WO2013175873A1 - Game management device - Google Patents

Game management device Download PDF

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Publication number
WO2013175873A1
WO2013175873A1 PCT/JP2013/060392 JP2013060392W WO2013175873A1 WO 2013175873 A1 WO2013175873 A1 WO 2013175873A1 JP 2013060392 W JP2013060392 W JP 2013060392W WO 2013175873 A1 WO2013175873 A1 WO 2013175873A1
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WO
WIPO (PCT)
Prior art keywords
game
group
user
level
shared
Prior art date
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PCT/JP2013/060392
Other languages
French (fr)
Japanese (ja)
Inventor
雄一 蛭田
山本 拓
陽佳 渡部
博信 森
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 WO2013175873A1 publication Critical patent/WO2013175873A1/en

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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services
    • 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
    • A63F13/70Game 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/34Betting or bookmaking, e.g. Internet betting
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3272Games involving multiple players
    • G07F17/3274Games involving multiple players wherein the players cooperate, e.g. team-play
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • 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
    • A63F2300/57Features 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 game management device, a game device, a game system, a game management method, a program, and a recording medium for managing game information of each user.
  • Patent Document 1 a game system in which a user can receive various game services provided from a game server by connecting the user's terminal device (personal computer, mobile phone terminal, etc.) to a game server installed on the Internet.
  • Patent Document 2 a game system in which a browser game or the like can be enjoyed only by performing a simple operation with a terminal device such as a mobile phone has become widespread.
  • SNS social networking service
  • a social networking service which is a community-type service that promotes and supports connections between people, and is provided as one of the SNS services. Games are prevalent.
  • each user can become a friend with another user who uses the game service. And if a friend is made, for example, when a user plays a battle, it becomes a system which becomes advantageous on a game, such as requesting a battle cooperation from one of the friends.
  • An object of the present invention is to realize a highly interesting game in which a plurality of users play while actively cooperating with each other.
  • a game management device is a game management device that manages a game, and includes a group management unit that manages a group composed of a plurality of users, and information on the shared items of the group in a storage device
  • a shared object information storage control means for storing; an input information storage control means for storing, in a storage device, information of an article virtually input by each user in the group with respect to the shared object; and the group
  • the input material accumulation means for accumulating the input amount of the input material input by each user in the group, and the level of the common object is changed based on the accumulated amount in the group of the input material.
  • the shared material level changing means that manages the game conditions to which the user in the group applied the shared material becomes more advantageous as the level of the shared material is higher. It includes an over-time condition management means.
  • a game system is a game system including a game management device that manages a game and a terminal device that communicates with the game management device, and includes a plurality of users.
  • Group management means for managing the group to be stored, shared object information storage control means for storing information on the shared material of the group in a storage device, and virtual input by each user in the group with respect to the shared material
  • Input information storage control means for storing information on the input material in a storage device, input material accumulation means for accumulating the input amount of the input material input by each user in the group in the group, and the input
  • a shared object level changing means for changing the level of the shared object based on a cumulative amount in the group of objects; the higher the level of the shared object, the more the users in the group.
  • There is a one comprises configuration of the means of the game condition management means for managing as game conditions to which the corresponding shared object becomes more favorable, the game management device or the terminal device.
  • a game management method is a game management method in a computer for managing a game, wherein the computer manages a group composed of a plurality of users, A shared material information storage control step for storing information on the shared material of the group in a storage device, and the computer stores information on the material virtually input by each user in the group with respect to the shared material
  • An input information storage control step for storing in the apparatus, an input material accumulation step for the computer to accumulate the input amount of the input material input by each user in the group, and a computer for the input object.
  • the common level change step for changing the level of the common based on the cumulative amount in the input group.
  • flop, computer the higher the level of the shared object, including a game condition management step for the user to manage as game conditions to which the corresponding shared object is more advantageously in the group.
  • the game management device and the game system of the present invention may be realized by a computer.
  • a recorded computer-readable recording medium also falls within the scope of the present invention.
  • FIG. 1 shows a configuration example of a game system in which a game management device according to an embodiment of the present invention is incorporated.
  • this game system includes a game server 1 installed on a network 4 such as the Internet, a database server 2 connected to be communicable with the game server 1, and a game server via the network 4. 1 and the terminal device 3 of each user that can be communicably connected.
  • the network 4 is not limited to the Internet.
  • the game server 1 and the terminal device 3 of each user can be connected to each other so as to communicate with each other, for example, a dedicated line, a public line, etc. It may be a line (telephone line, mobile communication line, etc.), a wired LAN (Local Area Network), a wireless LAN, or the like, or a combination of the Internet and these.
  • the game management device includes a game server 1 and a database server 2.
  • the game server 1 receives access from the terminal device 3 of each user who receives the game service via the network 4 and stores and manages game information of each user in the database server 2 (storage device).
  • a game service is provided via the network 4.
  • an example of providing a so-called browser game in which a game can be played by a web browser installed in each user terminal device 3 will be described as one form of game service provided by the game server 1.
  • the service form for providing the browser game it is not necessary to download or install software dedicated to the game on the user's terminal device 3, and the user can easily connect to the game server anywhere as long as the terminal device 3 can be connected to the network 4.
  • the game service provided from 1 can be enjoyed.
  • a program for a browser game is installed in the game server 1, and the game server 1 performs arithmetic processing and data for progressing the game in accordance with input operations on the terminal device 3 of each user. Execute the process. Then, the game server 1 updates the game information of each user in the database server 2 based on the execution result of the arithmetic processing and the like, and web page information for displaying the execution result on the screen of the user terminal device 3 (Game screen data) is transmitted to the terminal device 3 of each user.
  • Game screen data web page information for displaying the execution result on the screen of the user terminal device 3
  • Each user's terminal device 3 is equipped with a web browser having a website browsing function as a user agent so that the web page information transmitted from the game server 1 can be displayed on the screen of the terminal device 3. It has become.
  • the terminal device 3 include a mobile phone terminal, a PHS (Personal Handy-phone System) terminal, a personal digital assistant (PDA), and a smartphone that is a mobile terminal in which a mobile phone and a mobile information terminal are integrated.
  • Various terminals that can be connected to the game server 1 via the network 4 and receive a game service such as a personal computer, a tablet computer, or a game device having a communication function (stationary or portable game device) Applicable.
  • the game provided in the present embodiment can have a so-called social game element that allows a user to play while interacting with other users who are receiving game services.
  • a social networking service SNS
  • a game system that provides a social game service as one of the SNS services can be obtained.
  • a game service can be provided to the user by a game system operating on the SNS platform, but the game server 1 and the database server 2 can be constructed as independent game systems without being incorporated into the SNS system. Good.
  • Examples of games provided by the game server 1 include sports / racing games, simulation games, and training games based on baseball, soccer, tennis, American football, basketball, volleyball, golf, boxing, horse racing, car racing, and the like.
  • Various games such as role-playing games and quiz games can be used regardless of the game format and genre.
  • an example in which the game server 1 manages a baseball game will be described below.
  • a plurality of users can virtually manage one baseball team jointly.
  • the user becomes an original player character (hereinafter, referred to as “my player character”) as his or her own character, and belongs to a jointly operated baseball team.
  • the game server 1 manages a plurality of users who jointly manage one baseball team as one group.
  • each team has a “stadium” as a shared object.
  • the user can acquire management points in a predetermined game mode in the game and invest (inject) the management points in the stadium.
  • the game server 1 accumulates the management points invested by each user in the team within the team, and changes the level of the stadium according to the accumulated amount. That is, if each user in the team cooperates and invests, the level of the stadium can be improved (the stadium is virtually luxurious and facilities are enhanced).
  • the game management device includes the game server 1 and the database server 2.
  • FIG. 2 shows an example of the hardware configuration of the game server 1.
  • the game server 1 mainly includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12 and a RAM (Random Access Memory) 13 as a main storage device, and an auxiliary storage device 14.
  • the communication control unit 15 and the input / output control unit 16 are connected to each other via a bus line 17 including an address bus, a data bus, a control bus, and the like. Note that an interface circuit is interposed between the bus line 17 and each component as necessary, but the illustration of the interface circuit is omitted here.
  • the CPU 11 interprets and executes instructions of application software such as system software and game programs, and controls the game server 1 as a whole.
  • the ROM 12 stores programs and the like necessary for basic operation control of the game server 1.
  • the RAM 13 stores various programs and data, and secures a work area for the CPU 11.
  • the auxiliary storage device 14 is a storage device that stores application software such as a game program, various data, and the like.
  • application software such as a game program, various data, and the like.
  • a hard disk drive can be used as the auxiliary storage device 14.
  • the program according to the present embodiment for causing the game server 1 (computer) to operate as a game management device is also stored in the auxiliary storage device 14, and the program is transferred from the auxiliary storage device 14 to the bus line when the game server 1 is started. 17 is loaded into the RAM 13 via the CPU 17 and executed by the CPU 11.
  • the communication control unit 15 includes a communication interface 15 a connected to the network 4, and controls communication with each user terminal device 3 via the network 4.
  • the communication control unit 15 also controls communication with a server (not shown) connected to the network 4. For example, when it is set as the system configuration which incorporated the game server 1 in SNS, the communication control part 15 of the game server 1 controls communication between SNS servers.
  • the input / output control unit 16 is communicably connected to the database server 2 and is a database interface that performs input / output control when the CPU 11 executes reading / writing of data (records) with respect to the database server 2.
  • the database server 2 includes a large-capacity hard disk device having, for example, a RAID (Redundant Arrays of Inexpensive Disks) configuration as a storage device having an area for storing game information of each user managed by the game server 1.
  • the database server 2 stores various game information (user name, level, in-game points, possessed items, etc.) of each user in association with identification information (user ID) for uniquely identifying each user, for example. It can be constructed as a database, an object database, an object relational database, or the like.
  • the game management device is configured by the game server 1 and the database server 2
  • the present invention is not limited to this.
  • the game server 1 can have the function of the database server 2 and the game management device can be configured only by the game server 1.
  • the game server 1 can be configured as a plurality of servers by distributing the functions of the game server 1 to a plurality of servers. For example, when a user operates the terminal device 3 to access the game server 1, an authentication server having an authentication function for determining whether the user is a legitimate user is provided separately from the main server of the game server 1,
  • the game server 1 may be composed of a main server and an authentication server.
  • a billing management server that performs billing management when a user purchases an item to be billed in a game is provided separately from the main server of the game server 1, and the main server, authentication server, and billing management
  • the game server 1 may be configured by a server.
  • a load distribution type system configuration may be adopted. In this case, it is desirable to provide a load balancer for adjusting the load among the plurality of game servers 1.
  • terminal device 3 As the terminal device 3 operated by the user, various terminals having a website browsing function such as a mobile phone terminal and a smartphone can be applied as described above.
  • a mobile terminal is illustrated as an example. The configuration will be described. Note that the terminal device 3 other than the mobile terminal is also required for playing a game, such as displaying a game screen using a website browsing function or performing an input operation for executing the game.
  • the configuration is the same as that of the mobile terminal.
  • a mobile terminal having a website browsing function or the like is also called a feature phone, a smart phone, or the like, and its configuration example is shown in FIG.
  • the terminal device 3 mainly includes a CPU 31, a ROM 32 and a RAM 33 as main storage devices, an image processing unit 34, a display unit 35, a sound processing unit 36, and an audio input unit 37. , An audio output unit 38, an auxiliary storage device 39, an operation input unit 40, and a communication control unit 41.
  • the components 31 to 34, 36 and 39 to 41 are connected to each other via a bus line 42. Has been.
  • An interface circuit is interposed between the bus line 42 and each component as necessary, but the interface circuit is not shown here.
  • the CPU 31 interprets and executes commands of various programs including the web browser, and controls the terminal device 3 as a whole.
  • the ROM 32 stores a program and the like necessary for basic operation control of the terminal device 3.
  • the RAM 33 stores various programs and data loaded from the ROM 32 or the auxiliary storage device 39, and secures a work area for the CPU 31.
  • a web browser that displays game screen data described in HTML or the like is stored in the ROM 32 or the auxiliary storage device 39, loaded into the RAM 33, and executed by the CPU 31.
  • Various plug-in software for extending the browser function of the web browser may be stored in the ROM 32 or the auxiliary storage device 39 together with the web browser.
  • the image processing unit 34 drives the display unit 35 based on an image display command from the CPU 31 to display an image on the screen of the display unit 35.
  • Various known display devices such as a liquid crystal display or an organic LE (Electro-Luminescence) display can be applied to the display unit 35.
  • the sound processing unit 36 converts an analog audio signal into a digital audio signal when audio is input from the audio input unit 37, generates an analog audio signal based on a sound generation instruction from the CPU 31, and outputs it to the audio output unit 38.
  • the voice input unit 37 includes a microphone built in the terminal device 3 and is used for telephone communication or recording.
  • the voice output unit 38 is composed of a speaker that outputs a reception speaker at the time of telephone communication and a telephone ringtone or a sound effect at the time of game execution.
  • the auxiliary storage device 39 is a storage device that stores various programs and data.
  • a flash memory drive or the like can be used as the internal memory of the mobile phone terminal, and a memory card reader / writer or the like can be used as the external memory of the mobile phone terminal.
  • the operation input unit 40 accepts a user's operation input and outputs an input signal corresponding to the operation input to the CPU 31 via the bus line 42.
  • Examples of the operation input unit 40 include physical buttons such as a direction instruction button, a determination button, and an alphanumeric character input button provided on the main body of the terminal device 3. Further, in the case of the terminal device 3 in which the display unit 35 is configured as a so-called touch screen by mounting a touch panel (contact input type interface) on the screen of the display unit 35, the touch panel also becomes the operation input unit 40.
  • the communication control unit 41 includes a communication interface 41a, and has a communication control function for data communication when a game is operated, a communication control function for transmitting and receiving voice data as a mobile phone terminal, and the like.
  • a communication control function for data communication for example, a wireless LAN connection function, an Internet connection function via a wireless LAN or a cellular phone network, a predetermined frequency band (for example, a 2.4 GHz frequency band) is used. Includes short-range wireless communication functions.
  • the communication control unit 41 transmits a connection signal for connecting the terminal device 3 to a wireless LAN, the Internet, or the like based on a command from the CPU 31 and receives information transmitted from the communication partner side and supplies it to the CPU 31. To do.
  • the terminal device 3 may further include a GPS (Global Positioning System) signal receiving circuit, an imaging device (camera) such as a CCD (Charge Coupled Device) image sensor, a triaxial acceleration sensor, and the like.
  • GPS position information may be used in the game.
  • a user who wants to receive a game service starts up a web browser and performs an operation of accessing a game site managed by the game server 1.
  • the communication control unit 41 of the terminal device 3 receives game screen data described in HTML or the like transmitted from the game server 1, and the CPU 31 executes the web browser.
  • a game screen is displayed on the display unit 35.
  • the user selects and inputs selectable button objects and hyperlinks displayed on the game screen by operating the operation input unit 40.
  • the game server 1 advances the game and transmits new game screen data to the terminal device 3. Then, this new game screen is displayed on the display unit 35 of the terminal device 3.
  • the user can select a button object or the like that can be selected on the game screen displayed on the display unit 35 by an operation.
  • a game provided by the game server 1 can be played.
  • FIG. 4 is a main functional block diagram of a game management device (game server 1 and database server 2) that communicates with the terminal device 3.
  • the game management apparatus mainly includes a team management unit 51 (group management unit), a stadium information storage control unit 52 (shared material information storage control unit), and an investment information storage control unit 53 (input information storage control). Means), operation point accumulating means 54 (subject accumulation means), stadium level changing means 55 (shared object level changing means), game condition managing means 56, and the like. Each of these means is realized by the CPU 11 of the game server 1 executing the program according to the present embodiment.
  • the team management means 51 has a function of managing a team (group) composed of a plurality of users.
  • FIG. 5 shows an example of team information managed by the team management means 51. This team information is stored and managed by the team management means 51 in a predetermined area of the storage device 50 (such as the database server 2).
  • a team ID is given to each team in the game as identification information for uniquely identifying each team.
  • the user is given a user ID as identification information for uniquely identifying each user.
  • the team management unit 51 stores the user ID of the user belonging to the team in the storage device 50 in association with the team ID.
  • FIG. 5 shows that five users, user A (000001), user B (000003), user C (000153), user D (000372), and user E (000386) belong to the same team (0123). This is an example.
  • An upper limit can be set on the number of users that can belong to one team. If an upper limit is not set, a team with a large number of users is formed, and the stadium level can be easily promoted, which may cause a balance of game characteristics to be lost.
  • This upper limit can be set arbitrarily, and can be, for example, 20 people. In the present embodiment, for convenience of explanation, the upper limit of the number of users of one team will be described below as five.
  • the game server 1 automatically determines the user's assigned team. For example, when a user registers for a game service and starts a game, he selects and registers a desired team (favorite team) from 12 professional Japanese baseball teams (or 30 MLB teams) in the real world. And the game server 1 determines team assignment at random so that a plurality of users with the same desired team form the same team.
  • the user may be allowed to move to any team on his / her own will. For example, a user of a team who is missing and does not reach the upper limit can recruit members on a bulletin board in the game. If there is a team looking for a member, the user can move from the current team to another team at any time. Thereby, it is possible to construct a game environment that avoids immobilization of members and can interact with more users while moving several teams.
  • each user can build a special relationship of “friends” with one or more other users who are receiving the game service.
  • a user to establish a friendship relationship with another user, either one of the two users makes a friend application to the other user via the game server 1, and the friend application is made.
  • the friend application made between both users and the operation of the approval that the received user approves becoming a friend via the game server 1 are mentioned.
  • the team members do not necessarily have to be friends, but team members may establish a friendship with each other. In the game of the present embodiment, team members cooperate to play the game, so the connection between the members is considerably strengthened. Therefore, it is considered natural for members to try to build friendships.
  • Fig. 6 shows an example of the team structure.
  • a real player character that replicates real-world professional baseball players (players who belong to the same team) Belong to a certain number. That is, the user can enjoy a practice and a game by virtually forming a team with other users and real players in the game.
  • the database server 2 has a real player database in which various information such as player names, back numbers, positions, teams, abilities (reflecting real players in the real world), and image data are stored. Exists. Information on the real player characters in the team can be acquired from this real player database.
  • the stadium information storage control means 52 has a function of storing, in the storage device 50, information on the stadium that is shared by the team. As shown in FIG. 7, the stadium information storage control means 52 stores the level of the stadium, which is a shared property of the team, in association with the team ID of each team. This stadium level information is also reflected in the team information of FIG.
  • the investment information storage control means 53 stores, in the storage device 50, information on management points (subjects) virtually invested (injected) by each user belonging to the team in the stadium. It has a function.
  • the management points invested by the user are stored in association with the user ID.
  • FIG. 5 shows an example in which users A, B, C, D, and E invest 1000 operations P, 3000 operations P, 300 operations P, 1500 operations P, and 500 operations P, respectively.
  • the management point accumulating unit 54 has a function of accumulating the investment amount of the management points invested by each user in the team in the team (calculating the total of the management points in the team).
  • the management point accumulating means 54 stores the calculated investment accumulation amount of the team (accumulated amount in the group of the inputs) in the storage device 50 in association with the team ID as shown in FIG.
  • the stadium level changing means 55 has a function of changing the stadium level of the team based on the accumulated investment amount of the team.
  • the level referred to here may be expressed using another similar expression such as grade, rank, class, and grade.
  • the height of the level of the stadium in the present embodiment is an index that represents the luxury of the stadium and the level of equipment. The higher the level of the stadium, the better the practice environment is and the game specification is that the efficiency of practice increases.
  • the stadium level is increased by one. For example, if the cumulative investment amount of the team reaches 10,000 management P or more, the level of the stadium increases from Lv1 to Lv2.
  • an upper limit can be set for the level of the stadium, or there can be no upper limit.
  • the accumulated investment amount of a team in a predetermined period is compared for all teams having the same stadium level, and the top n or the top m% (0 ⁇ m ⁇ 100) Improve team stadium levels included.
  • the stadium level of the top 100 group (or the top 10% group) is improved.
  • This form can also have an upper limit on the level of the stadium or no upper limit.
  • the stadium level changing means 55 improves the stadium level of a team whose cumulative investment amount is in the top 10% among all teams having the same stadium level will be described as an example. To do.
  • the game screen shown in FIG. 8 is a main screen (user's my page) displayed on the user's terminal device 3.
  • the user's my player character 81 and the user's game information 82 are displayed.
  • command buttons for selecting various game modes are displayed on the main screen.
  • the operation mode screen shown in FIG. 9 is displayed.
  • the stadium level 100 and team ranking 101 of the user's team are displayed.
  • the team ranking 101 is a ranking based on the cumulative investment amount for all teams having the same stadium level.
  • a promotion area display area 102 and a residual area display area 103 are provided. Then, a current rank display unit 105 for displaying the current rank of the user's team in the promotion zone or the remaining zone so as to easily understand intuitively is displayed.
  • information 111 on the accumulated investment amount of the team and information 112 on the accumulated investment amount of the user himself / herself are displayed.
  • information 114 of the remaining time until the order is determined is also displayed.
  • one week from Monday to Sunday is a ranking totaling period, and the ranking is determined every week, and whether or not to change the level of the stadium is determined every week.
  • the user confirms the team ranking at the present time on this management mode screen, and invests management points by the end of the period when the ranking is fixed.
  • the operation mode screen information 114 on the operation points currently owned by the user is displayed.
  • the user performs an operation of making an investment by designating an investment amount within the range of the management points owned by the user.
  • the investment amount can be specified by the investment amount specifying unit 115.
  • the investment amount designation unit 115 can individually designate numbers from 1 to 10,000. For example, if an arbitrary designated part is selected, a pull-down menu for selecting a number from 0 to 9 is displayed. Then, by operating the investment amount specifying unit 115 to specify the investment amount and pressing the “execute investment” button 116, it is possible to invest management points.
  • the game server 1 accepts the user's investment and increases the investment amount of the user's team and the investment amount of the user by the amount invested.
  • a “Confirm” button 117 is provided in the operation mode screen.
  • the screen transitions to the screen shown in FIG. 10, and the investment information 118 of each member of the user's team can be confirmed.
  • a “return” button 119 is pressed, the screen of FIG. 9 can be returned.
  • the investment information 118 of each member of the team is confirmed on the screen of FIG. 10, if there is a member with a small investment amount, communication that encourages the member to cooperate in investment can be taken. For example, it is possible to take a response to send a message such as “Let's enter the promotion zone in a short time, so let's do our best to invest together!”
  • the game condition management means 56 has a function of managing so that the condition of the game to which the user in the team applies the stadium becomes more advantageous as the level of the team's stadium is higher.
  • the game to which the stadium is applied there is a game mode (nurturing mode) in which the user's my player character virtually practiced in the stadium.
  • the game condition management means 56 manages the game conditions in the training mode so that the higher the level of the stadium, the better the practice efficiency at that stadium. As a result, there is a merit that the ability of the character can be improved efficiently. Details of this case will be described later.
  • the game condition management means 56 manages the game conditions in the battle mode so that the higher the level of the stadium of the user's team, the higher the user's strength at the time of the battle at the stadium.
  • the team strength when the stadium level is Lv1 (minimum) is P0.
  • the game condition management means 56 will change the team's strength of a user to P0x1.1, P0x1.2, P0x1,. 3, and so on.
  • the higher the level of the stadium the more advantageous the team's match at the stadium.
  • the game condition management means 56 manages the game conditions in the training mode so that the practice level at the stadium increases as the level of the stadium increases.
  • the game server 1 includes game information storage control means 61 and game progress means 62.
  • the game information storage control means 61 stores the game information of each user in the database server 2 as the storage device 50.
  • the game progress means 62 manages the game progress in various game modes including the breeding mode.
  • the game information storage control means 61 is a user information storage control means 61a, a my player information storage control means 61b, an owned point storage control means 61c, an owned coin storage control means 61d, and an owned item storage control means 61e.
  • the user information storage control unit 61a associates a user ID uniquely identifying each user with a login ID, password, user name (such as a nickname used in the game), game level,
  • the user information regarding each user such as a desired team is stored in a predetermined storage area of the database server 2 for each user ID.
  • the login ID and password are used for login authentication when each user operates the terminal device 3 to access the game server 1.
  • the user name information is arbitrary information set by the user when the user registers as a member for receiving the game service or when the game is executed for the first time.
  • the game level is improved when the user progresses the game and acquires an experience value. In this baseball game, experience values are accumulated when the user performs practice in the training mode, and the level is increased when the experience values reach a certain amount.
  • the my player information storage control means 61b stores the information of the my player character that is the user's alternation in a predetermined storage area of the database server 2 in association with the user ID.
  • information of my player character as shown in FIG. 13, there are information regarding the team ID, position, ability, and the like of the team to which the player belongs.
  • the identification information of my player character is common to the user ID.
  • the position of the player character (defense position) is specified by selecting a desired position when the user starts the game.
  • four basic ability parameters of “power”, “meet”, “running ability”, and “defense” are provided as the ability of the my player character (fielder).
  • the character is a pitcher
  • “sphere power”, “ball control”, “change ball”, and “stamina” can be used as parameters of basic ability.
  • an arbitrary ability parameter corresponding to the game content can be set for the my player character. The ability of my player character can be improved by performing practice in the training mode.
  • my player character can acquire special abilities by practicing in the training mode.
  • special abilities include “Average Hitter” and “Power Hitter”.
  • My player character having the special ability of “Average Hitter” improves the ability of meet at the time of the battle and increases the probability of hitting.
  • a my player character having the special ability of “power hitter” has improved power ability at the time of the battle, and has a higher probability of hitting a home run.
  • various other special abilities are prepared. This special ability can be acquired by a my player character practicing with a real player character having a special ability (details will be described later).
  • the level of the special ability of my player character is increased by acquiring the same special ability multiple times.
  • the owned point storage control means 61c stores various points (including values corresponding to points) acquired and owned by the user in the game in a predetermined storage area of the database server 2 in association with the user ID. To do. In this game, there are various game modes, and various points can be acquired and the acquired points can be used according to the game mode.
  • examples of points include experience points, management points, action points, shopping points, and the like.
  • the experience value can be acquired by playing the breeding mode.
  • management points can be earned in the battle mode where you battle against other users. When the user wins the battle, more management points can be obtained than when the user draws or loses the battle. Further, the amount of management points that can be acquired may also be changed depending on the battle score (for example, the larger the score of the team, the more management points can be acquired).
  • Action points are points that are used in the training mode and are consumed by performing exercises. This action point represents the physical strength of the my player character. Action points consumed and reduced during the game are recovered over time (for example, one point is recovered every 3 minutes). This means that the physical strength of the my player character recovers over time. In addition, you may make it recover an action point to the maximum value at a stretch, when the said experience value reaches a fixed amount and a user's game level goes up. The maximum value of action points increases as the user's game level improves. Moreover, the maximum value of an action point can be enlarged also when a user makes a friend.
  • the shopping points are points used when shopping at a virtual shop in the game. At the shop, you can purchase “practice tickets” to be used in the training mode by consuming shopping points. There are multiple types of “practice tickets”. For example, if 20 points of shopping points are consumed, one “practice ticket” can be selected by lottery from all “practice tickets” managed by the game server 1. Tickets can be acquired. The shopping points can be obtained according to the management points invested in the management mode.
  • the owned coin storage control means 61d associates the user ID with coins (in-game currency different from the points) owned by the user in the game for each user ID in a predetermined storage area of the database server 2. To remember. This coin is necessary, for example, when acquiring an item to be charged.
  • the owned item storage control means 61e stores the item obtained by the user in the game in a predetermined storage area of the database server 2 for each user ID in association with the user ID.
  • examples of items include recovery items.
  • This recovery item is an item that recovers the aforementioned action points consumed and reduced during the game to the maximum value in an instant without waiting for the passage of time.
  • the recovery item can be acquired by consuming and purchasing the coin or satisfying a predetermined bonus condition in the game.
  • the items that the user can acquire and possess in the game are not limited to these, for example, treasure items that can be acquired when winning a battle, equipment for characters such as weapons and armor, It is also possible to own magic items, special items, and various other items that generate various effects and effects.
  • the practice ticket storage control means 61f stores information on the practice ticket obtained by the user in the game in a predetermined storage area of the database server 2 for each user ID in association with the user ID.
  • the practice ticket is given a ticket ID for uniquely identifying it, and the practice ticket information is managed based on the ticket ID.
  • the practice ticket information includes information such as a practice name or special ability name, the presence or absence of a real player character, a necessary practice amount, and a digested practice amount. The details of the practice ticket are described below.
  • 16 to 18 show examples of practice tickets.
  • Practice tickets can be purchased at the shop by consuming shopping points or coins.
  • a practice ticket can also be obtained by winning a battle in the battle mode.
  • the basic practice ticket 201 (without a real player character) shown in FIG. 16 is an item for strengthening basic abilities such as striking reinforcement, running ability, and defense strengthening.
  • this practice ticket 201 practice name information 211 and necessary practice amount information 212 are described. For example, if the practice name is “strengthening running ability” and the required practice amount is “50”, the practice is performed while consuming action points in the training mode, and the practice of the practice amount “50” is completed.
  • the ability value of the running ability of the my player character is improved according to the digested practice amount.
  • the power and meet ability values are improved according to the digested practice amount.
  • the defensive ability value is improved according to the digested practice amount.
  • the required practice amount described in the practice ticket 201 is not limited to “50”, but may vary from “70”, “100”, “150”, and the like. The more you practice with the practice ticket 201 with the larger required practice amount, the more the basic ability of your player character can be improved.
  • the basic practice ticket 202 (with real player characters) shown in FIG. 17 is an item for strengthening the basic ability, like the practice ticket 201 in FIG. However, the actual player character name 213 and the image 214 are displayed on the practice ticket 202, which is different from the practice ticket 201. If practice is performed using the practice ticket 202 on which the name 213 of the real player character is displayed, the my player character can be practiced together with the real player character. Then, by completing the necessary practice amount, the basic ability according to the practice name of the practice ticket 202 can be strengthened, and the friendship with the real player character can be improved.
  • the special ability practice ticket 203 shown in FIG. 18 is an item for acquiring the special ability.
  • special ability name information 215 is written instead of the practice name.
  • necessary practice amount information 212, a real player character name 213, and an image 214 are also displayed.
  • the special ability name described in the practice ticket 203 is a special ability possessed by the real player character described in the ticket 203. Therefore, the special player's practice ticket 203 always includes the name 213 of the real player character. If practice is performed using the practice ticket 203 of this special ability, the my player character can be practiced together with the existing player character. Then, by completing the necessary practice amount, the special ability described in the practice ticket 203 can be acquired and the friendship with the real player character can be improved. Further, as described above, the level of the special ability of the my player character can be increased by acquiring the same special ability a plurality of times.
  • the game status information 120 includes experience value information 121 and action point information 122.
  • FIG. 19 shows an example in which first to third slots 131 are provided, and practice tickets 202 and 203 are set in the first and second slots, respectively.
  • the number of slots is not limited to three and can be arbitrarily determined.
  • the “exercise execution” button 132 is displayed, and the practice can be executed.
  • a display area 133 indicating the digested practice amount (exercise achievement rate) is also displayed.
  • the practice ticket 203 set in the second slot 131 all of the necessary practice amount “300” remains.
  • the game server 1 executes a process for the user's my player character to practice in the stadium in response to the operation. That is, the game server 1 consumes “5 points” of action points and advances the practice.
  • the “exercise execution” button 132 for the practice ticket 202 set in the first slot 131 of FIG. 19 is pressed, information 141 of “practice digest (+5)” is displayed as shown in FIG. (When the level of the stadium is Lv1). This means that the practice amount “5” was practiced at the stadium of Lv1 by executing the practice command. As a result, the digested practice amount is changed from “50” to “55”.
  • the game condition management means 56 performs game condition management that varies the amount of exercise digestion per practice execution (that is, the progress rate of practice) according to the level of the stadium.
  • FIG. 21 shows the relationship between the level of the stadium and the amount of practice digestion as game conditions during practice at the stadium.
  • the game condition management means 56 stores the game condition information in FIG. 21 in the storage device 50 in advance. As shown in the figure, when the level of the stadium is Lv1 (minimum), the practice digestion amount per practice execution is “5”. If the level of the stadium increases to Lv2, the practice digestion amount per practice execution increases to “6”.
