that, for example, if the user's cheering player makes a defensive error, the negative ability information also doubles, etc., and there is a possibility that the character will be greatly negatively grown. Therefore, in order to avoid negative growth, it is more important to watch a baseball game in real time during the linked training mode.
 図33のフローチャートに、本実施の形態の能力反映処理の一例を示す。図33の処理は、図27または図28のS66~S69の処理の変形例に該当する。 FIG. 33 is a flowchart showing an example of the ability reflection process of the present embodiment. The process of FIG. 33 corresponds to a modified example of the processes of S66 to S69 of FIG.
 あるイニングの受付期間が開始された後(S66)、当該イニングの受付期間が終了するまでに(S67でNO)、端末装置3にて反映操作が行われた場合(S68でYES)、反映手段59は、当該イニング中に発生した現実事象の中にユーザの応援選手についての現実事象が存在するか否かを判断する(S91)。例えば、ユーザの応援選手が選手ID=001であった場合、反映手段59は、図32に例示するイニング中に発生した現実事象の中に、選手ID=001についての事象が含まれているかを検索する。この例では、本塁打が選手ID=001についての現実事象であるため、ステップ91でYESとなる。この場合、本塁打に対応する能力情報「+100」を2倍の「+200」にする(S92)。その後、反映手段59は、ユーザの初期状態キャラクタに能力情報を反映させる(S93)。なお、イニング中に発生した現実事象の中にユーザの応援選手についての現実事象が存在しない場合(S91でNO)、ステップS92に移行することなく、ユーザの初期状態キャラクタに能力情報が反映される(S93)。 When a reflection operation is performed in the terminal device 3 (YES in S68) after the reception period of a certain inning is started (S66) and before the reception period of the inning is ended (NO in S67), reflection means 59 determines whether or not there is a real event for the user's cheering player among the real events that occurred during the inning (S91). For example, when the user's cheering player is the player ID = 001, the reflection unit 59 determines whether or not the event for the player ID = 001 is included in the real event that occurred during the inning illustrated in FIG. Search for. In this example, since the home run is a real event for the player ID = 001, YES is given in step 91. In this case, the ability information “+100” corresponding to the home run is doubled to “+200” (S92). Thereafter, the reflecting means 59 reflects the ability information on the initial character of the user (S93). If there is no real event about the user's cheering player among the real events that occurred during the inning (NO in S91), the ability information is reflected in the initial state character of the user without shifting to step S92. (S93).
 その後、ゲームサーバ1からユーザの端末装置3へ送信される画面データの例を図34に示す。図34の画面(キャラクタに能力情報が反映されたことを報知する画面)には、ユーザの応援選手が活躍した現実事象がその他の現実事象と異なる状態(印を付す、文字の色や太さを変える等)で表示され、その能力情報が2倍になっていることをユーザが視認できるようにしている。 Subsequently, an example of screen data transmitted from the game server 1 to the user terminal device 3 is shown in FIG. In the screen of FIG. 34 (screen for notifying that the ability information is reflected on the character), the actual event in which the user's cheering player is active is different from the other actual events (marked, character color and thickness). Etc.), and the user can visually recognize that the ability information has doubled.
 このように、本実施の形態の構成では、ユーザが自ら選んだ応援チームの現実世界での活躍に応じてキャラクタが成長するだけでなく、応援選手が活躍すればより一層キャラクタが成長する。よって、例えば、ユーザの応援チームが全体としては不調であったとしても、ユーザの応援選手が活躍(例えば本塁打を打つ等)すれば、キャラクタの大きな成長が見込める。また、応援チームも応援選手も活躍すれば、キャラクタをかなり大きく成長させることも可能となる。これにより、現実世界で繰り広げられる野球の試合の視聴中のユーザの応援も白熱し、ゲームプレイを楽しむと同時に、野球の試合もより一層楽しめるようになる。これが、現実世界と連動させてキャラクタを育成するゲーム性をさらに高めることに繋がり、興趣性の高いゲームを実現できる。 As described above, in the configuration of the present embodiment, not only the character grows according to the activity in the real world of the cheering team selected by the user, but also the character grows further if the cheering player plays an active role. Therefore, for example, even if the user's support team is generally sluggish, if the user's support player plays an active role (for example, hits a home run), the character can be expected to grow greatly. In addition, if both the support team and the support players are active, it is possible to grow the character considerably. Thereby, the support of the user who is watching the baseball game played in the real world is also heated, and at the same time as enjoying the game play, the baseball game can be further enjoyed. This leads to further enhancement of the game property for nurturing characters in conjunction with the real world, and a highly interesting game can be realized.
 なお、上記の説明では、ユーザが図15のイベント登録画面で、応援チームを選択してイベント登録を行う例について説明したが、このイベント登録は必ずしも必須ではない。イベント登録せずに連動育成モードでのゲームプレイを可能とする場合、例えば、現実世界の野球の試合で対戦する2つの実在チームA・Bの両方についての現実事象に応じた能力情報を、キャラクタに反映させるようにする。この場合、例えば、図11Aまたは図12Aに示す関係情報(攻撃側の「現実事象」と「能力情報」との関係情報)に基づいて、2つの実在チームA・Bの攻撃側の現実事象に応じた能力情報を取得してキャラクタに反映させる。または、2つの実在チームA・Bの守備側の現実事象に応じた能力情報を取得してもよい。 In the above description, an example in which the user selects a support team on the event registration screen in FIG. 15 and performs event registration has been described, but this event registration is not necessarily required. When game play is possible in the linked training mode without registering an event, for example, the ability information corresponding to the real event for both the two existing teams A and B in a real-world baseball game is To be reflected. In this case, for example, based on the relation information shown in FIG. 11A or FIG. 12A (relation information between the “real event” and “capability information” on the attacking side) Acquire the corresponding ability information and reflect it on the character. Or you may acquire the capability information according to the actual event of the defensive side of two real team A * B.
 ところで、上記では、現実世界で発生する現実事象に応じた能力情報を、ユーザの意思(操作)を介して、初期状態キャラクタに反映させながら、キャラクタを一から作り上げることができる構成について説明したが、初期状態キャラクタに代えて、ユーザが既に所有している選手カードのキャラクタに現実事象に応じた能力情報を反映させてもよい。これについて、以下に説明する。 By the way, although the above demonstrated the structure which can make up a character from scratch, reflecting the capability information according to the real phenomenon which generate | occur | produces in the real world on an initial state character via a user's intention (operation), it was demonstrated. Instead of the initial state character, the ability information corresponding to the actual event may be reflected on the character of the player card already owned by the user. This will be described below.
 連動育成モードにおいて、初期状態キャラクタに代えて、ユーザが既に所有しているキャラクタを能力情報の反映対象キャラクタ(以下、「対象キャラクタ」と呼称する)とする場合、所有選手カード記憶制御手段51c(キャラクタ記憶制御手段)がデータベースサーバ2に記憶しているユーザの手持ち選手カードの中の、少なくとも1の選手カード(キャラクタ)が対象キャラクタとなる。この構成の場合、初期状態キャラクタ記憶制御手段51i(図5参照)と、初期状態キャラクタに能力情報を反映させた後のキャラクタをユーザのキャラクタとして登録するキャラクタ登録手段60(図4参照)と、を省略することができる。それ以外の構成は、初期状態キャラクタがユーザの手持ちキャラクタに代わるだけであるため、図4、図5、図30等に示すゲームサーバ1の構成がそのまま適用でき、前述の作用効果と同様の作用効果を奏する。 When the character already possessed by the user is used as a reflection target character of ability information (hereinafter referred to as “target character”) instead of the initial state character in the linked breeding mode, the owned player card storage control means 51c ( At least one player card (character) among user's handheld player cards stored in the database server 2 by the character storage control means) is the target character. In the case of this configuration, initial state character storage control means 51i (see FIG. 5), character registration means 60 (see FIG. 4) for registering the character after the ability information is reflected in the initial state character as a user character, Can be omitted. In other configurations, the initial state character simply replaces the user's handheld character, so the configuration of the game server 1 shown in FIGS. 4, 5, 30, etc. can be applied as it is, and the same operation and effect as described above. There is an effect.
 また、ユーザの所有するキャラクタは、その他の方法(例えば、キャラクタ同士を合成する等)により能力を向上させることも可能であるが、本構成はキャラクタの能力向上のバリエーションを増やす。 In addition, although the character owned by the user can be improved in ability by other methods (for example, combining characters), this configuration increases variations in improving the ability of the character.
 なお、対象キャラクタとなるキャラクタは、ユーザの手持ちキャラクタの全部とすることができる。また、例えばゲームサーバ1が、ユーザの手持ちキャラクタ全体の中からランダム抽選で所定数(例えば1)の対象キャラクタを選択してもよい。 Note that the target character can be all of the user's handheld characters. Further, for example, the game server 1 may select a predetermined number (for example, 1) of target characters by random lottery from all of the user's handheld characters.
 あるいは、ユーザが、自分が所有する複数のキャラクタの中から、対象キャラクタを任意に選択することができるようにしてもよい。この場合、図35に示すように、ゲームサーバ1は、ユーザの端末装置3にて、当該ユーザが所有する複数のキャラクタの中から対象キャラクタを選択する操作が行われた場合に、当該操作の情報を受信して、選択された対象キャラクタを登録する対象キャラクタ登録手段61をさらに備える。対象キャラクタ登録手段61は、記憶装置(データベースサーバ2等)の所定領域に、ユーザIDと対応付けて、ユーザに選択された対象キャラクタを記憶する記憶制御を実行する。例えば、図6のレギュラー選手フラグと同様にして、対象キャラクタであることを示すフラグを立てることにより、対象キャラクタを登録することができる。そして、反映手段59は、対象キャラクタ登録手段61に登録されている対象キャラクタに対して、前記能力反映処理を実行する。 Alternatively, the user may arbitrarily select a target character from among a plurality of characters owned by the user. In this case, as shown in FIG. 35, the game server 1 performs the operation when the user terminal device 3 performs an operation of selecting a target character from a plurality of characters owned by the user. It further comprises target character registration means 61 for receiving the information and registering the selected target character. The target character registration unit 61 executes storage control for storing the target character selected by the user in a predetermined area of the storage device (such as the database server 2) in association with the user ID. For example, the target character can be registered by setting a flag indicating that it is the target character in the same manner as the regular player flag of FIG. Then, the reflecting means 59 executes the ability reflecting process for the target character registered in the target character registering means 61.
 ここで、ユーザが任意に選択可能な対象キャラクタを、所定数(例えば3)に限定することができる。この所定数(上限)を、ユーザの仲間の数に応じて変えることもできる。例えば、仲間が19人以下の場合には対象キャラクタの上限を1とし、仲間が20人~39人の場合には当該上限を2とし、仲間が40人以上の場合には当該上限を3とする。このように、仲間の数が多いほど選択可能な対象キャラクタの数を多くすることにより、積極的に多くの仲間を作ろうとする動機付けをユーザに与えることができる。そして、各ユーザの仲間が増えることにより、ユーザ間のコミュニティの活性化が図られる。 Here, the target characters that can be arbitrarily selected by the user can be limited to a predetermined number (for example, 3). This predetermined number (upper limit) can also be changed according to the number of users' companions. For example, when the number of friends is 19 or less, the upper limit of the target character is 1, and when the number of friends is 20 to 39, the upper limit is 2. When the number of friends is 40 or more, the upper limit is 3. To do. In this way, by increasing the number of target characters that can be selected as the number of friends increases, motivation to actively make many friends can be given to the user. And the activation of the community between users is achieved by increasing the friend of each user.
 本構成により、ユーザが、手持ちキャラクタの能力属性を分析・検討して、所望のキャラクタを対象キャラクタとして選択するということが可能となり、ゲーム性を高めることができる。例えば、ユーザのゲーム内チームの投手、捕手、一塁手、・・・等の各ポジションのキャラクタの中で、能力的に最も低いポジションのキャラクタを分析し、そのキャラクタを対象キャラクタとして育成することにより、自分のチームのボトムアップを図る等の戦略を立てることが可能となる。 This configuration makes it possible for the user to analyze and examine the ability attributes of a handheld character and select a desired character as a target character, thereby improving the game performance. For example, by analyzing the character in the lowest position in the position of the user's in-game team pitcher, catcher, first base, etc., and nurturing that character as the target character It is possible to make a strategy such as trying to bottom up your team.
 また、本実施の形態のように、ユーザが、現実世界の実在選手(実在物)と対応する実在選手キャラクタを所有できる構成の場合には、次のようにすることもできる。すなわち、現実世界の野球の試合のオーダ(スターティングメンバ)に入っている実在選手に対応する実在選手キャラクタをユーザが所有している場合に、当該実在選手キャラクタを対象キャラクタとすることができるようにする。たとえば、ユーザが、現実世界の野球の試合のオーダに入っている実在選手全員に対応する実在選手キャラクタを全て所有している場合、これら全ての実在選手キャラクタを対象キャラクタとして選択できる。オーダに入っている実在選手の一部、例えば9人中の3人に対応する実在選手キャラクタを所有している場合は、その3人に対応する実在選手キャラクタを対象キャラクタとして選択できる。この場合、ユーザは、現実世界の野球の試合のオーダに入るような実在選手に対応する実在選手キャラクタを多く所有しているほど有利になるので、そのような実在選手キャラクタをゲーム内で入手しようとして、連動育成モード以外のゲームモードも積極的にプレイするように動機づけられる。これにより、ゲーム全体の活性化を図ることができる。 Further, as in the present embodiment, when the user can own a real player character corresponding to a real player (real thing) in the real world, the following can also be performed. That is, when a user has a real player character corresponding to a real player who is in the order (starting member) of a baseball game in the real world, the real player character can be set as a target character. To. For example, when the user possesses all the real player characters corresponding to all the real players in the order of the baseball game in the real world, all these real player characters can be selected as the target characters. In the case of owning real player characters corresponding to some of the real players in the order, for example, three of the nine players, the real player characters corresponding to the three can be selected as target characters. In this case, the user becomes more advantageous as he / she possesses more real player characters corresponding to real players who enter the order of a real-world baseball game, so let's obtain such real player characters in the game. As a motivation to actively play game modes other than the linked training mode. Thereby, activation of the whole game can be aimed at.
 連動育成モードでユーザの所有するキャラクタを育成できるその他のバリエーションを次に説明する。野球の試合では、打順1番~9番の9人の実在選手(実在物)が存在するので、例えばこの打順を利用して、9人の実在選手と、ユーザのゲーム内オーダの9のキャラクタ(打順1番~9番のキャラクタ)とをそれぞれ一対一で対応付ける。そして、現実世界の9人の実在選手のそれぞれについての現実事象に応じた能力情報を、各実在選手に対応付けているユーザのキャラクタにそれぞれ反映させる。これを実現するに、反映手段59は、n人(ここでは9人)の実在選手と、ユーザが所有するnのキャラクタとを、打順に基づいてそれぞれ一対一で対応付けて、前記n人の実在選手のそれぞれについての現実事象に応じた能力情報を、関係情報に基づいてそれぞれ取得し、取得した当該能力情報を、各実在選手に対応付けているキャラクタにそれぞれ反映させる。 The following describes other variations that can develop characters owned by the user in the linked training mode. In a baseball game, there are nine real players (real things) in batting order Nos. 1 to 9. For example, using this batting order, nine real players and nine characters in the user's in-game order There is a one-to-one correspondence between the characters (bat numbers 1-9). And the capability information according to the real event about each of nine real players in the real world is reflected in the user's character associated with each real player. In order to realize this, the reflecting means 59 associates n (here, 9) real players and n characters owned by the user on a one-to-one basis based on the batting order. Capability information corresponding to real events for each of the real players is acquired based on the relationship information, and the acquired capability information is reflected in the character associated with each real player.
