WO2013157483A1 - Système de jeu, procédé de commande utilisé dans ledit système de jeu et programme informatique - Google Patents

Système de jeu, procédé de commande utilisé dans ledit système de jeu et programme informatique Download PDF

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Publication number
WO2013157483A1
WO2013157483A1 PCT/JP2013/060970 JP2013060970W WO2013157483A1 WO 2013157483 A1 WO2013157483 A1 WO 2013157483A1 JP 2013060970 W JP2013060970 W JP 2013060970W WO 2013157483 A1 WO2013157483 A1 WO 2013157483A1
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WO
WIPO (PCT)
Prior art keywords
game
information
player
matching
service
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PCT/JP2013/060970
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English (en)
Japanese (ja)
Inventor
犬伏 崇
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 WO2013157483A1 publication Critical patent/WO2013157483A1/fr

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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
    • 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
    • A63F2300/5566Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8029Fighting without shooting

Definitions

  • the present invention relates to a game system in which a plurality of game machines and a server device are connected via a communication line, a control method used therefor, and a computer program.
  • a game system in which a commercial game machine and a server device that provides a predetermined service to the game machine are connected via a network.
  • a game system in which a user personal computer or a portable information terminal is connected to the game system and a predetermined service is provided through the server device (for example, Patent Document 1). reference).
  • a service related to a game provided by a commercial game machine is provided to a portable information terminal or the like through a server device.
  • a service that provides a bulletin board or the like for exchanging information related to the game.
  • information regarding various games provided by different types of game machines installed in a commercial facility can be exchanged.
  • Such information includes evaluations of each player for various games. Then, through such evaluation, play of another game can be prompted.
  • the evaluation of various games by a certain player does not always apply to all players. For example, it is not always useful for a player who likes a music game as a game preference to exchange action game information.
  • an object of the present invention is to provide a game system that can extract useful individual information from a group of information that can be notified to each player, a control method used therefor, and a computer program.
  • the game system includes a plurality of game terminals that respectively provide a game played by a plurality of players to each player, and the plurality of game terminals that are connected to the plurality of game terminals via a communication line and play the game.
  • a matching service providing server that provides a matching service for matching a player of each game terminal as a player, and each of the information groups that can be notified to each player based on a matching result of the matching service.
  • Information extracting means for extracting individual information individually associated with the player.
  • the matching result is used to extract individual information from the information group. Matching is performed in order to determine each player who plays a common game. That is, a common game is played by each matched player. Therefore, it is highly likely that each matched player has at least the same game preference. For this reason, the matched individual information of each player is highly likely to be mutually beneficial. That is, by using the matching result for information extraction, useful individual information can be extracted from the information group that can be notified to each player.
  • the game system further comprises information management data storage means for storing information management data in which player identification information for identifying each player and the information group are described in association with each other.
  • the extraction unit may extract the individual information from the information group of the information management data based on the player identification information of each player matched by the matching service.
  • the information group can be centrally managed using the information management data.
  • One aspect of the game system of the present invention may further comprise individual information notifying means for notifying at least the individual information of each player extracted by the information extracting means to each player matched by the matching service. .
  • individual information of each player related to matching is extracted and notified to each other. That is, each player can know mutually useful individual information. Thereby, utilization of useful individual information can be urged to each player.
  • an extraction result storage unit that stores past extraction results of the information extraction unit, an information processing unit that processes past individual information based on the extraction results, and the information Processing result notifying means for notifying each player of the processing result of the processing means as at least one of the individual information
  • the past processing result is notified as one piece of individual information.
  • the processing includes, for example, tabulation, rearrangement, and classification of past individual information.
  • each of the plurality of game machines may include a display device that displays a game screen of the game, and the individual information may be notified at least through the game screen.
  • the player is notified of useful individual information when using the game machine. For this reason, the player can be surely notified of the useful individual information.
  • the information processing apparatus further includes a user terminal connected to at least one of the plurality of game machines and the matching service providing server via a communication line, and the individual information is at least the You may notify through a user terminal.
  • useful individual information can be notified in accordance with the convenience of the player.