  • the exercise digestion amount per practice execution will also increase to “7”, “8”, “9”, and “10”, respectively.
  • the amount of action points consumed per practice run is “5” regardless of the level of the stadium.
  • the “exercise execution” button 132 is pressed, as shown in FIG. Information 141 of “practice digestion (+10)” is displayed on the screen. As a result, the digested practice amount is changed from “50” to “60”. If the level of the stadium is Lv1 or Lv6, the action point is still consumed by “5 points” per practice execution operation, but the level of the stadium is Lv6 compared to the case of Lv1 Practicing digestion (practice progress rate) doubles.
  • the friendship degree memory control means 61g shown in FIG. 12 will be described.
  • the user can improve the friendship with the real player character by completing the practice with the real player character displayed on the practice ticket.
  • the friendship degree storage control means 61g stores in the database server 2 information on the friendship degree with the real player character acquired by the user in association with the user ID.
  • the real player character is assigned a real player ID that uniquely identifies the real player character, and the degree of friendship is managed using the real player ID.
  • the game progress means 62 shown in FIG. 11 functionally includes a reception means 62a, a game execution means 62b, a screen generation means 62c, a transmission means 62d, and the like.
  • the game progress means 62 basically executes the game in response to an operation on the terminal device 3 by the user, generates game screen data corresponding to the execution result, and transmits the game screen data to the terminal device 3.
  • the game is advanced by displaying a game screen corresponding to the user's operation on 3.
  • the game progress means 62 manages game execution in various game modes such as the management mode, the breeding mode, and the battle mode described above. Therefore, each means 51 to 56 of the game server 1 shown in FIG. 4 operates in cooperation with the game progress means 62 or operates as a part of the function of the game progress means 62.
  • the game server 1 includes game information storage control means 61 and game progress means 62.
  • the game information storage control means 61 stores the game information of each user in the database server 2 as the storage device 50.
  • the operation Operation information (such as a request for a game screen) is transmitted to the game server 1 by the web browser of the terminal device 3.
  • the game server 1 when the receiving means 62a receives the operation information, the game executing means 62b reads the user's game information in accordance with the operation information, and executes the game by performing calculations and data processing.
  • the game execution means 62b is configured such that the characters (both teams) corresponding to the user IDs of both users who are playing the battle ( The information of the character that participates in the game is read from the database server 2. And the game execution means 62b performs the calculation which determines a win / loss based on the ability value etc. of the character of both teams. As an example of the calculation of this win / loss decision, the winning team may be the player with the higher total ability value of the characters of both teams, or the team with the higher total ability value wins with a higher probability of winning. The team may be obtained by probability calculation.
  • the game execution means 62b of the present embodiment simulates a baseball game based on the basic abilities and special abilities of the characters of both teams, and not only decides victory or defeat, but also the individual results of each character, the competition score, the victory The pitcher character, the defeated pitcher character, the character who hit the home run, and the like are determined.
  • the screen generation means 62c generates game screen data composed of HTML data, for example, according to the execution result by the game execution means 62b.
  • the HTML data may include image data such as characters read from the database server 2.
  • moves by the plug-in of the web browser of the terminal device 3 may be embedded in HTML data.
  • the script provided from the game server 1 is executed by the terminal device 3, the game screen displayed on the terminal device 3 can be a moving image.
  • the transmission unit 62d transmits the game screen data (HTML data or the like) generated by the screen generation unit 62c to the user terminal device 3 as a response to the request for the game screen.
  • the game screen is displayed on the display unit 35 by the web browser.
  • FIG. 23 shows a processing flow of the terminal device 3 and the game server 1 when the user operates the terminal device 3 to access the game server 1 and receive a game service.
  • the web browser When the user receives the game service, first, the web browser is started by operating the operation input unit 40 of the terminal device 3 (S11). Thereafter, the user performs an operation of accessing a game site managed by the game server 1, and an access request is transmitted from the terminal device 3 to the game server 1 (S12). At this time, the game server 1 performs login authentication for access from the terminal device 3 (S21), and confirms that the access is from a user who is registered for use of the game service. Thereafter, the game server 1 transmits main screen data described in HTML or the like to the terminal device 3 (S22). If there is a game top screen different from the main screen, the top screen may be transmitted first. In the terminal device 3 that has received the main screen data, the web browser interprets the data and displays the main screen on the display unit 35 (S13).
  • buttons for selecting each mode such as a “shop mode” button 83, a “management mode” button 84, a “nurturing mode” button 85, and a “match mode” button 86 are displayed on the main screen. Is displayed. Further, objects such as buttons (not shown) and various information are displayed on the main screen by scrolling the screen by operating the direction keys and the touch panel of the terminal device 3.
  • a screen request corresponding to the operation is transmitted from the terminal device 3 to the game server 1 (S14).
  • the game server 1 receives this request, the game server 1 performs arithmetic processing and data processing according to the user's operation to execute the game (S23), and transmits game screen data reflecting the execution result to the terminal device 3 (S24).
  • a web browser interprets the said data and displays a game screen on the display part 35 (S15).
  • the game server 1 performs logout processing (S25). For example, when the user closes the web browser, the game server 1 performs logout processing after a session timeout.
  • the game server 1 side can read the game information of the user and advance the game. For example, another logged-in user may start a battle (individual battle) against a team of logged-out users. Also in this case, the game progress means 62 of the game server 1 reads out the game information of each user from the database server 2 and executes a battle regardless of whether the user is logged in or not, and reflects the execution result. Update the game information of each user. Thus, the result of the game executed when the user is logged out from the game server 1 can be confirmed on the screen when the user accesses the game server 1 thereafter.
  • FIG. 24 shows the flow of processing of the game server 1 targeting one user, and the same processing is performed for each user managed by the game server 1.
  • the game server 1 when the game server 1 receives an access request from the user's terminal device 3 (YES in S31), the login ID / password transmitted from the terminal device 3 or the individual identification of the mobile phone terminal Based on the number or the like, login authentication is performed to determine whether or not to permit access (S32).
  • the game server 1 transmits screen data for prompting registration of use of the game service to the terminal device 3 (S33).
  • access information log is stored (S34).
  • the game server 1 transmits main screen data (or top screen data) to the terminal device 3 of the user who has permitted access (S35). Thereafter, when a screen request corresponding to the user's game operation transmitted from the user's terminal device 3 is received (YES in S36), the game executing means 52a performs arithmetic processing and data processing corresponding to the screen request. The game is executed (S37).
  • the game server 1 determines whether or not the game information of the user or the team needs to be updated by executing the game (S38), and if it needs to be updated (YES in S38), it is stored in the database server 2.
  • the game information of the current user is updated (S39). For example, when the user's game operation is an operation of investing management points in a stadium, the information on the accumulated investment amount of the user and the team is updated as a result of executing the investment process according to the operation.
  • the game execution process corresponding to the operation is only data processing such as reading out the user's game information from the database server 2, and the process There is no change in the user's game information before and after, so there is no need to update the user's game information (NO in S38).
  • the screen generation means 63c generates game screen data reflecting the game execution result (S40), and the transmission means 53d transmits the game screen data to the user terminal device 3 (S41). Thereafter, it is determined whether or not the user's terminal device 3 has logged out (S42). Until the terminal device 3 logs out, the processing of S36 to S41 is repeated, whereby the game proceeds.
  • the game server 1 initializes storage information regarding the investment amount of each user and each team at the start of the predetermined period (S51). That is, the investment information of each user in the team information shown in FIG. 5 and the investment amount information for each team shown in FIG. 7 are initialized. Thereafter, the user can invest management points acquired in other modes (such as a battle mode) in the game at any time in a stadium shared by team members.
  • the operation mode screen shown in FIG. 8 the user can invest management points in the stadium by performing an operation of designating the investment amount in the investment amount designation unit 115 and pressing the “execute investment” button 116.
  • the game server 1 When the game server 1 receives information on the operation of investing management points in the stadium from the terminal device 3 (YES in S52), the game server 1 stores information on the invested management points in the storage device 50 (S53). That is, the game server 1 increases the investment amount of the user and the investment amount of the user's team by the amount invested, and updates the investment information of FIG. 5 and the information of the investment amount of FIG.
  • the game server 1 acquires information on the accumulated investment amount of each team shown in FIG. 7 (S55). And the game server 1 determines the level of the stadium of the said team based on the investment amount of a team (S56), and notifies the fluctuation
  • step S56 stadium level determination process
  • the game server 1 obtains a ranking (rank of teams to be processed) based on the accumulated investment amount of teams for all teams having the same stadium level (S61). For example, the game server 1 can obtain the ranking of each team by rearranging the investment accumulation amount data for each team shown in FIG. 7 in descending order or ascending order for each level of the stadium.
  • the game server 1 determines whether the rank of the processing target team is within the top 10% of all teams having the same stadium level (S62). Here, if the team to be processed is within the top 10% (YES in S62), the stadium level of the team is raised (S63). In this case, regarding the stadium information in FIG. 7, the stadium level associated with the processing target team ID is updated.
  • FIG. 27 shows a flow of processing in the training mode by the game server 1.
  • the screen transitions to the training mode screen shown in FIG. In this training mode, the user can practice my player character in the team-shared stadium using the practice ticket acquired in other modes (competition mode, shop mode, etc.) in the game.
  • the user sets an exercise ticket in the slot 131 provided in the training mode screen and presses the “exercise execution” button 132, the user consumes a predetermined amount of action points, and the player character in the stadium. Can be practiced.
  • the game server 1 consumes the user's action points according to the information related to the operation (S72), and steps S73 to S73-
  • the practice process of S75 is executed. That is, the game server 1 acquires the stadium level of the user's team (S73), and determines the exercise digestion amount (practice progress rate) per practice execution according to the level (S74).
  • the process of step S74 can be performed by acquiring a practice digestion amount corresponding to the level of the stadium based on the game condition information illustrated in FIG. As shown in FIG. 21, the higher the level of the stadium, the larger the exercise digestion amount (that is, the game conditions during practice execution become more advantageous).
  • the game server 1 executes a process for practicing the user's my player character in the stadium based on the game conditions (practice digestion amount per practice execution) acquired in step S74 (S75).
  • the game conditions (practice digestion amount per practice execution) acquired in step S74 (S75).
  • information 141 of “practice digest (+5)” is displayed on the game screen.
  • information 141 “practice digestion (+10)” is displayed on the game screen.
  • the game server 1 determines whether the necessary practice amount displayed on the practice ticket has been consumed and the practice has been completed (S76). If NO in step S76, the process returns to step S71. On the other hand, when the practice of the practice ticket is completed (YES in S76), the game server 1 assigns the ability corresponding to the practice name or special ability name displayed on the practice ticket to the user's my player character (S77). ). Thereby, the information (information regarding ability) of the user's my player character illustrated in FIG. 13 is updated.
  • the game server 1 improves the friendship between the user (user's my player character) and the real player character. In this case, the user friendship information shown in FIG. 15 is updated.
  • the game server 1 executes a process corresponding to the operation (S79), Finish.
  • the game management apparatus includes the team management means 51, the stadium information storage control means 52, the investment information storage control means 53, the management point accumulation means 54, the stadium level change means 55, and the game condition management means. 56.
  • the team members cooperate to improve the stadium level, so that the advantage of the team when playing a game using the stadium (game conditions are improved) is generated in the entire team.
  • Implement a feedback configuration Thereby, an in-game environment in which the members of the team play a game in cooperation with each other is constructed.
  • the game management device not only provides users with the enjoyment of enjoying the merits but also provides motivation to actively communicate with other users in the team.
  • the entire game community can be activated.
  • each user strengthens the connection and interaction with other users in the game, and further increases the interest and interest in the game, so that the user has a timeless continuity and high interest.
  • a game can be realized.
  • the stadium level changing means 55 of the present embodiment compares the investment amount of each team during a predetermined period (for example, one week) for all teams having the same stadium level, and compares the top nth ( For example, the stadium level of the teams included in the top 100%) or the top m% (for example, the top 10%) is improved. If this configuration is adopted, the level of the stadium will not improve unless it enters the top of all teams with the same stadium level. Therefore, members of each team are mindful of their team's ranking for a predetermined period. , It is possible to realize an interesting game property in which other teams compete for the cumulative amount of management points.
  • a predetermined period for example, one week
  • the amount of management points invested in the stadium varies depending on the members of the team. For example, as shown in FIG. 5, the degree of contribution in the team is greatly different between user B who invested 3000 management points and user C who invested only 300 management points. If all members of the team can enjoy the same benefits regardless of the amount of investment, a member with a small investment amount is good, but a member with a large investment amount may be dissatisfied.
  • the game server 1 of the present embodiment further includes a privilege granting means 57 as shown in FIG.
  • the privilege granting unit 57 has a function of giving a greater privilege to a user with a larger investment amount of management points for the stadium.
  • a privilege As an example of a privilege, a privilege of giving in-game points or items (recovery items, practice tickets, etc.) according to the investment amount of management points to the user can be considered.
  • the form which the privilege provision means 57 provides the user with the shopping point according to the investment amount of the management point is demonstrated below.
  • the users A, B, C, D, and E in the team enter the team-shared stadium with “1000 operation P”, “3000 operation P”, “300 operation P”, and “1500 operation, respectively.
  • “P” and “500 management P” have been invested.
  • the privilege granting means 57 gives “100 shopping P”, “300 shopping P”, “30 shopping P”, “150 shopping P”, “50” to the users A, B, C, D, and E, respectively.
  • “Shopping P” is granted. That is, the user is given shopping points in an amount of 1/10 of the management points invested by the user.
  • the user can purchase a practice card at a shop in the game using the shopping points acquired by investing the management points, and can develop a my player character.
  • the privilege granting means 57 may grant a practice ticket with a higher rarity (practice ticket that can acquire rare special ability) to a user with a larger investment amount of management points.
  • a practice ticket with a higher rarity practice ticket that can acquire rare special ability
  • the probability that a practice ticket with a higher degree of rarity can be obtained for a user with a large investment amount of management points may be increased.
  • benefits include a benefit that favors the conditions of a game that uses a stadium. In other words, the more the investment amount of the stadium in the team, the more advantageous the game conditions to which the stadium is applied.
  • FIG. 1 A specific example is shown in FIG.
  • the figure shows game condition information during practice in the stadium, showing the relationship between the investment amount of management points and the recovery conditions of action points.
  • the privilege granting means 57 stores this game condition information in the storage device 50 in advance.
  • a game condition for recovering 1 point of action points every 3 minutes is applied to a user whose management point investment amount is “0 to 499” during a predetermined period (for example, one week). This is a standard game condition).
  • a game condition for recovering action points by 1 P every 1 minute 30 seconds is applied to a user whose investment amount of management points during a predetermined period is 5000 or more.
  • a user with an investment amount of 5000 or more doubles the recovery speed of action points (corresponding to the physical strength of my player character) consumed in stadium practice. become.
  • the privilege granting unit 57 determines the stadium level according to the accumulated investment amount of the team during a predetermined period (for example, one week) (YES in S81), and the investment amount of the user during the predetermined period (investment in FIG. 5). Information) is acquired (S82). And the privilege provision means 57 determines the recovery
  • step S83 the action point recovery condition determined in step S83 is applied, so that the action point recovers faster as the user has a larger investment amount in the stadium.
  • the duration of the privilege that the recovery of the action points is accelerated may be continued until the next stadium level is determined, but in this embodiment, , It is limited to a predetermined time (for example, 24 hours). That is, when the predetermined time has elapsed from the start of the privilege (YES in S84), the game server 1 returns the action point recovery condition to the standard (S85).
  • the privilege demonstrated here is only an example, and the privilege provision means 57 can provide a user with various privileges according to the kind and content of a game.
  • the game management apparatus includes the team management means 51, the stadium information storage control means 52, the investment information storage control means 53, the management point accumulation means 54, the stadium level change means 55, and the game condition management means.
  • a privilege providing means 57 is provided.
  • the stadium level changing means 55 of this embodiment manages the stadium of each team in the game in association with any one of a plurality of predetermined levels.
  • the level of the stadium has six levels of Lv1 (lowest) to Lv6 (highest) will be described below.
  • the stadium level changing means 55 compares the accumulated investment amount of each team during a predetermined period (for example, one week) for all teams having the same stadium level, and is included in the top nth or top m%. While improving the team stadium level, the team stadium level included in the lower nth or lower m% is decreased. For example, the configuration is such that the top 10% of all groups with a stadium level Lv1 and the bottom 10% of all groups with a stadium level Lv2 are replaced (a configuration of replacement between adjacent levels).
  • the operation mode screen shown in FIG. In this operation mode screen, not only the promoted area display area 102 and the remaining area display area 103 but also the demoted area display area 104 are provided. Then, the current rank display unit 105 visualizes in an easy-to-understand manner where the current rank of the user's team is in the promoted area, the remaining area or the demoted area.
  • FIG. 1 shows the flow of processing of the game server 1 for a certain team, and the same processing is performed for each team managed by the game server 1.
  • the game server 1 obtains a rank (rank of teams to be processed) based on the accumulated investment amount of teams for all teams having the same stadium level (S91). Thereafter, the game server 1 determines whether the rank of the processing target team is within the top 10% of all teams having the same stadium level (S92). Here, if the team to be processed is within the top 10% (YES in S92), the team's stadium level is increased by one (S93). In this case, regarding the stadium information in FIG. 7, the stadium level associated with the processing target team ID is updated. However, if the level of the stadium is already at the highest level (Lv6), there is no further increase in level.
  • the game server 1 determines whether the team to be processed is in the lower 10% (S94). Here, if the team to be processed is within the lower 10% (YES in S94), the stadium level of the team is lowered by one (S95). Also in this case, regarding the stadium information of FIG. 7, the stadium level associated with the processing target team ID is updated. However, when the level of the stadium is the lowest level (Lv1), there is no further decrease in level.
  • each user plays a game while cooperating with the team with the tension that the level of the stadium may decrease if the accumulated amount of investment of the team is small. Therefore, game characteristics can be improved.
  • the stadium level of the teams included in the top nth or top m% of all teams having the same stadium level is improved, and the teams included in the bottom nth or bottom m% In the configuration for reducing the stadium level, n or m is increased as the stadium level increases.
  • the top 10% of all teams whose stadium level is Lv1 (lowest) is promoted to Lv2, and the bottom 10% of all teams whose stadium level is Lv2 is demoted to Lv1.
  • the upper 20% of all teams with the stadium level Lv2 and the lower 20% of all teams with Lv3 are swapped.
  • the upper 30% of all teams with the stadium level Lv3 are replaced with the lower 30% of all teams with the Lv4 level.
  • the upper 40% of all teams with the stadium level Lv4 and the lower 40% of all teams with the Lv5 are switched.
  • the upper 50% of all teams whose stadium level is Lv5 and the lower 50% of all teams of Lv6 are switched. This is an example, and the present invention is not limited to this.
  • the higher the level of the stadium the more intense the level change is. Therefore, even if the level of the stadium becomes high, it is never safe, and conversely, the level of the stadium tends to decrease. Therefore, the user has a greater sense of tension as the level of the stadium increases, and the game is played while cooperating with the team, so that the game performance can be further improved.
  • a configuration has been described in which a user can insert in-game points (operation points) as an input object into a stadium as a shared object, but the input object is an item. Also good. For example, an item that enhances stadium equipment (indoor practice field, night game equipment, pitching machine, etc.) may be introduced into the stadium.
  • in-game points operation points
  • an item that enhances stadium equipment indoor practice field, night game equipment, pitching machine, etc.
  • in-game points and items it is possible to allow both in-game points and items to be thrown into the shared object.
  • an item is converted into points, such as an indoor practice field (equivalent to 5000P), a night game facility (equivalent to 3000P), a pitching machine (equivalent to 500P), the input amount of the input material can be easily obtained, and data processing Can be avoided.
  • a team mascot character (hereinafter referred to as “mascot”) may be used as a shared object.
  • the members of the team are allowed to input, for example, in-game points called training points into the mascot instead of the management points.
  • the level of the mascot is changed based on the accumulated amount of the training points in the team.
  • the team's mascot can be called for support during the match, and the higher the level of the mascot, the higher the strength of their team, and the more advantageous the battle You may be able to do it.
  • a command team's “base”, “fortress”, “fighter”, etc. can be shared items.
  • the “kitchen”, “nabe”, etc. of the restaurant can be shared.
  • “shrines”, “parks”, etc. in towns operated by the group can be shared.
  • the game management device since the storage device itself is not included in the configuration, the game management device It may be installed anywhere (inside or outside the game system).
  • the storage device may include the RAM 13 and auxiliary storage device 14 of the game server 1, the database server 2, the RAM 33 and auxiliary storage device 39 of the terminal device 3, or a file server having a different configuration from the game management device and the terminal device 3. It may be.
  • the game execution program is mounted on the game server 1 side, and the game server 1 performs arithmetic processing and data processing for the game progress according to the input operation in the terminal device 3 of each user.
  • the application example to the game system in which the game progresses by transmitting the screen data reflecting the execution result to the terminal device 3 has been described.
  • This is a so-called client-server game system, but is not limited to this.
  • the game server 1 manages game information related to the investment amount of the management points of the user and the team, while the game execution process for advancing the game is basically performed on the user terminal device side. It can also be applied to.
  • the present invention can also be applied to a game system in which part or all of the game execution program is downloaded or installed on the user terminal device side and the game execution processing is performed also on the terminal device.
  • a user terminal device peers with another user terminal device by Internet communication, wireless LAN communication, short-range wireless communication using a predetermined frequency band (for example, 2.4 GHz frequency band), or wired LAN communication.
  • a predetermined frequency band for example, 2.4 GHz frequency band
  • wired LAN communication for example, 2.4 GHz frequency band
  • -It is also possible to execute a peer-to-peer game by connecting two to peers.
  • a user terminal device various devices that can be connected to a game server (game management device) and receive a game service can be applied.
  • PDA personal computers, and tablet computers
  • home video game devices having a network connection function game devices configured by connecting home video game machines to home televisions
  • a portable game-dedicated device is also applicable.
  • each means included in the game management device described in each of the above embodiments may be provided in either the game management device or the terminal device.
  • the computer-readable program according to the present embodiment is recorded on various computer-readable recording media such as a hard disk, an optical disk (CD-ROM, DVD-ROM, etc.), a flexible disk, a semiconductor memory, and the like. And is executed by the CPU of the game management device or terminal device. Further, the means for providing the program to the game management device or the terminal device is not limited to the recording medium described above, and can be performed via a communication network such as the Internet.
  • the computer-readable program according to the present embodiment is recorded on various computer-readable recording media such as a hard disk, an optical disk (CD-ROM, DVD-ROM, etc.), a flexible disk, a semiconductor memory, and the like. And is executed by the CPU of the game management device or terminal device. Further, the means for providing the program to the game management device or the terminal device is not limited to the recording medium described above, and can be performed via a communication network such as the Internet.
  • a game management device for managing a game, and stores group management means for managing a group composed of a plurality of users, and information on the shared items of the group.
  • Shared object information storage control means for storing in the apparatus, and input information storage control means for storing information on the articles virtually input by each user in the group for the shared object in the storage apparatus, A level of the common object based on a cumulative amount in the group of the charged material, and a cumulative amount of the charged material charged by each user in the group.
  • the shared material level changing means for changing the shared material, and the higher the level of the shared material, the more the conditions of the game to which the users in the group applied the shared material are managed to be more advantageous It includes a game condition management means.
  • the game management device having this configuration can be configured by an information processing device such as a server that can communicate with the terminal device of each user, for example, and manages various games such as online games and social games. can do.
  • an information processing device such as a server that can communicate with the terminal device of each user, for example, and manages various games such as online games and social games. can do.
  • This game management device includes group management means for managing a group composed of a plurality of users.
  • group management means for managing a group composed of a plurality of users.
  • a sports game such as baseball
  • a plurality of users who jointly manage a team (such as a baseball team) in the game can be grouped.
  • a command team composed of a plurality of users can be grouped in a battle game.
  • a cock team composed of a plurality of users working at a restaurant in the game can be grouped.
  • a town management team composed of a plurality of users can be grouped.
  • This game management device includes shared object information storage control means for storing information on shared items of a group in a storage device. Since the storage device itself is not included in this configuration, it may be installed anywhere, whether inside or outside the game management device. Examples of shared items include a “stadium”, “practice field”, and “mascot character” of a baseball team as a group, taking a baseball game as an example. In the battle game, the “team”, “fortress”, “fighter”, etc. of the command team can be shared. In addition, in the cooking game, the “kitchen”, “nabe”, etc. of the restaurant can be shared. In the town building game, “shrines”, “parks”, etc. in towns operated by the group can be shared. These are only examples, and various items or characters in the game can be used as a shared object depending on the type and content of the game.
  • each user can virtually insert an input object (in-game point or item) to a shared object in the game.
  • the input information storage control means stores in the storage device information on the articles that are virtually input by each user with respect to the shared object. Taking a baseball game as an example, each user can invest (inject) “management points” as input objects in “stadium”, which is a group common item.
  • the charged material accumulation means accumulates the charged amount of the charged material charged by each user in the group in the group.
  • the shared object level changing means changes the level of the shared object based on the cumulative amount in the group of the input objects.
  • the level may be expressed using another similar expression such as grade, rank, class, and grade.
  • examples of changing the level of the shared object include forms such as the following i) and ii).
  • the cumulative amount in a group of the input materials for a predetermined period is compared for all groups having the same level of the common material. For example, the top 100 groups (or the top 10% groups)
  • the level of the shared material is improved (conversely, the level of the shared material of the lower 100 group (or the lower 10% group) is decreased (3 or 4 described later)).
  • the game condition management means manages the game conditions of each user so that the higher the level of the shared material, the more advantageous the game conditions to which the users in the group apply the shared material.
  • the shared object is to practice virtually or play a game in the “stadium”, for example, when the shared object is “stadium”.
  • the shared item is a “fighter”, the opponent is attacked using the “fighter”.
  • the shared item is “kitchen”, cooking is done in the “kitchen”.
  • the shared item is a “shrine”, it means drawing a fortune at that “shrine”.
  • there is a merit that the game progress or the like when the user in the group performs the in-game action using the shared object is advantageous. Conceivable.
  • the advantage is that the ability of the character can be improved.
  • the character by consuming action points in the game owned by the user, the character performs the in-game action in which the user's character virtually practiced at the “stadium”, and the character has the ability by completing the practice. Examples of games that can be acquired.
  • “game conditions to which a shared object is applied” there are the following. For example, if the shared item of the group is “Shrine”, the in-game action of consuming the points in the game owned by the user and drawing the fortune at “Shrine” will be added to the result of the fortune (the lottery result).
  • the game which can acquire the item according to is illustrated.
  • the members of the group cooperate with each other to improve the level of the shared material, which is advantageous when the member plays a game to which the shared material is applied (game conditions are improved).
  • a feedback configuration is realized that occurs in the entire group. Thereby, an in-game environment in which the members of the group play a game in cooperation with each other is constructed.
  • the game management device not only provides users with the enjoyment of enjoying the merits but also gives each user the motivation to actively communicate with other users in the group.
  • the entire game community can be activated.
  • each user strengthens the connection and interaction with other users in the game, and further increases the interest and interest in the game, so that the user has a timeless continuity and high interest.
  • a game can be realized.
  • the game management device further includes a privilege granting unit that gives a greater privilege to a user with a larger amount of the input object.
  • a privilege granting unit that gives a greater privilege to a user with a larger amount of the input object.
  • the amount of the input material to be input to the common object is different depending on members in the group. For example, a member who has input 1000 operation points to the “stadium” as a common object and a member who has input only 100 operation points Then, the contribution within the group is very different. If all members in the group can enjoy the same merit regardless of the amount of input, a member with a small amount of input may be good, but a member with a large amount of input may be dissatisfied. In view of this, in this configuration, there is provided a privilege granting means for granting a greater privilege to a user with a larger amount of input material.
  • the privilege there is a privilege that a user is given points or items (such as time reduction items) in the game according to the input amount of the article to be charged. For example, 100 in-game points are given to a member who has input 1000 management points as an input object, and 10 in-game points are given to a member who has input 100 operating points.
  • points or items such as time reduction items
  • a privilege that makes advantageous the conditions of a game to which a shared object is applied can be considered. That is, the game conditions to which the shared object is applied become more advantageous as the user has a larger amount of the input object in the group.
  • the shared object level changing unit compares the cumulative amount of each group during a predetermined period for all groups having the same shared object level, It is desirable to improve the level of the shared object of the group included in the upper n-th (n is a natural number) or in the upper m% (0 ⁇ m ⁇ 100).
  • the cumulative amount of the input of each group during a predetermined period is compared for all groups having the same level of the shared object.
  • the level of the shared material of the group included in the top nth for example, top 100
  • the top m% for example, top 10%
  • members of each group can consider the rank of their own group for a predetermined period and And a fun game that competes for the cumulative amount of input.
  • the shared object level changing means manages the shared object of each group in the game in association with any one of a plurality of predetermined levels.
  • the shared material level changing means compares the cumulative amount of each group during the predetermined period with respect to all groups having the same shared material level, and is included in the lower nth or lower m%. It is desirable to reduce the level of the shared material of the group.
  • the level of the shared material of each group is managed in association with a plurality of predetermined levels, for example, any one of Lv1 to Lv6. Then, the cumulative amount of input in each group during a predetermined period (for example, one week) is compared for all groups with the same level of shared material, and not only the level of shared material is improved but also the rank is reduced. Also let me. That is, in all the groups having the same level of shared material, the level of the shared material of the group included in the upper nth or upper m% is improved and the shared material of the group included in the lower nth or lower m% Reduce the level of. For example, the configuration is such that the upper 10% of all the groups having the level of the shared material is replaced with the lower 10% of the entire group having the level of the shared material of Lv2.
  • each user will play the game in cooperation with the group, with the tension that the level of the shared object may decrease if the cumulative amount of input in the group is small. Game nature can be improved.
  • the shared object level changing means increases the n or the m as the level of the shared object increases. That is, while improving the level of the shared material of the group included in the upper nth or the upper m% among all the groups having the same shared material level, sharing of the group included in the lower nth or the lower m% In the configuration in which the level of the object is lowered, n or m is increased as the level of the shared object is increased.
  • the upper 10% of all the groups with the level of the shared material Lv1 (lowest) are promoted to Lv2, and the lower 10% of all the groups with the level of the shared material Lv2 are demoted to Lv1.
  • the level of the shared object increases to Lv5
  • the upper 50% of all groups are promoted to Lv6
  • the lower 50% of all groups whose shared object level is Lv6 (top) are demoted to Lv5.
  • the higher the level of the shared object the more intense the level change is. Therefore, even if the level of the shared object becomes high, it is never safe, and conversely, the level of the shared object tends to decrease. Therefore, the user plays a game with a greater sense of tension as the level of the shared object becomes higher, and cooperates with the group, and the game performance can be further improved.
  • a game system is a game system including a game management device that manages a game and a terminal device that communicates with the game management device, and a plurality of users
  • a group management means for managing a group composed of: a shared object information storage control means for storing information on the shared material of the group in a storage device; and virtually input to the shared material by each user in the group
  • Input information storage control means for storing information on the input object to be stored in a storage device
  • input object accumulation means for accumulating the input amount of the input object input by each user in the group in the group
  • a shared material level changing means for changing the level of the shared material based on the cumulative amount of the input material in the group, the higher the level of the shared material
  • the means of the game condition management means over THE managed as game conditions to which the corresponding shared object becomes more favorable it is either comprises configuration of the game management device or the terminal device.
  • a game management method is a game management method in a computer for managing a game, wherein the computer manages a group composed of a plurality of users;
  • a shared material information storage control step of storing information on the shared material of the group in a storage device, and information on the material virtually inserted by each user in the group by the computer with respect to the shared material
  • a storage information storage control step a computer that accumulates the input amount of the input material that has been input by each user in the group in the group, a computer, Shared object level change that changes the level of the shared object based on the cumulative amount in the group of the inputs.
  • the computer the higher the level of the shared object, including a game condition management step for the user to manage as game conditions to which the corresponding shared object is more advantageously in the group.
  • a program according to another aspect of the present invention is a program for causing a computer to operate as the game management device having any one of the above-described configurations 1) to 5), wherein the computer is operated as the game management device. It is a program for making it function as each means with which it is equipped.
