WO2014002563A1 - Dispositif de gestion de jeux, système de jeux, procédé de gestion de jeux, programme et support d'enregistrement - Google Patents

Dispositif de gestion de jeux, système de jeux, procédé de gestion de jeux, programme et support d'enregistrement Download PDF

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Publication number
WO2014002563A1
WO2014002563A1 PCT/JP2013/060394 JP2013060394W WO2014002563A1 WO 2014002563 A1 WO2014002563 A1 WO 2014002563A1 JP 2013060394 W JP2013060394 W JP 2013060394W WO 2014002563 A1 WO2014002563 A1 WO 2014002563A1
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WIPO (PCT)
Prior art keywords
user
game
privilege
acquisition condition
tournament
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PCT/JP2013/060394
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English (en)
Japanese (ja)
Inventor
弘 谷渕
豊武 沖塩
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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 WO2014002563A1 publication Critical patent/WO2014002563A1/fr

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating 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
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating 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
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/828Managing virtual sport teams
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5566Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style

Definitions

  • the present invention relates to a game management device, a game system, a game management method, a program, and a recording medium for managing game information of each user.
  • Patent Document 2 a game system that can enjoy a browser game or the like simply by performing a simple operation on a terminal device such as a mobile phone has been widespread.
  • Patent Document 2 a game in which a privilege is given if the player wins a winning game.
  • the present invention has been made in view of the above problems, and an object thereof is to provide a highly entertaining game capable of maintaining interest in the game even after the user cannot satisfy the privilege acquisition conditions.
  • a game management device, a game system, a game management method, a program, and a recording medium are provided.
  • a game management device is a game management device that manages a game that can acquire a privilege when the privilege acquisition condition is satisfied, and a) a first user who can no longer satisfy the privilege acquisition condition; An association means for associating a second user who may satisfy the acquisition condition; and b) when the second user satisfies the privilege acquisition condition, the second user is associated with the second user.
  • Privilege granting means for granting a privilege to the first user.
  • a game system includes a game management device that manages a game that can acquire a privilege when a privilege acquisition condition is satisfied, and a terminal device that communicates with the game management device. It is a game system, and a) an association means for associating a first user who can no longer satisfy the privilege acquisition condition with a second user who may satisfy the privilege acquisition condition; b) the second user Each means of the privilege granting means for granting a privilege to the first user associated with the second user when the requirement acquisition condition is satisfied is either the game management device or the terminal device.
  • One of the configurations is provided.
  • a game management method is a game management method in a computer that manages a game capable of acquiring a privilege when the privilege acquisition condition is satisfied, and a) the computer cannot satisfy the privilege acquisition condition.
  • An associating step associating the first user with a second user who may satisfy the privilege acquisition condition; and b) when the computer satisfies the privilege acquisition condition when the second user satisfies the privilege acquisition condition.
  • 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 or a tablet computer, can be applied.
  • the game provided in the present embodiment has 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.
  • the game server 1 manages a game that can acquire a privilege (points and items that can be used in the game) when the privilege acquisition condition is satisfied.
  • a privilege points and items that can be used in the game
  • a description will be given below by taking as an example a game in which a privilege is given to a winner when a privilege acquisition condition of winning in a winning game (hereinafter referred to as a tournament game) is satisfied.
  • the game server 1 of the present embodiment associates and manages the user who has lost the bonus acquisition condition and the user who has won the tournament battle (the user who may satisfy the privilege acquisition condition). . And the game server 1 not only gives a privilege to the user who won the tournament game, but also gives a privilege to the user related to the winning user. That is, a user who can no longer realize the privilege acquisition by himself can entrust the desire of the privilege acquisition to the user associated with him.
  • first user the user who can no longer satisfy the privilege acquisition condition (the user cannot acquire the privilege by himself)
  • second user the user who may satisfy the privilege acquisition condition
  • 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, as described above, various terminals having a website browsing function such as a PC, a mobile phone, and a smartphone can be applied.
  • a PC is exemplified. The configuration will be described.
  • the terminal device 3 other than the PC 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 PC.
  • 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.
  • 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 software that operates as a web browser and its plug-in, 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 or the like built in the terminal device 3 and is used, for example, when voice chat or the like is performed.
  • the audio output unit 38 includes a speaker that outputs sound effects when the game is executed.
  • the auxiliary storage device 39 is a storage device that stores various programs and data.
  • a flash memory drive for example, a flash memory drive, a hard disk drive, a memory card reader / writer, or the like can be used.
  • 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 a pointing device such as a keyboard and a mouse.
  • 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 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.
  • 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.
  • Examples of games provided by the game server 1 include sports games based on various sports such as baseball, soccer, and golf, battle games based on battles, music simulation games, and other various role-playing games and training.
  • Various games such as games and simulation games can be listed regardless of the game format and genre.
  • the case where the game server 1 provides a baseball game as a game service will be described below.
  • the user owns a player character corresponding to a real player of MLB (Major League Baseball) in the game, and can make his own team using the player character.
  • MLB Major League Baseball
  • the player character owned by the user can be in a card format in which the form of the player character is visible on the screen of the terminal device 3. That is, the player character is managed as a digital player character by the game server 1 and displayed on the screen of the user terminal device 3.
  • the user can collect player characters while advancing the game, form his own original team, and play against other users. Since the user's player character corresponds to a real player of MLB, a user's own dream team made up of players who are active in MLB is virtually enjoyed. In addition, the user can improve the ability of the player character (that is, nurture the character) by synthesizing the collected player characters, and enjoy the game with the aim of creating a stronger team.
  • a tournament tournament is held in a game with a team of a plurality of users participating.
  • the privilege acquisition condition of winning the tournament is satisfied, as described above, the privilege is given not only to the winner but also to the user associated with the winner.
  • the tournament tournament of this embodiment will be described.
  • All teams of users in the game may be allowed to participate in the tournament tournament. However, in this embodiment, only users who have conducted the qualifying round and have passed the qualifying round may participate in the tournament round (main game). It shall be possible. For example, in the qualifying round in which about 100,000 users participate, only the top 10,000 people can participate in the tournament round. In this way, if there are many people participating in the tournament, it is effective to narrow down the number of people by qualifying.
  • the top n users with the highest win rate can advance to the tournament tournament by playing 30 games per user.
  • the game server 1 performs matching to randomly determine opponents from the teams of all users participating in the qualifying round, and automatically executes 15 matches per day (30 matches in 2 days). .
  • tournament tournaments of six classes A (highest class) to F (lowest class) are held. Also, the qualifying rounds will be held by class A to F.
  • the benefits that can be acquired by the winners of the tournament competition and the users associated with the winners increase as the class increases.