 この例の場合、ユーザは、現実世界の実在チームの打順1番~9番の実在選手の活躍を予想し、例えば打順1番および2番の実在選手が大活躍すると予想したならば、ゲーム内オーダの1番および2番に能力情報を大きく反映させたいキャラクタを配するといった策を立てることも可能となり、ゲーム性を高めることができる。 In this example, if the user expects the real players in the batting order No. 1 to No. 9 in the real world to play an active role, for example, if the batting order No. 1 and No. 2 real players are expected to play an active role, It is also possible to devise a measure such as arranging characters for which ability information is largely reflected in No. 1 and No. 2 of the order, and the game performance can be improved.
 なお、上記では、n人の実在選手と、ユーザが所有するnのキャラクタとを、打順に基づいて、一対一の対応付けを行う例を示したが、これに限定されず他の基準に基づいた対応付けをしてもよい。例えば、ユーザのゲーム内チームに所属するキャラクタにも、投手、捕手、一塁手、・・・等のポジションの属性が設定されているので、ポジションに基づいて、9人の実在選手と、ユーザが所有する9のキャラクタとを、一対一で対応付けてもよい。野球以外の例えばサッカーの場合でも、11人の選手のポジションは決まっているので、このポジションに基づいて、野球の場合と同様の一対一の対応付けが可能である。 In the above, an example in which n real players and n characters owned by the user are associated one-to-one based on the batting order is shown, but the present invention is not limited to this and is based on other criteria. You may make a correspondence. For example, since the position attributes such as pitcher, catcher, first baseman,... Are set for the characters belonging to the user's in-game team, nine real players and the user are assigned based on the position. The nine characters you own may be associated one-on-one. Even in the case of soccer other than baseball, for example, the positions of the 11 players are determined, and based on this position, the same one-to-one correspondence as in the case of baseball is possible.
 上述のように、連動育成モードでは、現実世界の野球の試合中に発生したヒット等の現実事象に対して受付期間が適宜設けられ、各受付期間中の端末装置3での操作によりキャラクタ(初期状態キャラクタまたはユーザの手持ちキャラクタ)を育成する。以下には、ユーザによって操作が行われた受付期間の数が多くなるほど、すなわち、ユーザが現実世界の野球の試合を継続的に視聴しながら本ゲームを継続的にプレイするほど、キャラクタへの能力情報の反映の度合いを大きくする構成について説明する。 As described above, in the linked training mode, a reception period is appropriately provided for a real event such as a hit that occurred during a real-world baseball game, and the character (initial stage) is operated by the operation of the terminal device 3 during each reception period. State character or user's handheld character). In the following, as the number of reception periods operated by the user increases, that is, as the user continuously plays this game while continuously watching the real-world baseball game, the ability to character A configuration for increasing the degree of reflection of information will be described.
 この構成を実現する反映手段59は、前述の能力反映処理を実行する場合に、端末装置3から操作情報を受信した受付期間の数が多くなるほど、関係情報に基づいて取得した能力情報を、キャラクタへより大きく反映させる反映量補正処理を実行する。この処理の対象となるキャラクタは、初期状態キャラクタであってもよいし、ユーザが既に所有しているキャラクタであってもよい。ゲームサーバ1は、連動育成モード中においては、ユーザの端末装置3から操作情報を受信した受付期間の数を、ユーザIDと対応付けて記憶装置(データベースサーバ2等)に記憶する記憶制御を実行している。ここで、連動育成モードの対象となる野球の試合でイニング終了毎に、次のイニング終了までの受付期間が設けられる場合を想定して、反映量補正処理の具体例を以下に示す。 When executing the above-described ability reflection process, the reflecting means 59 that realizes this configuration uses the ability information acquired based on the relationship information as the number of reception periods in which the operation information is received from the terminal device 3 increases. The reflection amount correction process for reflecting the image more greatly is executed. The character that is the target of this processing may be an initial state character or a character that the user already owns. The game server 1 executes storage control in which the number of reception periods in which operation information has been received from the user terminal device 3 is stored in a storage device (such as the database server 2) in association with the user ID during the linked training mode. is doing. Here, a specific example of the reflection amount correction processing is shown below assuming that a reception period until the end of the next inning is provided for each end of the inning in the baseball game that is the target of the linked training mode.
 関係情報に基づいて取得した各イニングの能力情報をP0、補正係数をa3、受付期間中のユーザの反映操作によりキャラクタに反映される能力情報をP1とした場合、
P1=P0×a3 ・・・(4)
として表すことができる。上式(4)中の補正係数a3は、1≦a3であり、反映手段59は、補正係数a3の値を、端末装置3から操作情報を受信した受付期間の数に応じて変化させる。例えば、補正係数a3は、端末装置3での操作が行われた受付期間の数Nによって変動するNの関数として、下式(5)で表すことができる。
a3=f(N)=1+0.1×(N-1) ・・・(5)
When the ability information of each inning acquired based on the relationship information is P0, the correction coefficient is a3, and the ability information reflected on the character by the reflection operation of the user during the reception period is P1,
P1 = P0 × a3 (4)
Can be expressed as The correction coefficient a3 in the above equation (4) is 1 ≦ a3, and the reflecting means 59 changes the value of the correction coefficient a3 according to the number of reception periods in which the operation information is received from the terminal device 3. For example, the correction coefficient a3 can be expressed by the following equation (5) as a function of N that varies depending on the number N of reception periods in which operations on the terminal device 3 are performed.
a3 = f (N) = 1 + 0.1 × (N−1) (5)
 この場合、1イニング目の終了後の受付期間中にユーザによる反映操作が行われた場合、補正係数a3=1+0.1×(1-1)=1.0となる。続けて、2イニング目の終了後の受付期間中にもユーザによる操作が行われた場合、補正係数a3=1+0.1×(2-1)=1.1となり、キャラクタに反映される能力情報P1は10%向上する。さらに続けて、3イニング目の終了後の受付期間中にもユーザによる反映操作が行われた場合、補正係数a3=1+0.1×(3-1)=1.2となり、キャラクタに反映される能力情報P1は20%向上する。同様に、毎イニング連続して受付期間中に反映操作が行われた場合、キャラクタに反映される能力情報P1は10%ずつ向上することになる。 In this case, when a reflection operation is performed by the user during the reception period after the end of the first inning, the correction coefficient a3 = 1 + 0.1 × (1-1) = 1.0. Subsequently, if the user performs an operation during the reception period after the end of the second inning, the correction coefficient a3 = 1 + 0.1 × (2-1) = 1.1, and the ability information reflected in the character P1 is improved by 10%. Further, if the reflection operation is performed by the user during the reception period after the end of the third inning, the correction coefficient a3 = 1 + 0.1 × (3-1) = 1.2 is reflected on the character. The ability information P1 is improved by 20%. Similarly, when the reflection operation is performed continuously during the reception period every inning, the ability information P1 reflected on the character is improved by 10%.
 一方、受付期間中に必要な操作が行われなかったイニングについては、端末装置3から操作情報を受信した受付期間の数Nがカウントされないので、反映量の増大度合いはその前のイニングのまま足踏みとなる。例えば、1イニング目および3イニング目の終了後の各受付期間中に反映操作が行われたが、2イニング目終了後の各受付期間中に反映操作が行われなかった場合、3イニング目の補正係数はa3=1+0.1×(2-1)=1.1となり、キャラクタに反映される能力情報P1は10%の向上となる。 On the other hand, for the inning in which a necessary operation is not performed during the reception period, the number N of reception periods in which operation information is received from the terminal device 3 is not counted. It becomes. For example, if the reflecting operation is performed during each reception period after the end of the first inning and the third inning, but the reflecting operation is not performed during each reception period after the end of the second inning, the third inning The correction coefficient is a3 = 1 + 0.1 × (2-1) = 1.1, and the ability information P1 reflected on the character is improved by 10%.
 なお、上記の例では、端末装置3から操作情報を受信した受付期間の数Nが1つ増加する毎に反映量を10%ずつ増加させているが、これに限定されるものではなく、反映量の増加の程度は任意に設定できる。 In the above example, the reflection amount is increased by 10% each time the number N of reception periods in which the operation information is received from the terminal device 3 is increased by one. However, the present invention is not limited to this. The degree of increase in quantity can be set arbitrarily.
 また、上式(1)に示した補正係数a1および/または上式(2)に示した補正係数a2も、上式(5)に示した補正係数a3と組み合わせて適用し、下式(6)~(8)によりキャラクタに反映される能力情報P1を算出してもよい。
 P1=P0×a1×a3 ・・・(6)
 P1=P0×a2×a3 ・・・(7)
 P1=P0×a1×a2×a3 ・・・(8)
The correction coefficient a1 shown in the above expression (1) and / or the correction coefficient a2 shown in the above expression (2) are also applied in combination with the correction coefficient a3 shown in the above expression (5), and the following expression (6 ) To (8), the ability information P1 reflected on the character may be calculated.
P1 = P0 × a1 × a3 (6)
P1 = P0 × a2 × a3 (7)
P1 = P0 * a1 * a2 * a3 (8)
 ところで、図12Aおよび図12Bに例示するように、関係情報にプラスの能力情報だけではなくマイナスの能力情報を含めてもよい。このように、マイナスの能力情報を含む構成において、現実世界で実際にマイナスの能力情報を反映させるための現実事象(守備エラー等)が発生した場合、ユーザは、受付期間中にあえて反映操作を行わず、キャラクタへのマイナス能力情報の反映を回避するということも可能である。但し、ユーザが何も操作しなければ、野球の試合を継続的に視聴しているにもかかわらず、反映量の増大度合いは足踏み状態となってしまう。 By the way, as illustrated in FIGS. 12A and 12B, the relationship information may include not only positive capability information but also negative capability information. As described above, in the configuration including the negative ability information, when a real event (defense error, etc.) for actually reflecting the negative ability information occurs in the real world, the user dares to perform the reflection operation during the reception period. It is also possible to avoid reflecting negative ability information to the character without performing it. However, if the user does not operate anything, the degree of increase in the amount of reflection will be in a stepping state, despite watching the baseball game continuously.
 そこで、ゲームサーバ1は、受付期間中に、ユーザによる反映操作だけではなく、非反映操作(キャラクタに属性情報を反映させない操作)も受け付けることが望ましい。例えば、図36に例示するように、受付期間中に反映操作等を行うための画面中には、「反映」ボタン92および「非反映」ボタン121が両方表示されるようにし、ユーザの判断で、何れかのボタン操作を可能とする。ここで、ユーザにより「反映」ボタン92を押す操作が行われた場合、端末装置3からは、キャラクタに能力情報を反映させるための反映操作情報がゲームサーバ1へ送信される。一方、ユーザにより「非反映」ボタン121を押す操作が行われた場合、端末装置3からは、キャラクタに能力情報を反映させない非反映操作情報がゲームサーバ1へ送信される。そして、反映手段59は、受付期間中に端末装置3から非反映操作情報を受信した場合には能力反映処理を実行せず、反映操作情報を受信した場合にのみ能力反映処理を実行する。 Therefore, it is desirable that the game server 1 accepts not only a reflection operation by the user but also a non-reflection operation (an operation that does not reflect the attribute information on the character) during the reception period. For example, as illustrated in FIG. 36, both a “reflect” button 92 and a “non-reflect” button 121 are displayed on the screen for performing a reflection operation or the like during the reception period, and at the user's discretion. Any button operation is possible. Here, when the user performs an operation of pressing the “reflect” button 92, the terminal device 3 transmits reflection operation information for reflecting the ability information to the character to the game server 1. On the other hand, when the user performs an operation of pressing the “non-reflect” button 121, non-reflective operation information that does not reflect the ability information on the character is transmitted from the terminal device 3 to the game server 1. Then, the reflecting means 59 does not execute the capability reflecting process when receiving the non-reflecting operation information from the terminal device 3 during the reception period, and executes the capability reflecting process only when receiving the reflecting operation information.
 この構成では、現実世界で守備エラー等が発生したことによりキャラクタがマイナス成長しそうになった場合、ユーザは、受付期間中に非反映操作を行えばよい。反映手段59は、操作情報(反映操作情報と非反映操作情報の何れか)を受信した受付期間の数Nが多くなるほど、関係情報に基づいて取得した能力情報をキャラクタへより大きく反映させるので、ユーザによって非反映操作が行われた場合であっても、反映量補正処理における反映量の増大度合いは足踏み状態とはならない。これにより、ユーザの判断によりキャラクタのマイナス成長を回避しつつ、反映量の増大度合いが足踏み状態となる事態も回避できる。 In this configuration, if the character is likely to grow negative due to a defensive error or the like in the real world, the user may perform a non-reflecting operation during the reception period. The reflecting means 59 reflects the ability information acquired based on the relation information more largely on the character as the number N of reception periods in which the operation information (either reflecting operation information or non-reflecting operation information) is received increases. Even when the non-reflecting operation is performed by the user, the degree of increase in the reflection amount in the reflection amount correction process does not become a stepping state. Accordingly, it is possible to avoid a situation in which the degree of increase in the reflection amount becomes a stepping state while avoiding the negative growth of the character based on the judgment of the user.
 ここで、図37のフローチャートに、本実施の形態の能力反映処理の一例を示す。図37の処理は、図27または図28のS66~S69の処理の変形例に該当する。 Here, an example of the ability reflection process of the present embodiment is shown in the flowchart of FIG. The process of FIG. 37 corresponds to a modified example of the processes of S66 to S69 of FIG.
 あるイニングの受付期間が開始された後(S66)、当該イニングの受付期間が終了するまでに(S67でNO)、端末装置3にて反映操作と非反映操作の何れかが行われた場合(S101でYES)、反映手段59は、端末装置3から操作情報を受信した受付期間の数Nをインクリメントする(S102)。なお、この操作情報を受信した受付期間の数Nは、連動育成モードの対象とする現実世界の野球の試合の開始時に初期化されている。そして、端末装置3での操作が反映操作であった場合には(S103でYES)、例えば上式(5)の演算により、端末装置3から操作情報を受信した受付期間の数Nに応じた補正係数a3を取得する(S104)。そして、反映手段59は、上式(4)によりキャラクタに反映される能力情報を補正する反映量補正処理を実行する(S105)。その後、反映手段59は、キャラクタに能力情報を反映させる(S106)。 After a reception period of a certain inning is started (S66), when either the reflection operation or the non-reflection operation is performed in the terminal device 3 by the end of the reception period of the inning (NO in S67) ( In step S101, the reflection unit 59 increments the number N of reception periods in which the operation information is received from the terminal device 3 (step S102). Note that the number N of reception periods in which this operation information has been received is initialized at the start of a real-world baseball game that is the target of the linked training mode. If the operation at the terminal device 3 is a reflection operation (YES at S103), for example, according to the calculation of the above formula (5), the number N of reception periods in which the operation information is received from the terminal device 3 is used. The correction coefficient a3 is acquired (S104). Then, the reflecting means 59 executes a reflection amount correction process for correcting the ability information reflected on the character by the above equation (4) (S105). Thereafter, the reflecting means 59 reflects the ability information on the character (S106).