  • a recording medium according to still another aspect of the present invention is a computer-readable recording medium recording the program described in 8) above.
  • the present invention is suitably applied to, for example, a game management device, a game device, a game system, a game management method, a program, and a recording medium that provide various game services such as online games, social games, and cloud gaming. Since a game service can be provided, it can be used industrially.

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Abstract

A game management device provided with: an investment information storage control means for storing, in a storage device, information pertaining to invested items which the users of a group constituted by a plurality of users have virtually invested for a shared object shared by the group; an invested item accumulation means for accumulating, for the group, the invested amount of the invested items invested by the users of the group; a shared-object level changing means for changing the level of the shared object on the basis of the amount of the invested items accumulated by the group; and a game conditions management means for managing the game conditions so that the game conditions to which the users of the group apply the shared object become more advantageous as the level of the shared object increases.

Description

[規則37.2に基づきISAが決定した発明の名称] ゲーム管理装置[Name of invention determined by ISA based on Rule 37.2] Game management device
 本出願は、2012月5月22日提出の日本国特許出願第2012-116847を基礎として優先権を主張するものであり、その記載内容の全てをここに援用する。 This application claims priority based on Japanese Patent Application No. 2012-116847 filed on May 22, 2012, the entire contents of which are incorporated herein by reference.
 本発明は、各ユーザのゲーム情報を管理するゲーム管理装置、ゲーム装置、ゲームシステム、ゲーム管理方法、プログラム及び記録媒体に関するものである。 The present invention relates to a game management device, a game device, a game system, a game management method, a program, and a recording medium for managing game information of each user.
 従来から、インターネット上に設置されたゲームサーバに、ユーザの端末装置(パーソナルコンピュータ、携帯電話端末等)を接続することによって、ユーザがゲームサーバから提供される各種ゲームサービスを受けることができるゲームシステムがある(特許文献1等)。また、近年は携帯電話等の端末装置で簡単な操作を行うだけでブラウザゲーム等を楽しむことができるゲームシステムも普及している(特許文献2等)。 2. Description of the Related Art Conventionally, a game system in which a user can receive various game services provided from a game server by connecting the user's terminal device (personal computer, mobile phone terminal, etc.) to a game server installed on the Internet. (Patent Document 1, etc.). In recent years, a game system in which a browser game or the like can be enjoyed only by performing a simple operation with a terminal device such as a mobile phone has become widespread (Patent Document 2, etc.).
 そして近年、人と人とのつながりを促進・サポートするコミュニティ型のサービスであるソーシャルネットワーキングサービス(SNS)のシステムに、前記ゲームシステムが組み込まれ、SNSのサービスの一つとして提供される、いわゆるソーシャルゲームが普及している。このようなソーシャルゲームにおいては、各ユーザはゲームサービスを利用している他のユーザと仲間になることができる。そして、仲間を作れば、例えば、ユーザが対戦を行うときに仲間の一人に対戦協力を要請できる等、ゲーム上有利になるシステムになっている。 In recent years, the game system has been incorporated into a social networking service (SNS) system, which is a community-type service that promotes and supports connections between people, and is provided as one of the SNS services. Games are prevalent. In such a social game, each user can become a friend with another user who uses the game service. And if a friend is made, for example, when a user plays a battle, it becomes a system which becomes advantageous on a game, such as requesting a battle cooperation from one of the friends.
 しかしながら、上記従来のゲームシステムにおいては、仲間の一人に対戦協力を要請できるにとどまり、ユーザが他のユーザと協力しながら遊戯するには限界がある。そこで、より多くのユーザ同士が積極的に協力しながら遊戯できるようなゲーム環境が望まれる。 However, in the above conventional game system, it is only possible to request a battle cooperation from one of the friends, and there is a limit for the user to play while cooperating with other users. Therefore, a game environment is desired in which more users can play with active cooperation.
特開2011-30892号公報JP 2011-30892 A 特開2012-24248号公報JP 2012-24248 A
 本発明の目的は、複数のユーザが互いに積極的に協力しながら遊戯するような興趣性の高いゲームを実現することである。 An object of the present invention is to realize a highly interesting game in which a plurality of users play while actively cooperating with each other.
 本発明の一局面によるゲーム管理装置は、ゲームの管理を行うゲーム管理装置であって、複数のユーザから構成されるグループを管理するグループ管理手段と、前記グループの共有物の情報を記憶装置に記憶する共有物情報記憶制御手段と、前記共有物に対して、前記グループ内の各ユーザによって仮想的に投入された被投入物の情報を記憶装置に記憶する投入情報記憶制御手段と、前記グループ内の各ユーザによって投入された前記被投入物の投入量を当該グループ内で累積する被投入物累積手段と、前記被投入物のグループ内の累積量に基づいて、前記共有物のレベルを変更する共有物レベル変更手段と、前記共有物のレベルが高いほど、前記グループ内のユーザが当該共有物を適用したゲームの条件がより有利になるように管理するゲーム条件管理手段と、を備える。 A game management device according to one aspect of the present invention is a game management device that manages a game, and includes a group management unit that manages a group composed of a plurality of users, and information on the shared items of the group in a storage device A shared object information storage control means for storing; an input information storage control means for storing, in a storage device, information of an article virtually input by each user in the group with respect to the shared object; and the group The input material accumulation means for accumulating the input amount of the input material input by each user in the group, and the level of the common object is changed based on the accumulated amount in the group of the input material. The shared material level changing means that manages the game conditions to which the user in the group applied the shared material becomes more advantageous as the level of the shared material is higher. It includes an over-time condition management means.
 本発明の他の一局面によるゲームシステムは、ゲームの管理を行うゲーム管理装置と、当該ゲーム管理装置との間で通信を行う端末装置と、を含むゲームシステムであって、複数のユーザから構成されるグループを管理するグループ管理手段、前記グループの共有物の情報を記憶装置に記憶する共有物情報記憶制御手段、前記共有物に対して、前記グループ内の各ユーザによって仮想的に投入された被投入物の情報を記憶装置に記憶する投入情報記憶制御手段、前記グループ内の各ユーザによって投入された前記被投入物の投入量を当該グループ内で累積する被投入物累積手段、前記被投入物のグループ内の累積量に基づいて、前記共有物のレベルを変更する共有物レベル変更手段、前記共有物のレベルが高いほど、前記グループ内のユーザが当該共有物を適用したゲームの条件がより有利になるように管理するゲーム条件管理手段の各手段を、前記ゲーム管理装置又は前記端末装置のいずれか一方が備える構成である。 A game system according to another aspect of the present invention is a game system including a game management device that manages a game and a terminal device that communicates with the game management device, and includes a plurality of users. Group management means for managing the group to be stored, shared object information storage control means for storing information on the shared material of the group in a storage device, and virtual input by each user in the group with respect to the shared material Input information storage control means for storing information on the input material in a storage device, input material accumulation means for accumulating the input amount of the input material input by each user in the group in the group, and the input A shared object level changing means for changing the level of the shared object based on a cumulative amount in the group of objects; the higher the level of the shared object, the more the users in the group. There is a one comprises configuration of the means of the game condition management means for managing as game conditions to which the corresponding shared object becomes more favorable, the game management device or the terminal device.
 本発明の他の一局面によるゲーム管理方法は、ゲームの管理を行うコンピュータにおけるゲーム管理方法であって、コンピュータが、複数のユーザから構成されるグループを管理するグループ管理ステップと、コンピュータが、前記グループの共有物の情報を記憶装置に記憶する共有物情報記憶制御ステップと、コンピュータが、前記共有物に対して、前記グループ内の各ユーザによって仮想的に投入された被投入物の情報を記憶装置に記憶する投入情報記憶制御ステップと、コンピュータが、前記グループ内の各ユーザによって投入された前記被投入物の投入量を当該グループ内で累積する被投入物累積ステップと、コンピュータが、前記被投入物のグループ内の累積量に基づいて、前記共有物のレベルを変更する共有物レベル変更ステップと、コンピュータが、前記共有物のレベルが高いほど、前記グループ内のユーザが当該共有物を適用したゲームの条件がより有利になるように管理するゲーム条件管理ステップと、を含む。 A game management method according to another aspect of the present invention is a game management method in a computer for managing a game, wherein the computer manages a group composed of a plurality of users, A shared material information storage control step for storing information on the shared material of the group in a storage device, and the computer stores information on the material virtually input by each user in the group with respect to the shared material An input information storage control step for storing in the apparatus, an input material accumulation step for the computer to accumulate the input amount of the input material input by each user in the group, and a computer for the input object. The common level change step for changing the level of the common based on the cumulative amount in the input group. And flop, computer, the higher the level of the shared object, including a game condition management step for the user to manage as game conditions to which the corresponding shared object is more advantageously in the group.
 また、本発明のゲーム管理装置及びゲームシステムは、コンピュータによって実現してもよく、この場合には、コンピュータを上記各手段として動作させることにより、上記ゲーム装置をコンピュータにて実現させるプログラム及びそれを記録したコンピュータ読み取り可能な記録媒体も本発明の範疇に入る。 In addition, the game management device and the game system of the present invention may be realized by a computer. In this case, a program for causing the computer to realize the game device by causing the computer to operate as the above-described means, and the program. A recorded computer-readable recording medium also falls within the scope of the present invention.
 本発明によれば、複数のユーザから構成されるグループのメンバ同士が、互いに積極的に協力しながら遊戯するような興趣性の高いゲームを実現できる。 According to the present invention, it is possible to realize a highly entertaining game in which members of a group composed of a plurality of users play while actively cooperating with each other.
 本発明の目的、特徴及び利点は、以下の詳細な説明と添付図面とによって、より明白となる。 The objects, features and advantages of the present invention will become more apparent from the following detailed description and the accompanying drawings.
本発明の一実施の形態に係るゲームシステムの構成例を示す説明図である。It is explanatory drawing which shows the structural example of the game system which concerns on one embodiment of this invention. ゲーム管理装置のハード構成の一例を示すブロック図である。It is a block diagram which shows an example of the hardware constitutions of a game management apparatus. 端末装置のハード構成の一例を示すブロック図である。It is a block diagram which shows an example of the hardware constitutions of a terminal device. ゲーム管理装置の機能的構成の一例を示す機能ブロック図である。It is a functional block diagram which shows an example of a functional structure of a game management apparatus. チーム情報の一例を示す説明図である。It is explanatory drawing which shows an example of team information. チーム構成を説明するための説明図である。It is explanatory drawing for demonstrating a team structure. スタジアム情報の一例を示す説明図である。It is explanatory drawing which shows an example of stadium information. メイン画面の一例を示す説明図である。It is explanatory drawing which shows an example of a main screen. 運営モード画面の一例を示す説明図である。It is explanatory drawing which shows an example of the management mode screen. 運営モード画面の他の例を示す説明図である。It is explanatory drawing which shows the other example of the management mode screen. ゲーム管理装置の機能的構成の一例を示す機能ブロック図である。It is a functional block diagram which shows an example of a functional structure of a game management apparatus. ゲーム情報記憶制御手段の機能的構成の一例を示す機能ブロック図である。It is a functional block diagram which shows an example of a functional structure of a game information storage control means. ゲーム情報の一例を示す説明図である。It is explanatory drawing which shows an example of game information. 練習チケット情報の一例を示す説明図である。It is explanatory drawing which shows an example of practice ticket information. 友情度情報の一例を示す説明図である。It is explanatory drawing which shows an example of friendship degree information. 練習チケットの一例を示す説明図である。It is explanatory drawing which shows an example of a practice ticket. 練習チケットの他の例を示す説明図である。It is explanatory drawing which shows the other example of a practice ticket. 練習チケットの他の例を示す説明図である。It is explanatory drawing which shows the other example of a practice ticket. 育成モード画面の一例を示す説明図である。It is explanatory drawing which shows an example of the cultivation mode screen. 育成モード画面の他の例を示す説明図である。It is explanatory drawing which shows the other example of the cultivation mode screen. スタジアムでの練習時のゲーム条件の一例を示す説明図である。It is explanatory drawing which shows an example of the game conditions at the time of practice in a stadium. 育成モード画面の他の例を示す説明図である。It is explanatory drawing which shows the other example of the cultivation mode screen. ゲームシステムの動作の一例を示すフローチャートである。It is a flowchart which shows an example of operation | movement of a game system. ゲーム進行処理の一例を示すフローチャートである。It is a flowchart which shows an example of a game progress process. 運営モードにおける処理の一例を示すフローチャートである。It is a flowchart which shows an example of the process in management mode. スタジアムのレベル決定処理の一例を示すフローチャートである。It is a flowchart which shows an example of the level determination process of a stadium. 育成モードにおける処理の一例を示すフローチャートである。It is a flowchart which shows an example of the process in the cultivation mode. ゲーム管理装置の機能的構成の他の例を示す機能ブロック図である。It is a functional block diagram which shows the other example of a functional structure of a game management apparatus. 運営ポイントの投資量に応じた特典を説明するための説明図である。It is explanatory drawing for demonstrating the privilege according to the investment amount of the management point. スタジアムでの練習時のゲーム条件の他の例を示す説明図である。It is explanatory drawing which shows the other example of the game conditions at the time of practice in a stadium. 特典付与処理の一例を示すフローチャートである。It is a flowchart which shows an example of privilege provision processing. 運営モード画面の他の例を示す説明図である。It is explanatory drawing which shows the other example of the management mode screen. スタジアムのレベル決定処理の他の例を示すフローチャートである。It is a flowchart which shows the other example of the level determination process of a stadium. スタジアムのレベルの入れ替えを説明するための説明図である。It is explanatory drawing for demonstrating replacement of the level of a stadium.
 以下、本発明の一実施の形態に係るゲーム管理装置、ゲームシステム、ゲーム管理方法、プログラムおよび記録媒体について、図面を参照しながら説明する。 Hereinafter, a game management device, a game system, a game management method, a program, and a recording medium according to an embodiment of the present invention will be described with reference to the drawings.
 〔ゲームシステムの概要〕
 本発明の一実施の形態に係るゲーム管理装置が組み込まれたゲームシステムの構成例を、図1に示している。同図に示すように、このゲームシステムは、インターネットなどのネットワーク4上に設置されたゲームサーバ1と、当該ゲームサーバ1と通信可能に接続されたデータベースサーバ2と、ネットワーク4を介してゲームサーバ1と通信可能に接続できる各ユーザの端末装置3とによって構成される。
[Outline of the game system]
FIG. 1 shows a configuration example of a game system in which a game management device according to an embodiment of the present invention is incorporated. As shown in the figure, this game system includes a game server 1 installed on a network 4 such as the Internet, a database server 2 connected to be communicable with the game server 1, and a game server via the network 4. 1 and the terminal device 3 of each user that can be communicably connected.
 本実施の形態のネットワーク4は、インターネットに限定されるものではなく、ゲームサーバ1と各ユーザの端末装置3との間を通信可能に相互に接続できるものであれば、例えば、専用回線、公衆回線(電話回線、移動体通信回線等)、有線LAN(Local Area Network)、無線LAN等であってもよく、或いはインターネットとこれらを組み合わせたものであってもよい。 The network 4 according to the present embodiment is not limited to the Internet. For example, as long as the game server 1 and the terminal device 3 of each user can be connected to each other so as to communicate with each other, for example, a dedicated line, a public line, etc. It may be a line (telephone line, mobile communication line, etc.), a wired LAN (Local Area Network), a wireless LAN, or the like, or a combination of the Internet and these.
 このゲームシステムの例において、本発明の一実施の形態に係るゲーム管理装置は、ゲームサーバ1およびデータベースサーバ2から構成される。ゲームサーバ1は、ゲームサービスを受ける各ユーザの端末装置3からのネットワーク4を介したアクセスを受け付けて、各ユーザのゲーム情報をデータベースサーバ2(記憶装置)に蓄積して管理し、各ユーザにネットワーク4を介したゲームサービスを提供する。 In this example of the game system, the game management device according to an embodiment of the present invention includes a game server 1 and a database server 2. The game server 1 receives access from the terminal device 3 of each user who receives the game service via the network 4 and stores and manages game information of each user in the database server 2 (storage device). A game service is provided via the network 4.
 本実施の形態では、ゲームサーバ1によるゲームサービスの提供の一形態として、各ユーザの端末装置3に搭載されたウェブブラウザによってゲームがプレイできる、いわゆるブラウザゲームを提供する例について説明する。このブラウザゲームを提供するサービス形態では、ユーザの端末装置3にゲーム専用のソフトウェアをダウンロード又はインストールする必要がなく、端末装置3をネットワーク4に接続できる環境であれば、ユーザはどこでも気軽にゲームサーバ1から提供されるゲームサービスを楽しむことができる。 In the present embodiment, an example of providing a so-called browser game in which a game can be played by a web browser installed in each user terminal device 3 will be described as one form of game service provided by the game server 1. In the service form for providing the browser game, it is not necessary to download or install software dedicated to the game on the user's terminal device 3, and the user can easily connect to the game server anywhere as long as the terminal device 3 can be connected to the network 4. The game service provided from 1 can be enjoyed.
 このゲームシステムでは、ブラウザゲーム用のプログラム(アプリケーションソフトウェア)がゲームサーバ1に実装されており、ゲームサーバ1が、各ユーザの端末装置3における入力操作に応じてゲーム進行のための演算処理やデータ処理を実行する。そして、ゲームサーバ1は、演算処理等の実行結果に基づいてデータベースサーバ2内の各ユーザのゲーム情報を更新するとともに、当該実行結果をユーザの端末装置3の画面に表示させるためのウェブページ情報(ゲーム画面データ)を各ユーザの端末装置3に送信する。 In this game system, a program (application software) for a browser game is installed in the game server 1, and the game server 1 performs arithmetic processing and data for progressing the game in accordance with input operations on the terminal device 3 of each user. Execute the process. Then, the game server 1 updates the game information of each user in the database server 2 based on the execution result of the arithmetic processing and the like, and web page information for displaying the execution result on the screen of the user terminal device 3 (Game screen data) is transmitted to the terminal device 3 of each user.
 各ユーザの端末装置3には、ユーザーエージェントとしてウェブサイト閲覧機能を有するウェブブラウザが搭載されており、ゲームサーバ1から送信されたウェブページ情報を端末装置3の画面に表示することができるようになっている。この端末装置3としては、例えば、携帯電話端末、PHS(Personal Handy-phone System)端末、携帯情報端末(PDA:Personal Digital Assistant)、携帯電話と携帯情報端末とを融合させた携帯端末であるスマートフォン、パーソナルコンピュータ、タブレット型コンピュータまたは通信機能を有するゲーム装置(据置型または携帯型のゲーム装置)など、ネットワーク4経由でゲームサーバ1に接続してゲームサービスの提供を受けることができる様々な端末が適用できる。 Each user's terminal device 3 is equipped with a web browser having a website browsing function as a user agent so that the web page information transmitted from the game server 1 can be displayed on the screen of the terminal device 3. It has become. Examples of the terminal device 3 include a mobile phone terminal, a PHS (Personal Handy-phone System) terminal, a personal digital assistant (PDA), and a smartphone that is a mobile terminal in which a mobile phone and a mobile information terminal are integrated. Various terminals that can be connected to the game server 1 via the network 4 and receive a game service such as a personal computer, a tablet computer, or a game device having a communication function (stationary or portable game device) Applicable.
 また、本実施の形態で提供されるゲームは、ユーザが、ゲームサービスを受けている他のユーザと交流を行いながらプレイすることができる、いわゆるソーシャルゲームの要素を有するものとすることができる。例えば、本実施の形態のゲームサーバ1およびデータベースサーバ2をソーシャルネットワーキングサービス(SNS)のシステムに組み込むことによって、SNSのサービスの一つとしてソーシャルゲームサービスを提供するゲームシステムとすることができる。このようにSNSのプラットフォーム上で動作するゲームシステムによりゲームサービスをユーザに提供することもできるが、ゲームサーバ1およびデータベースサーバ2をSNSのシステムに組み込まずに、独立したゲームシステムとして構築してもよい。 In addition, the game provided in the present embodiment can have a so-called social game element that allows a user to play while interacting with other users who are receiving game services. For example, by incorporating the game server 1 and the database server 2 of the present embodiment into a social networking service (SNS) system, a game system that provides a social game service as one of the SNS services can be obtained. In this way, a game service can be provided to the user by a game system operating on the SNS platform, but the game server 1 and the database server 2 can be constructed as independent game systems without being incorporated into the SNS system. Good.
 本ゲームサーバ1によって提供されるゲームの例としては、野球、サッカー、テニス、アメリカンフットボール、バスケットボール、バレーボール、ゴルフ、ボクシング、競馬、カーレースなどを題材としたスポーツ・レースゲーム、シミュレーションゲーム、育成ゲーム、ロールプレイングゲーム、さらにはクイズゲームといったように、ゲーム形式・ジャンルを問わず様々なゲームを挙げることができる。その一例として、本実施の形態では、ゲームサーバ1が野球ゲームを管理する例について、以下に説明する。 Examples of games provided by the game server 1 include sports / racing games, simulation games, and training games based on baseball, soccer, tennis, American football, basketball, volleyball, golf, boxing, horse racing, car racing, and the like. Various games such as role-playing games and quiz games can be used regardless of the game format and genre. As an example, in the present embodiment, an example in which the game server 1 manages a baseball game will be described below.
 本実施の形態の野球ゲームでは、複数のユーザ(例えば20名以内のユーザ)が1つの野球チームを仮想的に共同で運営することができるようになっている。ユーザは、自分の分身としてのオリジナル選手キャラクタ(以下、「マイ選手キャラクタ」と呼称する)になり、共同運営する野球チームに所属する。そして、ゲームサーバ1は、1つの野球チームを共同で運営する複数のユーザを1つのグループとして管理する。ゲーム内には複数の野球チーム(以下、単に「チーム」と呼称する)が存在し、ゲームサーバ1が各チームを管理している。 In the baseball game of the present embodiment, a plurality of users (for example, up to 20 users) can virtually manage one baseball team jointly. The user becomes an original player character (hereinafter, referred to as “my player character”) as his or her own character, and belongs to a jointly operated baseball team. The game server 1 manages a plurality of users who jointly manage one baseball team as one group. There are a plurality of baseball teams (hereinafter simply referred to as “teams”) in the game, and the game server 1 manages each team.
 また、本実施の形態のゲームでは、各チームには、共有物としての「スタジアム」が存在する。ユーザはゲーム内の所定のゲームモードで運営ポイントを獲得し、当該運営ポイントをスタジアムに投資(投入)することができる。ゲームサーバ1は、チーム内の各ユーザによって投資された運営ポイントをチーム内で累積し、その累積量に応じてスタジアムのレベルを変更する。すなわち、チーム内の各ユーザが協力して投資すれば、スタジアムのレベルを向上させる(仮想的にスタジアムを豪華にし、設備を充実させる)ことができるようになっている。 In addition, in the game of the present embodiment, each team has a “stadium” as a shared object. The user can acquire management points in a predetermined game mode in the game and invest (inject) the management points in the stadium. The game server 1 accumulates the management points invested by each user in the team within the team, and changes the level of the stadium according to the accumulated amount. That is, if each user in the team cooperates and invests, the level of the stadium can be improved (the stadium is virtually luxurious and facilities are enhanced).
 そして、チームのスタジアムのレベルが向上すれば、チーム内のユーザ(メンバ)が当該スタジアムを適用したゲームの条件が有利になるというメリットが発生する。本実施の形態では、スタジアムのレベルが高いほど、そのスタジアムでユーザのマイ選手キャラクタが仮想的に練習をするときに、練習効率が向上する(その結果、効率的にキャラクタの能力アップが図れるようになる)というメリットが発生する。すなわち、チーム内のメンバが協力してスタジアムのレベルを向上させることにより、メンバがスタジアムで練習する場合のゲーム条件が向上するというメリットがチーム全体に発生するというフィードバック構成となっている。これにより、グループのメンバが互いに積極的に協力してゲームをプレイするゲーム環境が構築される。これを実現する本実施の形態に係るゲーム管理装置等の構成の詳細を、以下に説明する。 And, if the level of the team's stadium is improved, there will be a merit that the user (member) in the team will benefit from the game conditions to which the stadium is applied. In this embodiment, the higher the level of the stadium, the better the practice efficiency when the user's my player character virtually practiced at the stadium (as a result, the ability of the character can be improved efficiently). ) Will occur. In other words, when the members of the team cooperate to improve the level of the stadium, a merit that the game conditions when the members practice in the stadium is improved is generated in the entire team. Thereby, a game environment is created in which members of the group play a game in cooperation with each other. Details of the configuration of the game management apparatus and the like according to the present embodiment for realizing this will be described below.
 〔ゲーム管理装置の構成〕
 上述のように本実施の形態では、ゲーム管理装置は、ゲームサーバ1およびデータベースサーバ2から構成される。図2にゲームサーバ1のハード構成の一例を示している。同図に示すように、ゲームサーバ1は、主に、CPU(Central Processing Unit)11と、主記憶装置としてのROM(Read Only Memory)12及びRAM(Random Access Memory)13と、補助記憶装置14と、通信制御部15と、入出力制御部16とを備えており、これらはアドレスバス、データバス、コントロールバス等を含むバスライン17を介して相互に接続されている。なお、バスライン17と各構成要素との間には必要に応じてインタフェース回路が介在しているが、ここではインタフェース回路の図示を省略している。
[Configuration of game management device]
As described above, in the present embodiment, the game management device includes the game server 1 and the database server 2. FIG. 2 shows an example of the hardware configuration of the game server 1. As shown in the figure, the game server 1 mainly includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12 and a RAM (Random Access Memory) 13 as a main storage device, and an auxiliary storage device 14. The communication control unit 15 and the input / output control unit 16 are connected to each other via a bus line 17 including an address bus, a data bus, a control bus, and the like. Note that an interface circuit is interposed between the bus line 17 and each component as necessary, but the illustration of the interface circuit is omitted here.
 CPU11は、システムソフトウェアやゲームプログラム等のアプリケーションソフトウェアの命令を解釈して実行し、ゲームサーバ1全体の制御を行う。ROM12は、ゲームサーバ1の基本的な動作制御に必要なプログラム等を記憶している。RAM13は、各種プログラム及びデータを記憶し、CPU11に対する作業領域を確保する。 The CPU 11 interprets and executes instructions of application software such as system software and game programs, and controls the game server 1 as a whole. The ROM 12 stores programs and the like necessary for basic operation control of the game server 1. The RAM 13 stores various programs and data, and secures a work area for the CPU 11.
 補助記憶装置14は、ゲームプログラム等のアプリケーションソフトウェアや各種データ等を格納する記憶装置である。補助記憶装置14としては、例えばハードディスクドライブなどを用いることができる。ゲームサーバ1(コンピュータ)をゲーム管理装置として動作させるための本実施の形態のプログラムも、この補助記憶装置14に記憶されており、当該プログラムはゲームサーバ1の起動時に補助記憶装置14からバスライン17を介してRAM13へとロードされ、当該CPU11によって実行される。 The auxiliary storage device 14 is a storage device that stores application software such as a game program, various data, and the like. For example, a hard disk drive can be used as the auxiliary storage device 14. The program according to the present embodiment for causing the game server 1 (computer) to operate as a game management device is also stored in the auxiliary storage device 14, and the program is transferred from the auxiliary storage device 14 to the bus line when the game server 1 is started. 17 is loaded into the RAM 13 via the CPU 17 and executed by the CPU 11.
 通信制御部15は、ネットワーク4と接続される通信インタフェース15aを備え、ネットワーク4を介した各ユーザの端末装置3との間の通信を制御する。また、通信制御部15は、ネットワーク4に接続されている図示しないサーバとの通信も制御するようになっている。例えば、ゲームサーバ1をSNSに組み込んだシステム構成とした場合、ゲームサーバ1の通信制御部15は、SNSサーバとの間の通信を制御する。 The communication control unit 15 includes a communication interface 15 a connected to the network 4, and controls communication with each user terminal device 3 via the network 4. The communication control unit 15 also controls communication with a server (not shown) connected to the network 4. For example, when it is set as the system configuration which incorporated the game server 1 in SNS, the communication control part 15 of the game server 1 controls communication between SNS servers.
 入出力制御部16は、データベースサーバ2と通信可能に接続されており、CPU11がデータベースサーバ2に対してデータ(レコード)の読み書きを実行するときの入出力制御を行うデータベースインタフェースである。 The input / output control unit 16 is communicably connected to the database server 2 and is a database interface that performs input / output control when the CPU 11 executes reading / writing of data (records) with respect to the database server 2.
 データベースサーバ2は、ゲームサーバ1が管理する各ユーザのゲーム情報を記憶する領域を有する記憶装置として、例えばRAID(Redundant Arrays of Inexpensive Disks)構成の大容量ハードディスク装置を具備する。このデータベースサーバ2は、例えば、各ユーザを一意に識別する識別情報(ユーザID)と対応付けて、各ユーザの各種ゲーム情報(ユーザ名、レベル、ゲーム内ポイント、所持アイテムなど)を記憶するリレーショナルデータベース、オブジェクトデータベース又はオブジェクト関係データベース等として構築することができる。 The database server 2 includes a large-capacity hard disk device having, for example, a RAID (Redundant Arrays of Inexpensive Disks) configuration as a storage device having an area for storing game information of each user managed by the game server 1. The database server 2 stores various game information (user name, level, in-game points, possessed items, etc.) of each user in association with identification information (user ID) for uniquely identifying each user, for example. It can be constructed as a database, an object database, an object relational database, or the like.
 本実施の形態では、ゲーム管理装置がゲームサーバ1およびデータベースサーバ2から構成される例を示すが、これに限定されるものではない。例えば、ゲームサーバ1にデータベースサーバ2の機能を持たせて、ゲーム管理装置をゲームサーバ1のみで構成することもできる。また、ゲームサーバ1の有する各機能を複数のサーバに分散して持たせて、ゲームサーバ1を複数台のサーバとして構成することもできる。例えば、ユーザが端末装置3を操作してゲームサーバ1へアクセスした場合に、当該ユーザが正規のユーザかどうかを判別する認証機能を有する認証サーバを、ゲームサーバ1のメインサーバとは別に設け、メインサーバと認証サーバとでゲームサーバ1を構成してもよい。他の構成例としては、ユーザが課金対象のアイテムをゲーム内で購入した場合に課金管理を行う課金管理サーバを、ゲームサーバ1のメインサーバ等とは別に設け、メインサーバ、認証サーバおよび課金管理サーバによりゲームサーバ1を構成してもよい。 In the present embodiment, an example in which the game management device is configured by the game server 1 and the database server 2 is shown, but the present invention is not limited to this. For example, the game server 1 can have the function of the database server 2 and the game management device can be configured only by the game server 1. Further, the game server 1 can be configured as a plurality of servers by distributing the functions of the game server 1 to a plurality of servers. For example, when a user operates the terminal device 3 to access the game server 1, an authentication server having an authentication function for determining whether the user is a legitimate user is provided separately from the main server of the game server 1, The game server 1 may be composed of a main server and an authentication server. As another configuration example, a billing management server that performs billing management when a user purchases an item to be billed in a game is provided separately from the main server of the game server 1, and the main server, authentication server, and billing management The game server 1 may be configured by a server.
 また、本ゲームサービスを利用するユーザ数が数十万人、数百万人、あるいはそれ以上となると、多数のユーザの端末装置3からの巨大なアクセスにも耐え得るサーバシステムの構築が求められるため、ネットワーク4上に複数のゲームサーバ1を設けて冗長化(多重化)を図ることにより、負荷分散型のシステム構成としてもよい。この場合、複数のゲームサーバ1間の負荷を調整するためのロードバランサを設けることが望ましい。 In addition, when the number of users who use this game service reaches several hundred thousand, millions, or more, it is required to construct a server system that can withstand huge access from the terminal device 3 of many users. Therefore, by providing a plurality of game servers 1 on the network 4 for redundancy (multiplexing), a load distribution type system configuration may be adopted. In this case, it is desirable to provide a load balancer for adjusting the load among the plurality of game servers 1.
 次に、本実施の形態に係るゲームサーバ1にアクセスしてゲームサービスの提供を受けるユーザの端末装置3の構成を説明する。 Next, the configuration of the terminal device 3 of the user who accesses the game server 1 according to the present embodiment and receives a game service will be described.
