WO2013146746A1 - Game control device, game control method, program, recording medium, and game system - Google Patents

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

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Publication number
WO2013146746A1
WO2013146746A1 PCT/JP2013/058711 JP2013058711W WO2013146746A1 WO 2013146746 A1 WO2013146746 A1 WO 2013146746A1 JP 2013058711 W JP2013058711 W JP 2013058711W WO 2013146746 A1 WO2013146746 A1 WO 2013146746A1
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WO
WIPO (PCT)
Prior art keywords
game
user
communication terminal
predetermined
event
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Application number
PCT/JP2013/058711
Other languages
French (fr)
Japanese (ja)
Inventor
正能 鈴木
暢也 北村
浩之 冨田
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 WO2013146746A1 publication Critical patent/WO2013146746A1/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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • 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
    • A63F13/69Generating 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 by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/216Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/828Managing virtual sport teams
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • 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
    • 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
    • A63F2300/556Player lists, e.g. online players, buddy list, black 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
    • 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
    • A63F2300/5573Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history player location
    • 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
    • A63F2300/57Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
    • A63F2300/575Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player for trading virtual items

Definitions

  • the present invention relates to a technique for controlling execution of a game by a user.
  • social game executed by a game application created based on an operating environment such as an API (Application Programming Interface) operating on a web browser in a social networking service (SNS) by a specific service provider.
  • API Application Programming Interface
  • SNS social networking service
  • Game is popular. It can be said that the social game is a kind of online game that is played while communicating among an unspecified number of users. If a user can connect to the Internet and has a communication terminal equipped with a web browser, the user can enjoy a social game regardless of time and place.
  • Non-Patent Document 1 a digital card game (Dragon Collection (registered trademark)) disclosed in Non-Patent Document 1 is known.
  • this known digital card game a menu for performing a quest process in which a user searches various areas and acquires a new card or item is provided.
  • One of the features of such a social game is that it has a richer communication function for interacting with users than a conventional online game.
  • social games for example, in addition to cooperative play with other users (friends), information exchange by communicating with friends such as greetings and contacts with friends, gifts of items on the game with friends or items An exchange has been made.
  • Patent Document 1 discloses a game configured such that a user can acquire items on the game by moving a predetermined area in the real world while carrying a communication terminal equipped with a GPS function. Yes.
  • Patent Document 1 The game described in Patent Document 1 is a game in which a user can acquire a virtual item by moving a predetermined area in the real world with a portable terminal equipped with a GPS function. However, this is performed by one user alone, and it is only possible to recognize whether or not an item has been acquired, and game development is poor.
  • the present invention has been made in view of the above-described viewpoints, and a game control device, a game control method, a program, a recording medium, and a game that can realize a highly entertaining game when using location information of a communication terminal
  • the purpose is to provide a system.
  • a first aspect of the present invention is a game control device.
  • the game control device Obtaining means for obtaining position information indicating the position of the user's communication terminal; Determining means for determining whether or not the communication terminal is present in a predetermined area in which the event is performed within an event period in which the predetermined event is performed, based on the position information; A granting means for granting a first privilege on the game to the user within a first predetermined period from a predetermined time after it is determined that the communication terminal exists in the predetermined area within the event period; Is provided.
  • the “predetermined event” may be, for example, a real-world event that is simulated in a game. Specifically, in the case of a baseball game, it may be a baseball game, or a soccer game. In the case of, it may be a soccer game, and in the case of a music game, it may be a performance of music.
  • the “predetermined area where the event is performed” may be, for example, a stadium where a baseball game, soccer game, American football game, or the like is performed, a game center, a racetrack, a concert hall, or other predetermined events. It may be a venue. Further, a plurality of predetermined areas may be provided.
  • a stadium where a soccer game, an American football game, or the like is performed may be divided into an area on one team side and an area on the other team side, and both may be set as predetermined areas. Or it is good also considering the audience seat of a baseball field as another predetermined area
  • the “privilege” may be a point or item on the game, an advantageous change in the user's parameter, an advantageous effect on the game, or the like.
  • the “item” may be, for example, a recovery drug that recovers the character's parameters or points, a drug that increases the character's ability, or a weapon or armor used by the character. Good.
  • the “item” may be a special item given only when the communication terminal exists in a predetermined area.
  • the “advantageous effect on the game” may be, for example, increasing the parameter of an item held by the user in the game or improving the ability of the character, or the user obtains a special item. It may be possible.
  • the “advantageous effect on the game” may be to adjust the setting so as to facilitate the progress of the scenario in the game. For example, the points on the game that are consumed according to the user's operation etc. It may be that the amount of consumption is reduced more than usual, or that points can be obtained. In addition, what is necessary is just to enable it to acquire more points than the point, when the structure which can acquire a point is already provided by making a friend.
  • the “advantageous effect on the game” may be an adjustment of the setting on the game so that the game can be advantageously promoted indirectly.
  • the user can acquire a special item.
  • An event may be generated, or a probability that the parameter of the item is significantly increased may be increased.
  • the “predetermined time” may be a time immediately after it is determined that the communication terminal exists in the predetermined area within the event period, or an end time of the event period, or a predetermined time after the event period ends. It may be a time.
  • the user can obtain the first privilege within a first predetermined period from a predetermined time after it is determined that his / her communication terminal exists in the predetermined area within the event period.
  • the user in order to obtain the first privilege, the user is motivated to actively go to a predetermined area where an event is actually held and participate in or watch the event. In this way, by visiting the predetermined area where the event is performed, the user can obtain a sense that the event and the game are linked. Thereby, it is possible to realize a highly entertaining game that cannot be realized by a conventional game using the location information of the communication terminal.
  • a management side such as a stadium or an event venue, it is possible to construct an incentive system that allows a user to visit.
  • the granting unit may grant the first privilege to the user during a second predetermined period within the event period.
  • the “second predetermined period within the event period” is, for example, a period in which the progress of the event is stopped (for example, while the offense and defense are changed, or when the pitcher or batter is changed). be able to.
  • the event is a time-based competition such as soccer or American football, it may be a period in which the progression of the competition is stopped (for example, a rest period such as half time). For example, because the user pays attention to the progress of the event, the user may have difficulty obtaining the first privilege during the progress of the event.
  • the user may be distracted by obtaining the first privilege and may not be able to enjoy the event itself.
  • this game control device for example, when the second predetermined period is set while the progress of the event is stopped, the user can obtain the first privilege while the progress of the event is stopped. For this reason, the game which considered the convenience of the user is realizable.
  • the second predetermined period it is also conceivable to set the second predetermined period as a period during which the excitement of the event is assumed to be relatively low even when the progress of the event is not stopped.
  • a predetermined inning for example, once or twice
  • the determination unit may perform determination for the communication terminal a plurality of times within the event period.
  • the determining means may determine whether or not the communication terminal exists in a predetermined area every time a predetermined time (for example, 30 minutes or 1 hour) elapses. For example, when it is determined that the user's communication terminal is present in a predetermined area within the event period once and the first privilege is given to the user, the user In order to obtain one privilege, for example, it may be possible to leave the event site immediately after participating in or watching the event only at the beginning of the event. Such an action is not preferable because the user participates in an event or watches a game only for the purpose of obtaining his / her own profit.
  • this game control apparatus when the communication terminal is determined a plurality of times within the event period, for example, when it is determined at least once that the user's communication terminal does not exist in the predetermined area within the event period. It can be set as the mechanism which does not give the 1st privilege to the user concerned. Moreover, you may provide the 1st privilege according to the frequency
  • the game control device further includes an association unit that associates users, the acquisition unit obtains the position information regarding a plurality of user communication terminals associated with each other, and the grant unit associates the users with each other.
  • the second privilege on the game is given to the plurality of users related to each other Good.
  • the content of the “second privilege” may be the same as or different from the content of the “first privilege”.
  • the second privilege may be given according to the number of communication terminals of a plurality of users that are related to each other and exist in the same predetermined area.
  • the distance of the communication terminal of the users who were mutually related may be calculated
  • this game control device when communication terminals of a plurality of users that are related to each other (that are in a peer relationship) exist in a predetermined area within the event period, only the first privilege is given to the plurality of users. Instead, the second privilege is also given. Thereby, in order to further obtain the second privilege, the user is motivated to go to a predetermined area with another user associated with the user. Thereby, since the exchange on the game and between users in the real world can be promoted, a highly social game can be realized.
  • the granting unit is responsive to the number of other users who are determined to be present in the predetermined area within the event period among other users associated with the user.
  • the second privilege may be varied. For example, as there are more fellow users (other users associated with the user) who have been determined that the communication terminal exists in the predetermined area within the event period, the user and the fellow users (the fellow users existing in the predetermined area). Even if it is configured to be provided with many second benefits (e.g., many points, high-value items, favorable fluctuations in user parameters, more advantageous game effects, etc.) Good. In this case, in order to obtain many second benefits, the user is motivated to be associated with more other users (become friends) and to go to a predetermined area with the fellow users. Thereby, construction of friendship is activated, and further improvement of social property can be expected.
  • many second benefits e.g., many points, high-value items, favorable fluctuations in user parameters, more advantageous game effects, etc.
  • the granting unit may vary the first privilege according to a time elapsed since it was determined that the communication terminal exists in the predetermined area within the event period. For example, the longer the time that has elapsed since it was determined that the user's communication terminal was in the predetermined area within the event period, the less the first privilege granted to the user (for example, the amount of points, The value or the effect on the game may be reduced). Further, after the predetermined time has elapsed (for example, after 6 hours have elapsed since the end of the event), the first privilege may not be granted. In this case, in order to obtain many first benefits, the user is motivated to play the game in a predetermined area within the event period, or to play the game as early as possible. Thereby, even if it is difficult to play the game while the event is in progress, the first privilege can be given by playing the game at an early timing after the end of the event. Can be realized.
  • the said game control apparatus based on the information regarding predetermined
  • the said 1st privilege is consumption of the said point
  • the amount may be reduced as compared with the case where the determination means does not determine that the communication terminal exists in the predetermined area within the event period.
  • the “information relating to the predetermined operation input” is not limited to information obtained by directly inputting an operation to the game control device. For example, an operation input to an external device accessible to the game control device It may be information obtained by doing so.
  • the game when the game is controlled so that the progress of the game is restricted when the amount of points is lower than a predetermined threshold, when the first privilege is given to the user, 1 in the first predetermined period The consumption of points per operation is reduced. For this reason, the user can increase the number of operations in the first predetermined period more than usual (that is, when the user's communication terminal does not exist in the predetermined area within the event period). The advantage is that it can be raised faster. In order to obtain this merit, the user is motivated to actively visit a predetermined area where an event is taking place.
  • the game control device comprises lottery means for determining an object to be given to the user by lottery,
  • the first privilege is more than a case where it is not determined that the communication terminal exists in the predetermined area for a first predetermined period from a predetermined time after it is determined that the communication terminal exists in the predetermined area within the event period.
  • the probability of giving an object having a high rare value to the user may be increased.
  • the “object” includes, for example, a character or item on the game.
  • the character is, for example, a virtual person or creature on the game, a monster, or the like, and includes characters displayed on a card.
  • the user is motivated to actively visit a predetermined area where an event is taking place in order to obtain a rare object.
  • a second aspect of the present invention is a game control method in a game control device, Obtaining position information indicating the position of the user's communication terminal; Determining whether the communication terminal exists in a predetermined area where the event is performed within an event period where the predetermined event is performed, based on the position information; Giving a first privilege on the game to the user within a first predetermined period from a predetermined time after it is determined that the communication terminal exists in the predetermined area within the event period; Is provided.
  • a third aspect of the present invention provides a computer for controlling the execution of a game.
  • the computer may be, for example, a network server or a large computer. Further, this program may be stored in a computer-readable information storage medium such as a DVD-ROM or a CD-ROM. That is, a fourth aspect of the present invention is a computer-readable recording medium in which the program is recorded.
  • a fifth aspect of the present invention is a game system including a communication terminal and a server accessed from the communication terminal, Acquisition means for acquiring position information indicating the position of the user's communication terminal; A determination unit that determines whether or not the communication terminal exists in a predetermined area where the event is performed within an event period in which the predetermined event is performed based on the position information; A granting unit for granting a first privilege on the game to the user within a first predetermined period from a predetermined time after it is determined that the communication terminal exists in the predetermined area within the event period; Any one of the communication terminal and the server is provided with each means.
  • the communication terminal may be, for example, a mobile terminal, a smartphone, a PDA (Personal Digital Assistant), a personal computer, a television receiver having a bidirectional communication function, a game device with a communication function, or the like.
  • a mobile terminal a smartphone, a PDA (Personal Digital Assistant), a personal computer, a television receiver having a bidirectional communication function, a game device with a communication function, or the like.
  • the figure which shows the basic composition of the game system of embodiment The figure which shows the example of the external appearance of the communication terminal of embodiment.
  • the block diagram which shows the structure of the communication terminal of embodiment The block diagram which shows the structure of the game server of embodiment.
  • the functional block diagram for demonstrating the function to play main roles with the game control apparatus of embodiment The figure which shows an example of the display screen of the communication terminal which displays a top page.
  • the sequence chart which shows an example of the main processes of the game control apparatus of embodiment.
  • the present invention relates to Japanese Patent Application No. 2012-075753 filed with the Japan Patent Office on March 29, 2012, and Japanese Patent Application No. 2013-012061 filed with the Japan Patent Office on January 25, 2013.
  • the entire contents of which application are incorporated herein by reference.
  • embodiments of the present invention will be described.
  • FIG. 1 shows a system configuration example of a game system according to the embodiment.
  • the game system includes communication terminals 10a, 10b, 10c,... That can be connected to a communication network NW (network) such as the Internet, a game server 20 connected to the communication network NW,
  • NW network
  • the database server 30 is configured.
  • Each of the communication terminals 10a, 10b, 10c,... Is a terminal operated by an individual user, for example, a mobile terminal, a smartphone, a PDA (Personal Digital Assistant), a personal computer, a television having a bidirectional communication function.
  • a communication terminal such as a John receiver (including a so-called multi-function smart TV).
  • the game server 20 is configured to be able to communicate with the communication terminal 10 that is a client, and provides a gaming service to the communication terminal 10.
  • the game server 20 is mounted with an application operable on a web browser as a game application.
  • the database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 by, for example, a wire for reading and writing the information.
  • the communication terminal 10 includes a web browser capable of displaying a web page provided by the game server 20, and the user operates the communication terminal 10 on the web page to execute a game.
  • an authentication server for authenticating the user of each communication terminal 10 may be provided separately from the game server 20. Further, when a plurality of game servers 20 are provided in order to accept access from many communication terminals 10, a load balancer for adjusting a load between the plurality of game servers 20 may be provided.
  • the game server 20 may be configured as a single server device, but may be configured as a plurality of server devices having distributed functions.
  • FIGS. 2A and 2B are diagrams each illustrating an example of the appearance of the communication terminal 10.
  • FIG. 2A illustrates a button input type communication terminal such as a foldable mobile terminal (mobile phone)
  • FIG. 2B illustrates a touch panel input type communication terminal such as a smartphone.
  • FIG. 3 is a block diagram showing an internal configuration of the communication terminal 10. As shown in FIG.
  • the communication terminal 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, an image processing unit 14, an instruction input unit 15, a display unit 16, A communication interface unit 17 and a GPS (Global Positioning System) positioning unit 18 are provided, and a bus 19 for transmitting control signals or data signals between the units is provided.
  • a CPU Central Processing Unit
  • ROM Read Only Memory
  • RAM Random Access Memory
  • an instruction input unit 15 a display unit 16
  • a communication interface unit 17 and a GPS (Global Positioning System) positioning unit 18 are provided, and a bus 19 for transmitting control signals or data signals between the units is provided.
  • GPS Global Positioning System
  • the CPU 11 loads the web browser in the ROM 12 into the RAM 13 and executes it. And CPU11 is based on the appropriate designation
  • the communication terminal 10 may be mounted with various plug-ins for extending the browser function of the web browser. In acquiring the HTML data, the CPU 11 sends an access request message including a user ID (user identification information) registered in advance or a user ID input via the instruction input unit 15 via the communication interface unit 17. The game server 20 is notified.
  • the web browser displays the web page provided from the game server 20 on the display unit 16 based on the acquired HTML data via the image processing unit 14.
  • the web browser transmits new HTML data for displaying the web page according to the selection. (That is, update of the web page) is requested to the game server 20.
  • the image processing unit 14 displays a web page on the display unit 16 based on the display image data given from the CPU 11 as the analysis result of the HTML data.
  • the display unit 16 is, for example, an LCD (Liquid-Cristal-Display) monitor including thin film transistors arranged in units of pixels in a matrix, and displays an image of a web page by driving the thin film transistors based on display image data. To display.
  • LCD Liquid-Cristal-Display
  • the instruction input unit 15 includes a plurality of instruction input buttons such as a direction instruction button and a decision button for accepting a user operation input.
  • a button group 15b including a group 15a and a plurality of instruction input buttons such as a numeric keypad is provided, and an interface circuit for recognizing a pressing (operation) input of each button and outputting it to the CPU 11 is included.
  • the direction instruction button is provided to instruct the CPU 11 to scroll and display the web page displayed on the display unit 16.
  • the determination button instructs the CPU 11 that the user selects one hyperlink or menu that is actively displayed (for example, highlighted) when, for example, a plurality of hyperlinks or menus are displayed on a web page.
  • buttons are provided on the front surface of the communication terminal 10 so that the user can easily operate (click) with the thumb while holding the communication terminal 10 with one hand. It is preferable to arrange
  • the button group 15b is arranged below the button group 15a and includes a plurality of instruction input buttons on which “0” to “9”, “*”, and “#” (ten keys) are written. .
  • the instruction input unit 15 mainly accepts touch panel type input by touching the display screen 16a with a fingertip or a pen.
  • the touch panel input method may be a known method such as a capacitance method.
  • the button group 15a may be provided even when the communication terminal 10 is a touch panel input method.
  • the menu selection operation on the web page displayed on the communication terminal 10 is selected by pressing the direction instruction button and selecting by pressing the enter button. This is done by confirming the selected menu.
  • the selection operation is performed by instructing (touch operation) a menu position on the display screen 16a on which the web page is displayed with a finger or a pen.
  • the GPS positioning unit 18 measures the current position of the communication terminal 10 by receiving a positioning radio signal from a GPS satellite. For example, when receiving a position information transmission request message from the game server 20, the CPU 11 causes the GPS positioning unit 18 to measure the current position of the communication terminal 10, and the position information obtained by the positioning of the GPS positioning unit 18. (Including latitude, longitude, positioning time, etc.) is stored in a storage device such as the RAM 13. For example, the CPU 11 may cause the GPS positioning unit 18 to measure the current position of the communication terminal 10 when a predetermined operation input is performed by the user or at a predetermined cycle. When the CPU 11 receives the position information transmission request message from the game server 20 via the communication interface unit 17, the CPU 11 associates the position information stored in the storage device with the user ID (or terminal identification information unique to the communication terminal 10). To the game server 20 via the communication interface unit 17.
  • the configuration of the game server 20 will be described with reference to FIG.
  • the game server 20 manages a game website including a plurality of hierarchical web pages, for example, and provides a game web service to the communication terminal 10.
  • the game server 20 includes a CPU 21, a ROM 22, a RAM 23, a database (DB) access unit 24, and a communication interface unit 25, for transmitting control signals or data signals between the units.
  • a bus 26 is provided.
  • the game server 20 can take the same structure as a general-purpose web server regarding hardware.
  • the ROM 22 stores an application program that provides a service for displaying an object such as an HTML document or an image (displaying a web page) to the web browser of the communication terminal 10 that is a client.
  • the ROM 22 stores various data referred to by the CPU 21 in addition to the application program.
  • the CPU 21 loads the game program in the ROM 22 to the RAM 23 and executes it, and performs various processes via the communication interface unit 25.
  • the CPU 21 transmits HTML data to the communication terminal 10 via the communication interface unit 25.
  • the CPU 21 performs the authentication process.
  • the CPU 21 performs processing according to the hyperlink or menu selected by the user on the web page displayed on the communication terminal 10.
  • the processing includes, for example, transmission of new HTML data, arithmetic processing in the game server 20 or data processing.
  • the database access unit 24 is an interface when the CPU 21 reads / writes data from / to the database server 30.
  • the database server 30 can be realized by a general-purpose storage such as a large-capacity hard disk device or a device such as RAID (Redundant Arrays of Inexpensive Disks). Each database in the database server 30 is configured to be able to read and write data from the CPU 21 via the database access unit 24 of the game server 20.
  • FIG. 5 shows an example of the configuration of the database server 30. As shown in FIG. 5, the database server 30 includes a user database 31 and a game database 32.
  • the type of game realized by the game server 20 of the present embodiment is not particularly limited, but in the following, as an example of a game realized by the game server 20 for convenience of description of the embodiment, a baseball digital format Pick up a card game.
  • a baseball-style digital card game a user collects player cards corresponding to baseball players to create his own team, play baseball against other users' teams, or play a baseball league game for each skill level.
  • Baseball-style digital card games include a scout process that searches for player cards to create their own team, a lottery process that allows them to obtain player cards by lottery, or two or more player cards.
  • a strengthening process or the like is provided to increase the ability of a specific player card. Each function implemented in the baseball digital card game will be described later.
  • FIG. 6 shows an example of a user database 31 applied in the baseball-format digital card game described above.
  • the user database 31 includes, for each user ID (user identification information), a user name / display image, a team, a skill level, an action point, an operation point, an enhancement point, an ale point, a player number, a fellow user ID, It contains information about each item of possessed card image data and retained card parameters.
  • Information included in the user database 31 can be updated sequentially by the game server 20. In addition, you may determine the upper limit of an action point and a management point for every user.
  • the user ID included in the user database 31 or data for each user name (to be described later) specifying the user is generically referred to as user data.
  • the data of each item constituting the user data is as follows.
  • User name / display image A user name and a display image that are displayed to identify the user on the communication terminal 10 when the game is executed.
  • the user name is text of a predetermined length or less that is specified in advance by the user, and the display image is an avatar image that is selected in advance by the user, for example.
  • the user name is a name that identifies the user on the network environment (or game community) provided by the game server 20.
  • -Team In the above-mentioned baseball-format digital card game, the team specified by the user at the time of user registration.
  • Skill level This is data indicating the skill level of the user on the game. For example, it is a level value in the range from Lv1 (level 1) to Lv100 (level 100). For example, the skill level is sequentially increased by continuously performing scout processing in the game.
  • -Action point In the baseball-type digital card game, for example, it is a point necessary for performing a game scout by the user.
  • the action point is a value that decreases by performing scouting and recovers (increases) each time a predetermined time elapses.
  • -Management point In the baseball-type digital card game, for example, it is a point necessary for a user to play a game match.
  • the management point is a value that is reduced by a battle with another user or the like and is recovered (increased) every time a predetermined time elapses.
  • Strengthening point In the baseball digital card game, for example, it is a point necessary for strengthening a player card by a user.
  • the strengthening point is a value that is reduced by strengthening the player card and is recovered (increased) every time the player wins a battle with another user or a predetermined time elapses.
  • -Ale Point In the baseball-format digital card game, it is a point that the user acquires by sending a cheer message to a fellow user.
  • -Number of players This is the number of player cards held by the user. The number of players is increased or decreased by the execution of scout processing and strengthening processing. The maximum number of players (for example, 60) is defined in advance.
  • ⁇ Friend's user ID This is data of another user ID that is a friend of the target user ID.
  • -Image data of possession card In the case of the above-mentioned baseball format digital card game, the image data of the possession card is data including an image of the player card possessed by the user.
  • the owned card parameter includes data indicating the ability value of the player card held by the user.
  • ability values such as “batting force”, “running ability”, and “defense ability” may be included as parameter items.
  • the capability value is a value in the range of 0 to 1000, and the higher the capability value is, the higher the capability is.
  • “batting force”, “running ability”, and “defense ability” are illustrated as items as indicators of ability, but if the player is a pitcher, other items such as “ball speed”, “ball control” It is good also as “power”, “stamina”, etc.
  • the parameter of the player card may include “rare degree”.
  • the “rare degree” is a value indicating the degree of rarity value of the player card, and the higher the value is, the lower the probability of appearing in the game is set.
  • the rarity is expressed in five stages of 1 to 5, and the rarity of the player card corresponding to the player with outstanding technical ability or the popular player is set high.
  • the player card also includes the team (any of P1-P6, Q1-Q6), position (pitcher, catcher, first baser, left-handed, etc.) and the degree of influence the player card has on the game (typically positive) (Degree of influence) etc. may be set.
  • the game database 32 stores and updates information on game settings executed by the game server 20 and information on game results (game results) based on access from the game server 20.
  • Information related to game results may include various information depending on the nature of the game. For example, in the case of a baseball-format digital card game, information on game results includes results of matches between different user IDs (scores, etc.), results of league battles between a plurality of user IDs of specific skill levels ( Score, ranking, etc.).
  • the game control device is configured by the game server 20 and the database server 30.
  • the functions realized by the game control device of the present embodiment will be described by taking as an example the case where the above-described baseball-format digital card game (hereinafter simply referred to as “game”) is applied. I will explain.
  • FIG. 7 is a functional block diagram for explaining functions that play a main role in the game control apparatus of the present embodiment.
  • the acquisition unit 53, the determination unit 54, and the provision unit 55 correspond to the main configuration of the present invention.
  • Other means are not necessarily indispensable structures, but they are structures for making the present invention more preferable.
  • menus, marks, and the like displayed on the web page displayed on the communication terminal 10 are arranged at desired positions on the web page, and are menus visually recognized on the communication terminal 10.
  • the position on the display screen of the mark and the like can be changed by scrolling the web page by the user's direction instruction button or touch panel operation.
  • the registration unit 51 has a function of recognizing a user request based on an appropriate operation input to the communication terminal 10 on a web page provided to the communication terminal 10, for example, and performing a registration process (user registration).
  • the function of the registration means 51 is implement
  • the CPU 21 of the game server 20 receives a registration request message from the communication terminal 10 via the communication interface unit 25.
  • the registration request message is automatically generated by a predetermined operation (for example, a predetermined menu selection operation, text input, etc.) on the communication terminal 10 on the web page provided from the game server 20. May be configured.
  • the registration request message may include information (for example, terminal identification information, IP address, e-mail address, etc.) for specifying the transmission source communication terminal 10, or the service provider whose user is already the same. If other games are used, the user ID may be included.
  • the CPU 21 receives the registration request message and the registration request message does not include the user ID, the CPU 21 issues a new user ID and performs registration processing of the user ID, and then the registration processing is completed. Is sent to the communication terminal 10.
  • the CPU 21 receives the registration request message and the registration request message includes a user ID
  • the CPU 21 performs registration processing of the user ID, and then transmits a registration completion message indicating that the registration processing is completed to the communication terminal. 10 to send.
  • the CPU 21 stores user data for a new user ID in which predetermined default data is described in the user database 31.
  • the registration means 51 may be provided with the function which relates users.
  • the registration unit 51 may register the user ID in association with another user ID triggered by an application based on the user ID. That is, the registration unit 51 registers another user ID as a “mate” with an application based on the user ID as a trigger.
  • the user ID is in a friend relationship and that the corresponding user is in a friend relationship.
  • the registration means 51 in this case is executed as follows, for example.
  • the CPU 21 of the game server 20 sends an application message (application) specifying a user ID (or a corresponding user name) to be a friend from the communication terminal 10 of the user corresponding to a certain user ID via the communication interface unit 25. Accept.
  • Transmission of this application message is preset as a function of a web page provided to the user's communication terminal 10.
  • the CPU 21 approves an application based on another user ID to the communication terminal 10 corresponding to the user ID at the timing when the access is based on the user ID included in the application message. HTML data for displaying a web page for requesting the reply is transmitted. If it is replied that the application is approved, the CPU 21 registers both as friends. Specifically, the CPU 21 writes the data in the “mate” part (see FIG. 6) of the user data of the corresponding two user IDs in the user database 31.
  • the conditions for associating users are not limited to the forms that require application and approval as described above, and the relationship between the user who executes the stage on the same game or the user who played the battle is related to the user in the game. You may register as an attached user, that is, a friend. Alternatively, users who transmit a predetermined number of greeting messages may be automatically registered as friends, and if there is a mode on the game in which a battle between users exists, a user who has played a predetermined number of times or more You may automatically register each other as a friend. Moreover, the conditions which relate users may register the user who performs the stage or area on the same game, and the users who played the game as friends.
  • users who transmit a predetermined number of greeting messages may be automatically registered as friends, and if there is a game mode in which a battle (battle) is performed between users, a battle is performed more than a predetermined number of times.
  • the data regarding the friendship may be written in an external storage device on the network accessible from the game server 20.
  • the intimacy may be determined by the number of times of receiving and sending presents and messages between users and friends. You may give an ale point to a user according to the number of times a present or message is sent.
  • the game progress means 52 advances the game by transmitting HTML data for sequentially updating web pages displayed on the communication terminal 10 in response to a user operation on the communication terminal 10.
  • a baseball digital card game is provided with the following processing in order to advance the game.
  • ⁇ Scout processing This is a process of searching for player cards in order to build up their own team. Executing a scout consumes action points, but increases reinforcement points.
  • ⁇ Strengthening process It is a process of increasing the ability of a specific player card by merging two or more player cards by consuming reinforcement points. In this case, the ability of a specific player card increases, but the player card used for integration disappears. That is, the number of players is reduced by the number of player cards used for integration.
  • Game processing This is a process of playing a baseball game with another user's team. Management points will be consumed by playing the game, but if you win the game, the points will increase.
  • Lottery processing It is a process of consuming an ale point and obtaining a player card by lottery.
  • Order processing This is a process for the user to change the order of a player card, to replace a player card with a copy, and the like. As described above, in the game of this embodiment, points on the game are consumed with the execution of each process of the scout process, the strengthening process, the game process, and the lottery process.
  • the CPU 21 of the game server 20 assigns in advance any process for advancing the game to each menu displayed on the web page. Then, when the menu on the web page is selected in the communication terminal 10, the CPU 21 receives information about the selected menu from the communication terminal 10, and is assigned to the selected menu based on the received information. Execute the process.
  • the game progress means 52 causes the communication terminal 10 to display a plurality of menus each assigned a plurality of processes executed in the game. Specifically, the CPU 21 generates HTML data for displaying a web page including a plurality of menus, and transmits the HTML data to the communication terminal 10.