 一方、端末装置3での操作が非反映操作であった場合には(S103でNO)、ステップS104に移行することなく処理を終了する。また、端末装置3にて反映操作も非反映操作も行われずに受付期間が終了した場合には(S67でYES)、ステップS102に移行することなく処理を終了する。 On the other hand, if the operation on the terminal device 3 is a non-reflecting operation (NO in S103), the process is terminated without moving to step S104. If the acceptance period ends without performing a reflecting operation or a non-reflecting operation on the terminal device 3 (YES in S67), the process ends without moving to step S102.
 以上のように、本構成では、ユーザによって操作が行われた受付期間の数が多くなるほど、すなわち、ユーザが現実世界の実在イベントを継続的に視聴しながら本ゲームを継続的にプレイするほど、キャラクタへの能力情報反映の度合いが大きくなる。この構成は、現実世界の野球の試合等の実在イベントの全体を通して、本ゲームを継続的にプレイさせる方向にユーザを導く。そして、野球の試合の開始当初から継続してプレイしているユーザにとっては、試合が進むにつれてキャラクタへの能力情報反映の度合いが継時的に大きくなるので、ゲームの面白さも継時的に増す。これにより、より興趣性の高いゲームを実現できる。 As described above, in this configuration, as the number of reception periods in which operations are performed by the user increases, that is, as the user continuously plays this game while continuously watching real-world real events, The degree of ability information reflection on the character increases. This configuration guides the user in the direction of continuously playing this game throughout the entire real event such as a baseball game in the real world. For users who have been playing since the beginning of the baseball game, the degree of ability information reflected on the character increases with time as the game progresses, so the fun of the game also increases with time. . Thereby, a game with higher interest property can be realized.
 次に、反映手段59による前記反映処理が実行されるためには、端末装置3にて所定のイベント登録操作を必要とし、このイベント登録操作が所定のタイミング(例えば現実世界の野球の試合開始時間)までに行われなかった場合には、上述の反映量補正処理によるメリットを享受できない構成について説明する。この構成のゲームサーバ1は、端末装置3にてイベント登録操作が行われた場合に、当該操作の情報を受信して、当該端末装置3に対するイベント登録処理を実行するイベント登録手段を備える。このイベント登録手段の例としては、前述の応援対象登録手段58(図4参照)が挙げられる。イベント登録操作の例としては、図15の画面での応援チームの選択操作があるが、これに限定されるものではない。例えば、図示しないイベント参加ボタンを押す等の操作であってもよく、連動育成モードのイベントに参加しようとするユーザの意思を確認できる任意の操作を、イベント登録操作とすることができる。 Next, in order for the reflection process by the reflection means 59 to be executed, a predetermined event registration operation is required in the terminal device 3, and this event registration operation is performed at a predetermined timing (for example, a baseball game start time in the real world). In the case where it has not been performed before, the configuration in which the merit of the reflection amount correction process described above cannot be enjoyed will be described. The game server 1 having this configuration includes event registration means for receiving information on the operation and executing event registration processing for the terminal device 3 when an event registration operation is performed on the terminal device 3. As an example of this event registration means, the above-mentioned support target registration means 58 (see FIG. 4) can be cited. As an example of the event registration operation, there is a support team selection operation on the screen of FIG. 15, but it is not limited to this. For example, it may be an operation such as pressing an event participation button (not shown), and any operation that can confirm the user's intention to participate in the event in the linked training mode can be an event registration operation.
 そして、所定のタイミングまでにイベント登録処理が実行された場合のみ、反映手段59が能力反映処理を実行する場合に反映量補正処理を実行し、所定のタイミングを経過してからイベント登録処理が実行された場合には、反映手段59が反映処理を実行する場合に反映量補正処理を実行しないようにする。ここで、所定のタイミングまでの例としては、現実世界の野球の試合の開始まで、試合開始から5分経過まで、最初のイニング終了まで等の任意のタイミングを設定することができる。本構成により、操作がなされた受付期間の数が多くなるほど反映量を増大する反映量補正処理のメリットを得るために、所定のタイミングまでにイベント登録を行おうという動機付けをユーザに与えることができる。これにより、多くのユーザが野球の試合(実在イベント)の初期段階から本ゲームのプレイを楽しむように仕向けることが可能となり、ゲームの活性化を図ることができる。 Then, only when the event registration process is executed by a predetermined timing, the reflection amount correction process is executed when the reflecting means 59 executes the capability reflection process, and the event registration process is executed after the predetermined timing has passed. In such a case, the reflection amount correction process is not executed when the reflection unit 59 executes the reflection process. Here, as an example up to a predetermined timing, an arbitrary timing such as the start of a real-world baseball game, 5 minutes from the start of the game, or the end of the first inning can be set. With this configuration, in order to obtain the merit of the reflection amount correction process in which the reflection amount increases as the number of reception periods in which operations are performed increases, the user is motivated to register an event by a predetermined timing. it can. As a result, many users can be directed to enjoy playing this game from the initial stage of a baseball game (real event), and the game can be activated.
 次に、上記の構成の変形例について説明する。ユーザによっては止むを得ず所定のタイミングを経過した後にイベント登録をして、本ゲームのプレイを開始する場合もある。そこで、所定のタイミングまでにイベント登録処理が実行されなかった場合であっても、反映量補正処理が実行されるようにする。但し、反映手段59は、所定のタイミングまでにイベント登録処理が実行された場合より、所定のタイミングを経過してからイベント登録処理が実行された場合の方が、反映量補正処理におけるキャラクタへの反映量を小さくする。 Next, a modified example of the above configuration will be described. Depending on the user, there is a case where event registration is performed after a predetermined timing has elapsed and play of the game is started. Therefore, even if the event registration process is not executed by a predetermined timing, the reflection amount correction process is executed. However, the reflection means 59 applies the character to the character in the reflection amount correction process when the event registration process is executed after the predetermined timing elapses than when the event registration process is executed before the predetermined timing. Reduce the amount of reflection.
 例えば、所定のタイミングまでにイベント登録処理が実行された場合の補正係数a3は上式(5)にて算出する一方、所定のタイミングを経過してからイベント登録処理が実行された場合の補正係数a3は、下式(9)に示すNの関数により算出することとする。
a3=f(N)=1+0.05×(N-1) ・・・(9)
For example, the correction coefficient a3 when the event registration process is executed by a predetermined timing is calculated by the above equation (5), while the correction coefficient when the event registration process is executed after the predetermined timing has elapsed. a3 is calculated by the function of N shown in the following formula (9).
a3 = f (N) = 1 + 0.05 × (N−1) (9)
 これにより、所定のタイミングまでにイベント登録処理が実行された場合には、操作情報を受信した受付期間の数Nが1つ増加する毎に反映量を10%ずつ増加させるのに対し、所定のタイミングを経過してからイベント登録処理が実行された場合には、Nが1つ増加する毎に増加する反映量を5%に抑える。 As a result, when the event registration process is executed by a predetermined timing, the reflection amount is increased by 10% every time the number N of reception periods in which the operation information is received increases by one. When the event registration process is executed after the timing has elapsed, the amount of reflection that increases each time N increases by 1 is suppressed to 5%.
 本構成においても、反映量補正処理による最大限のメリットを得るために、所定のタイミングまでにイベント登録を行おうという動機付けをユーザに与えることができる。これにより、多くのユーザが実在イベントの初期段階から本ゲームのプレイを楽しむように仕向けることが可能となり、ゲームの活性化を図ることができる。 Also in this configuration, in order to obtain the maximum merit by the reflection amount correction process, the user can be motivated to register an event by a predetermined timing. As a result, it becomes possible for many users to enjoy playing the game from the initial stage of the real event, and the game can be activated.
 〔他の実施の形態〕
 上述の実施の形態では、図12A等に示すように、「単打」の現実事象に対して「+10」の能力情報を対応させるといったように、1つの現実事象に1つの能力情報を対応させた関係情報の例を示したがこれに限定されない。例えば、キャラクタの能力として、複数の個別能力が設けられている場合には、図38に例示するように、「単打」の現実事象に対して、パワー「+10」、ミート「+20」、走力「+10」、守備「+5」を対応させるといったように、1つの現実事象に対応する能力情報として、個別能力毎に内容(値)を異ならせた関係情報を適用してもよい。
[Other Embodiments]
In the above-described embodiment, as shown in FIG. 12A and the like, one ability information is made to correspond to one real event, such as “+10” ability information is made to correspond to the “single-stroke” real event. Although the example of the relationship information was shown, it is not limited to this. For example, when a plurality of individual abilities are provided as the ability of the character, as illustrated in FIG. 38, the power “+10”, the meat “+20”, the running ability with respect to the real event of “single hit” Relation information with different contents (values) for each individual ability may be applied as ability information corresponding to one real event such as “+10” and defense “+5”.
 また、上述の実施の形態では、現実世界で発生する現実事象に応じた能力情報をキャラクタに反映させる例について説明したが、これに限定されるものではなく、能力情報以外の属性情報をキャラクタに反映させてもよい。例えば、キャラクタの体力、大きさ(身長、体重等)、形態、顔の表情などの属性情報を、キャラクタに反映させる構成であってもよい。 In the above-described embodiment, the example in which the ability information according to the real event that occurs in the real world is reflected in the character has been described. However, the present invention is not limited to this, and attribute information other than the ability information is assigned to the character. It may be reflected. For example, attribute information such as character physical strength, size (height, weight, etc.), form, facial expression, etc. may be reflected on the character.
 また、上述の実施の形態では、初期状態キャラクタ記憶制御手段51i、所有選手カード記憶制御手段51c(キャラクタ記憶制御手段)を、ゲームサーバ1が備えている構成について説明したが、これに限定されない。すなわち、初期状態キャラクタや各ユーザが所有するキャラクタの情報は、各ユーザの端末装置3にて記憶制御することも可能である。よって、初期状態キャラクタ記憶制御手段51i、所有選手カード記憶制御手段51cを、端末装置3側が具備するシステム構成にしてもよい。 In the above-described embodiment, the configuration in which the game server 1 includes the initial state character storage control unit 51i and the owned player card storage control unit 51c (character storage control unit) has been described, but the present invention is not limited to this. That is, the information on the initial state character and the character owned by each user can be stored and controlled by the terminal device 3 of each user. Therefore, the initial state character storage control means 51i and the owned player card storage control means 51c may be configured as a system configuration provided on the terminal device 3 side.
 また、各種情報を記憶装置に記憶する記憶制御機能を有する構成(初期状態キャラクタ記憶制御手段51i、所有選手カード記憶制御手段51c、関係情報記憶制御手段57など)に関し、記憶装置そのものについては当該構成に含まれないので、ゲーム管理装置(またはゲームシステム)の内外を問わず、どこに設置されていてもよい。例えば、記憶装置は、ゲームサーバ1が有するRAM13や補助記憶装置14、データベースサーバ2、端末装置3が有するRAM33や補助記憶装置39、あるいはゲーム管理装置や端末装置3とは別構成のファイルサーバ等であってもよい。 In addition, regarding a configuration having a storage control function for storing various information in the storage device (initial state character storage control means 51i, owned player card storage control means 51c, relation information storage control means 57, etc.) Therefore, it may be installed anywhere regardless of the inside or outside of the game management device (or game system). For example, the storage device may include the RAM 13 and auxiliary storage device 14 of the game server 1, the database server 2, the RAM 33 and auxiliary storage device 39 of the terminal device 3, or a file server having a different configuration from the game management device and the terminal device 3. It may be.
 また、上述の実施の形態では、現実事象受付手段55が、キーボードやマウス等の入力装置17を介して現実事象を受け付けたり、他のサーバからの情報を受信することによって現実事象を受け付けたりする構成について説明したが、これに限定されるものではない。例えば、現実世界を撮像等した映像データを画像処理により解析し、現実事象を自動認識することが可能な場合には、画像処理により現実事象を自動受け付けする構成も含まれる。クイズゲームを例に挙げると、現実世界のテレビ番組でタレント(実在物)がクイズに正解する(または不正解)という現実事象について、番組の映像内に正解か不正解かの情報が文字等により必ず表示される場合、番組の映像データ(テレビジョン信号等)を画像処理により解析すれば、現実事象を自動認識できる。 In the above-described embodiment, the real event accepting unit 55 accepts a real event via the input device 17 such as a keyboard or a mouse, or accepts a real event by receiving information from another server. Although the configuration has been described, the present invention is not limited to this. For example, when video data obtained by imaging the real world is analyzed by image processing and a real event can be automatically recognized, a configuration in which the real event is automatically received by image processing is also included. Taking a quiz game as an example, for a real event that a talent (actual thing) correctly answers a quiz (or incorrect answer) in a real-world TV program, information on whether the answer is correct or incorrect is written in text etc. When always displayed, the actual event can be automatically recognized by analyzing the video data of the program (such as a television signal) by image processing.
 また、上述の実施の形態では、ゲーム実行プログラムがゲームサーバ1側に実装されており、各ユーザの端末装置3における入力操作に応じて、ゲームサーバ1がゲーム進行のための演算処理やデータ処理を実行し、その実行結果を反映させた画面データを端末装置3へ送信することによって、ゲームが進行するゲームシステムへの適用例について説明した。これはいわゆるクライアントサーバ型のゲームシステムであるが、これに限定されるものではない。例えば、ゲームサーバ1が、ユーザの仲間等に関するゲーム情報を管理し、ゲーム内で交流等のゲームサービスをユーザに提供する一方、ゲームを進行させるゲーム実行処理については、基本的にはユーザの端末装置側にて行われるゲームシステムにも適用できる。 Moreover, in the above-mentioned embodiment, the game execution program is mounted on the game server 1 side, and the game server 1 performs arithmetic processing and data processing for the game progress according to the input operation in the terminal device 3 of each user. The application example to the game system in which the game progresses by transmitting the screen data reflecting the execution result to the terminal device 3 has been described. This is a so-called client-server game system, but is not limited to this. For example, the game server 1 manages game information related to the user's friends and the like, and provides game services such as exchange within the game to the user. The present invention can also be applied to a game system performed on the device side.