  • the personal information further includes a user service providing server that provides a predetermined service to the user terminal, and the predetermined service includes a related setting service for associating each player,
  • the individual information may be notified to each player associated by the related setting service at least through the user terminal.
  • each player can set a player who notifies useful individual information.
  • information regarding a play history related to a game played by each player in the past may be used as the individual information.
  • information regarding the play history of each matched player is extracted as useful individual information from among a large number of information groups. Since there is a high possibility that the game preferences of the matched players are common, it is possible to extract information of play history useful for each matched player. Further, when the information of the extracted play history is notified to each player, it is possible to notify each player of a game having a common preference. Thereby, each player can be prompted to play another game. That is, the matching result can be used for extracting a game recommended for other players.
  • the control method of the present invention includes a plurality of game terminals that respectively provide a game played by a plurality of players to each player, and the plurality of game terminals that are connected to the plurality of game terminals via a communication line and play the game.
  • An information group that can be notified to each player based on a matching result of the matching service to a computer incorporated in a game system including a matching service providing server that provides a matching service for matching a player of each game terminal as a player.
  • An information extraction process is performed for extracting individual information individually associated with each player matched by the matching service.
  • a computer program for a game system is connected to a plurality of game terminals that respectively provide a game played by a plurality of players to each player, and the plurality of game terminals via a communication line to play the game.
  • a computer incorporated in a game system including a matching service providing server that provides a matching service for matching players of each game terminal as the plurality of players is notified to each player based on the matching result of the matching service. It is configured to function as information extraction means for extracting individual information individually related to each player matched by the matching service from the information group to be obtained.
  • the game system of the present invention can be realized by executing the control method or the computer program of the present invention.
  • the matching result is used to extract individual information from the information group. Since each matched player is likely to have at least the same game preference, the individual information of each other is likely to be useful. For this reason, it is possible to extract useful individual information from an information group that can be notified to each player by using the matching result for information extraction.
  • FIG. 1 is a diagram showing an outline of the overall configuration of a game system according to an embodiment of the present invention.
  • a plurality of game machines GM as a plurality of game terminals and a center server 3 as a matching service providing server and a user service providing server serve as communication lines via a router 5.
  • the game machine GM is a commercial (commercial) game machine that allows a user to play a game within a range according to the price in exchange for consumption of a predetermined price.
  • the game machine GM is configured to provide a game of a type that the players of each game machine GM matched via the center server 3 play together.
  • An appropriate number of game machines GM are installed in a commercial facility such as a store 7.
  • the game machine GM is provided with a monitor MO as a display device.
  • a liquid crystal display device is used as the monitor MO.
  • a local server may be installed between the game machine GM and the router 5, and the game machine GM may be connected to the center server 3 via the local server.
  • the center server 3 is not limited to an example configured by a single physical device.
  • one logical center server 3 may be configured by a server group as a plurality of physical devices.
  • the center server 3 may be logically configured using cloud computing.
  • the game machine GM may function as the center server 3.
  • the user terminal 8 can access the center server 3 via the network 6.
  • a computer device capable of network connection such as a personal computer 8a, a mobile phone 8b (including a smartphone), or the like may be appropriately used.
  • the user when a user uses the game machine GM, the user is particularly referred to as a player.
  • Each game machine GM and the center server 3 are given unique information that can be identified on the network 6. Thereby, on the game system 1, each game machine GM and the center server 3 can be identified. For example, an IP address may be used as such unique information.
  • the network 6 is a public network such as the Internet, a unique fixed address on the network 6 is set for each router 5.
  • Each game machine GM or the like is set as an IP address with a private address for uniquely recognizing the game machine GM or the like on the network 6 in combination with the fixed address.
  • a virtual private network (VPN) is established between the game machine GM and the center server 3, and each game machine GM and the like are uniquely specified on the VPN using a private address.
  • the information for identifying each game machine GM, the center server 3, and the user terminal 8 on the network 6 is called address information. In communication via the network 6, it is assumed that a communication partner is specified based on the address information unless otherwise specified.
  • a unique store ID is set for each store 7, and a unique housing ID is set for each game machine GM, separately from the address information described above.