 〔端末装置の構成〕
 ユーザが操作する端末装置3としては、上述のように携帯電話端末やスマートフォンをはじめとして、ウェブサイト閲覧機能を有する様々な端末を適用できるが、本実施の形態では、携帯端末を例示してその構成を説明する。なお、携帯端末以外の端末装置3についても、ウェブサイト閲覧機能を用いてゲーム画面を表示したり、ゲームを実行するための入力操作を行うといった、ゲームをプレイする上で必要となる基本的な構成は、携帯端末と同様である。
[Configuration of terminal device]
As the terminal device 3 operated by the user, various terminals having a website browsing function such as a mobile phone terminal and a smartphone can be applied as described above. In this embodiment, a mobile terminal is illustrated as an example. The configuration will be described. Note that the terminal device 3 other than the mobile terminal is also required for playing a game, such as displaying a game screen using a website browsing function or performing an input operation for executing the game. The configuration is the same as that of the mobile terminal.
 ウェブサイト閲覧機能等を有する携帯端末は、フィーチャーフォン(Feature phone)やスマートフォン(Smartphone)等とも呼称され、図3にその構成例を示している。同図に示すように、端末装置3は、主に、CPU31と、主記憶装置としてのROM32及びRAM33と、画像処理部34と、表示部35と、サウンド処理部36と、音声入力部37と、音声出力部38と、補助記憶装置39と、操作入力部40と、通信制御部41とを備えており、構成要素31~34、36および39~41はバスライン42を介して相互に接続されている。なお、バスライン42と各構成要素との間には必要に応じてインタフェース回路が介在しているが、ここではインタフェース回路の図示を省略している。 A mobile terminal having a website browsing function or the like is also called a feature phone, a smart phone, or the like, and its configuration example is shown in FIG. As shown in the figure, the terminal device 3 mainly includes a CPU 31, a ROM 32 and a RAM 33 as main storage devices, an image processing unit 34, a display unit 35, a sound processing unit 36, and an audio input unit 37. , An audio output unit 38, an auxiliary storage device 39, an operation input unit 40, and a communication control unit 41. The components 31 to 34, 36 and 39 to 41 are connected to each other via a bus line 42. Has been. An interface circuit is interposed between the bus line 42 and each component as necessary, but the interface circuit is not shown here.
 CPU31は、ウェブブラウザを含む各種プログラムの命令を解釈して実行し、端末装置3全体の制御を行う。ROM32には、端末装置3の基本的な動作制御に必要なプログラム等が記憶されている。また、RAM33には、ROM32または補助記憶装置39からロードされた各種プログラムやデータが記憶され、CPU31に対する作業領域を確保する。HTML等で記述されたゲーム画面データを表示するウェブブラウザは、ROM32または補助記憶装置39に記憶されており、RAM33にロードされてCPU31によって実行される。また、ウェブブラウザのブラウザ機能を拡張するための様々なプラグインソフトウェアを、ウェブブラウザと共にROM32または補助記憶装置39に記憶していてもよい。 The CPU 31 interprets and executes commands of various programs including the web browser, and controls the terminal device 3 as a whole. The ROM 32 stores a program and the like necessary for basic operation control of the terminal device 3. The RAM 33 stores various programs and data loaded from the ROM 32 or the auxiliary storage device 39, and secures a work area for the CPU 31. A web browser that displays game screen data described in HTML or the like is stored in the ROM 32 or the auxiliary storage device 39, loaded into the RAM 33, and executed by the CPU 31. Various plug-in software for extending the browser function of the web browser may be stored in the ROM 32 or the auxiliary storage device 39 together with the web browser.
 画像処理部34は、CPU31からの画像表示命令に基づいて表示部35を駆動し、当該表示部35の画面に画像を表示させる。表示部35には、液晶ディスプレイまたは有機LE(Electro-Luminescence)ディスプレイ等の既知の種々の表示装置が適用できる。 The image processing unit 34 drives the display unit 35 based on an image display command from the CPU 31 to display an image on the screen of the display unit 35. Various known display devices such as a liquid crystal display or an organic LE (Electro-Luminescence) display can be applied to the display unit 35.
 サウンド処理部36は、音声入力部37から音声が入力されたときにアナログ音声信号をデジタル音声信号に変換するとともに、CPU31からの発音指示に基づいてアナログ音声信号を生成して音声出力部38に出力する。音声入力部37は、端末装置3に内蔵されたマイクロフォンからなり、電話通信する場合や録音を行う場合などに用いられる。音声出力部38は、電話通信時の受話スピーカおよび電話着信音やゲーム実行時の効果音などを出力するスピーカからなる。 The sound processing unit 36 converts an analog audio signal into a digital audio signal when audio is input from the audio input unit 37, generates an analog audio signal based on a sound generation instruction from the CPU 31, and outputs it to the audio output unit 38. Output. The voice input unit 37 includes a microphone built in the terminal device 3 and is used for telephone communication or recording. The voice output unit 38 is composed of a speaker that outputs a reception speaker at the time of telephone communication and a telephone ringtone or a sound effect at the time of game execution.
 補助記憶装置39は、各種プログラムやデータ等を格納する記憶装置である。補助記憶装置39としては、携帯電話端末の内部メモリとして、例えばフラッシュメモリドライブ等を用いることができ、また、携帯電話端末の外部メモリとして、例えばメモリカードリーダライタ等を用いることができる。 The auxiliary storage device 39 is a storage device that stores various programs and data. As the auxiliary storage device 39, for example, a flash memory drive or the like can be used as the internal memory of the mobile phone terminal, and a memory card reader / writer or the like can be used as the external memory of the mobile phone terminal.
 操作入力部40は、ユーザの操作入力を受け入れて当該操作入力に対応した入力信号を、バスライン42を介してCPU31に出力するものである。操作入力部40の例としては、端末装置3の本体に設けられた方向指示ボタン、決定ボタン、英数文字等入力ボタンなどの物理的ボタンがある。また、表示部35の画面にタッチパネル(接触入力式のインタフェース)を搭載することによって表示部35をいわゆるタッチスクリーンとして構成している端末装置3の場合、当該タッチパネルも操作入力部40となる。 The operation input unit 40 accepts a user's operation input and outputs an input signal corresponding to the operation input to the CPU 31 via the bus line 42. Examples of the operation input unit 40 include physical buttons such as a direction instruction button, a determination button, and an alphanumeric character input button provided on the main body of the terminal device 3. Further, in the case of the terminal device 3 in which the display unit 35 is configured as a so-called touch screen by mounting a touch panel (contact input type interface) on the screen of the display unit 35, the touch panel also becomes the operation input unit 40.
 通信制御部41は、通信インタフェース41aを備え、ゲーム操作時等にデータ通信するための通信制御機能および携帯電話端末として音声データを送受信するための通信制御機能等を有している。ここで、データ通信用の通信制御機能には、例えば、無線LAN接続機能、無線LANや携帯電話回線網を介したインターネット接続機能、所定の周波数帯(例えば2.4GHzの周波数帯)を用いた近距離無線通信機能などが含まれる。通信制御部41は、CPU31からの命令に基づいて端末装置3を無線LANやインターネット等に接続するための接続信号を発信するとともに、通信相手側から送信されてきた情報を受信してCPU31へ供給する。 The communication control unit 41 includes a communication interface 41a, and has a communication control function for data communication when a game is operated, a communication control function for transmitting and receiving voice data as a mobile phone terminal, and the like. Here, for the communication control function for data communication, for example, a wireless LAN connection function, an Internet connection function via a wireless LAN or a cellular phone network, a predetermined frequency band (for example, a 2.4 GHz frequency band) is used. Includes short-range wireless communication functions. The communication control unit 41 transmits a connection signal for connecting the terminal device 3 to a wireless LAN, the Internet, or the like based on a command from the CPU 31 and receives information transmitted from the communication partner side and supplies it to the CPU 31. To do.
 なお、端末装置3には、その他にもGPS(Global Positioning System)信号受信回路、CCD(Charge Coupled Device)イメージセンサ等の撮像装置(カメラ)、3軸加速度センサなどが備えられていてもよく、例えば、GPS位置情報などをゲーム内で活用してもよい。 In addition, the terminal device 3 may further include a GPS (Global Positioning System) signal receiving circuit, an imaging device (camera) such as a CCD (Charge Coupled Device) image sensor, a triaxial acceleration sensor, and the like. For example, GPS position information may be used in the game.
 上記構成の端末装置3において、ゲームサービスを受けようとするユーザは、ウェブブラウザを立ち上げてゲームサーバ1が管理するゲームサイトにアクセスする操作を行う。このアクセスがゲームサーバ1に認証された場合、端末装置3の通信制御部41がゲームサーバ1から送信されてくるHTML等で記述されたゲーム画面データを受信し、CPU31がウェブブラウザを実行してゲーム画面を表示部35に表示させる。ここでユーザは、ゲーム画面に表示されている選択可能なボタンオブジェクトやハイパーリンクを、操作入力部40を操作して選択入力する。この選択入力に応じてゲームサーバ1がゲームを進行させ、新たなゲーム画面データを端末装置3に送信する。そして、この新たなゲーム画面が端末装置3の表示部35に表示され、以下、同様に、ユーザは、表示部35に表示されているゲーム画面で選択可能なボタンオブジェクト等を選択する操作により、ゲームサーバ1が提供するゲームをプレイすることができるようになっている。 In the terminal device 3 configured as described above, a user who wants to receive a game service starts up a web browser and performs an operation of accessing a game site managed by the game server 1. When this access is authenticated by the game server 1, the communication control unit 41 of the terminal device 3 receives game screen data described in HTML or the like transmitted from the game server 1, and the CPU 31 executes the web browser. A game screen is displayed on the display unit 35. Here, the user selects and inputs selectable button objects and hyperlinks displayed on the game screen by operating the operation input unit 40. In response to this selection input, the game server 1 advances the game and transmits new game screen data to the terminal device 3. Then, this new game screen is displayed on the display unit 35 of the terminal device 3. Hereinafter, similarly, the user can select a button object or the like that can be selected on the game screen displayed on the display unit 35 by an operation. A game provided by the game server 1 can be played.
 〔ゲーム管理装置の機能的構成〕
 図4は、端末装置3と通信するゲーム管理装置(ゲームサーバ1およびデータベースサーバ2)の主要機能ブロック図である。本実施の形態に係るゲーム管理装置は、主に、チーム管理手段51(グループ管理手段)、スタジアム情報記憶制御手段52(共有物情報記憶制御手段)、投資情報記憶制御手段53(投入情報記憶制御手段)、運営ポイント累積手段54(被投入物累積手段)、スタジアムレベル変更手段55(共有物レベル変更手段)およびゲーム条件管理手段56等を備えている。これらの各手段は、ゲームサーバ1のCPU11が本実施の形態に係るプログラムを実行することにより実現されるものである。
[Functional configuration of game management device]
FIG. 4 is a main functional block diagram of a game management device (game server 1 and database server 2) that communicates with the terminal device 3. The game management apparatus according to the present embodiment mainly includes a team management unit 51 (group management unit), a stadium information storage control unit 52 (shared material information storage control unit), and an investment information storage control unit 53 (input information storage control). Means), operation point accumulating means 54 (subject accumulation means), stadium level changing means 55 (shared object level changing means), game condition managing means 56, and the like. Each of these means is realized by the CPU 11 of the game server 1 executing the program according to the present embodiment.
 チーム管理手段51は、複数のユーザから構成されるチーム(グループ)を管理する機能を有する。図5に、チーム管理手段51が管理しているチーム情報の一例を示す。このチーム情報は、チーム管理手段51が記憶装置50(データベースサーバ2等)の所定領域に記憶して管理されている。図5は、チームID=“0001”の1つのチームに関するチーム情報である。 The team management means 51 has a function of managing a team (group) composed of a plurality of users. FIG. 5 shows an example of team information managed by the team management means 51. This team information is stored and managed by the team management means 51 in a predetermined area of the storage device 50 (such as the database server 2). FIG. 5 shows team information related to one team with team ID = “0001”.
 ゲーム内のチームには、各チームを一意に識別するための識別情報としてチームIDが付与される。また、ユーザには、各ユーザを一意に識別するための識別情報としてユーザIDが付与される。そして、チーム管理手段51は、チームIDと対応づけて、チームに所属するユーザのユーザIDを記憶装置50に記憶する。図5は、ユーザA(000001)、ユーザB(000023)、ユーザC(000153)、ユーザD(000372)、ユーザE(000386)の5人のユーザが、同一のチーム(0123)に所属している例である。 A team ID is given to each team in the game as identification information for uniquely identifying each team. The user is given a user ID as identification information for uniquely identifying each user. Then, the team management unit 51 stores the user ID of the user belonging to the team in the storage device 50 in association with the team ID. FIG. 5 shows that five users, user A (000001), user B (000003), user C (000153), user D (000372), and user E (000386) belong to the same team (0123). This is an example.
 1つのチームに所属できるユーザ数には上限を設けることができる。仮に上限を設けない場合、ユーザ数が突出して多いチームができてしまい、スタジアムレベルを容易に昇格できることにもなり、ゲーム性のバランスが崩れる可能性が生じる。この上限は任意に設定可能であり、例えば、20人とすることができる。なお、本実施の形態では、説明の便宜上、1つのチームのユーザ数の上限を5名として以下に説明する。  An upper limit can be set on the number of users that can belong to one team. If an upper limit is not set, a team with a large number of users is formed, and the stadium level can be easily promoted, which may cause a balance of game characteristics to be lost. This upper limit can be set arbitrarily, and can be, for example, 20 people. In the present embodiment, for convenience of explanation, the upper limit of the number of users of one team will be described below as five.
 ここで、チームの構成方法(配属)の一例について説明する。ユーザのゲーム開始時においては、ゲームサーバ1が自動的にユーザの配属チームを決定する。例えば、ユーザはゲームサービスに登録してゲームを始めるとき、現実世界の日本のプロ野球12球団(またはMLBの30球団)の中から希望球団(お気に入り球団)を選択して登録する。そして、ゲームサーバ1は、希望球団が同じ複数のユーザが同一チームを構成するように、ランダムにチーム配属を決定する。 Here, an example of the team composition method (assignment) will be described. At the start of the user's game, the game server 1 automatically determines the user's assigned team. For example, when a user registers for a game service and starts a game, he selects and registers a desired team (favorite team) from 12 professional Japanese baseball teams (or 30 MLB teams) in the real world. And the game server 1 determines team assignment at random so that a plurality of users with the same desired team form the same team.
 なお、その後は、ユーザが自分の意思で任意のチームに移動することができるようにしてもよい。例えば、誰かが抜けて上限に満たないチームのユーザは、ゲーム内の掲示板等でメンバの募集をかけることができる。メンバを探しているチームがあれば、ユーザはいつでも現在のチームから別のチームに移ることができる。これにより、メンバの固定化を回避し、いくつものチームを移動しながらより多くのユーザと交流を図ることができるゲーム環境を構築できる。 After that, the user may be allowed to move to any team on his / her own will. For example, a user of a team who is missing and does not reach the upper limit can recruit members on a bulletin board in the game. If there is a team looking for a member, the user can move from the current team to another team at any time. Thereby, it is possible to construct a game environment that avoids immobilization of members and can interact with more users while moving several teams.
 ところで、各ユーザは、ゲームサービスを受けている1人又は複数の他のユーザと「仲間」という特別な関係を構築できる。あるユーザが他のユーザと仲間関係を構築するための一形態としては、2人のユーザの何れか一方が、他方のユーザに対してゲームサーバ1を介して仲間申請を行い、当該仲間申請を受けたユーザがゲームサーバ1を介して仲間になることを承認するという、両ユーザ間においてなされる仲間申請とその承認の操作が挙げられる。チームのメンバは、必ずしも仲間である必要はないが、チームのメンバ同士で互いに仲間関係を構築してもよい。本実施の形態のゲームでは、チームのメンバが協力し合ってゲームをプレイするので、メンバ同士のつながりはかなり強くなる。よって、メンバ同士が仲間関係を構築しようとするのは自然の流れと考えられる。 By the way, each user can build a special relationship of “friends” with one or more other users who are receiving the game service. As one form for a user to establish a friendship relationship with another user, either one of the two users makes a friend application to the other user via the game server 1, and the friend application is made. The friend application made between both users and the operation of the approval that the received user approves becoming a friend via the game server 1 are mentioned. The team members do not necessarily have to be friends, but team members may establish a friendship with each other. In the game of the present embodiment, team members cooperate to play the game, so the connection between the members is considerably strengthened. Therefore, it is considered natural for members to try to build friendships.
 図6にチーム構成の一例を示す。チーム内には、希望球団が同じ複数のユーザのマイ選手キャラクタ(オリジナル選手キャラクタ)の他に、現実世界のプロ野球の実在選手(希望球団を同じ球団に所属する選手)を模写した実在選手キャラクタが所定数所属している。すなわち、ユーザは、ゲーム内で仮想的に、他のユーザおよび実在選手とともにチームを構成し、練習や試合を楽しむことができる。 Fig. 6 shows an example of the team structure. In the team, in addition to my player characters (original player characters) of multiple users with the same desired team, a real player character that replicates real-world professional baseball players (players who belong to the same team) Belong to a certain number. That is, the user can enjoy a practice and a game by virtually forming a team with other users and real players in the game.
 なお、データベースサーバ2には、実在選手キャラクタの選手名、背番号、ポジション、所属球団、能力(現実世界の実在選手の実績を反映)、画像データなどの各種情報が記憶された実在選手データベースが存在する。チーム内の実在選手キャラクタの情報は、この実在選手データベースから取得できるようになっている。 The database server 2 has a real player database in which various information such as player names, back numbers, positions, teams, abilities (reflecting real players in the real world), and image data are stored. Exists. Information on the real player characters in the team can be acquired from this real player database.
 次に、スタジアム情報記憶制御手段52について説明する。スタジアム情報記憶制御手段52は、チームの共有物であるスタジアムの情報を記憶装置50に記憶する機能を有する。図7に示すように、スタジアム情報記憶制御手段52は、各チームのチームIDと対応づけて、チームの共有財産であるスタジアムのレベルを記憶している。このスタジアムのレベル情報は、図5のチーム情報にも反映される。 Next, the stadium information storage control means 52 will be described. The stadium information storage control means 52 has a function of storing, in the storage device 50, information on the stadium that is shared by the team. As shown in FIG. 7, the stadium information storage control means 52 stores the level of the stadium, which is a shared property of the team, in association with the team ID of each team. This stadium level information is also reflected in the team information of FIG.
 また、投資情報記憶制御手段53は、チームのスタジアムに対して、当該チームに所属する各ユーザによって仮想的に投資(投入)された運営ポイント(被投入物)の情報を記憶装置50に記憶する機能を有する。例えば、図5に示すように、ユーザIDと対応づけて、当該ユーザが投資した運営ポイントを記憶する。図5では、ユーザA、B、C、D、Eがそれぞれ、1000運営P、3000運営P、300運営P、1500運営P、500運営Pを投資した場合の例を示している。 Further, the investment information storage control means 53 stores, in the storage device 50, information on management points (subjects) virtually invested (injected) by each user belonging to the team in the stadium. It has a function. For example, as shown in FIG. 5, the management points invested by the user are stored in association with the user ID. FIG. 5 shows an example in which users A, B, C, D, and E invest 1000 operations P, 3000 operations P, 300 operations P, 1500 operations P, and 500 operations P, respectively.
 また、運営ポイント累積手段54は、チーム内の各ユーザによって投資された運営ポイントの投資量を当該チーム内で累積する(チーム内の運営ポイントの合計を算出する)機能を有する。運営ポイント累積手段54は、算出したチームの投資累積量(被投入物のグループ内の累積量)を、図7に示すように、チームIDと対応づけて記憶装置50に記憶する。 Further, the management point accumulating unit 54 has a function of accumulating the investment amount of the management points invested by each user in the team in the team (calculating the total of the management points in the team). The management point accumulating means 54 stores the calculated investment accumulation amount of the team (accumulated amount in the group of the inputs) in the storage device 50 in association with the team ID as shown in FIG.
 次に、スタジアムレベル変更手段55について説明する。スタジアムレベル変更手段55は、チームの投資累積量に基づいて、当該チームのスタジアムのレベルを変更する機能を有する。なお、ここで言うレベルは、グレード、ランク、クラス、等級などの類似の別の表現を用いて表してもよい。本実施の形態におけるスタジアムのレベルの高さは、スタジアムの豪華さ、設備の充実度を表す指標である。スタジアムのレベルが高いほど、設備の整った練習環境となり、練習の効率がアップするというゲーム仕様となっている。 Next, the stadium level changing means 55 will be described. The stadium level changing means 55 has a function of changing the stadium level of the team based on the accumulated investment amount of the team. The level referred to here may be expressed using another similar expression such as grade, rank, class, and grade. The height of the level of the stadium in the present embodiment is an index that represents the luxury of the stadium and the level of equipment. The higher the level of the stadium, the better the practice environment is and the game specification is that the efficiency of practice increases.
 ここで、スタジアムのレベルを変更する例を説明する。例えば、チームの投資累積量が基準量(所定の閾値)に達する毎に、スタジアムのレベルを1ずつ向上させる。例えば、チームの投資累積量が10000運営P以上になれば、スタジアムのレベルがLv1からLv2に上昇する。この形態では、スタジアムのレベルが高くなる毎に、閾値も高くすることが望ましい。例えば、スタジアムのレベルが上がる毎に、閾値を、10000運営P→15000運営P→20000運営P、・・・というように高くし、レベルアップの難易度を上げる。また、この形態では、スタジアムのレベルに上限を設けることもできるし、上限なしとすることもできる。 Here, an example of changing the stadium level will be described. For example, each time the accumulated investment amount of the team reaches a reference amount (predetermined threshold), the stadium level is increased by one. For example, if the cumulative investment amount of the team reaches 10,000 management P or more, the level of the stadium increases from Lv1 to Lv2. In this embodiment, it is desirable to increase the threshold every time the level of the stadium increases. For example, each time the level of the stadium increases, the threshold value is increased as follows: 10,000 management P → 15000 management P → 20000 management P,. In this embodiment, an upper limit can be set for the level of the stadium, or there can be no upper limit.
 その他の例としては、所定期間(例えば1週間)のチームの投資累積量を、スタジアムのレベルが同一の全チームを対象として比較し、上位n番目まで又は上位m%(0<m<100)に含まれるチームのスタジアムのレベルを向上させる。例えば、上位100グループ(又は上位10%のグループ)のスタジアムのレベルを向上させる。この形態も、スタジアムのレベルに上限を設けることもできるし、上限なしとすることもできる。 As another example, the accumulated investment amount of a team in a predetermined period (for example, one week) is compared for all teams having the same stadium level, and the top n or the top m% (0 <m <100) Improve team stadium levels included. For example, the stadium level of the top 100 group (or the top 10% group) is improved. This form can also have an upper limit on the level of the stadium or no upper limit.
 本実施の形態では、スタジアムレベル変更手段55が、スタジアムのレベルが同一の全チームの中で、投資累積量が上位10%に入っているチームのスタジアムレベルを向上させる場合を例に挙げて説明する。 In the present embodiment, a case where the stadium level changing means 55 improves the stadium level of a team whose cumulative investment amount is in the top 10% among all teams having the same stadium level will be described as an example. To do.
 ここで、ユーザが運営ポイントを投資する場合の操作例について説明する。図8に示すゲーム画面は、ユーザの端末装置3に表示されるメイン画面(ユーザのマイページ)である。このメイン画面には、ユーザのマイ選手キャラクタ81およびユーザのゲーム情報82(ユーザの名前(ニックネーム等)、ゲームレベル、ユーザが所有している各種ポイント、仲間の人数など)が表示される。また、メイン画面には、各種ゲームモードを選択するためのコマンドボタンが表示される。 Here, an operation example when the user invests management points will be described. The game screen shown in FIG. 8 is a main screen (user's my page) displayed on the user's terminal device 3. On this main screen, the user's my player character 81 and the user's game information 82 (user's name (nickname, etc.), game level, various points owned by the user, number of friends, etc.) are displayed. In addition, command buttons for selecting various game modes are displayed on the main screen.
 上記のメイン画面でユーザが「運営モード」ボタン84を選択すれば、図9に示す運営モード画面に遷移する。この運営モード画面には、ユーザのチームのスタジアムのレベル100およびチームの順位101が表示される。ここで、チームの順位101とは、スタジアムのレベルが同一の全チームを対象とした、投資累積量に基づく順位である。 If the user selects the “operation mode” button 84 on the main screen, the operation mode screen shown in FIG. 9 is displayed. On this operation mode screen, the stadium level 100 and team ranking 101 of the user's team are displayed. Here, the team ranking 101 is a ranking based on the cumulative investment amount for all teams having the same stadium level.
 また、運営モード画面内には、昇格圏表示領域102および残留圏表示領域103が設けられている。そしてユーザのチームの現在の順位が、昇格圏または残留圏のどの位置にあるのかを直観的に理解し易いように示すための現順位表示部105が表示される。 In the operation mode screen, a promotion area display area 102 and a residual area display area 103 are provided. Then, a current rank display unit 105 for displaying the current rank of the user's team in the promotion zone or the remaining zone so as to easily understand intuitively is displayed.
 さらに、運営モード画面内には、チームの投資累積量の情報111およびユーザ自身の投資累積量の情報112が表示される。そして、順位が確定するまでの残り時間の情報114も表示される。本実施の形態では、例えば毎週月曜日~日曜日の1週間がランキングの集計期間となっており、毎週順位を確定させて、1週間毎にスタジアムのレベルを変更するか否かを決定する。ユーザは、この運営モード画面で、現時点でのチーム順位を確認し、順位が確定する期間終了までに、運営ポイントの投資を行うことになる。 Furthermore, in the operation mode screen, information 111 on the accumulated investment amount of the team and information 112 on the accumulated investment amount of the user himself / herself are displayed. Then, information 114 of the remaining time until the order is determined is also displayed. In the present embodiment, for example, one week from Monday to Sunday is a ranking totaling period, and the ranking is determined every week, and whether or not to change the level of the stadium is determined every week. The user confirms the team ranking at the present time on this management mode screen, and invests management points by the end of the period when the ranking is fixed.
 また、運営モード画面内には、現在ユーザが所持している運営ポイントの情報114が表示される。ユーザは、自分が所持している運営ポイントの範囲内で、投資量を指定して投資する操作を行う。本実施の形態では、投資量の指定は投資量指定部115で行うことができる。この投資量指定部115は、1の位~万の位の数字を個々に指定できるようになっている。例えば、任意の位の指定部を選択すれば、0~9の数字を選択するためのプルダウンメニューが表示される。そして、投資量指定部115で投資量を指定して「投資実行」ボタン116を押す操作を行えば、運営ポイントを投資することができる。この場合、ユーザの端末装置3における前記投資操作に関する情報に基づいて、ゲームサーバ1は、ユーザの投資を受け付け、ユーザのチームの投資累積量およびユーザの投資累積量を、投資された分だけ増加させる。 In the operation mode screen, information 114 on the operation points currently owned by the user is displayed. The user performs an operation of making an investment by designating an investment amount within the range of the management points owned by the user. In the present embodiment, the investment amount can be specified by the investment amount specifying unit 115. The investment amount designation unit 115 can individually designate numbers from 1 to 10,000. For example, if an arbitrary designated part is selected, a pull-down menu for selecting a number from 0 to 9 is displayed. Then, by operating the investment amount specifying unit 115 to specify the investment amount and pressing the “execute investment” button 116, it is possible to invest management points. In this case, based on the information related to the investment operation in the user terminal device 3, the game server 1 accepts the user's investment and increases the investment amount of the user's team and the investment amount of the user by the amount invested. Let
 また、運営モード画面内には、「確認」ボタン117が設けられている。ユーザがこの「確認」ボタン117を押すことによって、図10の画面に遷移し、ユーザのチームの各メンバの投資情報118を確認することができる。また、「戻る」ボタン119を押せば、図9の画面に戻ることができる。図10の画面でチームの各メンバの投資情報118を確認したとき、投資量の少ないメンバがいた場合には、そのメンバに対して投資の協力を促すようなコミュニケーションをとることができる。例えば、「あと少しで昇格圏に入りそうだから、一緒に投資頑張ろう!」というようなメッセージを、そのメンバに対して送るという対応をとることができる。 Also, a “Confirm” button 117 is provided in the operation mode screen. When the user presses the “confirm” button 117, the screen transitions to the screen shown in FIG. 10, and the investment information 118 of each member of the user's team can be confirmed. Further, if a “return” button 119 is pressed, the screen of FIG. 9 can be returned. When the investment information 118 of each member of the team is confirmed on the screen of FIG. 10, if there is a member with a small investment amount, communication that encourages the member to cooperate in investment can be taken. For example, it is possible to take a response to send a message such as “Let's enter the promotion zone in a short time, so let's do our best to invest together!”
 次に、ゲーム条件管理手段56について説明する。ゲーム条件管理手段56は、チームのスタジアムのレベルが高いほど、当該チーム内のユーザが当該スタジアムを適用したゲームの条件がより有利になるように管理する機能を有する。ここで、スタジアムを適用したゲームの一例としては、スタジアムでユーザのマイ選手キャラクタが仮想的に練習するゲームモード(育成モード)が挙げられる。この場合、ゲーム条件管理手段56は、スタジアムのレベルが高いほど、そのスタジアムでの練習効率が向上するように、育成モードでのゲーム条件を管理する。その結果、効率的にキャラクタの能力アップが図れるようになるというメリットが発生する。この場合の詳細については後述する。 Next, the game condition management means 56 will be described. The game condition management means 56 has a function of managing so that the condition of the game to which the user in the team applies the stadium becomes more advantageous as the level of the team's stadium is higher. Here, as an example of the game to which the stadium is applied, there is a game mode (nurturing mode) in which the user's my player character virtually practiced in the stadium. In this case, the game condition management means 56 manages the game conditions in the training mode so that the higher the level of the stadium, the better the practice efficiency at that stadium. As a result, there is a merit that the ability of the character can be improved efficiently. Details of this case will be described later.
 また、スタジアムを適用したゲームの他の例としては、自分のチームのスタジアムでユーザが対戦相手(他のユーザのチームまたはCPU)と仮想的に試合する対戦モードが挙げられる。この場合、ゲーム条件管理手段56は、ユーザのチームのスタジアムのレベルが高いほど、当該スタジアムでの対戦時のユーザの戦力が向上するように、対戦モードでのゲーム条件を管理する。例えば、スタジアムのレベルがLv1(最低)のときのチーム戦力をP0とする。そして、スタジアムのレベルがLv2、Lv3、Lv4、・・・と高くなれば、ゲーム条件管理手段56は、ユーザのチームの戦力を、P0×1.1、P0×1.2、P0×1.3、・・・とする。これにより、自分のチームのスタジアムでの対戦が、スタジアムのレベルが高いほど有利になるというメリットが発生する。 Also, as another example of a game to which a stadium is applied, there is a battle mode in which a user virtually battles with an opponent (a team or CPU of another user) at the stadium of his team. In this case, the game condition management means 56 manages the game conditions in the battle mode so that the higher the level of the stadium of the user's team, the higher the user's strength at the time of the battle at the stadium. For example, the team strength when the stadium level is Lv1 (minimum) is P0. And if the level of a stadium becomes high with Lv2, Lv3, Lv4, ..., the game condition management means 56 will change the team's strength of a user to P0x1.1, P0x1.2, P0x1,. 3, and so on. As a result, there is a merit that the higher the level of the stadium, the more advantageous the team's match at the stadium.
 本実施の形態では、ゲーム条件管理手段56が、スタジアムのレベルが高いほど、そのスタジアムでの練習効率が向上するように、育成モードでのゲーム条件を管理する場合を例に挙げて説明する。 In the present embodiment, an example will be described in which the game condition management means 56 manages the game conditions in the training mode so that the practice level at the stadium increases as the level of the stadium increases.
 図11に示すように、ゲームサーバ1は、ゲーム情報記憶制御手段61およびゲーム進行手段62を備えている。ゲーム情報記憶制御手段61は、各ユーザのゲーム情報を記憶装置50としてのデータベースサーバ2に記憶する。ゲーム進行手段62は、育成モードをはじめとする各種ゲームモードのゲーム進行を管理する。 As shown in FIG. 11, the game server 1 includes game information storage control means 61 and game progress means 62. The game information storage control means 61 stores the game information of each user in the database server 2 as the storage device 50. The game progress means 62 manages the game progress in various game modes including the breeding mode.