  • the class to which each user belongs can be determined based on the game level of the user, for example.
  • the game level is an index indicating the level of proficiency of the game
  • the experience value is accumulated when the user plays the game, and the user's level is increased when the experience value reaches a certain amount. It is supposed to be.
  • the class to which the user belongs may be determined according to the past tournament competition results. For example, a user who first participates in the qualifying round belongs to the lowest class (F class). And if you break through the qualifying round and advance to the tournament round, your class will improve. Further, among the qualifying losers, the lower n% (for example, lower 50%) users have lower classes, and the upper (100-n)% users have maintained classes.
  • each winner may be determined for each class, but the following may be performed. That is, the participants in the same class are divided into a plurality of blocks, and the winner of the tournament round is determined for each block. And a privilege is provided to a winner as a winner of each block fulfilling privilege acquisition conditions.
  • the number of participants in one block can be arbitrarily determined. For example, as shown in FIG. 18, a tournament battle is performed by eight users in each block.
  • participant card that describes the benefits that can be obtained when winning. Participation cards may be distributed before the start of the qualifying round. Or you may distribute a participation card only to the user who broke through a qualifying round and advanced to a tournament round.
  • the user can select an arbitrary one from a plurality of participation cards 91 having different privilege contents.
  • the winning user can acquire the privilege described on the participation card 91.
  • the privilege item of the participation card 91 is provisionally given in advance to all the participants in the tournament round, and if the winner is won, the privilege item is permanently granted.
  • the winner can take away the loser's participation card. Therefore, the winner of the tournament tournament can obtain the benefits described on all the participation cards obtained (the participation cards taken from the opponents who competed in the middle of the tournament).
  • the winner can only get one opponent's participation card. However, the winner may acquire all the participation cards possessed by the loser.
  • the benefits listed on the participation cards that they own are also distributed to the losers who lost the participation cards in the middle of the tournament.
  • the winning card can be entrusted to the opponent winner not only to be deprived of the participation card but also to the opponent winner.
  • the loser of the battle deposits his / her provisional bonus item (participation card) to the opponent winner, and when the opponent wins, he / she can acquire his / her deposit bonus item.
  • FIG. 4 shows a main functional block diagram of a game management apparatus (game server 1) for managing such a game.
  • the game server 1 mainly includes association means 51 and privilege provision means 52. Each of these means is realized by the CPU 11 of the game server 1 executing the program according to the present embodiment.
  • the associating means 51 has a function of associating the first user who can no longer satisfy the privilege acquisition condition with the second user who may satisfy the privilege acquisition condition.
  • the correlating means 51 of the present embodiment includes the first user who has lost the battle and can no longer satisfy the privilege acquisition condition among the two players who have competed in the tournament battle, and the winning which is the privilege acquisition condition by winning the battle Associate a second user who may
  • the association means 51 includes a relation information storage control means 51a.
  • the relationship information storage control means 51a has a function of storing relationship information relating the first user and the second user in a storage device such as the database server 2.
  • FIG. 5 shows an example of the relationship information at the time when the first round of the tournament ends.
  • the relationship information storage control means 51a stores in the storage device the relationship information relating the user ID of the first user who lost in the first round and the user ID of the opponent winner.
  • FIG. 6 shows an example of relation information at the time when the second round of the tournament ends. As shown in the figure, when the second round is completed, two losers (first users) are associated with one winner (second user). Further, as the tournament progresses and approaches the final game, the number of first users related to one winner (second user) increases.
  • the privilege granting means 52 receives the privileges described in all the participation cards obtained by the user. Grant to the user.
  • the privilege granting means 52 also grants a privilege to the first user associated with the second user. For example, it is assumed that the user B as the second user wins and the users A, D, and E are related to the user B as the first user by the association unit 51. In this case, the privilege grant means 52 grants the privilege described on the participation card which each of the users A, D, and E owns to each of the users A, D, and E.
  • Privilege provision means 52 includes privilege acquisition condition determination means 52a and game information change means 52b.
  • the privilege acquisition condition determination unit 52a determines whether or not the second user satisfies the privilege acquisition condition. In the case of the present embodiment, it is determined that the privilege acquisition condition is satisfied when the user wins the tournament match.
  • the game information changing unit 52b changes the game information of the second user so as to give a privilege to the second user when the second user satisfies the privilege acquisition condition.
  • the game information changing unit 52b is connected to the first user (in this embodiment, the second user loses the second user).
  • the game information of the first user is changed to give a privilege to the user.
  • the game information changing unit 52b changes the game information so as to increase the point or item owned by the user.
  • the game server 1 includes game information storage control means 71 and game progress means 72.
  • the game information storage control means 71 has a function of storing game information of each user in the storage device 50 (such as the database server 2).
  • the storage device 50 itself may be installed anywhere, whether inside or outside the game management device (or game system).
  • the storage device 50 may be a RAM 13 or auxiliary storage device 14 included in the game server 1, the database server 2, or a file server having a configuration different from the game management device or the terminal device 3.
  • the items of game information that the game information storage control means 71 stores and manages in the storage device 50 differ depending on the content of the game service that the game server 1 provides to the user.
  • FIG. 8 shows a configuration example of the game information storage control means 71 in the game server 1 that provides the baseball game service of the present embodiment.
  • the game information storage control means 71 includes user information storage control means 71a, owned character storage control means 71b, roster information storage control means 71c, owned point storage control means 71d, owned coin storage control means 71e, Owned item storage control means 71f, battle result storage control means 71g, etc. are provided.
  • the user information storage control means 71a is associated with a user ID for uniquely identifying each user, and includes a login ID, password, user name (such as a nickname used in the game), team name, game level, tournament tournament (including qualifying). ) Is stored in a predetermined storage area of the database server 2.
  • 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 team information is information in which a favorite team is selected from 30 MLB teams in the real world when the user executes the game for the first time. The user name and team are displayed on the game screen as necessary.
  • the owned character storage control means 71b stores information on player characters 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.
  • the player character information include identification information (player ID) for uniquely identifying the player character and a rare degree.
  • the rarity is a parameter indicating the high value of the player character. For example, there are 5 types (1 to 5) of rareness.
  • the rarities 1 to 5 may be expressed in the game using expressions such as “bronze”, “silver”, “gold”, “platinum”, and “diamond”. Detailed information on player characters owned by the user can be acquired from the player database shown below.
  • the database server 2 has a player database in which information of all player characters in the game (including image data not shown) is stored.
  • parameters such as a player character's name, spine number, defense position, belonging team, individual ability, cost, tone, and grade are stored in association with the player ID.
  • the individual ability when the player character is a fielder can be “blow”, “running power”, “defense”, etc., as shown in FIG. Further, when the player character is a pitcher, it can be set as “sphere power”, “ball control”, “change” or the like.
