WO2015056576A1 - Server device and game system - Google Patents

Server device and game system Download PDF

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Publication number
WO2015056576A1
WO2015056576A1 PCT/JP2014/076416 JP2014076416W WO2015056576A1 WO 2015056576 A1 WO2015056576 A1 WO 2015056576A1 JP 2014076416 W JP2014076416 W JP 2014076416W WO 2015056576 A1 WO2015056576 A1 WO 2015056576A1
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WO
WIPO (PCT)
Prior art keywords
player
friend
game
message
game device
Prior art date
Application number
PCT/JP2014/076416
Other languages
French (fr)
Japanese (ja)
Inventor
智行 大川
祐司 神谷
隼人 野崎
光一 高久
香織 小林
Original Assignee
株式会社セガ
株式会社ダーツライブ
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 株式会社セガ, 株式会社ダーツライブ filed Critical 株式会社セガ
Priority to CN201480057067.7A priority Critical patent/CN105849708A/en
Publication of WO2015056576A1 publication Critical patent/WO2015056576A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F13/00Interconnection of, or transfer of information or other signals between, memories, input/output devices or central processing units

Definitions

  • the present invention relates to a server device and a game system.
  • a service providing system comprising an SNS server that provides an SNS service and a user client terminal connected to the SNS server via a network
  • the SNS server posts a message from the user client terminal. It is known that push notifications are made to the client terminals of other users belonging to the user community by receiving them (for example, Patent Document 1).
  • communication between users can be activated by sending a message such as a push notification.
  • a message notification is performed indefinitely, the message is sent to the client terminal of another user. Since the message is frequently notified, it causes discomfort to other users.
  • the present invention has been made in view of such circumstances, and an object thereof is to suppress excessive notification of messages.
  • the main invention of the present invention to solve the above problems is A server device connected via a network to a player terminal possessed by a player and a friend player, and a game device installed in a store, A storage unit for storing player information in which a friend list is set in association with the player; Triggered by receiving a predetermined data signal transmitted from the game device to be used when a game is played together with any of the friend players in the friend list, A process of selecting a friend player to be notified from the friend list based on a preset message notification condition; A process for generating a message about the player using the game device; and A control unit that executes the process of transmitting the generated message to the player terminal possessed by the friend player who is the selected notification partner; A server device comprising: Other features of the present invention will become apparent from the description of the present specification and the accompanying drawings.
  • FIG. 1 is a network configuration diagram illustrating an example of a game system 1.
  • FIG. 2 is a block diagram showing a functional configuration of a server 10.
  • FIG. It is a figure which shows the data structure example of player information. It is a figure which shows the data structure example of play history information. It is a figure which shows the example of a data structure of separate reception setting information. It is a figure which shows the data structure example of block setting information. It is a figure which shows the data structure example of shop information. It is a figure which shows the data structure example of game device information.
  • 1 is a schematic external view of a dart game device 20.
  • FIG. 3 is a block diagram showing a functional configuration of a dart game device 20.
  • FIG. 2 is a schematic external view of a portable terminal 30.
  • FIG. 3 is a block diagram showing a functional configuration of a portable terminal 30.
  • FIG. It is a flowchart explaining the process regarding a message notification setting.
  • 6 is a diagram illustrating an example of a message notification setting screen 50.
  • FIG. It is a flowchart for demonstrating the process regarding a message notification.
  • It is a flowchart for demonstrating the determination process of message notification conditions.
  • It is a flowchart for demonstrating a notification other party selection process.
  • 6 is a diagram illustrating an example of a message notification screen 60.
  • a server device connected via a network to a player terminal possessed by a player and a friend player, and a game device installed in a store, A storage unit for storing player information in which a friend list is set in association with the player; Triggered by receiving a predetermined data signal transmitted from the game device to be used when a game is played together with any of the friend players in the friend list, A process of selecting a friend player to be notified from the friend list based on a preset message notification condition; A process for generating a message about the player using the game device; and A control unit that executes the process of transmitting the generated message to the player terminal possessed by the friend player who is the selected notification partner; A server device comprising: According to such a server device, since the message is notified only to the notification partner selected based on the message notification condition, it is possible to suppress excessive notification of the message.
  • the storage unit stores the friend player to play with the player to play on the game device
  • the message notification condition includes excluding a friend player who plays a game with the player on the game device from a notification partner
  • the controller is Triggered by receiving a predetermined data signal transmitted from the game device, It is good also as performing the process which selects the friend player used as a notification other party except the said friend player who plays a game with the said player from the said friend list. According to such a server apparatus, it is not necessary to bother to notify a friend player in the immediate vicinity, so that excessive notification of messages can be suppressed.