  • FIG. 8 An example of the top page of the game displayed on the communication terminal 10 by the game progress means 52 is shown in FIG.
  • This top page is composed of web pages corresponding to individual user IDs.
  • the top page illustrated in FIG. 8 includes a user name display area, a player image display area, and a menu display area in addition to the user name and team text.
  • skill level, action point, management point, strengthening point, yell point, number of players, and data of each item of fellows included in the user data of the target user ID are displayed. Area.
  • the point or number written in the X / Y format is that X is the point or number held by the user, and Y is the maximum value of the point or number. Indicates that there is. For example, if the number of players is written as “40/60”, it indicates that the number of players held by the user is 40 and the maximum number of players that can be held is 60.
  • the player image display area is an area in which image data of a player card previously selected by the user is displayed.
  • the menu display area includes “Scout”, “Strengthen”, “Game” as a basic menu that supports multiple processes (scout process, reinforcement process, game process, lottery process, order process) provided in a baseball digital card game.
  • a plurality of menus to which a plurality of processes executed in the game are assigned are respectively arranged at predetermined positions on the web page displayed on the communication terminal 10.
  • the order process is a process of executing an exchange of player card orders, replacement with a reserved player card, or the like under the instruction of the user.
  • the game progress means 52 executes processing corresponding to the user's selection operation for the menu displayed on the communication terminal 10.
  • each process is executed hierarchically such that a new web page including a plurality of menus subdivided for each process is displayed.
  • the function of the game progress means 52 is realized as follows.
  • the CPU 21 of the game server 20 accesses the user database 31 via the database access unit 24, and reads the data of each item included in the user data display area and the player card image data to be displayed in the player image display area.
  • the CPU 21 generates HTML data so that the top page shown in FIG. 8 is configured, and transmits it to the communication terminal 10.
  • the generated HTML data is different for each user (that is, for each user ID).
  • the communication terminal 10 interprets the received HTML data and displays the top page image on the display unit 16 (display screen 16a).
  • FIG. 9 shows an example of a web page displayed on the communication terminal 10 when the scout process is executed.
  • FIG. 9 is a display example of a web page when the scout menu (menu m1 in FIG. 8) is selected on the top page.
  • the Japan map divided into a plurality of regions (areas) is displayed in the display region 100 with the area to be searched highlighted.
  • the user has a menu labeled “Search” provided for each area to be searched (in the example of FIG. 9, area 9 (subareas 9-1, 9-2,...)).
  • Select m10 With this operation as a trigger, a search for an area to be searched is performed, and when a player is excavated, the player card of the player is displayed in the display area 102.
  • the value of “search rate” (%) displayed in the display area 101 increases.
  • the value of the action force required for one search (“5” in the example of FIG. 9), and the value of the reinforcement point obtained by one search (“10” in the example of FIG. 9). Is displayed. For each search, the action points are decreased by the value of the displayed action force, and the displayed amount of reinforcement points is increased.
  • CPU21 accesses the user database 31, and updates the value of the action point and reinforcement
  • the CPU 21 of the game server 20 recognizes a selection operation for the menu m10, the CPU 21 performs a lottery with a predetermined or random probability from a plurality of players provided in advance for the scout.
  • the CPU 21 obtains (excavates) a player by lottery, the CPU 21 accesses the user database 31 and adds the data of the newly discovered player to the data of the target user ID. Is increased by one.
  • CPU21 produces
  • the HTML data is configured such that search rate data in the display area 101 is updated.
  • the action points required for one search may be different for each area to be searched. That is, the amount of action points that are reduced (consumed) in one search may be different for each area to be searched. For example, each time the skill level of the user increases, the amount of action points consumed may be increased. In the scout process, the action points decrease each time the selection operation is performed on the menu m10. Therefore, when the top page is displayed immediately after the scout process is executed, the action points displayed on the top page are It will be displayed in a reduced manner than before the scout process. If the action point possessed by the user becomes 0, the search cannot be executed any further. However, since the action points are recovered (increased) by one point each time a predetermined time (for example, 3 minutes) elapses, for example, the search can be performed again after the predetermined time elapses.
  • a predetermined time for example, 3 minutes
  • the game progress means 52 has a function of executing a strengthening process for integrating two or more player cards to increase the ability of a specific player card. In this game, a certain amount of strengthening points is required for the user to execute the strengthening process.
  • This integration process may be performed as follows, for example.
  • the player card to be strengthened (the remaining player card specified by the user) is the player card of player A, and the player card that is integrated with the player card of player A and disappears is the player card of player B.
  • the CPU 21 sets the “batting force” of the player card of the player B against the parameters indicating the ability values of the “batting force”, “running ability”, and “defense ability” of the player A player card.
  • the parameters of the player card of the new player A may be calculated by adding a certain ratio of the parameters indicating the ability values of “”, “running ability”, and “defense ability”.
  • the characteristic features of the player B's player card are reflected in the player A's player card.
  • the CPU 21 accesses the user database 31 after the strengthening process, deletes the player card data of the player B from the user data of the target user ID, decreases the value of the number of players by 1,
  • the parameter of the player card of A is rewritten, and the reinforcement point of the target user ID is reduced by a predetermined amount.
  • strengthening point increases by performing the said scout process or performing the game process demonstrated below.
  • FIGS. 10A and 10B are display examples displayed in series according to operations on the communication terminal 10.
  • the CPU 21 of the game server 20 recognizes that the menu m2 is selected on the web page of FIG. 8
  • HTML data for displaying a web page that prompts selection of a plurality of player cards to be integrated is displayed.
  • One example of the web page that is displayed first at this time is a list of strengthening designated players (player characters corresponding to the player cards to be strengthened), as shown on the web page P1 in FIG. 10A. It is configured so that players can be selected.
  • a list of players to be integrated (player characters corresponding to disappearing player cards) is displayed as shown in the web page P2 of FIG. 10A.
  • Each web page shown in FIG. 10A is configured such that any player can be selected by a selection operation.
  • a web page P3 in FIG. 10B is a confirmation screen. For example, an example in which player A is selected as the strengthening designated player and player B is selected as the player to be integrated is shown.
  • the selection result is notified to the game server 20.
  • the CPU 21 of the game server 20 calculates a parameter indicating a new ability value of the player card of the player A based on the received selection result, and accesses the user database 31 to obtain the player card data of the player B. Delete from the data of the target user ID.
  • the CPU 21 transmits HTML data including a value indicating the new parameter increase degree to the communication terminal 10.
  • the communication terminal 10 causes the selected player A's player card and player B's player card to overlap and merge as shown in the web pages P4 and P5 of FIG. 10B. An effect display is performed so that only is displayed. As shown in the web page P5 in FIG.
  • the degree of increase in the ability value of the player card of the player A to be strengthened (in the example of the web page P5 in FIG. 10B, the batting power is 28, the running power is 50, and the defense power is 24 ) Is preferably displayed quantitatively.
  • the game advancing means 52 has a function of executing a game process for playing a baseball game with another user's team in response to an operation input of the communication terminal 10 by the user.
  • management points are required to execute the game process, and strengthening points can be obtained by winning the game. That is, the value of the management point and the reinforcement point corresponding to the user ID can be changed by executing the game process.
  • the management point required (consumed) in one game is a value determined by the order formed by the user's team. The user can rearrange the player cards he / she wants to participate in the game from among the player cards held by the user by order processing, but the consumption of management points is determined by the predetermined number of player cards he / she wants to participate in the game. .
  • a cost (necessary points) necessary for one game is assigned in advance for each player card, and the total of necessary points of a predetermined number of players who want to participate in the game becomes the management point.
  • the management points are recovered (increased) by one point each time a predetermined time (for example, 1 minute) elapses, for example.
  • FIG. 11 is a diagram showing an example of a web page displayed on the user communication terminal 10 realized by the function of the game progress means 52.
  • the CPU 21 of the game server 20 A plurality of candidates are randomly determined from other user IDs included in the user database 31.
  • the skill level of the match candidate is preferably the same skill level as the user who selected and operated the menu m3.
  • CPU21 transmits the HTML data for displaying the web page which can select any candidate from the list
  • FIG. When an operation for selecting any candidate from a list of candidates for a plurality of opponents is performed by the user, as shown on the web page P6 in FIG.
  • a web page containing is displayed.
  • the CPU 21 performs a process of determining the game result.
  • the CPU 21 accesses the user database 31 of the database server 30 via the database access unit 24, and the management point of the target user ID is greater than or equal to a predetermined amount required for the execution of the game.
  • the predetermined amount is reduced from the management point, and a parameter indicating the ability of the plurality of player cards associated with the two user IDs as the opponents is read out.
  • CPU21 determines the game result between users based on the read parameter.
  • the game result can be determined by any method as long as the ability value of the player card affects the winning or losing. For example, by comparing the total values of the parameters of a plurality of player cards held by two users who are opponents, the user with the larger total value has a higher probability (for example, a predetermined probability within the range of 60 to 90%) ) May be set to win. The win rate may be higher as the difference in ability values is larger.
  • a predetermined weighting is given to the parameter value of each item as a value representing the parameter of each player card ( For example, in the example of FIG. 6, the overall ability value is set with a weight of 0.4 for “strike”, 0.2 for “running power”, and 0.4 for “defense”. Also good.
  • a web page P7 in FIG. 11 is a diagram showing a web page displayed by executing the game process. On the web page P7 in FIG. 11, for example, a game result including a score or the like is displayed.
  • the game advancing means 52 performs a lottery process that allows a player card to be given to the user by lottery.
  • the lottery process is preferably executed through an effect of taking out (drawing) one player card from the lottery box.
  • the player cards that appear in the lottery are basically random, but the probability that a player card with a high degree of rarity (so-called rare card) will appear in the lottery is set very low.
  • the lottery process may be performed in exchange for a predetermined amount of ale points.
  • the game progression means 52 controls the game based on the information related to the menu selection operation (predetermined operation input) so that the points held by the user on the game are consumed and the game proceeds.
  • the “information relating to the predetermined operation input” is not limited to information obtained by directly inputting an operation to the game control device. For example, an operation input to an external device accessible to the game control device It may be information obtained by doing so.
  • the game progression means 52 can further execute functions (scout processing, strengthening processing, game processing, and lottery processing) according to the menu selected by the user based on each point or the number of players held by the user.
  • a page including text for notifying the user that the function cannot be executed is displayed on the communication terminal 10. For example, when the game progress is limited when the points are lower than a predetermined threshold, specifically, the scout process is performed for an area where the action power is required to be “5” for one search. When trying to execute, when the user's action point is “3”, the scout process cannot be executed. For example, “There are not enough action points. The action point recovers 1 every 3 minutes. . "Is displayed.
  • the CPU 21 of the game server 20 accesses the user database 31, performs a comparison process between the user action point data and the action power (predetermined value) required for the area to be searched, and executes the scout process. Judgment is made.
  • the user's communication terminal 10 when the user's communication terminal 10 is present in a baseball field (stadium) where the game is performed during a game time zone when the baseball game is performed, a privilege is given to the user.
  • the process of giving is performed. This process is executed by the acquisition unit 53, the determination unit 54, and the provision unit 55.
  • details of each means will be described.
  • the acquisition unit 53 has a function of acquiring position information indicating the current position (position) of the user's communication terminal 10.
  • the function of the acquisition means 53 is implement
  • the CPU 11 of the communication terminal 10 When receiving the position information transmission request message, the CPU 11 of the communication terminal 10 causes the GPS positioning unit 18 to measure the current position of the communication terminal 10. Then, the CPU 11 transmits the position information obtained by the positioning of the GPS positioning unit 18 to the game server 20 in association with the user ID. The CPU 21 of the game server 20 records the acquired position information in the current position data in the user database 31 every time it receives (acquires) the position information.
  • FIG. 12 shows a configuration example of the current position data. As shown in FIG. 12, the current position data is provided for each of a plurality of users (user IDs). The current position data is data in which position information acquisition date and time (positioning time included in the position information) and latitude and longitude included in the position information are described each time the position information is acquired. And CPU21 produces
  • the CPU 21 of the game server 20 requests the position information to be transmitted when any of the menus m1 to m5 is selected on the top page shown in FIG.
  • the message is to be transmitted, but this is not a limitation.
  • the CPU 21 of the game server 20 presets a menu for transmitting a position information transmission request message (for example, the position information transmission request message is transmitted only when the menu m1 is selected).
  • the position information transmission request message may be transmitted each time the number of selections of the menus m1 to m5 reaches a predetermined number (for example, five times).
  • the CPU 21 of the game server 20 may transmit a position information transmission request message, for example, when receiving a transmission request message of HTML data for displaying the top page shown in FIG.
  • a position information transmission request message may be transmitted.
  • the discriminating means 54 determines whether or not the user's communication terminal 10 exists in a stadium (predetermined area) where the game is played during a game time zone (within an event period) in which a baseball game (predetermined event) is performed.
  • a function of discriminating based on position information is provided.
  • the “game time zone” may include not only the time from the start of the game to the end of the game but also, for example, the practice time before the start of the game, the time of the fan service after the end of the game, and the like.
  • the “predetermined event” may be, for example, a real-world event that is simulated in a game. Specifically, in the case of a baseball game, it may be a baseball game (event).
  • a soccer game it may be a soccer game (event)
  • a music game it may be a music performance (event).
  • the “predetermined area where the event is performed” may be, for example, a stadium where a baseball game, soccer game, American football game, or the like is performed, a game center, a racetrack, a concert hall, or other predetermined event. It may be a venue.
  • the function of the discriminating means 54 can be realized as follows.
  • the CPU 21 of the game server 20 acquires the position information of the user's communication terminal 10 and records the acquired position information in the current position data
  • the user's communication terminal 10 enters the stadium during the game time zone of the baseball game. Determine if it exists.
  • the CPU 21 accesses the user database 31 and refers to current position data corresponding to the user ID of the user.
  • the CPU 21 determines whether the latitude and longitude of the latest position information among the position information recorded in the current position data is included in the stadium, and the acquisition date and time of the latest position information is in the baseball game time zone. It is determined whether or not it is included.
  • the latitude and longitude of the outer edge of the stadium may be recorded in advance in the game database 32 in order to determine whether or not the current position of the communication terminal 10 exists in the stadium.
  • information such as baseball game time zone (for example, practice start time, game start time, start and end times of each inning, game end time, start and end time of fan service after the game ends) is stored in the game database. 32 may be sequentially recorded.
  • the CPU 21 causes the user communication terminal 10 to play the stadium in the game time zone. It is determined that it exists inside.
  • the granting means 55 determines whether the user's communication terminal 10 exists in the stadium (predetermined area) during the game time period (within the event period) and then plays the game to the user within a first predetermined period from a predetermined time. It has a function to give the above privilege (first privilege).
  • “giving a privilege to a user” means that information relating to a privilege (eg, points, items, etc.) is associated with the user ID of the user in a predetermined storage device (eg, the user database 31). It may be memorized.
  • the predetermined storage device may be provided in the game server 20, for example, or may be provided in the user's communication terminal 10 or the like.
  • the “privilege” may be a point or item on the game or an advantageous effect on the game.
  • the “item” may be, for example, a recovery drug that recovers the character's parameters or points, a drug that increases the character's ability, or a weapon or armor used by the character. Good. Further, the “item” may be a special item that is given only when the communication terminal 10 exists in a stadium. Furthermore, the “advantageous effect on the game” may be, for example, increasing the parameter of an item (for example, a player card) that the user holds in the game or improving the ability of the character. It may be possible to obtain special items. In addition, the “advantageous effect on the game” may be to adjust the setting so as to facilitate the progress of the scenario in the game, for example, various points on the game that are consumed according to the user's operation.
  • the consumption of (action points, management points, reinforcement points, ale points) is reduced more than usual, or points may be available.
  • the structure which can acquire a point by making a friend is already provided, what is necessary is just to make it possible to acquire more points than the point.
  • the “advantageous effect on the game” may be an adjustment of the setting on the game so that the game can be indirectly advantageous, for example, an event that allows the user to acquire a special item May be generated, or the probability that the ability value of the player card significantly increases in the strengthening process may be increased.
  • the “advantageous effect on the game” means that the upper limit value of the action point and the management point for each user is increased from the first value that is a normal value to a second value that is higher than the normal value. There may be. In this case, not only the upper limit of the action point and the management point is increased to the second value, that is, not only the point frame is enlarged, but also the current action point and the management point that the user actually holds May be raised to a second value.
  • the increased upper limit value may be maintained until the first predetermined period elapses. For example, the action point and the management point may be raised to the second value only for 3 days, and then returned to the first point.
  • the upper limit value may be returned to the original value (first value) when the action points and the management points are reduced to the first value or lower due to the execution of the game.
  • the upper limit value of the normal action point is 80 (first value) and the upper limit value of the normal operation point is 100 (first value)
  • the upper limit value of points may be increased to 100 (second value)
  • the upper limit value of operation points may be increased to 120 (second value).
  • the action points are increased to 100 (second value) and the operation points are increased to 120 (second value). Also good.
  • the “advantageous effect on the game” may be, for example, increasing the amount of various points by a predetermined ratio when various points are awarded over a predetermined time.
  • the “advantageous effect on the game” may be, for example, to increase the probability of appearance of a player card having a high degree of rarity in a lottery process.
  • the game progression means 52 that executes the lottery process is an example of a lottery means.
  • the function of the provision means 55 is realizable as follows.
  • the privilege given to the user is the amount of consumption of various points (behavior points, management points, reinforcement points, ale points) normally (that is, the user's communication terminal 10 is present in the stadium during the game time zone).
  • various points behavior points, management points, reinforcement points, ale points
  • the consumption of at least one of the various points may be reduced.
  • a privilege grant period first The consumption of points per operation during a predetermined period of time
  • FIG. 13 shows a configuration example of the privilege grant data.
  • the privilege grant data is provided for each of a plurality of users (user IDs), and the privilege grant date and time when the privilege is granted and the privilege grant period that is a period during which the privilege is granted. (First predetermined period) and the like.
  • the data described in the privilege grant period may be, for example, a predetermined period from the privilege grant date and time (for example, 24 hours from the privilege grant date and time), or when the privilege grant ends (for example, game day) Or until midnight of the next day). Further, the end time of the privilege grant period may be, for example, a predetermined timing within the game time zone (during the game), or after the game time zone (after the predetermined time has elapsed since the game ended). There may be. If CPU21 discriminate
  • CPU21 when giving an item, a point, etc. to a user as a privilege, in the process which provides a privilege, CPU21 associates the user ID of the user used as a grant object, and the point, item provided, and the user database 31. You may make it memorize. For example, when a predetermined amount of strengthening points is given to the user as a privilege, the CPU 21 performs a process of rewriting the strengthening points in the user data of the user ID of the user to be given (a process of adding a predetermined amount of points). You can go. Moreover, when an item, a point, etc. are provided to a user as a privilege, the frequency
  • a privilege provision period may be once, and may be multiple times.
  • the CPU 21 predetermines the possession card ability value in the user data of the user ID of the user to be granted. The process of adding only the ratio of may be performed. In this case, when the privilege grant period ends, the CPU 21 returns the possessed card ability value to the original value.
  • the CPU 11 of the communication terminal 10 sends an HTML data transmission request message for displaying the web page to the communication interface unit 17. Is transmitted to the game server 20.
  • the CPU 21 of the game server 20 receives the HTML data transmission request message via the communication interface unit 25 (step S100: YES)
  • the CPU 21 of the game server 20 transmits the positional information transmission request message via the communication interface unit 25 to the communication terminal. 10 (step S110).
  • the CPU 11 of the communication terminal 10 when receiving the position information transmission request message, the CPU 11 of the communication terminal 10 causes the GPS positioning unit 18 to measure the current position of the communication terminal 10. Then, the CPU 11 transmits the position information obtained by the positioning of the GPS positioning unit 18 to the game server 20 in association with the user ID. On the other hand, when the CPU 21 of the game server 20 receives (acquires) the position information from the communication terminal 10 (step S120: YES), the acquired position information is recorded in the current position data in the user database 31 (step S130). . In step S120, when a predetermined time has elapsed without receiving position information from the communication terminal 10 (step S120: NO), the CPU 21 may end the process.
  • the CPU 21 of the game server 20 determines whether or not the user's communication terminal 10 is present in the stadium during the game time zone of the baseball game.
  • the CPU 21 refers to the current position data, and when the latitude and longitude of the latest position information is included in the stadium and the acquisition date and time of the latest position information is included in the baseball game time zone, the user communication terminal 10 Is present in the stadium during the match time.
  • CPU21 performs the process which provides a privilege with respect to the said user, when it determines with the user's communication terminal 10 existing in a stadium in a game time slot
  • CPU21 will access the user database 31, and will record a privilege provision date and privilege provision period in the privilege provision data corresponding to a user's user ID. Moreover, CPU21 produces
  • the CPU 21 performs scout processing, strengthening processing, and game processing.
  • the privilege provision data corresponding to a user ID of a user are referred.
  • the timing which performs each process is in a privilege provision period, the consumption of the various points consumed by execution of each process is reduced rather than usual.
  • the user when it is determined that the user's communication terminal 10 is present in the stadium during the game time zone, the user receives the privilege within the privilege grant period including the game time zone. Obtainable.
  • the user in order to obtain a privilege, the user is motivated to actively visit a stadium where a baseball game is actually played and watch the baseball game. Then, by visiting the stadium where the baseball game is held in this way, the user can obtain a feeling that the baseball game and the game are linked. Thereby, it is possible to realize a highly entertaining game that cannot be realized by a conventional game using the location information of the communication terminal.
  • a management side such as a stadium or an event venue, it is possible to construct an incentive system that allows a user to visit.
  • the granting unit may grant a privilege (first privilege) to the user during the second predetermined period of the game time zone (within the event period).
  • the “second predetermined period within the event period” means, for example, a period during which the progress of the baseball game (event) is stopped (for example, while the offense and defense are changed, or the pitcher or the batter is changed) Etc.).
  • the event is a time-based competition such as soccer or American football, it may be a period in which the progression of the competition is stopped (for example, a rest period such as half time).
  • the user may focus on the progress of the game, and it may be difficult for the user to obtain a privilege during the progress of the game.
  • the user may be distracted by the benefits and may not be able to enjoy a baseball game.
  • the second predetermined period is set while the progress of the game is stopped, the user can obtain a privilege while the progress of the game is stopped. For this reason, the game which considered the convenience of the user is realizable.
  • the second predetermined period it is also conceivable to set as a period during which the excitement of the event is assumed to be relatively low even when the progress of the event is not stopped.
  • a predetermined inning for example, once or twice
  • CPU21 of the game server 20 may record the predetermined time slot
  • a predetermined time zone for example, 7 times or 1 to 3 times
  • a time zone in which the progress of the game is stopped for example, , During the change of offense and defense, or while the pitcher or batter changes).
  • the determination unit 54 may perform the determination about the communication terminal 10 a plurality of times during the game time zone (within the event period).
  • the determination unit 54 may determine whether or not the communication terminal 10 exists in a stadium (predetermined area) every time a predetermined time (for example, 30 minutes or 1 hour) elapses. For example, when it is determined that the user's communication terminal 10 is once present in the stadium during the match time period and the user is given a privilege, the user can obtain the privilege. For example, it is possible to leave the stadium immediately after watching only the beginning of the game. Such an action is not preferable because the user watches the game only for the purpose of obtaining his / her own profit.
  • the determination about the communication terminal 10 by performing the determination about the communication terminal 10 a plurality of times in the game time zone, for example, when it is determined at least once that the user communication terminal 10 does not exist in the stadium during the game time zone.
  • a mechanism that does not give a privilege to the user can be adopted.
  • the function of the discriminating means 54 in this modification is realized as follows.
  • the CPU 21 of the game server 20 sets the current position of the communication terminal 10 in the stadium of the game time zone based on the position information received from the communication terminal 10 every time a predetermined time (for example, 30 minutes or 1 hour) elapses. What is necessary is just to discriminate
  • the registration means 51 which relates users is provided, the acquisition means 53 acquires position information about the communication terminals 10 of a plurality of users who are in a peer relationship (related to each other), and the grant means 55 When it is determined that the communication terminals 10 of a plurality of users who are in a fellow relationship exist in the stadium (predetermined area) in the game time zone (within the event period), May be granted (second privilege).
  • the content of the “second privilege” may be the same as or different from the content of the “first privilege”.
  • each means in this modification is implement
  • a case will be described as an example in which a user and a user who is a friend of the user are in a logged-in state (a state in which a game is being played).
  • the CPU 21 of the game server 20 receives a transmission request for HTML data from the user communication terminal 10, the CPU 21 transmits a transmission request for position information to the communication terminal 10 of the user and the user of the user. Prior to the transmission of the position information transmission request, the CPU 21 extracts a fellow user ID corresponding to the user ID of the user from the user data.
  • the CPU21 will discriminate
  • the CPU 21 determines that the user's communication terminal 10 exists in the stadium during the match time period and that the user's fellow user's communication terminal 10 exists in the stadium during the match time period, the user and the user The process which provides a privilege with respect to a fellow user (a fellow user in a stadium) is performed.
  • the entire stadium may be divided into a plurality of predetermined areas instead of one predetermined area.
  • the stadium spectator seats may be set as different predetermined areas for the in-field seats and the outer-field seats, or the predetermined areas may be set for each team, or may be divided into smaller areas.
  • a privilege may be given according to the number of communication terminals 10 of fellow users who exist in the same predetermined area and are related to each other.
  • a plurality of predetermined areas for example, a team on the team side, a team on the enemy team side
  • the more friends there are on the team team side that is supporting the same team the more A privilege will be provided and it is expected that the affinity between users will increase.
  • motivation to go to the stadium watching between users can be given, and the game community can be activated.
  • the provision means 55 is discriminate
  • the privilege may be varied. For example, as the number of fellow users determined that the communication terminal 10 is present in the stadium during the match time period increases, more benefits (e.g., fellow users existing in a predetermined area) (e.g. Many points, high value items, more advantageous game effects, etc.) may be awarded. In this case, the user is motivated to be associated with more other users (become friends) and to go to the stadium with fellow users in order to obtain many benefits.
  • the CPU 21 of the game server 20 may store the setting data configured based on the setting example illustrated in FIG. In the setting example illustrated in FIG. 16, as the number of fellow users determined that the communication terminal 10 exists in the stadium (predetermined region) increases, the user and the fellow user of the user (a fellow user present in the stadium). Is set so that many benefits (in the example of FIG. 16, the rate at which the point consumption is reduced increases) are granted.
  • the CPU 21 of the game server 20 determines that the user's communication terminal 10 exists in the stadium during the match time period, and the user's fellow user's communication terminal 10 exists in the stadium during the match time period, the communication terminal 10 The number of fellow users determined to be 10 in the stadium is calculated. Then, the CPU 21 may determine a privilege according to the calculated number of fellow users and the number of fellow users set in the setting data.
  • the game is advantageously advanced for the user. More specifically, in the case of the scout process shown in FIG. 9, action points are usually consumed by searching (for example, 5 points in one search), and actions held by the user by continuing the search. If there are no more points, no further search can be performed. On the other hand, in this modification, the consumption of action points per search is reduced by 5% in the privilege grant period, so that the user can execute the search longer than usual. Further, when there are 2 to 5 fellow users who are determined to have the communication terminal 10 in the stadium, the point consumption is increased (10%).
  • the search can be performed for a longer time. Further, when there are 6 to 10 fellow users who are determined to have the communication terminal 10 in the stadium, the point consumption is further increased (50%). For this reason, the user can execute the search considerably longer than usual. Thus, the more users who are in the stadium, the more advantageous it is that the user can advantageously carry the game progress. This advantage can be enjoyed by the user's companions as well, so that the companions can be motivated to go to the stadium watching together, and a new playability of the game is realized. Furthermore, since a user with few friends is motivated to increase the number of friends in order to obtain the above-described merits, the building of friends in the game is activated.
  • An upper limit may be set for the point consumption reduction rate. For example, if the reduction rate is 100%, that is, if the situation where the consumption of action points is 0 is possible, the action points are always consumed while in the stadium (for example, for about 4 hours). You can search without doing it. If such a situation is allowed, an excessively advantageous situation is caused, and there is a possibility that fairness may be impaired with other users. Therefore, for example, when the number of friends in the stadium is 11 or more, the point consumption reduction may be set to 60%, and this may be set as the upper limit.
  • a privilege to be granted (for example, the amount of points to be given or a rate at which point consumption is reduced) is obtained by applying the number of fellow users to the formula using a predetermined formula or the like. May be.
  • the provision means 55 gives a privilege (1st privilege) according to the time which passed since it was discriminate
  • the function of the provision means 55 in this modification is implement
  • the CPU 21 of the game server 20 may store the setting data configured based on the setting example illustrated in FIG. In the setting example shown in FIG. 17, the longer the elapsed time from when it is determined that the user's communication terminal 10 is present in the stadium (predetermined area) during the game time period, the fewer the benefits (in the example of FIG. 17, point consumption Is set to decrease).
  • the CPU 21 of the game server 20 refers to the privilege grant data shown in FIG. 13 every time there is an access from the user's communication terminal 10 (for example, a transmission request for HTML data), and the latest privilege grant in the privilege grant data.
  • the elapsed time from the date and time is obtained using a timer built in the CPU 21.
  • CPU21 may determine a privilege according to the calculated
  • the point consumption is reduced by 100% within one hour after it is determined that the user's communication terminal 10 exists in the stadium. That is, since the point consumption amount becomes 0 during this period, the game progress can be carried out very advantageously for the user. More specifically, in the case of the scout process shown in FIG. 9, action points are usually consumed by searching (for example, 5 points in one search), and actions held by the user by continuing the search. If there are no more points, no further search can be performed. On the other hand, in this modification, the consumption of action points is 0 for one hour, so that the user can perform as many searches as desired. In addition, the point consumption is reduced by 50% for more than 1 hour and 2 hours after it is determined that the user's communication terminal 10 exists in the stadium.
  • the action point reduction rate decreases as time elapses, so that it is possible for the user to proceed with a game that is more advantageous when the search is executed as soon as possible.
  • privilege provision may be complete
  • the privilege to be granted (for example, the amount of points to be granted or the rate at which the point consumption is reduced) is obtained by applying the elapsed time to the formula using a predetermined formula or the like. Also good.