  • Each player character is set with a parameter (attribute) called “cost” according to the ability level.
  • Roster is a registered player (one army registered player) character that can participate in a battle in the game.
  • Other expressions such as “deck” may be used instead of “roster”.
  • a parameter called “tone” is set for each player character to determine how much ability can be displayed. By this tone, the ability of the player character is adjusted within a range of 20% to 100%, for example.
  • performance parameters such as “batting rate”, “batting point”, and “home run” are also set.
  • performance parameters such as “defense rate”, “number of wins”, “number of losses” are set.
  • Each player character corresponds to a real player of MLB, and these various parameters set for each player character are updated according to the actual performance / score of the real player in the real world.
  • the roster information storage control means 71c stores the roster information set by the user in a predetermined storage area of the database server 2 in association with the user ID.
  • the user can select a predetermined number of player characters (for example, fielder 9 and pitcher 7 in total 16) from among the player characters he / she owns and set it as a roster.
  • the player character set by the user as a roster constitutes an order for the user's in-game team, and can be played against other users' teams (such as tournament battles).
  • Fig. 12 shows an example of the roster setting screen.
  • the user can set a roster from a player character held by the user.
  • a total of 16 player slots 121 including the fielder 9 and the pitcher 7 are provided, and a maximum of 16 player characters can be roster-set.
  • a player character selection screen (not shown) is displayed, and the user can select an arbitrary player character from the player characters on hand.
  • a player character 121a as a roster
  • a player name 121b a player name 121b
  • a popularity index 121c is the number of users who set the player character as a roster
  • the tone mark 121d is an object that represents the current tone height of the player character with a facial expression.
  • the positions of fielders (including designated batters) that can be set as rosters are catcher (C), first base (1B), second base (2B), third base (3B), shortstop (SS), and designated hitter.
  • DH is 1
  • outfielder (OF) is 3.
  • the pitcher's player slot 121 also has three types of slots: a starter pitcher (SP) slot, a relief pitcher (RP) slot, and a pitcher (P) slot (a slot that can be any starter, relief, or hold). is there.
  • an automatic setting button 131 is provided to save the user from having to select 16 player characters one by one.
  • the game server 1 automatically selects a player character to be a roster from the player characters owned by the user within the maximum total cost based on a predetermined standard. And set the roster. If the user makes good use of the automatic roster setting function, the user can perform the roster setting skillfully. That is, first, the roster by the player character automatically selected by the game server 1 is displayed on the screen of the terminal device 3 using the automatic roster setting function. After that, when the user wants to change among the automatically set rosters, the user may manually change only that roster to another player character.
  • FIG. 10 shows an example of the user's roster information stored in the predetermined area of the database server 2 by the roster information storage control means 71c.
  • the roster information includes the roster number (1 to 16), position, and roster player ID.
  • the owned point storage control unit 71d 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 behavioral points, total costs, reinforcement points, etc. in addition to the above experience values.
  • the action power points are used in a “match mode” in which a match is played with an opponent while consuming the points.
  • match mode unlike the tournament competition, any opponent can be designated at any time and played.
  • Maximum action points can be increased by leveling up or making friends. For example, the behavioral power points consumed and reduced during the game can be recovered over time (for example, one point is recovered every 3 minutes) or the experience value reaches a certain amount and the user It can be made to recover at a stretch by improving the level.
  • the above-mentioned total cost is a total value of the cost of the player character when the player character is set as a roster in order to form a user team. As described above, when the user creates his / her team, the user must roster the player character within the range of the maximum total cost.
  • the strengthening points are points used when obtaining player characters in the “store mode”. Since the player characters that can be obtained in the “store mode” are determined by lottery based on a predetermined lottery probability, the same player character already owned by the user may be obtained. In this case, the user can sell the player character and convert it into a strengthening point, or can place a trade in the “player management mode”. Furthermore, the rare degree of a player character can be improved by combining a plurality of identical player characters into one. Reinforcement points can be acquired by the user playing a predetermined game mode in the game. It can also be obtained as a tournament tournament benefit.
  • the owned coin storage control means 71e stores coins (in-game currency different from the points) owned by the user in the game in a predetermined storage area of the database server 2 in association with the user ID. This coin is necessary, for example, when acquiring an item to be charged.
  • the owned item storage control means 71f stores the item obtained by the user in the game in a predetermined storage area of the database server 2 in association with the user ID.
  • examples of the item include the above-mentioned participation card (a privilege item provisionally given to the user), a recovery item, a scout ticket, and the like.
  • the recovery item is an item for recovering the above-mentioned action power points consumed and reduced during the game to the maximum value instantly without waiting for the passage of time.
  • a scout ticket is an item that can acquire player characters of a predetermined rarity or higher.
  • scout tickets there are several types of scout tickets, such as “Pitcher (Platinum or higher) Scout Ticket” that can be acquired by a pitcher character of Platinum or higher, and “Fielder (Gold or higher) Scout Ticket” that can be acquired of a fielder character of Gold or higher.
  • the user can acquire a recovery item or a scout ticket as a privilege of the tournament competition.
  • the items that can be obtained and owned by the user in the game are not limited to these items.
  • 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 match result storage control means 71g associates the user ID with a match ID for uniquely identifying the result of the match between the user team and another user's team or computer (CPU 11 of the game server 1). Every time, it is stored in a predetermined storage area of the database server 2.
  • the battle specified by the battle ID includes an individual battle that the user designates an opponent in the “battle mode” and a tournament tournament qualifying / main battle that is automatically executed by the game server 1.
  • the database server 2 associates the match ID with the match date, the user ID of the winning team, the user ID of the defeated team, the match score, the winning pitcher character, the defeated pitcher character, the player character who hit the home run, the match It has a battle database in which information about battle results such as short review information is stored. And the game server 1 acquires the information regarding the battle result corresponding to the said battle ID from the battle database based on the battle ID of each user stored in the battle result storage control means 71g.
  • the game progression means 72 functionally includes a reception means 72a, a game execution means 72b, a screen generation means 72c, a transmission means 72d, and the like.
  • the game progression means 72 basically executes a game in response to an operation on the terminal device 3 by the user, generates game screen data corresponding to the execution result, and transmits the game screen data to the terminal device 3.
  • the game is advanced by displaying a game screen corresponding to the user's operation on 3.
  • 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 72a receives the operation information, the game executing means 72b 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 72b is a player character of both teams corresponding to the user IDs of both users who are playing the battle.
  • the information of (the player character set as the roster that participates in the game) is read from the database server 2.
  • the game execution means 72b performs the calculation which determines a win / loss based on the ability value etc. of the character of both teams.