 すなわち、ゲーム実行プログラムの一部または全部をユーザの端末装置側にダウンロードまたはインストールし、端末装置においてもゲーム実行処理が行われるようなゲームシステムにも適用できる。例えば、ユーザの端末装置が、インターネット通信、無線LAN通信、所定の周波数帯(例えば2.4GHzの周波数帯)を用いた近距離無線通信、または有線LAN通信などにより他のユーザの端末装置とピア・ツー・ピア接続し、ピア・ツー・ピア型のゲームを実行することも可能である。 That is, the present invention can also be applied to a game system in which part or all of the game execution program is downloaded or installed on the user terminal device side and the game execution processing is performed also on the terminal device. For example, a user terminal device peers with another user terminal device by Internet communication, wireless LAN communication, short-range wireless communication using a predetermined frequency band (for example, 2.4 GHz frequency band), or wired LAN communication. -It is also possible to execute a peer-to-peer game by connecting two to peers.
 よって、ユーザの端末装置としては、ゲームサーバ(ゲーム管理装置)に接続してゲームサービスの提供を受けることができる様々なものが適用でき、前述の携帯電話端末、スマートフォン、PHS端末、携帯情報端末(PDA)、パーソナルコンピュータ、タブレット型コンピュータ以外にも、ネットワーク接続機能を有している家庭用ビデオゲーム装置(家庭用ビデオゲーム機を家庭用テレビジョンに接続することによって構成されるゲーム装置)や、携帯型のゲーム専用装置なども適用可能である。 Therefore, as a user terminal device, various devices that can be connected to a game server (game management device) and receive a game service can be applied. The above-described mobile phone terminal, smart phone, PHS terminal, mobile information terminal In addition to (PDA), personal computers, and tablet computers, home video game devices having a network connection function (game devices configured by connecting home video game machines to home televisions), A portable game-dedicated device is also applicable.
 また、サーバ装置が現実事象の情報を端末装置へ送信するだけであり、現実事象の情報を受信した端末装置が、図4、図30または図35に示したゲーム情報管理手段51、ゲーム進行手段52、操作受付手段56、関係情報記憶制御手段57、応援対象登録手段58、反映手段59、キャラクタ登録手段60、対象キャラクタ登録手段61等と同様の機能を有する構成とすることができる。このゲームシステムを、図39および図40を参照して以下に説明する。なお、既出の図面において示した構成と同様の構成については同一の部材番号を付し、その説明を省略する。 Further, the server device only transmits the information on the real event to the terminal device, and the terminal device that has received the information on the real event has the game information management means 51, the game progress means shown in FIG. 4, FIG. 30, or FIG. 52, operation accepting means 56, relation information storage control means 57, support target registration means 58, reflection means 59, character registration means 60, target character registration means 61, and the like. This game system will be described below with reference to FIGS. 39 and 40. In addition, the same member number is attached | subjected about the structure similar to the structure shown in previous drawing, and the description is abbreviate | omitted.
 図39に示すように、本ゲームシステムは、サーバ装置200と、端末装置300(ゲーム装置)とを含む。サーバ装置200は、機能的には、前記現実事象受付手段55と、現実事象に関する情報を端末装置300に送信する送信手段201とを含んでいる。なお、サーバ装置200のハード構成は、図2に示したゲームサーバ1のハード構成と同様である。 As shown in FIG. 39, the game system includes a server device 200 and a terminal device 300 (game device). Functionally, the server device 200 includes the real event reception unit 55 and a transmission unit 201 that transmits information related to the real event to the terminal device 300. The hardware configuration of the server device 200 is the same as the hardware configuration of the game server 1 shown in FIG.
 また、端末装置300は、図40に示すように、機能的には、受信手段301、ゲーム情報管理手段351、ゲーム進行手段352、操作受付手段356、関係情報記憶制御手段357、応援対象登録手段358、反映手段359、キャラクタ登録手段360、対象キャラクタ登録手段361等を含んでいる。なお、端末装置300のハード構成は、図3に示した端末装置3のハード構成と同様である。 In addition, as shown in FIG. 40, the terminal device 300 functionally includes a receiving unit 301, a game information managing unit 351, a game progressing unit 352, an operation receiving unit 356, a related information storage control unit 357, a support target registration unit. 358, reflection means 359, character registration means 360, target character registration means 361, and the like. Note that the hardware configuration of the terminal device 300 is the same as the hardware configuration of the terminal device 3 illustrated in FIG. 3.
 受信手段301は、サーバ装置200の送信手段201から送信された現実事象に関する情報を受信する機能を有する。また、各手段356、357、358、359、360、361は、図4、図30または図35に示した各手段56、57、58、59、60、61と基本的には同様の機能を有する。すなわち、端末装置300の各手段356、357、358、359、360、361は、端末装置300での操作に応じた処理を実行するのに対し、ゲームサーバ1の各手段56、57、58、59、60、61は、ゲームサーバ1と端末装置3との間で通信を行いながら処理を実行するという違いはあるものの、それ以外の機能・構成は同様である。このサーバ装置200と端末装置300とを含むゲームシステムは、図1に示すゲームサーバ1と端末装置3とを含むゲームシステムと同様の効果を奏する。
 〔他の実施の形態〕
 各種情報を記憶装置に記憶する記憶制御機能を有する構成(ユーザ情報記憶制御手段51a、レベル情報記憶制御手段51b、所有選手カード記憶制御手段51c(キャラクタ記憶制御手段)、所有ポイント記憶制御手段51d、所有コイン記憶制御手段51e、所有アイテム記憶制御手段51f、対戦結果記憶制御手段51g、ランキング記憶制御手段51h、初期状態キャラクタ記憶制御手段51iなど)に関し、記憶装置そのものについては当該構成に含まれないので、ゲーム管理装置(またはゲームシステム)の内外を問わず、どこに設置されていてもよい。例えば、記憶装置は、ゲームサーバ1が有するRAM13や補助記憶装置14、データベースサーバ2、端末装置3が有するRAM33や補助記憶装置39、あるいはゲーム管理装置や端末装置とは別構成のファイルサーバ(オンラインストレージ)等であってもよい。
The receiving unit 301 has a function of receiving information related to a real event transmitted from the transmitting unit 201 of the server apparatus 200. Each means 356, 357, 358, 359, 360, 361 has basically the same function as each means 56, 57, 58, 59, 60, 61 shown in FIG. 4, FIG. 30, or FIG. Have. That is, each means 356, 357, 358, 359, 360, 361 of the terminal device 300 executes processing according to the operation on the terminal device 300, whereas each means 56, 57, 58, 59, 60, and 61 have the same functions and configurations except for the difference that the processing is executed while performing communication between the game server 1 and the terminal device 3. The game system including the server device 200 and the terminal device 300 has the same effects as the game system including the game server 1 and the terminal device 3 shown in FIG.
[Other Embodiments]
Configuration having a storage control function for storing various information in a storage device (user information storage control means 51a, level information storage control means 51b, owned player card storage control means 51c (character storage control means), owned point storage control means 51d, The owned coin storage control means 51e, the owned item storage control means 51f, the battle result storage control means 51g, the ranking storage control means 51h, the initial state character storage control means 51i, etc.), the storage device itself is not included in the configuration. It may be installed anywhere, whether inside or outside the game management device (or game system). For example, the storage device is a RAM 13 or auxiliary storage device 14 that the game server 1 has, a database server 2, a RAM 33 or auxiliary storage device 39 that the terminal device 3 has, or a file server (online that is different from the game management device or terminal device). Storage) or the like.
 サーバ(ゲームサーバ1、データベースサーバ2)と端末装置とは互いに通信して各種データの送受が可能であり、共にCPU、ROM、RAM、補助記憶装置、通信制御部等を備えた情報処理装置(コンピュータ)であって、同様のハード構成を有する。よって、サーバと端末装置とを含むゲームシステムにおいて、上述の各実施の形態で説明したゲーム管理装置が具備する各手段は、サーバ又は端末装置のいずれか一方が備えていればよい。すなわち、ゲーム管理装置は、互いに通信して各種データの送受を行うサーバおよび端末装置に設けられる構成とすることができ、前述の実施の形態と同様の作用効果を奏する。 The server (game server 1, database server 2) and the terminal device can communicate with each other to send and receive various data, and an information processing device (CPU, ROM, RAM, auxiliary storage device, communication control unit, etc.) Computer) having the same hardware configuration. Therefore, in a game system including a server and a terminal device, each means included in the game management device described in each of the above embodiments may be provided in either the server or the terminal device. In other words, the game management device can be configured to be provided in a server and a terminal device that communicate with each other to send and receive various data, and achieve the same effects as the above-described embodiment.
 また、前述の各実施の形態で説明した各構成は、適宜組み合わせて適用することができる。 In addition, the configurations described in the above embodiments can be applied in appropriate combination.
 また、本実施の形態に係るコンピュータ読み取り可能なプログラムは、ハードディスク、光ディスク(CD-ROM、DVD-ROM等)、フレキシブルディスク、半導体メモリ等のコンピュータ読み取り可能な各種記録媒体に記録され、当該記録媒体から読み出されてゲーム管理装置または端末装置のCPUにより実行される。また、プログラムをゲーム管理装置または端末装置に提供する手段は、前述した記録媒体に限定されるものではなく、インターネット等の通信ネットワークを介して行うこともできる。
 〔実施の形態の概要〕
The computer-readable program according to the present embodiment is recorded on various computer-readable recording media such as a hard disk, an optical disk (CD-ROM, DVD-ROM, etc.), a flexible disk, a semiconductor memory, and the like. And is executed by the CPU of the game management device or terminal device. Further, the means for providing the program to the game management device or the terminal device is not limited to the recording medium described above, and can be performed via a communication network such as the Internet.
[Outline of Embodiment]
 1)本発明の一局面によるゲーム管理装置は、端末装置と通信し、ゲームの管理を行うゲーム管理装置であって、ユーザが所有するキャラクタの情報を記憶装置に記憶するキャラクタ記憶制御手段と、現実世界で発生する現実事象に関する情報を受け付ける現実事象受付手段と、前記現実事象に対して所定の受付期間を設定し、当該受付期間中における前記端末装置での操作に関する操作情報を受け付ける操作受付手段と、前記現実事象に対応する前記端末装置での操作と、当該操作に基づく前記キャラクタに反映させる属性情報との関係情報を予め記憶装置に記憶する関係情報記憶制御手段と、前記受付期間中に前記操作情報を受信することにより、前記関係情報に基づいて取得した前記属性情報を、ユーザが所有する前記キャラクタに反映させる反映処理を実行する反映手段と、を備える。 1) A game management device according to one aspect of the present invention is a game management device that communicates with a terminal device and manages a game, and stores character information owned by a user in a storage device; Real event accepting means for accepting information on a real event occurring in the real world, and operation accepting means for setting a predetermined accepting period for the real event and accepting operation information relating to an operation on the terminal device during the accepting period And relation information storage control means for preliminarily storing in the storage device the relationship information between the operation on the terminal device corresponding to the real event and the attribute information to be reflected on the character based on the operation, during the reception period By receiving the operation information, the attribute information acquired based on the relationship information is transferred to the character owned by the user. Comprising a reflection means for performing a reflection process to imaged, the.
 この構成のゲーム管理装置は、各ユーザの端末装置と通信を行うことができる、例えばサーバなどの情報処理装置により構成することができ、各種ゲーム、例えばオンラインゲームやソーシャルゲーム等の管理を行う。 The game management device having this configuration can be configured by an information processing device such as a server that can communicate with each user's terminal device, and manages various games such as online games and social games.
 本ゲーム管理装置は、ユーザが所有するキャラクタの情報を記憶装置に記憶するキャラクタ記憶制御手段を備える。なお、記憶装置そのものについては本構成には含まれないので、ゲーム管理装置の内外を問わず、どこに設置されていてもよい。ユーザが所有するキャラクタとは、ユーザがゲーム内で入手し、ゲーム中に使用したり収集したりしている手持ちのキャラクタである。 The game management device includes character storage control means for storing information on characters owned by the user in a storage device. Since the storage device itself is not included in this configuration, it may be installed anywhere, whether inside or outside the game management device. The character owned by the user is a hand-held character that the user obtains in the game and uses or collects during the game.
 そして、本構成では、以下に示すように、端末装置でのユーザの操作により、現実世界で発生する現実事象に連動させて、キャラクタの属性を変更する(現実事象に応じた属性情報を反映させる)ことを可能とする。ここで、属性としては、キャラクタの能力、体力、大きさ(身長、体重等)、形態、顔の表情などを含む。例えば、能力の属性情報をキャラクタに反映させてキャラクタの育成を可能とする。 In this configuration, as shown below, the user's operation on the terminal device changes the character attribute in conjunction with a real event that occurs in the real world (the attribute information corresponding to the real event is reflected). ). Here, the attributes include the ability, physical strength, size (height, weight, etc.), form, facial expression, etc. of the character. For example, it is possible to train the character by reflecting the attribute information of the ability on the character.
 すなわち、本ゲーム管理装置は、現実世界で発生する現実事象に関する情報を受け付ける現実事象受付手段を備える。つまり、現実事象受付手段は、現実事象に関する情報をゲーム管理装置に取り込む機能を有する。ここで、現実世界で発生する現実事象としては、例えば、野球、サッカー、テニス、アメリカンフットボール、バスケットボール、バレーボール等の各種試合中に得点またはポイントが入るという事象がある。その他の例としては、競馬やレーシングカー等の各種レースで順位が決定するという事象がある。また、テレビ・ラジオ・インターネット・ケーブル・衛星などを使用した放送番組でクイズに回答するタレントや有名人がクイズに正解するという事象もある。これらはほんの一例であり、現実世界で発生する様々な事象を現実事象とすることができる。なお、現実事象に関する情報については、例えば現実事象を観察している人によってゲーム管理装置に直接的に入力またはネットワーク等を介して提供されるものであってもよいし、現実事象に関する情報を販売等している会社等のサーバから提供を受けた情報であってもよい。野球を例にあげると、実在選手がヒットを打った等の情報を、1球毎に提供するような情報提供サーバが存在するので、そのようなサーバの提供情報を利用して、現実事象に関する情報をゲーム管理装置に取り込むこともできる。また、現実事象に関する情報は、現実事象の画像や音声等を自動的に分析することによって取得される情報であってもよい。 In other words, the game management device includes a real event receiving unit that receives information regarding a real event that occurs in the real world. That is, the real event accepting unit has a function of taking information related to the real event into the game management device. Here, as a real event that occurs in the real world, for example, there is an event that a score or a point is entered during various games such as baseball, soccer, tennis, American football, basketball, and volleyball. As another example, there is an event that ranking is determined in various races such as horse racing and racing cars. In addition, there are also events where talents and celebrities who answer quizzes on TV, radio, Internet, cable, satellite, etc. answer the quiz correctly. These are just examples, and various events that occur in the real world can be used as real events. The information related to the actual event may be provided directly to the game management device by a person observing the actual event or provided via a network or the like. It may be information provided from a server of a similar company. Taking baseball as an example, there are information providing servers that provide information such as hits by real players for each ball. Information can also be imported into the game management device. Further, the information related to the actual event may be information acquired by automatically analyzing the image or sound of the actual event.