 ゲーム情報記憶制御手段61は、図12に示すように、ユーザ情報記憶制御手段61a、マイ選手情報記憶制御手段61b、所有ポイント記憶制御手段61c、所有コイン記憶制御手段61d、所有アイテム記憶制御手段61e、練習チケット記憶制御手段61fおよび友情度記憶制御手段61gなどを備えている。図13~図15には、ゲーム情報記憶制御手段61の各記憶制御手段がデータベースサーバ2に記憶する、各ユーザのゲーム情報の一例(この例ではユーザID=“000001”の1人分のゲーム情報)を示している。 As shown in FIG. 12, the game information storage control means 61 is a user information storage control means 61a, a my player information storage control means 61b, an owned point storage control means 61c, an owned coin storage control means 61d, and an owned item storage control means 61e. The training ticket storage control means 61f and the friendship degree storage control means 61g are provided. 13 to 15 show an example of game information of each user stored in the database server 2 by each storage control means of the game information storage control means 61 (in this example, a game for one person with user ID = “000001”). Information).
 図7に示すように、ユーザ情報記憶制御手段61aは、各ユーザを一意に識別するユーザIDと対応付けて、ログインID、パスワード、ユーザ名(ゲーム内で使用するニックネーム等)、ゲームレベル、前述の希望球団等の各ユーザに関するユーザ情報を、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。ここで、ログインIDおよびパスワードは、各ユーザが端末装置3を操作してゲームサーバ1にアクセスしたときのログイン認証に用いられる。ユーザ名の情報は、ユーザがゲームサービスを受けるための会員登録をした際や、ゲームを初めて実行した際に、ユーザが自ら設定した任意の情報である。ゲームレベルは、ユーザがゲームを進行させて経験値を獲得することにより向上する。本野球ゲームでは、ユーザが育成モードで練習を実行することにより経験値が蓄積され、当該経験値が一定量に達することによりレベルアップするようになっている。 As shown in FIG. 7, the user information storage control unit 61a associates a user ID uniquely identifying each user with a login ID, password, user name (such as a nickname used in the game), game level, The user information regarding each user such as a desired team is stored in a predetermined storage area of the database server 2 for each user ID. Here, the login ID and password are used for login authentication when each user operates the terminal device 3 to access the game server 1. The user name information is arbitrary information set by the user when the user registers as a member for receiving the game service or when the game is executed for the first time. The game level is improved when the user progresses the game and acquires an experience value. In this baseball game, experience values are accumulated when the user performs practice in the training mode, and the level is increased when the experience values reach a certain amount.
 マイ選手情報記憶制御手段61bは、ユーザIDと対応付けて、ユーザの分身であるマイ選手キャラクタの情報をデータベースサーバ2の所定の記憶領域に記憶する。マイ選手キャラクタの情報としては、図13に示すように、所属しているチームのチームID、ポジション、能力に関する情報等である。なお、マイ選手キャラクタの識別情報は、ユーザIDと共通である。マイ選手キャラクタのポジション(守備位置)は、ユーザがゲームを開始するときに、希望のポジションを選択して指定する。 The my player information storage control means 61b stores the information of the my player character that is the user's alternation in a predetermined storage area of the database server 2 in association with the user ID. As information of my player character, as shown in FIG. 13, there are information regarding the team ID, position, ability, and the like of the team to which the player belongs. In addition, the identification information of my player character is common to the user ID. The position of the player character (defense position) is specified by selecting a desired position when the user starts the game.
 本実施の形態では、マイ選手キャラクタ(野手)の能力として、「パワー」、「ミート」、「走力」、「守備」の4つの基礎能力のパラメータが設けられている。なお、キャラクタが投手の場合には、例えば、「球威」、「制球」、「変化球」、「スタミナ」を基礎能力のパラメータとすることができる。なお、これは一例であり、ゲーム内容に応じた任意の能力パラメータを、マイ選手キャラクタに設定することができる。マイ選手キャラクタの能力は、育成モードにおいて練習を実行することにより向上させることができる。 In the present embodiment, four basic ability parameters of “power”, “meet”, “running ability”, and “defense” are provided as the ability of the my player character (fielder). When the character is a pitcher, for example, “sphere power”, “ball control”, “change ball”, and “stamina” can be used as parameters of basic ability. Note that this is an example, and an arbitrary ability parameter corresponding to the game content can be set for the my player character. The ability of my player character can be improved by performing practice in the training mode.
 また、マイ選手キャラクタは、上記の基礎能力の他に、育成モードにおける練習により、特殊能力を獲得することができる。特殊能力の一例としては、「アベレージヒッター」、「パワーヒッター」などがある。「アベレージヒッター」の特殊能力を有するマイ選手キャラクタは、対戦時においてミートの能力が向上し、ヒットを打つ確率が高まる。また、「パワーヒッター」の特殊能力を有するマイ選手キャラクタは、対戦時においてパワーの能力が向上し、本塁打を打つ確率が高まる。本実施の形態のゲームには、その他、様々な特殊能力が用意されている。この特殊能力は、マイ選手キャラクタが、特殊能力を有する実在選手キャラクタと一緒に練習をすることにより獲得できる(詳細は後述する)。また、同じ特殊能力を複数回獲得することにより、マイ選手キャラクタの特殊能力のレベルがアップするようになっている。 In addition to the basic abilities described above, my player character can acquire special abilities by practicing in the training mode. Examples of special abilities include “Average Hitter” and “Power Hitter”. My player character having the special ability of “Average Hitter” improves the ability of meet at the time of the battle and increases the probability of hitting. In addition, a my player character having the special ability of “power hitter” has improved power ability at the time of the battle, and has a higher probability of hitting a home run. In the game of the present embodiment, various other special abilities are prepared. This special ability can be acquired by a my player character practicing with a real player character having a special ability (details will be described later). Moreover, the level of the special ability of my player character is increased by acquiring the same special ability multiple times.
 次に、所有ポイント記憶制御手段61cについて説明する。所有ポイント記憶制御手段61cは、ユーザIDと対応付けて、ゲーム内でユーザが入手して所有している各種ポイント(ポイントに準ずる値などを含む)を、データベースサーバ2の所定の記憶領域に記憶する。本ゲームにおいては、様々なゲームモードが存在し、ゲームモードに応じて様々なポイントを獲得したり、獲得したポイントを使用したりできるようになっている。 Next, the owned point storage control means 61c will be described. The owned point storage control means 61c stores various points (including values corresponding to points) acquired and owned by the user in the game in a predetermined storage area of the database server 2 in association with the user ID. To do. In this game, there are various game modes, and various points can be acquired and the acquired points can be used according to the game mode.
 図13に示すように、ポイントの例としては、経験値、運営ポイント、行動ポイント、買物ポイントなどがある。上述したように、経験値は育成モードをプレイすることにより獲得できる。 As shown in FIG. 13, examples of points include experience points, management points, action points, shopping points, and the like. As described above, the experience value can be acquired by playing the breeding mode.
 また、運営ポイントは、他のユーザと対戦する対戦モードで獲得することができる。ユーザが対戦に勝利した場合、対戦に引き分け又は負けた場合よりも多くの運営ポイントを獲得できる。また、対戦スコアによっても獲得できる運営ポイントの量を変えてもよい(例えば、自分のチームの得点が大きいほど多くの運営ポイントを獲得できる)。 Also, management points can be earned in the battle mode where you battle against other users. When the user wins the battle, more management points can be obtained than when the user draws or loses the battle. Further, the amount of management points that can be acquired may also be changed depending on the battle score (for example, the larger the score of the team, the more management points can be acquired).
 行動ポイントは、育成モードで使用されるポイントであり、練習を実行することにより消費される。この行動ポイントは、マイ選手キャラクタの体力を表している。ゲーム中に消費されて減った行動ポイントは、時間の経過により回復する(例えば、3分経過する毎に1ポイントずつ回復する)。これは、時間が経てばマイ選手キャラクタの体力が回復することを意味する。なお、前記経験値が一定量に達してユーザのゲームレベルがアップすることにより、行動ポイントを一気に最大値まで回復するようにしてもよい。行動ポイントの最大値は、ユーザのゲームレベルの向上に伴って大きくなる。また、ユーザが仲間をつくることによっても行動ポイントの最大値を大きくすることができる。 Action points are points that are used in the training mode and are consumed by performing exercises. This action point represents the physical strength of the my player character. Action points consumed and reduced during the game are recovered over time (for example, one point is recovered every 3 minutes). This means that the physical strength of the my player character recovers over time. In addition, you may make it recover an action point to the maximum value at a stretch, when the said experience value reaches a fixed amount and a user's game level goes up. The maximum value of action points increases as the user's game level improves. Moreover, the maximum value of an action point can be enlarged also when a user makes a friend.
 買物ポイントは、ゲーム内の仮想ショップで買物をする場合に使用するポイントである。ショップでは、買物ポイントを消費して、育成モードで使用する「練習チケット」を購入することができる。「練習チケット」には、複数の種類のチケットが存在し、例えば、買物ポイントを20P消費すれば、ゲームサーバ1が管理している全ての「練習チケット」の中から抽選で1枚の「練習チケット」が獲得できる。この買物ポイントは、運営モードで投資した運営ポイントに応じて獲得できる。 The shopping points are points used when shopping at a virtual shop in the game. At the shop, you can purchase “practice tickets” to be used in the training mode by consuming shopping points. There are multiple types of “practice tickets”. For example, if 20 points of shopping points are consumed, one “practice ticket” can be selected by lottery from all “practice tickets” managed by the game server 1. Tickets can be acquired. The shopping points can be obtained according to the management points invested in the management mode.
 所有コイン記憶制御手段61dは、ユーザIDと対応付けて、ゲーム内でユーザが所有しているコイン(前記ポイントとは別のゲーム内通貨)を、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。このコインは、例えば、課金対象のアイテムを獲得する等の際に必要となるものである。 The owned coin storage control means 61d associates the user ID with coins (in-game currency different from the points) owned by the user in the game for each user ID in a predetermined storage area of the database server 2. To remember. This coin is necessary, for example, when acquiring an item to be charged.
 所有アイテム記憶制御手段61eは、ユーザIDと対応付けて、ゲーム内でユーザが入手したアイテムを、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。図13に示すように、アイテムの例としては、回復アイテムなどがある。この回復アイテムは、ゲーム中に消費して減った前述の行動ポイントを、時間の経過を待たずに一瞬で最大値まで回復させるアイテムである。例えば、回復アイテムは、前記コインを消費して購入したり、ゲーム内で所定のボーナス条件を満たしたりすることにより獲得できる。 The owned item storage control means 61e stores the item obtained by the user in the game in a predetermined storage area of the database server 2 for each user ID in association with the user ID. As shown in FIG. 13, examples of items include recovery items. This recovery item is an item that recovers the aforementioned action points consumed and reduced during the game to the maximum value in an instant without waiting for the passage of time. For example, the recovery item can be acquired by consuming and purchasing the coin or satisfying a predetermined bonus condition in the game.
 なお、ユーザがゲーム内で獲得して所有できるアイテムは、これらに限定されるものではなく、例えば、対戦に勝利したとき等に獲得できる宝アイテム、武器や防具等のキャラクタへの装備品、色々な効果・演出を発生させる魔法アイテムや特殊アイテム、その他の様々なアイテムを所有できるものとしてもよい。 The items that the user can acquire and possess in the game are not limited to these, for example, treasure items that can be acquired when winning a battle, equipment for characters such as weapons and armor, It is also possible to own magic items, special items, and various other items that generate various effects and effects.
 練習チケット記憶制御手段61fは、ユーザIDと対応付けて、ゲーム内でユーザが入手した練習チケットの情報を、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。図14に、ユーザID=“000001”のユーザが所有している練習チケット情報を示す。練習チケットには、それを一意に識別するためのチケットIDが付与されており、練習チケット情報は、チケットIDに基づいて管理されている。練習チケット情報としては、練習名または特殊能力名、実在選手キャラクタの有無、必要練習量、消化した練習量などの情報が含まれる。以下に練習チケットの詳細を説明する。 The practice ticket storage control means 61f stores information on the practice ticket obtained by the user in the game in a predetermined storage area of the database server 2 for each user ID in association with the user ID. FIG. 14 shows practice ticket information owned by a user with user ID = “000001”. The practice ticket is given a ticket ID for uniquely identifying it, and the practice ticket information is managed based on the ticket ID. The practice ticket information includes information such as a practice name or special ability name, the presence or absence of a real player character, a necessary practice amount, and a digested practice amount. The details of the practice ticket are described below.
 図16ないし図18に練習チケットの一例を示す。練習チケットには、図16に示す基礎の練習チケット201(実在選手キャラクタなし)、図17に示す基礎の練習チケット202(実在選手キャラクタあり)、図18に示す特殊能力の練習チケット203の3種類が存在する。ゲーム内でこの練習チケットを入手しなければ、育成モードでマイ選手キャラクタを練習させることができない。練習チケットは、買物ポイントまたはコインを消費してショップで購入できる。また、対戦モードでの対戦に勝利することによっても、練習チケットを獲得できる。 16 to 18 show examples of practice tickets. There are three types of practice tickets: a basic practice ticket 201 (no real player character) shown in FIG. 16, a basic practice ticket 202 (with real player character) shown in FIG. 17, and a special ability practice ticket 203 shown in FIG. Exists. If this practice ticket is not obtained in the game, the player character cannot be practiced in the training mode. Practice tickets can be purchased at the shop by consuming shopping points or coins. A practice ticket can also be obtained by winning a battle in the battle mode.
 図16に示す基礎の練習チケット201(実在選手キャラクタなし)は、打撃強化、走力強化、守備強化といった基礎能力を強化するためのアイテムである。この練習チケット201には練習名の情報211および必要練習量の情報212が記載されている。例えば、練習名が「走力強化」であり、必要練習量が「50」であれば、育成モードで行動ポイントを消費しながら練習を実行し、練習量「50」の練習をし終えることにより、マイ選手キャラクタの走力の能力値が、消化した練習量に応じて向上する。また、打撃強化の練習チケットを使用して必要練習量の練習をし終えることにより、パワーおよびミートの能力値が、消化した練習量に応じて向上する。同様に、守備強化の練習チケットを使用して必要練習量の練習をし終えることにより、守備の能力値が、消化した練習量に応じて向上する。 The basic practice ticket 201 (without a real player character) shown in FIG. 16 is an item for strengthening basic abilities such as striking reinforcement, running ability, and defense strengthening. In this practice ticket 201, practice name information 211 and necessary practice amount information 212 are described. For example, if the practice name is “strengthening running ability” and the required practice amount is “50”, the practice is performed while consuming action points in the training mode, and the practice of the practice amount “50” is completed. The ability value of the running ability of the my player character is improved according to the digested practice amount. In addition, by completing the required practice amount using the practice ticket for strengthening the batting, the power and meet ability values are improved according to the digested practice amount. Similarly, by completing the required practice amount using the defensive practice ticket, the defensive ability value is improved according to the digested practice amount.
 ここで、練習チケット201に記載される必要練習量は「50」に限らず、「70」、「100」、「150」など様々である。必要練習量の大きい練習チケット201で練習をするほど、マイ選手キャラクタの基礎能力をより大きく向上させることができる。 Here, the required practice amount described in the practice ticket 201 is not limited to “50”, but may vary from “70”, “100”, “150”, and the like. The more you practice with the practice ticket 201 with the larger required practice amount, the more the basic ability of your player character can be improved.
 図17に示す基礎の練習チケット202(実在選手キャラクタあり)は、図16の練習チケット201と同様に、基礎能力を強化するためのアイテムである。但し、練習チケット202には実在選手キャラクタの名前213および画像214が表示されており、この点が練習チケット201とは異なっている。実在選手キャラクタの名前213等が表示されている練習チケット202を使用して練習を実行すれば、当該実在選手キャラクタと一緒にマイ選手キャラクタを練習させることができる。そして、必要練習量の練習をし終えることにより、練習チケット202の練習名に応じた基礎能力を強化できると共に、当該実在選手キャラクタとの友情度(きずな)を向上させることができる。 The basic practice ticket 202 (with real player characters) shown in FIG. 17 is an item for strengthening the basic ability, like the practice ticket 201 in FIG. However, the actual player character name 213 and the image 214 are displayed on the practice ticket 202, which is different from the practice ticket 201. If practice is performed using the practice ticket 202 on which the name 213 of the real player character is displayed, the my player character can be practiced together with the real player character. Then, by completing the necessary practice amount, the basic ability according to the practice name of the practice ticket 202 can be strengthened, and the friendship with the real player character can be improved.
 実在選手キャラクタとの友情度が高くなれば、対戦モードで他のユーザのチームと対戦するときに、友情度の高さに応じて実在選手キャラクタの能力が一時的に向上し、対戦が有利になる。 If the friendship with the real player character is high, the ability of the real player character is temporarily improved according to the friendship level when playing against other users' teams in the battle mode, and the battle is advantageous Become.
 また、図18に示す特殊能力の練習チケット203は、特殊能力を獲得するためのアイテムである。このチケットには練習名の代わりに特殊能力名の情報215が記載されている。また、必要練習量の情報212、実在選手キャラクタの名前213および画像214も表示される。この練習チケット203に記載の特殊能力名は、当該チケット203に記載の実在選手キャラクタが有している特殊能力である。よって、特殊能力の練習チケット203には、必ず実在選手キャラクタの名前213等が記載されている。この特殊能力の練習チケット203を使用して練習を実行すれば、実在選手キャラクタと一緒にマイ選手キャラクタを練習させることができる。そして、必要練習量の練習をし終えることにより、練習チケット203に記載された特殊能力を獲得できると共に、実在選手キャラクタとの友情度を向上させることができる。また、前述したように、同じ特殊能力を複数回獲得することにより、マイ選手キャラクタの特殊能力のレベルをアップさせることができる。 Also, the special ability practice ticket 203 shown in FIG. 18 is an item for acquiring the special ability. In this ticket, special ability name information 215 is written instead of the practice name. In addition, necessary practice amount information 212, a real player character name 213, and an image 214 are also displayed. The special ability name described in the practice ticket 203 is a special ability possessed by the real player character described in the ticket 203. Therefore, the special player's practice ticket 203 always includes the name 213 of the real player character. If practice is performed using the practice ticket 203 of this special ability, the my player character can be practiced together with the existing player character. Then, by completing the necessary practice amount, the special ability described in the practice ticket 203 can be acquired and the friendship with the real player character can be improved. Further, as described above, the level of the special ability of the my player character can be increased by acquiring the same special ability a plurality of times.
 ここで、育成モードにおいて、練習チケットを使用した操作の具体例を示す。図8に示すメイン画面でユーザが「育成モード」ボタン85を選択すれば、図19に示す育成モード画面に遷移する。この育成モード画面には、ユーザのゲームステータス情報120およびマイ選手キャラクタの能力情報130が表示される。ゲームステータス情報120には、経験値の情報121および行動ポイントの情報122が含まれる。 Here, a specific example of operation using a practice ticket in the training mode is shown. If the user selects the “nurturing mode” button 85 on the main screen shown in FIG. 8, a transition is made to the training mode screen shown in FIG. 19. On the training mode screen, the game status information 120 of the user and the ability information 130 of the my player character are displayed. The game status information 120 includes experience value information 121 and action point information 122.
 また、育成モード画面には、練習チケットをセットするためのスロット131が表示される。図19では、第1~第3のスロット131が設けられており、そのうちの第1および第2のスロットに練習チケット202・203がセットされている例を示している。なお、スロットの数は3つに限らず、任意に定めることができる。空きスロット131に新しい練習チケットをセットする場合、スロット131を選択(クリック等)すれば、ユーザが所有している練習チケットの一覧が表示されるので、その中から任意の練習チケットを選択することにより、スロット131に練習チケットをセットすることができる。 Also, a slot 131 for setting a practice ticket is displayed on the training mode screen. FIG. 19 shows an example in which first to third slots 131 are provided, and practice tickets 202 and 203 are set in the first and second slots, respectively. The number of slots is not limited to three and can be arbitrarily determined. When a new practice ticket is set in the empty slot 131, if the slot 131 is selected (clicked, etc.), a list of practice tickets owned by the user is displayed, and any practice ticket can be selected from the list. Thus, a practice ticket can be set in the slot 131.
 スロット131に練習チケットがセットされることにより、「練習実行」ボタン132が表示され、練習の実行が可能となる。また、消化した練習量(練習の達成率)を示す表示領域133も表示される。図19の第1のスロット131にセットされた練習チケット202に関し、表示領域133には「練習量:50/100」と表示されているが、これは必要練習量「100」のうち、既に半分の「50」の練習が終わっていることを示す。すなわち、練習の達成率(進行率)が50/100=50%であることを示している。また、第2のスロット131にセットされた練習チケット203に関しては、必要練習量「300」の全てが残っている。 When the practice ticket is set in the slot 131, the “exercise execution” button 132 is displayed, and the practice can be executed. In addition, a display area 133 indicating the digested practice amount (exercise achievement rate) is also displayed. Regarding the practice ticket 202 set in the first slot 131 of FIG. 19, “Practice amount: 50/100” is displayed in the display area 133, but this is already half of the necessary practice amount “100”. This shows that the practice of “50” is finished. That is, the achievement rate (progress rate) of practice is 50/100 = 50%. Further, regarding the practice ticket 203 set in the second slot 131, all of the necessary practice amount “300” remains.
 さらに、スロット131に練習チケットがセットされることにより、1回の「練習実行」ボタン132の操作によって消費される行動ポイントの情報134も表示される。第1のスロット131にセットされた練習チケット202に関しては、1回の「練習実行」ボタン132の操作によって行動ポイントが「5ポイント」消費される。また、第2のスロット131にセットされた練習チケット203に関しては、1回の「練習実行」ボタン132の操作によって行動ポイントが「10ポイント」消費される。このように、練習チケットの必要練習量によって、練習実行1回あたりの行動ポイントの消費量を異ならせても良い。 Furthermore, by setting a practice ticket in the slot 131, information 134 of action points consumed by one operation of the “execute practice” button 132 is also displayed. With respect to the practice ticket 202 set in the first slot 131, “5 points” of action points are consumed by operating the “execute practice” button 132 once. Further, with respect to the practice ticket 203 set in the second slot 131, “10 points” of action points are consumed by operating the “execute practice” button 132 once. As described above, the amount of action points consumed per practice execution may be varied depending on the required practice amount of the practice ticket.
 ユーザの端末装置3にて「練習実行」ボタン132を押す操作が行われた場合、当該操作に応じて、ゲームサーバ1はユーザのマイ選手キャラクタがスタジアムで練習を行う処理を実行する。すなわち、ゲームサーバ1は、行動ポイントを「5ポイント」消費させるとともに、練習を進行させる。例えば、図19の第1のスロット131にセットされた練習チケット202に対する「練習実行」ボタン132が押された場合、図20に示すように、「練習消化(+5)」の情報141が表示される(スタジアムのレベルがLv1の場合)。これは、練習コマンドの実行によって練習量「5」の練習がLv1のスタジアムで行われたことを意味する。これにより、消化した練習量が「50」から「55」になる。 When an operation of pressing the “exercise execution” button 132 is performed on the user terminal device 3, the game server 1 executes a process for the user's my player character to practice in the stadium in response to the operation. That is, the game server 1 consumes “5 points” of action points and advances the practice. For example, when the “exercise execution” button 132 for the practice ticket 202 set in the first slot 131 of FIG. 19 is pressed, information 141 of “practice digest (+5)” is displayed as shown in FIG. (When the level of the stadium is Lv1). This means that the practice amount “5” was practiced at the stadium of Lv1 by executing the practice command. As a result, the digested practice amount is changed from “50” to “55”.
 ここで、ゲーム条件管理手段56は、スタジアムのレベルに応じて、練習実行1回あたりの練習消化量(すなわち練習の進行率)を異ならせるゲーム条件管理を行う。図21に、スタジアムでの練習時のゲーム条件として、スタジアムのレベルと練習消化量との関係を示す。図21のゲーム条件の情報は、ゲーム条件管理手段56が、予め記憶装置50に記憶している。同図に示すように、スタジアムのレベルがLv1(最低)の場合、練習実行1回あたりの練習消化量は「5」である。スタジアムのレベルがLv2にアップすれば、練習実行1回あたりの練習消化量は「6」に増加する。さらに、スタジアムのレベルがLv3、Lv4、Lv5、Lv6とアップすれば、練習実行1回あたりの練習消化量も、それぞれ「7」、「8」、「9」、「10」と増加する。なお、練習実行1回あたりの行動ポイントの消費量(マイ選手キャラクタの体力の消耗)は、スタジアムのレベルが何れの場合でも「5」である。 Here, the game condition management means 56 performs game condition management that varies the amount of exercise digestion per practice execution (that is, the progress rate of practice) according to the level of the stadium. FIG. 21 shows the relationship between the level of the stadium and the amount of practice digestion as game conditions during practice at the stadium. The game condition management means 56 stores the game condition information in FIG. 21 in the storage device 50 in advance. As shown in the figure, when the level of the stadium is Lv1 (minimum), the practice digestion amount per practice execution is “5”. If the level of the stadium increases to Lv2, the practice digestion amount per practice execution increases to “6”. Furthermore, if the level of the stadium increases to Lv3, Lv4, Lv5, and Lv6, the exercise digestion amount per practice execution will also increase to “7”, “8”, “9”, and “10”, respectively. The amount of action points consumed per practice run (the consumption of the physical strength of my player character) is “5” regardless of the level of the stadium.
 これは、スタジアムのレベルがアップすれば設備が充実した練習環境が整うので、マイ選手キャラクタの体力の消耗度が変わらなくても、練習消化量(練習進行率)が大きくなって練習効率が向上することを意味する。 This means that if the level of the stadium is improved, a fully equipped practice environment will be prepared, so even if the level of physical strength of my player character does not change, the amount of practice digestion (practice progress rate) will increase and practice efficiency will improve. It means to do.
 図21のゲーム条件に従えば、例えば、図19のゲーム画面でスタジアムのレベルがLv1ではなくLv6であった場合、「練習実行」ボタン132が押されることによって、図22に示すように、ゲーム画面には「練習消化(+10)」の情報141が表示される。これにより、消化した練習量が「50」から「60」になる。スタジアムのレベルがLv1およびLv6の何れの場合でも、1回の練習実行操作につき行動ポイントが「5ポイント」消費されることに変わりはないが、スタジアムのレベルがLv1の場合に比べてLv6の場合は、練習消化量(練習の進行率)が2倍になる。 According to the game conditions of FIG. 21, for example, when the level of the stadium is not Lv1 but Lv6 on the game screen of FIG. 19, the “exercise execution” button 132 is pressed, as shown in FIG. Information 141 of “practice digestion (+10)” is displayed on the screen. As a result, the digested practice amount is changed from “50” to “60”. If the level of the stadium is Lv1 or Lv6, the action point is still consumed by “5 points” per practice execution operation, but the level of the stadium is Lv6 compared to the case of Lv1 Practicing digestion (practice progress rate) doubles.
 このように、スタジアムのレベルが高いほど、そのスタジアムで練習をする際の練習の進行率が高くなる(ゲーム条件が有利になる)というメリットが発生する。 As described above, the higher the level of the stadium, the higher the progress rate of practice when practicing at that stadium (the game conditions become more advantageous).
 育成モード画面で「練習実行」ボタン132が押される毎に、スタジアムでの練習が進行し、消化した練習量が増加して行く。練習チケット記憶制御手段61fは、消化した練習量が変動すれば、図14に示す練習チケット情報における消化した練習量を更新する。 毎 Each time the “exercise execution” button 132 is pressed on the training mode screen, the practice in the stadium progresses and the digested practice amount increases. When the digested practice amount changes, the practice ticket storage control unit 61f updates the digested practice amount in the practice ticket information shown in FIG.
 次に、図12に示す友情度記憶制御手段61gについて説明する。前述のように、練習チケットに表示された実在選手キャラクタとの練習をし終えることにより、ユーザは実在選手キャラクタとの友情度を向上させることができる。友情度記憶制御手段61gは、ユーザIDと対応づけて、ユーザが獲得した実在選手キャラクタとの友情度の情報をデータベースサーバ2に記憶する。図15に、ユーザID=“000001”のユーザの友情度情報の一例を示す。実在選手キャラクタには、それを一意に識別する実在選手IDが付与されており、実在選手IDを用いて友情度の管理が行われる。 Next, the friendship degree memory control means 61g shown in FIG. 12 will be described. As described above, the user can improve the friendship with the real player character by completing the practice with the real player character displayed on the practice ticket. The friendship degree storage control means 61g stores in the database server 2 information on the friendship degree with the real player character acquired by the user in association with the user ID. FIG. 15 shows an example of friendship degree information of the user with user ID = “000001”. The real player character is assigned a real player ID that uniquely identifies the real player character, and the degree of friendship is managed using the real player ID.
 上述のように、実在選手キャラクタとの友情度が高くなれば、対戦モードで他のユーザのチームと対戦するときに、実在選手キャラクタの能力が向上する。対戦は、マイ選手キャラクタおよびチーム内の実在選手キャラクタによるオーダーで対戦相手と戦う。よって、マイ選手キャラクタをスタジアムで練習させてその能力を強化するとともに、実在選手キャラクタと一緒に練習して友情度を高めることにより対戦を有利に進めることができるようになる。さらに、同じチームのメンバと協力してスタジアムのレベルを高めることにより、練習効率が高まり、少ない運営ポイントでも効率的にマイ選手キャラクタの能力アップが図れるようになる。よって、スタジアムのレベルアップは特に重要なゲーム要素となっている。 As described above, if the friendship with the real player character is increased, the ability of the real player character is improved when the player battles with another user's team in the battle mode. A battle | competition battles with an opponent in the order by my player character and the real player character in a team. Therefore, while making my player character practice in a stadium and strengthening the ability, it becomes possible to advance a battle advantageously by practicing with a real player character and increasing friendship. Furthermore, by improving the level of the stadium in cooperation with members of the same team, the practice efficiency increases, and the ability of my player character can be improved efficiently even with a small number of management points. Therefore, stadium level-up is a particularly important game element.
 次に、図11に示すゲーム進行手段62について説明する。同図に示すように、ゲーム進行手段62は、機能的には、受信手段62a、ゲーム実行手段62b、画面生成手段62cおよび送信手段62d等を備えている。ゲーム進行手段62は、基本的に、ユーザによる端末装置3での操作に応じてゲームを実行し、当該実行結果に応じたゲーム画面データを生成してこれを端末装置3に送信し、端末装置3にユーザの操作に応じたゲーム画面を表示させることによってゲームを進行させる。 Next, the game progress means 62 shown in FIG. 11 will be described. As shown in the figure, the game progress means 62 functionally includes a reception means 62a, a game execution means 62b, a screen generation means 62c, a transmission means 62d, and the like. The game progress means 62 basically executes the game in response to an operation on the terminal device 3 by the user, generates game screen data corresponding to the execution result, and transmits the game screen data to the terminal device 3. The game is advanced by displaying a game screen corresponding to the user's operation on 3.
 このゲーム進行手段62は、前述した運営モード、育成モード、対戦モード等の各種ゲームモードのゲーム実行を管理する。よって、図4に示すゲームサーバ1の各手段51~56は、ゲーム進行手段62と協働して動作する、またはゲーム進行手段62の有する機能の一部として動作する。 The game progress means 62 manages game execution in various game modes such as the management mode, the breeding mode, and the battle mode described above. Therefore, each means 51 to 56 of the game server 1 shown in FIG. 4 operates in cooperation with the game progress means 62 or operates as a part of the function of the game progress means 62.
 図11に示すように、ゲームサーバ1は、ゲーム情報記憶制御手段61およびゲーム進行手段62を備えている。ゲーム情報記憶制御手段61は、各ユーザのゲーム情報を記憶装置50としてのデータベースサーバ2に記憶する。 As shown in FIG. 11, the game server 1 includes game information storage control means 61 and game progress means 62. The game information storage control means 61 stores the game information of each user in the database server 2 as the storage device 50.