  • the center server 3 can uniquely identify the store 7 to which the communication partner game machine GM belongs and the game machine GM.
  • the center server 3 provides various services via the network 6 to the game machine GM and the user terminal 8.
  • the center server 3 provides various game machine services to the game machine GM or its player.
  • a game machine service for example, a service for receiving player identification information from the game machine GM and authenticating the player is provided.
  • a service for receiving and storing the play data of the authenticated player from the game machine GM or providing the play data to be saved to the game machine GM is also provided.
  • the game machine service includes a service for updating the program or data of the game machine GM via the network 6, and a matching service for matching users when a plurality of users play a common game via the network 6. Etc. are included.
  • the center server 3 provides various Web services as predetermined services to the user of the user terminal 8 that accesses through the network 6.
  • a Web service for example, a game information service is provided that provides a user with various information related to a game to be executed on the game machine GM.
  • the web service includes a community service that provides a place for exchange of information such as information transmission, exchange, and sharing by a user, a service that assigns a user ID for identifying each user, and the association of the user ID with a card ID described later. And services such as services for setting associations between users (friend registration, rival registration, etc.) (related setting services).
  • various web services may include a service for playing a predetermined game (sometimes referred to as a mobile game) in response to access from the user terminal 8.
  • the game information service may include information related to the mobile game.
  • FIG. 2 is a functional block diagram of the main part of the game system 1.
  • the center server 3 is provided with a control unit 10 as a computer and a storage device 11.
  • the control unit 10 is configured as a computer unit combining a microprocessor and various peripheral devices such as an internal storage device (for example, ROM and RAM) necessary for the operation of the microprocessor.
  • the control unit 10 is connected to an input device such as a keyboard and an output device such as a monitor, but these are not shown.
  • the storage device 11 is connected to the control unit 10.
  • the storage device 11 is configured by a large-capacity storage medium such as a magnetic tape, for example, so that the storage can be held without power supply.
  • the storage device 11 stores a server program 15.
  • the server program 15 is a computer program necessary for the center server 3 to provide various services to the game machine GM and the user terminal 8.
  • a game machine service management unit 16 and a Web service management unit 17 are provided inside the control unit 10.
  • the game machine service management unit 16 executes a process for providing the game machine service described above.
  • the web service management unit 17 executes processing necessary to provide the above-described web service.
  • the game machine service management unit 16 and the web service management unit 17 are logical devices realized by a combination of computer hardware and a computer program. Various other logical devices may be provided inside the control unit 10, but these are not shown.
  • the storage device 11 stores various data that can be referred to as the server program 15 is executed.
  • Such various data includes, for example, ID management data 22, game data 23, play data 25 as information management data, and matching data 26. Details of these data will be described later.
  • control unit 30 and the storage device 31 are provided in the game machine GM.
  • the control unit 30 is configured as a computer unit in which a microprocessor and various peripheral devices such as an internal storage device (for example, ROM and RAM) necessary for the operation of the microprocessor are combined.
  • the control unit 30 has various inputs such as an operation input device for inputting the player's operation, a display device such as a monitor MO, a sound reproduction device such as a speaker, a card reader, and a coin authentication device, as in a known game machine. Although the device and the output device are connected, their illustration is omitted.
  • the card reader is provided to read information on the card 32 possessed by the user and output a signal corresponding to the information to the control unit 30.
  • the card 32 is provided with a nonvolatile storage medium (not shown) such as an IC chip or a magnetic stripe.
  • the storage medium stores a unique ID (hereinafter sometimes referred to as a card ID) for each card 32.
  • the card ID is used to call play data 25 stored on the center server 3, for example.
  • the center server 3 identifies a user (player) using a user ID as unique player identification information for each user.
  • the play data 25 is also recorded in one-to-one correspondence with the user ID.
  • the card ID is associated with the user ID on a one-to-one basis or a many-to-one basis.
  • the center server 3 can identify the correspondence between the card ID and the user ID by referring to the ID management data 22 and specify the user ID of the player.
  • the card ID may be recorded on the card 32 in the form of a barcode or the like.
  • the card ID may be recorded on a storage medium such as an IC chip mounted on a mobile phone or the like.