 そして、操作受付手段は、現実事象受付手段によって受け付けられた現実事象に対して、所定の受付期間を設定し、当該受付期間中における端末装置での操作に関する操作情報を受け付ける。例えば、現実世界の野球の試合で発生する現実事象(ヒット等)に対して受付期間を設定する場合について説明する。操作受付手段は、ヒット等の現実事象が発生する毎に、当該現実事象に対する受付期間を設定してもよいし、イニング中に発生したヒット等の現実事象に対しては、そのイニングの終了後にまとめて受付期間を設定してもよい。あるいは、野球の試合開始から所定時間(例えば15分)経過する毎に、その間に発生した現実事象に対してまとめて受付期間を設定してもよい。また、受付期間は、例えば、1分間、3分間、5分間等の所定長の期間としてもよいし、次の現実事象が発生するまで、次のイニングが終了するまで等としてもよい。ユーザは、現実事象に応じた属性情報をキャラクタに反映させるためには、この受付期間中に、端末装置にて所定の操作を行わなければならない。 Then, the operation accepting means sets a predetermined acceptance period for the actual event accepted by the actual event accepting means, and accepts operation information related to the operation at the terminal device during the acceptance period. For example, a case where a reception period is set for a real event (such as a hit) that occurs in a baseball game in the real world will be described. The operation accepting means may set a reception period for the actual event every time a real event such as a hit occurs. For a real event such as a hit that occurred during inning, You may set a reception period collectively. Alternatively, every time a predetermined time (for example, 15 minutes) elapses from the start of a baseball game, a reception period may be set for all real events that occurred during that time. In addition, the reception period may be a period of a predetermined length such as 1 minute, 3 minutes, 5 minutes, or until the next inning is completed until the next real event occurs. In order for the user to reflect the attribute information corresponding to the actual event in the character, the user must perform a predetermined operation on the terminal device during the reception period.
 また、本ゲーム管理装置は、現実事象に対応する端末装置での操作と、当該操作に基づくキャラクタに反映させる属性情報との関係情報を、予め記憶装置に記憶する関係情報記憶制御手段を備える。現実世界の野球の試合を例に挙げると、例えば、「単打」という現実事象に対応する端末装置での反映操作(属性情報を反映させるための操作)により「+20」の能力をキャラクタに反映させるという属性情報や、「本塁打」という現実事象に対応する端末装置での反映操作により「+100」の能力をキャラクタに反映させるという属性情報等が、関係情報として記憶されている。 Also, the game management device includes a relationship information storage control unit that stores in a storage device in advance relationship information between an operation on a terminal device corresponding to a real event and attribute information to be reflected in a character based on the operation. Taking a baseball game in the real world as an example, for example, the ability of “+20” is reflected in the character by a reflection operation (operation for reflecting attribute information) on the terminal device corresponding to the real event “single hit”. Attribute information indicating that the ability of “+100” is reflected on the character by the reflection operation on the terminal device corresponding to the real event “Home run” is stored as the relationship information.
 そして、反映手段は、前記受付期間中に前記操作情報を受信することにより、前記関係情報に基づいて取得した現実事象に応じた属性情報を、前記キャラクタに反映させる反映処理を実行する。現実世界の野球の試合を例に挙げると、イニング終了直後に設けられる受付期間中に、ユーザが端末装置で現実事象を反映させるための反映操作(例えば、端末装置の画面に表示された反映ボタンを押す操作)を行えば、当該イニングで発生した現実事象(ヒット等)に応じた属性情報がキャラクタに反映される。一方、受付期間中に端末装置にて必要な反映操作が行われなかった場合には、そのイニングで発生した現実事象に応じた属性情報がキャラクタに反映されることはない。 Then, the reflecting means receives the operation information during the reception period, and executes a reflection process for reflecting the attribute information according to the actual event acquired based on the relation information on the character. Taking a real-world baseball game as an example, a reflection operation (for example, a reflection button displayed on the screen of the terminal device) for the user to reflect a real event on the terminal device during the reception period provided immediately after the end of the inning ), The attribute information corresponding to the actual event (such as a hit) that occurred in the inning is reflected in the character. On the other hand, if the necessary reflection operation is not performed on the terminal device during the reception period, the attribute information corresponding to the actual event that has occurred in the inning is not reflected on the character.
 以上のように、本構成では、現実世界で発生する現実事象に応じた属性情報を、ユーザの意思(操作)を介して、ユーザの所有するキャラクタに反映させることができる。ユーザは、現実世界の野球場等の現実事象が発生する場所に足を運んで、またはテレビ、ラジオ、インターネット等で現実事象をリアルタイムで視聴しながら、自分の端末装置で所定の反映操作をして、キャラクタに現実事象に応じた属性情報を反映させるゲームプレイ(例えば属性情報として能力を反映させる場合、キャラクタの育成)を楽しむ。この場合、現実世界で発生する現実事象(単打、本塁打等)によって、キャラクタに反映される属性情報も大きく異なるとともに、現実事象に対して設けられる受付期間中にユーザが反映操作を行わなければ、折角の属性情報反映の機会を逸することになるので、ユーザは、臨場感と緊張感を持って、現実世界の実在イベント(野球の試合等)を視聴しながらゲームをプレイすることができる。これにより、現実世界で発生する現実事象と連動させた、臨場感と緊張感を備えたプレイが可能な興趣性の高いゲームを実現できる。 As described above, in this configuration, attribute information corresponding to a real event occurring in the real world can be reflected on a character owned by the user through the user's intention (operation). The user goes to a place where a real event occurs, such as a real-world baseball field, or performs a predetermined reflection operation on his / her terminal device while watching the real event in real time on TV, radio, the Internet, etc. Thus, the user enjoys a game play in which attribute information corresponding to a real event is reflected on the character (for example, when the ability is reflected as attribute information, character development). In this case, the attribute information reflected in the character varies greatly depending on the real event (single hit, home run, etc.) that occurs in the real world, and the user does not perform a reflection operation during the reception period provided for the real event, Since the opportunity to reflect the attribute information of the corner is missed, the user can play the game with realism and tension while watching real-world real events (such as baseball games). As a result, it is possible to realize a highly entertaining game that can be played with a sense of realism and tension that is linked to a real event that occurs in the real world.
 2)上記の構成において、前記現実事象は、前記キャラクタの属性を変化させることを可能とするゲーム中でのタイミングを規定する基準事象を含み、前記操作受付手段は、前記基準事象が発生したとき、当該基準事象の1つ前の基準事象後に発生した現実事象に対する前記受付期間を開始することが望ましい。 2) In the above configuration, the real event includes a reference event that defines a timing in the game that allows the attribute of the character to be changed, and the operation accepting unit is configured to generate a reference event when the reference event occurs. It is desirable to start the reception period for a real event that has occurred after a reference event immediately before the reference event.
 この構成によれば、現実事象受付手段によってゲーム管理装置に取り込まれる、現実世界で発生する現実事象には、基準事象が含まれる。操作受付手段は、前記基準事象が発生したとき、当該基準事象の1つ前の基準事象後に発生した現実事象に対する前記受付期間を開始する。ここで、基準事象は、キャラクタの属性を変化させることを可能とするゲーム中でのタイミングを規定するものであり、換言すれば、受付期間の開始タイミングを規定する基準の事象である。現実世界で発生する任意の現実事象を基準事象とすることができる。任意の現実事象の全部を基準事象としてもよいし、現実事象の一部を基準事象としてもよい。 According to this configuration, the real event that occurs in the real world and is taken into the game management device by the real event accepting means includes the reference event. When the reference event occurs, the operation reception unit starts the reception period for a real event that has occurred after the reference event immediately before the reference event. Here, the reference event defines the timing in the game that allows the character attributes to be changed. In other words, the reference event is a reference event that defines the start timing of the reception period. Any real event that occurs in the real world can be used as a reference event. All of the arbitrary real events may be set as the reference events, or a part of the real events may be set as the reference events.
 例えば、現実世界の野球の試合でのヒット、四死球、犠打、盗塁等を現実事象とし、それら全てを基準事象とした場合、個々の現実事象が発生する毎に、個々の現実事象に対して受付期間が設定される。例えばヒット(=基準事象)が発生したとき、当該基準事象の1つ前の基準事象後に発生した現実事象とは、当該ヒットだけであり、操作受付手段は、当該ヒットの発生後に、当該ヒットに対して受付期間を開始する。 For example, when a real-world baseball game hit, four dead ball, sacrificial hit, stealing, etc. are assumed to be real events, and they are all standard events, each real event will be accepted for each real event. A period is set. For example, when a hit (= reference event) occurs, the actual event that occurred after the reference event immediately before the reference event is only the hit, and the operation accepting means determines the hit after the occurrence of the hit. The reception period starts.
 その他の例としては、個々の現実事象(ヒット等)が発生してもすぐに受付期間を開始するのではなく、イニング終了を待って、前イニング終了後に発生した現実事象に対してまとめて受付期間を設定する場合、イニング終了という現実事象が基準事象となる。例えば、第3イニング終了(=基準事象)が発生したとき、当該基準事象の1つ前の基準事象(第2イニング終了)後に発生した現実事象として、例えば、ヒットや盗塁等があった場合、操作受付手段は、当該ヒットや盗塁等に対して受付期間を開始する。要するに、第3イニング中に発生した個々の現実事象に対する受付は、すべてイニング終了時から開始するのである。 As another example, the acceptance period does not start immediately after each real event (such as a hit) occurs, but it waits for the end of the inning and accepts all the real events that occurred after the end of the previous inning. When the period is set, a real event that the inning ends is a reference event. For example, when the third inning end (= reference event) occurs, if there is a hit or stealing as a real event that occurred after the reference event immediately before the reference event (end of the second inning), The operation reception means starts a reception period for the hit or theft. In short, all acceptances for individual real events that occurred during the third inning start from the end of the inning.
 なお、本構成は、前述の通り、受付期間の開始のタイミングを規定するものであって、受付期間自体の長さ、換言すれば、受付期間の終了のタイミングについては様々な態様を取り得る。例えば、受付期間の終了タイミングを、受付期間の開始から1分間後、3分間後、5分間後等としてもよいし、次の現実事象が発生するまでとしてもよい。あるいは、次のイニング開始までとしてもよい。 Note that, as described above, this configuration regulates the start timing of the reception period, and can take various forms regarding the length of the reception period itself, in other words, the end timing of the reception period. For example, the end timing of the reception period may be 1 minute, 3 minutes, 5 minutes, etc. from the start of the reception period, or until the next real event occurs. Alternatively, it may be until the start of the next inning.
 このように、現実事象を基準事象の発生によって区切って、受付期間を設けるので、何を基準事象とするかにより、例えば野球のイニング中に何度も受付期間を発生させたり、イニング終了毎に受付期間を発生させたりすることができ、受付期間設定の頻度を変えることができる。 In this way, since a real event is divided by the occurrence of a reference event and a reception period is provided, depending on what is set as the reference event, for example, a reception period may be generated many times during baseball inning, or at each end of inning The reception period can be generated, and the frequency of setting the reception period can be changed.
 受付期間を発生させる基準事象が現実世界で発生した場合、それを視聴しているユーザが受付期間の開始を理解し、属性情報の反映機会を逸しないように、受付期間内に操作を行うことになる。もしも現実世界の実在イベント(野球の試合等)の開始から所定時間(例えば15分)経過する毎に、その間に発生した現実事象に対してまとめて受付期間を設定するといったように、基準事象を用いないで受付期間を開始する場合、実在イベントの開始時間さえ分かっていれば、実在イベントを視聴せずとも受付期間の開始(すなわち、反映操作のタイミング)が分かってしまう。これに対して、実在イベントの開始後、いつ発生するか分からない基準事象を基準にして受付期間を開始することにより、実際に実在イベントを視聴していなければ反映操作のタイミングをつかむことが出来ない。前述のように、本ゲーム管理装置は、現実世界の実在イベントを視聴しながら臨場感と緊張感を持ってプレイすることができるゲーム環境をユーザに提供するが、本構成はこのゲームの楽しみ方を最大限に生かせるよう、現実世界の実在イベントをリアルタイムで視聴しながらゲームをプレイする方向にユーザを導くことができる。 When a reference event that generates a reception period occurs in the real world, the user who views it understands the start of the reception period and performs operations within the reception period so as not to miss the opportunity to reflect attribute information become. If a predetermined time (for example, 15 minutes) elapses from the start of a real-world real-world event (such as a baseball game), a reference event is set such that a reception period is set for real events that occurred during that time. When the reception period is started without using it, the start of the reception period (that is, the timing of the reflection operation) can be known without viewing the real event as long as the real event start time is known. On the other hand, by starting the acceptance period based on the reference event that does not know when it occurs after the start of the real event, the timing of the reflection operation can be grasped if the real event is not actually viewed Absent. As described above, the game management device provides the user with a game environment that allows the user to play with realism and tension while watching real-world real-world events. It is possible to guide the user in the direction of playing the game while watching real-world real-time events in real time so that the game can be utilized to the maximum.
 3)上記の1)または2)の構成において、前記反映手段は、前記反映処理を実行する場合に、前記受付期間中における前記操作情報を受信するタイミングが遅いほど、前記関係情報に基づいて取得した前記属性情報の前記キャラクタへの反映度を低くすることが望ましい。 3) In the configuration of 1) or 2) above, when the reflection process is executed, the reflection unit acquires the operation information during the reception period based on the relationship information as the timing of receiving the operation information is later It is desirable to reduce the degree of reflection of the attribute information on the character.
 この構成によれば、ゲーム管理装置が端末装置での操作を受け付けている受付期間中における操作のタイミングが遅くなるほど、キャラクタへの属性情報の反映度は低く抑えられる。ここで、野球の試合で1イニング終了後に、次のイニング終了までの受付期間が設けられるとともに、当該1イニング中に発生したヒット等の現実事象に応じた属性情報として、「+100」の反映情報が取得された場合を想定して具体例を示す。例えば、ユーザによる反映操作が受付期間の開始から1分以内に行われた場合には「+100」の能力がキャラクタへ反映されるが、反映操作のタイミングが1分経過後から2分以内であった場合は「+80」、2分経過後から3分以内であった場合には「+60」、・・・というように、反映操作のタイミングが受付期間の開始から遅くなるほど反映度が低下する。もちろん、ユーザによる反映操作が行われることなく受付期間を経過してしまった場合には、そのイニングに関するキャラクタの成長はない。なお、この例では1分毎に段階的に反映度を低下させているが、受付期間開始からの経過時間に応じて連続的に反映度を低下させてもよい。 According to this configuration, as the operation timing during the reception period in which the game management device accepts an operation on the terminal device is delayed, the degree of reflection of the attribute information on the character is suppressed to a lower level. Here, a reception period from the end of one inning to the end of the next inning is provided in a baseball game, and reflection information of “+100” is provided as attribute information corresponding to a real event such as a hit that occurred during the one inning. A specific example is given assuming that is acquired. For example, if the reflection operation by the user is performed within one minute from the start of the reception period, the ability of “+100” is reflected to the character, but the timing of the reflection operation is within two minutes after the lapse of one minute. In the case of “+80”, if the time is within 3 minutes after the lapse of 2 minutes, “+60”,..., The reflection degree decreases as the reflection operation timing is delayed from the start of the reception period. Of course, when the acceptance period elapses without the user performing a reflection operation, there is no growth of the character regarding the inning. In this example, the degree of reflection is gradually reduced every minute, but the degree of reflection may be continuously reduced according to the elapsed time from the start of the reception period.