  • the winning team may be the player with the highest ability value of the characters of both teams, or the winning team with the higher probability of winning with the higher ability value. You may obtain
  • the screen generation means 72c generates game screen data composed of HTML data, for example, according to the execution result by the game execution means 72b.
  • the HTML data may include image data such as player 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 72d transmits the screen data (HTML data or the like) generated by the screen generation unit 72c to the user terminal device 3 as a response to the game screen request or as an execution result by the game execution unit 72b. .
  • the game screen is displayed on the display unit 35 by the web browser.
  • the tournament tournament qualifying / main match is automatically executed by the game execution means 72b based on a predetermined time schedule.
  • the calculation for determining the victory or defeat of the battle in this case is the same as the battle in the battle mode.
  • the results of the tournament competition can be confirmed on the game screen. That is, when the user performs an operation for confirming the tournament tournament qualifying or the main game match result, the screen generation means 72c generates screen data for displaying the match result, and the transmission means 72d transmits the screen data to the user terminal. Transmit to device 3.
  • FIG. 13 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 top screen different from the main screen, the top screen may be transmitted first. In the terminal device 3 that has received the main screen data, the web browser interprets the data and displays the main screen on the display unit 35 (S13).
  • the user's game information 81 (user's photograph or avatar, user's level, action point, total cost, number of player characters, reinforcement points, number of friends) Etc.) is displayed.
  • the main screen includes buttons for selecting various modes such as a “tournament” button 83, an “MLB live” button, a “community entry” button, a “store” button, a “match” button, and a “player management” button.
  • a group 82 is displayed.
  • 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.
  • the game progress means 72 of the game server 1 reads out the game information of each user from the database server 2 regardless of whether the user is logged in or not, and executes the battle, and reflects the execution result. Update the game information of each user.
  • the game progress means 72 of the game server 1 reads out the game information of each user from the database server 2 and automatically executes the battle without the user operating the terminal device 3.
  • the result of the battle executed when the user is logged out from the game server 1 can be confirmed on the screen when the user accesses the game server 1 thereafter.
  • FIG. 14 shows the flow of processing of the game server 1 targeting a single 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 game server 1 permits access based on the login ID, password, etc. transmitted from the terminal device 3. Login authentication is performed to determine whether or not to perform (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).
  • 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). After that, 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 execution means 72b performs arithmetic processing and data processing corresponding to the screen request. The game is executed (S37).
  • the game server 1 determines whether or not the user's game information needs to be updated by executing the game (S38). If the game server 1 needs to be updated (YES in S38), it is stored in the database server 2.
  • the user's game information is updated (S39). For example, when the user's game operation is an operation for performing an individual battle with another user, the game information of the user such as information on the game result is updated as a result of the battle being executed.
  • the game execution process corresponding to the operation is only data processing for reading out the tournament battle result information from the database server 2, There is no change in the user's game information before and after the process, and therefore there is no need to update the user's game information (NO in S38).
  • the screen generation means 72c generates game screen data reflecting the game execution result (S40), and the transmission means 72d 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 tournament tournament qualifying round and the tournament round match are automatically executed without any special operation by the user.
  • the user obtains player characters in the game, strengthens them, sets them as rosters, and forms his team for fighting the tournament tournament. Further, the user can change the setting of the roster or strengthen the player character set in the roster during the tournament competition.
  • FIG. 16 shows an example in which any one of six participating cards 91 can be selected. If a user performs operation which selects the participation card 91 here, the game server 1 will memorize
  • the game server 1 can conduct a tournament tournament only for users who have performed an operation of selecting a participation card by the start time of the tournament tournament. Alternatively, for users who do not perform an operation of selecting a participation card by the start time of the tournament tournament, a default participation card is automatically selected, and for all users managed by the game server 1, A tournament tournament may be held.
  • the “Tournament” button 83 is selected during the qualifying round, thereby transitioning to the qualifying round screen illustrated in FIG. 17.
  • the user's rank is visualized in an easy-to-understand manner in which position the user's rank is with respect to the border line 92 that has passed the qualifying.
  • the grade display area 93 displays grades (win / loss, winning percentage, ranking, etc.) of the user's team qualifying.
  • the qualifying round screen is also provided with an information display area 94 for the opponent team that will be the next player. Clicking on this will bring up a screen for checking the roster of the opponent team.
  • a game result information display area 95 in the qualifying is also provided, and clicking on this displays a screen for confirming a detailed game result.
  • the “tournament” button 83 is selected, thereby transitioning to the tournament round screen illustrated in FIG. 18.
  • display areas 96 of the teams of users who have advanced to the tournament round are arranged.
  • the user name is displayed in the display area 96, but the team name of the user may be displayed.
  • a tournament battle is performed by eight users in each block.
  • the winning or losing of the tournament battle may be determined based on the results of a plurality of battles performed between the two users.
  • the tournament match may be determined based on the result of a single match. If the tournament round screen 98 is clicked on the tournament round screen, the screen changes to a screen for confirming a detailed game result.
  • FIG. 18 is a screen example in a state where all the tournament wins have been completed. If the tournament is in progress, the current state is displayed on the screen.
  • FIG. 19 shows a process that is performed every time the two users who compete in the tournament round are determined to win or lose.
  • the game server 1 When it is determined that the two users who will play in the tournament round have won or lost (YES in S51), the game server 1 is assumed that the winner has acquired the participation card of the loser (S52). Even if the loser has won in the previous match and has obtained a participation card from the opponent, the participation card that the winner can acquire from the loser in S52 is the participation card of the loser himself. Only (do not give the winner the participation card that the loser has won in the previous match). This is to prevent the balance of the entire game from being lost due to the possibility of obtaining a prominent ability or the like when the winner has acquired a very large number of participating cards. However, depending on the settings of the game, if you win, your opponent may be able to win all of the participation cards that have been obtained so far. For example, this configuration may be used when the number of tournament participants is small and the number of wins is limited.
  • the game server 1 automatically associates the loser as the first user and the opponent winner as the second user (S53). For example, when the user B wins the user A in the first round of the tournament, the game server 1 associates the user A with the user B.
  • the game server 1 stores information related to the user IDs of the two users (see FIG. 5 or FIG. 6) in the storage device 50 for management.
  • the game server 1 may notify the terminal device 3 of each user who has competed that the tournament has been won or lost.
  • the screen shown in FIG. 20 is transmitted to the terminal device 3 of the user A who lost the first round of the tournament.
  • the message “Undoubtedly I lost to B in the first round of the tournament, but if Mr. B wins the tournament, you will be rewarded.” Informs that there is a possibility of a privilege acquisition even if defeated.
  • a message input area 99 and a send button 100 are provided in the screen.