  • the user and the communication terminal 10 have a one-to-one relationship has been described.
  • the present invention is not limited to this.
  • the user may use another communication terminal (for example, a communication terminal that is shared and used by a plurality of users) different from the communication terminal owned by the user. That is, in the above-described embodiment, since the current position data is managed in association with the user ID, the position information measured by the other communication terminal even when the user uses another communication terminal. Can be associated with the user ID of the user to recognize the current position of the user.
  • the GPS positioning part 18 of the communication terminal 10 has shown the structural example which acquires the positional information on the communication terminal 10 in embodiment mentioned above, it is not limited to this.
  • the base station identification information of the wireless telephone base station is used as the position information of the communication terminal 10.
  • each base station of a mobile phone or a PHS is arranged in a cell shape with a predetermined communication area, and based on the base station identification information received from each base station, It can be recognized that the communication terminal 100 exists.
  • the base station identification information can be used as the position information, although the accuracy as the position information is lower than when the GPS positioning unit 18 is used.
  • the communication terminal 10 has a wireless LAN communication function such as Wi-Fi (wireless fidelity, registered trademark), identification information (for example, MAC) of the wireless communication master (wireless LAN access point or router, etc.) (Media Access Control address or IP (Internet Protocol) address) can also be used as position information.
  • a wireless communication master device one or a plurality of wireless LAN access points or routers having a predetermined area as a wireless communication range is installed, and the user uses the communication terminal 10 as a wireless communication master device such as a wireless LAN access point.
  • the communication terminal 10 is configured to acquire the identification information of the wireless communication master as position information.
  • the game server 20 can recognize that the communication terminal 10 exists in the communication area of the wireless communication parent device based on the acquired identification information of the wireless communication parent device. Can be used as position information.
  • the acquisition unit 53 uses, as position information, image information or barcode information that cannot be captured unless the user exists at a predetermined location. You may get it. Further, the acquisition unit 53 may acquire, as position information, character / number / symbol information such as secret words and passwords that cannot be confirmed unless the user exists in a predetermined place. Note that image information or the like that cannot be captured or confirmed unless the user exists at a predetermined location may be transferred to another user by the user who acquired the image information or the like. In this case, it becomes possible for another user who does not exist at the predetermined location to obtain the image information and the like, so that it is difficult to acquire the accurate current position of the communication terminal 10.
  • the image information that can be captured or confirmed at a predetermined location may be changed every predetermined time (for example, every minute), and an expiration date may be provided for the captured image information or the like.
  • a wireless communication master unit one or a plurality of wireless LAN access points or routers
  • an information generation unit that generates image information or the like that changes at predetermined time intervals and having an area including a predetermined location as a wireless communication range
  • image information that changes every predetermined time can be acquired from an information generation unit connected to the wireless LAN access point or the like. May be.
  • the information generation unit and the game server 20 are time-synchronized, and it is preferable that both generate the image information and the like while changing the image information every predetermined time using the same algorithm.
  • the game server 20 and the database server 30 on the network are configured to implement the functions of the acquisition unit 53, the determination unit 54, and the grant unit 55.
  • the present invention is not limited to this configuration. All of these means may be realized by the communication terminal 10, or for example, as shown in FIGS. 18A and 18B, at least a part of the means may be realized by the communication terminal 10. Since the communication terminal 10 and the game server 20 can have substantially the same hardware configuration, each function can be realized by the communication terminal 10 as described in the above embodiment.
  • the communication terminal 10 transmits data about the game result to the game server 20, and the game server 20 records the received game result data in the game database 32 in association with the user. Good.

Abstract

Provided are a game control device, game control method, program, recording medium, and game system that enable a highly amusing game to be realized if the position information of a communication terminal is used. The game control device is provided with the following: an acquisition means for acquiring position information indicating the position of a user's communication terminal; a determination means for determining, on the basis of the position information, whether the communication terminal is present in a specific region in which an event is carried out within an event period in which the specific event is carried out; and an assigning means for assigning the user a first reward in the game, within a first prescribed period from a prescribed time following determination that the communication terminal is present in the prescribed region within the event period.

Description

ゲーム制御装置、ゲーム制御方法、プログラム、記録媒体、ゲームシステムGAME CONTROL DEVICE, GAME CONTROL METHOD, PROGRAM, RECORDING MEDIUM, GAME SYSTEM
 本発明は、ユーザによるゲームの実行を制御する技術に関する。 The present invention relates to a technique for controlling execution of a game by a user.
 近年、特定のサービス提供者によるソーシャルネットワーキングサービス(SNS)においてウェブブラウザ上で動作するAPI(Application Programming Interface)などの動作環境を基に作成されるゲーム用アプリケーションによって実行される、いわゆるソーシャルゲーム(Social Game)が普及している。ソーシャルゲームは、不特定多数のユーザ間でコミュニケーションをとりながらプレイするオンラインゲームの一種であると言える。ユーザは、インターネットに接続可能であり、かつウェブブラウザが搭載された通信端末を備えていれば、時間と場所を問わずソーシャルゲームを楽しむことができる。 In recent years, a so-called social game (Social) executed by a game application created based on an operating environment such as an API (Application Programming Interface) operating on a web browser in a social networking service (SNS) by a specific service provider. Game) is popular. It can be said that the social game is a kind of online game that is played while communicating among an unspecified number of users. If a user can connect to the Internet and has a communication terminal equipped with a web browser, the user can enjoy a social game regardless of time and place.
 上述したソーシャルゲームの一例として、非特許文献1に開示されているデジタルカードゲーム(ドラゴンコレクション(登録商標))が知られている。この公知のデジタルカードゲームは、ユーザが様々なエリアを探索して新たなカードやアイテムを取得するクエスト処理を行うメニューが設けられている。このようなソーシャルゲームは、従来のオンラインゲームよりも、ユーザ間の交流を図るためのコミュニケーション機能が充実している点が特徴の1つとなっている。ソーシャルゲームでは、例えば、他のユーザ(仲間)との協力プレイのほか、仲間との挨拶や連絡など仲間とコミュニケーションを取ることによる情報交換、仲間との間のゲーム上のアイテムのプレゼントあるいはアイテムの交換が行なわれている。 As an example of the above-described social game, a digital card game (Dragon Collection (registered trademark)) disclosed in Non-Patent Document 1 is known. In this known digital card game, a menu for performing a quest process in which a user searches various areas and acquires a new card or item is provided. One of the features of such a social game is that it has a richer communication function for interacting with users than a conventional online game. In social games, for example, in addition to cooperative play with other users (friends), information exchange by communicating with friends such as greetings and contacts with friends, gifts of items on the game with friends or items An exchange has been made.
 また、GPS(Global Positioning System)機能を搭載した通信端末を用いて、通信端末の位置情報を利用するゲームが知られている。例えば、特許文献1には、ユーザが、GPS機能を搭載した通信端末を携帯しながら現実世界の所定領域を移動することにより、ゲーム上のアイテムを獲得できるように構成されたゲームが開示されている。 Also, a game is known that uses location information of a communication terminal using a communication terminal equipped with a GPS (Global Positioning System) function. For example, Patent Document 1 discloses a game configured such that a user can acquire items on the game by moving a predetermined area in the real world while carrying a communication terminal equipped with a GPS function. Yes.
特開2002-273034号公報JP 2002-273034 A
 特許文献1に記載のゲームは、ユーザがGPS機能を搭載した携帯端末を持って、現実世界の所定領域を移動することで仮想アイテムを獲得できるものである。しかしながら、これはユーザ一人が単独で行うものであり、単にアイテムを獲得したか否かを認識できるに留まり、ゲーム性の展開に乏しいものとなっている。 The game described in Patent Document 1 is a game in which a user can acquire a virtual item by moving a predetermined area in the real world with a portable terminal equipped with a GPS function. However, this is performed by one user alone, and it is only possible to recognize whether or not an item has been acquired, and game development is poor.
 本発明は上述した観点に鑑みてなされたもので、通信端末の位置情報を利用する場合に、興趣性の高いゲームを実現することができるゲーム制御装置、ゲーム制御方法、プログラム、記録媒体、ゲームシステムを提供することを目的とする。 The present invention has been made in view of the above-described viewpoints, and a game control device, a game control method, a program, a recording medium, and a game that can realize a highly entertaining game when using location information of a communication terminal The purpose is to provide a system.
 本発明の第1の観点は、ゲーム制御装置である。
 当該ゲーム制御装置は、
 ユーザの通信端末の位置を示す位置情報を取得する取得手段と、
 前記通信端末が、所定のイベントが行われるイベント期間内に前記イベントが行われる所定領域に存在するか否かを、前記位置情報に基づいて判別する判別手段と、
 前記通信端末が前記イベント期間内に前記所定領域に存在すると判別された後の所定の時刻から第1の所定期間内に前記ユーザに対してゲーム上の第1の特典を付与する付与手段と、
 を備える。
A first aspect of the present invention is a game control device.
The game control device
Obtaining means for obtaining position information indicating the position of the user's communication terminal;
Determining means for determining whether or not the communication terminal is present in a predetermined area in which the event is performed within an event period in which the predetermined event is performed, based on the position information;
A granting means for granting a first privilege on the game to the user within a first predetermined period from a predetermined time after it is determined that the communication terminal exists in the predetermined area within the event period;
Is provided.
 ここで、「所定のイベント」とは、例えば、ゲームにおいて模擬された現実世界のイベントであってもよく、具体的には、野球ゲームの場合には野球の試合であってよいし、サッカーゲームの場合にはサッカーの試合であってよいし、音楽ゲームの場合には音楽の演奏であってよい。また、「イベントが行われる所定領域」とは、例えば、野球やサッカー、アメリカンフットボールの試合等が行われるスタジアムであってもよいし、ゲームセンター、競馬場、コンサートホールやその他所定のイベントが行われる会場であってもよい。さらに、所定領域を複数設けてもよい。例えば、サッカー、アメリカンフットボールの試合等が行われるスタジアムを、対戦する一方のチーム側の領域と、他方のチーム側の領域に分け、両者をそれぞれ所定領域としてもよい。あるいは、野球場の観客席を、例えば、内野席と外野席とで別の所定領域としてもよい。
 また、「特典」とは、ゲーム上のポイント若しくはアイテム、ユーザのパラメータの有利な変動、又はゲーム上の有利な効果などであってよい。さらに、「アイテム」とは、例えば、キャラクタのパラメータやポイントなどを回復する回復薬や、キャラクタの能力を上昇させる薬品などであってもよいし、キャラクタが使用する武器や防具などであってもよい。また、「アイテム」とは、通信端末が所定領域に存在する場合にのみ与えられる特殊なアイテムであってもよい。さらに、「ゲーム上の有利な効果」とは、例えば、ユーザがゲーム上保有するアイテムのパラメータを上昇させたり、キャラクタの能力を向上させることであってもよいし、ユーザが特殊なアイテムを入手できることであってもよい。また、「ゲーム上の有利な効果」とは、ゲームにおけるシナリオの進行を進め易くするように設定を調整することであってもよく、例えば、ユーザの操作などに応じて消費するゲーム上のポイントの消費量を通常よりも低減させることであってもよいし、ポイントを入手できることであってもよい。なお、仲間を作ることでポイントを入手できる構成が既に設けられている場合には、そのポイントよりも多くのポイントを入手できるようにすればよい。さらにまた、「ゲーム上の有利な効果」とは、間接的にゲームを有利に進められるようにゲーム上の設定を調整することであってもよく、例えば、ユーザが特殊なアイテムを取得可能なイベントを発生させることでもよいし、アイテムのパラメータが大幅に上昇する確率を上昇させることであってもよい。
 また、「所定の時刻」は、通信端末がイベント期間内に所定領域に存在すると判別された直後の時刻であってもよいし、イベント期間の終了時刻、さらにはイベント期間が終了した後の所定時刻であってもよい。
Here, the “predetermined event” may be, for example, a real-world event that is simulated in a game. Specifically, in the case of a baseball game, it may be a baseball game, or a soccer game. In the case of, it may be a soccer game, and in the case of a music game, it may be a performance of music. In addition, the “predetermined area where the event is performed” may be, for example, a stadium where a baseball game, soccer game, American football game, or the like is performed, a game center, a racetrack, a concert hall, or other predetermined events. It may be a venue. Further, a plurality of predetermined areas may be provided. For example, a stadium where a soccer game, an American football game, or the like is performed may be divided into an area on one team side and an area on the other team side, and both may be set as predetermined areas. Or it is good also considering the audience seat of a baseball field as another predetermined area | region with an infield seat and an outfield seat, for example.
The “privilege” may be a point or item on the game, an advantageous change in the user's parameter, an advantageous effect on the game, or the like. Furthermore, the “item” may be, for example, a recovery drug that recovers the character's parameters or points, a drug that increases the character's ability, or a weapon or armor used by the character. Good. Further, the “item” may be a special item given only when the communication terminal exists in a predetermined area. Furthermore, the “advantageous effect on the game” may be, for example, increasing the parameter of an item held by the user in the game or improving the ability of the character, or the user obtains a special item. It may be possible. Further, the “advantageous effect on the game” may be to adjust the setting so as to facilitate the progress of the scenario in the game. For example, the points on the game that are consumed according to the user's operation etc. It may be that the amount of consumption is reduced more than usual, or that points can be obtained. In addition, what is necessary is just to enable it to acquire more points than the point, when the structure which can acquire a point is already provided by making a friend. Furthermore, the “advantageous effect on the game” may be an adjustment of the setting on the game so that the game can be advantageously promoted indirectly. For example, the user can acquire a special item. An event may be generated, or a probability that the parameter of the item is significantly increased may be increased.
Further, the “predetermined time” may be a time immediately after it is determined that the communication terminal exists in the predetermined area within the event period, or an end time of the event period, or a predetermined time after the event period ends. It may be a time.
 このゲーム制御装置では、ユーザは、自身の通信端末がイベント期間内に所定領域に存在すると判別された後の所定の時刻から第1の所定期間内に第1の特典を得ることができる。この場合、ユーザは、第1の特典を得るために、現実にイベントが行われている所定領域に積極的に出向き、そのイベントに参加または観戦などすることが動機付けられる。そして、このように、イベントが行われている所定領域に出向くことにより、ユーザは、イベントとゲームが連動しているような感覚を得ることができる。これにより、通信端末の位置情報を利用する従来のゲームでは実現することができない興趣性の高いゲームを実現することができる。また、例えば、スタジアムやイベント会場等の運営側にとっては、ユーザを来場させる誘因力あるシステムを構築することができる。 In this game control device, the user can obtain the first privilege within a first predetermined period from a predetermined time after it is determined that his / her communication terminal exists in the predetermined area within the event period. In this case, in order to obtain the first privilege, the user is motivated to actively go to a predetermined area where an event is actually held and participate in or watch the event. In this way, by visiting the predetermined area where the event is performed, the user can obtain a sense that the event and the game are linked. Thereby, it is possible to realize a highly entertaining game that cannot be realized by a conventional game using the location information of the communication terminal. In addition, for example, for a management side such as a stadium or an event venue, it is possible to construct an incentive system that allows a user to visit.
 上記ゲーム制御装置において、前記付与手段は、前記イベント期間内の第2の所定期間に前記ユーザに対して前記第1の特典を付与してもよい。
 ここで、「イベント期間内の第2の所定期間」とは、例えば、イベントの進行が停止している期間(例えば、攻守が交替する間や、投手や打者などが交替する間など)とすることができる。また、例えば、イベントがサッカーやアメリカンフットボールなどの時間制競技の場合には、競技の進行が停止している期間(例えば、ハーフタイムなどの休憩期間)などであってもよい。
 例えば、イベントの進行に注目するあまり、ユーザは、イベントの進行中に第1の特典を得ることが困難になるおそれがある。その一方で、ユーザは、第1の特典を得ることに気を取られ、イベント自体を楽しむことができない場合もある。
 このゲーム制御装置では、例えば、イベントの進行の停止中に第2の所定期間が設定されている場合には、ユーザは、イベントの進行の停止中に第1の特典を得ることができる。このため、ユーザの利便性を考慮したゲームを実現することができる。なお、ゲームによっては、イベントの進行の停止中以外であっても、イベントの盛り上がりが比較的低いと想定される期間を第2の所定期間に設定することも考えられる。例えば、イベントが野球の試合の場合には、所定のイニング(例えば1回~2回)を第2の所定期間として設定するようにしてもよい。
In the game control device, the granting unit may grant the first privilege to the user during a second predetermined period within the event period.
Here, the “second predetermined period within the event period” is, for example, a period in which the progress of the event is stopped (for example, while the offense and defense are changed, or when the pitcher or batter is changed). be able to. Further, for example, when the event is a time-based competition such as soccer or American football, it may be a period in which the progression of the competition is stopped (for example, a rest period such as half time).
For example, because the user pays attention to the progress of the event, the user may have difficulty obtaining the first privilege during the progress of the event. On the other hand, the user may be distracted by obtaining the first privilege and may not be able to enjoy the event itself.
In this game control device, for example, when the second predetermined period is set while the progress of the event is stopped, the user can obtain the first privilege while the progress of the event is stopped. For this reason, the game which considered the convenience of the user is realizable. Note that, depending on the game, it is also conceivable to set the second predetermined period as a period during which the excitement of the event is assumed to be relatively low even when the progress of the event is not stopped. For example, when the event is a baseball game, a predetermined inning (for example, once or twice) may be set as the second predetermined period.
 上記ゲーム制御装置において、前記判別手段は、前記イベント期間内で、前記通信端末についての判別を複数回行ってもよい。ここで、判別手段は、通信端末が所定領域に存在するか否かを、所定時間(例えば30分や1時間)が経過する毎に判別してもよい。
 例えば、ユーザの通信端末が、イベント期間内に所定領域に存在すると1回判別されると、当該ユーザに対して第1の特典が付与されるように構成されている場合、ユーザは、前記第1の特典を得るために、例えばイベントの最初のみ参加または観戦などしただけで、直ちにイベント会場を去るといったことが考えられる。このような行為は、ユーザが自らの利益を得ることのみを目的としてイベントに参加又は観戦などすることになるため、好ましくない。
 このゲーム制御装置によれば、通信端末についての判別をイベント期間内で複数回行うことにより、例えば、ユーザの通信端末がイベント期間内に所定領域に存在しないと少なくとも1回判別された場合には、当該ユーザに対して第1の特典を付与しない仕組みとすることができる。また、通信端末がイベント期間内に所定領域に存在すると判別された回数に応じた第1の特典を付与してもよい。例えば、通信端末がイベント期間内に所定領域に存在すると判別された回数が多いほど、すなわち、ユーザの通信端末がより長く所定領域に存在すると判断された場合に、より多くの特典を付与してもよい。これにより、ユーザは、第1の特典を得るために、イベント期間中には所定領域に留まることが動機付けられる。したがって、上記の行為を抑制することができ、興趣性が高く、また、ユーザにイベント参加、観戦等を十分行ってもらえることにより、イベント運営側にとっても有益なゲームを実現することができる。
In the game control apparatus, the determination unit may perform determination for the communication terminal a plurality of times within the event period. Here, the determining means may determine whether or not the communication terminal exists in a predetermined area every time a predetermined time (for example, 30 minutes or 1 hour) elapses.
For example, when it is determined that the user's communication terminal is present in a predetermined area within the event period once and the first privilege is given to the user, the user In order to obtain one privilege, for example, it may be possible to leave the event site immediately after participating in or watching the event only at the beginning of the event. Such an action is not preferable because the user participates in an event or watches a game only for the purpose of obtaining his / her own profit.
According to this game control apparatus, when the communication terminal is determined a plurality of times within the event period, for example, when it is determined at least once that the user's communication terminal does not exist in the predetermined area within the event period. It can be set as the mechanism which does not give the 1st privilege to the user concerned. Moreover, you may provide the 1st privilege according to the frequency | count that it was discriminate | determined that a communication terminal exists in a predetermined area within an event period. For example, when the number of times that the communication terminal is determined to be in the predetermined area within the event period is larger, that is, when it is determined that the user's communication terminal exists in the predetermined area for a longer time, more benefits are given. Also good. This motivates the user to stay in the predetermined area during the event period in order to obtain the first privilege. Therefore, the above-described action can be suppressed, the game is highly interesting, and a game useful for the event management side can be realized by having the user sufficiently participate in the event, watching the game, and the like.
 上記ゲーム制御装置において、ユーザ同士を関係付ける関係付け手段を備え、前記取得手段は、互いに関係付けられた複数のユーザの通信端末について前記位置情報を取得し、前記付与手段は、前記互いに関係付けられた複数のユーザの通信端末が前記イベント期間内に前記所定領域に存在すると判別された場合に、前記互いに関係付けられた複数のユーザに対してゲーム上の第2の特典を付与してもよい。ここで、「第2の特典」の内容は、「第1の特典」の内容と同じであってもよいし、異なっていてもよい。
 また、所定領域が複数ある場合に、同一の所定領域内に存在する、互いに関係付けられた複数のユーザの通信端末の数に応じて、第2の特典を付与してもよい。
 あるいは、取得した位置情報から、互いに関係付けられたユーザ同士の通信端末の距離を求め、求めた距離に応じて第2の特典を付与してもよい。
 このゲーム制御装置によれば、互いに関係付けられた(仲間関係にある)複数のユーザの通信端末がイベント期間内に所定領域に存在する場合に、当該複数のユーザに対して第1の特典だけではなく第2の特典も付与される。これにより、ユーザは、第2の特典をさらに得るために、自身と関係付けられた他のユーザと所定領域に出向くことが動機付けられる。これにより、ゲーム上及び現実世界のユーザ間の交流を促進することができるため、ソーシャル性の高いゲームを実現することができる。
In the game control device, the game control device further includes an association unit that associates users, the acquisition unit obtains the position information regarding a plurality of user communication terminals associated with each other, and the grant unit associates the users with each other. When it is determined that the plurality of communication terminals of the plurality of users exist in the predetermined area within the event period, the second privilege on the game is given to the plurality of users related to each other Good. Here, the content of the “second privilege” may be the same as or different from the content of the “first privilege”.
Further, when there are a plurality of predetermined areas, the second privilege may be given according to the number of communication terminals of a plurality of users that are related to each other and exist in the same predetermined area.
Or the distance of the communication terminal of the users who were mutually related may be calculated | required from the acquired positional information, and a 2nd privilege may be provided according to the calculated | required distance.
According to this game control device, when communication terminals of a plurality of users that are related to each other (that are in a peer relationship) exist in a predetermined area within the event period, only the first privilege is given to the plurality of users. Instead, the second privilege is also given. Thereby, in order to further obtain the second privilege, the user is motivated to go to a predetermined area with another user associated with the user. Thereby, since the exchange on the game and between users in the real world can be promoted, a highly social game can be realized.
 上記ゲーム制御装置において、前記付与手段は、前記ユーザと関係付けられた他のユーザのうち、前記通信端末が前記イベント期間内に前記所定領域に存在すると判別された他のユーザの数に応じて、前記第2の特典を変動させてもよい。
 例えば、通信端末がイベント期間内に所定領域に存在すると判別された仲間のユーザ(ユーザと関係付けられた他のユーザ)が多いほど、ユーザと仲間のユーザ(所定領域に存在している仲間のユーザ)に対して多くの第2の特典(例えば、多くのポイント、価値の高いアイテム、ユーザのパラメータの有利な変動、より有利なゲーム上の効果など)が付与されるように構成されてもよい。この場合、ユーザは、多くの第2の特典を得るために、より多くの他のユーザと関係付けられる(仲間になる)こと、及び仲間のユーザと所定領域に出向くことが動機付けられる。これにより、仲間関係の構築が活性化され、ソーシャル性のさらなる向上が期待できる。
In the above-described game control device, the granting unit is responsive to the number of other users who are determined to be present in the predetermined area within the event period among other users associated with the user. The second privilege may be varied.
For example, as there are more fellow users (other users associated with the user) who have been determined that the communication terminal exists in the predetermined area within the event period, the user and the fellow users (the fellow users existing in the predetermined area). Even if it is configured to be provided with many second benefits (e.g., many points, high-value items, favorable fluctuations in user parameters, more advantageous game effects, etc.) Good. In this case, in order to obtain many second benefits, the user is motivated to be associated with more other users (become friends) and to go to a predetermined area with the fellow users. Thereby, construction of friendship is activated, and further improvement of social property can be expected.
 上記ゲーム制御装置において、付与手段は、前記通信端末が前記イベント期間内に前記所定領域に存在すると判別されてから経過した時間に応じて、前記第1の特典を変動させてもよい。
 例えば、ユーザの通信端末がイベント期間内に所定領域に存在すると判別されてから経過した時間が長くなるほど、ユーザに対して付与される第1の特典が少なくなる(例えば、ポイントの量、アイテムの価値、又はゲーム上の効果が低減する等)ように構成されてもよい。また、所定時間経過後には(例えばイベント終了時から6時間経過後には)、第1の特典が付与されないようにしてもよい。
 この場合、ユーザは、多くの第1の特典を得るために、イベント期間内に所定領域でゲームをプレイするか、若しくはゲームを極力早めにプレイすることが動機付けられる。これにより、イベントの進行中にゲームをプレイすることが困難な場合であっても、イベント終了後の早いタイミングでゲームをプレイすることによって第1の特典が付与され得ることから、ユーザの利便性を考慮したゲームを実現することができる。
In the game control apparatus, the granting unit may vary the first privilege according to a time elapsed since it was determined that the communication terminal exists in the predetermined area within the event period.
For example, the longer the time that has elapsed since it was determined that the user's communication terminal was in the predetermined area within the event period, the less the first privilege granted to the user (for example, the amount of points, The value or the effect on the game may be reduced). Further, after the predetermined time has elapsed (for example, after 6 hours have elapsed since the end of the event), the first privilege may not be granted.
In this case, in order to obtain many first benefits, the user is motivated to play the game in a predetermined area within the event period, or to play the game as early as possible. Thereby, even if it is difficult to play the game while the event is in progress, the first privilege can be given by playing the game at an early timing after the end of the event. Can be realized.
 上記ゲーム制御装置において、所定の操作入力に関する情報に基づいて、ユーザがゲーム上保有するポイントが消費されるとともに前記ゲームが進行されるように制御し、前記第1の特典は、前記ポイントの消費量を、前記通信端末が前記イベント期間内に前記所定領域に存在すると前記判別手段によって判別されなかった場合よりも低減することであってもよい。
 ここで、「所定の操作入力に関する情報」とは、ゲーム制御装置に対して直接操作入力されることにより得られる情報に限られず、例えば、ゲーム制御装置にアクセス可能な外部装置に対して操作入力されることにより得られる情報であってもよい。
 例えば、ポイントの量が所定の閾値より低いとゲームの進行が制限されるように、当該ゲームが制御される場合、第1の特典がユーザに付与されると、第1の所定期間内における1回の操作当たりのポイントの消費量が低減される。このため、ユーザは、第1の所定期間において、操作回数を通常(つまり、ユーザの通信端末がイベント期間内に所定領域に存在しない場合)よりも増やすことができるので、ゲームの進行度を通常よりも早く上げることができるというメリットが得られる。ユーザは、このメリットを得るために、イベントが行われている所定領域に積極的に出向くことが動機付けられる。
 上記ゲーム制御装置において、ユーザに付与するオブジェクトを抽選により決定する抽選手段を備え、
 前記第1の特典は、前記通信端末が前記イベント期間内に前記所定領域に存在すると判別された後の所定の時刻から第1の所定期間、前記所定領域に存在すると判別されなかった場合よりも、ユーザに対して希少価値の高いオブジェクトを付与する確率を高くすることであってもよい。
 本発明において「オブジェクト」とは、例えば、ゲーム上のキャラクタやアイテム等を含む。キャラクタは、例えばゲーム上の仮想的な人物や生物、若しくはモンスター等であり、それらがカードに表示されているものをも含む。
 このゲーム制御装置によれば、ユーザは、希少価値の高いオブジェクトを得るために、イベントが行われている所定領域に積極的に出向くことが動機付けられる。
In the said game control apparatus, based on the information regarding predetermined | prescribed operation input, it controls so that the said game progresses while the point which a user holds on a game is consumed, The said 1st privilege is consumption of the said point The amount may be reduced as compared with the case where the determination means does not determine that the communication terminal exists in the predetermined area within the event period.
Here, the “information relating to the predetermined operation input” is not limited to information obtained by directly inputting an operation to the game control device. For example, an operation input to an external device accessible to the game control device It may be information obtained by doing so.
For example, when the game is controlled so that the progress of the game is restricted when the amount of points is lower than a predetermined threshold, when the first privilege is given to the user, 1 in the first predetermined period The consumption of points per operation is reduced. For this reason, the user can increase the number of operations in the first predetermined period more than usual (that is, when the user's communication terminal does not exist in the predetermined area within the event period). The advantage is that it can be raised faster. In order to obtain this merit, the user is motivated to actively visit a predetermined area where an event is taking place.
In the above game control device, the game control device comprises lottery means for determining an object to be given to the user by lottery,
The first privilege is more than a case where it is not determined that the communication terminal exists in the predetermined area for a first predetermined period from a predetermined time after it is determined that the communication terminal exists in the predetermined area within the event period. The probability of giving an object having a high rare value to the user may be increased.
In the present invention, the “object” includes, for example, a character or item on the game. The character is, for example, a virtual person or creature on the game, a monster, or the like, and includes characters displayed on a card.
According to this game control device, the user is motivated to actively visit a predetermined area where an event is taking place in order to obtain a rare object.
 本発明の第2の観点は、ゲーム制御装置におけるゲーム制御方法であって、
 ユーザの通信端末の位置を示す位置情報を取得するステップと、
 前記通信端末が、所定のイベントが行われるイベント期間内に前記イベントが行われる所定領域に存在するか否かを、前記位置情報に基づいて判別するステップと、
 前記通信端末が前記イベント期間内に前記所定領域に存在すると判別された後の所定の時刻から第1の所定期間内に前記ユーザに対してゲーム上の第1の特典を付与するステップと、
 を備える。
A second aspect of the present invention is a game control method in a game control device,
Obtaining position information indicating the position of the user's communication terminal;
Determining whether the communication terminal exists in a predetermined area where the event is performed within an event period where the predetermined event is performed, based on the position information;
Giving a first privilege on the game to the user within a first predetermined period from a predetermined time after it is determined that the communication terminal exists in the predetermined area within the event period;
Is provided.