  • the storage device 31 is connected to the control unit 30.
  • the storage device 31 is configured by, for example, a hard disk, a flash SSD (Solid State Drive), or the like so as to be able to hold the memory without supplying power.
  • a game program 35 is stored in the storage device 31.
  • the game program 35 is a computer program necessary for the game machine GM to provide a game (sometimes referred to as an arcade game).
  • a game service processing unit 36 is provided inside the control unit 30.
  • the game service processing unit 36 executes various processes related to the play of the arcade game, such as management of the start, progress, and end of the arcade game in the game machine GM, and collection of a play fee (predetermined consideration).
  • a part of the game machine service is realized by the cooperation of the game service processing unit 36 and the game machine service management unit 16 of the center server 3.
  • the game service processing unit 36 is a logical device realized by a combination of computer hardware and a computer program. Various other logical devices may be provided inside the control unit 30, but these are not shown.
  • the storage device 31 stores various types of data that can be referred to as the game program 35 is executed.
  • Such various types of data include, for example, ID management data 22, play data 25, and matching data 26.
  • ID management data 22 and the play data 25 is provided from the center server 3 so as to include a part associated with the player who executes the arcade game when the arcade game is executed.
  • the matching data 26 is also provided from the center server 3 as a result of matching by the center server 3 and stored in the storage device 31.
  • control unit 40 is configured as a computer unit that combines a microprocessor and various peripheral devices such as an internal storage device (for example, ROM and RAM) necessary for the operation of the microprocessor.
  • the control unit 40 is connected to various input devices and output devices of a known computer device that can be connected to the network.
  • the storage device 41 is connected to the control unit 40.
  • the storage device 41 is configured by, for example, a non-volatile semiconductor storage device or the like so that the storage can be held even when power is not supplied.
  • a terminal program 45 is stored in the storage device 41.
  • the terminal program 45 is a computer program necessary for the user terminal 8 to receive a web service from the center server 3.
  • a Web service processing unit 46 is provided inside the control unit 40.
  • the Web service processing unit 46 executes various processes necessary for the user to use the Web service in cooperation with the Web service management unit 17 of the center server 3, for example.
  • the Web service processing unit 46 executes a well-known process necessary for providing a game information service.
  • the Web service processing unit 46 provides a well-known process or community service necessary for providing a related setting service for setting a relationship between users such as friend registration and rival registration. The well-known processing necessary for this is also executed.
  • the Web service processing unit 46 is a logical device realized by a combination of computer hardware and a computer program. Various other logical devices may be provided inside the control unit 40, but these are not shown.
  • the storage device 41 stores various data that can be referred to as the terminal program 45 is executed.
  • Such various types of data include, for example, ID management data 22, play data 25, and matching data 26.
  • ID management data 22 and the play data 25 is provided from the center server 3 and stored in the storage device 41 so that a part necessary for providing the Web service is included.
  • matching data 26 is provided from the center server 3 and stored in the storage device 41 as required for providing the Web service.
  • the ID management data 22 is data in which correspondence relationships between various IDs used in the game system 1 are described. For example, as described above, the correspondence relationship between the card ID (s) and the user ID is recorded in the ID management data 22.
  • the play data 25 is a set of data created for each user ID.
  • the card ID that the player has recognized by the game machine GM is provided to the center server 3.
  • at least a part of the play data 25 corresponding to the user ID associated with the card ID is provided from the center server 3 to the game machine GM and stored in the storage device 31 of the game machine GM.
  • FIG. 3 is a diagram showing an example of the contents of the play data 25.
  • the arcade data includes, for example, various information associated with the play of the arcade game such as the results recorded by the user in the arcade game and various items owned in the arcade game.
  • the play data 25 may include mobile data, for example. Similar to the arcade data, the mobile data may include, for example, various information associated with the play of the mobile game such as the results recorded by the user in the mobile game and various items owned in the mobile game.
  • a plurality of games (a plurality of types of games) may be used as the arcade game and the mobile game. In this case, each game may be managed by a unique game ID for each arcade game or each mobile game. Further, the arcade data and the mobile data may be associated with the user ID on the play data 25 using the game ID.