 本構成により、受付期間が設定される毎に高い反映度でキャラクタに属性情報を反映させるには、受付期間の開始(その契機となる基準事象が発生したこと等)をユーザが的確に認識し、受付期間の開始直後に反映操作を行う必要がある。そのためには、現実世界の実在イベントをリアルタイムで実際に視聴することが必要であり、それをせずに適当なタイミングで反映操作を行っても、キャラクタを効率よく成長等させることは困難である。前述のように、本ゲーム管理装置は、現実世界の実在イベントを視聴しながら臨場感と緊張感を持ってプレイすることができるゲーム環境をユーザに提供するが、本構成はこのゲームの楽しみ方を最大限に生かせるよう、現実世界の実在イベントをリアルタイムで視聴しながらゲームをプレイする方向に、より強くユーザを導くことができる。 With this configuration, in order for the attribute information to be reflected in the character with a high degree of reflection each time a reception period is set, the user accurately recognizes the start of the reception period (such as the occurrence of a reference event that triggered the reception period). It is necessary to perform a reflection operation immediately after the start of the reception period. In order to do so, it is necessary to actually view real-world real-time events in real time, and it is difficult to efficiently grow characters even if a reflection operation is performed at an appropriate timing without doing so. . As described above, the game management device provides the user with a game environment that allows the user to play with realism and tension while watching real-world real-world events. In order to make the best use of the game, it is possible to guide the user more strongly in the direction of playing the game while viewing real-world real-time events in real time.
 4)上記の1)ないし3)の何れかの構成において、前記関係情報には、前記キャラクタにゲーム上有利となる属性情報を反映させるための現実事象に対応する前記端末装置での操作と、当該操作に基づくゲーム上有利となる属性情報との対応関係と、前記キャラクタにゲーム上不利となる属性情報を反映させるための現実事象に対応する前記端末装置での操作と、当該操作に基づくゲーム上不利となる属性情報との対応関係と、が含まれていることが望ましい。 4) In the configuration of any one of 1) to 3) above, the relation information includes an operation on the terminal device corresponding to a real event for reflecting attribute information that is advantageous to the character to the game; Correspondence with attribute information that is advantageous on the game based on the operation, an operation on the terminal device corresponding to a real event for reflecting the attribute information that is disadvantageous on the game to the character, and a game based on the operation It is desirable that the correspondence with the attribute information that is disadvantageous is included.
 この構成によれば、関係情報にはゲーム上有利となる属性情報だけではなくゲーム上不利となる属性情報も含まれている。ゲーム上不利となる属性情報を反映させるための現実事象(野球を例に挙げると、守備エラー等)が発生した場合、ユーザの反映操作によりキャラクタにゲーム上不利となる属性情報(例えばマイナスの能力値)が反映されることもある。 According to this configuration, the relationship information includes not only attribute information that is advantageous for the game but also attribute information that is disadvantageous for the game. When a real event (such as a defensive error in baseball is taken as an example) to reflect attribute information that is disadvantageous in the game, attribute information that is disadvantageous in the game due to the user's reflection operation (for example, negative ability) Value) may be reflected.
 このように、ゲーム上不利となる属性情報を含む構成において、現実世界で実際にゲーム上不利となる属性情報を反映させるための現実事象が発生した場合、ユーザは、受付期間中にあえて反映操作を行わず、キャラクタへのゲーム上不利となる属性情報の反映を回避するということも可能である。そのためには、現実世界の実在イベントをリアルタイムで実際に視聴することが必要であり、それをせずにユーザが反映操作を行った場合、ゲーム上不利となる属性情報を反映させてしまうこともあり、キャラクタを効率よく成長等させることは困難である。また、野球の試合を例に挙げると、例えばイニング終了後に受付期間が設けられるとしても、イニング終了だけに注目するのではなく、野球の試合を、リアルタイムで継続的に視聴していないと、ゲーム上不利となる属性情報を反映させる現実事象(守備エラー等)が発生していないかを確認できない。 In this way, in a configuration including attribute information that is disadvantageous in the game, when a real event occurs in order to reflect the attribute information that is actually disadvantageous in the game in the real world, the user performs a reflection operation during the reception period. It is also possible to avoid reflection of attribute information that is disadvantageous to the game on the character without performing the above. For that purpose, it is necessary to actually view real-world real-time events in real time, and if the user performs a reflection operation without doing so, it may reflect attribute information that is disadvantageous in the game Yes, it is difficult to grow the character efficiently. Also, taking a baseball game as an example, for example, even if a reception period is provided after the end of the inning, it is necessary not to focus only on the end of the inning but to watch the baseball game continuously in real time. It is not possible to confirm whether or not a real event (defense error, etc.) that reflects the disadvantaged attribute information has occurred.
 前述のように、本ゲーム管理装置は、現実世界の実在イベントを視聴しながら臨場感と緊張感を持ってプレイすることができるゲーム環境をユーザに提供するが、ゲーム上不利となる属性情報を含めたことでより緊張感を高めるとともに、現実世界の実在イベントをリアルタイムで視聴しながらゲームをプレイする方向に、より強くユーザを導くことができる。 As described above, the game management device provides the user with a game environment that allows the user to play with realism and tension while watching real-world real-world events. Inclusion increases the tension, and the user can be more strongly guided in the direction of playing the game while watching real-world real-time events in real time.
 5)上記の1)ないし4)の何れかの構成において、前記現実事象は、複数の人、複数の動物または複数のグループが競い合うことにより発生するものであり、前記端末装置にて行われた、前記複数の人、複数の動物または複数のグループの中から反映対象を選択する操作に関する操作情報に基づき、当該反映対象を登録する反映対象登録手段をさらに備え、前記反映手段は、前記反映対象登録手段に登録されている前記反映対象についての現実事象に応じた前記属性情報を、前記関係情報に基づいて取得し、取得した当該属性情報を、前記キャラクタに反映させることが望ましい。 5) In the configuration according to any one of 1) to 4) above, the real event occurs when a plurality of people, a plurality of animals, or a plurality of groups compete, and is performed at the terminal device. A reflection target registration unit that registers the reflection target based on operation information related to an operation of selecting the reflection target from the plurality of people, a plurality of animals, or a plurality of groups, and the reflection unit includes the reflection target It is desirable that the attribute information corresponding to the real phenomenon about the reflection target registered in the registration unit is acquired based on the relationship information, and the acquired attribute information is reflected on the character.
 この構成において、ゲームの対象となる現実世界の実在イベントは、複数の人が競い合うもの(2人のテニス選手がシングルマッチで対戦するテニスの試合等)、複数の動物が競い合うもの(複数の馬による競馬レース等)、または複数のグループが競い合うもの(2つの野球チームが対戦する野球の試合等)である。そして、次に示すように、ユーザは、反映対象を登録することができ、登録した反映対象の現実世界での活躍に応じた属性情報を、キャラクタに反映させることができる。例えば、現実世界で2つの野球チームAとBが対戦する野球の試合を例に挙げると、ユーザは、自分が応援したい又はより活躍すると予想する側の野球チームを、反映対象として選択することができる。ここで、ユーザが端末装置にて、野球チームAを反映対象として選択する操作を行った場合を想定すると、この操作情報を受信したゲーム管理装置では、反映対象登録手段が野球チームAを反映対象として登録する。この場合、反映手段は、反映処理を実行するに際し、反映対象の野球チームAについての現実事象(野球チームAの選手のヒット等)に応じた属性情報を、関係情報に基づいて取得してキャラクタに反映させる。一方、野球チームBについての現実事象(野球チームBの選手のヒット等)が発生しても、野球チームBは反映対象ではないため、キャラクタの属性に影響を及ぼすことはない。 In this configuration, real-world real-world events that are the target of the game are those in which multiple players compete (such as a tennis match in which two tennis players play in a single match), or in which multiple animals compete (multiple horses). Or a plurality of groups competing (such as a baseball game between two baseball teams). Then, as shown below, the user can register the reflection target, and the attribute information corresponding to the activity of the registered reflection target in the real world can be reflected on the character. For example, in the case of a baseball game where two baseball teams A and B face each other in the real world, the user may select a baseball team on the side that he / she wants to support or expects to play an active role as a reflection target. it can. Here, assuming that the user performs an operation of selecting the baseball team A as a reflection target on the terminal device, in the game management apparatus that has received this operation information, the reflection target registration unit reflects the baseball team A. Register as In this case, when executing the reflection process, the reflection means acquires attribute information corresponding to a real event (such as a hit of a player of the baseball team A) about the baseball team A to be reflected based on the relationship information, To reflect. On the other hand, even if a real event about the baseball team B (such as a hit of a player of the baseball team B) occurs, the baseball team B is not a reflection target and thus does not affect the attributes of the character.
 このように、本構成では、複数のグループ等が競い合う実在イベント中に発生する現実事象の中で、ユーザ自らが選択した反映対象についての現実事象のみがキャラクタの属性に影響を及ぼす。よって、現実世界の実在イベント(野球の試合等)の視聴中において、ユーザが自ら選んだ反映対象(野球チーム等)の応援にも力が入るので、ゲームを楽しむと同時に、野球の試合等の実在イベントもより楽しめるようになる。これが、現実世界と連動させてキャラクタの属性を変化させるゲーム性をより一層高めることに繋がり、興趣性の高いゲームを実現することができる。 As described above, in the present configuration, only the real event about the reflection target selected by the user himself / herself affects the character attributes among the real events that occur during the actual event in which a plurality of groups compete. Therefore, while watching real-world real-world events (baseball games, etc.), the user will be able to support the reflection target (baseball team, etc.) selected by the user. Real events can be enjoyed more. This leads to further enhancement of the game property of changing the attribute of the character in conjunction with the real world, and a highly entertaining game can be realized.
 6)上記の5)の構成において、前記現実事象は、複数のメンバから構成される複数のグループが競い合うことにより発生するものであり、前記反映対象登録手段は、前記端末装置にて行われた、前記反映対象のグループを選択する操作に関する操作情報に基づき、選択されたグループを対象グループとして登録する対象グループ登録手段と、前記端末装置にて行われた、前記対象グループ中の少なくとも1のメンバを前記反映対象として選択する操作に関する操作情報に基づき、選択されたメンバを対象メンバとして登録する対象メンバ登録手段と、を含み、前記反映手段は、前記対象グループ登録手段に登録されている対象グループについての現実事象に応じた前記属性情報を、前記関係情報に基づいて取得し、取得した当該属性情報を、前記キャラクタに反映させるとともに、当該対象グループについての現実事象が前記対象メンバ登録手段に登録されている対象メンバについての現実事象であった場合には、当該対象メンバが反映対象として登録されていない通常のメンバであった場合よりも、当該属性情報を前記キャラクタへより大きく反映させることが望ましい。 6) In the configuration of 5) above, the real event occurs when a plurality of groups composed of a plurality of members compete, and the reflection target registration means is performed by the terminal device. , At least one member in the target group, performed by the target group registration means for registering the selected group as a target group based on operation information related to the operation of selecting the group to be reflected Target member registration means for registering the selected member as a target member based on operation information related to an operation for selecting the target as a reflection target, and the reflection means is a target group registered in the target group registration means The attribute information corresponding to the actual event about the is acquired based on the relationship information, the acquired attribute information When the actual event for the target group is reflected on the character and the actual event for the target member registered in the target member registration means, the target member is not registered as a target for reflection. It is desirable to reflect the attribute information more greatly on the character than in the case of a normal member.
 この構成において、ゲームの対象となる現実世界の実在イベントは、複数の選手から構成されるグループが複数参加して競い合うイベント(2つの野球チームが対戦する野球の試合等)である。そして、ユーザは、反映対象のグループ(対象グループ)を選択するだけではなく、対象グループ中の少なくとも1のメンバも、反映対象として選択することができる。 In this configuration, the real-world real event that is the target of the game is an event (such as a baseball game where two baseball teams compete) in which a plurality of groups composed of a plurality of players participate. Then, the user can select not only a reflection target group (target group) but also at least one member in the target group as a reflection target.
 ここで、現実世界で2つの野球チームAとBが対戦する野球の試合を例に挙げて説明する。ユーザは、自分が応援したい又は活躍すると予想する野球チーム(対象グループ)と、当該野球チーム内の実在選手(対象メンバ)を選択することができる。例えば、ユーザが端末装置にて、野球チームAを対象グループ、野球チームA内の実在選手Aを対象メンバとして選択する操作を行った場合を想定すると、この操作の情報を受信したゲーム管理装置では、対象グループ登録手段が野球チームAを対象グループとして登録するとともに、対象メンバ登録手段が実在選手Aを対象メンバとして登録する。そして、反映手段は、反映処理を実行するに際し、対象グループ登録手段に登録されている野球チームAについての現実事象に応じた属性情報を関係情報に基づいて取得し、取得した当該属性情報をキャラクタに反映させる。このとき、反映手段は、対象グループについての現実事象が対象メンバ登録手段に登録されている実在選手Aについての現実事象であった場合には、実在選手Aが反映対象として登録されていない通常のメンバであった場合よりも、属性情報をキャラクタへより大きく反映させる。一例を挙げると、野球チームAの実在選手が本塁打を打ってキャラクタに「+100」の能力が属性情報として反映されるところ、本塁打を打ったのが対象メンバである実在選手Aであった場合には、その2倍の「+200」の能力がキャラクタに反映される。 Here, a baseball game where two baseball teams A and B play in the real world will be described as an example. The user can select a baseball team (target group) that he / she wants to support or expects to play an active role and a real player (target member) in the baseball team. For example, assuming that the user performs an operation of selecting a baseball team A as a target group and a real player A in the baseball team A as a target member on the terminal device, the game management device that has received information on this operation The target group registration unit registers baseball team A as a target group, and the target member registration unit registers real player A as a target member. Then, when executing the reflection process, the reflection unit acquires attribute information corresponding to the real event for the baseball team A registered in the target group registration unit based on the relationship information, and the acquired attribute information is the character To reflect. At this time, when the real event for the target group is a real event for the real player A registered in the target member registration unit, the reflection means is a normal one in which the real player A is not registered as a reflection target. The attribute information is reflected more largely on the character than if it was a member. For example, when a real player of baseball team A hits a home run and the ability of “+100” is reflected in the character as attribute information, the real player A who is the target member hit the home run. Is reflected in the character with twice the ability of “+200”.