 本発明の第3の観点は、ゲームの実行を制御するために、コンピュータに、
 ユーザの通信端末の位置を示す位置情報を取得する機能、
 前記通信端末が、所定のイベントが行われるイベント期間内に前記イベントが行われる所定領域に存在するか否かを、前記位置情報に基づいて判別する機能、及び
 前記通信端末が前記イベント期間内に前記所定領域に存在すると判別された後の所定の時刻から第1の所定期間内に前記ユーザに対してゲーム上の第1の特典を付与する機能、
 を実現させるためのプログラムである。
A third aspect of the present invention provides a computer for controlling the execution of a game.
A function of acquiring position information indicating the position of the user's communication terminal;
A function of determining whether or not the communication terminal exists in a predetermined area where the event is performed within an event period during which the predetermined event is performed, and the communication terminal is within the event period; A function of giving a first privilege on the game to the user within a first predetermined period from a predetermined time after being determined to be present in the predetermined area;
It is a program for realizing.
 コンピュータは、例えばネットワークサーバ、大型計算機等であってよい。また、このプログラムは、DVD-ROMやCD-ROM等のコンピュータが読み取り可能な情報記憶媒体に格納されてもよい。すなわち、本発明の第4の観点は、前記プログラムを記録したことを特徴とする、コンピュータ読み取り可能な記録媒体である。 The computer may be, for example, a network server or a large computer. Further, this program may be stored in a computer-readable information storage medium such as a DVD-ROM or a CD-ROM. That is, a fourth aspect of the present invention is a computer-readable recording medium in which the program is recorded.
 本発明の第5の観点は、通信端末と、当該通信端末からアクセスされるサーバとを含むゲームシステムであって、
 ユーザの通信端末の位置を示す位置情報を取得する取得手段、
 前記通信端末が、所定のイベントが行われるイベント期間内に前記イベントが行われる所定領域に存在するか否かを、前記位置情報に基づいて判別する判別手段、
 前記通信端末が前記イベント期間内に前記所定領域に存在すると判別された後の所定の時刻から第1の所定期間内に前記ユーザに対してゲーム上の第1の特典を付与する付与手段、
 の各手段を、前記通信端末又は前記サーバのいずれか一方が備える。
A fifth aspect of the present invention is a game system including a communication terminal and a server accessed from the communication terminal,
Acquisition means for acquiring position information indicating the position of the user's communication terminal;
A determination unit that determines whether or not the communication terminal exists in a predetermined area where the event is performed within an event period in which the predetermined event is performed based on the position information;
A granting unit for granting a first privilege on the game to the user within a first predetermined period from a predetermined time after it is determined that the communication terminal exists in the predetermined area within the event period;
Any one of the communication terminal and the server is provided with each means.
 通信端末は、例えば携帯端末、スマートフォン、PDA(Personal Digital Assistant)、パーソナルコンピュータ、双方向の通信機能を備えたテレビジョン受像機、通信機能付きゲーム装置等であってよい。 The communication terminal may be, for example, a mobile terminal, a smartphone, a PDA (Personal Digital Assistant), a personal computer, a television receiver having a bidirectional communication function, a game device with a communication function, or the like.
実施形態のゲームシステムの基本構成を示す図。The figure which shows the basic composition of the game system of embodiment. 実施形態の通信端末の外観の例を示す図。The figure which shows the example of the external appearance of the communication terminal of embodiment. 実施形態の通信端末の外観の別の例を示す図。The figure which shows another example of the external appearance of the communication terminal of embodiment. 実施形態の通信端末の構成を示すブロック図。The block diagram which shows the structure of the communication terminal of embodiment. 実施形態のゲームサーバの構成を示すブロック図。The block diagram which shows the structure of the game server of embodiment. 実施形態のデータベースサーバの構成を示すブロック図。The block diagram which shows the structure of the database server of embodiment. データベースサーバに含まれるユーザデータベースの構成例を示す図。The figure which shows the structural example of the user database contained in a database server. 実施形態のゲーム制御装置で主要な役割を果たす機能を説明するための機能ブロック図。The functional block diagram for demonstrating the function to play main roles with the game control apparatus of embodiment. トップページを表示する通信端末の表示画面の一例を示す図。The figure which shows an example of the display screen of the communication terminal which displays a top page. ユーザがスカウトメニューを選択したときのウェブページの一例を示す図。The figure which shows an example of a web page when a user selects a scout menu. ユーザが強化メニューを選択したときのウェブページの一例を示す図。The figure which shows an example of a web page when a user selects the enhancement menu. ユーザが強化メニューを選択したときのウェブページの一例を示す図。The figure which shows an example of a web page when a user selects the enhancement menu. ユーザが試合メニューを選択したときのウェブページの一例を示す図。The figure which shows an example of a web page when a user selects a game menu. 現在位置データの構成例を示す図。The figure which shows the structural example of present position data. 特典付与データの構成例を示す図。The figure which shows the structural example of privilege provision data. 特典が付与されたときのウェブページの一例を示す図。The figure which shows an example of the web page when a privilege is provided. 実施形態のゲーム制御装置の主要な処理の一例を示すシーケンスチャート。The sequence chart which shows an example of the main processes of the game control apparatus of embodiment. 変形例においてユーザに付与される特典の設定例を説明するための図。The figure for demonstrating the example of a setting of the privilege provided to a user in a modification. 変形例においてユーザに付与される特典の設定例を説明するための図。The figure for demonstrating the example of a setting of the privilege provided to a user in a modification. 通信端末及びゲームサーバの各々における各機能の構成例を示す図。The figure which shows the structural example of each function in each of a communication terminal and a game server. 通信端末及びゲームサーバの各々における各機能の構成例を示す図。The figure which shows the structural example of each function in each of a communication terminal and a game server.
 本発明は、2012年3月29日に日本国特許庁に出願された特願2012-075573、及び、2013年1月25日に日本国特許庁に出願された特願2013-012061の特許出願に関連しており、当該出願の内容のすべてが参照によってこの明細書に組み込まれる。
 以下、本発明の実施形態について説明する。
The present invention relates to Japanese Patent Application No. 2012-075753 filed with the Japan Patent Office on March 29, 2012, and Japanese Patent Application No. 2013-012061 filed with the Japan Patent Office on January 25, 2013. The entire contents of which application are incorporated herein by reference.
Hereinafter, embodiments of the present invention will be described.
 (1)ゲームシステムの構成
 図1は、実施形態のゲームシステムのシステム構成例を示している。図1に示すように、このゲームシステムは、例えばインターネットなどの通信網NW(ネットワーク)に接続可能な通信端末10a,10b,10c,…と、通信網NWに接続されているゲームサーバ20と、データベースサーバ30とによって構成されている。各通信端末10a,10b,10c,…はそれぞれ、個々のユーザによって操作される端末であり、例えば、携帯端末、スマートフォン、PDA(Personal Digital Assistant)、パーソナルコンピュータ、双方向の通信機能を備えたテレビジョン受像機(いわゆる多機能型のスマートテレビも含む。)などの通信端末である。なお、以下の説明において、各通信端末10a,10b,10c,…に共通して言及するときには、通信端末10と表記する。
 このゲームシステムにおいて、ゲームサーバ20は、クライアントである通信端末10と通信可能に構成されており、通信端末10に対してゲーミングサービスを提供する。ゲームサーバ20には、ゲーム用アプリケーションとしてウェブブラウザ上で動作可能なアプリケーションが実装されている。データベースサーバ30は、ゲームを実行する上での後述する様々な情報を格納しており、それらの情報の読み書きのためにゲームサーバ20と例えば有線で接続される。
 通信端末10は、ゲームサーバ20によって提供されるウェブページを表示可能なウェブブラウザを備えており、ユーザは、通信端末10をウェブページ上で操作してゲームを実行する。
(1) Configuration of Game System FIG. 1 shows a system configuration example of a game system according to the embodiment. As shown in FIG. 1, the game system includes communication terminals 10a, 10b, 10c,... That can be connected to a communication network NW (network) such as the Internet, a game server 20 connected to the communication network NW, The database server 30 is configured. Each of the communication terminals 10a, 10b, 10c,... Is a terminal operated by an individual user, for example, a mobile terminal, a smartphone, a PDA (Personal Digital Assistant), a personal computer, a television having a bidirectional communication function. A communication terminal such as a John receiver (including a so-called multi-function smart TV). In the following description, when referring to the communication terminals 10a, 10b, 10c,.
In this game system, the game server 20 is configured to be able to communicate with the communication terminal 10 that is a client, and provides a gaming service to the communication terminal 10. The game server 20 is mounted with an application operable on a web browser as a game application. The database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 by, for example, a wire for reading and writing the information.
The communication terminal 10 includes a web browser capable of displaying a web page provided by the game server 20, and the user operates the communication terminal 10 on the web page to execute a game.
 また、図1には図示していないが、ゲームサーバ20とは別に各通信端末10のユーザを認証するための認証サーバを設けてもよい。また、多くの通信端末10からのアクセスを受け入れるために複数のゲームサーバ20を設ける場合は、その複数のゲームサーバ20間の負荷を調整するためのロードバランサを設けてもよい。また、ゲームサーバ20は単一のサーバ装置として構成してもよいが、機能を分散させた複数のサーバ装置として構成してもよい。 Although not shown in FIG. 1, an authentication server for authenticating the user of each communication terminal 10 may be provided separately from the game server 20. Further, when a plurality of game servers 20 are provided in order to accept access from many communication terminals 10, a load balancer for adjusting a load between the plurality of game servers 20 may be provided. The game server 20 may be configured as a single server device, but may be configured as a plurality of server devices having distributed functions.
 (2)通信端末の構成
 図2A、図2B及び図3を参照して通信端末10について説明する。
 図2A、図2Bはそれぞれ、通信端末10の外観の例を示す図である。図2Aは、例えば折り畳み式の携帯端末(携帯電話機)などの釦入力方式の通信端末を例示したものであり、図2Bは、例えばスマートフォンなどのタッチパネル入力方式の通信端末を例示したものである。図3は、通信端末10の内部構成を示すブロック図である。
 図3に示すように、通信端末10は、CPU(Central Processing Unit)11、ROM(Read Only Memory)12、RAM(Random Access Memory)13、画像処理部14、指示入力部15、表示部16、通信インタフェース部17及びGPS(Global Positioning System)測位部18を備えており、各部間の制御信号あるいはデータ信号を伝送するためのバス19が設けられている。
(2) Configuration of Communication Terminal The communication terminal 10 will be described with reference to FIGS. 2A, 2B, and 3.
2A and 2B are diagrams each illustrating an example of the appearance of the communication terminal 10. FIG. 2A illustrates a button input type communication terminal such as a foldable mobile terminal (mobile phone), and FIG. 2B illustrates a touch panel input type communication terminal such as a smartphone. FIG. 3 is a block diagram showing an internal configuration of the communication terminal 10.
As shown in FIG. 3, the communication terminal 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, an image processing unit 14, an instruction input unit 15, a display unit 16, A communication interface unit 17 and a GPS (Global Positioning System) positioning unit 18 are provided, and a bus 19 for transmitting control signals or data signals between the units is provided.
 CPU11は、ROM12内のウェブブラウザをRAM13にロードして実行する。そして、CPU11は、指示入力部15等によってユーザに入力されるURL(Uniform Resource Locator)の適切な指定に基づき、通信インタフェース部17を介して、ゲームサーバ20からウェブページを表示するためのデータ、すなわち、HTML(HyperText Markup Language)文書や当該文書と関連付けられた画像などのオブジェクトのデータ(以下、総称して適宜「HTMLデータ」と表記する。)を、通信インタフェース部17を介して取得し、そのHTMLデータを解釈する。なお、通信端末10には、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が実装されていてよい。
 なお、HTMLデータの取得に当たって、CPU11は、予め登録されたユーザID(ユーザ識別情報)、あるいは指示入力部15を介して入力されるユーザIDを含むアクセス要求メッセージを、通信インタフェース部17を介してゲームサーバ20へ通知する。
The CPU 11 loads the web browser in the ROM 12 into the RAM 13 and executes it. And CPU11 is based on the appropriate designation | designated of URL (Uniform Resource Locator) input to a user by the instruction | indication input part 15 grade | etc., Data for displaying a web page from the game server 20 via the communication interface part 17, That is, data of an object such as an HTML (HyperText Markup Language) document and an image associated with the document (hereinafter collectively referred to as “HTML data” as appropriate) is acquired via the communication interface unit 17. Interpret the HTML data. The communication terminal 10 may be mounted with various plug-ins for extending the browser function of the web browser.
In acquiring the HTML data, the CPU 11 sends an access request message including a user ID (user identification information) registered in advance or a user ID input via the instruction input unit 15 via the communication interface unit 17. The game server 20 is notified.
 ウェブブラウザは、画像処理部14を介して、取得したHTMLデータに基づき、ゲームサーバ20から提供されるウェブページを表示部16に表示する。また、ウェブブラウザは、ユーザが指示入力部15の操作によってウェブページ上のハイパーリンク(Hyperlink)またはメニューが選択されると、その選択に応じたウェブページを表示するための新たなHTMLデータの送信(つまり、ウェブページの更新)をゲームサーバ20へ要求する。 The web browser displays the web page provided from the game server 20 on the display unit 16 based on the acquired HTML data via the image processing unit 14. When the user selects a hyperlink or menu on the web page by operating the instruction input unit 15, the web browser transmits new HTML data for displaying the web page according to the selection. (That is, update of the web page) is requested to the game server 20.
 画像処理部14は、HTMLデータの解析結果としてCPU11から与えられる表示用画像データに基づいて、表示部16にウェブページを表示する。表示部16は、例えば、マトリクス状に画素単位で配置された薄膜トランジスタを含むLCD(Liquid Cristal Display)モニタであり、表示用画像データに基づいて薄膜トランジスタを駆動することでウェブページの画像を表示画面16aに表示する。 The image processing unit 14 displays a web page on the display unit 16 based on the display image data given from the CPU 11 as the analysis result of the HTML data. The display unit 16 is, for example, an LCD (Liquid-Cristal-Display) monitor including thin film transistors arranged in units of pixels in a matrix, and displays an image of a web page by driving the thin film transistors based on display image data. To display.
 通信端末10が釦入力方式の通信端末(図2Aに示す)である場合、指示入力部15は、ユーザの操作入力を受け入れるための方向指示釦と決定釦などの複数の指示入力釦を含む釦群15a、及び、テンキーなどの複数の指示入力釦を含む釦群15bを備え、各釦の押下(操作)入力を認識してCPU11へ出力するためのインタフェース回路を含む。例えば、方向指示釦は、表示部16に表示されているウェブページをスクロールして表示することをCPU11へ指示するために設けられる。また、決定釦は、例えばウェブページ上で複数のハイパーリンクまたはメニューが表示されるときに、アクティブ表示(例えば強調表示)されている1つのハイパーリンクまたはメニューをユーザが選択することをCPU11へ指示するために設けられる。なお、通信端末10を小型の携帯端末によって構成する場合には、これらの釦は、ユーザが通信端末10を片手で保持したままその親指で操作(クリック)しやすいように、通信端末10の前面に配置されていることが好ましい。図2Aに示す例では、釦群15bは、釦群15aの下方に配置され、「0」~「9」、「*」、「#」(テンキー)が表記された複数の指示入力釦を含む。 When the communication terminal 10 is a button input type communication terminal (shown in FIG. 2A), the instruction input unit 15 includes a plurality of instruction input buttons such as a direction instruction button and a decision button for accepting a user operation input. A button group 15b including a group 15a and a plurality of instruction input buttons such as a numeric keypad is provided, and an interface circuit for recognizing a pressing (operation) input of each button and outputting it to the CPU 11 is included. For example, the direction instruction button is provided to instruct the CPU 11 to scroll and display the web page displayed on the display unit 16. The determination button instructs the CPU 11 that the user selects one hyperlink or menu that is actively displayed (for example, highlighted) when, for example, a plurality of hyperlinks or menus are displayed on a web page. To be provided. When the communication terminal 10 is configured by a small portable terminal, these buttons are provided on the front surface of the communication terminal 10 so that the user can easily operate (click) with the thumb while holding the communication terminal 10 with one hand. It is preferable to arrange | position. In the example shown in FIG. 2A, the button group 15b is arranged below the button group 15a and includes a plurality of instruction input buttons on which “0” to “9”, “*”, and “#” (ten keys) are written. .
 通信端末10がタッチパネル入力方式の通信端末(図2Bに示す)である場合、指示入力部15は、主として表示画面16aに指先あるいはペンで触れることによるタッチパネル方式の入力を受け付ける。タッチパネル入力方式は、静電容量方式などの公知の方式でよい。なお、図2Bに示すように、通信端末10がタッチパネル入力方式の場合であっても釦群15aが設けられる場合もある。 When the communication terminal 10 is a touch panel input type communication terminal (shown in FIG. 2B), the instruction input unit 15 mainly accepts touch panel type input by touching the display screen 16a with a fingertip or a pen. The touch panel input method may be a known method such as a capacitance method. As illustrated in FIG. 2B, the button group 15a may be provided even when the communication terminal 10 is a touch panel input method.
 通信端末10に表示されるウェブページ上のメニューの選択操作は、例えば通信端末10が携帯端末である場合には、方向指示釦の押下操作によってメニューを選択し、決定釦の押下操作によって、選択したメニューを確定することによって行われる。また、選択操作は、例えば通信端末10がタッチパネル入力方式の場合には、ウェブページが表示されている表示画面16a上のメニューの位置を指あるいはペンで指示(タッチ操作)することによって行われる。 For example, when the communication terminal 10 is a portable terminal, the menu selection operation on the web page displayed on the communication terminal 10 is selected by pressing the direction instruction button and selecting by pressing the enter button. This is done by confirming the selected menu. Further, for example, when the communication terminal 10 is a touch panel input method, the selection operation is performed by instructing (touch operation) a menu position on the display screen 16a on which the web page is displayed with a finger or a pen.
 GPS測位部18は、GPS衛星からの測位用電波信号を受信することにより、通信端末10の現在位置を測位する。CPU11は、例えば、位置情報の送信要求メッセージをゲームサーバ20から受信した等の場合に、通信端末10の現在位置をGPS測位部18に測位させ、GPS測位部18の測位によって得られた位置情報(緯度、経度、測位時刻などを含む)をRAM13などの記憶装置に記憶する。なお、CPU11は、例えば、ユーザによる所定の操作入力が行われたとき、あるいは所定の周期で、通信端末10の現在位置をGPS測位部18に測位させてもよい。
 CPU11は、位置情報の送信要求メッセージを、通信インタフェース部17を介してゲームサーバ20から受信すると、記憶装置に記憶された位置情報をユーザID(あるいは通信端末10固有の端末識別情報)と対応付けて、通信インタフェース部17を介してゲームサーバ20に送信する。
The GPS positioning unit 18 measures the current position of the communication terminal 10 by receiving a positioning radio signal from a GPS satellite. For example, when receiving a position information transmission request message from the game server 20, the CPU 11 causes the GPS positioning unit 18 to measure the current position of the communication terminal 10, and the position information obtained by the positioning of the GPS positioning unit 18. (Including latitude, longitude, positioning time, etc.) is stored in a storage device such as the RAM 13. For example, the CPU 11 may cause the GPS positioning unit 18 to measure the current position of the communication terminal 10 when a predetermined operation input is performed by the user or at a predetermined cycle.
When the CPU 11 receives the position information transmission request message from the game server 20 via the communication interface unit 17, the CPU 11 associates the position information stored in the storage device with the user ID (or terminal identification information unique to the communication terminal 10). To the game server 20 via the communication interface unit 17.
 (3)ゲームサーバの構成
 図4を参照してゲームサーバ20の構成について説明する。
 ゲームサーバ20は、例えば階層構造の複数のウェブページからなるゲームのウェブサイトを管理しており、通信端末10に対してゲームのウェブサービスを提供する。図4に示すように、ゲームサーバ20は、CPU21、ROM22、RAM23、データベース(DB)アクセス部24、及び、通信インタフェース部25を備えており、各部間の制御信号あるいはデータ信号を伝送するためのバス26が設けられている。なお、ゲームサーバ20は、ハードウエアに関しては汎用のウェブサーバと同一の構成をとることができる。
(3) Configuration of Game Server The configuration of the game server 20 will be described with reference to FIG.
The game server 20 manages a game website including a plurality of hierarchical web pages, for example, and provides a game web service to the communication terminal 10. As shown in FIG. 4, the game server 20 includes a CPU 21, a ROM 22, a RAM 23, a database (DB) access unit 24, and a communication interface unit 25, for transmitting control signals or data signals between the units. A bus 26 is provided. In addition, the game server 20 can take the same structure as a general-purpose web server regarding hardware.
 ROM22には、クライアントである通信端末10のウェブブラウザに対してHTML文書や画像などのオブジェクトの表示(ウェブページの表示)のサービスを提供するアプリケーションプログラムが格納されている。ROM22には、アプリケーションプログラム以外にもCPU21によって参照される各種データが格納されている。
 CPU21は、ROM22内のゲームプログラムをRAM23にロードして実行し、通信インタフェース部25を介して、各種の処理を行う。
The ROM 22 stores an application program that provides a service for displaying an object such as an HTML document or an image (displaying a web page) to the web browser of the communication terminal 10 that is a client. The ROM 22 stores various data referred to by the CPU 21 in addition to the application program.
The CPU 21 loads the game program in the ROM 22 to the RAM 23 and executes it, and performs various processes via the communication interface unit 25.
 例えば、CPU21は、通信インタフェース部25を介して、HTMLデータを通信端末10宛に送信する。なお、ゲームサーバ20が通信端末10のユーザの認証処理を行う場合には、CPU21はその認証処理を行う。
 CPU21は、通信端末10で表示されるウェブページ上でユーザにより選択されたハイパーリンクまたはメニューに応じた処理を行う。その処理は、例えば、新たなHTMLデータの送信、または、ゲームサーバ20内の演算処理あるいはデータ処理などを含む。
 データベースアクセス部24は、CPU21がデータベースサーバ30に対してデータの読み書きを行うときのインタフェースである。
For example, the CPU 21 transmits HTML data to the communication terminal 10 via the communication interface unit 25. In addition, when the game server 20 performs the authentication process of the user of the communication terminal 10, the CPU 21 performs the authentication process.
The CPU 21 performs processing according to the hyperlink or menu selected by the user on the web page displayed on the communication terminal 10. The processing includes, for example, transmission of new HTML data, arithmetic processing in the game server 20 or data processing.
The database access unit 24 is an interface when the CPU 21 reads / writes data from / to the database server 30.
 (4)データベースサーバの構成
 データベースサーバ30は、大容量のハードディスク装置やRAID(Redundant Arrays of Inexpensive Disks)等の形態の装置等、汎用ストレージで実現できる。データベースサーバ30内の各データベースは、ゲームサーバ20のデータベースアクセス部24を介してCPU21からのデータの読み書きが可能となるように構成されている。
 図5に、データベースサーバ30の構成の一例を示す。図5に示すように、データベースサーバ30は、ユーザデータベース31と、ゲームデータベース32とを備える。
(4) Configuration of Database Server The database server 30 can be realized by a general-purpose storage such as a large-capacity hard disk device or a device such as RAID (Redundant Arrays of Inexpensive Disks). Each database in the database server 30 is configured to be able to read and write data from the CPU 21 via the database access unit 24 of the game server 20.
FIG. 5 shows an example of the configuration of the database server 30. As shown in FIG. 5, the database server 30 includes a user database 31 and a game database 32.
 本実施形態のゲームサーバ20によって実現されるゲームのタイプは特に限定されるものではないが、以下では、実施形態の説明の便宜上、ゲームサーバ20によって実現されるゲームの一例として、野球形式のデジタルカードゲームを採り上げる。
 野球形式のデジタルカードゲームは、ユーザが野球選手に対応する選手カードを収集することによって自らのチームを作り上げ、他のユーザのチームと野球の対戦を行う、あるいは技能レベルごとの野球のリーグ戦を戦うように構成されているゲームである。野球形式のデジタルカードゲームには、自らのチームを作り上げていくために選手カードを探索するスカウト処理や、抽選によって選手カードを入手することを可能とする抽選処理、あるいは2枚以上の選手カードを一体化して特定の選手カードの能力を上昇させる強化処理等が設けられている。
 野球形式のデジタルカードゲームに実装されている各機能については、後述する。
The type of game realized by the game server 20 of the present embodiment is not particularly limited, but in the following, as an example of a game realized by the game server 20 for convenience of description of the embodiment, a baseball digital format Pick up a card game.
In a baseball-style digital card game, a user collects player cards corresponding to baseball players to create his own team, play baseball against other users' teams, or play a baseball league game for each skill level. A game that is structured to fight. Baseball-style digital card games include a scout process that searches for player cards to create their own team, a lottery process that allows them to obtain player cards by lottery, or two or more player cards. A strengthening process or the like is provided to increase the ability of a specific player card.
Each function implemented in the baseball digital card game will be described later.
 図6に、上述した野球形式のデジタルカードゲームにおいて適用されるユーザデータベース31の一例を示す。この例では、ユーザデータベース31は、ユーザID(ユーザ識別情報)ごとに、ユーザ名/表示画像、チーム、技能レベル、行動ポイント、運営ポイント、強化ポイント、エールポイント、選手数、仲間のユーザID、保有カードの画像データ、及び保有カードのパラメータの各項目についての情報を含む。ユーザデータベース31に含まれる情報は、ゲームサーバ20によって逐次更新されうる。なお、ユーザ毎に行動ポイント、運営ポイントの上限値を定めてもよい。 FIG. 6 shows an example of a user database 31 applied in the baseball-format digital card game described above. In this example, the user database 31 includes, for each user ID (user identification information), a user name / display image, a team, a skill level, an action point, an operation point, an enhancement point, an ale point, a player number, a fellow user ID, It contains information about each item of possessed card image data and retained card parameters. Information included in the user database 31 can be updated sequentially by the game server 20. In addition, you may determine the upper limit of an action point and a management point for every user.
 以下の説明では、ユーザデータベース31に含まれるユーザID、あるいはユーザを特定するユーザ名(後述する)ごとのデータを総称してユーザデータという。ユーザデータを構成する各項目のデータは、以下のとおりである。
・ユーザ名/表示画像
 ゲームの実行時に通信端末10にユーザを特定するために表示されるユーザ名及び表示画像である。ユーザ名はユーザによって予め指定される所定長以下のテキストであり、表示画像は例えばユーザによって予め選択されるアバタ画像である。ユーザ名は、ゲームサーバ20によって提供されるネットワーク環境(あるいはゲームコミュニティ)上でユーザを特定する名称である。
・チーム
 上記野球形式のデジタルカードゲームにおいて、ユーザ登録時に、ユーザが指定するチームである。このゲームでは、例えば、P1~P6の6チームからなるPリーグ、Q1~Q6の6チームからなるQリーグが設けられており、ユーザはこの12チームの中からいずれかのチームをユーザ登録時に選択する。
・技能レベル
 ゲーム上のユーザの技能レベル示すデータである。例えばLv1(レベル1)からLv100(レベル100)までの範囲のレベル値であり、例えばゲームにおけるスカウト処理を継続的に行うことで、順次技能レベルが上がるように構成される。
・行動ポイント
 上記野球形式のデジタルカードゲームにおいて、例えばユーザによるゲーム上のスカウトを行う上で必要となるポイントである。行動ポイントは、スカウトを行うことで低減し、所定の時間が経過する毎に回復(増加)する値である。
・運営ポイント
 上記野球形式のデジタルカードゲームにおいて、例えばユーザによるゲーム上の対戦を行う上で必要となるポイントである。運営ポイントは、他のユーザとの対戦等によって低減し、所定の時間が経過する毎に回復(増加)する値である。
・強化ポイント
 上記野球形式のデジタルカードゲームにおいて、例えばユーザによる選手カードの強化を行う上で必要となるポイントである。強化ポイントは、選手カードの強化を行うことで低減し、他のユーザとの対戦で勝利するか、あるいは所定の時間が経過する毎に回復(増加)する値である。
・エールポイント
 上記野球形式のデジタルカードゲームにおいて、仲間のユーザへ応援メッセージを送信することでユーザが取得するポイントである。
・選手数
 ユーザが保有する選手カードの数である。選手数は、スカウト処理や強化処理の実行によって増減する。選手数の最大値(例えば、60)は予め規定されている。
・仲間のユーザID
 対象とするユーザIDの仲間である他のユーザIDのデータである。
・保有カードの画像データ
 上記野球形式のデジタルカードゲームの場合、保有カードの画像データは、ユーザが保有する選手カードについての画像を含むデータである。
・保有カードのパラメータ
 保有カードのパラメータには、ユーザが保有する選手カードの能力値を示すデータが含まれる。例えば、図6に示すように、パラメータの項目として「打力」,「走力」,「守備力」等の能力値が含まれてもよい。図6の例では、能力値は0~1000の範囲の値であって、能力値が大きい値であるほど能力が高いことを示している。図6では、能力の指標としての項目として、「打力」,「走力」,「守備力」を例示しているが、選手が投手であれば別の項目、例えば「球速」,「制球力」,「スタミナ」等としてもよい。
 なお、選手カードのパラメータには、「レア度」が含まれてもよい。ここで、「レア度」とは、選手カードの希少価値の度合を示す値であり、その値が高いほどゲーム内で出現する確率が非常に低く設定されている。なお、本実施形態のゲームでは、レア度を1~5の5段階で表しており、技術能力の際立った選手や人気のある選手に対応する選手カードのレア度は高く設定されている。
 また、選手カードには、チーム(P1~P6、Q1~Q6のいずれか)、ポジション(投手、捕手、一塁手、左翼手など)、選手カードがゲームに及ぼす影響度(典型的にはポジティブな影響度)等を設定してもよい。
In the following description, the user ID included in the user database 31 or data for each user name (to be described later) specifying the user is generically referred to as user data. The data of each item constituting the user data is as follows.
User name / display image A user name and a display image that are displayed to identify the user on the communication terminal 10 when the game is executed. The user name is text of a predetermined length or less that is specified in advance by the user, and the display image is an avatar image that is selected in advance by the user, for example. The user name is a name that identifies the user on the network environment (or game community) provided by the game server 20.