  • the storage unit stores a friend player who plays a game on another game device installed in the same store as the game device on which the player plays a game
  • the message notification condition includes excluding the friend player playing the game on the other game device from the notification partner
  • the controller is Triggered by receiving a predetermined data signal transmitted from the game device, It is good also as performing the process which selects the friend player used as a notification other party except the said friend player who plays a game with the said other game device from the said friend list. According to such a server device, there is no need to bother to notify a friend player who plays a game in the vicinity, so that excessive notification of the message can be suppressed.
  • the storage unit stores the player information in which play history information is set in association with the player
  • the message notification condition includes, when the player plays a game for the first time at a store where the game device is installed, selecting a friend player to be a notification partner from the friend list
  • the controller is Triggered by receiving a predetermined data signal transmitted from the game device, Based on the play history information, it is determined whether or not the player plays the game for the first time at the store where the game apparatus is installed, and when the determination is affirmed, the friend player who is a notification partner from the friend list It is good also as performing the process which selects.
  • a server device when a player plays a game for the first time at a store, a message is sent to a friend player. Therefore, when a player plays a game at the store, a message is sent to a friend player. Compared to this, excessive notification can be suppressed.
  • a game device installed in a store, and a server device connected to the game device via a network, a message transmitted from the server device is sent to a player terminal possessed by a player and a friend player, respectively.
  • a game system capable of notification The game device is used when the player and the friend player play a game together, transmits a predetermined data signal to the server device,
  • the server device is A storage unit for storing player information set by associating a friend list with the player; Triggered by receiving a predetermined data signal transmitted from the game device to be used when a game is played together with any of the friend players in the friend list, A process of selecting a friend player to be notified from the friend list based on a preset message notification condition; A process for generating a message about the player using the game device; and A control unit that executes the process of transmitting the generated message to the player terminal possessed by the friend player who is the selected notification partner;
  • a game system characterized by comprising: According to such a game system, excessive notification of
  • the server 10 the plurality of dart game devices 20 as an example of a plurality of game devices, and the plurality of portable terminals 30 as an example of a plurality of player terminals are connected to the network 2 (for example, the Internet or the like).
  • the game system 1 connected so as to be capable of information communication via the above will be specifically described as an example.
  • FIG. 1 is a network configuration diagram showing an example of a game system 1 according to the present embodiment.
  • the game system 1 provides a dart game to a player in the store 3 and a friend player (friend) who plays with the player, and sends a message to any friend player in the friend list associated with the player.
  • a server 10 a plurality of dart game devices 20, and a plurality of portable terminals 30.
  • FIG. 2 is a block diagram illustrating a functional configuration of the server 10 according to the present embodiment.
  • the server 10 is an information processing apparatus (for example, a workstation or a personal computer) used when a system administrator or the like operates and manages various services.
  • the server 10 includes a server control unit 11, a server storage unit 12, a server input unit 13, a server display unit 14, and a server communication unit 15.
  • the server control unit 11 exchanges data between each unit and controls the entire server 10, and is realized by a CPU (Central Processing Unit) executing a program stored in a predetermined memory.
  • the server control unit 11 of this embodiment includes a message notification setting unit 111, a notification partner selection unit 112, a message generation unit 113, and a determination unit 114.
  • the message notification setting unit 111 has a function of executing various settings related to message notification based on operation inputs from the player and the friend player.
  • the notification partner selection unit 112 has a function of executing a process of selecting a friend player to be a notification partner from the player's friend list based on a preset message notification condition.
  • the message generation unit 113 has a function of executing processing for generating a message regarding a player who uses the dart game device 20.
  • the determination unit 114 has a function of executing various determination processes.
  • the server storage unit 12 includes a read only memory (ROM) in which a system program is stored, and a rewritable storage area (RAM) that is used as a work area for arithmetic processing performed by the server control unit 11.
  • Random (Access Memory) for example, is realized by a non-volatile storage device such as a flash memory or a hard disk.
  • the server storage unit 12 of the present embodiment stores at least player information that is information about the player and store information that is information about the store.
  • FIG. 3 is a diagram showing an example data structure of player information.
  • This player information includes items such as card ID, player name, level, home shop, friend list, play history information, transmission setting, reception setting, individual reception setting information, block setting information, and terminal ID.
  • the card ID is identification information for identifying a game card (for example, an IC card), and is also used as identification information for identifying a player who owns the game card.
  • the player name is information indicating the display name of the player.
  • the level is information indicating the skill of the player.