 このように、本構成では、ユーザが自ら選んだ対象グループの現実世界での活躍に応じた属性情報がキャラクタに反映されるだけでなく、自らが選択した対象メンバが現実世界で活躍すれば、属性情報をキャラクタへより大きく反映させることができる。よって、例えば、ユーザが登録した対象グループ全体としては不調であったとしても、ユーザが登録した対象メンバが活躍(例えば4打数4安打)すれば、キャラクタの大きな成長等が見込める。また、対象グループも対象メンバも活躍すれば、キャラクタのかなり大きな成長等も可能となる。これにより、現実世界で繰り広げられる野球の試合等の視聴中のユーザの応援も白熱し、ゲームを楽しむと同時に、野球の試合等の実在イベントもより一層楽しめるようになる。これが、現実世界と連動させてキャラクタの属性を変化させるゲーム性をさらに高めることに繋がり、興趣性の高いゲームを実現することができる。 Thus, in this configuration, not only the attribute information corresponding to the activity in the real world of the target group selected by the user is reflected in the character, but also if the target member selected by the user is active in the real world, The attribute information can be reflected more largely on the character. Therefore, for example, even if the target group registered by the user is not good, if the target member registered by the user plays an active role (for example, 4 hits, 4 hits), a large growth of the character can be expected. Also, if both the target group and the target member are active, the character can grow considerably. As a result, the support of the user who is watching a baseball game or the like played in the real world is heated, and at the same time as enjoying the game, it is possible to further enjoy a real event such as a baseball game. This leads to further enhancement of the game property of changing the character attribute in conjunction with the real world, and a highly entertaining game can be realized.
 7)上記の1)ないし6)の何れかの構成において、ゲーム管理装置は、ユーザの端末装置にて行われた、当該ユーザが所有する複数のキャラクタの中から属性情報を反映させる対象キャラクタを選択する操作に関する操作情報に基づき、選択された対象キャラクタを登録する対象キャラクタ登録手段をさらに備えることが望ましい。そして、前記反映手段は、前記対象キャラクタ登録手段に登録されている前記対象キャラクタに対して、前記反映処理を実行することが望ましい。 7) In the configuration of any one of 1) to 6) above, the game management device selects a target character that reflects attribute information among a plurality of characters owned by the user, which is performed on the user's terminal device. It is desirable to further include target character registration means for registering the selected target character based on the operation information regarding the operation to be selected. The reflecting means preferably performs the reflecting process on the target character registered in the target character registering means.
 この構成によれば、ユーザは、自分が所有する複数のキャラクタの中から、属性情報の反映させる対象キャラクタを任意に選択することができる。ユーザが端末装置にて対象キャラクタを選択する操作を行えば、この操作の情報を受信したゲーム管理装置では、対象キャラクタ登録手段がユーザによって選択された対象キャラクタを登録する。そして、反映手段は、対象キャラクタ登録手段に登録されている対象キャラクタに対して、前記反映処理を実行する。本構成により、ユーザが、手持ちキャラクタの属性を分析・検討して、所望のキャラクタを対象キャラクタとして選択するということが可能となり、ゲーム性を高めることができる。その一例を挙げると、野球ゲームにおいてユーザが投手、捕手、一塁手、・・・等の各ポジションのキャラクタを所有しており、現実事象に応じた能力値の属性情報がキャラクタに反映される場合、ユーザは、例えば能力的に最も低いポジションのキャラクタを分析し、そのキャラクタを対象キャラクタとすることにより、自分のチームのボトムアップを図る等の戦略を立てることが可能となる。 According to this configuration, the user can arbitrarily select a target character to which the attribute information is reflected from among a plurality of characters owned by the user. When the user performs an operation of selecting a target character on the terminal device, the target character registration unit registers the target character selected by the user in the game management device that has received the operation information. Then, the reflection means executes the reflection process on the target character registered in the target character registration means. With this configuration, the user can analyze and examine the attributes of the handheld character and select a desired character as the target character, thereby improving the game performance. For example, in a baseball game, a user owns a character at each position such as a pitcher, catcher, first baseman, etc., and attribute information of ability values according to real events is reflected in the character. The user can, for example, analyze a character in the lowest position in terms of ability and use the character as a target character, thereby making a strategy such as bottom-up of his team.
 8)上記の1)ないし4)の何れかの構成において、前記現実事象は、n(nは2以上の整数)の実在物を含む複数の実在物により発生するものであり、 8) In the configuration of any one of 1) to 4) above, the real event is generated by a plurality of real objects including n (n is an integer of 2 or more).
 前記反映手段は、前記nの実在物とユーザが所有するnのキャラクタとをそれぞれ一対一で対応付けて、前記nの実在物のそれぞれについての前記現実事象に応じた前記属性情報を、前記関係情報に基づいてそれぞれ取得し、取得した当該属性情報を、各実在物に対応付けているキャラクタにそれぞれ反映させることが望ましい。 The reflecting means associates the n actual objects with n characters owned by the user on a one-to-one basis, and the attribute information corresponding to the real event for each of the n actual objects is represented by the relationship. It is desirable to acquire each attribute based on the information and reflect the acquired attribute information to the character associated with each entity.
 この構成では、nの実在物を含む複数の実在物によって現実事象が発生するような現実世界の実在イベントがゲームの対象となる。ここで、実在物とは、現実世界の人または動物を意味する。実在物の具体例を挙げると、野球、サッカー、アメリカンフットボール、バスケット等の各種スポーツの実在選手、テレビ・ラジオ・インターネット・ケーブル・衛星などを使用した放送番組でクイズに回答するタレントや有名人、競馬のレースに出走する競走馬等が該当する。例えば、打順1番~9番の9人の実在選手(実在物)を含む野球の試合がゲームの対象となる。 In this configuration, a real-world real event in which a real event occurs due to a plurality of real objects including n real objects is a target of the game. Here, the real thing means a person or an animal in the real world. Specific examples of real objects include real players of various sports such as baseball, soccer, American football, basketball, etc., talents, celebrities, and horse racing who respond to quizzes on TV, radio, Internet, cable, satellite broadcasting programs. This applies to racehorses running in this race. For example, a baseball game including nine real players (actual objects) in batting order Nos. 1 to 9 is the target of the game.
 そして、反映手段は、現実世界のnの実在物とユーザが所有するnのキャラクタとをそれぞれ一対一で対応付け、n人の実在物のそれぞれについての現実事象に応じた能力情報を、各実在物に対応付けているキャラクタにそれぞれ反映させる。例えば、現実世界の野球の試合に連動する野球ゲームを例に挙げると、現実世界の野球チームの打順1番~9番の実在選手の個々の活躍(現実事象)を、ユーザの反映操作を介して、ユーザのゲーム内オーダのキャラクタ(打順1番~9番のキャラクタ)にそれぞれ反映させることができる。この例の場合、ユーザは、現実世界の野球チームの打順1番~9番の実在選手の活躍を予想し、例えば打順1番および2番の実在選手が大活躍すると予想したならば、ゲーム内オーダの1番および2番に属性情報(能力情報等)を大きく反映させたいキャラクタを配するといった策を立てることも可能となる。 Then, the reflecting means associates the n real objects in the real world with the n characters owned by the user on a one-to-one basis, and the capability information corresponding to each real event for each of the n actual objects is stored in each real object. Each character is associated with an object. For example, taking a baseball game linked to a real-world baseball game as an example, each player's actual activity (real event) of the batting order Nos. 1 to 9 of the real-world baseball team is reflected through the user's reflection operation. Thus, it can be reflected on the characters of the user's in-game order (characters of batting order Nos. 1 to 9). In this example, if the user expects the real players in the batting order Nos. 1 to 9 of the real world baseball team to play an active role, for example, if the batting order No. 1 and No. 2 real players are expected to play an active role, It is also possible to devise a measure such as placing characters for which attribute information (such as ability information) is to be largely reflected in the first and second orders.
 このように、現実世界のnの実在物とユーザが所有するnのキャラクタとをそれぞれ一対一で対応付けて、ユーザの意思(操作)を介してnのキャラクタの属性を変更可能とすることにより、ゲーム性を高めることができる。 In this way, by making one-to-one correspondence between n real objects in the real world and n characters owned by the user, the attributes of the n characters can be changed through the user's intention (operation). , Can improve the game.
 9)本発明の他の一局面によるゲームシステムは、ゲームの管理を行うゲーム管理装置と、当該ゲーム管理装置との間で通信を行う端末装置と、を含むゲームシステムであって、ユーザが所有するキャラクタの情報を記憶装置に記憶するキャラクタ記憶制御手段、現実世界で発生する現実事象に関する情報を受け付ける現実事象受付手段、前記現実事象に対して所定の受付期間を設定し、当該受付期間中における前記端末装置での操作に関する操作情報を受け付ける操作受付手段、前記現実事象に対応する前記端末装置での操作と、当該操作に基づく前記キャラクタに反映させる属性情報との関係情報を予め記憶装置に記憶する関係情報記憶制御手段、前記受付期間中に前記操作情報を受信することにより、前記関係情報に基づいて取得した前記属性情報を、ユーザが所有する前記キャラクタに反映させる反映処理を実行する反映手段、の各手段を前記端末装置又は前記ゲーム管理装置の何れかが備えている。 9) A game system according to another aspect of the present invention is a game system including a game management device that manages a game and a terminal device that communicates with the game management device, and is owned by a user. Character storage control means for storing information on the character to be stored in a storage device, real event reception means for receiving information on a real event that occurs in the real world, a predetermined reception period is set for the real event, and during the reception period Operation accepting means for accepting operation information related to operations at the terminal device, relation information between the operation at the terminal device corresponding to the real event and the attribute information to be reflected on the character based on the operation stored in a storage device in advance A relation information storage control means that receives the operation information during the acceptance period, and obtains based on the relation information. The attribute information, either reflecting means for executing the reflection process to be reflected on the character that the user owns, the respective means of the terminal device or the game management device is provided with.
 10)本発明の更に他の一局面によるゲームシステムは、サーバ装置と、端末装置と、を含むゲームシステムであって、前記サーバ装置は、現実世界で発生する現実事象に関する情報を受け付ける現実事象受付手段と、前記現実事象に関する情報を前記端末装置に送信する送信手段と、を備え、前記端末装置は、ユーザが所有するキャラクタの情報を記憶装置に記憶するキャラクタ記憶制御手段と、前記送信手段によって送信された前記現実事象に関する情報を受信する受信手段と、前記現実事象に対して所定の受付期間を設定し、当該受付期間中に所定の操作を受け付ける操作受付手段と、前記現実事象に対応する操作と、当該操作に基づく前記キャラクタに反映させる属性情報との関係情報を予め記憶装置に記憶する関係情報記憶制御手段と、前記受付期間中の前記所定の操作に応じて、前記関係情報に基づいて取得した前記属性情報を、ユーザが所有する前記キャラクタに反映させる反映処理を実行する反映手段と、を備えている。 10) A game system according to yet another aspect of the present invention is a game system including a server device and a terminal device, wherein the server device receives information on a real event that occurs in the real world. Means, and transmission means for transmitting information relating to the actual event to the terminal device, wherein the terminal device includes character storage control means for storing information on characters owned by the user in a storage device, and the transmission means. A receiving unit configured to receive the transmitted information related to the real event; an operation receiving unit configured to set a predetermined reception period for the real event; and to receive a predetermined operation during the reception period; and corresponding to the real event Relation information storage control for storing relation information between an operation and attribute information reflected on the character based on the operation in a storage device in advance And a reflecting means for performing a reflecting process for reflecting the attribute information acquired based on the relation information to the character owned by a user in response to the predetermined operation during the reception period. Yes.
 11)本発明の更に他の一局面によるゲーム管理方法は、端末装置と通信し、ゲームの管理を行うコンピュータにおけるゲーム管理方法であって、コンピュータが、ユーザが所有するキャラクタの情報を記憶装置に記憶するキャラクタ記憶制御ステップと、コンピュータが、現実世界で発生する現実事象に関する情報を受け付ける現実事象受付ステップと、コンピュータが、前記現実事象に対して所定の受付期間を設定し、当該受付期間中における前記端末装置での操作に関する操作情報を受け付ける操作受付ステップと、コンピュータが、前記現実事象に対応する前記端末装置での操作と、当該操作に基づく前記キャラクタに反映させる属性情報との関係情報を予め記憶装置に記憶する関係情報記憶制御ステップと、コンピュータが、前記受付期間中に前記操作情報を受信することにより、前記関係情報に基づいて取得した前記属性情報を、ユーザが所有する前記キャラクタに反映させる反映処理を実行する反映ステップと、を備える。 11) A game management method according to still another aspect of the present invention is a game management method in a computer that manages a game by communicating with a terminal device, and the computer stores information on characters owned by the user in a storage device. A character storage control step to store, a real event reception step in which the computer receives information on a real event that occurs in the real world, and a computer sets a predetermined reception period for the real event, An operation receiving step for receiving operation information related to an operation on the terminal device, and information related to an operation performed on the terminal device corresponding to the real event and attribute information reflected on the character based on the operation in advance. The related information storage control step stored in the storage device and the computer By receiving the operation information during the reception period includes the attribute information acquired on the basis of the relation information, a reflecting step the user performs the reflection process to be reflected on the character that owns, the.
 12)本発明の更に他の一局面によるプログラムは、コンピュータを、端末装置と通信し、ゲームの管理を行うゲーム管理装置として動作させるためのプログラムであって、前記コンピュータを、ユーザが所有するキャラクタの情報を記憶装置に記憶するキャラクタ記憶制御手段、現実世界で発生する現実事象に関する情報を受け付ける現実事象受付手段、前記現実事象に対して所定の受付期間を設定し、当該受付期間中における前記端末装置での操作に関する操作情報を受け付ける操作受付手段、前記現実事象に対応する前記端末装置での操作と、当該操作に基づく前記キャラクタに反映させる属性情報との関係情報を予め記憶装置に記憶する関係情報記憶制御手段、前記受付期間中に前記操作情報を受信することにより、前記関係情報に基づいて取得した前記属性情報を、ユーザが所有する前記キャラクタに反映させる反映処理を実行する反映手段、として機能させるためのプログラムである。 12) A program according to still another aspect of the present invention is a program for causing a computer to operate as a game management device that communicates with a terminal device and manages a game, and is a character owned by a user. Character storage control means for storing the information in the storage device, real event acceptance means for accepting information on real events occurring in the real world, a predetermined acceptance period for the real events, and the terminal during the acceptance period Operation accepting means for accepting operation information related to operation on the device, a relationship in which relation information between the operation on the terminal device corresponding to the real event and the attribute information reflected on the character based on the operation is stored in the storage device in advance An information storage control means for receiving said operation information during said acceptance period, thereby said relation information The attribute information acquired based, a program for reflecting unit, to function as executing the reflection process to be reflected on the character owned by the user.
 13)本発明のさらに他の局面に係る記録媒体は、上記の12)に記載のプログラムを記録したコンピュータ読み取り可能な記録媒体である。 13) A recording medium according to still another aspect of the present invention is a computer-readable recording medium recording the program described in 12) above.
 なお、発明を実施するための形態においてなされた具体的な実施態様又は実施例は、あくまでも、本発明の技術内容を明らかにするものであって、そのような具体例にのみ限定して狭義に解釈されるべきものではなく、本発明の技術思想と特許請求事項との範囲内で、種々変更して実施することができるものである。 It should be noted that the specific embodiments or examples made in the mode for carrying out the invention are merely to clarify the technical contents of the present invention, and are limited to such specific examples in a narrow sense. The present invention should not be interpreted, and various modifications can be made within the scope of the technical idea of the present invention and the claims.