-Team In the above-mentioned baseball-format digital card game, the team specified by the user at the time of user registration. In this game, for example, there are a P league consisting of 6 teams P1 to P6 and a Q league consisting of 6 teams Q1 to Q6, and the user selects one of these 12 teams at the time of user registration To do.
Skill level This is data indicating the skill level of the user on the game. For example, it is a level value in the range from Lv1 (level 1) to Lv100 (level 100). For example, the skill level is sequentially increased by continuously performing scout processing in the game.
-Action point In the baseball-type digital card game, for example, it is a point necessary for performing a game scout by the user. The action point is a value that decreases by performing scouting and recovers (increases) each time a predetermined time elapses.
-Management point In the baseball-type digital card game, for example, it is a point necessary for a user to play a game match. The management point is a value that is reduced by a battle with another user or the like and is recovered (increased) every time a predetermined time elapses.
Strengthening point In the baseball digital card game, for example, it is a point necessary for strengthening a player card by a user. The strengthening point is a value that is reduced by strengthening the player card and is recovered (increased) every time the player wins a battle with another user or a predetermined time elapses.
-Ale Point In the baseball-format digital card game, it is a point that the user acquires by sending a cheer message to a fellow user.
-Number of players This is the number of player cards held by the user. The number of players is increased or decreased by the execution of scout processing and strengthening processing. The maximum number of players (for example, 60) is defined in advance.
・ Friend's user ID
This is data of another user ID that is a friend of the target user ID.
-Image data of possession card In the case of the above-mentioned baseball format digital card game, the image data of the possession card is data including an image of the player card possessed by the user.
-Owned card parameter The owned card parameter includes data indicating the ability value of the player card held by the user. For example, as shown in FIG. 6, ability values such as “batting force”, “running ability”, and “defense ability” may be included as parameter items. In the example of FIG. 6, the capability value is a value in the range of 0 to 1000, and the higher the capability value is, the higher the capability is. In FIG. 6, “batting force”, “running ability”, and “defense ability” are illustrated as items as indicators of ability, but if the player is a pitcher, other items such as “ball speed”, “ball control” It is good also as "power", "stamina", etc.
The parameter of the player card may include “rare degree”. Here, the “rare degree” is a value indicating the degree of rarity value of the player card, and the higher the value is, the lower the probability of appearing in the game is set. In the game of the present embodiment, the rarity is expressed in five stages of 1 to 5, and the rarity of the player card corresponding to the player with outstanding technical ability or the popular player is set high.
The player card also includes the team (any of P1-P6, Q1-Q6), position (pitcher, catcher, first baser, left-handed, etc.) and the degree of influence the player card has on the game (typically positive) (Degree of influence) etc. may be set.
 図5に戻り、ゲームデータベース32は、ゲームサーバ20からのアクセスに基づき、ゲームサーバ20によって実行されるゲームの設定についての情報や、ゲームの結果(ゲーム結果)に関する情報を記憶、更新する。ゲーム結果に関する情報は、ゲームの性質によって多様な情報を含みうる。野球形式のデジタルカードゲームの場合を例に挙げれば、ゲーム結果に関する情報は、異なるユーザID同士の対戦の結果(スコア等)、特定の技能レベルの複数のユーザIDの間のリーグ戦の結果(スコア、ランキング等)などを含む。 Referring back to FIG. 5, the game database 32 stores and updates information on game settings executed by the game server 20 and information on game results (game results) based on access from the game server 20. Information related to game results may include various information depending on the nature of the game. For example, in the case of a baseball-format digital card game, information on game results includes results of matches between different user IDs (scores, etc.), results of league battles between a plurality of user IDs of specific skill levels ( Score, ranking, etc.).
 (5)ゲーム制御装置における各機能の概要
 本実施形態では、ゲームサーバ20及びデータベースサーバ30によってゲーム制御装置が構成されている。以下では、上述した野球形式のデジタルカードゲーム(以下、適宜単に「ゲーム」という。)が適用される場合を例として、本実施形態のゲーム制御装置で実現される機能について、図7を参照して説明する。図7は、本実施形態のゲーム制御装置で主要な役割を果たす機能を説明するための機能ブロック図である。
 なお、図7の機能ブロック図において、取得手段53、判別手段54及び付与手段55が本発明の主要な構成に対応している。その他の手段は必ずしも必須の構成ではないが、本発明をさらに好ましくするための構成である。
 また、以下の説明において、通信端末10に表示されるウェブページ上で表示されるメニュー、マーク等はウェブページ上で所望の位置に配置されるものであって、通信端末10で視認されるメニュー、マーク等の表示画面上の位置は、ユーザの方向指示釦あるいはタッチパネルの操作によるウェブページのスクロール操作によって変化しうる。
(5) Overview of Functions in Game Control Device In the present embodiment, the game control device is configured by the game server 20 and the database server 30. In the following, with reference to FIG. 7, the functions realized by the game control device of the present embodiment will be described by taking as an example the case where the above-described baseball-format digital card game (hereinafter simply referred to as “game”) is applied. I will explain. FIG. 7 is a functional block diagram for explaining functions that play a main role in the game control apparatus of the present embodiment.
In the functional block diagram of FIG. 7, the acquisition unit 53, the determination unit 54, and the provision unit 55 correspond to the main configuration of the present invention. Other means are not necessarily indispensable structures, but they are structures for making the present invention more preferable.
In the following description, menus, marks, and the like displayed on the web page displayed on the communication terminal 10 are arranged at desired positions on the web page, and are menus visually recognized on the communication terminal 10. The position on the display screen of the mark and the like can be changed by scrolling the web page by the user's direction instruction button or touch panel operation.
 登録手段51は、例えば通信端末10に提供するウェブページ上での通信端末10への適切な操作入力に基づいてユーザの要求を認識し、登録処理(ユーザ登録)を行う機能を備える。
 登録手段51の機能は、例えば以下のとおり実現される。ゲームサーバ20のCPU21は、通信インタフェース部25を介して通信端末10から登録要求メッセージを受信する。登録要求メッセージは、ゲームサーバ20から提供されるウェブページ上での通信端末10に対する所定の操作(例えば、所定のメニューの選択操作、テキスト入力等)によって自動的に生成されるように、ウェブページが構成されていてもよい。登録要求メッセージには、送信元の通信端末10を特定するための情報(例えば、端末識別情報、IPアドレス、メールアドレス等)が含まれていてもよく、あるいは、ユーザが既に同一のサービス提供者による他のゲームを利用している場合には、そのユーザIDが含まれていてもよい。
 CPU21は、登録要求メッセージを受信し、登録要求メッセージにユーザIDが含まれていない場合には、ユーザIDを新規に発行してそのユーザIDの登録処理を行った後、登録処理が完了した旨のメッセージを通信端末10へ送信する。CPU21は、登録要求メッセージを受信し、登録要求メッセージにユーザIDが含まれている場合には、そのユーザIDの登録処理を行った後、登録処理が完了したことを示す登録完了メッセージを通信端末10へ送信する。
 登録が完了すると、CPU21は、所定のデフォルトのデータが記述された新規のユーザIDについてのユーザデータを、ユーザデータベース31に格納する。
The registration unit 51 has a function of recognizing a user request based on an appropriate operation input to the communication terminal 10 on a web page provided to the communication terminal 10, for example, and performing a registration process (user registration).
The function of the registration means 51 is implement | achieved as follows, for example. The CPU 21 of the game server 20 receives a registration request message from the communication terminal 10 via the communication interface unit 25. The registration request message is automatically generated by a predetermined operation (for example, a predetermined menu selection operation, text input, etc.) on the communication terminal 10 on the web page provided from the game server 20. May be configured. The registration request message may include information (for example, terminal identification information, IP address, e-mail address, etc.) for specifying the transmission source communication terminal 10, or the service provider whose user is already the same. If other games are used, the user ID may be included.
When the CPU 21 receives the registration request message and the registration request message does not include the user ID, the CPU 21 issues a new user ID and performs registration processing of the user ID, and then the registration processing is completed. Is sent to the communication terminal 10. When the CPU 21 receives the registration request message and the registration request message includes a user ID, the CPU 21 performs registration processing of the user ID, and then transmits a registration completion message indicating that the registration processing is completed to the communication terminal. 10 to send.
When registration is completed, the CPU 21 stores user data for a new user ID in which predetermined default data is described in the user database 31.
 また、登録手段51は、ユーザ同士を関係付ける機能を備えてもよい。例えば、登録手段51は、ユーザIDに基づく申請を契機として当該ユーザIDを他のユーザIDと関係付けて登録してもよい。すなわち、登録手段51は、ユーザIDに基づく申請を契機として、他のユーザIDを「仲間」として登録する。なお、以下の説明では、ユーザIDが仲間の関係にあることと、対応するユーザが仲間の関係にあることとは、同義である。
 この場合の登録手段51は例えば、以下のとおり実行される。ゲームサーバ20のCPU21は、通信インタフェース部25を介して、あるユーザIDに対応するユーザの通信端末10から、仲間になりたいユーザID(あるいは、対応するユーザ名)を指定した申請メッセージ(申請)を受け付ける。この申請メッセージの送信は、ユーザの通信端末10に提供されるウェブページの機能として予め設定されている。CPU21は、申請メッセージを受け付けると、申請メッセージに含まれるユーザIDに基づくアクセスがあったタイミングで、そのユーザIDに対応する通信端末10宛に、他のユーザIDに基づく申請を承認するか否かを返信することを要求するためのウェブページを表示させるHTMLデータを送信する。その申請を承認することが返信されれば、CPU21は、両者を仲間として登録する。具体的には、CPU21は、ユーザデータベース31内の対応する2つのユーザIDのユーザデータの「仲間」の箇所(図6参照)にデータを書き込む。
 なお、ユーザ同士を関係付ける条件は、上記のような申請と承認を必要とする形式に限られず、同一のゲーム上のステージを実行するユーザや対戦を行ったユーザを、ユーザとゲーム内で関係付けられたユーザ、つまり仲間として登録してもよい。あるいは、所定回数の挨拶メッセージを送信するユーザ同士を自動的に仲間として登録してもよいし、ユーザ間で対戦を行うゲーム上のモードが存在する場合には、所定回数以上対戦を行ったユーザ同士を自動的に仲間として登録してもよい。
 また、ユーザ同士を関係付ける条件は、同一のゲーム上のステージ若しくはエリアを実行するユーザや試合を行ったユーザ同士を仲間として登録してもよい。あるいは、所定回数の挨拶メッセージを送信するユーザ同士を自動的に仲間として登録してもよいし、ユーザ間で対戦(バトル)を行うゲーム上のモードが存在する場合には、所定回数以上対戦を行ったユーザ同士や、協力して敵キャラクタと対戦をしたユーザ同士を自動的に仲間として登録してもよい。
 本実施形態では、ユーザ同士の仲間関係の登録をユーザデータベース31にデータを書き込むことによって実現する例を示したが、この例に限られない。仲間関係に関するデータは、ゲームサーバ20からアクセス可能なネットワーク上の外部の記憶装置に書き込まれるようにしてもよい。
 また、仲間毎にユーザとの親密度のパラメータを設定してもよい。親密度は、ユーザと仲間と間におけるプレゼントやメッセージの受領回数や送付回数により決定してもよい。プレゼントやメッセージの送付回数に応じてユーザにエールポイントを付与してもよい。
Moreover, the registration means 51 may be provided with the function which relates users. For example, the registration unit 51 may register the user ID in association with another user ID triggered by an application based on the user ID. That is, the registration unit 51 registers another user ID as a “mate” with an application based on the user ID as a trigger. In the following description, it is synonymous that the user ID is in a friend relationship and that the corresponding user is in a friend relationship.
The registration means 51 in this case is executed as follows, for example. The CPU 21 of the game server 20 sends an application message (application) specifying a user ID (or a corresponding user name) to be a friend from the communication terminal 10 of the user corresponding to a certain user ID via the communication interface unit 25. Accept. Transmission of this application message is preset as a function of a web page provided to the user's communication terminal 10. When receiving the application message, the CPU 21 approves an application based on another user ID to the communication terminal 10 corresponding to the user ID at the timing when the access is based on the user ID included in the application message. HTML data for displaying a web page for requesting the reply is transmitted. If it is replied that the application is approved, the CPU 21 registers both as friends. Specifically, the CPU 21 writes the data in the “mate” part (see FIG. 6) of the user data of the corresponding two user IDs in the user database 31.
The conditions for associating users are not limited to the forms that require application and approval as described above, and the relationship between the user who executes the stage on the same game or the user who played the battle is related to the user in the game. You may register as an attached user, that is, a friend. Alternatively, users who transmit a predetermined number of greeting messages may be automatically registered as friends, and if there is a mode on the game in which a battle between users exists, a user who has played a predetermined number of times or more You may automatically register each other as a friend.
Moreover, the conditions which relate users may register the user who performs the stage or area on the same game, and the users who played the game as friends. Alternatively, users who transmit a predetermined number of greeting messages may be automatically registered as friends, and if there is a game mode in which a battle (battle) is performed between users, a battle is performed more than a predetermined number of times. You may automatically register the users who went and the users who cooperated with the enemy character as friends.
In this embodiment, although the example which implement | achieves by registering data in the user database 31 by registering the friendship relationship between users was shown, it is not restricted to this example. The data regarding the friendship may be written in an external storage device on the network accessible from the game server 20.
Moreover, you may set the parameter of the closeness with a user for every associate. The intimacy may be determined by the number of times of receiving and sending presents and messages between users and friends. You may give an ale point to a user according to the number of times a present or message is sent.
 ゲーム進行手段52は、通信端末10に対するユーザの操作に応じて、通信端末10に表示されるウェブページを逐次更新するためのHTMLデータを送信することで、ゲームを進行させる。前述したように、野球形式のデジタルカードゲームには、ゲームを進行させる上で以下の処理が設けられている。
・スカウト処理:
 自らのチームを作り上げていくために選手カードを探索する処理である。スカウトを実行することで行動ポイントは消費するが、強化ポイントは増加する。
・強化処理:
 強化ポイントを消費することで、2枚以上の選手カードを一体化して特定の選手カードの能力を上昇させる処理である。この場合、特定の選手カードの能力は上昇するが、一体化に用いられた選手カードは消失する。つまり、一体化に用いられた選手カードの数だけ選手数が減少する。
・試合処理:
 他のユーザのチームと野球の試合を行う処理である。試合を行うことで運営ポイントは消費するが、試合に勝利すれば強化ポイントが増加する。
・抽選処理:
 エールポイントを消費して、抽選によって選手カードを入手する処理である。
・オーダー処理:
 ユーザが選手カードのオーダーの入れ替え、控えの選手カードとの交替等を実行するための処理である。
 上述したように、本実施形態のゲームでは、スカウト処理、強化処理、試合処理及び抽選処理の各処理の実行に伴ってゲーム上のポイントが消費される。
The game progress means 52 advances the game by transmitting HTML data for sequentially updating web pages displayed on the communication terminal 10 in response to a user operation on the communication terminal 10. As described above, a baseball digital card game is provided with the following processing in order to advance the game.
・ Scout processing:
This is a process of searching for player cards in order to build up their own team. Executing a scout consumes action points, but increases reinforcement points.
・ Strengthening process:
It is a process of increasing the ability of a specific player card by merging two or more player cards by consuming reinforcement points. In this case, the ability of a specific player card increases, but the player card used for integration disappears. That is, the number of players is reduced by the number of player cards used for integration.
・ Game processing:
This is a process of playing a baseball game with another user's team. Management points will be consumed by playing the game, but if you win the game, the points will increase.
・ Lottery processing:
It is a process of consuming an ale point and obtaining a player card by lottery.
・ Order processing:
This is a process for the user to change the order of a player card, to replace a player card with a copy, and the like.
As described above, in the game of this embodiment, points on the game are consumed with the execution of each process of the scout process, the strengthening process, the game process, and the lottery process.
 なお、ゲーム進行手段52を実現するに当たり、ゲームサーバ20のCPU21は、ウェブページ上に表示される各メニューに、ゲームを進行させるためのいずれかの処理を予め割り当てている。そして、CPU21は、通信端末10においてウェブページ上のメニューが選択されたときに、選択されたメニューについての情報を通信端末10から受信し、受信した情報に基づいて、選択されたメニューに割り当てられた処理を実行する。 In realizing the game progression means 52, the CPU 21 of the game server 20 assigns in advance any process for advancing the game to each menu displayed on the web page. Then, when the menu on the web page is selected in the communication terminal 10, the CPU 21 receives information about the selected menu from the communication terminal 10, and is assigned to the selected menu based on the received information. Execute the process.
 ゲーム進行手段52は、ゲームで実行される複数の処理が各々割り当てられた複数のメニューを通信端末10に表示させる。具体的には、CPU21は、複数のメニューを含むウェブページを表示するためのHTMLデータを生成して通信端末10宛に送信する。 The game progress means 52 causes the communication terminal 10 to display a plurality of menus each assigned a plurality of processes executed in the game. Specifically, the CPU 21 generates HTML data for displaying a web page including a plurality of menus, and transmits the HTML data to the communication terminal 10.
 ゲーム進行手段52によって通信端末10に表示されるゲームのトップページの例を図8に示す。このトップページは、個々のユーザIDに応じたウェブページで構成される。図8に例示されるトップページは、ユーザ名、チームのテキストのほか、ユーザデータ表示領域、選手画像表示領域及びメニュー表示領域を含む。
 ユーザデータ表示領域は、対象となるユーザIDのユーザデータに含まれる、技能レベル、行動ポイント、運営ポイント、強化ポイント、エールポイント、選手数、仲間の各項目のデータ(図6参照)が表示される領域である。なお、ユーザデータ表示領域に表示される項目で、X/Yの形式で表記されているポイントまたは数は、Xがユーザの保有するポイントまたは数であり、Yがそのポイントまたは数の最大値であることを示す。例えば、選手数が「40/60」と表記されていれば、ユーザが保有する選手数が40人であり、最大で保有可能な選手数が60人であることを示す。
 選手画像表示領域は、ユーザによって予め選択された選手カードの画像データが表示される領域である。
 メニュー表示領域は、野球形式のデジタルカードゲームに設けられる複数の処理(スカウト処理、強化処理、試合処理、抽選処理、オーダー処理)に対応した基本メニューとして、「スカウト」、「強化」、「試合」、「抽選」、「オーダー」の各メニューm1~m5が表示される領域である。つまり、ゲームで実行される複数の処理が各々割り当てられた複数のメニューが、通信端末10に表示されるウェブページの所定の位置にそれぞれ配置される。なお、オーダー処理は、ユーザの指示の下、選手カードのオーダーの入れ替え、控えの選手カードとの交替等を実行する処理である。
 ゲーム進行手段52は、通信端末10に表示されたメニューに対するユーザの選択操作に応じた処理を実行する。好ましくは、各処理が実行された場合、処理ごとに細分化された複数のメニューを含む新たなウェブページが表示されるようにして、階層的に各処理が実行される。
An example of the top page of the game displayed on the communication terminal 10 by the game progress means 52 is shown in FIG. This top page is composed of web pages corresponding to individual user IDs. The top page illustrated in FIG. 8 includes a user name display area, a player image display area, and a menu display area in addition to the user name and team text.
In the user data display area, skill level, action point, management point, strengthening point, yell point, number of players, and data of each item of fellows included in the user data of the target user ID (see FIG. 6) are displayed. Area. It should be noted that in the items displayed in the user data display area, the point or number written in the X / Y format is that X is the point or number held by the user, and Y is the maximum value of the point or number. Indicates that there is. For example, if the number of players is written as “40/60”, it indicates that the number of players held by the user is 40 and the maximum number of players that can be held is 60.
The player image display area is an area in which image data of a player card previously selected by the user is displayed.
The menu display area includes “Scout”, “Strengthen”, “Game” as a basic menu that supports multiple processes (scout process, reinforcement process, game process, lottery process, order process) provided in a baseball digital card game. ”,“ Lottery ”, and“ Order ”menus m1 to m5 are displayed. That is, a plurality of menus to which a plurality of processes executed in the game are assigned are respectively arranged at predetermined positions on the web page displayed on the communication terminal 10. Note that the order process is a process of executing an exchange of player card orders, replacement with a reserved player card, or the like under the instruction of the user.
The game progress means 52 executes processing corresponding to the user's selection operation for the menu displayed on the communication terminal 10. Preferably, when each process is executed, each process is executed hierarchically such that a new web page including a plurality of menus subdivided for each process is displayed.
 例えば、図8に示すトップページをユーザの通信端末10に表示する場合について、ゲーム進行手段52の機能は以下のようにして実現される。ゲームサーバ20のCPU21は、データベースアクセス部24を介してユーザデータベース31にアクセスし、ユーザデータ表示領域に含まれる各項目のデータと、選手画像表示領域に表示すべき選手カードの画像データを読み出す。次にCPU21は、図8に示したトップページが構成されるようにHTMLデータを生成し、通信端末10宛に送信する。生成されるHTMLデータは、ユーザごと(つまり、ユーザIDごと)に異なるものとなる。通信端末10は、受信したHTMLデータを解釈してトップページの画像を表示部16(表示画面16a)に表示する。 For example, when the top page shown in FIG. 8 is displayed on the communication terminal 10 of the user, the function of the game progress means 52 is realized as follows. The CPU 21 of the game server 20 accesses the user database 31 via the database access unit 24, and reads the data of each item included in the user data display area and the player card image data to be displayed in the player image display area. Next, the CPU 21 generates HTML data so that the top page shown in FIG. 8 is configured, and transmits it to the communication terminal 10. The generated HTML data is different for each user (that is, for each user ID). The communication terminal 10 interprets the received HTML data and displays the top page image on the display unit 16 (display screen 16a).
 [スカウト処理]
 ゲーム進行手段52は、ユーザが自らのチームを作り上げていくために選手カードを探索できるようにするスカウト処理を実行する。
 図9は、スカウト処理が実行された場合に通信端末10に表示されるウェブページの例を示す。図9は、トップページにおいてスカウトメニュー(図8のメニューm1)が選択操作されたときのウェブページの表示例である。
[Scout processing]
The game advancing means 52 executes a scout process that allows the user to search for player cards in order to build up their own team.
FIG. 9 shows an example of a web page displayed on the communication terminal 10 when the scout process is executed. FIG. 9 is a display example of a web page when the scout menu (menu m1 in FIG. 8) is selected on the top page.
 図9に例示するウェブページでは、表示領域100において、複数の地域(エリア)に分けられた日本地図が、探索の対象となるエリアが強調表示された状態で表示される。
 このスカウト処理では、ユーザは、探索の対象となるエリア(図9の例では、エリア9(サブエリア9-1,9-2,…))ごとに設けられる「探索する」と表記されたメニューm10を選択操作する。この操作を契機として、探索の対象となるエリアについての探索が行われ、選手が発掘された場合に表示領域102にその選手の選手カードが表示される仕組みになっている。このとき、メニューm10が選択操作されて探索が行われる度に、表示領域101に表示されている「探索率」(%)の値が増加する。また、表示領域101には、1回の探索に要する行動力の値(図9の例では「5」)、1回の探索で得られる強化ポイントの値(図9の例では「10」)が表示される。1回の探索につき、表示されている行動力の値だけ行動ポイントが減少し、表示されている量の強化ポイントが増加するように構成されている。ゲーム進行手段52では、探索を行う度に、CPU21がユーザデータベース31にアクセスし、対象となるユーザIDの行動ポイント及び強化ポイントの値を更新する。
In the web page illustrated in FIG. 9, the Japan map divided into a plurality of regions (areas) is displayed in the display region 100 with the area to be searched highlighted.
In this scout process, the user has a menu labeled “Search” provided for each area to be searched (in the example of FIG. 9, area 9 (subareas 9-1, 9-2,...)). Select m10. With this operation as a trigger, a search for an area to be searched is performed, and when a player is excavated, the player card of the player is displayed in the display area 102. At this time, each time the menu m10 is selected and a search is performed, the value of “search rate” (%) displayed in the display area 101 increases. In the display area 101, the value of the action force required for one search (“5” in the example of FIG. 9), and the value of the reinforcement point obtained by one search (“10” in the example of FIG. 9). Is displayed. For each search, the action points are decreased by the value of the displayed action force, and the displayed amount of reinforcement points is increased. In the game progress means 52, whenever it searches, CPU21 accesses the user database 31, and updates the value of the action point and reinforcement | strengthening point of user ID used as object.
 スカウト処理において、ゲームサーバ20のCPU21は、メニューm10に対する選択操作を認識すると、スカウト用に予め設けられた複数の選手の中から所定の、あるいはランダムな確率で抽選を行う。CPU21は、抽選により選手を得た(発掘した)場合には、ユーザデータベース31にアクセスし、対象となるユーザIDのデータに対して、発掘された新たな選手のデータを追加して、選手数の値を1だけ増加させる。さらにCPU21は、発掘された選手の選手カードを表示領域102に表示するためのHTMLデータを生成して通信端末10宛に送信する。なお、このHTMLデータは、表示領域101の探索率のデータが更新されるようにして構成されている。ユーザによるメニューm10に対する選択操作が繰返し行われ、図9においてサブエリア9-1,9-2,…のすべてのエリアの探索率が100%に達すると、エリア9についての探索は終了し、探索対象は次のエリア(この場合、エリア10)に移る。なお、後述するように、探索率が100%に達したとしても、表示領域102に表示可能な最大の枚数(図9のサブエリア9-1では、4枚)に相当する数の選手が発掘できたとは限らない。 In the scout process, when the CPU 21 of the game server 20 recognizes a selection operation for the menu m10, the CPU 21 performs a lottery with a predetermined or random probability from a plurality of players provided in advance for the scout. When the CPU 21 obtains (excavates) a player by lottery, the CPU 21 accesses the user database 31 and adds the data of the newly discovered player to the data of the target user ID. Is increased by one. Furthermore, CPU21 produces | generates the HTML data for displaying the player card of the excavated player in the display area 102, and transmits to communication terminal 10 addressed | directed. The HTML data is configured such that search rate data in the display area 101 is updated. When the selection operation for the menu m10 by the user is repeated and the search rate of all the sub-areas 9-1, 9-2,... Reaches 100% in FIG. The subject moves to the next area (in this case, area 10). As will be described later, even when the search rate reaches 100%, the number of players corresponding to the maximum number that can be displayed in the display area 102 (four in the sub-area 9-1 in FIG. 9) is excavated. It is not always possible.
 スカウト処理では、探索対象となるエリアごとに、1回の探索に要する行動ポイントが異なってもよい。つまり、探索対象となるエリアごとに、1回の探索で減少する(消費される)行動ポイントの量が異なってもよい。例えば、ユーザの技能レベルが上がるごとに、消費される行動ポイントの量を多くしてもよい。
 スカウト処理では、メニューm10に対する選択操作を行う度に行動ポイントが減少していくため、スカウト処理が実行された直後にトップページが表示される場合には、そのトップページに表示される行動ポイントがスカウト処理の実行前よりも減少されて表示されることになる。ユーザが保有する行動ポイントが0になれば、それ以上、探索を実行することはできない。但し、行動ポイントは、例えば所定時間(例えば3分)が経過する度に1ポイントずつ回復(増加)するので、所定時間経過すれば、再び、探索を行うことが可能になる。
In the scout process, the action points required for one search may be different for each area to be searched. That is, the amount of action points that are reduced (consumed) in one search may be different for each area to be searched. For example, each time the skill level of the user increases, the amount of action points consumed may be increased.
In the scout process, the action points decrease each time the selection operation is performed on the menu m10. Therefore, when the top page is displayed immediately after the scout process is executed, the action points displayed on the top page are It will be displayed in a reduced manner than before the scout process. If the action point possessed by the user becomes 0, the search cannot be executed any further. However, since the action points are recovered (increased) by one point each time a predetermined time (for example, 3 minutes) elapses, for example, the search can be performed again after the predetermined time elapses.
 [強化処理]
 ゲーム進行手段52は、2枚以上の選手カードを一体化して特定の選手カードの能力を上昇させる強化処理を実行する機能を有する。このゲームでは、ユーザが強化処理を実行するには一定量の強化ポイントが必要となる。
 この一体化の処理は、例えば以下のように行われてよい。強化対象となる選手カード(ユーザによって指定された、残留する選手カード)を選手Aの選手カードとし、選手Aの選手カードに一体化させられて消失する選手カードを選手Bの選手カードとする。この場合、一体化の処理では、CPU21が選手Aの選手カードの「打力」,「走力」,「守備力」の能力値を示すパラメータに対して、選手Bの選手カードの「打力」,「走力」,「守備力」の能力値を示すパラメータの一定比率をそれぞれ加算することで、新たな選手Aの選手カードのパラメータを算出するようにしてもよい。この強化処理によって、選手Bの選手カードの能力上の特徴が選手Aの選手カードに反映されることになる。
 強化処理後には、CPU21は、強化処理の後にユーザデータベース31にアクセスし、対象となるユーザIDのユーザデータから選手Bの選手カードのデータを削除し、選手数の値を1だけ減少させ、選手Aの選手カードのパラメータを書き換え、対象となるユーザIDの強化ポイントを所定量減少させる。なお、強化ポイントは、上記スカウト処理を実行したり、以下に説明する試合処理を実行したりすることによって増加する。
[Strengthening process]
The game progress means 52 has a function of executing a strengthening process for integrating two or more player cards to increase the ability of a specific player card. In this game, a certain amount of strengthening points is required for the user to execute the strengthening process.
This integration process may be performed as follows, for example. The player card to be strengthened (the remaining player card specified by the user) is the player card of player A, and the player card that is integrated with the player card of player A and disappears is the player card of player B. In this case, in the integration process, the CPU 21 sets the “batting force” of the player card of the player B against the parameters indicating the ability values of the “batting force”, “running ability”, and “defense ability” of the player A player card. The parameters of the player card of the new player A may be calculated by adding a certain ratio of the parameters indicating the ability values of “”, “running ability”, and “defense ability”. By this strengthening process, the characteristic features of the player B's player card are reflected in the player A's player card.
After the strengthening process, the CPU 21 accesses the user database 31 after the strengthening process, deletes the player card data of the player B from the user data of the target user ID, decreases the value of the number of players by 1, The parameter of the player card of A is rewritten, and the reinforcement point of the target user ID is reduced by a predetermined amount. In addition, a reinforcement | strengthening point increases by performing the said scout process or performing the game process demonstrated below.