  • the home shop is information indicating a store serving as a player's base.
  • the friend list is a list in which the friends of the player (friend players) are registered, and includes information indicating the card IDs of game cards owned by each of the friend players.
  • the play history information is information related to the player's play history.
  • the transmission setting is notification setting information of a message sending side.
  • the reception setting is notification setting information on the side that receives the message.
  • the individual reception setting information is notification setting information for individually setting the message sending side on the message receiving side.
  • the block setting information is information for individually setting whether or not to receive various information (such as results information and chat information) of a friend player including a message.
  • the terminal ID is identification information for identifying the portable terminal 30 possessed by the player and the friend player, and is identification information unique to the terminal such as a MAC address.
  • FIG. 4 is a diagram showing an example of the data structure of play history information.
  • This play history information includes items of history ID, store ID, case ID, game start date / time, game end date / time, card ID of a friend who played together, and score.
  • the history ID is identification information for identifying a play history.
  • the store ID is information for identifying the store where the game play was performed.
  • the housing ID is information for identifying the dart game device 20 used for the game play.
  • the game start date and time is information indicating the date and time when the game play was started.
  • the game end date and time is information indicating the date and time when the game play ends.
  • the card ID of a friend who has played together is information for identifying a friend player who has played a game with the player among a plurality of friend players included in the friend list.
  • the score is information indicating the score of each friend player who has played a game with the player.
  • FIG. 5 is a diagram showing an example of the data structure of the individual reception setting information.
  • This individual reception setting information includes items of card ID and individual reception setting.
  • the card ID is information for identifying a player (a message sending side) that is a target of individual setting.
  • the individual reception setting is information indicating a setting for receiving or not receiving a message from the player (message sending side).
  • FIG. 6 is a diagram showing an example of the data structure of the block setting information.
  • This block setting information includes items of card ID and block setting.
  • the card ID is information for identifying a player to be a block setting target.
  • the block setting is information indicating a setting for shutting out and blocking all the various information (message, results information, chat information, etc.) from the player (message sending side) or not blocking.
  • FIG. 7 is a diagram showing an example of the data structure of store information.
  • This store information has items of store ID, store name, and game device information.
  • the store ID is identification information for identifying stores existing throughout the country.
  • the store name is information indicating the display name of the store.
  • the game device information is information related to the dart game device 20 installed in the store.
  • FIG. 8 shows an example of the data structure of the game device information.
  • This game device information includes items of a case ID, a card ID of a player and a friend playing together, and state information.
  • the housing ID is identification information for identifying the dart game device 20 installed in the store.
  • the card ID of the player and the friend who is playing together is information for identifying the player and the friend player who are playing.
  • the state information is information indicating a game state such as during a battle.
  • the server input unit 13 is used by a system administrator or the like to input various data, and is realized by, for example, a keyboard or a mouse.
  • the server display unit 14 is for displaying an operation screen for a system administrator based on a command from the server control unit 11, and is realized by, for example, a liquid crystal display (LCD).
  • LCD liquid crystal display
  • the server communication unit 15 is for performing communication between the dart game device 20 and the portable terminal 30 and receives various data and signals transmitted from the dart game device 20 and the portable terminal 30. And a function as a transmission unit that transmits various data and signals to the dart game device 20 and the portable terminal 30 in accordance with a command from the server control unit 11.
  • FIG. 9 is a schematic external view of the dart game device 20.
  • FIG. 10 is a block diagram showing a functional configuration of the dart game device 20.
  • the dart game device 20 is a game device that is installed in the store 3 and executes a battle game.
  • a dart game is performed as an example of a battle game.
  • the player plays a dart game by throwing an arrow (soft dart) at the target of the dart board 26.
  • the dart game apparatus 20 includes a game control unit 21, a game storage unit 22, a game operation unit 23, a game display unit 24, a game communication unit 25, and a dart board 26.
  • the game control unit 21 is for controlling the entire dart game device 20, and is realized by a CPU (Central Processing Unit) executing a game program stored in a predetermined memory.
  • the game control unit 21 according to the present embodiment includes a battle game control unit 211 and a screen display control unit 212.
  • the competitive game control unit 211 has a function of executing processing for controlling the progress of the competitive game.
  • the screen display control unit 212 has a function of executing processing for display control of the game screen displayed on the game display unit 24.
  • the game storage unit 22 includes a ROM (Read Only Memory) that is a read-only storage area in which a game program is stored, and a RAM (a rewritable storage area that is used as a work area for arithmetic processing by the game control unit 21.
  • Random Access Memory
  • a non-volatile storage device such as a flash memory or a hard disk.