  • the user A can send a message to the user B by operating his / her terminal device 3, inputting an arbitrary message in the message input area 99, and pressing the send button 100. That is, the game server 1 transmits the message received from the terminal device 3 of the user A to the terminal device 3 of the user B.
  • the process ends here. Then, every time the first round, the second round,... Is decided until the tournament win is decided, the process of relating the loser and the opponent winner (S53) is executed. .
  • the game server 1 associates the user B with the user D. Therefore, the user A who lost the user B in the first round is related to the user A who lost the user B in the first round, and the user D who lost the user B in the second round.
  • the game server 1 When the tournament victory is decided (YES in S54), the game server 1 describes in all participation cards possessed by the winner (the participation card taken from the opponent who competed in the middle of the tournament and the participation card). The privilege obtained is given to the winner (S55).
  • the game server 1 gives a privilege to a user associated with the winner (in this embodiment, a user who lost to the winner during the tournament) (S56).
  • a privilege to a user associated with the winner (in this embodiment, a user who lost to the winner during the tournament) (S56).
  • the game server 1 grants each of the users A, D, and E the benefits described on the participation cards owned by the users A, D, and E, respectively.
  • the game server 1 notifies the winner and the user terminal device 3 associated with the winner that the privilege has been granted (S57).
  • the screen shown in FIG. 21 is transmitted to the terminal device 3 of the user A who has acquired the privilege when the user B wins.
  • the message “B won, you won, so you have also been granted a privilege!” Is displayed, thanks to User B, despite the loss of the tournament. Notify that the bonus has been acquired.
  • a message input area 99 and a transmission button 100 are provided in the screen as in the screen of FIG. 20, and user A can input an arbitrary message in the message input area 99 and transmit it to user B.
  • the game management device manages a game that can acquire a privilege when the privilege acquisition condition is satisfied, and includes the association unit 51 and the privilege grant unit 52 as shown in FIG. It is a configuration.
  • a first user who has lost in the middle of a tournament and is unable to acquire a privilege on his own can obtain a privilege if the second user associated with him satisfies the privilege acquisition conditions.
  • the chance to get a privilege does not disappear immediately. Therefore, even after the first user can no longer realize the privilege acquisition by himself, as long as the second user associated with him continues to win the tournament and continues to satisfy the privilege acquisition condition, You can sustain your interest in.
  • the motivation which supports the 2nd user so that privilege acquisition conditions may be given is given.
  • the expectation of the first user associated with him / her is expected, and further tension and motivation can be obtained.
  • the first user will thank the second user.
  • the 1st user and 2nd user who were related regarding privilege acquisition will strengthen the connection in a game, and can aim at activation of a game community.
  • the privilege acquisition condition is that a user who participates in the game wins a tournament battle where the users compete (or may enter the top n), and the associating means 51 is in the battle. It is the structure which associates the 1st user who became defeated and can no longer satisfy privilege acquisition conditions, and the 2nd user who won the battle
  • the associating means 51 may relate the loser (first user) and the second user other than the opponent winner instead of associating the loser and winner of the tournament battle.
  • the relationship between the user A (first user) who lost to the user B in the first round of the tournament and one of the users D, E, and H (second user) who has won the first round is related.
  • the attaching means 51 is related.
  • the association means 51 automatically associates the user A with the user randomly selected from the users D, E, and H who have won the first round.
  • the association means 51 may select the selected user and , User A may be associated.
  • the associating means 51 associates the selected user with the user A, but the user A does not perform the selection operation until the second round is started.
  • the association unit 51 may automatically associate one of the users B, D, E, and H who has won the first round (for example, randomly selected) with the user A.
  • the first user who can no longer satisfy the privilege acquisition condition and the friend are related, and then the friend satisfies the privilege acquisition condition.
  • the friend satisfies the privilege acquisition condition.
  • a configuration in which a privilege is given to the first user will be described.
  • the game server 1 manages a game in which users can establish a fellowship. As shown in FIG. 22, in addition to the association means 51 and the privilege granting means 52, the fellow information storage control means. 53.
  • the “mate” means “another user who has already been associated with the user before the association by the association means 51”.
  • 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 user who has been invited is set to 2
  • human users are friends.
  • Friends is a generic term for virtual relationships between users built in the game. Acquaintance, friend, friend, classmate, partner, relative, family, brother, sister, company or organization You can include various in-game relationships such as your colleagues. Therefore, the relationship of “companies” has a different concept from the relationship related to privilege acquisition by the association means 51.
  • Associate information storage control means 53 has a function of storing information about each user's associates in the storage device 50 (such as the database server 2).
  • FIG. 23 shows an example of friend information stored in the database server 2 by the friend information storage control means 53.
  • the companion information is information that associates two users with whom a companion relationship is established.
  • the fellow information storage control means 53 includes the user ID of the user who applied for fellowship and the user ID of the user who approved the fellowship application. Is stored in the database server 2.
  • a fellow information ID for uniquely identifying these is added to each fellow information, and the game server 1 manages each user's fellows based on the fellow information ID.
  • each user can make a plurality of friends, and it is possible to form a friend group centered on each user.
  • the main screen illustrated in FIG. 15 includes a display area 87 for the fellow users, and a predetermined number of fellow photographs or avatars are displayed.
  • a display area 87 for the fellow users by pressing the direction keys 88 provided on the left and right of the display area 87 of the fellow, it is possible to display a photograph of the fellow that is not displayed.
  • a fellow information display area 89 is also provided on the main screen so that the latest information on the fellow can be confirmed.
  • the associating means 51 of the present embodiment includes a first user who can no longer satisfy the privilege acquisition condition, and a second user who is a friend of the first user who may satisfy the privilege acquisition condition. Has a function to relate. A specific example of the association by the association means 51 will be described below.
  • the user who lost the qualifying round of the tournament tournament is the first user who can no longer satisfy the privilege acquisition conditions (winning tournament tournament).
  • the first user who has lost in the qualifying round can entrust the desire to acquire the privilege to someone who has won the qualifying round.
  • the participation card (privilege item) temporarily given to the first user at the time of participation in the tournament tournament (when participating in the qualifying) can be deposited with someone who has won the qualifying round. .
  • a game screen shown in FIG. 24 is transmitted from the game server 1 to the terminal device 3 of the user A who lost the qualifying round.
  • the position of the final ranking of the user A with respect to the border line 92 that has passed the qualifying is easily visualized.
  • the results display area 93 the final results (win / loss, win rate, ranking, etc.) of the user A's team qualifying are displayed.
  • the information 101 of the friend is displayed.
  • FIG. 24 shows an example in which three friends (GS, FT, NK) of user A pass the qualifying and are displayed in a list on the screen. By clicking the friend's information 101, the friend's roster can be confirmed. On this screen, the user A can select one friend who is likely to win from among the friends who have passed the qualifying.