 強化処理についての通信端末10における表示例について図10A及び図10Bを参照して説明する。図10A及び図10Bは、通信端末10に対する操作に応じて一連に表示される表示例である。
 ゲームサーバ20のCPU21は、例えば図8のウェブページ上でメニューm2が選択されたことを認識すると、一体化の対象となる複数の選手カードの選択を促すウェブページを表示するためのHTMLデータを通信端末10宛に送信する。このとき最初に表示されるウェブページの一例は、図10AのウェブページP1に示すように、強化指定選手(強化対象となる選手カードに対応する選手キャラクタ)の一覧であり、選択操作によって強化指定選手を選択できるように構成されている。強化指定選手が選択されると次に、図10AのウェブページP2に示すように、一体化させる選手(消失する選手カードに対応する選手キャラクタ)の一覧が表示される。図10Aに示す各ウェブページは、選択操作によっていずれかの選手を選択できるように構成されている。図10BのウェブページP3は確認用画面であり、例えば強化指定選手として選手A、一体化させる選手として選手Bが選択された例が示されている。ここで、「強化する」というメニューを選択する操作が行われると、その選択結果がゲームサーバ20へ通知される。ゲームサーバ20のCPU21は、受信した選択結果に基づいて、選手Aの選手カードの新たな能力値を示すパラメータを算出するとともに、ユーザデータベース31にアクセスして、選手Bの選手カードのデータを、対象となるユーザIDのデータから削除する。CPU21は、新たなパラメータの増加度合いを示す値を含むHTMLデータを通信端末10宛に送信する。このHTMLデータの受信により、通信端末10は、図10BのウェブページP4及びP5に示すように、選択された選手Aの選手カードと選手Bの選手カードが重なり合い、合体して選手Aの選手カードのみが表示されるような演出表示を行う。図10BのウェブページP5に示すように、強化対象の選手Aの選手カードの能力値の増加度合い(図10BのウェブページP5の例では、打力が28、走力が50、守備力が24)を定量的に表示することが好ましい。
A display example on the communication terminal 10 regarding the enhancement processing will be described with reference to FIGS. 10A and 10B. 10A and 10B are display examples displayed in series according to operations on the communication terminal 10.
For example, when the CPU 21 of the game server 20 recognizes that the menu m2 is selected on the web page of FIG. 8, HTML data for displaying a web page that prompts selection of a plurality of player cards to be integrated is displayed. Transmit to the communication terminal 10. One example of the web page that is displayed first at this time is a list of strengthening designated players (player characters corresponding to the player cards to be strengthened), as shown on the web page P1 in FIG. 10A. It is configured so that players can be selected. When the strengthening designated player is selected, a list of players to be integrated (player characters corresponding to disappearing player cards) is displayed as shown in the web page P2 of FIG. 10A. Each web page shown in FIG. 10A is configured such that any player can be selected by a selection operation. A web page P3 in FIG. 10B is a confirmation screen. For example, an example in which player A is selected as the strengthening designated player and player B is selected as the player to be integrated is shown. Here, when an operation of selecting the menu “enhance” is performed, the selection result is notified to the game server 20. The CPU 21 of the game server 20 calculates a parameter indicating a new ability value of the player card of the player A based on the received selection result, and accesses the user database 31 to obtain the player card data of the player B. Delete from the data of the target user ID. The CPU 21 transmits HTML data including a value indicating the new parameter increase degree to the communication terminal 10. By receiving this HTML data, the communication terminal 10 causes the selected player A's player card and player B's player card to overlap and merge as shown in the web pages P4 and P5 of FIG. 10B. An effect display is performed so that only is displayed. As shown in the web page P5 in FIG. 10B, the degree of increase in the ability value of the player card of the player A to be strengthened (in the example of the web page P5 in FIG. 10B, the batting power is 28, the running power is 50, and the defense power is 24 ) Is preferably displayed quantitatively.
 [試合処理]
 ゲーム進行手段52は、ユーザによる通信端末10の操作入力を契機として、他のユーザのチームと野球の試合を行う試合処理を実行する機能を有する。
 このゲームでは、試合処理を実行するには運営ポイントを必要とし、試合に勝利することで強化ポイントを得ることができる。つまり、試合処理の実行によって、ユーザIDに対応する運営ポイント、強化ポイントの値が変化しうる。1回の試合で必要となる(消費する)運営ポイントは、ユーザのチームで組まれるオーダーによって定まる値である。ユーザは、ユーザが保有する選手カードの中から試合に出場させたい選手カードをオーダー処理によって組み替えることができるが、試合に出場させたい所定数の選手カードによって、運営ポイントの消費量が決定される。例えば、選手カードごとに1回の試合で必要となるコスト(必要ポイント)が予め割り当てられており、試合に出場させたい所定数の選手の必要ポイントの合計が運営ポイントとなる。運営ポイントは、例えば所定時間(例えば1分)が経過する度に1ポイントずつ回復(増加)する。
[Game processing]
The game advancing means 52 has a function of executing a game process for playing a baseball game with another user's team in response to an operation input of the communication terminal 10 by the user.
In this game, management points are required to execute the game process, and strengthening points can be obtained by winning the game. That is, the value of the management point and the reinforcement point corresponding to the user ID can be changed by executing the game process. The management point required (consumed) in one game is a value determined by the order formed by the user's team. The user can rearrange the player cards he / she wants to participate in the game from among the player cards held by the user by order processing, but the consumption of management points is determined by the predetermined number of player cards he / she wants to participate in the game. . For example, a cost (necessary points) necessary for one game is assigned in advance for each player card, and the total of necessary points of a predetermined number of players who want to participate in the game becomes the management point. The management points are recovered (increased) by one point each time a predetermined time (for example, 1 minute) elapses, for example.
 ゲーム進行手段52が試合処理を実行する機能は、例えば以下のとおり実現される。図11は、ゲーム進行手段52の機能により実現される、ユーザの通信端末10上に表示されるウェブページの例を示す図である。 The function that the game progression means 52 executes the game process is realized as follows, for example. FIG. 11 is a diagram showing an example of a web page displayed on the user communication terminal 10 realized by the function of the game progress means 52.
 あるユーザIDに対応するユーザの通信端末10のトップページ上でメニューm3(図8参照)の選択操作がなされ、その選択結果を受信すると、ゲームサーバ20のCPU21は、そのユーザIDの試合相手の複数の候補を、ユーザデータベース31に含まれる他のユーザIDの中からランダムに決定する。このとき、試合相手の候補の技能レベルは、メニューm3を選択操作したユーザと同一の技能レベルであることが好ましい。CPU21は、複数の試合相手の候補のリストからいずれかの候補を選択可能とするウェブページを表示するためのHTMLデータをユーザの通信端末10宛に送信する。
 複数の試合相手の候補のリストからいずれかの候補を選択する操作がユーザによってなされると、図11のウェブページP6に示すように、試合相手(対戦相手)ととともに試合開始の指示を促すメニューを含むウェブページが表示される。ここで、ユーザが「試合開始」のメニューを選択すると、CPU21は試合結果を決定する処理を行う。試合結果を決定するに当たって、CPU21は、データベースアクセス部24を介してデータベースサーバ30のユーザデータベース31にアクセスし、対象となるユーザIDの運営ポイントが試合の実行に必要とする所定量以上である場合に、運営ポイントからその所定量を減少させるとともに、試合相手となる2つのユーザIDに対応付けられた複数の選手カードの能力を示すパラメータを読み出す。そして、CPU21は、読み出したパラメータに基づいてユーザ間の試合結果を決定する。
When the selection operation of the menu m3 (see FIG. 8) is performed on the top page of the communication terminal 10 of the user corresponding to a certain user ID and the selection result is received, the CPU 21 of the game server 20 A plurality of candidates are randomly determined from other user IDs included in the user database 31. At this time, the skill level of the match candidate is preferably the same skill level as the user who selected and operated the menu m3. CPU21 transmits the HTML data for displaying the web page which can select any candidate from the list | wrist of a some opponent candidate to addressed to a user's communication terminal 10. FIG.
When an operation for selecting any candidate from a list of candidates for a plurality of opponents is performed by the user, as shown on the web page P6 in FIG. 11, a menu that prompts an instruction to start a match with the opponent (the opponent). A web page containing is displayed. Here, when the user selects the “game start” menu, the CPU 21 performs a process of determining the game result. In determining the game result, the CPU 21 accesses the user database 31 of the database server 30 via the database access unit 24, and the management point of the target user ID is greater than or equal to a predetermined amount required for the execution of the game. In addition, the predetermined amount is reduced from the management point, and a parameter indicating the ability of the plurality of player cards associated with the two user IDs as the opponents is read out. And CPU21 determines the game result between users based on the read parameter.
 試合結果の決定方法は、選手カードの能力値がその勝敗に影響を与える方法である限り如何なる方法を採ることができる。例えば、試合相手となる2人のユーザが保有する複数の選手カードのパラメータの合計値を比較し、合計値が大きな方のユーザが高い確率(例えば、60~90%の範囲内の所定の確率)をもって勝利するように設定してもよい。この勝率は、能力値の差が大きいほど高い確率としてもよい。このとき、図6に示したように、能力値を示すパラメータの項目が複数存在する場合には、各選手カードのパラメータを代表する値として、各項目のパラメータの値に対して所定の重み付け(例えば、図6の例では、「打力」を0.4、「走力」を0.2、「守備力」を0.4の重み付けにする等)をもって総合的な能力値を設定してもよい。 The game result can be determined by any method as long as the ability value of the player card affects the winning or losing. For example, by comparing the total values of the parameters of a plurality of player cards held by two users who are opponents, the user with the larger total value has a higher probability (for example, a predetermined probability within the range of 60 to 90%) ) May be set to win. The win rate may be higher as the difference in ability values is larger. At this time, as shown in FIG. 6, when there are a plurality of parameter items indicating the ability value, a predetermined weighting is given to the parameter value of each item as a value representing the parameter of each player card ( For example, in the example of FIG. 6, the overall ability value is set with a weight of 0.4 for “strike”, 0.2 for “running power”, and 0.4 for “defense”. Also good.
 CPU21は、試合結果を決定すると、試合結果をユーザに通知するために、その試合結果を含むウェブページを表示させるHTMLデータを、「試合開始」のメニューの選択操作を行ったユーザの携帯端末10宛に送信する。「試合開始」のメニューを選択する操作が行われてから、試合結果を含むウェブページが表示されるまでの時間は極めて短時間(例えば数秒)であるため、ユーザは、簡易な操作のみで極めて短期間で試合結果を知ることができる。図11のウェブページP7は、試合処理の実行によって表示されるウェブページを示す図である。図11のウェブページP7では、例えばスコア等を含む試合結果が表示される。 When the CPU 21 determines the game result, in order to notify the user of the game result, the mobile terminal 10 of the user who has selected the HTML data for displaying the web page including the game result of the “start game” menu. Send to Since the time until the web page including the game result is displayed after the operation for selecting the “start game” menu is performed is extremely short (for example, several seconds), the user can perform extremely simple operations. You can know the game results in a short period of time. A web page P7 in FIG. 11 is a diagram showing a web page displayed by executing the game process. On the web page P7 in FIG. 11, for example, a game result including a score or the like is displayed.
 [抽選処理]
 ゲーム進行手段52は、抽選によって選手カードをユーザに付与することを可能とする抽選処理を実行する。抽選処理は、好ましくは、選手カードを抽選箱の中から1枚を取り出す(引く)ような演出を経て実行される。抽選によって出現する選手カードは基本的にランダムであるが、レア度の高い選手カード(いわゆるレアカード)が抽選で出現する確率は非常に低く設定されている。抽選処理は、所定量のエールポイントと引き換えに行われてもよい。
[Lottery processing]
The game advancing means 52 performs a lottery process that allows a player card to be given to the user by lottery. The lottery process is preferably executed through an effect of taking out (drawing) one player card from the lottery box. The player cards that appear in the lottery are basically random, but the probability that a player card with a high degree of rarity (so-called rare card) will appear in the lottery is set very low. The lottery process may be performed in exchange for a predetermined amount of ale points.
 以上、ゲーム進行手段52の主要な機能(スカウト処理、強化処理、試合処理、及び抽選処理)について説明した。ゲーム進行手段52は、メニューの選択操作(所定の操作入力)に関する情報に基づいて、ユーザがゲーム上保有するポイントが消費されるとともにゲームが進行されるように、ゲームを制御する。ここで、「所定の操作入力に関する情報」とは、ゲーム制御装置に対して直接操作入力されることにより得られる情報に限られず、例えば、ゲーム制御装置にアクセス可能な外部装置に対して操作入力されることにより得られる情報であってもよい。
 ゲーム進行手段52はさらに、ユーザが保持する各ポイントあるいは選手数に基づいて、ユーザによって選択されたメニューに応じた機能(スカウト処理、強化処理、試合処理、及び抽選処理)が実行できるか否かを判定し、選択されたメニューに応じた機能が実行できない場合には、機能が実行できないことをユーザに報知するためのテキストを含むページを通信端末10上に表示する。例えば、ポイントが所定の閾値より低い場合にゲームの進行が制限されるように構成されている場合、具体的には、1回の探索に行動力が「5」必要となるエリアについてスカウト処理を実行しようとする場合に、ユーザの行動ポイントが「3」のときには、スカウト処理が実行できないため、例えば「行動ポイントが足りません。行動ポイントは3分ごとに1回復します。ゆっくり待ちましょう。」などといったテキストを表示させる。このとき、ゲームサーバ20のCPU21は、ユーザデータベース31にアクセスして、ユーザの行動ポイントのデータと、探索対象のエリアに要する行動力(既定値)との比較処理を行って、スカウト処理の実行可否を判定する。
The main functions (scout process, reinforcement process, game process, and lottery process) of the game progress means 52 have been described above. The game progression means 52 controls the game based on the information related to the menu selection operation (predetermined operation input) so that the points held by the user on the game are consumed and the game proceeds. Here, the “information relating to the predetermined operation input” is not limited to information obtained by directly inputting an operation to the game control device. For example, an operation input to an external device accessible to the game control device It may be information obtained by doing so.
Whether or not the game progression means 52 can further execute functions (scout processing, strengthening processing, game processing, and lottery processing) according to the menu selected by the user based on each point or the number of players held by the user. If the function corresponding to the selected menu cannot be executed, a page including text for notifying the user that the function cannot be executed is displayed on the communication terminal 10. For example, when the game progress is limited when the points are lower than a predetermined threshold, specifically, the scout process is performed for an area where the action power is required to be “5” for one search. When trying to execute, when the user's action point is “3”, the scout process cannot be executed. For example, “There are not enough action points. The action point recovers 1 every 3 minutes. . "Is displayed. At this time, the CPU 21 of the game server 20 accesses the user database 31, performs a comparison process between the user action point data and the action power (predetermined value) required for the area to be searched, and executes the scout process. Judgment is made.
 ここで、本実施形態のゲームでは、ユーザの通信端末10が、野球の試合が行われる試合時間帯に当該試合が行われる野球場(スタジアム)内に存在する場合に、当該ユーザに対して特典を付与する処理が行われるようになっている。この処理は、取得手段53、判別手段54及び付与手段55によって実行される。以降では、各手段の詳細について説明する。 Here, in the game of the present embodiment, when the user's communication terminal 10 is present in a baseball field (stadium) where the game is performed during a game time zone when the baseball game is performed, a privilege is given to the user. The process of giving is performed. This process is executed by the acquisition unit 53, the determination unit 54, and the provision unit 55. Hereinafter, details of each means will be described.
 取得手段53は、ユーザの通信端末10の現在位置(位置)を示す位置情報を取得する機能を備える。取得手段53の機能は、以下のように実現される。
 例えば、ユーザが、図8に示すトップページ上でメニューm1~m5のうち何れかのメニューを選択すると、通信端末10のCPU11は、ウェブページを表示するためのHTMLデータの送信要求メッセージを、通信インタフェース部17を介してゲームサーバ20に送信する。
 一方、ゲームサーバ20のCPU21は、HTMLデータの送信要求メッセージを、通信インタフェース部25を介して受信すると、位置情報の送信要求メッセージを、通信インタフェース部25を介して通信端末10に送信する。
 通信端末10のCPU11は、位置情報の送信要求メッセージを受信すると、通信端末10の現在位置をGPS測位部18に測位させる。そして、CPU11は、GPS測位部18の測位によって得られた位置情報を、ユーザIDと対応付けて、ゲームサーバ20に送信する。
 ゲームサーバ20のCPU21は、位置情報を受信する(取得する)毎に、取得した位置情報をユーザデータベース31内の現在位置データに記録する。図12に現在位置データの構成例を示す。図12に示すように、現在位置データは、複数のユーザ(ユーザID)ごとに設けられている。現在位置データは、位置情報の取得日時(位置情報に含まれる測位時刻)、位置情報に含まれる緯度及び経度が、位置情報を取得する毎に記述されたデータである。そして、CPU21は、ユーザが選択したメニューに応じたウェブページを表示するためのHTMLデータを生成し、通信端末10宛に送信する。
The acquisition unit 53 has a function of acquiring position information indicating the current position (position) of the user's communication terminal 10. The function of the acquisition means 53 is implement | achieved as follows.
For example, when the user selects any one of the menus m1 to m5 on the top page shown in FIG. 8, the CPU 11 of the communication terminal 10 communicates an HTML data transmission request message for displaying a web page. This is transmitted to the game server 20 via the interface unit 17.
On the other hand, when the CPU 21 of the game server 20 receives a transmission request message for HTML data via the communication interface unit 25, the CPU 21 transmits a transmission request message for position information to the communication terminal 10 via the communication interface unit 25.
When receiving the position information transmission request message, the CPU 11 of the communication terminal 10 causes the GPS positioning unit 18 to measure the current position of the communication terminal 10. Then, the CPU 11 transmits the position information obtained by the positioning of the GPS positioning unit 18 to the game server 20 in association with the user ID.
The CPU 21 of the game server 20 records the acquired position information in the current position data in the user database 31 every time it receives (acquires) the position information. FIG. 12 shows a configuration example of the current position data. As shown in FIG. 12, the current position data is provided for each of a plurality of users (user IDs). The current position data is data in which position information acquisition date and time (positioning time included in the position information) and latitude and longitude included in the position information are described each time the position information is acquired. And CPU21 produces | generates the HTML data for displaying the web page according to the menu which the user selected, and transmits to communication terminal 10 addressed | directed.
 なお、上述した取得手段53の機能の実現例では、ゲームサーバ20のCPU21は、図8に示すトップページ上でメニューm1~m5のうち何れかのメニューが選択された場合に位置情報の送信要求メッセージを送信することとしているが、この場合に限られない。例えば、ゲームサーバ20のCPU21は、位置情報の送信要求メッセージを送信するためのメニューを予め設定(例えば、位置情報の送信要求メッセージを送信するのは、メニューm1が選択操作された場合のみ等)してもよいし、各メニューm1~m5の選択回数が所定回数(例えば5回)に達する毎に位置情報の送信要求メッセージを送信してもよい。また、ゲームサーバ20のCPU21は、例えば、図8に示すトップページを表示するためのHTMLデータの送信要求メッセージを受信した場合に、位置情報の送信要求メッセージを送信してもよいし、通信端末10との間で所定の認証処理(例えば、ログイン認証など)を行う際に、位置情報の送信要求メッセージを送信してもよい。 In the implementation example of the function of the acquisition unit 53 described above, the CPU 21 of the game server 20 requests the position information to be transmitted when any of the menus m1 to m5 is selected on the top page shown in FIG. The message is to be transmitted, but this is not a limitation. For example, the CPU 21 of the game server 20 presets a menu for transmitting a position information transmission request message (for example, the position information transmission request message is transmitted only when the menu m1 is selected). Alternatively, the position information transmission request message may be transmitted each time the number of selections of the menus m1 to m5 reaches a predetermined number (for example, five times). Further, the CPU 21 of the game server 20 may transmit a position information transmission request message, for example, when receiving a transmission request message of HTML data for displaying the top page shown in FIG. When a predetermined authentication process (for example, login authentication or the like) is performed with the terminal 10, a position information transmission request message may be transmitted.
 判別手段54は、ユーザの通信端末10が、野球の試合(所定のイベント)が行われる試合時間帯(イベント期間内)に当該試合が行われるスタジアム(所定領域)内に存在するか否かを、位置情報に基づいて判別する機能を備える。ここで、「試合時間帯」には、試合開始から試合終了までの時間だけではなく、例えば、試合開始前の練習時間や試合終了後のファンサービスの時間等が含まれてもよい。また、「所定のイベント」とは、例えば、ゲームにおいて模擬された現実世界のイベントであってもよく、具体的には、野球ゲームの場合には野球の試合(イベント)であってよいし、サッカーゲームの場合にはサッカーの試合(イベント)であってよいし、音楽ゲームの場合には音楽の演奏(イベント)であってよい。さらに、「イベントが行われる所定領域」とは、例えば、野球やサッカー、アメリカンフットボールの試合等が行われるスタジアムであってもよいし、ゲームセンター、競馬場、コンサートホールやその他所定のイベントが行われる会場であってもよい。 The discriminating means 54 determines whether or not the user's communication terminal 10 exists in a stadium (predetermined area) where the game is played during a game time zone (within an event period) in which a baseball game (predetermined event) is performed. A function of discriminating based on position information is provided. Here, the “game time zone” may include not only the time from the start of the game to the end of the game but also, for example, the practice time before the start of the game, the time of the fan service after the end of the game, and the like. In addition, the “predetermined event” may be, for example, a real-world event that is simulated in a game. Specifically, in the case of a baseball game, it may be a baseball game (event). In the case of a soccer game, it may be a soccer game (event), and in the case of a music game, it may be a music performance (event). Furthermore, the “predetermined area where the event is performed” may be, for example, a stadium where a baseball game, soccer game, American football game, or the like is performed, a game center, a racetrack, a concert hall, or other predetermined event. It may be a venue.
 判別手段54の機能は、以下のようにして実現できる。
 ゲームサーバ20のCPU21は、ユーザの通信端末10の位置情報を取得し、取得した位置情報を現在位置データに記録すると、当該ユーザの通信端末10が、野球の試合の試合時間帯にスタジアム内に存在するか否かを判別する。具体的に説明すると、CPU21は、ユーザデータベース31にアクセスし、ユーザのユーザIDに対応する現在位置データを参照する。そして、CPU21は、現在位置データに記録された位置情報のうち最新の位置情報の緯度及び経度がスタジアム内に含まれるか否か、及び、最新の位置情報の取得日時が野球の試合時間帯に含まれるか否かを判別する。なお、通信端末10の現在位置がスタジアム内に存在するか否かを判別するために、スタジアムの外縁の緯度及び経度は、ゲームデータベース32に予め記録されていてもよい。また、野球の試合時間帯などの情報(例えば、練習開始時刻、試合開始時刻、各イニングの開始及び終了時刻、試合終了時刻、試合終了後のファンサービスの開始及び終了時刻など)は、ゲームデータベース32に逐次記録されるようにしてもよい。
 最新の位置情報の緯度及び経度がスタジアム内に含まれ、且つ、最新の位置情報の取得日時が野球の試合時間帯に含まれる場合、CPU21は、ユーザの通信端末10が、試合時間帯にスタジアム内に存在すると判別する。
The function of the discriminating means 54 can be realized as follows.
When the CPU 21 of the game server 20 acquires the position information of the user's communication terminal 10 and records the acquired position information in the current position data, the user's communication terminal 10 enters the stadium during the game time zone of the baseball game. Determine if it exists. Specifically, the CPU 21 accesses the user database 31 and refers to current position data corresponding to the user ID of the user. Then, the CPU 21 determines whether the latitude and longitude of the latest position information among the position information recorded in the current position data is included in the stadium, and the acquisition date and time of the latest position information is in the baseball game time zone. It is determined whether or not it is included. Note that the latitude and longitude of the outer edge of the stadium may be recorded in advance in the game database 32 in order to determine whether or not the current position of the communication terminal 10 exists in the stadium. Also, information such as baseball game time zone (for example, practice start time, game start time, start and end times of each inning, game end time, start and end time of fan service after the game ends) is stored in the game database. 32 may be sequentially recorded.
When the latitude and longitude of the latest position information is included in the stadium, and the acquisition date and time of the latest position information is included in the baseball game time zone, the CPU 21 causes the user communication terminal 10 to play the stadium in the game time zone. It is determined that it exists inside.
 付与手段55は、ユーザの通信端末10が試合時間帯(イベント期間内)にスタジアム(所定領域)に存在すると判別された後、所定の時刻から第1の所定期間内に前記ユーザに対してゲーム上の特典(第1の特典)を付与する機能を備える。
 ここで、「ユーザに対して特典を付与する」とは、特典(例えば、ポイント、アイテムなど)に関する情報をユーザのユーザIDに対応付けた状態で所定の記憶装置(例えばユーザデータベース31など)に記憶させることであってよい。また、所定の記憶装置は、例えばゲームサーバ20に設けられていてもよいし、ユーザの通信端末10などに設けられていてもよい。
 また、「特典」とは、ゲーム上のポイント若しくはアイテム、又はゲーム上の有利な効果などであってよい。さらに、「アイテム」とは、例えば、キャラクタのパラメータやポイントなどを回復する回復薬や、キャラクタの能力を上昇させる薬品などであってもよいし、キャラクタが使用する武器や防具などであってもよい。また、「アイテム」とは、通信端末10がスタジアムに存在する場合にのみ与えられる特殊なアイテムであってもよい。さらに、「ゲーム上の有利な効果」とは、例えば、ユーザがゲーム上保有するアイテム(例えば選手カード)のパラメータを上昇させたり、キャラクタの能力を向上させることであってもよいし、ユーザが特殊なアイテムを入手できることであってもよい。また、「ゲーム上の有利な効果」とは、ゲームにおけるシナリオの進行を進め易くするように設定を調整することであってもよく、例えば、ユーザの操作に応じて消費するゲーム上の各種ポイント(行動ポイント、運営ポイント、強化ポイント、エールポイント)の消費量を通常よりも低減させることであってもよいし、ポイントを入手できることであってもよい。なお、仲間を作ることでポイントを入手できる構成が既に設けられている場合には、そのポイントよりも多くのポイントを入手できるようにすればよい。さらに、「ゲーム上の有利な効果」とは、間接的にゲームを有利に進められるようにゲーム上の設定を調整することであってもよく、例えば、ユーザが特殊なアイテムを取得可能なイベントを発生させることでもよいし、強化処理において選手カードの能力値が大幅に上昇する確率を上昇させることであってもよい。
 また、「ゲーム上の有利な効果」とは、ユーザ毎の行動ポイント、運営ポイントの上限値を、通常の値である第1の値から、通常よりも高い第2の値まで上昇させることであってもよい。この場合、行動ポイント、運営ポイントの上限値を第2の値まで上昇させるだけでなく、すなわち、ポイントの枠を大きくするだけでなく、実際にユーザが保有している現状の行動ポイント、運営ポイントを第2の値まで上昇させてもよい。行動ポイント、運営ポイントの上限値を上昇させた場合、第1の所定期間が経過するまで上昇させた上限値を維持してもよい。例えば、3日間のみ行動ポイント、運営ポイントを第2の値まで上昇させ、その後は第1のポイントに戻すようにしてもよい。あるいは、ゲームの実行により行動ポイント、運営ポイントが第1の値またはそれ以下にまで低減したときに、上限値を元(第1の値)に戻してもよい。
 例えば、通常の行動ポイントの上限値が80(第1の値)、通常の運営ポイントの上限値が100(第1の値)であるときに、ユーザが試合時間帯にスタジアムにいた場合、行動ポイントの上限値を100(第2の値)、運営ポイントの上限値を120(第2の値)でまで上昇させてもよい。その際、行動ポイントや運営ポイントを消費していて、仮に両方とも10であったとしても、行動ポイントを100(第2の値)まで、運営ポイントを120(第2の値)まで上昇させてもよい。その後、行動ポイントや運営ポイントを消費し、行動ポイントが80(第1の値)を下回ったときや、運営ポイントが100(第1の値)を下回ったときに、上限値を元に戻してもよい。
 また、「ゲーム上の有利な効果」とは、例えば、所定時間の経過により各種ポイントが付与される場合において、各種ポイントの量を所定の割合だけ増加させることであってもよい。
 また、「ゲーム上の有利な効果」とは、例えば、抽選処理において、レア度の高い選手カードが出現する確率を通常よりも高くすることであってもよい。抽選処理を実行するゲーム進行手段52は、抽選手段の一例である。
The granting means 55 determines whether the user's communication terminal 10 exists in the stadium (predetermined area) during the game time period (within the event period) and then plays the game to the user within a first predetermined period from a predetermined time. It has a function to give the above privilege (first privilege).
Here, “giving a privilege to a user” means that information relating to a privilege (eg, points, items, etc.) is associated with the user ID of the user in a predetermined storage device (eg, the user database 31). It may be memorized. The predetermined storage device may be provided in the game server 20, for example, or may be provided in the user's communication terminal 10 or the like.
The “privilege” may be a point or item on the game or an advantageous effect on the game. Furthermore, the “item” may be, for example, a recovery drug that recovers the character's parameters or points, a drug that increases the character's ability, or a weapon or armor used by the character. Good. Further, the “item” may be a special item that is given only when the communication terminal 10 exists in a stadium. Furthermore, the “advantageous effect on the game” may be, for example, increasing the parameter of an item (for example, a player card) that the user holds in the game or improving the ability of the character. It may be possible to obtain special items. In addition, the “advantageous effect on the game” may be to adjust the setting so as to facilitate the progress of the scenario in the game, for example, various points on the game that are consumed according to the user's operation. It may be that the consumption of (action points, management points, reinforcement points, ale points) is reduced more than usual, or points may be available. In addition, when the structure which can acquire a point by making a friend is already provided, what is necessary is just to make it possible to acquire more points than the point. Furthermore, the “advantageous effect on the game” may be an adjustment of the setting on the game so that the game can be indirectly advantageous, for example, an event that allows the user to acquire a special item May be generated, or the probability that the ability value of the player card significantly increases in the strengthening process may be increased.