  • the game operation unit 23 is for a player or the like to perform various operations, and is realized by, for example, operation buttons provided on an operation panel.
  • the game operation unit 23 is used when the player selects a dart game type (301, cricket, etc.).
  • the game display unit 24 is for displaying a game screen or an operation screen based on a command from the screen display control unit 212, and is realized by, for example, a liquid crystal display (LCD).
  • LCD liquid crystal display
  • the game communication unit 25 is for communicating with the server 10, and functions according to a function as a reception unit that receives various data and signals transmitted from the server 10 and a command from the game control unit 21. It has a function as a transmission unit that transmits various data and signals to the server 10.
  • the dart board 26 is a board surface that is a target of the dart game.
  • the dart board 26 of the present embodiment is divided into a plurality of target areas 26A. A large number of fine holes are provided in each of the target areas 26A. The tip of the arrow thrown by the player is received in any of a number of holes provided in the target area 26A (the arrow pierces the target area).
  • the area detection unit 27 is for detecting that an arrow has stuck in the target area 26A, and a plurality of area detection units 27 are provided corresponding to each of the target areas 26A.
  • the area detector 27 detects the displacement of the target area 26A, it sends a detection signal to the game controller 21.
  • the card slot CS is an insertion slot into which a game card (for example, an IC card) owned by the player is inserted.
  • the dart game device 20 in the present embodiment is provided with four card slots CS so that up to four players can play against each other.
  • the game card is held in the card slot CS so that predetermined information can be read and written during game play.
  • the card RW unit 28 is an example of an identification information acquisition unit that acquires the identification information of a player.
  • the card RW unit 28 reads information such as a card ID recorded on a game card owned by a player in the store or information obtained from a game result. Etc. can be written.
  • the card RW unit 28 of the present embodiment is provided corresponding to each card slot CS.
  • the coin insertion unit 29 includes an insertion slot for inserting coins and a sensor for detecting coins inserted from the insertion slot.
  • a game can be played by inserting a predetermined number of coins from the coin insertion slot by the player.
  • FIG. 11 is a schematic external view of the portable terminal 30.
  • FIG. 12 is a block diagram illustrating a functional configuration of the portable terminal 30.
  • the portable terminal 30 of the present embodiment is an information processing apparatus (for example, a tablet terminal, a mobile phone terminal, a smartphone, etc.) that can be owned and used by a player and a friend player.
  • the portable terminal 30 can receive a message notification (push notification) transmitted from the server 10 by installing an application.
  • the portable terminal 30 includes a terminal control unit 31, a terminal storage unit 32, a terminal operation unit 33, a terminal display unit 34, and a terminal communication unit 35.
  • the terminal control unit 31 controls the entire portable terminal 30 and is realized by a CPU (Central Processing Unit) executing a program stored in a predetermined memory. Note that the terminal control unit 31 of the present embodiment also functions as a screen display control unit that controls a display mode such as an operation screen displayed on the terminal display unit 34.
  • the terminal storage unit 32 is connected to the terminal control unit 31 via a bus, and performs processing of referring to, reading, and rewriting data stored in response to a command from the terminal control unit 31.
  • the terminal storage unit 32 is realized by, for example, a flash memory or a hard disk.
  • the terminal operation unit 33 is for a player or a friend player to perform various operations (such as a message notification setting operation), and is realized by an operation button, a touch panel, or the like, for example.
  • the terminal display unit 34 is for displaying a message notification screen or the like according to a command from the terminal control unit 31, and is realized by, for example, a liquid crystal display (LCD) or the like.
  • the terminal communication unit 35 is for communicating with the server 10, and functions as a reception unit that receives various data and signals transmitted from the server 10, and in response to a command from the terminal control unit 31. It has a function as a transmission unit that transmits various data and signals to the server 10.
  • FIG. 13 is a flowchart for explaining processing related to message notification setting.
  • the player and the friend player can make settings related to message notification in advance.
  • the terminal control unit 31 In response to the operation input from the player, a message notification setting screen is displayed on the terminal display unit 34 (S101).
  • the terminal control unit 31 receives various operation inputs related to the message notification setting from the player when the message notification setting screen is displayed on the terminal display unit 34 (S102).
  • FIG. 14 is a diagram showing an example of the message notification setting screen 50.
  • the message notification setting screen 50 includes a transmission setting area 51, a reception setting area 52, an individual reception setting area 53, and a block setting area (not shown).
  • the transmission setting area 51 is an operation area for setting whether or not to enable the message sending side to send a message to the message receiving side.