  • the association means 51 of the game server 1 executes an association between the user A and the selected friend based on information related to the association operation by the user A (operation for selecting a friend on the screen of FIG. 24). Thereafter, if the friend selected by the user A wins the tournament (that is, if the friend satisfies the privilege acquisition condition), the privilege granting means 52 grants a privilege to the user A associated with the friend.
  • the user A when qualifying is divided into a plurality of classes, even if the user A who lost the qualifying and the fellow who passed the qualifying are not necessarily in the same class, the user A entrusts the fellow with the hope of acquiring the privilege. be able to.
  • the user A has lost the qualifying class C
  • the fellow GS has passed the class B
  • the fellow FT has passed the class C
  • the fellow NK has passed the class E qualifying.
  • the user A can select a fellow GS or NK that has passed the qualifying of a class different from his / her class, and entrust the fellow with the desire to obtain a privilege.
  • the user A may entrust the desire of privilege acquisition to the fellow FT who passed the qualifying of the same class as his class.
  • the game server 1 determines whether there is a friend who has won the qualifying among the user's friends (S62).
  • a list of the fellows who have won is displayed on the user's game screen as illustrated in FIG. 24 (S63).
  • the game server 1 is a user (first user) who has been defeated in the qualifying according to information related to the operation. And association with the selected friend (second user) (S65).
  • the game server 1 gives a privilege to the winner and the user related to the winner as described above.
  • the association means 51 may be configured to automatically relate one of the friends who have won in the qualifying (for example, randomly selected) and the user who lost the qualifying.
  • association means 51 automatically and without the user selecting operation of the mate, You may associate friends who have won in qualifying.
  • the first user who lost in the qualifying round explained the configuration that can entrust his fellow who passed the qualifying with the hope of acquiring the privilege. It is not limited to.
  • a first user who has lost in the middle of a tournament round may entrust his fellows who have won the tournament with the desire to acquire a privilege.
  • a game screen illustrated in FIG. 26 is transmitted from the game server 1 to the terminal device 3 of the user A who lost in the middle of the tournament round.
  • the information 101 of the friend is displayed.
  • FIG. 26 shows an example in which three friends (GS, FT, NK) of user A have won the tournament and are listed on the screen. By clicking the friend's information 101, the friend's roster can be confirmed. On this screen, the user A can select one friend who is likely to win.
  • the associating means 51 executes the associating between the user A and the selected companion based on the information related to the association operation by the user A (operation for selecting the companion on the screen of FIG. 26). Thereafter, if the friend selected by the user A wins the tournament (that is, if the friend satisfies the privilege acquisition condition), the privilege granting means 52 grants a privilege to the user A associated with the friend.
  • the association means 51 may automatically associate one of the friends who have won the first round (for example, randomly selected) with the user A.
  • a user who has lost the qualifying round (or lost in the middle of the tournament round) and entrusted his fellow with the desire to obtain a privilege can always check the tournament screen that the fellow has entered. For example, if the defeated first user presses the “tournament” button 83 on the main screen shown in FIG. 15, the tournament screen in which the friends associated with the first user have entered (see FIG. 18). Is displayed.
  • the game screen illustrated in FIG. 27 may be transmitted from the game server 1 to the terminal device 3 of the user A who lost in the middle of the tournament round.
  • the information 102 of the opponent winner who defeated the user A and the information 101 of the friend A of the user A who has won the tournament are displayed.
  • the user A can select one person who is expected to win from the opponent winner or his / her fellow who has won the tournament, and can entrust the desire to obtain the privilege.
  • the association means 51 executes the association between the user A and the selected user based on the information related to the association operation by the user A (operation for selecting the opponent winner or the fellow on the screen of FIG. 27).
  • the user A who has lost in the middle of the tournament round may be associated with either the opponent winner or his / her companion and be able to entrust the desire to obtain a privilege to both. That is, as described above, the associating means 51 automatically associates the user A who lost in the tournament round with the opponent winner (or based on the operation of the user A). Further, when there is a friend who has won the tournament in the user A, the associating unit 51 determines whether the user A is based on information related to the association operation by the user A (for example, an operation for selecting a friend on the screen of FIG. 26). Perform an association between A and the selected friend. As a result, the user A is associated with either the opponent winner or his / her companion, and if either wins, a privilege is granted.
  • the game management device includes the association unit 51, the privilege grant unit 52, and the fellow information storage control unit 53, as shown in FIG.
  • it is the structure which relates the 1st user who cannot satisfy the privilege acquisition conditions, and the 2nd user who is a friend of the 1st user who may satisfy the privilege acquisition conditions.
  • the 1st user who became unable to satisfy privilege acquisition conditions can entrust the hope of privilege acquisition to his friend, and can improve the relation between friends.
  • the associating means 51 associates the first user with a plurality of associates (second users) selected by the first user.
  • the association means 51 changes the upper limit of the number of associates related to the first user according to the number of associates of the first user. For example, if the first user has 1 to 20 people, 21 to 40 people, 41 to 60 people, 61 to 80 people, 81 people or more, the desire to obtain a privilege can be entrusted ( Let the upper limit of the number of friends (associated with the first user) be 1, 2, 3, 4, 5 respectively. This gives each user the motivation to make more friends. Then, as the number of friends of each user increases, the community between users is activated, and as a result, the entire game is activated.
  • the associating means 51 is configured to include all of the first user and the second user. It has a function to relate each of the friends.
  • the privilege provision means 52 provides a privilege to a 1st user, when at least 1 of the some associates related with respect to the 1st user satisfy
  • the game server 1 determines whether or not there is a friend who has won the qualifying among the user's friends (S72).
  • the associating means 51 determines the user who has lost the qualifying (first user) and all of the fellows who have won the qualifying. Automatically associate (S73).
  • the game server 1 transmits the screen data illustrated in FIG. 29 to the terminal device 3 when the terminal device 3 of the user A who lost in the qualifying logs in.
  • a message input area 99 and a send button 100 are provided in the screen.
  • User A operates his / her terminal device 3, inputs an arbitrary message in the message input area 99, and presses the send button 100. Can be sent. That is, the game server 1 sends the message received from the terminal device 3 of the user A to the terminal devices 3 of all the friends (three friends in the example of FIG. 29) related to the user A by the association means 51. introduce.
  • the first user who lost in the qualifying round explained the configuration in which all of his fellows who passed the qualifying can entrust the desire to obtain the privilege, but as a variation, in the middle of the tournament round The first user who lost the game may entrust the desire to obtain a privilege to all of his / her friends who have won the tournament.