Moreover, the “advantageous effect on the game” means that the upper limit value of the action point and the management point for each user is increased from the first value that is a normal value to a second value that is higher than the normal value. There may be. In this case, not only the upper limit of the action point and the management point is increased to the second value, that is, not only the point frame is enlarged, but also the current action point and the management point that the user actually holds May be raised to a second value. When the upper limit value of the action point and the management point is increased, the increased upper limit value may be maintained until the first predetermined period elapses. For example, the action point and the management point may be raised to the second value only for 3 days, and then returned to the first point. Alternatively, the upper limit value may be returned to the original value (first value) when the action points and the management points are reduced to the first value or lower due to the execution of the game.
For example, when the upper limit value of the normal action point is 80 (first value) and the upper limit value of the normal operation point is 100 (first value), if the user is in the stadium during the match time, The upper limit value of points may be increased to 100 (second value), and the upper limit value of operation points may be increased to 120 (second value). At that time, even if both action points and management points are consumed and both are 10, the action points are increased to 100 (second value) and the operation points are increased to 120 (second value). Also good. After that, the action points and management points are consumed, and when the action points fall below 80 (first value) or when the management points fall below 100 (first value), the upper limit value is restored. Also good.
In addition, the “advantageous effect on the game” may be, for example, increasing the amount of various points by a predetermined ratio when various points are awarded over a predetermined time.
In addition, the “advantageous effect on the game” may be, for example, to increase the probability of appearance of a player card having a high degree of rarity in a lottery process. The game progression means 52 that executes the lottery process is an example of a lottery means.
 付与手段55の機能は、以下のようにして実現できる。なお、以下では、ユーザに付与される特典が、各種ポイント(行動ポイント、運営ポイント、強化ポイント、エールポイント)の消費量を通常(つまり、ユーザの通信端末10が試合時間帯にスタジアムに存在すると判別されない場合)よりも低減させることである場合を一例として説明する。ここで、各種ポイントのうち少なくとも一種類のポイントの消費量が低減されるようにしてもよい。
 例えば、ユーザの保有するポイントの量が所定の閾値より低い場合にゲームの進行が制限されるように構成されている場合、特典がユーザに付与されると、後述する特典付与期間内(第1の所定期間内)における1回の操作当たりのポイントの消費量が低減される。このため、ユーザは、特典付与期間において、操作回数を通常よりも増やすことができるので、ゲームの進行度を通常よりも早く上げることができるというメリットが得られる。ユーザは、このメリットを得るために、野球の試合が行われているスタジアムに積極的に出向くことが動機付けられる。
The function of the provision means 55 is realizable as follows. In the following, when the privilege given to the user is the amount of consumption of various points (behavior points, management points, reinforcement points, ale points) normally (that is, the user's communication terminal 10 is present in the stadium during the game time zone). A case where the reduction is less than the case where no determination is made will be described as an example. Here, the consumption of at least one of the various points may be reduced.
For example, in the case where the progress of the game is limited when the amount of points held by the user is lower than a predetermined threshold, when a privilege is granted to the user, a privilege grant period (first The consumption of points per operation during a predetermined period of time) is reduced. For this reason, since the user can increase the number of operations more than usual in the privilege grant period, there is an advantage that the progress of the game can be increased faster than usual. In order to obtain this merit, the user is motivated to actively visit a stadium where a baseball game is held.
 ゲームサーバ20のCPU21は、ユーザの通信端末10が、試合時間帯にスタジアム内に存在すると判別すると、当該ユーザに対して特典を付与する処理を行う。ここで、特典を付与する処理について具体的に説明すると、CPU21は、ユーザデータベース31にアクセスし、ユーザデータベース31内の特典付与データに所定の情報を記録する。図13に特典付与データの構成例を示す。図13に示すように、特典付与データは、複数のユーザ(ユーザID)ごとに設けられており、特典が付与された日時である特典付与日時と、特典が付与される期間である特典付与期間(第1の所定期間)などが含まれるデータである。特典付与期間に記述されるデータは、例えば、特典付与日時からの所定の期間(例えば、特典付与日時から24時間など)であってもよいし、特典の付与が終了する時期(例えば、試合日の翌日の午前0時までなど)であってもよい。また、特典付与期間の終了時期は、例えば、試合時間帯以内(試合中)の所定のタイミングであってもよいし、試合時間帯以降(試合が終了してから所定時間経過後)のタイミングであってもよい。CPU21は、ユーザの通信端末10が試合時間帯にスタジアム内に存在すると判別すると、当該ユーザのユーザIDに対応する特典付与データに、特典付与日時(ユーザの通信端末10が試合時間帯にスタジアム内に存在すると判別されたときの日時)及び特典付与期間を記録する。 When the CPU 21 of the game server 20 determines that the user's communication terminal 10 exists in the stadium during the match time period, the CPU 21 performs a process of giving a privilege to the user. Here, the process of granting a privilege will be specifically described. The CPU 21 accesses the user database 31 and records predetermined information in the privilege grant data in the user database 31. FIG. 13 shows a configuration example of the privilege grant data. As illustrated in FIG. 13, the privilege grant data is provided for each of a plurality of users (user IDs), and the privilege grant date and time when the privilege is granted and the privilege grant period that is a period during which the privilege is granted. (First predetermined period) and the like. The data described in the privilege grant period may be, for example, a predetermined period from the privilege grant date and time (for example, 24 hours from the privilege grant date and time), or when the privilege grant ends (for example, game day) Or until midnight of the next day). Further, the end time of the privilege grant period may be, for example, a predetermined timing within the game time zone (during the game), or after the game time zone (after the predetermined time has elapsed since the game ended). There may be. If CPU21 discriminate | determines that a user's communication terminal 10 exists in a stadium in a game time slot | zone, privilege provision date (the user's communication terminal 10 will be in a stadium in a game time slot | zone) to privilege provision data corresponding to the said user's user ID. The date and time when it is determined that it exists, and the privilege grant period.
 CPU21は、上述したスカウト処理、強化処理、試合処理及び抽選処理を実行する際に、ユーザのユーザIDに対応する特典付与データを参照し、各処理を実行するタイミングが特典付与期間内である場合には、各処理の実行によって消費される各種ポイントの消費量を通常よりも低減させる。各種ポイントの消費量を低減する割合は任意に設定してもよく、この割合は予めROM22やRAM23などに記憶されてもよい。また、特典付与期間内の各種ポイントの消費量は0に設定されてもよい。
 CPU21は、図14に示すウェブページを表示するためのHTMLデータを生成し、通信端末10宛に送信する。図14に示すウェブページの例では、特典の付与が終了する時期(図の例ではX時)までの間の各種ポイントの消費量(図の例では0)を表す情報などが含まれる。
When CPU21 performs the scout process, reinforcement | strengthening process, game process, and lottery process mentioned above, when the timing which performs each process with reference to privilege provision data corresponding to a user's user ID is within a privilege provision period First, the consumption of various points consumed by the execution of each process is reduced more than usual. The ratio for reducing the consumption of various points may be set arbitrarily, and this ratio may be stored in advance in the ROM 22, RAM 23, or the like. In addition, consumption of various points within the privilege grant period may be set to zero.
The CPU 21 generates HTML data for displaying the web page shown in FIG. 14 and transmits it to the communication terminal 10. The example of the web page shown in FIG. 14 includes information representing consumption of various points (0 in the example in the figure) until the time when the grant of the privilege ends (X in the example in the figure).
 なお、特典としてアイテムやポイントなどをユーザに付与する場合には、CPU21は、特典を付与する処理において、付与対象となるユーザのユーザIDと、付与されるポイントやアイテムとを関連付けてユーザデータベース31に記憶するようにしてもよい。例えば、特典として所定量の強化ポイントがユーザに付与される場合には、CPU21は、付与対象となるユーザのユーザIDのユーザデータにおける強化ポイントを書き換える処理(所定量のポイントを加算する処理)を行ってよい。また、特典としてアイテムやポイントなどがユーザに付与される場合には、特典付与期間内にアイテムやポイントなどが付与される回数は、1回であってもよいし、複数回であってもよい。
 また、特典が、ユーザの保有する選手カードの能力値を、特典付与期間の間上昇させることである場合、CPU21は、付与対象となるユーザのユーザIDのユーザデータにおける保有カードの能力値を所定の割合だけ加算する処理を行ってよい。この場合、CPU21は、特典付与期間が終了すると、保有カードの能力値を元の値に戻す。
In addition, when giving an item, a point, etc. to a user as a privilege, in the process which provides a privilege, CPU21 associates the user ID of the user used as a grant object, and the point, item provided, and the user database 31. You may make it memorize. For example, when a predetermined amount of strengthening points is given to the user as a privilege, the CPU 21 performs a process of rewriting the strengthening points in the user data of the user ID of the user to be given (a process of adding a predetermined amount of points). You can go. Moreover, when an item, a point, etc. are provided to a user as a privilege, the frequency | count that an item, a point, etc. are provided within a privilege provision period may be once, and may be multiple times. .
When the privilege is to increase the ability value of the player card held by the user during the privilege grant period, the CPU 21 predetermines the possession card ability value in the user data of the user ID of the user to be granted. The process of adding only the ratio of may be performed. In this case, when the privilege grant period ends, the CPU 21 returns the possessed card ability value to the original value.
 (6)本実施形態のゲーム制御装置の主要な処理のフロー
 次に、本実施形態のゲーム制御装置により行われる主要な処理のフローの一例について、図15のフローチャートを参照して説明する。図15のフローチャートは、主として取得手段53、判別手段54及び付与手段55によって実行される処理である。
(6) Flow of main processes of game control apparatus of this embodiment Next, an example of the flow of the main processes performed by the game control apparatus of this embodiment is demonstrated with reference to the flowchart of FIG. The flowchart of FIG. 15 is processing mainly executed by the acquisition unit 53, the determination unit 54, and the provision unit 55.
 先ず、図8に示すトップページ上でメニューm1~m5のうち何れかのメニューを選択すると、通信端末10のCPU11は、ウェブページを表示するためのHTMLデータの送信要求メッセージを、通信インタフェース部17を介してゲームサーバ20に送信する。一方、ゲームサーバ20のCPU21は、HTMLデータの送信要求メッセージを、通信インタフェース部25を介して受信すると(ステップS100:YES)、位置情報の送信要求メッセージを、通信インタフェース部25を介して通信端末10に送信する(ステップS110)。 First, when any one of the menus m1 to m5 is selected on the top page shown in FIG. 8, the CPU 11 of the communication terminal 10 sends an HTML data transmission request message for displaying the web page to the communication interface unit 17. Is transmitted to the game server 20. On the other hand, when the CPU 21 of the game server 20 receives the HTML data transmission request message via the communication interface unit 25 (step S100: YES), the CPU 21 of the game server 20 transmits the positional information transmission request message via the communication interface unit 25 to the communication terminal. 10 (step S110).
 次に、通信端末10のCPU11は、位置情報の送信要求メッセージを受信すると、通信端末10の現在位置をGPS測位部18に測位させる。そして、CPU11は、GPS測位部18の測位によって得られた位置情報を、ユーザIDと対応付けて、ゲームサーバ20に送信する。
 一方、ゲームサーバ20のCPU21は、位置情報を通信端末10から受信する(取得する)と(ステップS120:YES)、取得した位置情報をユーザデータベース31内の現在位置データに記録する(ステップS130)。なお、ステップS120において、通信端末10から位置情報を受信しない状態で所定時間経過した場合には(ステップS120:NO)、CPU21は、処理を終了してもよい。
Next, when receiving the position information transmission request message, the CPU 11 of the communication terminal 10 causes the GPS positioning unit 18 to measure the current position of the communication terminal 10. Then, the CPU 11 transmits the position information obtained by the positioning of the GPS positioning unit 18 to the game server 20 in association with the user ID.
On the other hand, when the CPU 21 of the game server 20 receives (acquires) the position information from the communication terminal 10 (step S120: YES), the acquired position information is recorded in the current position data in the user database 31 (step S130). . In step S120, when a predetermined time has elapsed without receiving position information from the communication terminal 10 (step S120: NO), the CPU 21 may end the process.
 次に、ゲームサーバ20のCPU21は、ユーザの通信端末10が、野球の試合の試合時間帯にスタジアム内に存在するか否かを判別する。CPU21は、現在位置データを参照し、最新の位置情報の緯度及び経度がスタジアム内に含まれ、且つ、最新の位置情報の取得日時が野球の試合時間帯に含まれる場合、ユーザの通信端末10が試合時間帯にスタジアム内に存在すると判別する。そして、CPU21は、ユーザの通信端末10が試合時間帯にスタジアム内に存在すると判別した場合(ステップS140:YES)、当該ユーザに対して特典を付与する処理を行う(ステップS150)。具体的に説明すると、CPU21は、ユーザデータベース31にアクセスし、ユーザのユーザIDに対応する特典付与データに特典付与日時及び特典付与期間を記録する。また、CPU21は、特典を付与したことを通知するためのウェブページを表示させるHTMLデータを生成して、ユーザの通信端末10に送信する(ステップS160)。この場合、ユーザの通信端末10上には、図14に例示したウェブページが表示される。
 また、ステップS140において、ユーザの通信端末10が試合時間帯にスタジアム内に存在しないと判別した場合(ステップS140:NO)、CPU21は、処理を終了してもよい。
Next, the CPU 21 of the game server 20 determines whether or not the user's communication terminal 10 is present in the stadium during the game time zone of the baseball game. The CPU 21 refers to the current position data, and when the latitude and longitude of the latest position information is included in the stadium and the acquisition date and time of the latest position information is included in the baseball game time zone, the user communication terminal 10 Is present in the stadium during the match time. And CPU21 performs the process which provides a privilege with respect to the said user, when it determines with the user's communication terminal 10 existing in a stadium in a game time slot | zone (step S140: YES) (step S150). If it demonstrates concretely, CPU21 will access the user database 31, and will record a privilege provision date and privilege provision period in the privilege provision data corresponding to a user's user ID. Moreover, CPU21 produces | generates the HTML data which display the web page for notifying that the privilege was provided, and transmits to a user's communication terminal 10 (step S160). In this case, the web page illustrated in FIG. 14 is displayed on the communication terminal 10 of the user.
Moreover, when it determines with the user's communication terminal 10 not existing in a stadium in a game time slot | zone in step S140 (step S140: NO), CPU21 may complete | finish a process.
 なお、ユーザに付与される特典が、各種ポイント(行動ポイント、運営ポイント、強化ポイント、エールポイント)の消費量を通常よりも低減させることである場合、CPU21は、スカウト処理、強化処理、試合処理及び抽選処理を実行する際に、ユーザのユーザIDに対応する特典付与データを参照する。そして、各処理を実行するタイミングが特典付与期間内である場合には、各処理の実行によって消費される各種ポイントの消費量を通常よりも低減させる。 In addition, when the privilege given to the user is to reduce consumption of various points (action points, management points, strengthening points, ale points) than usual, the CPU 21 performs scout processing, strengthening processing, and game processing. And when performing a lottery process, the privilege provision data corresponding to a user ID of a user are referred. And when the timing which performs each process is in a privilege provision period, the consumption of the various points consumed by execution of each process is reduced rather than usual.
 上述したように、実施形態のゲーム制御装置によれば、ユーザは、自身の通信端末10が試合時間帯にスタジアムに存在すると判別された場合に、試合時間帯を含む特典付与期間内に特典を得ることができる。この場合、ユーザは、特典を得るために、現実に野球の試合が行われているスタジアムに積極的に出向き、野球の試合を観戦することが動機付けられる。そして、このように、野球の試合が行われているスタジアムに出向くことにより、ユーザは、野球の試合とゲームが連動しているような感覚を得ることができる。これにより、通信端末の位置情報を利用する従来のゲームでは実現することができない興趣性の高いゲームを実現することができる。また、例えば、スタジアムやイベント会場等の運営側にとっては、ユーザを来場させる誘因力あるシステムを構築することができる。 As described above, according to the game control device of the embodiment, when it is determined that the user's communication terminal 10 is present in the stadium during the game time zone, the user receives the privilege within the privilege grant period including the game time zone. Obtainable. In this case, in order to obtain a privilege, the user is motivated to actively visit a stadium where a baseball game is actually played and watch the baseball game. Then, by visiting the stadium where the baseball game is held in this way, the user can obtain a feeling that the baseball game and the game are linked. Thereby, it is possible to realize a highly entertaining game that cannot be realized by a conventional game using the location information of the communication terminal. In addition, for example, for a management side such as a stadium or an event venue, it is possible to construct an incentive system that allows a user to visit.
 (7)変形例
 (7-1)変形例1
 上記実施形態において、付与手段は、試合時間帯(イベント期間内)の第2の所定期間にユーザに対して特典(第1の特典)を付与してもよい。
 ここで、「イベント期間内の第2の所定期間」とは、例えば、野球の試合(イベント)の進行が停止している期間(例えば、攻守が交替する間や、投手や打者などが交替する間など)とすることができる。また、例えば、イベントがサッカーやアメリカンフットボールなどの時間制競技の場合には、競技の進行が停止している期間(例えば、ハーフタイムなどの休憩期間)などであってもよい。
 例えば、試合の進行に注目するあまり、ユーザは、試合の進行中に特典を得ることが困難になるおそれがある。その一方で、ユーザは、特典を得ることに気を取られ、野球の試合を楽しむことができない場合もある。
 本変形例では、例えば、試合の進行の停止中に第2の所定期間が設定されている場合には、ユーザは、試合の進行の停止中に特典を得ることができる。このため、ユーザの利便性を考慮したゲームを実現することができる。なお、ゲームによっては、イベントの進行の停止中以外であっても、イベントの盛り上がりが比較的低いと想定される期間を第2の所定期間に設定することも考えられる。例えば、イベントが野球の試合の場合には、所定のイニング(例えば1回~2回)を第2の所定期間として設定するようにしてもよい。
(7) Modification (7-1) Modification 1
In the above embodiment, the granting unit may grant a privilege (first privilege) to the user during the second predetermined period of the game time zone (within the event period).
Here, the “second predetermined period within the event period” means, for example, a period during which the progress of the baseball game (event) is stopped (for example, while the offense and defense are changed, or the pitcher or the batter is changed) Etc.). Further, for example, when the event is a time-based competition such as soccer or American football, it may be a period in which the progression of the competition is stopped (for example, a rest period such as half time).
For example, the user may focus on the progress of the game, and it may be difficult for the user to obtain a privilege during the progress of the game. On the other hand, the user may be distracted by the benefits and may not be able to enjoy a baseball game.
In this modification, for example, when the second predetermined period is set while the progress of the game is stopped, the user can obtain a privilege while the progress of the game is stopped. For this reason, the game which considered the convenience of the user is realizable. Note that, depending on the game, it is also conceivable to set the second predetermined period as a period during which the excitement of the event is assumed to be relatively low even when the progress of the event is not stopped. For example, when the event is a baseball game, a predetermined inning (for example, once or twice) may be set as the second predetermined period.
 本変形例における付与手段55の機能は、以下のようにして実現される。ゲームサーバ20のCPU21は、例えば、図13に示した特典付与データの特典付与期間に試合時間帯内の所定の時間帯(第2の所定期間)を記録してもよい。ここで、前記所定の時間帯には、例えば、所定のイニング(例えば7回や1~3回など)の時間帯が記録されてもよいし、試合の進行が停止している時間帯(例えば、攻守が交替する間や、投手や打者などが交替する間など)が記録されてもよい。 The function of the assigning means 55 in this modification is realized as follows. CPU21 of the game server 20 may record the predetermined time slot | zone (2nd predetermined period) in a game time slot | zone in the privilege provision period of the privilege provision data shown in FIG. 13, for example. Here, in the predetermined time zone, for example, a predetermined time zone (for example, 7 times or 1 to 3 times) may be recorded, or a time zone in which the progress of the game is stopped (for example, , During the change of offense and defense, or while the pitcher or batter changes).
 (7-2)変形例2
 上記実施形態において、判別手段54は、試合時間帯(イベント期間内)で、通信端末10についての判別を複数回行ってもよい。ここで、判別手段54は、通信端末10がスタジアム(所定領域)に存在するか否かを、所定時間(例えば30分や1時間など)が経過する毎に判別してもよい。
 例えば、ユーザの通信端末10が、試合時間帯にスタジアムに存在すると1回判別されると、当該ユーザに対して特典が付与されるように構成されている場合、ユーザは、特典を得るために、例えば試合の最初のみ観戦しただけで、直ちにスタジアムを去るといったことが考えられる。このような行為は、ユーザが自らの利益を得ることのみを目的として観戦することになるため、好ましくない。
 本変形例によれば、通信端末10についての判別を試合時間帯で複数回行うことにより、例えば、ユーザの通信端末10が試合時間帯にスタジアムに存在しないと少なくとも1回判別された場合には、当該ユーザに対して特典を付与しない仕組みとすることができる。また、通信端末10が試合時間帯にスタジアムに存在すると判別された回数に応じた特典を付与してもよい。例えば、通信端末10が試合時間帯にスタジアムに存在すると判別された回数が多いほど、すなわち、ユーザの通信端末がより長く所定領域に存在すると判断された場合に、より多くの特典を付与してもよい。これにより、ユーザは、特典を得るために、試合時間帯においてはスタジアムに留まることが動機付けられる。したがって、上記の行為を抑制することができ、興趣性が高く、また、ユーザにイベント参加、観戦等を十分行ってもらえることにより、イベント運営側にとっても有益なゲームを実現することができる。
(7-2) Modification 2
In the embodiment described above, the determination unit 54 may perform the determination about the communication terminal 10 a plurality of times during the game time zone (within the event period). Here, the determination unit 54 may determine whether or not the communication terminal 10 exists in a stadium (predetermined area) every time a predetermined time (for example, 30 minutes or 1 hour) elapses.
For example, when it is determined that the user's communication terminal 10 is once present in the stadium during the match time period and the user is given a privilege, the user can obtain the privilege. For example, it is possible to leave the stadium immediately after watching only the beginning of the game. Such an action is not preferable because the user watches the game only for the purpose of obtaining his / her own profit.
According to this modification, by performing the determination about the communication terminal 10 a plurality of times in the game time zone, for example, when it is determined at least once that the user communication terminal 10 does not exist in the stadium during the game time zone. A mechanism that does not give a privilege to the user can be adopted. Moreover, you may provide the privilege according to the frequency | count that it was discriminate | determined that the communication terminal 10 exists in a stadium in a game time slot | zone. For example, if the number of times that the communication terminal 10 is determined to be present in the stadium during the match time period increases, that is, if it is determined that the user's communication terminal exists in the predetermined area for a longer time, more benefits are given. Also good. Thereby, in order to obtain a privilege, the user is motivated to stay in the stadium during the game time zone. Therefore, the above-described action can be suppressed, the game is highly interesting, and a game useful for the event management side can be realized by having the user sufficiently participate in the event, watching the game, and the like.
 本変形例における判別手段54の機能は、以下のようにして実現される。ゲームサーバ20のCPU21は、例えば、所定時間(例えば30分や1時間など)が経過する毎に通信端末10から受信した位置情報に基づいて、通信端末10の現在位置が試合時間帯のスタジアムに存在するか否かを判別すればよい。 The function of the discriminating means 54 in this modification is realized as follows. For example, the CPU 21 of the game server 20 sets the current position of the communication terminal 10 in the stadium of the game time zone based on the position information received from the communication terminal 10 every time a predetermined time (for example, 30 minutes or 1 hour) elapses. What is necessary is just to discriminate | determine whether it exists.
 (7-3)変形例3
 上記実施形態において、ユーザ同士を関係付ける登録手段51を備え、取得手段53は、仲間関係にある(互いに関係付けられた)複数のユーザの通信端末10について位置情報を取得し、付与手段55は、当該仲間関係にある複数のユーザの通信端末10が試合時間帯(イベント期間内)にスタジアム(所定領域)に存在すると判別された場合に、当該仲間関係にある複数のユーザに対してゲーム上の特典(第2の特典)を付与してもよい。ここで、「第2の特典」の内容は、「第1の特典」の内容と同じであってもよいし、異なっていてもよい。
 本変形例によれば、仲間関係にある複数のユーザの通信端末10が試合時間帯にスタジアムに存在する場合に、当該複数のユーザに対して第1の特典だけではなく第2の特典も付与される。これにより、ユーザは、第2の特典をさらに得るために、自身と関係付けられた他のユーザ(仲間のユーザ)とスタジアムに出向くことが動機付けられる。これにより、ゲーム上及び現実世界のユーザ間の交流を促進することができるため、ソーシャル性の高いゲームを実現することができる。
(7-3) Modification 3
In the said embodiment, the registration means 51 which relates users is provided, the acquisition means 53 acquires position information about the communication terminals 10 of a plurality of users who are in a peer relationship (related to each other), and the grant means 55 When it is determined that the communication terminals 10 of a plurality of users who are in a fellow relationship exist in the stadium (predetermined area) in the game time zone (within the event period), May be granted (second privilege). Here, the content of the “second privilege” may be the same as or different from the content of the “first privilege”.
According to this modification, when the communication terminals 10 of a plurality of users who are in a peer relationship are present in the stadium during the match time period, not only the first privilege but also the second privilege is given to the plurality of users. Is done. Thereby, in order to further obtain the second privilege, the user is motivated to go to the stadium with other users (friend users) associated with the user. Thereby, since the exchange on the game and between users in the real world can be promoted, a highly social game can be realized.
 本変形例における各手段の機能は、以下のようにして実現される。なお、ここでは、ユーザと、当該ユーザの仲間のユーザとが、ともにログインしている状態(ゲームをプレイ中の状態)にある場合を一例として説明する。ゲームサーバ20のCPU21は、ユーザの通信端末10からHTMLデータの送信要求を受信すると、位置情報の送信要求を、ユーザ及び当該ユーザの仲間のユーザの通信端末10に送信する。なお、CPU21は、位置情報の送信要求の送信に先立ち、ユーザのユーザIDに対応する仲間のユーザIDをユーザデータから抽出する。CPU21は、各ユーザの通信端末10から位置情報を取得すると、各ユーザの通信端末10が試合時間帯にスタジアムに存在するか否かを判別する。そして、CPU21は、ユーザの通信端末10が試合時間帯にスタジアムに存在し、且つ、当該ユーザの仲間のユーザの通信端末10が試合時間帯にスタジアムに存在すると判別した場合に、ユーザ及び当該ユーザの仲間のユーザ(スタジアムにいる仲間のユーザ)に対して特典を付与する処理を行う。 なお、スタジアム全域を1つの所定領域とする代わりに、複数の所定領域に分けてもよい。例えば、スタジアムの観客席を、内野席と外野席とで別の所定領域としてもよいし、チーム毎に所定領域を設定してもよいし、さらに細かい領域に分けてもよい。
 また、所定領域が複数ある場合に、同一の所定領域内に存在する、互いに関係付けられた仲間のユーザの通信端末10の数に応じて特典を付与してもよい。これにより、例えば複数の所定領域(例えば味方チーム側のスタンド、敵チーム側のスタンド)のうち、同一チームを応援している味方チーム側のスタンドにいる仲間の数が多ければ多いほど、多くの特典が付与されることになり、ユーザ同士の親近感が高まることが期待される。あるいはまた、ユーザ同士でスタジアム観戦に行こうとする動機づけを与えることができ、ゲームコミュニティの活性化を図ることができる。
 あるいは、取得した位置情報から、複数のユーザの通信端末10同士の距離を求め、求めた距離に応じて第2の特典を付与してもよい。この場合、同じゲームを行っているユーザであるという点に着目して、複数のユーザについては必ずしも仲間同士でなくてもよい。
The function of each means in this modification is implement | achieved as follows. Here, a case will be described as an example in which a user and a user who is a friend of the user are in a logged-in state (a state in which a game is being played). When the CPU 21 of the game server 20 receives a transmission request for HTML data from the user communication terminal 10, the CPU 21 transmits a transmission request for position information to the communication terminal 10 of the user and the user of the user. Prior to the transmission of the position information transmission request, the CPU 21 extracts a fellow user ID corresponding to the user ID of the user from the user data. CPU21 will discriminate | determine whether the communication terminal 10 of each user exists in a stadium in a game time slot | zone, if position information is acquired from the communication terminal 10 of each user. When the CPU 21 determines that the user's communication terminal 10 exists in the stadium during the match time period and that the user's fellow user's communication terminal 10 exists in the stadium during the match time period, the user and the user The process which provides a privilege with respect to a fellow user (a fellow user in a stadium) is performed. The entire stadium may be divided into a plurality of predetermined areas instead of one predetermined area. For example, the stadium spectator seats may be set as different predetermined areas for the in-field seats and the outer-field seats, or the predetermined areas may be set for each team, or may be divided into smaller areas.
In addition, when there are a plurality of predetermined areas, a privilege may be given according to the number of communication terminals 10 of fellow users who exist in the same predetermined area and are related to each other. Thus, for example, among a plurality of predetermined areas (for example, a team on the team side, a team on the enemy team side), the more friends there are on the team team side that is supporting the same team, the more A privilege will be provided and it is expected that the affinity between users will increase. Alternatively, motivation to go to the stadium watching between users can be given, and the game community can be activated.
Or you may obtain | require the distance between the communication terminals 10 of a some user from the acquired positional information, and may provide a 2nd privilege according to the calculated | required distance. In this case, paying attention to the fact that the users are playing the same game, the plurality of users may not necessarily be friends.
 (7-4)変形例4
 上記実施形態において、付与手段55は、ユーザの仲間のユーザ(関係付けられた他のユーザ)のうち、通信端末10が試合時間帯(イベント期間内)にスタジアム(所定領域)に存在すると判別された仲間のユーザの数に応じて、特典(第2の特典)を変動させてもよい。
 例えば、通信端末10が試合時間帯にスタジアムに存在すると判別された仲間のユーザが多いほど、ユーザと仲間のユーザ(所定領域に存在している仲間のユーザ)に対して多くの特典(例えば、多くのポイント、価値の高いアイテム、より有利なゲーム上の効果など)が付与されるように構成されてもよい。この場合、ユーザは、多くの特典を得るために、より多くの他のユーザと関係付けられる(仲間になる)こと、及び仲間のユーザとスタジアムに出向くことが動機付けられる。これにより、ソーシャル性のさらなる向上が期待できる。
 また、第2の特典として、通信端末10が試合時間帯(イベント期間内)にスタジアム(所定領域)に存在すると判別された仲間のユーザの数に応じて、親密度のパラメータを上昇させてもよい。また、プレゼントやメッセージの送付回数に応じてユーザに付与されるエールポイントを通常よりも増やしてもよい。
(7-4) Modification 4
In the said embodiment, the provision means 55 is discriminate | determined that the communication terminal 10 exists in a stadium (predetermined area | region) in a game time slot | zone (within an event period) among a user's fellow users (other users who were related). Depending on the number of fellow users, the privilege (second privilege) may be varied.