 本発明は、例えばオンラインゲーム、ソーシャルゲーム、クラウドゲーミング等の各種ゲームサービスを提供するゲーム管理装置、ゲームシステム、ゲーム管理方法、プログラム、及び記録媒体に好適に適用され、興趣性の高いゲームサービスを提供できるので、産業上利用可能である。

 
The present invention is suitably applied to a game management device, a game system, a game management method, a program, and a recording medium that provide various game services such as an online game, a social game, and cloud gaming. Since it can be provided, it is industrially usable.

Claims (13)

  1.  端末装置と通信し、ゲームの管理を行うゲーム管理装置であって、
     ユーザが所有するキャラクタの情報を記憶装置に記憶するキャラクタ記憶制御手段と、
     現実世界で発生する現実事象に関する情報を受け付ける現実事象受付手段と、
     前記現実事象に対して所定の受付期間を設定し、当該受付期間中における前記端末装置での操作に関する操作情報を受け付ける操作受付手段と、
     前記現実事象に対応する前記端末装置での操作と、当該操作に基づく前記キャラクタに反映させる属性情報との関係情報を予め記憶装置に記憶する関係情報記憶制御手段と、
     前記受付期間中に前記操作情報を受信することにより、前記関係情報に基づいて取得した前記属性情報を、ユーザが所有する前記キャラクタに反映させる反映処理を実行する反映手段と、を備えるゲーム管理装置。
    A game management device that communicates with a terminal device and manages a game,
    Character storage control means for storing information on characters owned by the user in a storage device;
    A real event receiving means for receiving information on real events that occur in the real world;
    An operation receiving unit that sets a predetermined reception period for the real event, and receives operation information related to an operation on the terminal device during the reception period;
    Relation information storage control means for preliminarily storing relation information between an operation on the terminal device corresponding to the real event and attribute information reflected on the character based on the operation in a storage device;
    A game management device comprising: reflection means for performing reflection processing for reflecting the attribute information acquired based on the relationship information to the character owned by a user by receiving the operation information during the reception period .
  2.  前記現実事象は、前記キャラクタの属性を変化させることを可能とするゲーム中でのタイミングを規定する基準事象を含み、
     前記操作受付手段は、前記基準事象が発生したとき、当該基準事象の1つ前の基準事象後に発生した現実事象に対する前記受付期間を開始する請求項1に記載のゲーム管理装置。
    The real event includes a reference event that defines timing in the game that allows the attribute of the character to be changed,
    The game management device according to claim 1, wherein when the reference event occurs, the operation reception unit starts the reception period for a real event that has occurred after a reference event immediately before the reference event.
  3.  前記反映手段は、前記反映処理を実行する場合に、前記受付期間中における前記操作情報を受信するタイミングが遅いほど、前記関係情報に基づいて取得した前記属性情報の前記キャラクタへの反映度を低くする請求項1または2に記載のゲーム管理装置。 The reflection means, when executing the reflection process, lowers the degree of reflection of the attribute information acquired based on the relationship information on the character as the timing of receiving the operation information during the reception period is later. The game management device according to claim 1 or 2.
  4.  前記関係情報には、前記キャラクタにゲーム上有利となる属性情報を反映させるための現実事象に対応する前記端末装置での操作と、当該操作に基づくゲーム上有利となる属性情報との対応関係と、前記キャラクタにゲーム上不利となる属性情報を反映させるための現実事象に対応する前記端末装置での操作と、当該操作に基づくゲーム上不利となる属性情報との対応関係と、が含まれている請求項1または2に記載のゲーム管理装置。 The relationship information includes a correspondence relationship between an operation on the terminal device corresponding to a real event for reflecting attribute information advantageous to the game to the character and attribute information advantageous to the game based on the operation. And a correspondence relationship between an operation on the terminal device corresponding to a real event for reflecting attribute information that is disadvantageous on the game to the character, and attribute information that is disadvantageous on the game based on the operation. The game management device according to claim 1 or 2.
  5.  前記現実事象は、複数の人、複数の動物または複数のグループが競い合うことにより発生するものであり、
     前記端末装置にて行われた、前記複数の人、複数の動物または複数のグループの中から反映対象を選択する操作に関する操作情報に基づき、当該反映対象を登録する反映対象登録手段をさらに備え、
     前記反映手段は、前記反映対象登録手段に登録されている前記反映対象についての現実事象に応じた前記属性情報を、前記関係情報に基づいて取得し、取得した当該属性情報を、前記キャラクタに反映させる請求項1または2に記載のゲーム管理装置。
    The real event occurs when a plurality of people, a plurality of animals, or a plurality of groups compete,
    A reflection target registration unit for registering the reflection target based on operation information related to an operation of selecting the reflection target from the plurality of people, a plurality of animals, or a plurality of groups performed in the terminal device;
    The reflection means acquires the attribute information corresponding to the real event about the reflection target registered in the reflection target registration means based on the relation information, and reflects the acquired attribute information on the character The game management device according to claim 1 or 2 to be made.
  6.  前記現実事象は、複数のメンバから構成される複数のグループが競い合うことにより発生するものであり、
     前記反映対象登録手段は、
     前記端末装置にて行われた、前記反映対象のグループを選択する操作に関する操作情報に基づき、選択されたグループを対象グループとして登録する対象グループ登録手段と、
     前記端末装置にて行われた、前記対象グループ中の少なくとも1のメンバを前記反映対象として選択する操作に関する操作情報に基づき、選択されたメンバを対象メンバとして登録する対象メンバ登録手段と、を含み、
     前記反映手段は、前記対象グループ登録手段に登録されている対象グループについての現実事象に応じた前記属性情報を、前記関係情報に基づいて取得し、取得した当該属性情報を、前記キャラクタに反映させるとともに、当該対象グループについての現実事象が前記対象メンバ登録手段に登録されている対象メンバについての現実事象であった場合には、当該対象メンバが反映対象として登録されていない通常のメンバであった場合よりも、当該属性情報を前記キャラクタへより大きく反映させる請求項5に記載のゲーム管理装置。
    The real event occurs when a plurality of groups composed of a plurality of members compete,
    The reflection target registration means includes:
    A target group registration means for registering the selected group as a target group based on operation information related to an operation of selecting the reflection target group performed in the terminal device;
    Target member registration means for registering the selected member as a target member based on operation information on the operation of selecting at least one member in the target group as the reflection target performed at the terminal device. ,
    The reflecting means acquires the attribute information corresponding to a real event for the target group registered in the target group registering means based on the relation information, and reflects the acquired attribute information on the character At the same time, when the real event for the target group is a real event for the target member registered in the target member registration means, the target member is a normal member not registered as a reflection target The game management device according to claim 5, wherein the attribute information is reflected more largely on the character than in the case.
  7.  ユーザの端末装置にて行われた、当該ユーザが所有する複数のキャラクタの中から属性情報を反映させる対象キャラクタを選択する操作に関する操作情報に基づき、選択された対象キャラクタを登録する対象キャラクタ登録手段をさらに備え、
     前記反映手段は、前記対象キャラクタ登録手段に登録されている前記対象キャラクタに対して、前記反映処理を実行する請求項1または2に記載のゲーム管理装置。
    Target character registration means for registering the selected target character based on the operation information related to the operation of selecting the target character reflecting the attribute information from among the plurality of characters owned by the user, performed at the user's terminal device Further comprising
    The game management apparatus according to claim 1, wherein the reflection unit performs the reflection process on the target character registered in the target character registration unit.
  8.  前記現実事象は、n(nは2以上の整数)の実在物を含む複数の実在物により発生するものであり、
     前記反映手段は、前記nの実在物とユーザが所有するnのキャラクタとをそれぞれ一対一で対応付けて、前記nの実在物のそれぞれについての前記現実事象に応じた前記属性情報を、前記関係情報に基づいてそれぞれ取得し、取得した当該属性情報を、各実在物に対応付けているキャラクタにそれぞれ反映させる請求項1ないし4の何れか1項に記載のゲーム管理装置。
    The real event is generated by a plurality of real objects including n (n is an integer of 2 or more) real objects,
    The reflecting means associates the n actual objects with n characters owned by the user on a one-to-one basis, and the attribute information corresponding to the real event for each of the n actual objects is represented by the relationship. The game management device according to any one of claims 1 to 4, wherein the game management device acquires each attribute based on the information and reflects the acquired attribute information on each character associated with each real thing.
  9.  ゲームの管理を行うゲーム管理装置と、当該ゲーム管理装置との間で通信を行う端末装置と、を含むゲームシステムであって、
     ユーザが所有するキャラクタの情報を記憶装置に記憶するキャラクタ記憶制御手段、
     現実世界で発生する現実事象に関する情報を受け付ける現実事象受付手段、
     前記現実事象に対して所定の受付期間を設定し、当該受付期間中における前記端末装置での操作に関する操作情報を受け付ける操作受付手段、
     前記現実事象に対応する前記端末装置での操作と、当該操作に基づく前記キャラクタに反映させる属性情報との関係情報を予め記憶装置に記憶する関係情報記憶制御手段、
     前記受付期間中に前記操作情報を受信することにより、前記関係情報に基づいて取得した前記属性情報を、ユーザが所有する前記キャラクタに反映させる反映処理を実行する反映手段、の各手段を前記端末装置又は前記ゲーム管理装置の何れかが備えているゲームシステム。
    A game system including a game management device that manages a game and a terminal device that communicates with the game management device,
    Character storage control means for storing information on characters owned by the user in a storage device;
    Real event reception means for receiving information on real events that occur in the real world,
    An operation accepting means for setting a predetermined acceptance period for the real event and accepting operation information relating to an operation on the terminal device during the acceptance period;
    Relation information storage control means for preliminarily storing relation information between an operation on the terminal device corresponding to the real phenomenon and attribute information reflected on the character based on the operation in a storage device;
    Receiving means for receiving the operation information during the acceptance period to reflect the attribute information acquired based on the relation information to the character owned by the user, each means of reflecting means for executing the reflecting process A game system provided in either the device or the game management device.
  10.  サーバ装置と、端末装置と、を含むゲームシステムであって、
     前記サーバ装置は、
     現実世界で発生する現実事象に関する情報を受け付ける現実事象受付手段と、
     前記現実事象に関する情報を前記端末装置に送信する送信手段と、を備え、
     前記端末装置は、
     ユーザが所有するキャラクタの情報を記憶装置に記憶するキャラクタ記憶制御手段と、
     前記送信手段によって送信された前記現実事象に関する情報を受信する受信手段と、
     前記現実事象に対して所定の受付期間を設定し、当該受付期間中に所定の操作を受け付ける操作受付手段と、
     前記現実事象に対応する操作と、当該操作に基づく前記キャラクタに反映させる属性情報との関係情報を予め記憶装置に記憶する関係情報記憶制御手段と、
     前記受付期間中の前記所定の操作に応じて、前記関係情報に基づいて取得した前記属性情報を、ユーザが所有する前記キャラクタに反映させる反映処理を実行する反映手段と、を備えるゲームシステム。
    A game system including a server device and a terminal device,
    The server device
    A real event receiving means for receiving information on real events that occur in the real world;
    Transmission means for transmitting information related to the real event to the terminal device,
    The terminal device
    Character storage control means for storing information on characters owned by the user in a storage device;
    Receiving means for receiving information about the real event transmitted by the transmitting means;
    An operation receiving means for setting a predetermined reception period for the real event and receiving a predetermined operation during the reception period;
    Relation information storage control means for preliminarily storing relation information between an operation corresponding to the real phenomenon and attribute information reflected on the character based on the operation in a storage device;
    A game system comprising: a reflection unit that executes a reflection process for reflecting the attribute information acquired based on the relationship information to the character owned by a user according to the predetermined operation during the reception period.
  11.  端末装置と通信し、ゲームの管理を行うコンピュータにおけるゲーム管理方法であって、
     コンピュータが、ユーザが所有するキャラクタの情報を記憶装置に記憶するキャラクタ記憶制御ステップと、
     コンピュータが、現実世界で発生する現実事象に関する情報を受け付ける現実事象受付ステップと、
     コンピュータが、前記現実事象に対して所定の受付期間を設定し、当該受付期間中における前記端末装置での操作に関する操作情報を受け付ける操作受付ステップと、
     コンピュータが、前記現実事象に対応する前記端末装置での操作と、当該操作に基づく前記キャラクタに反映させる属性情報との関係情報を予め記憶装置に記憶する関係情報記憶制御ステップと、
     コンピュータが、前記受付期間中に前記操作情報を受信することにより、前記関係情報に基づいて取得した前記属性情報を、ユーザが所有する前記キャラクタに反映させる反映処理を実行する反映ステップと、を備えるゲーム管理方法。
    A game management method in a computer that communicates with a terminal device and manages a game,
    A character storage control step in which a computer stores information on characters owned by the user in a storage device;
    A real event receiving step in which the computer receives information about a real event that occurs in the real world;
    An operation accepting step in which a computer sets a predetermined acceptance period for the real event, and accepts operation information related to an operation on the terminal device during the acceptance period;
    A relationship information storage control step in which a computer stores in a storage device in advance relationship information between an operation on the terminal device corresponding to the real event and attribute information reflected on the character based on the operation;
    A reflection step of executing a reflection process in which the computer reflects the attribute information acquired based on the relationship information on the character owned by the user by receiving the operation information during the reception period. Game management method.
  12.  コンピュータを、端末装置と通信し、ゲームの管理を行うゲーム管理装置として動作させるためのプログラムであって、
     前記コンピュータを、
     ユーザが所有するキャラクタの情報を記憶装置に記憶するキャラクタ記憶制御手段、
     現実世界で発生する現実事象に関する情報を受け付ける現実事象受付手段、
     前記現実事象に対して所定の受付期間を設定し、当該受付期間中における前記端末装置での操作に関する操作情報を受け付ける操作受付手段、
     前記現実事象に対応する前記端末装置での操作と、当該操作に基づく前記キャラクタに反映させる属性情報との関係情報を予め記憶装置に記憶する関係情報記憶制御手段、
     前記受付期間中に前記操作情報を受信することにより、前記関係情報に基づいて取得した前記属性情報を、ユーザが所有する前記キャラクタに反映させる反映処理を実行する反映手段、
    として機能させるためのプログラム。
    A program for operating a computer as a game management device that communicates with a terminal device and manages a game,
    The computer,
    Character storage control means for storing information on characters owned by the user in a storage device;
    Real event reception means for receiving information on real events that occur in the real world,
    An operation accepting means for setting a predetermined acceptance period for the real event and accepting operation information relating to an operation on the terminal device during the acceptance period;
    Relation information storage control means for preliminarily storing relation information between an operation on the terminal device corresponding to the real phenomenon and attribute information reflected on the character based on the operation in a storage device;
    Reflecting means for performing a reflection process for reflecting the attribute information acquired based on the relationship information to the character owned by a user by receiving the operation information during the reception period;
    Program to function as.
  13.  請求項12に記載のプログラムを記録したコンピュータ読み取り可能な記録媒体。
     

     
    A computer-readable recording medium on which the program according to claim 12 is recorded.


PCT/JP2012/079292 2012-03-07 2012-11-12 Game management device, game system, game management method, program, and recording medium WO2013132698A1 (en)

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