  • the flowchart of FIG. 28 can also be applied when the user loses during the tournament round.
  • the game server 1 judges whether the friend who has won in the tournament exists in the user's friend (S72). ).
  • the associating means 51 determines the user who lost the tournament (first user) and each of the friends who have won the tournament. Automatically associate (S73). Then, the game server 1 informs the terminal device 3 of the user who has lost the tournament that a privilege can be obtained if a friend who has won the tournament wins (S74).
  • the first user when there are a plurality of friends who can become a second user who may satisfy the privilege acquisition condition, in the first user who cannot acquire the privilege by himself / herself.
  • the first user is related to each of the friends who can be the second user.
  • the privilege is granted to the first user.
  • This configuration can be applied in combination with each configuration described above.
  • the user A who has lost in the middle of the tournament round may be able to entrust the desire to obtain a privilege to the opponent winner and all his / her friends who have won. That is, the association means 51 associates the user A who lost in the middle of the tournament round with the opponent winner. Further, when the user A has friends who have won in the tournament, the association means 51 associates all the remaining friends with the user A. Thereby, a privilege will be given to the user A if the opponent winner who beats the user A or someone who is a friend of the user A wins.
  • the associating means 51 can automatically associate the first user with the second user, or based on information relating to the association operation by the first user.
  • the association between the first user and the second user can also be performed. For example, as described above, when there are a plurality of associates who can become the second user in the first user, all such associates can be automatically related to the first user. Alternatively, if an operation (association operation) for selecting an arbitrary friend from among the friends who can be the second user is performed, the associating means 51 and the first user selected according to the operation are selected. It is also possible to relate two users.
  • the associating means 51 when associating the first user who lost in the tournament round with the opponent winner, the associating means 51 automatically associates the first user so as not to place an operation burden on the first user.
  • a configuration can be adopted.
  • the associating means 51 may execute the association based on the intention (operation) of the loser who is the first user, instead of automatically associating the loser and the winner of the battle. .
  • the intention of the first user is reflected in the association, and the desire to acquire the privilege can be entrusted to the second user who wants the first user.
  • the description has been given by taking as an example a game in which a privilege is given to a winner when the privilege acquisition condition of winning in a tournament is satisfied, but the present invention is not limited to this.
  • it may be a game that satisfies the privilege acquisition condition by entering the top n in the tournament battle (for example, entering the best 4).
  • the privilege can be given to the user associated with the privilege by the privilege grant means 52.
  • 10 scout tickets are given to the winner, 7 scout tickets to the runner-up, and 5 scout tickets to the user who loses to the winner or runner-up.
  • the contents of the privilege may be varied depending on the ranking or the like.
  • the present invention can be applied to a game that can satisfy a privilege acquisition condition and acquire a privilege by clearing a predetermined number of stages in the game (for example, defeating and clearing a predetermined number of enemy characters). Or it can apply also to the game which satisfy
  • a predetermined number for example, 10 questions
  • a game that satisfies a privilege acquisition condition and can acquire a privilege by correctly answering 10 questions in a quiz game will be described in more detail.
  • 10 questions over 2 days a day for 5 days are given to all users in the game (or users who entered the event).
  • the same problem may be given to everyone, but it is desirable to make the problem different for each user.
  • the user A who cannot answer correctly 10 questions and becomes an incorrect answer on the way is the first user who cannot satisfy the privilege acquisition conditions.
  • the user A who can no longer acquire the privilege by himself can entrust his / her desire to acquire the privilege to his / her companion (that is, a second user who may satisfy the privilege acquisition condition).
  • the associating means associates the user A who has become an incorrect answer with a friend who has continued the correct answer. And if the friend achieves 10 consecutive correct answers and satisfies the privilege acquisition condition, the privilege is given to the user A related to the associate by the association means.
  • the associating means associates the user who has lost the quiz battle (first user) and the opponent winner (second user). You can also.
  • the game execution program is mounted on the game server 1 side, and the game server 1 performs arithmetic processing and data processing for the game progress according to the input operation in the terminal device 3 of each user.
  • the application example to the game system in which the game progresses by transmitting the screen data reflecting the execution result to the terminal device 3 has been described.
  • This is a so-called client-server game system, but is not limited to this.
  • the game server 1 manages game information related to the user's friends and the like, and provides game services such as exchange within the game to the user.
  • the present invention can also be applied to a game system performed on the device side.
  • the present invention can also be applied to a game system in which part or all of the game execution program is downloaded or installed on the user terminal device side and the game execution processing is performed also on the terminal device.
  • a user terminal device peers with another user terminal device by Internet communication, wireless LAN communication, short-range wireless communication using a predetermined frequency band (for example, 2.4 GHz frequency band), or wired LAN communication. 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 storage device 50 is not included in the configuration, so the game It may be installed anywhere regardless of inside or outside of the management device (or game system).
  • the storage device 50 is a file server having a configuration different from 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 the game management device and the terminal device 3. Etc.
  • 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 game management device is a game management device that manages a game that can acquire a privilege when the privilege acquisition condition is satisfied, and a) the privilege acquisition condition cannot be satisfied.
  • 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, for example, online games and social games. it can.
  • an information processing device such as a server that can communicate with the terminal device of each user, for example, and manages, for example, online games and social games. it can.
  • the game managed by the game management device is a game that can acquire a privilege when the privilege acquisition condition is satisfied.
  • the privilege acquisition conditions ⁇ Won the first place in the winning match (2nd place, best 4 etc.) ⁇ Complete a certain number of stages in the game. ⁇ Successfully answer a predetermined number of questions in a quiz game.
  • Arbitrary conditions such as can be applied. That is, the present game management device can be applied to various games as long as the game specification can acquire a privilege when an arbitrary privilege acquisition condition is satisfied.
  • the association means associates the first user who can no longer satisfy the privilege acquisition condition with the second user who may satisfy the privilege acquisition condition.
  • the associating means wins with the first user who has lost the bonus acquisition condition out of the two users who have competed in the winning match as in the configuration 2) described later, and wins the privilege acquisition condition Relate to a potential second user.
  • the first user who can no longer satisfy the privilege acquisition condition, and the second user who is a friend of the first user who may satisfy the privilege acquisition condition To relate.
  • the present invention is not limited to this, and a user who can no longer satisfy the privilege acquisition condition may be associated with a user who may satisfy the privilege acquisition condition.
  • the association between the first user and the second user by the association means is automatically executed without the user's operation, or is executed based on the user's operation as in the configuration 5) described later. You can also.
  • a privilege provision means provides a privilege to the 1st user linked
  • the privilege given to the first user may be the same as or different from the privilege given to the second user.
  • the motivation which supports the 2nd user so that privilege acquisition conditions may be given is given.