  • the player selects the operation button 51A (“ON”) when performing message notification to the friend player, and selects the operation button 51B (“OFF”) when not performing message notification.
  • the reception setting area 52 is an operation area for setting whether or not to enable message reception from the message sending side by the message receiving side.
  • the friend player selects the operation button 52A (“ON”) when receiving the message notification from the player, and selects the operation button 52B (“OFF”) when not receiving the message notification.
  • the individual reception setting area 53 is an operation area for the message receiving side to individually specify the message sending side. In the present embodiment, only when the operation button 52A (“ON”) is selected in the reception setting area 52, the operation button 53A (“ON”) or the operation button 53B (“OFF”) is displayed in the individual reception setting area 53. Selection becomes possible.
  • the friend player selects the operation button 53A (“ON”) when individually specifying a player as a partner to receive the message notification, and when individually specifying a player as a partner who does not want to receive the message notification.
  • the operation button 53B (“OFF”) is selected.
  • the block setting area (not shown) is an operation area for individually specifying the side to which various information (message, results information, chat information, etc.) is sent, similarly to the individual reception setting area 53. is there.
  • a friend player designates a player individually as an opponent who does not want to receive various information (an opponent to block)
  • he selects an operation button ("ON") (not shown) and receives an opponent (blocks) to receive various information.
  • an operation button (“OFF”) (not shown) is selected.
  • the terminal control unit 31 sets the message notification setting contents in advance.
  • a command (message notification setting request) for registration is transmitted to the server 10 via the terminal communication unit 35 (S103).
  • the server 10 executes a message notification setting process (S104). That is, the message notification setting unit 111 sets “transmission setting”, “reception setting”, and “individual reception setting information” included in the player information shown in FIG. 3 based on the operation information regarding the message notification setting input by the player. Register various settings for each item (message notification settings).
  • the server 10 executes screen data generation processing (S105). That is, the server control unit 11 generates screen data for notifying the player that the message notification setting is completed, and transmits the screen data to the requesting portable terminal 30.
  • the portable terminal 30 displays a screen corresponding to the screen data on the terminal display unit 34 (S106). Thereby, the player can confirm that the message notification setting is completed by viewing this screen.
  • FIG. 15 is a flowchart for explaining processing related to message notification.
  • the message notification is set to be valid in the message notification setting described above, a message regarding the player is automatically notified to the friend player in accordance with the message notification condition.
  • the screen display control unit 212 displays a menu screen on the game display unit 24 in response to an operation input from the player. It is displayed (S201).
  • the game control unit 21 receives an operation input for starting the dart game. Further, when each game card is inserted into the card slot CS by the player and a friend player playing together, the game control unit 21 receives an input of the card ID recorded in each game card from the card RW unit 28 ( S202).
  • the game control part 21 responds to having received the operation input etc. which start this dart game, and the card start of each player and friend player playing together with a game start signal, the store where game play is performed Various information such as the store ID and the housing ID of the dart game device 20 used for game play are transmitted to the server 10 via the game communication unit 25 (S203).
  • the server 10 updates the store information and the player information (S204).
  • the server control unit 11 refers to the store information shown in FIG. 7 based on the store ID transmitted from the dart game device 20, and stores the game device information of the store where the game play is performed (see FIG. 8). Is identified.
  • the server control part 11 matches with the housing
  • the server control unit 11 also updates the friend list included in the player information shown in FIG. 3 based on the card IDs of the player and the friend players who play together. Thereby, even when playing together for the first time, it will be registered into a friend list as a friend player.
  • the game control unit 21 performs the card ID and game play of each of the player and the friend player played together with a game end signal as an example of a predetermined data signal.
  • the store ID of the broken store, the case ID of the dart game device 20 used for the game play, and various information such as the game result are transmitted to the server 10 via the game communication unit 25 (S205).
  • the server 10 updates the store information and the player information (S206).
  • the server control unit 11 refers to the store information shown in FIG. 7 based on the store ID transmitted from the dart game device 20, and stores the game device information of the store where the game play was performed (FIG. 8). ). Then, the server control unit 11 registers that the game apparatus information (see FIG. 8) is in the “stopped” state in association with the case ID transmitted from the dart game apparatus 20. . Furthermore, the server control unit 11 refers to the player information shown in FIG.
  • the server 10 executes a message notification condition determination process (S207), a message generation process (S208), and a message transmission process (S209) upon receiving this game end signal.
  • a message notification condition determination process S207
  • a message generation process S208
  • a message transmission process S209
  • FIG. 16 is a flowchart for explaining the determination process of the message notification condition.