  • the play history data is data indicating the history of each game played by the player corresponding to each user ID in the past.
  • the play history data includes, for example, information on game names corresponding to various games provided by various game machines including the game machine GM.
  • the information of game ID may be utilized as information regarding a game name.
  • the game names may be arranged in the order in which the number of plays is large.
  • the play history data may include information corresponding to the number of plays of each game.
  • each game name may be located in the new order of the play history.
  • the play history data may include information corresponding to the play date and time of each game.
  • the information for determining the arrangement order such as the number of times of playing each game and the date and time of play may be managed as separate data.
  • the entire information corresponding to all user IDs (all players) included in the play data 25 such as arcade data and play history data functions as the information group of the present invention.
  • the information corresponding to each player among these information groups functions as individual information of the present invention.
  • the matching data 26 is data for specifying each player matched when playing the game.
  • FIG. 4 is a diagram illustrating an example of the contents of the matching data 26. As shown in FIG. 4, the matching data 26 includes matching ID, play date, game name, and card ID information. The matching data 26 is a set of records described so that these pieces of information are associated with each other.
  • Matching ID is information for identifying each record.
  • the matching ID for example, a unique number is used for each record.
  • the play date / time is information indicating the date / time when the game was played, in other words, the date / time when matching was executed.
  • the game name is information indicating the name of a game played using matching. When each game is managed by a game ID, the game ID may be used as information indicating the game name.
  • the card ID is information indicating the card ID of the card 32 used by each matched player.
  • the matching data 26 includes information on a plurality of card IDs corresponding to each matched player as card ID information. In addition, the matching data 26 may include information for identifying the store 7 or the game machine GM played by each matched player.
  • the game data 23 is data that is appropriately referred to by the control unit 10 of the center server 3 in relation to the arcade game (or mobile game).
  • the ID management data 22, the play data 25, and the matching data 26 described above can also function as part of the game data 23. Note that various data other than the illustrated data are recorded in the storage devices 11, 31, and 41, but a description thereof is omitted.
  • an arcade game executed on the game machine GM will be described.
  • various games such as an action game, a role playing game, a shooting game, a simulation game, a music game, and a quiz game may be executed.
  • an action game is executed in which the matched players cooperate to advance the game on the game machine GM.
  • FIG. 5 is a diagram illustrating an example of a game screen of an action game executed on the game machine GM.
  • the game screen 55 is displayed on the monitor MO.
  • the game screen 55 includes a game progress area 56 and a history area 57.
  • the game progress area 56 is used for the progress of the game.
  • the game progress area 56 includes images of various objects such as a player character corresponding to each player and an enemy character that functions as an obstacle for progressing the game.
  • a play is performed in which each player manipulates the player character and aims to capture the enemy character.
  • the game progress area 56 also displays various information necessary for the progress of the game, such as items owned by each player character and the remaining time.
  • the history area 57 is an area for notifying the play history of each player who is playing the game together.
  • the game name of each game played in the past for each player is displayed as a play history.
  • the player icon PI is displayed in the history area 57 as information indicating each player.
  • the game name of each game played by each player is displayed as a play history. More specifically, the history area 57 includes a first player icon PI1 corresponding to the first player, a second player icon PI2 corresponding to the second player, a third player icon PI3 corresponding to the third player, and A fourth player icon PI4 corresponding to the fourth player is displayed.
  • next to the first player icon PI1 three game names “steel”, “mahjong fight”, and “magic” are displayed as the play history of the first player.
  • “magic”, “steel”, and “ubeat” are next to the second player icon PI2
  • “ubeat”, “steel”, and “reflect” are next to the fourth player icon PI3.
  • “Steel”, “Ubeat”, and “Mahjong Fight” are displayed next to the icon PI4.
  • the games included in the history of four players are often common.
  • the history of the second player to the fourth player includes a game “Ubeat”.
  • this game is not included in the history of the first player.
  • the first player can know the existence of the game “Ubeat” through the history area 57.
  • This game is highly likely to meet the preference of the first player because a player who enjoys the same game plays with high probability. Therefore, for example, in the example of FIG. 5, the history area 57 functions as a motivation to play the game “Ubeat”.