 ユーザの端末装置3のウェブブラウザによってゲーム画面が表示されているとき、ユーザがゲーム画面上の選択可能なボタンオブジェクトやハイパーリンクが設定された文字列等を選択する操作を行った場合、当該操作に関する操作情報(ゲーム画面のリクエスト等)が端末装置3のウェブブラウザによってゲームサーバ1へ送信される。ゲームサーバ1では、前記操作情報を受信手段62aが受信したとき、ゲーム実行手段62bが、当該操作情報に応じてユーザのゲーム情報を読み出して演算やデータ処理を行うことによってゲームを実行する。 When the game screen is displayed by the web browser of the user's terminal device 3, when the user performs an operation of selecting a selectable button object or a character string with a hyperlink set on the game screen, the operation Operation information (such as a request for a game screen) is transmitted to the game server 1 by the web browser of the terminal device 3. In the game server 1, when the receiving means 62a receives the operation information, the game executing means 62b reads the user's game information in accordance with the operation information, and executes the game by performing calculations and data processing.
 例えば、対戦モードで他のユーザのチームと対戦するという操作がユーザによって行われた場合を例に挙げると、ゲーム実行手段62bは、対戦を行う両ユーザのユーザIDに対応した両チームのキャラクタ(試合に出場するキャラクタ)の情報をデータベースサーバ2から読み出す。そして、ゲーム実行手段62bは、両チームのキャラクタの能力値等に基づいて、勝敗を決定する演算を行う。この勝敗決定の演算の例としては、単純に両チームのキャラクタの能力値の合計が高い方を勝利チームとしてもよいし、能力値の合計が高い方のチームが勝利する確率を高くして勝利チームを確率演算により求めてもよい。本実施の形態のゲーム実行手段62bは、両チームのキャラクタの基礎能力および特殊能力に基づいて野球の試合をシミュレーションし、単に勝敗を決定するだけではなく、各キャラクタの個人成績、対戦スコア、勝利投手のキャラクタ、敗戦投手のキャラクタ、本塁打を打ったキャラクタ等を決定している。 For example, in the case where the user performs an operation of playing against another user's team in the battle mode, the game execution means 62b is configured such that the characters (both teams) corresponding to the user IDs of both users who are playing the battle ( The information of the character that participates in the game is read from the database server 2. And the game execution means 62b performs the calculation which determines a win / loss based on the ability value etc. of the character of both teams. As an example of the calculation of this win / loss decision, the winning team may be the player with the higher total ability value of the characters of both teams, or the team with the higher total ability value wins with a higher probability of winning. The team may be obtained by probability calculation. The game execution means 62b of the present embodiment simulates a baseball game based on the basic abilities and special abilities of the characters of both teams, and not only decides victory or defeat, but also the individual results of each character, the competition score, the victory The pitcher character, the defeated pitcher character, the character who hit the home run, and the like are determined.
 画面生成手段62cは、ゲーム実行手段62bによる実行結果に応じて、例えばHTMLデータからなるゲーム画面データを生成する。HTMLデータには、データベースサーバ2から読み出されたキャラクタ等の画像データを含めてもよい。また、HTMLデータには、端末装置3のウェブブラウザのプラグインによって動作するスクリプト(プログラム)が埋め込まれていてもよい。ゲームサーバ1から提供されたスクリプトが端末装置3で実行される場合は、端末装置3で表示されるゲーム画面を動画とすることも可能である。 The screen generation means 62c generates game screen data composed of HTML data, for example, according to the execution result by the game execution means 62b. The HTML data may include image data such as characters read from the database server 2. Moreover, the script (program) which operate | moves by the plug-in of the web browser of the terminal device 3 may be embedded in HTML data. When the script provided from the game server 1 is executed by the terminal device 3, the game screen displayed on the terminal device 3 can be a moving image.
 送信手段62dは、画面生成手段62cにより生成されたゲーム画面データ(HTMLデータ等)を、ゲーム画面のリクエストに対するレスポンスとしてユーザの端末装置3へ送信する。このゲーム画面データを受信したユーザの端末装置3では、ウェブブラウザによって表示部35にゲーム画面が表示される。 The transmission unit 62d transmits the game screen data (HTML data or the like) generated by the screen generation unit 62c to the user terminal device 3 as a response to the request for the game screen. In the terminal device 3 of the user who has received the game screen data, the game screen is displayed on the display unit 35 by the web browser.
 〔ゲームシステムの動作〕
 上記の構成において、本発明の実施の形態に係るゲームシステムの動作例を、図23のフローチャートを参照しながら以下に説明する。図23は、ユーザが端末装置3を操作してゲームサーバ1にアクセスしてゲームサービスを受けるときの、端末装置3およびゲームサーバ1の処理の流れを示すものである。
[Game system operation]
In the above configuration, an example of the operation of the game system according to the embodiment of the present invention will be described below with reference to the flowchart of FIG. FIG. 23 shows a processing flow of the terminal device 3 and the game server 1 when the user operates the terminal device 3 to access the game server 1 and receive a game service.
 ユーザがゲームサービスを受ける場合、先ず、端末装置3の操作入力部40を操作してウェブブラウザを起動する(S11)。その後、ユーザは、ゲームサーバ1が管理するゲームサイトにアクセスする操作を行い、これにより、端末装置3からゲームサーバ1へアクセスリクエストが送信される(S12)。このとき、ゲームサーバ1は、端末装置3からのアクセスに対するログイン認証を行い(S21)、ゲームサービスの利用登録がなされているユーザからのアクセスであることを確認する。その後、ゲームサーバ1は、HTML等で記述されたメイン画面データを端末装置3に送信する(S22)。なお、メイン画面とは別のゲームのトップ画面がある場合は、まずトップ画面を送信してもよい。そして、メイン画面データを受信した端末装置3では、ウェブブラウザが当該データを解釈し、メイン画面を表示部35に表示させる(S13)。 When the user receives the game service, first, the web browser is started by operating the operation input unit 40 of the terminal device 3 (S11). Thereafter, the user performs an operation of accessing a game site managed by the game server 1, and an access request is transmitted from the terminal device 3 to the game server 1 (S12). At this time, the game server 1 performs login authentication for access from the terminal device 3 (S21), and confirms that the access is from a user who is registered for use of the game service. Thereafter, the game server 1 transmits main screen data described in HTML or the like to the terminal device 3 (S22). If there is a game top screen different from the main screen, the top screen may be transmitted first. In the terminal device 3 that has received the main screen data, the web browser interprets the data and displays the main screen on the display unit 35 (S13).
 図8に例示するように、メイン画面には、「ショップモード」ボタン83、「運営モード」ボタン84、「育成モード」ボタン85、「対戦モード」ボタン86等の各モードを選択するためのボタンが表示される。さらに、このメイン画面には、端末装置3の方向キーやタッチパネル等を操作して画面をスクロールさせることによって、図示しないボタン等のオブジェクトや様々な情報が表示されるようになっている。 As illustrated in FIG. 8, buttons for selecting each mode such as a “shop mode” button 83, a “management mode” button 84, a “nurturing mode” button 85, and a “match mode” button 86 are displayed on the main screen. Is displayed. Further, objects such as buttons (not shown) and various information are displayed on the main screen by scrolling the screen by operating the direction keys and the touch panel of the terminal device 3.
 ここでユーザが、画面に表示されている選択可能なボタン等のオブジェクトやハイパーリンクを選択する操作をすると、当該操作に応じた画面のリクエストが端末装置3からゲームサーバ1へ送信される(S14)。このリクエストを受信したゲームサーバ1は、ユーザの操作に応じた演算処理やデータ処理を行ってゲームを実行し(S23)、実行結果を反映させたゲーム画面データを端末装置3へ送信する(S24)。そして、画面データを受信した端末装置3では、ウェブブラウザが当該データを解釈し、ゲーム画面を表示部35に表示させる(S15)。 Here, when the user performs an operation of selecting an object such as a selectable button or a hyperlink displayed on the screen, a screen request corresponding to the operation is transmitted from the terminal device 3 to the game server 1 (S14). ). Receiving this request, the game server 1 performs arithmetic processing and data processing according to the user's operation to execute the game (S23), and transmits game screen data reflecting the execution result to the terminal device 3 (S24). ). And in the terminal device 3 which received screen data, a web browser interprets the said data and displays a game screen on the display part 35 (S15).
 以降は、ユーザの端末装置3においては前記のS14およびS15が繰り返され、ゲームサーバ1においては前記のS23およびS24が繰り返され、これにより、端末装置3の画面に表示されている選択可能なボタン等をユーザが選択する度に、端末装置3のゲーム画面が次々と切り替わり、ゲームを進行させることができる。 Thereafter, the above-described S14 and S15 are repeated in the user terminal device 3, and the above-described S23 and S24 are repeated in the game server 1, whereby the selectable button displayed on the screen of the terminal device 3 Etc., the game screen of the terminal device 3 is switched one after another, and the game can be advanced.
 その後、ユーザが端末装置3を操作してゲーム画面を閉じた場合(S16)、ゲームサーバ1はログアウト処理を行う(S25)。例えば、ユーザがウェブブラウザを閉じた場合、ゲームサーバ1はセッションタイムアウト後にログアウト処理を行う。 Thereafter, when the user operates the terminal device 3 to close the game screen (S16), the game server 1 performs logout processing (S25). For example, when the user closes the web browser, the game server 1 performs logout processing after a session timeout.
 ところで、本ゲームシステムにおいては、ユーザがゲームサーバ1からログアウトした場合であっても、ゲームサーバ1側で当該ユーザのゲーム情報を読み出してゲームを進行させることができる。例えば、ログアウトしているユーザのチームに対して、ログインしている他のユーザが対戦(個別対戦)を仕掛けてくることもある。この場合も、ゲームサーバ1のゲーム進行手段62は、ユーザがログインしているか否かに依らずに、各ユーザのゲーム情報をデータベースサーバ2から読み出して対戦を実行し、その実行結果を反映させて各ユーザのゲーム情報を更新する。このように、ユーザがゲームサーバ1からログアウトしているときに実行されたゲームの結果は、その後、ユーザがゲームサーバ1にアクセスしたときに画面で確認することができる。 By the way, in this game system, even when the user logs out from the game server 1, the game server 1 side can read the game information of the user and advance the game. For example, another logged-in user may start a battle (individual battle) against a team of logged-out users. Also in this case, the game progress means 62 of the game server 1 reads out the game information of each user from the database server 2 and executes a battle regardless of whether the user is logged in or not, and reflects the execution result. Update the game information of each user. Thus, the result of the game executed when the user is logged out from the game server 1 can be confirmed on the screen when the user accesses the game server 1 thereafter.
 〔ゲーム管理装置の動作〕
 次に、本発明の実施の形態に係るゲーム管理装置のより詳細な動作例を、図24等のフローチャートを参照しながら説明する。図24は、ある1人のユーザを対象としたゲームサーバ1の処理の流れを示すものであり、ゲームサーバ1が管理している各々のユーザに対して同様の処理が行われる。
[Operation of game management device]
Next, a more detailed operation example of the game management device according to the embodiment of the present invention will be described with reference to a flowchart of FIG. FIG. 24 shows the flow of processing of the game server 1 targeting one user, and the same processing is performed for each user managed by the game server 1.
 図24に示すように、ゲームサーバ1は、ユーザの端末装置3からアクセス要求を受けたとき(S31でYES)、端末装置3から送信されてきたログインID・パスワード、または携帯電話端末の個体識別番号等に基づいて、アクセスを許可するか否かを判断するログイン認証を行う(S32)。ここで、アクセスを許可しない場合(S32でNO)、ゲームサーバ1は、端末装置3にゲームサービスの利用登録を促す画面データを送信する(S33)。一方、アクセスを許可する場合(S32でYES)、アクセス情報(ログ)を記憶する(S34)。 As shown in FIG. 24, when the game server 1 receives an access request from the user's terminal device 3 (YES in S31), the login ID / password transmitted from the terminal device 3 or the individual identification of the mobile phone terminal Based on the number or the like, login authentication is performed to determine whether or not to permit access (S32). Here, when access is not permitted (NO in S32), the game server 1 transmits screen data for prompting registration of use of the game service to the terminal device 3 (S33). On the other hand, when access is permitted (YES in S32), access information (log) is stored (S34).
 そして、ゲームサーバ1は、アクセスを許可したユーザの端末装置3に、メイン画面データ(またはトップ画面データ)を送信する(S35)。その後、ユーザの端末装置3から送信されてくるユーザのゲーム操作に応じた画面リクエストを受信すると(S36でYES)、ゲーム実行手段52aは、当該画面リクエストに応じた演算処理やデータ処理を行ってゲームを実行する(S37)。 Then, the game server 1 transmits main screen data (or top screen data) to the terminal device 3 of the user who has permitted access (S35). Thereafter, when a screen request corresponding to the user's game operation transmitted from the user's terminal device 3 is received (YES in S36), the game executing means 52a performs arithmetic processing and data processing corresponding to the screen request. The game is executed (S37).
 その後、ゲームサーバ1はゲームの実行によりユーザまたはチームのゲーム情報を更新する必要があるか否かを判断し(S38)、更新の必要がある場合(S38でYES)、データベースサーバ2に記憶されているユーザのゲーム情報を更新する(S39)。例えば、ユーザのゲーム操作が運営ポイントをスタジアムに投資する操作であった場合、当該操作に応じた投資処理の実行の結果、ユーザおよびチームの投資累積量の情報が更新されることになる。一方、例えば、ユーザのゲーム操作が画面移動の操作であった場合、当該操作に応じたゲームの実行処理としてはユーザのゲーム情報をデータベースサーバ2から読み出す等のデータ処理だけであって、当該処理の前後でユーザのゲーム情報に変化はなく、よってユーザのゲーム情報を更新する必要はない(S38でNO)。 Thereafter, the game server 1 determines whether or not the game information of the user or the team needs to be updated by executing the game (S38), and if it needs to be updated (YES in S38), it is stored in the database server 2. The game information of the current user is updated (S39). For example, when the user's game operation is an operation of investing management points in a stadium, the information on the accumulated investment amount of the user and the team is updated as a result of executing the investment process according to the operation. On the other hand, for example, when the user's game operation is a screen movement operation, the game execution process corresponding to the operation is only data processing such as reading out the user's game information from the database server 2, and the process There is no change in the user's game information before and after, so there is no need to update the user's game information (NO in S38).
 その後、画面生成手段63cがゲームの実行結果を反映させたゲーム画面データを生成し(S40)、送信手段53dが当該ゲーム画面データをユーザの端末装置3へ送信する(S41)。その後、ユーザの端末装置3がログアウトしたか否かが判断され(S42)、端末装置3がログアウトするまで、前記S36~S41の処理が繰り返されることで、ゲームが進行していく。 Thereafter, the screen generation means 63c generates game screen data reflecting the game execution result (S40), and the transmission means 53d transmits the game screen data to the user terminal device 3 (S41). Thereafter, it is determined whether or not the user's terminal device 3 has logged out (S42). Until the terminal device 3 logs out, the processing of S36 to S41 is repeated, whereby the game proceeds.
 次に、図25のフローチャートを参照して、ゲームサーバ1による運営モードにおける処理の一例について説明する。 Next, an example of processing in the operation mode by the game server 1 will be described with reference to the flowchart of FIG.
 ここでは、所定期間中(例えば、毎週月曜日~日曜日の1週間)の各チームの運営ポイントの投資累積量に応じて、当該期間終了後に、各チームのスタジアムのレベルを変更するか否かを決定する処理例を説明する。 Here, depending on the accumulated investment amount of each team's management points during a predetermined period (for example, every week from Monday to Sunday), it is decided whether or not to change the stadium level of each team after the period ends. An example of processing to be performed will be described.
 ゲームサーバ1は、前記所定期間の開始時に、各ユーザおよび各チームの投資量に関する記憶情報を初期化する(S51)。すなわち、図5に示すチーム情報内の各ユーザの投資情報および図7に示すチーム毎の投資累積量の情報を初期化する。その後、ユーザは、いつでも、チームメンバで共有しているスタジアムに、ゲーム内の他のモード(対戦モード等)で獲得した運営ポイントを投資することができる。 The game server 1 initializes storage information regarding the investment amount of each user and each team at the start of the predetermined period (S51). That is, the investment information of each user in the team information shown in FIG. 5 and the investment amount information for each team shown in FIG. 7 are initialized. Thereafter, the user can invest management points acquired in other modes (such as a battle mode) in the game at any time in a stadium shared by team members.
 すなわち、図8のメイン画面でユーザが「運営モード」ボタン84を選択すれば、図9に示す運営モード画面に遷移する。この画面において、ユーザは、投資量指定部115で投資量を指定して「投資実行」ボタン116を押す操作を行えば、スタジアムへ運営ポイントを投資することができる。 That is, when the user selects the “operation mode” button 84 on the main screen of FIG. 8, the operation mode screen shown in FIG. On this screen, the user can invest management points in the stadium by performing an operation of designating the investment amount in the investment amount designation unit 115 and pressing the “execute investment” button 116.
 ゲームサーバ1は、運営ポイントをスタジアムに投資する操作に関する情報を端末装置3から受信した場合(S52でYES)、投資された運営ポイントに関する情報を記憶装置50に記憶する(S53)。すなわち、ゲームサーバ1は、ユーザの投資累積量およびユーザのチームの投資累積量を、投資された分だけ増加させて、図5の投資情報および図7の投資累積量の情報を更新する。 When the game server 1 receives information on the operation of investing management points in the stadium from the terminal device 3 (YES in S52), the game server 1 stores information on the invested management points in the storage device 50 (S53). That is, the game server 1 increases the investment amount of the user and the investment amount of the user's team by the amount invested, and updates the investment information of FIG. 5 and the information of the investment amount of FIG.
 前記のステップS52およびS53は、所定期間が終了するまで繰り返される。その後、所定期間が終了すれば(S54でYES)、ゲームサーバ1は、図7に示す各チームの投資累積量の情報を取得する(S55)。そして、ゲームサーバ1は、チームの投資累積量に基づいて、当該チームのスタジアムのレベルを決定し(S56)、各ユーザの端末装置3にレベルの変動結果を報知する(S57)。 The above steps S52 and S53 are repeated until the predetermined period ends. After that, if the predetermined period ends (YES in S54), the game server 1 acquires information on the accumulated investment amount of each team shown in FIG. 7 (S55). And the game server 1 determines the level of the stadium of the said team based on the investment amount of a team (S56), and notifies the fluctuation | variation result of a level to the terminal device 3 of each user (S57).
 ここで、ステップS56の処理(スタジアムのレベル決定処理)の一例について、図26のフローチャートを参照しながら、以下に説明する。同図は、ある1つのチームを対象としたゲームサーバ1の処理の流れを示すものであり、ゲームサーバ1が管理している各々のチームに対して同様の処理が行われる。 Here, an example of the process of step S56 (stadium level determination process) will be described below with reference to the flowchart of FIG. This figure shows the flow of processing of the game server 1 for a certain team, and the same processing is performed for each team managed by the game server 1.
 ゲームサーバ1は、スタジアムのレベルが同一の全チームを対象として、チームの投資累積量に基づいた順位(処理対象のチームの順位)を取得する(S61)。例えば、ゲームサーバ1は、図7に示すチーム毎の投資累積量のデータを、スタジアムのレベル毎に、降順または昇順に並び替えることにより、各チームの順位を取得することができる。 The game server 1 obtains a ranking (rank of teams to be processed) based on the accumulated investment amount of teams for all teams having the same stadium level (S61). For example, the game server 1 can obtain the ranking of each team by rearranging the investment accumulation amount data for each team shown in FIG. 7 in descending order or ascending order for each level of the stadium.
 その後、ゲームサーバ1は、処理対象のチームの順位が、スタジアムのレベルが同一の全チームの中の上位10%以内に入っているかを判定する(S62)。ここで、処理対象のチームが上位10%以内に入っている場合(S62でYES)、当該チームのスタジアムのレベルを上昇させる(S63)。この場合、図7のスタジアム情報に関し、処理対象のチームIDに対応づけられているスタジアムレベルが更新される。 After that, the game server 1 determines whether the rank of the processing target team is within the top 10% of all teams having the same stadium level (S62). Here, if the team to be processed is within the top 10% (YES in S62), the stadium level of the team is raised (S63). In this case, regarding the stadium information in FIG. 7, the stadium level associated with the processing target team ID is updated.
 一方、処理対象のチームが上位10%以内に入っていない場合(S62でNO)、当該チームのスタジアムのレベルを維持する(S64)。 On the other hand, when the team to be processed is not within the top 10% (NO in S62), the stadium level of the team is maintained (S64).
 次に、チームのスタジアムのレベルが高いほど、当該チーム内のユーザが当該スタジアムを適用したゲームの条件を有利にする処理の例について説明する。図27には、ゲームサーバ1による育成モードにおける処理の流れを示している。 Next, an example of processing in which a user in the team has a more advantageous game condition to which the stadium is applied as the team stadium level is higher will be described. FIG. 27 shows a flow of processing in the training mode by the game server 1.
 図8に示すメイン画面でユーザが「育成モード」ボタン85を選択すれば、図19に示す育成モード画面に遷移する。この育成モードで、ユーザは、ゲーム内の他のモード(対戦モード、ショップモード等)で獲得した練習チケットを使用し、チーム共有のスタジアムで、マイ選手キャラクタを練習させることができる。 If the user selects the “nurturing mode” button 85 on the main screen shown in FIG. 8, the screen transitions to the training mode screen shown in FIG. In this training mode, the user can practice my player character in the team-shared stadium using the practice ticket acquired in other modes (competition mode, shop mode, etc.) in the game.
 すなわち、ユーザは、育成モード画面内に設けられたスロット131に練習チケットをセットし、「練習実行」ボタン132を押す操作をすれば、所定量の行動ポイントを消費して、スタジアムでマイ選手キャラクタを練習させることができる。 That is, if the user sets an exercise ticket in the slot 131 provided in the training mode screen and presses the “exercise execution” button 132, the user consumes a predetermined amount of action points, and the player character in the stadium. Can be practiced.
 ユーザの端末装置3にて上記の練習実行操作が行われた場合(S71でYES)、ゲームサーバ1はその操作に関する情報に応じて、ユーザの行動ポイントを消費させるとともに(S72)、ステップS73~S75の練習処理を実行する。すなわち、ゲームサーバ1は、ユーザのチームのスタジアムのレベルを取得し(S73)、当該レベルに応じて、練習実行1回あたりの練習消化量(練習の進行率)を決定する(S74)。ステップS74の処理は、図21に例示するゲーム条件の情報に基づいて、スタジアムのレベルに対応した練習消化量を取得することにより行うことができる。図21に示すように、スタジアムのレベルが高いほど、練習消化量が大きくなる(すなわち、練習実行時のゲーム条件が有利になる)。 When the above-described practice execution operation is performed on the user's terminal device 3 (YES in S71), the game server 1 consumes the user's action points according to the information related to the operation (S72), and steps S73 to S73- The practice process of S75 is executed. That is, the game server 1 acquires the stadium level of the user's team (S73), and determines the exercise digestion amount (practice progress rate) per practice execution according to the level (S74). The process of step S74 can be performed by acquiring a practice digestion amount corresponding to the level of the stadium based on the game condition information illustrated in FIG. As shown in FIG. 21, the higher the level of the stadium, the larger the exercise digestion amount (that is, the game conditions during practice execution become more advantageous).
 そして、ゲームサーバ1は、ステップS74で取得したゲーム条件(練習実行1回あたりの練習消化量)に基づいて、ユーザのマイ選手キャラクタをスタジアムで練習させる処理を実行する(S75)。これにより、例えばレベルLv1のスタジアムで練習した場合には、図20に示すように、ゲーム画面には「練習消化(+5)」の情報141が表示される。また、例えばレベルLv6のスタジアムで練習した場合には、図22に示すように、ゲーム画面には「練習消化(+10)」の情報141が表示される。 Then, the game server 1 executes a process for practicing the user's my player character in the stadium based on the game conditions (practice digestion amount per practice execution) acquired in step S74 (S75). Thereby, for example, when practicing at a stadium of level Lv1, as shown in FIG. 20, information 141 of “practice digest (+5)” is displayed on the game screen. For example, when practicing at a stadium of level Lv6, as shown in FIG. 22, information 141 “practice digestion (+10)” is displayed on the game screen.
 その後、ゲームサーバ1は、練習チケットに表示されている必要練習量が全て消化されて練習が完了したかを判断する(S76)。このステップS76でNOの場合、ステップS71に戻る。一方、練習チケットの練習が完了した場合(S76でYES)、ゲームサーバ1は、その練習チケットに表示されている練習名または特殊能力名に応じた能力をユーザのマイ選手キャラクタに付与する(S77)。これにより、図13に例示するユーザのマイ選手キャラクタの情報(能力に関する情報)が更新される。 After that, the game server 1 determines whether the necessary practice amount displayed on the practice ticket has been consumed and the practice has been completed (S76). If NO in step S76, the process returns to step S71. On the other hand, when the practice of the practice ticket is completed (YES in S76), the game server 1 assigns the ability corresponding to the practice name or special ability name displayed on the practice ticket to the user's my player character (S77). ). Thereby, the information (information regarding ability) of the user's my player character illustrated in FIG. 13 is updated.
 また、実在選手キャラクタが記載された練習チケットの練習が完了した場合においては、ゲームサーバ1が、ユーザ(ユーザのマイ選手キャラクタ)と当該実在選手キャラクタとの友情度を向上させる。この場合、図15に示すユーザの友情度情報が更新される。 In addition, when the practice of the practice ticket in which the real player character is described is completed, the game server 1 improves the friendship between the user (user's my player character) and the real player character. In this case, the user friendship information shown in FIG. 15 is updated.
 なお、育成モード画面で練習実行以外の操作(例えばメイン画面に戻る操作等)が行われた場合(S78でYES)、ゲームサーバ1は、その操作に応じた処理を実行し(S79)、処理を終える。 When an operation other than practice execution (for example, an operation for returning to the main screen) is performed on the training mode screen (YES in S78), the game server 1 executes a process corresponding to the operation (S79), Finish.
 以上のように、本実施の形態のゲーム管理装置は、チーム管理手段51、スタジアム情報記憶制御手段52、投資情報記憶制御手段53、運営ポイント累積手段54、スタジアムレベル変更手段55およびゲーム条件管理手段56を備えている構成である。本構成により、チームのメンバが協力してスタジアムのレベルを向上させることにより、メンバがスタジアムを適用したゲームを行う際に有利になる(ゲーム条件が向上する)というメリットがチーム全体に発生するというフィードバック構成を実現する。これにより、チームのメンバ同士が互いに積極的に協力してゲームをプレイするゲーム内環境が構築される。 As described above, the game management apparatus according to the present embodiment includes the team management means 51, the stadium information storage control means 52, the investment information storage control means 53, the management point accumulation means 54, the stadium level change means 55, and the game condition management means. 56. According to this configuration, the team members cooperate to improve the stadium level, so that the advantage of the team when playing a game using the stadium (game conditions are improved) is generated in the entire team. Implement a feedback configuration. Thereby, an in-game environment in which the members of the team play a game in cooperation with each other is constructed.
 また、各メンバがスタジアムを適用する(スタジアムで練習する)ことによるメリットを享受するためには、自分の努力以外に、他のメンバとの協力によりスタジアムのレベルを向上させる必要があることから、各メンバは、互いにコミュニケーションをとる動機付けを与えられることになる。例えば、メンバ間で「スタジアムのレベルアップを目指そう!」のようなメッセージを送信し合うことが期待される。これにより、メンバ相互間でコミュニケーションを積極的にとり合うゲーム環境を推進でき、メンバ同士のコミュニティが盛り上がる。 Also, in order for each member to enjoy the benefits of applying the stadium (practice in the stadium), in addition to their own efforts, it is necessary to improve the level of the stadium through cooperation with other members, Each member will be motivated to communicate with each other. For example, it is expected that members will send messages such as “Let's aim to improve the stadium!” As a result, a game environment in which members can actively communicate with each other can be promoted, and the community between members can be excited.
 このように、本実施の形態のゲーム管理装置は、単にメリットを享受することの面白さをユーザに提供するにとどまらず、チーム内の他のユーザと積極的にコミュニケーションをとる動機付けを各ユーザに与え、これにより、ゲームコミュニティ全体の活性化を図ることができる。この結果、各ユーザはゲーム内での他のユーザとのつながりや交流を強め、延いてはゲームに対する関心と興味をより強めることとなるので、ユーザにとって飽きのこない継続性を有する興趣性の高いゲームを実現できる。 As described above, the game management device according to the present embodiment not only provides users with the enjoyment of enjoying the merits but also provides motivation to actively communicate with other users in the team. Thus, the entire game community can be activated. As a result, each user strengthens the connection and interaction with other users in the game, and further increases the interest and interest in the game, so that the user has a timeless continuity and high interest. A game can be realized.
 また、本実施の形態のスタジアムレベル変更手段55は、所定期間中(例えば1週間)の各チームの投資累積量を、スタジアムのレベルが同一である全チームを対象として比較し、上位n番目(例えば上位100番目)まで又は上位m%(例えば上位10%)に含まれるチームのスタジアムのレベルを向上させる。この構成を採用すれば、スタジアムのレベルが同一である全チームの上位に入らなければ、スタジアムのレベルが向上しないので、各チームのメンバは、所定期間中、自分のチームの順位を気にしながら、他のチームと運営ポイントの累積量を競い合うという面白みのあるゲーム性を実現できる。 In addition, the stadium level changing means 55 of the present embodiment compares the investment amount of each team during a predetermined period (for example, one week) for all teams having the same stadium level, and compares the top nth ( For example, the stadium level of the teams included in the top 100%) or the top m% (for example, the top 10%) is improved. If this configuration is adopted, the level of the stadium will not improve unless it enters the top of all teams with the same stadium level. Therefore, members of each team are mindful of their team's ranking for a predetermined period. , It is possible to realize an interesting game property in which other teams compete for the cumulative amount of management points.
 次に、チーム内における個々のユーザの運営ポイントの投資(投入)量の違いを考慮した構成について、以下に説明する。 Next, the configuration considering the difference in the investment (input) amount of the management points of individual users in the team will be described below.
 通常、チーム内のメンバによって、スタジアムに投資される運営ポイントの量は異なっている。例えば、図5に示すように、3000運営ポイントを投資したユーザBと、300運営ポイントしか投入しなかったユーザCとでは、チーム内の貢献度が大きく異なる。仮に、投資量の大小にかかわらずチームのメンバ全員が同じメリットを享受できるとなると、投資量の少ないメンバはよいが、投資量の多いメンバは不満を持つ可能性がある。 Usually, the amount of management points invested in the stadium varies depending on the members of the team. For example, as shown in FIG. 5, the degree of contribution in the team is greatly different between user B who invested 3000 management points and user C who invested only 300 management points. If all members of the team can enjoy the same benefits regardless of the amount of investment, a member with a small investment amount is good, but a member with a large investment amount may be dissatisfied.
 そこで、本実施の形態のゲームサーバ1は、図28に示すように、特典付与手段57をさらに備えている。この特典付与手段57は、スタジアムに対する運営ポイントの投資量の多いユーザほど大きな特典を付与する機能を有する。 Therefore, the game server 1 of the present embodiment further includes a privilege granting means 57 as shown in FIG. The privilege granting unit 57 has a function of giving a greater privilege to a user with a larger investment amount of management points for the stadium.
 特典の例としては、運営ポイントの投資量に応じたゲーム内ポイントやアイテム(回復アイテム、練習チケット等)をユーザに付与するという特典が考えられる。一例として、特典付与手段57が、運営ポイントの投資量に応じた買物ポイントを、ユーザに付与する形態を以下に説明する。 As an example of a privilege, a privilege of giving in-game points or items (recovery items, practice tickets, etc.) according to the investment amount of management points to the user can be considered. As an example, the form which the privilege provision means 57 provides the user with the shopping point according to the investment amount of the management point is demonstrated below.