  • the determination unit 114 in the server 10 refers to the play history information shown in FIG. 4 based on the player's card ID transmitted from the dart game device 20 to determine whether or not the player has played the game for the first time at this store today. Is determined (S301).
  • the determination unit 114 refers to the player information shown in FIG. 3 based on the card ID of the player transmitted from the dart game device 20, and determines whether or not the transmission setting of the player is set to “ON”. Is determined (S302).
  • step 303 If the determination is affirmative (S302: YES), the process proceeds to step 303. If this determination is negative (S302: NO), it is determined that the message notification condition has not been established, and this process is terminated.
  • the server 10 sets the condition of the message receiving side (friend player side) of the message notification conditions.
  • a notification partner selection process for selecting a friend player based on this is executed (S303).
  • FIG. 17 is a flowchart for explaining the notification partner selection process.
  • the notification partner selection unit 112 in the server 10 acquires the friend list of the player with reference to the player information shown in FIG. 3 based on the card ID of the player transmitted from the dart game device 20 (S401).
  • the determination unit 114 in the server 10 determines whether each friend player in the friend list is a friend player who played together based on the card ID of the friend player who played together transmitted from the dart game device 20. It is determined whether or not (S402).
  • the notification partner selection unit 112 excludes the corresponding friend player from the selection list (S403). That is, the message notification is not performed to the friend player who played together. On the other hand, if the determination by the determination unit 114 is negative (S402: NO), the notification partner selection unit 112 proceeds to step 404.
  • the determination unit 114 refers to the player information shown in FIG. 3 and determines whether or not the reception setting of each friend player in the friend list is set to “ON” (S404).
  • the notification partner selection unit 112 excludes the corresponding friend player from the selection list (S405). On the other hand, if the determination is affirmed by the determination unit 114 (S404: YES), the notification partner selection unit 112 proceeds to step 406.
  • the determination unit 114 determines whether the individual reception setting of each friend player in the friend list is set to “ON”. It is determined whether or not (S406).
  • the notification partner selection unit 112 excludes the corresponding friend player from the selection target in the friend list (S407). On the other hand, if the determination is affirmed by the determination unit 114 (S406: YES), the notification partner selection unit 112 proceeds to step 408.
  • the determination unit 114 refers to the player information illustrated in FIG. 3 and the block setting information illustrated in FIG. 6, and determines whether or not the block setting of each friend player in the friend list is set to “ON”. Is determined (S408).
  • the notification partner selection unit 112 excludes the corresponding friend player from the selection list (S409). On the other hand, if the determination is negative by the determination unit 114 (S408: NO), the notification partner selection unit 112 proceeds to step 410.
  • the notification partner selection unit 112 determines that the friend player excluded is not present according to the determination result. Select a friend player who will receive the message from the list, and if there is an excluded friend player, select a friend player who will receive the message from the friend list after exclusion. (S410).
  • the determination processes in steps 402, 404, 406, and 408 are sequentially performed in units of friend lists.
  • the present invention is not limited thereto, and may be sequentially performed in units of friend players. That is, when each determination process for a certain player is completed, each determination process for the next player is performed, and finally, the determination is repeated one by one until all the players in the friend list are completed.
  • the message generation unit 113 in the server 10 identifies the player's play history information (see FIG. 4) with reference to the player information shown in FIG. 3 based on the player's card ID transmitted from the dart game device 20. And the message production
  • the server control unit 11 When a friend player who receives a message is selected by the notification partner selection process shown in FIG. 17, the server control unit 11 refers to the player information shown in FIG. 3 and the portable terminal 30 possessed by the friend player. Get the terminal ID. And the server control part 11 acquires the address of a transmission destination based on this terminal ID, The portable terminal which the friend player selected by the notification other party selection process possesses the said message produced
  • a message notification screen 60 including a message notification 61 as shown in FIG. 18 is displayed on the terminal display unit 34. (S210). Thereby, the friend player can confirm that the message notification has been received by viewing this screen. Then, the friend player can go to the store where the player is playing and play together.
  • the dart game that the player and the friend player have played together ends in the dart game device 20 installed in the store, based on the message notification condition.
  • a message related to the player is notified to the friend player selected from the friend list of the player. For example, among the friend players included in the player's friend list, the friend player who played with the player is not notified of the message that the player is playing at a certain store, and other friend players are not notified. Is notified of a message that the player is playing at a certain store. In addition, for example, a message that the player is playing at a certain store is notified to the friend player only for the first time play at the store today.
  • ⁇ Message notification condition> a friend player who plays a game together with the player on the dart game device 20 is excluded from the notification partner, or the player plays the game for the first time at the store where the dart game device 20 is installed.