For example, as the number of fellow users determined that the communication terminal 10 is present in the stadium during the match time period increases, more benefits (e.g., fellow users existing in a predetermined area) (e.g. Many points, high value items, more advantageous game effects, etc.) may be awarded. In this case, the user is motivated to be associated with more other users (become friends) and to go to the stadium with fellow users in order to obtain many benefits. Thereby, the further improvement of social property can be expected.
Further, as a second privilege, even if the communication terminal 10 increases the closeness parameter according to the number of fellow users determined to exist in the stadium (predetermined area) during the game time zone (within the event period). Good. Moreover, you may increase the ale point given to a user according to the frequency | count of sending of a present or a message rather than usual.
 本変形例における付与手段55の機能は、以下のようにして実現される。ゲームサーバ20のCPU21は、例えば、図16に例示した設定例に基づき構成された設定用データをゲームデータベース32に予め格納してもよい。図16に示す設定例では、通信端末10がスタジアム(所定領域)に存在すると判別された仲間のユーザ数が多いほど、ユーザ及び当該ユーザの仲間のユーザ(スタジアムに存在している仲間のユーザ)に対して多くの特典(図16の例ではポイント消費量の低減する割合が増大する)が付与されるように設定されている。
 ゲームサーバ20のCPU21は、ユーザの通信端末10が試合時間帯にスタジアムに存在し、且つ、当該ユーザの仲間のユーザの通信端末10が試合時間帯にスタジアムに存在すると判別した場合に、通信端末10がスタジアムに存在すると判別された仲間のユーザ数を算出する。そして、CPU21は、算出された仲間のユーザ数と、設定用データに設定された仲間のユーザ数とに応じて特典を決定してもよい。
The function of the provision means 55 in this modification is implement | achieved as follows. For example, the CPU 21 of the game server 20 may store the setting data configured based on the setting example illustrated in FIG. In the setting example illustrated in FIG. 16, as the number of fellow users determined that the communication terminal 10 exists in the stadium (predetermined region) increases, the user and the fellow user of the user (a fellow user present in the stadium). Is set so that many benefits (in the example of FIG. 16, the rate at which the point consumption is reduced increases) are granted.
When the CPU 21 of the game server 20 determines that the user's communication terminal 10 exists in the stadium during the match time period, and the user's fellow user's communication terminal 10 exists in the stadium during the match time period, the communication terminal 10 The number of fellow users determined to be 10 in the stadium is calculated. Then, the CPU 21 may determine a privilege according to the calculated number of fellow users and the number of fellow users set in the setting data.
 例えば、図16に示す設定例では、通信端末10がスタジアムに存在すると判別された仲間のユーザが1名である場合、ポイント消費量が5%低減されるという特典がユーザに付与される。従って、ユーザにとっては、ゲームを有利に進めることになる。具体的に説明すると、図9に示すスカウト処理の場合、通常であれば探索を行うことで行動ポイントを消費し(例えば1回の探索で5ポイント)、探索を続けることによりユーザが保有する行動ポイントが無くなると、それ以上、探索を実行することができない。
 一方、本変形例では、特典付与期間において、探索1回当たりの行動ポイントの消費量が5%低減されるので、その分、ユーザは通常よりも長く探索を実行することができる。また、通信端末10がスタジアムに存在すると判別された仲間のユーザが2~5名の場合、ポイントの消費量がより多く(10%)低減される。従って、探索をさらに長く行えることになる。さらに、通信端末10がスタジアムに存在すると判別された仲間のユーザが6~10名の場合、ポイントの消費量がさらに多く(50%)低減される。このため、ユーザは通常よりもかなり長く探索を実行できることになる。
 このように、スタジアム内にいるユーザの仲間が多ければ多いほど、ユーザは、ゲーム進行を有利に運ぶことができるというメリットを得ることができる。このメリットは、ユーザの仲間も同様に享受し得るため、仲間同士で一緒にスタジアム観戦に行くことが動機付けられ、ゲームの新たな遊戯性が実現される。
 さらにまた、仲間の少ないユーザは、上記メリットを得るために、仲間を増やそうとする動機付けが与えられるので、ゲームにおける仲間構築が活性化される。
For example, in the setting example illustrated in FIG. 16, when there is one fellow user who is determined that the communication terminal 10 exists in the stadium, a privilege that the point consumption is reduced by 5% is given to the user. Therefore, the game is advantageously advanced for the user. More specifically, in the case of the scout process shown in FIG. 9, action points are usually consumed by searching (for example, 5 points in one search), and actions held by the user by continuing the search. If there are no more points, no further search can be performed.
On the other hand, in this modification, the consumption of action points per search is reduced by 5% in the privilege grant period, so that the user can execute the search longer than usual. Further, when there are 2 to 5 fellow users who are determined to have the communication terminal 10 in the stadium, the point consumption is increased (10%). Therefore, the search can be performed for a longer time. Further, when there are 6 to 10 fellow users who are determined to have the communication terminal 10 in the stadium, the point consumption is further increased (50%). For this reason, the user can execute the search considerably longer than usual.
Thus, the more users who are in the stadium, the more advantageous it is that the user can advantageously carry the game progress. This advantage can be enjoyed by the user's companions as well, so that the companions can be motivated to go to the stadium watching together, and a new playability of the game is realized.
Furthermore, since a user with few friends is motivated to increase the number of friends in order to obtain the above-described merits, the building of friends in the game is activated.
 なお、ポイント消費量の低減率には上限を設けても良い。これは、例えば、低減率を100%、即ち、行動ポイントの消費等が0となる状況が可能であるとした場合、スタジアムにいる間(例えば4時間程度の間)、常時、行動ポイントを消費することなく探索ができることになる。このような状況を許容した場合、あまりに有利な状況を招来させてしまい、他のユーザとの間で公平性が損なわれるおそれがある。そこで、例えば、スタジアムにいる仲間の人数が11名以上の場合にポイント消費量の低減を60%として、これを上限としてもよい。
 また、付与される特典(例えば、付与されるポイントの量や、ポイント消費量の低減する割合など)は、所定の演算式等を用いて、仲間のユーザ数を当該演算式に当てはめることで求められてもよい。
An upper limit may be set for the point consumption reduction rate. For example, if the reduction rate is 100%, that is, if the situation where the consumption of action points is 0 is possible, the action points are always consumed while in the stadium (for example, for about 4 hours). You can search without doing it. If such a situation is allowed, an excessively advantageous situation is caused, and there is a possibility that fairness may be impaired with other users. Therefore, for example, when the number of friends in the stadium is 11 or more, the point consumption reduction may be set to 60%, and this may be set as the upper limit.
In addition, a privilege to be granted (for example, the amount of points to be given or a rate at which point consumption is reduced) is obtained by applying the number of fellow users to the formula using a predetermined formula or the like. May be.
 (7-5)変形例5
 上記実施形態において、付与手段55は、通信端末10が試合時間帯(イベント期間内)にスタジアム(所定領域)に存在すると判別されてから経過した時間に応じて、特典(第1の特典)を変動させてもよい。
 例えば、ユーザの通信端末10が試合時間帯にスタジアムに存在すると判別されてから経過した時間が長いほど、当該ユーザに付与される特典の価値を低減(例えば、ポイントの量、アイテムの価値、又はゲーム上の効果が低減する)ように構成された場合、ユーザは、より多くのポイント、より価値の高いアイテム、より有利なゲーム上の効果を得るために、他のユーザと仲間になることを極力早めに行うことが動機付けられる。これにより、ソーシャル性のさらなる向上が期待できる。
(7-5) Modification 5
In the said embodiment, the provision means 55 gives a privilege (1st privilege) according to the time which passed since it was discriminate | determined that the communication terminal 10 exists in a stadium (predetermined area | region) in a game time slot | zone (within an event period). It may be varied.
For example, the longer the time that has elapsed since it was determined that the user's communication terminal 10 is present in the stadium during the match time period, the lower the value of the privilege granted to the user (for example, the amount of points, the value of the item, or When configured to reduce gaming effects, users can become friends with other users to gain more points, higher value items, and more advantageous gaming effects. Motivated to do as soon as possible. Thereby, the further improvement of social property can be expected.
 本変形例における付与手段55の機能は、以下のようにして実現される。ゲームサーバ20のCPU21は、例えば、図17に例示した設定例に基づき構成された設定用データをゲームデータベース32に予め格納してもよい。図17に示す設定例では、ユーザの通信端末10が試合時間帯にスタジアム(所定領域)に存在すると判別されてからの経過時間が長いほど、特典が少なくなる(図17の例ではポイント消費量の低減する割合が減少する)ように設定されている。
 ゲームサーバ20のCPU21は、ユーザの通信端末10からのアクセス(例えば、HTMLデータの送信要求)がある毎に、図13に示した特典付与データを参照し、特典付与データ内の最新の特典付与日時からの経過時間を、CPU21に内蔵されたタイマを用いて求める。そして、CPU21は、求められた経過時間と、設定用データに設定された経過時間とに応じて、特典を決定してもよい。
The function of the provision means 55 in this modification is implement | achieved as follows. For example, the CPU 21 of the game server 20 may store the setting data configured based on the setting example illustrated in FIG. In the setting example shown in FIG. 17, the longer the elapsed time from when it is determined that the user's communication terminal 10 is present in the stadium (predetermined area) during the game time period, the fewer the benefits (in the example of FIG. 17, point consumption Is set to decrease).
The CPU 21 of the game server 20 refers to the privilege grant data shown in FIG. 13 every time there is an access from the user's communication terminal 10 (for example, a transmission request for HTML data), and the latest privilege grant in the privilege grant data. The elapsed time from the date and time is obtained using a timer built in the CPU 21. And CPU21 may determine a privilege according to the calculated | required elapsed time and the elapsed time set to the data for a setting.
 図17の例では、ユーザの通信端末10がスタジアムに存在すると判別されてから1時間以内は、ポイント消費量を100%低減する。即ち、この間はポイント消費量が0になるので、ユーザにとってはゲーム進行を非常に有利に運べることになる。具体的に説明すると、図9に示すスカウト処理の場合、通常であれば探索を行うことで行動ポイントを消費し(例えば1回の探索で5ポイント)、探索を続けることによりユーザが保有する行動ポイントが無くなると、それ以上、探索を実行することができない。
 一方、本変形例では、1時間の間、行動ポイントの消費が0になるので、ユーザは好きなだけ探索を実行できることになる。また、ユーザの通信端末10がスタジアムに存在すると判別されてから1時間超2時間以内は、ポイント消費量を50%低減する。この場合、行動ポイントの消費量は0にはならないが、通常に比べて半分の行動ポイントしか消費しないので、通常より2倍程度の探索を行えることになる。以下、図17に示す通り、時間が経過するごとに、行動ポイントの低減率が低くなるので、ユーザにとっては、なるべく早く、探索を実行する方が有利なゲーム進行を行えることになる。なお、試合終了時から所定時間経過後(例えば、6時間後)には、特典付与を終了してもよい。
 また、付与される特典(例えば、付与されるポイントの量や、ポイント消費量の低減する割合など)は、所定の演算式等を用いて、経過時間を当該演算式に当てはめることで求められてもよい。
In the example of FIG. 17, the point consumption is reduced by 100% within one hour after it is determined that the user's communication terminal 10 exists in the stadium. That is, since the point consumption amount becomes 0 during this period, the game progress can be carried out very advantageously for the user. More specifically, in the case of the scout process shown in FIG. 9, action points are usually consumed by searching (for example, 5 points in one search), and actions held by the user by continuing the search. If there are no more points, no further search can be performed.
On the other hand, in this modification, the consumption of action points is 0 for one hour, so that the user can perform as many searches as desired. In addition, the point consumption is reduced by 50% for more than 1 hour and 2 hours after it is determined that the user's communication terminal 10 exists in the stadium. In this case, although the amount of consumption of action points does not become zero, only half of the action points are consumed compared to the normal, so that the search can be performed twice as much as usual. In the following, as shown in FIG. 17, the action point reduction rate decreases as time elapses, so that it is possible for the user to proceed with a game that is more advantageous when the search is executed as soon as possible. In addition, privilege provision may be complete | finished after predetermined time progress (for example, 6 hours later) from the time of a game end.
In addition, the privilege to be granted (for example, the amount of points to be granted or the rate at which the point consumption is reduced) is obtained by applying the elapsed time to the formula using a predetermined formula or the like. Also good.
 以上、本発明の実施形態について詳細に説明したが、本発明は上記実施形態に限定されない。また、各実施形態は、本発明の主旨を逸脱しない範囲において、種々の改良や変更をしてもよいのは勿論である。
 例えば、上述した実施形態では、適用されるゲームが野球形式のデジタルカードゲームである場合を想定したが、ゲームの種別は如何なるものでもよい。例えば、サッカーやアメリカンフットボールなどの競技を模したゲームや、映画やテレビドラマなどの動画作品を模したゲームや、架空のキャラクタ(例えばモンスターキャラクタなど)が登場するゲームなどであってもよい。
As mentioned above, although embodiment of this invention was described in detail, this invention is not limited to the said embodiment. In addition, it goes without saying that each embodiment may be variously improved and changed without departing from the gist of the present invention.
For example, in the above-described embodiment, it is assumed that the game to be applied is a baseball-type digital card game, but any type of game may be used. For example, a game imitating a game such as soccer or American football, a game imitating a moving image such as a movie or a TV drama, or a game in which a fictional character (such as a monster character) appears.
 例えば、上述した実施形態では、ユーザと通信端末10が1対1の関係である場合について説明したが、これに限られない。例えば、ユーザは、自身の保有する通信端末と異なる他の通信端末(例えば、複数のユーザが共有して使用する通信端末など)を用いてもよい。つまり、上述した実施形態では、現在位置データがユーザIDに対応付けられて管理されているので、ユーザが他の通信端末を用いた場合であっても、他の通信端末によって測位された位置情報を当該ユーザのユーザIDと対応付けることにより、ユーザの現在位置を認識することができる。 For example, in the above-described embodiment, the case where the user and the communication terminal 10 have a one-to-one relationship has been described. However, the present invention is not limited to this. For example, the user may use another communication terminal (for example, a communication terminal that is shared and used by a plurality of users) different from the communication terminal owned by the user. That is, in the above-described embodiment, since the current position data is managed in association with the user ID, the position information measured by the other communication terminal even when the user uses another communication terminal. Can be associated with the user ID of the user to recognize the current position of the user.
 また、上述した実施形態では、通信端末10のGPS測位部18が、通信端末10の位置情報を取得する構成例を示しているが、これに限定されるものではない。
 例えば、通信端末10が無線電話機能(携帯電話機能またはPHS(Personal Handy-phone System)機能)を備える場合には、無線電話基地局の有する基地局識別情報を、通信端末10の位置情報として用いることもできる。すなわち、携帯電話やPHSの各基地局は、所定の通信エリアを有してセル状に配置されており、各基地局から受信した基地局識別情報に基づいて、当該基地局の通信エリア内に通信端末100が存在することを認識できる。この場合、GPS測位部18を用いたときと比較して、位置情報としての精度が低いものの、基地局識別情報を位置情報として利用することが可能である。
Moreover, although the GPS positioning part 18 of the communication terminal 10 has shown the structural example which acquires the positional information on the communication terminal 10 in embodiment mentioned above, it is not limited to this.
For example, when the communication terminal 10 has a wireless telephone function (cellular phone function or PHS (Personal Handy-phone System) function), the base station identification information of the wireless telephone base station is used as the position information of the communication terminal 10. You can also. That is, each base station of a mobile phone or a PHS is arranged in a cell shape with a predetermined communication area, and based on the base station identification information received from each base station, It can be recognized that the communication terminal 100 exists. In this case, the base station identification information can be used as the position information, although the accuracy as the position information is lower than when the GPS positioning unit 18 is used.
 また、例えば、通信端末10がWi-Fi(wireless fidelity、登録商標)等の無線LAN通信機能を備える場合には、無線通信親機(無線LANアクセスポイント又はルータ等)の識別情報(例えば、MAC(Media Access Control)アドレスまたはIP(Internet Protocol)アドレス)を位置情報として用いることもできる。すなわち、所定のエリアを無線通信範囲とする無線通信親機(一つまたは複数の無線LANアクセスポイント又はルータ等)を設置し、ユーザが、通信端末10を無線LANアクセスポイント等の無線通信親機にアクセスしたときに、通信端末10が、無線通信親機の識別情報を位置情報として取得するように構成する。この場合、ゲームサーバ20は、取得した無線通信親機の識別情報に基づいて、当該無線通信親機の通信エリア内に通信端末10が存在することを認識できるので、無線通信親機の識別情報を位置情報として利用することが可能である。 Further, for example, when the communication terminal 10 has a wireless LAN communication function such as Wi-Fi (wireless fidelity, registered trademark), identification information (for example, MAC) of the wireless communication master (wireless LAN access point or router, etc.) (Media Access Control address or IP (Internet Protocol) address) can also be used as position information. That is, a wireless communication master device (one or a plurality of wireless LAN access points or routers) having a predetermined area as a wireless communication range is installed, and the user uses the communication terminal 10 as a wireless communication master device such as a wireless LAN access point. When accessing the communication terminal 10, the communication terminal 10 is configured to acquire the identification information of the wireless communication master as position information. In this case, the game server 20 can recognize that the communication terminal 10 exists in the communication area of the wireless communication parent device based on the acquired identification information of the wireless communication parent device. Can be used as position information.
 さらに、取得手段53は、例えば、撮像装置(カメラ)が通信端末10に搭載されている場合、ユーザが所定の場所に存在しないと撮像することができない画像情報やバーコード情報などを位置情報として取得してもよい。また、取得手段53は、ユーザが所定の場所に存在しないと確認することができない合言葉やパスワード等の文字・数字・記号情報等を位置情報として取得してもよい。
 なお、ユーザが所定の場所に存在しないと撮像あるいは確認することができない画像情報等は、その画像情報等を取得したユーザによって他のユーザに転送される場合がある。この場合、所定の場所に存在していない他のユーザが、当該画像情報等を入手することが可能となるため、通信端末10の正確な現在位置を取得することが困難になる。
 そこで、所定の場所で撮像あるいは確認できる画像情報等を所定時間毎(例えば1分毎)に変化させて、撮像あるいは確認した画像情報等に有効期限を設けてもよい。この場合、所定時間毎に変化する画像情報等を生成する情報生成部を備えるとともに、所定の場所を含むエリアを無線通信範囲とする無線通信親機(一つまたは複数の無線LANアクセスポイント又はルータ等)を設置し、ユーザが通信端末10を無線LANアクセスポイント等にアクセスすれば、無線LANアクセスポイント等に接続された情報生成部から所定時間毎に変化する画像情報等を取得できるように構成してもよい。なお、この構成を実現するために、情報生成部とゲームサーバ20とは時刻同期をしており、両者は同じアルゴリズムを用いて画像情報等を所定時間毎に変化させながら生成することが好ましい。
Further, for example, when the imaging device (camera) is mounted on the communication terminal 10, the acquisition unit 53 uses, as position information, image information or barcode information that cannot be captured unless the user exists at a predetermined location. You may get it. Further, the acquisition unit 53 may acquire, as position information, character / number / symbol information such as secret words and passwords that cannot be confirmed unless the user exists in a predetermined place.
Note that image information or the like that cannot be captured or confirmed unless the user exists at a predetermined location may be transferred to another user by the user who acquired the image information or the like. In this case, it becomes possible for another user who does not exist at the predetermined location to obtain the image information and the like, so that it is difficult to acquire the accurate current position of the communication terminal 10.
Therefore, the image information that can be captured or confirmed at a predetermined location may be changed every predetermined time (for example, every minute), and an expiration date may be provided for the captured image information or the like. In this case, a wireless communication master unit (one or a plurality of wireless LAN access points or routers) including an information generation unit that generates image information or the like that changes at predetermined time intervals and having an area including a predetermined location as a wireless communication range If the user accesses the communication terminal 10 to a wireless LAN access point or the like, image information that changes every predetermined time can be acquired from an information generation unit connected to the wireless LAN access point or the like. May be. In order to realize this configuration, the information generation unit and the game server 20 are time-synchronized, and it is preferable that both generate the image information and the like while changing the image information every predetermined time using the same algorithm.
 上述した実施形態では、ソーシャルゲームに適用される場合を例として説明したが、これに限られない。例えば、ネットワーク上に置かれたサーバ装置と家庭用オンラインゲーム機とを接続した、いわゆるオンラインゲームシステムにおいても、上述した実施形態と同様に、各ユーザによるゲームの進行を制御できることは言うまでもない。 In the above-described embodiment, the case where the present invention is applied to a social game has been described as an example, but the present invention is not limited to this. For example, in a so-called online game system in which a server device placed on a network and a home online game machine are connected, it goes without saying that the progress of the game by each user can be controlled as in the above-described embodiment.
 例えば、上述した実施形態では、ネットワーク上のゲームサーバ20及びデータベースサーバ30によって、取得手段53、判別手段54及び付与手段55の各機能を実現する構成としたが、この構成に限られない。これらのすべての手段を通信端末10によって実現する構成としてもよいし、例えば、図18A,図18Bに示すように、少なくとも一部の手段を通信端末10によって実現する構成としてもよい。通信端末10とゲームサーバ20とでは実質的に同一のハードウエア構成を採ることができるため、上記実施形態に記載したようにして通信端末10によっても各機能を実現できる。通信端末10は、ゲーム終了時には、ゲームの結果についてのデータをゲームサーバ20へ送信し、ゲームサーバ20は、受信したゲームの結果のデータをユーザと関連付けてゲームデータベース32に記録するようにしてもよい。 For example, in the above-described embodiment, the game server 20 and the database server 30 on the network are configured to implement the functions of the acquisition unit 53, the determination unit 54, and the grant unit 55. However, the present invention is not limited to this configuration. All of these means may be realized by the communication terminal 10, or for example, as shown in FIGS. 18A and 18B, at least a part of the means may be realized by the communication terminal 10. Since the communication terminal 10 and the game server 20 can have substantially the same hardware configuration, each function can be realized by the communication terminal 10 as described in the above embodiment. At the end of the game, the communication terminal 10 transmits data about the game result to the game server 20, and the game server 20 records the received game result data in the game database 32 in association with the user. Good.

Claims (12)

  1.  ユーザの通信端末の位置を示す位置情報を取得する取得手段と、
     前記通信端末が、所定のイベントが行われるイベント期間内に前記イベントが行われる所定領域に存在するか否かを、前記位置情報に基づいて判別する判別手段と、
     前記通信端末が前記イベント期間内に前記所定領域に存在すると判別された後の所定の時刻から第1の所定期間内に前記ユーザに対してゲーム上の第1の特典を付与する付与手段と、
     を備えた、ゲーム制御装置。
    Obtaining means for obtaining position information indicating the position of the user's communication terminal;
    Determining means for determining whether or not the communication terminal is present in a predetermined area in which the event is performed within an event period in which the predetermined event is performed, based on the position information;
    A granting means for granting a first privilege on the game to the user within a first predetermined period from a predetermined time after it is determined that the communication terminal exists in the predetermined area within the event period;
    A game control device comprising:
  2.  前記付与手段は、前記イベント期間内の第2の所定期間に前記ユーザに対して前記第1の特典を付与することを特徴とする、
     請求項1に記載されたゲーム制御装置。
    The granting unit grants the first privilege to the user during a second predetermined period within the event period.
    The game control apparatus according to claim 1.
  3.  前記判別手段は、前記イベント期間内で、前記通信端末についての判別を複数回行うことを特徴とする、
     請求項1または2に記載されたゲーム制御装置。
    The determination means performs the determination about the communication terminal a plurality of times within the event period.
    The game control device according to claim 1 or 2.
  4.  ユーザ同士を関係付ける関係付け手段を備え、
     前記取得手段は、互いに関係付けられた複数のユーザの通信端末について前記位置情報を取得し、
     前記付与手段は、前記互いに関係付けられた複数のユーザの通信端末が前記イベント期間内に前記所定領域に存在すると判別された場合に、前記互いに関係付けられた複数のユーザに対してゲーム上の第2の特典を付与することを特徴とする、
     請求項1~3のいずれかに記載されたゲーム制御装置。
    It has an association means to relate users,
    The acquisition means acquires the position information for communication terminals of a plurality of users associated with each other,
    The granting unit determines whether the plurality of user communication terminals associated with each other are present in the predetermined area within the event period when the plurality of users associated with each other The second privilege is given,
    The game control device according to any one of claims 1 to 3.
  5.  前記付与手段は、前記ユーザと関係付けられた他のユーザのうち、前記通信端末が前記イベント期間内に前記所定領域に存在すると判別された他のユーザの数に応じて、前記第2の特典を変動させることを特徴とする、
     請求項4に記載されたゲーム制御装置。
    The granting unit is configured to provide the second privilege according to the number of other users who are determined to be present in the predetermined area within the event period among other users associated with the user. It is characterized by changing
    The game control apparatus according to claim 4.
  6.  前記付与手段は、前記通信端末が前記イベント期間内に前記所定領域に存在すると判別されてから経過した時間に応じて、前記第1の特典を変動させることを特徴とする、
     請求項1~5のいずれかに記載されたゲーム制御装置。
    The granting unit varies the first privilege according to a time elapsed since it was determined that the communication terminal exists in the predetermined area within the event period.
    The game control device according to any one of claims 1 to 5.
  7.  所定の操作入力に関する情報に基づいて、ユーザがゲーム上保有するポイントが消費されるとともに前記ゲームが進行されるように制御し、
     前記第1の特典は、前記ポイントの消費量を、前記通信端末が前記イベント期間内に前記所定領域に存在すると前記判別手段によって判別されなかった場合よりも低減することである、ことを特徴とする、
     請求項1~6のいずれかに記載されたゲーム制御装置。
    Based on the information related to the predetermined operation input, control is performed so that the point that the user holds on the game is consumed and the game is advanced,
    The first privilege is to reduce the consumption of the points as compared with a case where the determination means does not determine that the communication terminal exists in the predetermined area within the event period. To
    The game control device according to any one of claims 1 to 6.
  8.  ユーザに付与するオブジェクトを抽選により決定する抽選手段を備え、
     前記第1の特典は、前記通信端末が前記イベント期間内に前記所定領域に存在すると判別された後の所定の時刻から第1の所定期間、前記所定領域に存在すると判別されなかった場合よりも、ユーザに対して希少価値の高いオブジェクトを付与する確率を高くすることである、請求項1~7のいずれか一項に記載のゲーム制御装置。
    A lottery means for determining an object to be given to the user by lottery;
    The first privilege is more than a case where it is not determined that the communication terminal exists in the predetermined area for a first predetermined period from a predetermined time after it is determined that the communication terminal exists in the predetermined area within the event period. The game control device according to any one of claims 1 to 7, wherein the game control device is configured to increase a probability of giving an object having a high rare value to a user.
  9.  ユーザの通信端末の位置を示す位置情報を取得するステップと、
     前記通信端末が、所定のイベントが行われるイベント期間内に前記イベントが行われる所定領域に存在するか否かを、前記位置情報に基づいて判別するステップと、
     前記通信端末が前記イベント期間内に前記所定領域に存在すると判別された後の所定の時刻から第1の所定期間内に前記ユーザに対してゲーム上の第1の特典を付与するステップと、
     を備えた、ゲーム制御方法。
    Obtaining position information indicating the position of the user's communication terminal;
    Determining whether the communication terminal exists in a predetermined area where the event is performed within an event period where the predetermined event is performed, based on the position information;
    Giving a first privilege on the game to the user within a first predetermined period from a predetermined time after it is determined that the communication terminal exists in the predetermined area within the event period;
    A game control method comprising:
  10.  ゲームの実行を制御するために、コンピュータに、
     ユーザの通信端末の位置を示す位置情報を取得する機能、
     前記通信端末が、所定のイベントが行われるイベント期間内に前記イベントが行われる所定領域に存在するか否かを、前記位置情報に基づいて判別する機能、及び
     前記通信端末が前記イベント期間内に前記所定領域に存在すると判別された後の所定の時刻から第1の所定期間内に前記ユーザに対してゲーム上の第1の特典を付与する機能、
     を実現させるためのプログラム。
    To control the execution of the game, on the computer,
    A function of acquiring position information indicating the position of the user's communication terminal;
    A function of determining whether or not the communication terminal exists in a predetermined area where the event is performed within an event period during which the predetermined event is performed, and the communication terminal is within the event period; A function of giving a first privilege on the game to the user within a first predetermined period from a predetermined time after being determined to be present in the predetermined area;
    A program to realize
  11.  請求項10に記載されたプログラムを記録したことを特徴とする、コンピュータ読み取り可能な記録媒体。 A computer-readable recording medium in which the program according to claim 10 is recorded.
  12.  通信端末と、当該通信端末からアクセスされるサーバとを含むゲームシステムであって、
     ユーザの通信端末の位置を示す位置情報を取得する取得手段、
     前記通信端末が、所定のイベントが行われるイベント期間内に前記イベントが行われる所定領域に存在するか否かを、前記位置情報に基づいて判別する判別手段、
     前記通信端末が前記イベント期間内に前記所定領域に存在すると判別された後の所定の時刻から第1の所定期間内に前記ユーザに対してゲーム上の第1の特典を付与する付与手段、
     の各手段を、前記通信端末又は前記サーバのいずれか一方が備えた、
     ゲームシステム。
    A game system including a communication terminal and a server accessed from the communication terminal,
    Acquisition means for acquiring position information indicating the position of the user's communication terminal;
    A determination unit that determines whether or not the communication terminal exists in a predetermined area where the event is performed within an event period in which the predetermined event is performed based on the position information;
    A granting unit for granting a first privilege on the game to the user within a first predetermined period from a predetermined time after it is determined that the communication terminal exists in the predetermined area within the event period;
    Each of the means is provided in either the communication terminal or the server,
    Game system.
PCT/JP2013/058711 2012-03-29 2013-03-26 Game control device, game control method, program, recording medium, and game system WO2013146746A1 (en)

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