  • the game machine GM provides the game screen 55 for notifying the matched play histories while proceeding with the game.
  • the history area 57 will be further described with reference to FIG.
  • FIG. 6 is an explanatory diagram for explaining the relationship between each data and the history area 57.
  • the ID management data 22 and the play data 25 are mainly used for displaying the history area 57.
  • the ID management data 22 is referred based on the card ID of the card 32 used by the player to play the game.
  • the ID management data 22 describes the correspondence between the card ID and the user ID. Therefore, the user ID of the player who is playing is specified by referring to the ID management data 22 using the card ID as a key.
  • the play history of the play data 25 corresponding to the identified user ID is referred.
  • Each game name included in the play history is displayed in the history area 57.
  • the number of game names that can be displayed in the history area 57 may be arbitrary. Moreover, the game name which should be displayed among each game name contained in a play log
  • FIG. 7 is a diagram illustrating an example of a flowchart of the matching processing routine.
  • the routine of FIG. 7 is realized by the control unit 10 of the center server 3 and the control unit 30 of the game machine GM cooperating. More specifically, the routine of FIG. 7 is executed through the game machine service management unit 16 of the control unit 10 and the game service processing unit 36 of the control unit 30. Further, the routine of FIG. 7 is executed each time a predetermined game start operation is executed, for example.
  • the game service processing unit 36 may be described as the execution machine process as the game machine GM, and the game machine service management unit 16 may be described as the execution server process as the center server 3.
  • the game machine GM executes a matching request to the center server 3 in step S11.
  • This matching request includes, for example, various types of information necessary for matching, such as the type of game, the environment, and the required number of people.
  • the center server 3 receives the matching request from the game machine GM, the center server 3 starts the matching process of FIG. Then, the center server 3 first executes matching in step S21. Specifically, the game machines GM executing the matching request are matched. This matching is executed based on various information included in the matching request. For example, each player who matches a condition necessary for executing a game such as the same game and the same environment is matched. Therefore, in step S21, for example, game machines GM that are executing matching requests regarding the same game, the same play level, and the same game stage are matched.
  • the center server 3 In the next step S22, the center server 3 generates matching data 26 based on the matching result in step S21. In the next step S23, the center server 3 notifies the matching result of step S21 to the game machine GM. The notification of the matching result includes the matching data 26 generated in step S22. When the center server 3 finishes the process of step S23, it ends the current routine.
  • the game machine GM receives the notification of the matching result from the center server 3 in step S12.
  • the game machine GM sets a game environment for starting the game based on the matching result received in step S12.
  • the game machine GM starts the game based on the game environment set in step S13, and ends the current routine.
  • each game machine GM which plays a common game is matched via the center server 3. Further, information on the card ID of each matched player is notified to each matched game machine GM through the matching data 26.
  • FIG. 8 is a diagram showing an example of a flowchart of the history area display processing routine.
  • the routine of FIG. 8 is executed through the game service processing unit 36 by the control unit 30 of the game machine GM.
  • the routine in FIG. 8 is executed each time a display of a predetermined game screen is requested after the game is started, for example.
  • the routine of FIG. 8 may be executed as part of the environment setting in step S13 of the routine of FIG.
  • the control unit 30 of the game machine GM and the control unit 10 of the center server 3 are not limited to the routines of FIG. 7 and FIG.
  • Various well-known processes are executed in order to provide a service, but detailed description thereof is omitted.
  • the game service processing unit 36 first acquires various data in step S31.
  • the various data includes matching data 26 or play data 25 and ID management data 22 received from the center server 3 in the routine of FIG.
  • the various data may include, for example, image data for displaying the player icon PI.
  • the game service processing unit 36 extracts information on the play history of each player based on the ID management data 22, the play data 25, and the matching data 26 acquired in step S31. More specifically, the game service processing unit 36 first specifies the user ID of each matched player based on the matching data 26 and the ID management data 22 using the card ID as a key. Then, based on each identified user ID, at least a part of the play history data corresponding to each user ID is extracted from the play data 25 as play history information. In this way, the game service processing unit 36 extracts information on the play history of each player matched from the play data 25.