  • the present invention is not limited to this.
  • the present invention is not limited to this.
  • the message notification condition may be that a friend player who plays a game on another dart game device 20 installed in the same store as the dart game device 20 on which the player plays a game is excluded from the notification partner.
  • the notification partner selection unit 112 refers to the store information shown in FIG. 7 based on the store ID and the housing ID transmitted from the dart game device 20 of a certain store, and specifies the game device information of the store. .
  • the notification partner selection unit 112 refers to the game device information shown in FIG. 8, specifies a friend player who plays a game on another dart game device 20 in the same store, excludes the friend player, and then sends a message. Select the friend player who will receive the message from the friend list.
  • the message notification condition may be that a friend player who plays a game in a store located outside a predetermined distance from the player's home shop is excluded from the notification partner.
  • the notification partner selection unit 112 is located outside a predetermined distance from the player's home shop by referring to the store map information stored in the server storage unit 12 based on the store ID of the player's home shop. Identify the store. Then, the notification partner selection unit 112 refers to the game device information shown in FIG. 8 based on the store ID of the specified store, specifies a friend player who plays the game in the store, and excludes the friend player. Then, select the friend player who will receive the message from the friend list.
  • the reference store is not limited to the player's home shop, and may be a store that the player is currently playing. If the player is not playing a game but is present in the store, the store where the player is located can be specified by using the GPS function of the portable terminal 30. good.
  • the notification partner selection unit 112 refers to the game device information shown in FIG. 8 based on the store ID of a certain store, identifies some members who play the game in the store, and some of the members The remaining members who will receive the message are selected from the participating members.
  • a message including the player name, the name of a friend who played together, and the store name may be generated, such as “Mr. XX is playing at XX store with XX.” .
  • different content messages may be generated in consideration of the relationship between the player and the friend player. For example, when each of player A, player B, and player C is in a friend relationship with each other, when only player A and player B play together on a dart game device 20, the message generator 113 receives the message from player A.
  • a dart game device 20 When only the player A and the player B play together, the message generation unit 113 gives a message from the player A to the player C (message about the player A) “Player A is playing at the XX store.” Is generated. That is, a message omitting the player B who played together is generated. Note that since the player C does not include the player C in the friend list of the player B (because there is no friend relationship), a message from the player B to the player C (message regarding the player B) is not generated.
  • a message from player A to player B and a message from player B to player A are not generated. That is, the message generation unit 113 refers to the player information shown in FIG. 3 based on the card IDs of the player A (player) and the player B (friend player) who have played together, transmitted from the dart game device 20, A friend list of A and a friend list of player B are specified. Then, the message generating unit 113 responds to the friend players included in both the friend list of the player A and the friend list of the player B, “Player A playing with the player B at the XX store”. The message “Player A is playing in the store” may be generated for a friend player included only in the friend list of player A.
  • the message related to the player is described as an example when it is transmitted to the portable terminal 30 possessed by the friend player selected by the notification partner selection process.
  • the invention is not limited to this.
  • it may be transmitted to the dart game device 20 being played by the selected friend player (different from the dart game device 20 used by the player). That is, when a friend player who receives a message is selected by the notification partner selection process shown in FIG. 17, the server control unit 11 searches the game device information shown in FIG. 8 using the card ID of the friend player as a key. Then, the housing ID of the dart game device 20 in which the friend player is competing is acquired. And the server control part 11 acquires the address of a transmission destination based on this housing
  • ⁇ Predetermined data signal> when a game end signal is received as an example of a predetermined data signal, a message related to the player is notified to a friend player selected from the player's friend list based on the message notification condition.
  • the present invention is not limited to this. For example, it may be triggered by receiving a game start signal as an example of a predetermined data signal.
  • the push type message has been described as an example, but a pull type message may be used.
  • the message notification may be performed using e-mail.
  • the case of notifying a text message has been described as an example, but a message based on an image such as a photo, a moving image, or a stamp may be notified.
  • the game system 1 including one server 10 is described as an example of the server, but the game system 1 including a plurality of servers 10 may be used as an example of the server.
  • the server 10 may be divided into a game server and a management server to distribute functions.