 図29に示すように、チーム内のユーザA、B、C、D、Eが、チーム共有のスタジアムに、それぞれ「1000運営P」、「3000運営P」、「300運営P」、「1500運営P」、「500運営P」投資したとする。この場合、特典付与手段57は、ユーザA、B、C、D、Eに対して、それぞれ「100買物P」、「300買物P」、「30買物P」、「150買物P」、「50買物P」を付与する。すなわち、ユーザが投資した運営ポイントの10分の1の量の買物ポイントを、そのユーザに付与する。ユーザは、運営ポイントを投資して獲得した買物ポイントを使用して、ゲーム内のショップで練習カードを購入し、マイ選手キャラクタを育成できる。このように、ユーザはチーム共有のスタジアムに対して投資し、スタジアムのレベルを向上させることで、そのスタジアムにおける練習効率を上げることができるという間接的な投資効果が得られるだけでなく、投資した運営ポイントが買物ポイントに変換されるという直接的な投資効果も得られ、二重の特典を得ることができることから、投資に対するより強い動機づけが与えられる。 As shown in FIG. 29, the users A, B, C, D, and E in the team enter the team-shared stadium with “1000 operation P”, “3000 operation P”, “300 operation P”, and “1500 operation, respectively. Suppose that “P” and “500 management P” have been invested. In this case, the privilege granting means 57 gives “100 shopping P”, “300 shopping P”, “30 shopping P”, “150 shopping P”, “50” to the users A, B, C, D, and E, respectively. “Shopping P” is granted. That is, the user is given shopping points in an amount of 1/10 of the management points invested by the user. The user can purchase a practice card at a shop in the game using the shopping points acquired by investing the management points, and can develop a my player character. In this way, users invested in a team-shared stadium and improved the level of the stadium, so that the indirect investment effect of improving the practice efficiency in that stadium can be obtained as well as invested The direct investment effect that the management points are converted into shopping points is also obtained, and a double privilege can be obtained, which gives stronger motivation for investment.
 また、特典付与手段57は、運営ポイントの投資量が大きいユーザほど、希少度の高い練習チケット(レアな特殊能力を獲得できる練習チケット)を付与してもよい。あるいは、ゲーム内のショップで練習チケットを抽選で獲得する場合に、運営ポイントの投資量が大きいユーザほど、希少度の高い練習チケットを獲得できる確率を高めてもよい。 Further, the privilege granting means 57 may grant a practice ticket with a higher rarity (practice ticket that can acquire rare special ability) to a user with a larger investment amount of management points. Alternatively, when a practice ticket is obtained by lottery at a shop in the game, the probability that a practice ticket with a higher degree of rarity can be obtained for a user with a large investment amount of management points may be increased.
 その他の特典の例としては、スタジアムを適用したゲームの条件を有利にするという特典が考えられる。すなわち、チーム内におけるスタジアムへの投資量の多いユーザほど、スタジアムを適用したゲームの条件をより有利にするのである。 Other examples of benefits include a benefit that favors the conditions of a game that uses a stadium. In other words, the more the investment amount of the stadium in the team, the more advantageous the game conditions to which the stadium is applied.
 例えば、スタジアムへの投資量が多いユーザほど、当該スタジアムでの練習の実行により消費された行動ポイントの回復を速くする。具体例を、図30に示す。同図は、運営ポイントの投資量と、行動ポイントの回復条件との関係を示す、スタジアムでの練習時のゲーム条件情報である。特典付与手段57は、このゲーム条件情報を、予め記憶装置50に記憶している。 For example, a user with a large investment amount in a stadium speeds up the recovery of action points consumed by performing the practice in the stadium. A specific example is shown in FIG. The figure shows game condition information during practice in the stadium, showing the relationship between the investment amount of management points and the recovery conditions of action points. The privilege granting means 57 stores this game condition information in the storage device 50 in advance.
 図30に示すように、所定期間中(例えば1週間)の運営ポイントの投資量が「0~499」のユーザに対しては、行動ポイントを3分毎に1P回復させるゲーム条件を適用する(これは標準のゲーム条件である)。一方、所定期間中の運営ポイントの投資量が5000以上のユーザに対しては、行動ポイントを1分30秒毎に1P回復させるゲーム条件を適用する。すなわち、投資量が「0~499」のユーザと比較して、投資量が5000以上のユーザは、スタジアムでの練習で消費した行動ポイント(マイ選手キャラクタの体力に相当)の回復速度が2倍になる。 As shown in FIG. 30, a game condition for recovering 1 point of action points every 3 minutes is applied to a user whose management point investment amount is “0 to 499” during a predetermined period (for example, one week). This is a standard game condition). On the other hand, a game condition for recovering action points by 1 P every 1 minute 30 seconds is applied to a user whose investment amount of management points during a predetermined period is 5000 or more. In other words, compared to users with an investment amount of “0 to 499”, a user with an investment amount of 5000 or more doubles the recovery speed of action points (corresponding to the physical strength of my player character) consumed in stadium practice. become.
 本構成の特典付与処理の一例について、図31のフローチャートを参照しながら、次に説明する。特典付与手段57は、所定期間中(例えば1週間)のチームの投資累積量に応じてスタジアムのレベルを決定するタイミングで(S81でYES)、所定期間中のユーザの投資量(図5の投資情報)を取得する(S82)。そして、特典付与手段57は、ユーザの投資量に応じた行動ポイントの回復条件を、図30に例示するゲーム条件の情報に基づいて決定し、当該ユーザのゲーム条件として適用する(S83)。 An example of the privilege grant processing of this configuration will be described next with reference to the flowchart of FIG. The privilege granting unit 57 determines the stadium level according to the accumulated investment amount of the team during a predetermined period (for example, one week) (YES in S81), and the investment amount of the user during the predetermined period (investment in FIG. 5). Information) is acquired (S82). And the privilege provision means 57 determines the recovery | restoration conditions of the action point according to a user's investment amount based on the information of the game conditions illustrated in FIG. 30, and applies it as the said user's game conditions (S83).
 これにより、その後、ユーザがスタジアムで練習を実行した場合、ステップS83で決定された行動ポイントの回復条件が適用されるので、スタジアムへの投資量の多いユーザほど行動ポイントの回復が早くなる。 Thereby, when the user subsequently performs the practice in the stadium, the action point recovery condition determined in step S83 is applied, so that the action point recovers faster as the user has a larger investment amount in the stadium.
 ここで、行動ポイントの回復が早くなるという特典の継続時間(有利なゲーム条件の適用期間)は、次にスタジアムのレベルが決定されるまで継続されるものとしてもよいが、本実施の形態では、所定時間(例えば24時間)に限定している。すなわち、特典の開始から所定時間が経過した場合(S84でYES)、ゲームサーバ1は、行動ポイントの回復条件を標準に戻す(S85)。 Here, the duration of the privilege that the recovery of the action points is accelerated (the application period of advantageous game conditions) may be continued until the next stadium level is determined, but in this embodiment, , It is limited to a predetermined time (for example, 24 hours). That is, when the predetermined time has elapsed from the start of the privilege (YES in S84), the game server 1 returns the action point recovery condition to the standard (S85).
 なお、ここで説明した特典はほんの一例であり、特典付与手段57は、ゲームの種類や内容に応じた様々な特典をユーザに付与することができる。 In addition, the privilege demonstrated here is only an example, and the privilege provision means 57 can provide a user with various privileges according to the kind and content of a game.
 以上のように、本実施の形態のゲーム管理装置は、チーム管理手段51、スタジアム情報記憶制御手段52、投資情報記憶制御手段53、運営ポイント累積手段54、スタジアムレベル変更手段55、ゲーム条件管理手段56に加えて、特典付与手段57を備えている構成である。本構成により、スタジアムに対する運営ポイントの投資量の多いユーザほど、より大きな特典が獲得できるので、チーム内で相対的に投資量の多いメンバが不満を持つような事態を効果的に解消することができる。 As described above, the game management apparatus according to the present embodiment includes the team management means 51, the stadium information storage control means 52, the investment information storage control means 53, the management point accumulation means 54, the stadium level change means 55, and the game condition management means. In addition to 56, a privilege providing means 57 is provided. With this configuration, users with a higher investment amount of management points for the stadium can obtain larger benefits, so it is possible to effectively eliminate situations where members with a relatively large investment amount in the team are dissatisfied. it can.
 次に、スタジアムのレベルを向上させるだけではなく低下もさせる(すなわち、スタジアムのレベルを入れ替える)構成について説明する。 Next, a configuration that not only improves but also lowers the stadium level (that is, replaces the stadium level) will be described.
 本実施の形態のスタジアムレベル変更手段55は、ゲーム内の各チームのスタジアムを、予め定められた複数のレベルのうちのいずれかのレベルと対応付けて管理する。ここでは、スタジアムのレベルをLv1(最低)~Lv6(最高)の6段階とした例について、以下に説明する。 The stadium level changing means 55 of this embodiment manages the stadium of each team in the game in association with any one of a plurality of predetermined levels. Here, an example in which the level of the stadium has six levels of Lv1 (lowest) to Lv6 (highest) will be described below.
 スタジアムレベル変更手段55は、所定期間中(例えば1週間)の各チームの投資累積量を、スタジアムのレベルが同一である全チームを対象として比較し、上位n番目まで又は上位m%に含まれるチームのスタジアムのレベルを向上させると共に、下位n番目まで又は下位m%に含まれるチームのスタジアムのレベルを低下させる。例えば、スタジアムのレベルがLv1の全グループの中の上位10%と、スタジアムのレベルがLv2の全グループの中の下位10%とを入れ替える構成(近接レベル間での入れ替え構成)をとっている。 The stadium level changing means 55 compares the accumulated investment amount of each team during a predetermined period (for example, one week) for all teams having the same stadium level, and is included in the top nth or top m%. While improving the team stadium level, the team stadium level included in the lower nth or lower m% is decreased. For example, the configuration is such that the top 10% of all groups with a stadium level Lv1 and the bottom 10% of all groups with a stadium level Lv2 are replaced (a configuration of replacement between adjacent levels).
 本実施の形態の構成では、上記のメイン画面でユーザが「運営モード」ボタン84を選択すれば、図32に示す運営モード画面に遷移する。この運営モード画面内には、昇格圏表示領域102および残留圏表示領域103だけではなく、降格圏表示領域104も設けられている。そして、現順位表示部105により、ユーザのチームの現在の順位が、昇格圏、残留圏または降格圏のどの位置にあるのかが分かり易く視覚化される。 In the configuration of the present embodiment, if the user selects the “operation mode” button 84 on the main screen, the operation mode screen shown in FIG. In this operation mode screen, not only the promoted area display area 102 and the remaining area display area 103 but also the demoted area display area 104 are provided. Then, the current rank display unit 105 visualizes in an easy-to-understand manner where the current rank of the user's team is in the promoted area, the remaining area or the demoted area.
 本実施の形態におけるスタジアムのレベル決定処理の一例について、図33のフローチャートを参照しながら、以下に説明する。同図は、ある1つのチームを対象としたゲームサーバ1の処理の流れを示すものであり、ゲームサーバ1が管理している各々のチームに対して同様の処理が行われる。 An example of stadium level determination processing in the present embodiment will be described below with reference to the flowchart of FIG. This figure shows the flow of processing of the game server 1 for a certain team, and the same processing is performed for each team managed by the game server 1.
 ゲームサーバ1は、スタジアムのレベルが同一の全チームを対象として、チームの投資累積量に基づいた順位(処理対象のチームの順位)を取得する(S91)。その後、ゲームサーバ1は、処理対象のチームの順位が、スタジアムのレベルが同一の全チームの中の上位10%以内に入っているかを判定する(S92)。ここで、処理対象のチームが上位10%以内に入っている場合(S92でYES)、当該チームのスタジアムのレベルを1つ上昇させる(S93)。この場合、図7のスタジアム情報に関し、処理対象のチームIDに対応づけられているスタジアムレベルが更新される。ただし、既にスタジアムのレベルが最高レベル(Lv6)になっている場合は、それ以上のレベル上昇はない。 The game server 1 obtains a rank (rank of teams to be processed) based on the accumulated investment amount of teams for all teams having the same stadium level (S91). Thereafter, the game server 1 determines whether the rank of the processing target team is within the top 10% of all teams having the same stadium level (S92). Here, if the team to be processed is within the top 10% (YES in S92), the team's stadium level is increased by one (S93). In this case, regarding the stadium information in FIG. 7, the stadium level associated with the processing target team ID is updated. However, if the level of the stadium is already at the highest level (Lv6), there is no further increase in level.
 また、処理対象のチームが上位10%以内に入っていない場合(S92でNO)、ゲームサーバ1は、処理対象のチームが下位10%以内に入っているかを判定する(S94)。ここで、処理対象のチームが下位10%以内に入っている場合(S94でYES)、当該チームのスタジアムのレベルを1つ低下させる(S95)。この場合も、図7のスタジアム情報に関し、処理対象のチームIDに対応づけられているスタジアムレベルが更新される。ただし、スタジアムのレベルが最低レベル(Lv1)である場合は、それ以上のレベル低下はない。 If the team to be processed is not in the upper 10% (NO in S92), the game server 1 determines whether the team to be processed is in the lower 10% (S94). Here, if the team to be processed is within the lower 10% (YES in S94), the stadium level of the team is lowered by one (S95). Also in this case, regarding the stadium information of FIG. 7, the stadium level associated with the processing target team ID is updated. However, when the level of the stadium is the lowest level (Lv1), there is no further decrease in level.
 一方、処理対象のチームが下位10%にも入っていない場合(S94でNO)、当該チームのスタジアムのレベルを維持する(S96)。 On the other hand, when the team to be processed is not included in the lower 10% (NO in S94), the stadium level of the team is maintained (S96).
 本実施の形態の構成により、各ユーザは、自分のチームの投資累積量が少なければ、スタジアムのレベルが低下するかもしれないという緊張感を持って、チームで協力しながらゲームをプレイすることになり、ゲーム性を向上させることができる。 With the configuration of the present embodiment, each user plays a game while cooperating with the team with the tension that the level of the stadium may decrease if the accumulated amount of investment of the team is small. Therefore, game characteristics can be improved.
 次に、スタジアムのレベルが高くなるほど、レベルの上下の入れ替えを激しくする構成について説明する。 Next, a configuration in which the upper and lower levels are more intensely changed as the stadium level increases will be described.
 本実施の形態では、スタジアムのレベルが同一の全チームの中の上位n番目まで又は上位m%に含まれるチームのスタジアムのレベルを向上させると共に、下位n番目まで又は下位m%に含まれるチームのスタジアムのレベルを低下させる構成において、スタジアムのレベルが高くなるほど、nまたはmを大きくする。 In the present embodiment, the stadium level of the teams included in the top nth or top m% of all teams having the same stadium level is improved, and the teams included in the bottom nth or bottom m% In the configuration for reducing the stadium level, n or m is increased as the stadium level increases.
 例えば、図34に示すように、スタジアムのレベルがLv1(最下位)の全チーム中の上位10%をLv2に昇格させるとともに、スタジアムのレベルがLv2の全チーム中の下位10%をLv1に降格させることにより、レベルの入れ替えを行う。また、スタジアムのレベルがLv2の全チーム中の上位20%と、Lv3の全チーム中の下位20%とを入れ替える。また、スタジアムのレベルがLv3の全チーム中の上位30%と、Lv4の全チーム中の下位30%とを入れ替える。また、スタジアムのレベルがLv4の全チーム中の上位40%と、Lv5の全チーム中の下位40%とを入れ替える。また、スタジアムのレベルがLv5の全チーム中の上位50%と、Lv6の全チーム中の下位50%とを入れ替える。これは一例であり、これに限定されるものではない。 For example, as shown in FIG. 34, the top 10% of all teams whose stadium level is Lv1 (lowest) is promoted to Lv2, and the bottom 10% of all teams whose stadium level is Lv2 is demoted to Lv1. To change the level. Also, the upper 20% of all teams with the stadium level Lv2 and the lower 20% of all teams with Lv3 are swapped. Also, the upper 30% of all teams with the stadium level Lv3 are replaced with the lower 30% of all teams with the Lv4 level. In addition, the upper 40% of all teams with the stadium level Lv4 and the lower 40% of all teams with the Lv5 are switched. In addition, the upper 50% of all teams whose stadium level is Lv5 and the lower 50% of all teams of Lv6 are switched. This is an example, and the present invention is not limited to this.
 このように、本構成では、スタジアムのレベルが高くなるほど、レベルの上下の入れ替えを激しくする。よって、スタジアムのレベルが高くなっても決して安泰ではなく、逆にスタジアムのレベルは低下し易くなる。従って、ユーザはスタジアムのレベルが高くなるほどより大きな緊張感を持って、チームで協力しながらゲームをプレイすることになり、ゲーム性をより向上させることができる。 Thus, in this configuration, the higher the level of the stadium, the more intense the level change is. Therefore, even if the level of the stadium becomes high, it is never safe, and conversely, the level of the stadium tends to decrease. Therefore, the user has a greater sense of tension as the level of the stadium increases, and the game is played while cooperating with the team, so that the game performance can be further improved.
 〔他の実施の形態〕
 上述の実施の形態では、複数のユーザから構成される野球チームをグループとする例を示したが、これに限定されない。例えば、戦闘ゲームにおいて、複数のユーザから構成されるコマンドチームをグループとしたり、料理ゲームにおいて、ゲーム内の料理店で働く複数のユーザから構成されるコックチームをグループとしたり、街作りゲームにおいて、複数のユーザから構成される街の運営チームをグループとしたりできる。これらは一例であり、ゲームの種類や内容に応じて、様々なグループが適用され得る。
[Other Embodiments]
In the above-mentioned embodiment, although the example which makes the baseball team comprised from a some user a group was shown, it is not limited to this. For example, in a battle game, a command team composed of a plurality of users is grouped, in a cooking game, a cock team composed of a plurality of users working in a restaurant in the game is grouped, A town management team composed of multiple users can be grouped. These are only examples, and various groups can be applied depending on the type and content of the game.
 また、上述の実施の形態では、ユーザが共有物としてのスタジアムに、被投入物としてのゲーム内ポイント(運営ポイント)を投入することができる構成について説明したが、被投入物はアイテムであってもよい。例えば、スタジアムの設備を充実させるアイテム(屋内練習場、ナイター設備、ピッチングマシン等)をスタジアムに投入できるようにしてもよい。 Further, in the above-described embodiment, a configuration has been described in which a user can insert in-game points (operation points) as an input object into a stadium as a shared object, but the input object is an item. Also good. For example, an item that enhances stadium equipment (indoor practice field, night game equipment, pitching machine, etc.) may be introduced into the stadium.
 また、ゲーム内ポイントとアイテムの両方を共有物に投入できるようにしてもよい。この場合、例えば屋内練習場(5000P相当)、ナイター設備(3000P相当)、ピッチングマシン(500P相当)といったように、アイテムをポイントに換算すれば、被投入物の投入量を求め易くなり、データ処理の複雑化を回避できる。 Also, it is possible to allow both in-game points and items to be thrown into the shared object. In this case, for example, if an item is converted into points, such as an indoor practice field (equivalent to 5000P), a night game facility (equivalent to 3000P), a pitching machine (equivalent to 500P), the input amount of the input material can be easily obtained, and data processing Can be avoided.
 また、上述の実施の形態では、「スタジアム」をグループの共有物とする例を示したが、これに限定されない。例えば、チームのマスコットキャラクタ(以下、「マスコット」と記載する)を共有物としてもよい。この場合、チームのメンバは、運営ポイントに代えて、例えば育成ポイントというゲーム内ポイントをマスコットに投入できるようにする。そして、育成ポイントのチーム内の累積量に基づいて、マスコットのレベルを変更する。そして、ユーザが他のユーザと対戦するとき、試合中にチームのマスコットを応援に呼ぶことができ、マスコットのレベルが高いほど、自分のチームの戦力がアップして、対戦を有利に運ぶことができるようにしてもよい。 In the above-described embodiment, an example in which “stadium” is used as a group common item has been described. However, the present invention is not limited to this. For example, a team mascot character (hereinafter referred to as “mascot”) may be used as a shared object. In this case, the members of the team are allowed to input, for example, in-game points called training points into the mascot instead of the management points. Then, the level of the mascot is changed based on the accumulated amount of the training points in the team. And when a user plays against other users, the team's mascot can be called for support during the match, and the higher the level of the mascot, the higher the strength of their team, and the more advantageous the battle You may be able to do it.
 グループの共有物の他の例としては、戦闘ゲームでは、コマンドチームの「陣地」、「要塞」、「戦闘機」などを共有物とすることができる。また、料理ゲームでは、料理店の「厨房」、「鍋」などを共有物とすることができる。また、街作りゲームでは、グループが運営する街の中にある「神社」、「公園」などを共有物とすることができる。これらは一例であり、ゲームの種類や内容に応じて、ゲーム内の様々なアイテムまたはキャラクタを共有物とすることができる。 As another example of a group shared item, in a battle game, a command team's “base”, “fortress”, “fighter”, etc. can be shared items. In addition, in the cooking game, the “kitchen”, “nabe”, etc. of the restaurant can be shared. In the town building game, “shrines”, “parks”, etc. in towns operated by the group can be shared. These are only examples, and various items or characters in the game can be used as a shared object depending on the type and content of the game.
 ところで、各種情報を記憶装置に記憶する記憶制御機能を有する構成(スタジアム情報記憶制御手段52、投資情報記憶制御手段53など)に関し、記憶装置そのものについては当該構成に含まれないので、ゲーム管理装置(またはゲームシステム)の内外を問わず、どこに設置されていてもよい。例えば、記憶装置は、ゲームサーバ1が有するRAM13や補助記憶装置14、データベースサーバ2、端末装置3が有するRAM33や補助記憶装置39、あるいはゲーム管理装置や端末装置3とは別構成のファイルサーバ等であってもよい。 By the way, regarding a configuration having a storage control function for storing various information in the storage device (stadium information storage control means 52, investment information storage control means 53, etc.), since the storage device itself is not included in the configuration, the game management device It may be installed anywhere (inside or outside the game system). For example, the storage device may include the RAM 13 and auxiliary storage device 14 of the game server 1, the database server 2, the RAM 33 and auxiliary storage device 39 of the terminal device 3, or a file server having a different configuration from the game management device and the terminal device 3. It may be.
 また、上述の実施の形態では、ゲーム実行プログラムがゲームサーバ1側に実装されており、各ユーザの端末装置3における入力操作に応じて、ゲームサーバ1がゲーム進行のための演算処理やデータ処理を実行し、その実行結果を反映させた画面データを端末装置3へ送信することによって、ゲームが進行するゲームシステムへの適用例について説明した。これはいわゆるクライアントサーバ型のゲームシステムであるが、これに限定されるものではない。例えば、ゲームサーバ1が、ユーザおよびチームの運営ポイントの投資量等に関するゲーム情報を管理する一方、ゲームを進行させるゲーム実行処理については、基本的にはユーザの端末装置側にて行われるゲームシステムにも適用できる。 Moreover, in the above-mentioned embodiment, the game execution program is mounted on the game server 1 side, and the game server 1 performs arithmetic processing and data processing for the game progress according to the input operation in the terminal device 3 of each user. The application example to the game system in which the game progresses by transmitting the screen data reflecting the execution result to the terminal device 3 has been described. This is a so-called client-server game system, but is not limited to this. For example, the game server 1 manages game information related to the investment amount of the management points of the user and the team, while the game execution process for advancing the game is basically performed on the user terminal device side. It can also be applied to.
 すなわち、ゲーム実行プログラムの一部または全部をユーザの端末装置側にダウンロードまたはインストールし、端末装置においてもゲーム実行処理が行われるようなゲームシステムにも適用できる。例えば、ユーザの端末装置が、インターネット通信、無線LAN通信、所定の周波数帯(例えば2.4GHzの周波数帯)を用いた近距離無線通信、または有線LAN通信などにより他のユーザの端末装置とピア・ツー・ピア接続し、ピア・ツー・ピア型のゲームを実行することも可能である。 That is, the present invention can also be applied to a game system in which part or all of the game execution program is downloaded or installed on the user terminal device side and the game execution processing is performed also on the terminal device. For example, a user terminal device peers with another user terminal device by Internet communication, wireless LAN communication, short-range wireless communication using a predetermined frequency band (for example, 2.4 GHz frequency band), or wired LAN communication. -It is also possible to execute a peer-to-peer game by connecting two to peers.
 よって、ユーザの端末装置としては、ゲームサーバ(ゲーム管理装置)に接続してゲームサービスの提供を受けることができる様々なものが適用でき、前述の携帯電話端末、スマートフォン、PHS端末、携帯情報端末(PDA)、パーソナルコンピュータ、タブレット型コンピュータ以外にも、ネットワーク接続機能を有している家庭用ビデオゲーム装置(家庭用ビデオゲーム機を家庭用テレビジョンに接続することによって構成されるゲーム装置)や、携帯型のゲーム専用装置なども適用可能である。 Therefore, as a user terminal device, various devices that can be connected to a game server (game management device) and receive a game service can be applied. The above-described mobile phone terminal, smart phone, PHS terminal, mobile information terminal In addition to (PDA), personal computers, and tablet computers, home video game devices having a network connection function (game devices configured by connecting home video game machines to home televisions), A portable game-dedicated device is also applicable.
 すなわち、ゲーム管理装置と端末装置とを含むゲームシステムにおいて、上述の各実施の形態で説明したゲーム管理装置が具備する各手段は、ゲーム管理装置又は端末装置のいずれか一方が備えていればよい。 That is, in a game system including a game management device and a terminal device, each means included in the game management device described in each of the above embodiments may be provided in either the game management device or the terminal device. .
 また、本実施の形態に係るコンピュータ読み取り可能なプログラムは、ハードディスク、光ディスク(CD-ROM、DVD-ROM等)、フレキシブルディスク、半導体メモリ等のコンピュータ読み取り可能な各種記録媒体に記録され、当該記録媒体から読み出されてゲーム管理装置または端末装置のCPUにより実行される。また、プログラムをゲーム管理装置または端末装置に提供する手段は、前述した記録媒体に限定されるものではなく、インターネット等の通信ネットワークを介して行うこともできる。 The computer-readable program according to the present embodiment is recorded on various computer-readable recording media such as a hard disk, an optical disk (CD-ROM, DVD-ROM, etc.), a flexible disk, a semiconductor memory, and the like. And is executed by the CPU of the game management device or terminal device. Further, the means for providing the program to the game management device or the terminal device is not limited to the recording medium described above, and can be performed via a communication network such as the Internet.
 また、前述の各実施の形態で説明した各構成は、適宜組み合わせて適用することができる。 In addition, the configurations described in the above embodiments can be applied in appropriate combination.
 また、本実施の形態に係るコンピュータ読み取り可能なプログラムは、ハードディスク、光ディスク(CD-ROM、DVD-ROM等)、フレキシブルディスク、半導体メモリ等のコンピュータ読み取り可能な各種記録媒体に記録され、当該記録媒体から読み出されてゲーム管理装置または端末装置のCPUにより実行される。また、プログラムをゲーム管理装置または端末装置に提供する手段は、前述した記録媒体に限定されるものではなく、インターネット等の通信ネットワークを介して行うこともできる。 The computer-readable program according to the present embodiment is recorded on various computer-readable recording media such as a hard disk, an optical disk (CD-ROM, DVD-ROM, etc.), a flexible disk, a semiconductor memory, and the like. And is executed by the CPU of the game management device or terminal device. Further, the means for providing the program to the game management device or the terminal device is not limited to the recording medium described above, and can be performed via a communication network such as the Internet.
 〔実施の形態の概要〕
1)本発明の一局面によるゲーム管理装置は、ゲームの管理を行うゲーム管理装置であって、複数のユーザから構成されるグループを管理するグループ管理手段と、前記グループの共有物の情報を記憶装置に記憶する共有物情報記憶制御手段と、前記共有物に対して、前記グループ内の各ユーザによって仮想的に投入された被投入物の情報を記憶装置に記憶する投入情報記憶制御手段と、前記グループ内の各ユーザによって投入された前記被投入物の投入量を当該グループ内で累積する被投入物累積手段と、前記被投入物のグループ内の累積量に基づいて、前記共有物のレベルを変更する共有物レベル変更手段と、前記共有物のレベルが高いほど、前記グループ内のユーザが当該共有物を適用したゲームの条件がより有利になるように管理するゲーム条件管理手段と、を備える。
[Outline of Embodiment]
1) A game management device according to one aspect of the present invention is a game management device for managing a game, and stores group management means for managing a group composed of a plurality of users, and information on the shared items of the group. Shared object information storage control means for storing in the apparatus, and input information storage control means for storing information on the articles virtually input by each user in the group for the shared object in the storage apparatus, A level of the common object based on a cumulative amount in the group of the charged material, and a cumulative amount of the charged material charged by each user in the group. The shared material level changing means for changing the shared material, and the higher the level of the shared material, the more the conditions of the game to which the users in the group applied the shared material are managed to be more advantageous It includes a game condition management means.
 この構成のゲーム管理装置は、例えば各ユーザの端末装置と通信を行うことができるサーバなどの情報処理装置により構成することができ、各種ゲーム、例えばオンラインゲームやソーシャルゲーム等の管理を行うものとすることができる。 The game management device having this configuration can be configured by an information processing device such as a server that can communicate with the terminal device of each user, for example, and manages various games such as online games and social games. can do.
 本ゲーム管理装置は、複数のユーザから構成されるグループを管理するグループ管理手段を備えている。ここで、グループの例としては、野球等のスポーツゲームを例に挙げると、ゲーム内のチーム(野球チーム等)を共同で運営する複数のユーザをグループとすることができる。その他の例としては、戦闘ゲームにおいて、複数のユーザから構成されるコマンドチームをグループとすることができる。また、料理ゲームにおいて、ゲーム内の料理店で働く複数のユーザから構成されるコックチームをグループとすることができる。また、街作りゲームにおいて、複数のユーザから構成される街の運営チームをグループとすることができる。これらは一例であり、ゲームの種類や内容に応じて、様々なグループが適用され得る。 This game management device includes group management means for managing a group composed of a plurality of users. Here, as an example of a group, when a sports game such as baseball is taken as an example, a plurality of users who jointly manage a team (such as a baseball team) in the game can be grouped. As another example, a command team composed of a plurality of users can be grouped in a battle game. Moreover, in the cooking game, a cock team composed of a plurality of users working at a restaurant in the game can be grouped. Further, in the town building game, a town management team composed of a plurality of users can be grouped. These are only examples, and various groups can be applied depending on the type and content of the game.
 そして、本構成では、グループに所属する各ユーザ(グループのメンバ)が共有する「共有物」が存在する。本ゲーム管理装置は、グループの共有物の情報を記憶装置に記憶する共有物情報記憶制御手段を備えている。なお、記憶装置そのものについては本構成には含まれないので、ゲーム管理装置の内外を問わず、どこに設置されていてもよい。共有物の例としては、野球ゲームを例に挙げると、グループとしての野球チームの「スタジアム」、「練習場」、「マスコットキャラクタ」などがある。また、戦闘ゲームでは、コマンドチームの「陣地」、「要塞」、「戦闘機」などを共有物とすることができる。また、料理ゲームでは、料理店の「厨房」、「鍋」などを共有物とすることができる。また、街作りゲームでは、グループが運営する街の中にある「神社」、「公園」などを共有物とすることができる。これらは一例であり、ゲームの種類や内容に応じて、ゲーム内の様々なアイテムまたはキャラクタを共有物とすることができる。 In this configuration, there is a “shared object” shared by each user (group member) belonging to the group. This game management device includes shared object information storage control means for storing information on shared items of a group in a storage device. Since the storage device itself is not included in this configuration, it may be installed anywhere, whether inside or outside the game management device. Examples of shared items include a “stadium”, “practice field”, and “mascot character” of a baseball team as a group, taking a baseball game as an example. In the battle game, the “team”, “fortress”, “fighter”, etc. of the command team can be shared. In addition, in the cooking game, the “kitchen”, “nabe”, etc. of the restaurant can be shared. In the town building game, “shrines”, “parks”, etc. in towns operated by the group can be shared. These are only examples, and various items or characters in the game can be used as a shared object depending on the type and content of the game.
 また、ゲーム内の共有物に対して、各ユーザは、仮想的に被投入物(ゲーム内ポイントやアイテム)を投入することができる。投入情報記憶制御手段は、共有物に対して、各ユーザによって仮想的に投入された被投入物の情報を記憶装置に記憶する。野球ゲームを例に挙げると、グループの共有物である「スタジアム」に対して、各ユーザは、被投入物としての「運営ポイント」を投資(投入)することができる。 In addition, each user can virtually insert an input object (in-game point or item) to a shared object in the game. The input information storage control means stores in the storage device information on the articles that are virtually input by each user with respect to the shared object. Taking a baseball game as an example, each user can invest (inject) “management points” as input objects in “stadium”, which is a group common item.