  • the expectation of the first user associated with him / her is expected, and further tension and motivation can be obtained.
  • the first user will thank the second user.
  • the 1st user and 2nd user who were related regarding privilege acquisition will strengthen the connection in a game, and can aim at activation of a game community.
  • the privilege acquisition condition is to win a winning game where users who participate in the game face each other or to enter the top nth place, and the association means is defeated in the battle It is desirable to associate the first user who can no longer satisfy the privilege acquisition condition with the second user who has won the battle.
  • a privilege acquisition condition is that a user who participates in a game wins a winning game in which the users compete or enters the top nth place (for example, 4th place). If it is a normal winning game, if you lose the battle and can no longer meet the privilege acquisition conditions, you will lose interest in the game.
  • competition are related by a correlation means, and a 2nd user wins or the top n rank If it enters before, a privilege will be provided also to a 1st user. Therefore, the first user who has lost the battle will want to support the opponent who has defeated him, and the interest in the game can be maintained.
  • the association means is automatically operated without any special operation by the user.
  • the first user and the second user can be associated with each other.
  • the game management device further includes fellow information storage control means for storing fellow information of each user in the storage device, and the associating means satisfies the privilege acquisition condition. It is desirable to relate the lost first user and the second user who is a friend of the first user who may satisfy the privilege acquisition condition.
  • the users can establish a friendship relationship, and the friend information storage control means stores the information of the friend of each user in the 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.
  • “companies” means “other users who have already been associated with the user before the association by the association means”. For example, as one form for a certain user to build a fellowship relationship with another user, either one of the two users makes a fellowship application to the other user, and the user who has received the fellowship application A friend application made between both users and approving it to become a friend can be mentioned.
  • the relationship of “friends” is a generic term for virtual relationships between users built in the game. Acquaintances, friends, friends, classmates, fellows, relatives, families, brothers, sisters, companies, Can include various in-game relationships such as organizational colleagues. Therefore, the relationship of “companies” has a different concept from the relationship related to privilege acquisition by the association means.
  • the associating means of this configuration includes the first user who can no longer satisfy the privilege acquisition condition and the first user's associate (a friend who may be a second user who may satisfy the privilege acquisition condition). Relate. Therefore, if the friend satisfies the privilege acquisition conditions, the privilege is given to the first user. Thereby, the 1st user who became unable to satisfy privilege acquisition conditions can entrust the hope of privilege acquisition to his friend, and can improve the relation between friends.
  • the 1st user when the 1st user has two or more associates who may become the 2nd user who may satisfy privilege acquisition conditions, the 1st user chooses arbitrary 1 or the associate within a predetermined number of them from among them. It may be possible to select.
  • the associating means associates the friend (second user) selected by the first user with the first user.
  • the associating means may relate the first user to each of all the friends who can be the second user as in the configuration of 4) described later.
  • the association means includes a plurality of friends who may be the second user who may satisfy a privilege acquisition condition among the friends of the first user, 1 user and each of all the associates who can become the 2nd user, and the privilege grant means is at least 1 of the plurality of associates related to the 1st user. It is desirable to give a privilege to the first user when a person satisfies the privilege acquisition condition.
  • the user when there are a plurality of friends who may be the second user who may satisfy the privilege acquisition condition in the first user who can no longer realize the privilege acquisition by himself, the user can be the second user.
  • Each of all the friends is associated with the first user.
  • the privilege is granted to the first user.
  • the association unit includes the first user, the second user, and the second user based on information related to the association operation by the first user. It is desirable to perform the association.
  • the association by the association unit is executed according to the operation of the first user who can no longer satisfy the privilege acquisition condition. For example, as described above, when there are a plurality of friends who can become the second user in the first user, if an operation (association operation) for selecting an arbitrary friend from among them is performed, according to the operation
  • the association means associates the first user with the selected second user. Also, even in the above-mentioned winning game, it may be considered that the opponent winner who he lost does not want to entrust the desire to obtain the privilege. Therefore, the associating means of this configuration does not relate the loser and the winner of the battle, but performs the association based on the intention (operation) of the loser who is the first user.
  • any configuration may be used as long as the association is executed based on the operation of the first user.
  • a game system includes a game management device that manages a game that can acquire a privilege when a privilege acquisition condition is satisfied, and a terminal device that communicates with the game management device; A) an association means for associating a first user who can no longer satisfy the privilege acquisition condition with a second user who may satisfy the privilege acquisition condition, and b) the second When the user satisfies the privilege acquisition condition, each means of the privilege granting means for granting the privilege to the first user associated with the second user is the game management device or the terminal device. It is the structure with which either one is provided.
  • a game management method is a game management method in a computer that manages a game capable of acquiring a privilege when the privilege acquisition condition is satisfied, and a) the computer satisfies the privilege acquisition condition.
  • 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 a game management device, a game management method, a program, and a recording medium that provide various game services such as online games, social games, and cloud gaming, and can provide highly interesting game services. Industrially available.

Abstract

L'invention concerne un dispositif de gestion de jeux destiné à gérer un jeu dans lequel des privilèges peuvent être obtenus lorsqu'une condition d'obtention de privilège est satisfaite, et qui est doté de moyens d'association destinés à associer un premier utilisateur n'ayant pas satisfait la condition d'obtention de privilège et un second utilisateur capable de satisfaire la condition d'obtention de privilège, et un moyen d'attribution de privilège destiné à attribuer un privilège au premier utilisateur associé au second utilisateur lorsque le second utilisateur satisfait la condition d'obtention de privilège.
PCT/JP2013/060394 2012-06-28 2013-04-04 Dispositif de gestion de jeux, système de jeux, procédé de gestion de jeux, programme et support d'enregistrement WO2014002563A1 (fr)

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JP5550772B2 (ja) * 2013-07-19 2014-07-16 株式会社コナミデジタルエンタテインメント ゲーム管理装置、ゲームシステム、ゲーム管理方法及びプログラム
JP6557901B2 (ja) * 2015-02-27 2019-08-14 株式会社コナミデジタルエンタテインメント ゲームシステム、ゲーム制御装置、及びプログラム
JP6141505B1 (ja) 2016-12-28 2017-06-07 グリー株式会社 制御プログラム、制御方法及びゲーム装置
JP6549636B2 (ja) * 2017-05-02 2019-07-24 グリー株式会社 制御プログラム、制御方法及びゲーム装置
JP6797245B2 (ja) * 2019-06-27 2020-12-09 グリー株式会社 制御プログラム、制御方法及びゲーム装置
JP7426087B2 (ja) 2019-09-09 2024-02-01 株式会社コナミデジタルエンタテインメント プログラム、ゲーム制御方法、ゲーム制御装置及びゲームシステム

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