  • the game service processing unit 36 based on the various data acquired in step S31 and the information on the play history of each player extracted in step S32, includes a history area 57 including information on the play history of each player.
  • the drawing data required to display the is generated.
  • the game service processing unit 36 outputs the generated drawing data so that the history area 57 is displayed based on the drawing data generated in step S33, and ends the current routine.
  • the play history information of each player matched from the play data 25 based on the matching data 26 is extracted, and the history area 57 reflecting the information is displayed. That is, the history area 57 including the past play history information of each matched player is displayed.
  • a part of the information of the play histories of many players included in the play data 25 is extracted based on the matching result. Since each player who is playing the same game is likely to have a common game preference, each player's play history is likely to be beneficial to the matched players. For this reason, it is possible to extract a play history useful for each matched player by using the matching result to extract the information of the play history.
  • the extracted play history is notified to other players through the history area 57. Therefore, the notification of the beneficial play history through the history area 57 can more appropriately recommend other games to each player. Thereby, since the use of another game can be promoted more appropriately, the use of another game can be activated.
  • control unit 30 of the game machine GM functions as the information extraction unit and the individual information notification unit of the present invention by executing the routine of FIG. 8 through the game service processing unit 36. Further, the storage device 11 of the center server 3 stores the play data 25, thereby functioning as information management data storage means of the present invention.
  • the present invention is not limited to the above-described form, and can be implemented in an appropriate form.
  • the play history information displayed in the history area 57 is not limited to such a form.
  • ranking information obtained by ranking each game included in the play history of each player who played in the past may be displayed in the history area 57 as the play history information.
  • the history area 57 including the ranking information may be realized by, for example, the routine of FIG.
  • FIG. 9 is a diagram illustrating an example of a flowchart according to a modification of the history area display processing routine.
  • the routine in FIG. 9 is executed by the game service processing unit 36 as in FIG. Further, the cycle in which FIG. 9 is executed is the same as that in FIG.
  • the routine of FIG. 8 is compared with the routine of FIG. 9, the routine of FIG. 9 is different from the routine of FIG. 8 in that the process of step S35 is added.
  • the game service processing unit 36 When the routine of FIG. 9 is started, the game service processing unit 36 first acquires various data in step S31 as in the routine of FIG. However, at this time, the game service processing unit 36 acquires the matching data 26 so as to include past records in a predetermined range (for example, a range from the current day to the game release date). In subsequent step S32, the play history information is extracted as in the routine of FIG. However, at this time, the game service processing unit 36 extracts play history information using each user ID associated with the same game included in the predetermined range of the matching data 26 as a key. That is, the game service processing unit 36 uses the past matching results related to the same game as well as the current matching results to extract the play history information.
  • a predetermined range for example, a range from the current day to the game release date
  • step S35 the game service processing unit 36 processes the extraction result extracted in step S32. More specifically, the number of each game included in the play history information is calculated based on the extraction result of step S32, and the arrangement order of each game is determined based on the calculation result. That is, the game service processing unit 36 ranks each game included in the play history information based on the extraction result of step S32 as processing. Similarly to the routine of FIG. 8, in step S33, drawing data necessary for drawing the history area 57 including the processing result information is generated, and in step S34, the drawing data is output. End the routine.
  • ranking information of play history based on past results is displayed in the history area 57.
  • the processing is not limited to totaling past results such as creating ranking information.
  • rearrangement of rearranging past play history information under a predetermined condition such as a play date and time may be executed as processing.
  • classification according to the kind of games, such as an action game and a role playing game may be performed as processing.
  • the control unit 30 of the game machine GM executes the routine of FIG. 9 through the game service processing unit 36, it functions as the information processing means and the processing result notification means of the present invention.
  • storage device 11 of the center server 3 functions as an extraction performance memory
  • it is not limited to the form from which the past extraction performance is obtained by the matching data 26 and the play data 25 corresponding to it.
  • the results of play history information extracted by past matching may be directly stored.
  • the information of the play history extracted based on the matching result is notified to each matched player through the game screen 55.
  • the notification of the play history information is not limited to such a form.