 また、被投入物累積手段は、グループ内の各ユーザによって投入された前記被投入物の投入量を当該グループ内で累積する。そして、共有物レベル変更手段は、被投入物のグループ内の累積量に基づいて、共有物のレベルを変更する。なお、レベルは、グレード、ランク、クラス、等級などの類似の別の表現を用いて表してもよい。ここで、共有物のレベルを変更する例としては、下記のi)、ii)等の形態がある。 Further, the charged material accumulation means accumulates the charged amount of the charged material charged by each user in the group in the group. Then, the shared object level changing means changes the level of the shared object based on the cumulative amount in the group of the input objects. Note that the level may be expressed using another similar expression such as grade, rank, class, and grade. Here, examples of changing the level of the shared object include forms such as the following i) and ii).
 i)被投入物のグループ内の累積量が基準量に達する毎に共有物のレベルを1ずつ向上させる。 I) Increase the level of the shared object by 1 each time the cumulative amount of the input object in the group reaches the reference amount.
 ii)例えば、所定期間(例えば1週間)の被投入物のグループ内累積量を、共有物のレベルが同一の全グループを対象として比較し、例えば上位100グループ(又は上位10%のグループ)の共有物のレベルを向上させる(逆に下位100グループ(又は下位10%のグループ)の共有物のレベルを低下させる(後述する3)または4)の構成)。 ii) For example, the cumulative amount in a group of the input materials for a predetermined period (for example, one week) is compared for all groups having the same level of the common material. For example, the top 100 groups (or the top 10% groups) The level of the shared material is improved (conversely, the level of the shared material of the lower 100 group (or the lower 10% group) is decreased (3 or 4 described later)).
 そして、ゲーム条件管理手段は、共有物のレベルが高いほど、グループ内のユーザが当該共有物を適用したゲームの条件がより有利になるように、各ユーザのゲーム条件を管理する。ここで、共有物を適用する(使用する)とは、共有物が「スタジアム」の場合を例示すると、「スタジアム」で仮想的に練習したり試合したりすることである。また、共有物が「戦闘機」であった場合、その「戦闘機」を使用して対戦相手を攻撃することである。また、共有物が「厨房」であった場合、その「厨房」で料理をつくることである。また、共有物が「神社」であった場合、その「神社」でおみくじを引くことである。また、「共有物を適用したゲームの条件を有利にする」の例としては、グループ内のユーザが、共有物を用いてゲーム内行動を行ったときのゲーム進行等が有利になるというメリットが考えられる。 The game condition management means manages the game conditions of each user so that the higher the level of the shared material, the more advantageous the game conditions to which the users in the group apply the shared material. Here, to apply (use) the shared object is to practice virtually or play a game in the “stadium”, for example, when the shared object is “stadium”. Further, when the shared item is a “fighter”, the opponent is attacked using the “fighter”. In addition, when the shared item is “kitchen”, cooking is done in the “kitchen”. Also, if the shared item is a “shrine”, it means drawing a fortune at that “shrine”. In addition, as an example of “making the game condition to which the shared object is applied advantageous”, there is a merit that the game progress or the like when the user in the group performs the in-game action using the shared object is advantageous. Conceivable.
 例えば、グループの共有物である「スタジアム」のレベルが高いほど、その「スタジアム」でユーザのキャラクタが仮想的に練習(ゲーム内行動)をするときに、練習効率が向上する(その結果、効率的にキャラクタの能力アップが図れるようになる)というメリットが発生する。具体例として、ユーザが所有するゲーム内の行動ポイントを消費して、「スタジアム」でユーザのキャラクタが仮想的に練習するというゲーム内行動を行い、その練習をし終えることで、キャラクタが能力を獲得できるゲームを例示する。このゲームの場合、「スタジアム」のレベルが高いほど、その「スタジアム」で練習をする際の練習の進行率が高くなる(ゲーム条件が有利になる)というメリットを発生させる。すなわち、「スタジアム」のレベルが高いほど、練習をし終えるために必要な行動ポイントが少なくなるので、ユーザは、少ない行動ポイントで効率的にキャラクタの能力アップが図れるようになる。 For example, the higher the level of the “stadium” that is shared by the group, the better the practice efficiency when the user character virtually practiced (in-game action) at that “stadium” (as a result, the efficiency The advantage is that the ability of the character can be improved. As a specific example, by consuming action points in the game owned by the user, the character performs the in-game action in which the user's character virtually practiced at the “stadium”, and the character has the ability by completing the practice. Examples of games that can be acquired. In the case of this game, the higher the level of the “stadium”, the higher the progress rate of practice when practicing at the “stadium” (the game conditions are advantageous). That is, the higher the “stadium” level, the fewer action points required to complete the practice, and the user can efficiently improve the character's ability with fewer action points.
 また、「共有物を適用したゲームの条件」を有利にする他の例としては、次のようなものもある。例えば、グループの共有物が「神社」の場合、ユーザが所有するゲーム内のポイントを消費して、「神社」でおみくじを引くというゲーム内行動を行い、そのおみくじの結果(抽選の結果)に応じたアイテムを獲得できるゲームを例示する。このゲームの場合、「神社」のレベルが高いほど、おみくじを引く際の消費ポイントが少なくなる(ゲーム条件が有利になる)というメリットを発生させる。例えば、「神社」のレベルが高くなるにつれて、200P→150P→100Pと消費ポイントが減少する。 Also, as another example of advantageous “game conditions to which a shared object is applied”, there are the following. For example, if the shared item of the group is “Shrine”, the in-game action of consuming the points in the game owned by the user and drawing the fortune at “Shrine” will be added to the result of the fortune (the lottery result). The game which can acquire the item according to is illustrated. In the case of this game, the higher the level of the “shrine”, the lesser the consumption points when drawing a fortune (the game conditions are more advantageous). For example, as the level of “Shrine” increases, the consumption points decrease from 200P → 150P → 100P.
 これらはほんの一例であり、ゲームの種類や内容に応じた様々なメリット(共有物のレベルが高いほど、当該共有物を用いたゲームの条件がより有利になるというメリット)をユーザに付与することができる。 These are only examples, and give various benefits to the user according to the type and content of the game (the advantage that the higher the level of the shared material, the more advantageous the game conditions using the shared material). Can do.
 以上のように、本構成では、グループのメンバが協力して共有物のレベルを向上させることにより、メンバが共有物を適用したゲームを行う際に有利になる(ゲーム条件が向上する)というメリットがグループ全体に発生するというフィードバック構成を実現する。これにより、グループのメンバ同士が互いに積極的に協力してゲームをプレイするゲーム内環境が構築される。 As described above, in this configuration, the members of the group cooperate with each other to improve the level of the shared material, which is advantageous when the member plays a game to which the shared material is applied (game conditions are improved). A feedback configuration is realized that occurs in the entire group. Thereby, an in-game environment in which the members of the group play a game in cooperation with each other is constructed.
 また、各メンバが共有物を適用することによるメリットを享受するためには、自分の努力以外に、他のメンバとの協力により共有物のレベルを向上させる必要があることから、各メンバは、互いにコミュニケーションをとる動機付けを与えられることになる。例えば、メンバ間で「共有物のレベルアップを目指そう!」のようなメッセージを送信し合うことが期待される。これにより、メンバ相互間でコミュニケーションを積極的にとり合うゲーム環境を推進でき、メンバ同士のコミュニティが盛り上がる。 In addition, in order for each member to enjoy the benefits of applying the shared material, it is necessary to improve the level of the shared material in cooperation with other members in addition to their own efforts. You will be motivated to communicate with each other. For example, it is expected that members will send messages such as “Let's aim to improve the level of shared objects!”. As a result, a game environment in which members can actively communicate with each other can be promoted, and the community between members can be excited.
 このように、本ゲーム管理装置は、単にメリットを享受することの面白さをユーザに提供するにとどまらず、グループ内の他のユーザと積極的にコミュニケーションをとる動機付けを各ユーザに与え、これにより、ゲームコミュニティ全体の活性化を図ることができる。この結果、各ユーザはゲーム内での他のユーザとのつながりや交流を強め、延いてはゲームに対する関心と興味をより強めることとなるので、ユーザにとって飽きのこない継続性を有する興趣性の高いゲームを実現できる。 In this way, the game management device not only provides users with the enjoyment of enjoying the merits but also gives each user the motivation to actively communicate with other users in the group. Thus, the entire game community can be activated. As a result, each user strengthens the connection and interaction with other users in the game, and further increases the interest and interest in the game, so that the user has a timeless continuity and high interest. A game can be realized.
 2)上記の構成において、ゲーム管理装置は、前記被投入物の投入量の多いユーザほど大きな特典を付与する特典付与手段をさらに備えることが望ましい。これは、グループ内における個々のユーザの被投入物の投入量の違いを考慮した構成である。 2) In the above configuration, it is desirable that the game management device further includes a privilege granting unit that gives a greater privilege to a user with a larger amount of the input object. This is a configuration that takes into account the difference in the input amount of each user in the group.
 通常、グループ内のメンバによって共有物に投入する被投入物の量は異なっており、例えば1000運営ポイントを共有物としての「スタジアム」に投入したメンバと、100運営ポイントしか投入しなかったメンバとでは、グループ内の貢献度が大きく異なる。仮に、投入量の大小にかかわらずグループ内のメンバ全員が同じメリットを享受できるとなると、投入量の少ないメンバはよいが、投入量の多いメンバは不満を持つ可能性がある。そこで、本構成では、被投入物の投入量の多いユーザほど、より大きな特典を付与する特典付与手段を備えている。 Usually, the amount of the input material to be input to the common object is different depending on members in the group. For example, a member who has input 1000 operation points to the “stadium” as a common object and a member who has input only 100 operation points Then, the contribution within the group is very different. If all members in the group can enjoy the same merit regardless of the amount of input, a member with a small amount of input may be good, but a member with a large amount of input may be dissatisfied. In view of this, in this configuration, there is provided a privilege granting means for granting a greater privilege to a user with a larger amount of input material.
 特典の例としては、被投入物の投入量に応じたゲーム内ポイントやアイテム(時間短縮アイテム等)をユーザに付与するという特典が考えられる。例えば、被投入物として1000運営ポイントを投入したメンバには、ゲーム内ポイントを100ポイントを付与し、100運営ポイントを投入したメンバには、ゲーム内ポイントを10ポイント付与する。 As an example of the privilege, there is a privilege that a user is given points or items (such as time reduction items) in the game according to the input amount of the article to be charged. For example, 100 in-game points are given to a member who has input 1000 management points as an input object, and 10 in-game points are given to a member who has input 100 operating points.
 その他の特典の例としては、共有物を適用したゲームの条件を有利にするという特典が考えられる。すなわち、グループ内における前記被投入物の投入量の多いユーザほど、前記共有物を適用したゲームの条件をより有利にする。 As another example of a privilege, a privilege that makes advantageous the conditions of a game to which a shared object is applied can be considered. That is, the game conditions to which the shared object is applied become more advantageous as the user has a larger amount of the input object in the group.
 一例として、共有物としての「スタジアム」で、行動ポイントを消費してユーザのキャラクタが練習するという前述のゲームについて説明する。練習の実行により消費された行動ポイントが時間経過に応じて回復するという仕様が採用されている場合、被投入物の投入量の多いユーザほど、行動ポイントの回復を速くする。 As an example, the above-described game in which a user's character practices by consuming action points at a “stadium” as a shared object will be described. When the specification that the action points consumed by the practice are recovered according to the passage of time is adopted, the recovery of the action points is made faster as the user has a larger amount of input.
 また、共有物としての「神社」で、ゲーム内ポイントを消費しておみくじを引くという前述のゲームを例に挙げて説明する。この場合、被投入物の投入量の多いユーザほど、レアなおみくじを引く確率(希少度の高いアイテムを獲得できる確率)を上昇させる。 In addition, an explanation will be given by taking the above-described game as an example in which a “shrine” as a shared object consumes in-game points and draws a lottery ticket. In this case, the probability of drawing a rare fortune lottery (probability of acquiring an item with a high degree of rarity) is increased for a user with a large amount of input object.
 これらはほんの一例であり、ゲームの種類や内容に応じた様々な特典をユーザに付与することができる。 These are only examples, and various privileges according to the type and content of the game can be given to the user.
 以上のように、本構成では、被投入物の投入量の多いユーザほど、より大きな特典が獲得できるようにしているので、グループ内で相対的に被投入物の投入量の多いメンバが不満を持つような事態を効果的に解消することができる。 As described above, in this configuration, a user who has a large amount of input material can obtain a larger privilege, so a member with a relatively large amount of input material in the group is dissatisfied. The situation that you have can be effectively resolved.
 3)上記の1)または2)の構成において、前記共有物レベル変更手段は、所定期間中の各グループの前記累積量を、前記共有物のレベルが同一である全グループを対象として比較し、上位n番目(nは自然数)まで又は上位m%(0<m<100)に含まれるグループの前記共有物のレベルを向上させることが望ましい。 3) In the configuration of 1) or 2) above, the shared object level changing unit compares the cumulative amount of each group during a predetermined period for all groups having the same shared object level, It is desirable to improve the level of the shared object of the group included in the upper n-th (n is a natural number) or in the upper m% (0 <m <100).
 この構成によれば、所定期間中(例えば1週間)の各グループの投入物の累積量を、共有物のレベルが同一である全グループを対象として比較する。その結果、上位n番目(例えば上位100番目)まで又は上位m%(例えば上位10%)に含まれるグループの共有物のレベルを向上させる。すなわち、共有物のレベルが同一である全グループの上位に入らなければ共有物のレベルが向上しないので、各グループのメンバは、所定期間中、自分のグループの順位を気にしながら、他のグループと投入物の累積量を競い合うという面白みのあるゲーム性を実現する。 According to this configuration, the cumulative amount of the input of each group during a predetermined period (for example, one week) is compared for all groups having the same level of the shared object. As a result, the level of the shared material of the group included in the top nth (for example, top 100) or the top m% (for example, top 10%) is improved. In other words, since the level of the shared object cannot be improved unless it is placed at the top of all the groups having the same level of the shared object, members of each group can consider the rank of their own group for a predetermined period and And a fun game that competes for the cumulative amount of input.
 4)上記の3)の構成において、前記共有物レベル変更手段は、ゲーム内の各グループの前記共有物を予め定められた複数のレベルのうちのいずれかのレベルと対応付けて管理する。そして、共有物レベル変更手段は、前記所定期間中の各グループの前記累積量を、前記共有物のレベルが同一である全グループを対象として比較し、下位n番目まで又は下位m%に含まれるグループの前記共有物のレベルを低下させることが望ましい。 4) In the configuration of 3) above, the shared object level changing means manages the shared object of each group in the game in association with any one of a plurality of predetermined levels. The shared material level changing means compares the cumulative amount of each group during the predetermined period with respect to all groups having the same shared material level, and is included in the lower nth or lower m%. It is desirable to reduce the level of the shared material of the group.
 この構成によれば、各グループの共有物のレベルは、予め定められた複数のレベル、例えばLv1~Lv6のうちのいずれかのレベルと対応づけられて管理される。そして、所定期間中(例えば1週間)の各グループの投入物の累積量を、共有物のレベルが同一の全グループを対象として比較し、その順位によって共有物のレベルを向上させるだけではなく低下もさせる。すなわち、共有物のレベルが同一の全グループにおいて、上位n番目まで又は上位m%に含まれるグループの共有物のレベルを向上させると共に、下位n番目まで又は下位m%に含まれるグループの共有物のレベルを低下させる。例えば、共有物のレベルがLv1の全グループの中の上位10%と、共有物のレベルがLv2の全グループの中の下位10%とを入れ替える構成をとっている。 According to this configuration, the level of the shared material of each group is managed in association with a plurality of predetermined levels, for example, any one of Lv1 to Lv6. Then, the cumulative amount of input in each group during a predetermined period (for example, one week) is compared for all groups with the same level of shared material, and not only the level of shared material is improved but also the rank is reduced. Also let me. That is, in all the groups having the same level of shared material, the level of the shared material of the group included in the upper nth or upper m% is improved and the shared material of the group included in the lower nth or lower m% Reduce the level of. For example, the configuration is such that the upper 10% of all the groups having the level of the shared material is replaced with the lower 10% of the entire group having the level of the shared material of Lv2.
 これにより、各ユーザは、自分のグループの投入物の累積量が少なければ、共有物のレベルが低下するかもしれないという緊張感を持って、グループで協力しながらゲームをプレイすることになり、ゲーム性を向上させることができる。 As a result, each user will play the game in cooperation with the group, with the tension that the level of the shared object may decrease if the cumulative amount of input in the group is small. Game nature can be improved.
 5)上記の4)の構成において、前記共有物レベル変更手段は、前記共有物のレベルが高くなるほど、前記nまたは前記mを大きくすることが望ましい。すなわち、共有物のレベルが同一の全グループの中の上位n番目まで又は上位m%に含まれるグループの共有物のレベルを向上させると共に、下位n番目まで又は下位m%に含まれるグループの共有物のレベルを低下させる構成において、共有物のレベルが高くなるほど、nまたはmを大きくする。 5) In the configuration of 4) above, it is preferable that the shared object level changing means increases the n or the m as the level of the shared object increases. That is, while improving the level of the shared material of the group included in the upper nth or the upper m% among all the groups having the same shared material level, sharing of the group included in the lower nth or the lower m% In the configuration in which the level of the object is lowered, n or m is increased as the level of the shared object is increased.
 例えば、共有物のレベルがLv1(最下位)の全グループの中の上位10%をLv2に昇格させ、共有物のレベルがLv2の全グループの中の下位10%をLv1に降格させる。一方、共有物のレベルがLv5まで高くなれば、全グループの中の上位50%をLv6に昇格させ、共有物のレベルがLv6(最上位)の全グループの中の下位50%をLv5に降格させる。 For example, the upper 10% of all the groups with the level of the shared material Lv1 (lowest) are promoted to Lv2, and the lower 10% of all the groups with the level of the shared material Lv2 are demoted to Lv1. On the other hand, if the level of the shared object increases to Lv5, the upper 50% of all groups are promoted to Lv6, and the lower 50% of all groups whose shared object level is Lv6 (top) are demoted to Lv5. Let
 このように、本構成では、共有物のレベルが高くなるほど、レベルの上下の入れ替えを激しくする。よって、共有物のレベルが高くなっても決して安泰ではなく、逆に共有物のレベルは低下し易くなる。従って、ユーザは共有物のレベルが高くなるほどより大きな緊張感を持って、グループで協力しながらゲームをプレイすることになり、ゲーム性をより向上させることができる。 In this way, in this configuration, the higher the level of the shared object, the more intense the level change is. Therefore, even if the level of the shared object becomes high, it is never safe, and conversely, the level of the shared object tends to decrease. Therefore, the user plays a game with a greater sense of tension as the level of the shared object becomes higher, and cooperates with the group, and the game performance can be further improved.
 6)本発明の他の一局面によるゲームシステムは、ゲームの管理を行うゲーム管理装置と、当該ゲーム管理装置との間で通信を行う端末装置と、を含むゲームシステムであって、複数のユーザから構成されるグループを管理するグループ管理手段、前記グループの共有物の情報を記憶装置に記憶する共有物情報記憶制御手段、前記共有物に対して、前記グループ内の各ユーザによって仮想的に投入された被投入物の情報を記憶装置に記憶する投入情報記憶制御手段、前記グループ内の各ユーザによって投入された前記被投入物の投入量を当該グループ内で累積する被投入物累積手段、前記被投入物のグループ内の累積量に基づいて、前記共有物のレベルを変更する共有物レベル変更手段、前記共有物のレベルが高いほど、前記グループ内のユーザが当該共有物を適用したゲームの条件がより有利になるように管理するゲーム条件管理手段の各手段を、前記ゲーム管理装置又は前記端末装置のいずれか一方が備える構成である。 6) A game system according to another aspect of the present invention is a game system including a game management device that manages a game and a terminal device that communicates with the game management device, and a plurality of users A group management means for managing a group composed of: a shared object information storage control means for storing information on the shared material of the group in a storage device; and virtually input to the shared material by each user in the group Input information storage control means for storing information on the input object to be stored in a storage device, input object accumulation means for accumulating the input amount of the input object input by each user in the group in the group, A shared material level changing means for changing the level of the shared material based on the cumulative amount of the input material in the group, the higher the level of the shared material, The means of the game condition management means over THE managed as game conditions to which the corresponding shared object becomes more favorable, it is either comprises configuration of the game management device or the terminal device.
 7)本発明の他の一局面によるゲーム管理方法は、ゲームの管理を行うコンピュータにおけるゲーム管理方法であって、コンピュータが、複数のユーザから構成されるグループを管理するグループ管理ステップと、コンピュータが、前記グループの共有物の情報を記憶装置に記憶する共有物情報記憶制御ステップと、コンピュータが、前記共有物に対して、前記グループ内の各ユーザによって仮想的に投入された被投入物の情報を記憶装置に記憶する投入情報記憶制御ステップと、コンピュータが、前記グループ内の各ユーザによって投入された前記被投入物の投入量を当該グループ内で累積する被投入物累積ステップと、コンピュータが、前記被投入物のグループ内の累積量に基づいて、前記共有物のレベルを変更する共有物レベル変更ステップと、コンピュータが、前記共有物のレベルが高いほど、前記グループ内のユーザが当該共有物を適用したゲームの条件がより有利になるように管理するゲーム条件管理ステップと、を含む。 7) A game management method according to another aspect of the present invention is a game management method in a computer for managing a game, wherein the computer manages a group composed of a plurality of users; A shared material information storage control step of storing information on the shared material of the group in a storage device, and information on the material virtually inserted by each user in the group by the computer with respect to the shared material A storage information storage control step, a computer that accumulates the input amount of the input material that has been input by each user in the group in the group, a computer, Shared object level change that changes the level of the shared object based on the cumulative amount in the group of the inputs. And step, the computer, the higher the level of the shared object, including a game condition management step for the user to manage as game conditions to which the corresponding shared object is more advantageously in the group.
 8)本発明の他の一局面によるプログラムは、コンピュータを、上記の1)ないし5)の何れかの構成のゲーム管理装置として動作させるためのプログラムであって、前記コンピュータを、前記ゲーム管理装置が備えている各手段として機能させるためのプログラムである。 8) A program according to another aspect of the present invention is a program for causing a computer to operate as the game management device having any one of the above-described configurations 1) to 5), wherein the computer is operated as the game management device. It is a program for making it function as each means with which it is equipped.
 9)本発明のさらに他の局面に係る記録媒体は、上記の8)に記載のプログラムを記録したコンピュータ読み取り可能な記録媒体である。 9) A recording medium according to still another aspect of the present invention is a computer-readable recording medium recording the program described in 8) above.
 本発明によれば、複数のユーザから構成されるグループのメンバ同士が、互いに積極的に協力しながら遊戯するような興趣性の高いゲームを実現できる。 According to the present invention, it is possible to realize a highly entertaining game in which members of a group composed of a plurality of users play while actively cooperating with each other.
 なお、発明を実施するための形態においてなされた具体的な実施態様又は実施例は、あくまでも、本発明の技術内容を明らかにするものであって、そのような具体例にのみ限定して狭義に解釈されるべきものではなく、本発明の技術思想と特許請求事項との範囲内で、種々変更して実施することができるものである。 It should be noted that the specific embodiments or examples made in the mode for carrying out the invention are merely to clarify the technical contents of the present invention, and are limited to such specific examples in a narrow sense. The present invention should not be interpreted, and various modifications can be made within the scope of the technical idea of the present invention and the claims.
 本発明は、例えばオンラインゲーム、ソーシャルゲーム、クラウドゲーミング等の各種ゲームサービスを提供するゲーム管理装置、ゲーム装置、ゲームシステム、ゲーム管理方法、プログラム、及び記録媒体に好適に適用され、興趣性の高いゲームサービスを提供できるので、産業上利用可能である。 The present invention is suitably applied to, for example, a game management device, a game device, a game system, a game management method, a program, and a recording medium that provide various game services such as online games, social games, and cloud gaming. Since a game service can be provided, it can be used industrially.

Claims (9)

  1.  ゲームの管理を行うゲーム管理装置であって、
     複数のユーザから構成されるグループを管理するグループ管理手段と、
     前記グループの共有物の情報を記憶装置に記憶する共有物情報記憶制御手段と、
     前記共有物に対して、前記グループ内の各ユーザによって仮想的に投入された被投入物の情報を記憶装置に記憶する投入情報記憶制御手段と、
     前記グループ内の各ユーザによって投入された前記被投入物の投入量を当該グループ内で累積する被投入物累積手段と、
     前記被投入物のグループ内の累積量に基づいて、前記共有物のレベルを変更する共有物レベル変更手段と、
     前記共有物のレベルが高いほど、前記グループ内のユーザが当該共有物を適用したゲームの条件がより有利になるように管理するゲーム条件管理手段と、を備えるゲーム管理装置。
    A game management device for managing a game,
    A group management means for managing a group composed of a plurality of users;
    Shared object information storage control means for storing information on the shared objects of the group in a storage device;
    Input information storage control means for storing, in a storage device, information of an input object that is virtually input by each user in the group with respect to the shared object;
    An article accumulating means for accumulating the input amount of the article input by each user in the group in the group;
    A shared material level changing means for changing the level of the shared material based on a cumulative amount in the group of the inputs;
    A game management apparatus comprising: game condition management means for managing so that a condition of a game to which a user in the group applies the shared object becomes more advantageous as the level of the shared object is higher.
  2.  前記被投入物の投入量の多いユーザほど大きな特典を付与する特典付与手段をさらに備える請求項1に記載のゲーム管理装置。 The game management device according to claim 1, further comprising privilege granting means for giving a greater privilege to a user with a larger amount of the input object.
  3.  前記共有物レベル変更手段は、所定期間中の各グループの前記累積量を、前記共有物のレベルが同一である全グループを対象として比較し、上位n番目(nは自然数)まで又は上位m%(0<m<100)に含まれるグループの前記共有物のレベルを向上させる請求項1または2に記載のゲーム管理装置。 The common material level changing means compares the cumulative amount of each group during a predetermined period for all groups having the same level of the common material, up to the top nth (n is a natural number) or the top m% The game management device according to claim 1, wherein the level of the shared object of the group included in (0 <m <100) is improved.
  4.  前記共有物レベル変更手段は、
     ゲーム内の各グループの前記共有物を予め定められた複数のレベルのうちのいずれかのレベルと対応付けて管理し、
     前記所定期間中の各グループの前記累積量を、前記共有物のレベルが同一である全グループを対象として比較し、下位n番目まで又は下位m%に含まれるグループの前記共有物のレベルを低下させる請求項3に記載のゲーム管理装置。
    The shared object level changing means includes:
    Managing the shared items of each group in the game in association with any one of a plurality of predetermined levels;
    The cumulative amount of each group during the predetermined period is compared for all groups having the same level of the common material, and the level of the common material of the group included in the lower nth or lower m% is reduced. The game management device according to claim 3.
  5.  前記共有物レベル変更手段は、前記共有物のレベルが高くなるほど、前記nまたは前記mを大きくする請求項4に記載のゲーム管理装置。 5. The game management device according to claim 4, wherein the shared object level changing means increases the n or the m as the level of the shared object increases.
  6.  ゲームの管理を行うゲーム管理装置と、当該ゲーム管理装置との間で通信を行う端末装置と、を含むゲームシステムであって、
     複数のユーザから構成されるグループを管理するグループ管理手段、
     前記グループの共有物の情報を記憶装置に記憶する共有物情報記憶制御手段、
     前記共有物に対して、前記グループ内の各ユーザによって仮想的に投入された被投入物の情報を記憶装置に記憶する投入情報記憶制御手段、
     前記グループ内の各ユーザによって投入された前記被投入物の投入量を当該グループ内で累積する被投入物累積手段、
     前記被投入物のグループ内の累積量に基づいて、前記共有物のレベルを変更する共有物レベル変更手段、
     前記共有物のレベルが高いほど、前記グループ内のユーザが当該共有物を適用したゲームの条件がより有利になるように管理するゲーム条件管理手段の各手段を、前記ゲーム管理装置又は前記端末装置のいずれか一方が備えるゲームシステム。
    A game system including a game management device that manages a game and a terminal device that communicates with the game management device,
    Group management means for managing a group composed of a plurality of users;
    Shared object information storage control means for storing information on the shared objects of the group in a storage device;
    Input information storage control means for storing, in a storage device, information on an article that is virtually input by each user in the group with respect to the shared object,
    An article accumulation means for accumulating the input amount of the article input by each user in the group in the group;
    A shared material level changing means for changing the level of the shared material based on a cumulative amount in the group of the inputs;
    Each means of the game condition management means for managing so that the condition of the game to which the user in the group applies the shared object becomes more advantageous as the level of the shared object is higher, the game management device or the terminal device A game system that either one of.
  7.  ゲームの管理を行うコンピュータにおけるゲーム管理方法であって、
     コンピュータが、複数のユーザから構成されるグループを管理するグループ管理ステップと、
     コンピュータが、前記グループの共有物の情報を記憶装置に記憶する共有物情報記憶制御ステップと、
     コンピュータが、前記共有物に対して、前記グループ内の各ユーザによって仮想的に投入された被投入物の情報を記憶装置に記憶する投入情報記憶制御ステップと、
     コンピュータが、前記グループ内の各ユーザによって投入された前記被投入物の投入量を当該グループ内で累積する被投入物累積ステップと、
     コンピュータが、前記被投入物のグループ内の累積量に基づいて、前記共有物のレベルを変更する共有物レベル変更ステップと、
     コンピュータが、前記共有物のレベルが高いほど、前記グループ内のユーザが当該共有物を適用したゲームの条件がより有利になるように管理するゲーム条件管理ステップと、を含むゲーム管理方法。
    A game management method in a computer for managing games,
    A group management step in which the computer manages a group composed of a plurality of users;
    A shared material information storage control step in which the computer stores information on the shared material of the group in a storage device;
    An input information storage control step in which a computer stores in a storage device information on an article that is virtually input by each user in the group with respect to the shared object,
    A charge accumulation step in which the computer accumulates the charge amount of the charge charged by each user in the group in the group; and
    A shared object level changing step in which a computer changes a level of the shared object based on a cumulative amount in the group of the inputs;
    A game management method comprising: a game condition management step in which a computer manages a condition of a game to which a user in the group applies the shared object as the level of the shared object increases.
  8.  コンピュータを、ゲームの管理を行うゲーム管理装置として動作させるためのプログラムであって、
     前記コンピュータを、
     複数のユーザから構成されるグループを管理するグループ管理手段、
     前記グループの共有物の情報を記憶装置に記憶する共有物情報記憶制御手段、
     前記共有物に対して、前記グループ内の各ユーザによって仮想的に投入された被投入物の情報を記憶装置に記憶する投入情報記憶制御手段、
     前記グループ内の各ユーザによって投入された前記被投入物の投入量を当該グループ内で累積する被投入物累積手段、
     前記被投入物のグループ内の累積量に基づいて、前記共有物のレベルを変更する共有物レベル変更手段、
     前記共有物のレベルが高いほど、前記グループ内のユーザが当該共有物を適用したゲームの条件がより有利になるように管理するゲーム条件管理手段、
    として機能させるためのプログラム。
    A program for operating a computer as a game management device for managing a game,
    The computer,
    Group management means for managing a group composed of a plurality of users;
    Shared object information storage control means for storing information on the shared objects of the group in a storage device;
    Input information storage control means for storing, in a storage device, information on an article that is virtually input by each user in the group with respect to the shared object,
    An article accumulation means for accumulating the input amount of the article input by each user in the group in the group;
    A shared material level changing means for changing the level of the shared material based on a cumulative amount in the group of the inputs;
    Game condition management means for managing so that the condition of the game to which the user in the group applied the shared object becomes more advantageous as the level of the shared object is higher,
    Program to function as.
  9.  請求項8に記載のプログラムを記録したコンピュータ読み取り可能な記録媒体。

     
    A computer-readable recording medium on which the program according to claim 8 is recorded.

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