  • such information may be notified as one of Web services. That is, the information on the play history extracted based on the matching result may be notified to each player through the user terminal 8.
  • the extraction result can be notified in accordance with the convenience of the user.
  • the extracted play history information is notified to each matched player.
  • each notified player is not limited to such a form.
  • a service capable of setting a player to be notified of the extracted play history information may be provided.
  • the above-described related setting service may be used. That is, the extracted play history information may be notified to each player who is registered as a friend or rival through, for example, a related setting service in addition to each matched player. In these cases, each player can set a player who is notified of the extracted play history information.
  • the information on the play history of each player is centrally managed through the play data 25.
  • management of play history information is not limited to such a form.
  • information on play history (play history data and the like) of each player may be stored in a storage medium such as a card 32 owned by each player.
  • the play history information of each player is temporarily stored in the storage device 31 of the game machine GM.
  • Can be used it is possible to extract and use only the play history information of each matched player from the play history information group corresponding to a large number of players.
  • the extracted play history information is not limited to a form that is directly notified to each player including processed information.
  • the extracted play history information may be used in an indirect form such as sales promotion, advertisement, or development of a new game.
  • the center server 3 that provides the game machine service to the game machine GM is used as a server that provides the user terminal 8 with a predetermined service such as a Web service. That is, the user terminal 8 and the game machine GM are provided with various services by the common center server 3.
  • the present invention is not limited to such a form.
  • a server that provides a predetermined service to the user terminal 8 (corresponding to a user service providing server) is different from a server that provides a game machine service to the game machine GM (corresponding to a matching service providing server). May be used.
  • information on past play histories of each player is used as individual information individually associated with each player.
  • the individual information is not limited to such a form.
  • information on the store 7 that each player played in the past may be used. In this case, it is possible to promote the use of another store 7 in which the usage rate of each player is high.
  • information of each item owned by each player in a specific game may be used. In this case, it is possible to promote the possession of an item having a high ownership rate of each player.
  • information regarding various objects that should promote the use of other players may be used as the individual information.
  • the game machine of the present invention may be realized in an appropriate form such as an arcade game machine installed in a commercial facility, a home-use game machine, or a portable game machine. Therefore, when a mobile game is executed on the user terminal 8, the user terminal 8 may be used as a game terminal. Moreover, the game system 1 may be comprised only by game machine GM.

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  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

L'invention concerne un système de jeu en mesure d'extraire des informations individuelles utiles à partir d'un ensemble d'informations pouvant être communiquées à des joueurs individuels. Le système de jeu (1) comprend : une pluralité de machines de jeu (GM) permettant à chacun d'une pluralité de joueurs de jouer à un jeu ; et un serveur central (3) relié par le biais d'un réseau (6) à la pluralité de machines de jeu (GM), le serveur central (3) assurant un service de mise en correspondance par le biais duquel les joueurs utilisant les machines de jeu (GM) sont mis en correspondance en tant que membres de la pluralité de joueurs jouant au jeu. En fonction des résultats de la mise en correspondance effectuée par le service de mise en correspondance, le système de jeu (1) extrait des informations d'historique de jeu pour chacun des joueurs mis en correspondance à l'aide du service de mise en correspondance à partir de l'ensemble d'informations d'historique de jeu pouvant être communiquées aux joueurs.
PCT/JP2013/060970 2012-04-19 2013-04-11 Système de jeu, procédé de commande utilisé dans ledit système de jeu et programme informatique WO2013157483A1 (fr)

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JP6075883B2 (ja) * 2014-02-12 2017-02-08 株式会社コナミデジタルエンタテインメント ゲームシステム、それに用いられる制御方法、及びコンピュータプログラム
JP6526945B2 (ja) * 2014-04-25 2019-06-05 株式会社スクウェア・エニックス 情報処理装置、制御方法及びプログラム
JP7289345B2 (ja) * 2016-07-08 2023-06-09 株式会社 ディー・エヌ・エー ゲーム提供システム及びゲームプログラム
JP2019150397A (ja) * 2018-03-05 2019-09-12 株式会社カプコン ゲームプログラムおよびゲーム装置

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