  • 1 game system, 2 networks, 3 stores, 10 servers, 11 server control units, 12 server storage units, 13 server input units, 14 server display units, 15 server communication units, 20 dart game devices, 21 game control units, 22 games Storage unit, 23 game operation unit, 24 game display unit, 25 game communication unit, 26 dart board, 27 area detection unit, 28 card RW unit, 29 coin insertion unit, 30 portable terminal, 31 terminal control unit, 32 terminal storage Part, 33 terminal operation part, 34 terminal display part, 35 terminal communication part, 50 message notification setting screen, 51 transmission setting area, 51A operation button, 51B operation button, 52 reception setting area, 52A operation button, 52B operation button, 53 Individual reception setting area, 53 Operation button, 53B operation button, 60 message notification screen, 61 message notification, 111 message notification setting unit, 112 notification partner selection unit, 113 message generation unit, 114 determination unit, 211 competitive game control unit, 212 screen display control unit, CS card slot

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Abstract

This server device connects via a network to player terminals owned by a player and friend players and to a game device which is installed in a shop. Upon receiving a prescribed data signal transmitted from the game device, friend players to be notified are selected from a friend list on the basis of a message notification condition configured in advance. When messages relating to the player using the game device are generated, the generated messages are transmitted to the player terminals owned by the selected friend players.

Description

サーバー装置、及び、ゲームシステムServer device and game system
 本発明は、サーバー装置、及び、ゲームシステムに関する。 The present invention relates to a server device and a game system.
 SNSサービスを提供するSNSサーバーと、前記SNSサーバーにネットワークを介して接続される利用者のクライアント端末と、を備えたサービス提供システムにおいて、前記SNSサーバーが、利用者のクライアント端末からメッセージの投稿を受け付けることにより、前記利用者のコミュニティに属する他の利用者のクライアント端末に対してプッシュ通知を行なうことが知られている(たとえば、特許文献1)。 In a service providing system comprising an SNS server that provides an SNS service and a user client terminal connected to the SNS server via a network, the SNS server posts a message from the user client terminal. It is known that push notifications are made to the client terminals of other users belonging to the user community by receiving them (for example, Patent Document 1).
特開2013-11951号公報JP 2013-11951 A
 このようなシステムでは、プッシュ通知等のメッセージを送信することによって利用者間のコミュニケーションを活性化することができるものの、メッセージの通知が無制限に行なわれてしまうと、他の利用者のクライアント端末にメッセージが頻繁に通知されるようになるため、他の利用者に対して不快感を与えることになってしまう。
 本発明は、このような事情に鑑みてなされたものであり、その目的とするところは、メッセージの過剰な通知を抑えることにある。
In such a system, communication between users can be activated by sending a message such as a push notification. However, if message notification is performed indefinitely, the message is sent to the client terminal of another user. Since the message is frequently notified, it causes discomfort to other users.
The present invention has been made in view of such circumstances, and an object thereof is to suppress excessive notification of messages.
 上記課題を解決するための本発明の主たる発明は、
 プレイヤー及びフレンドプレイヤーがそれぞれ所持するプレイヤー端末、及び、店舗に設置されたゲーム装置と、ネットワークを介して接続されるサーバー装置であって、
 前記プレイヤーに関連付けてフレンドリストが設定されたプレイヤー情報を記憶する記憶部と、
 前記フレンドリストの中のいずれかのフレンドプレイヤーと前記プレイヤーとが一緒にゲームプレイする際に利用する前記ゲーム装置から送信された所定のデータ信号を受信したことを契機として、
 予め設定されたメッセージ通知条件に基づいて、通知相手となるフレンドプレイヤーを前記フレンドリストの中から選択する処理、
 前記ゲーム装置を利用する前記プレイヤーに関するメッセージを生成する処理、及び、
 生成された前記メッセージを、選択された通知相手となる前記フレンドプレイヤーが所持する前記プレイヤー端末に送信する処理、を実行する制御部と、
 を備えることを特徴とするサーバー装置である。
 本発明の他の特徴については、本明細書及び添付図面の記載により明らかにする。
The main invention of the present invention to solve the above problems is
A server device connected via a network to a player terminal possessed by a player and a friend player, and a game device installed in a store,
A storage unit for storing player information in which a friend list is set in association with the player;
Triggered by receiving a predetermined data signal transmitted from the game device to be used when a game is played together with any of the friend players in the friend list,
A process of selecting a friend player to be notified from the friend list based on a preset message notification condition;
A process for generating a message about the player using the game device; and
A control unit that executes the process of transmitting the generated message to the player terminal possessed by the friend player who is the selected notification partner;
A server device comprising:
Other features of the present invention will become apparent from the description of the present specification and the accompanying drawings.
ゲームシステム1の一例を示すネットワーク構成図である。1 is a network configuration diagram illustrating an example of a game system 1. FIG. サーバー10の機能上の構成を示すブロック図である。2 is a block diagram showing a functional configuration of a server 10. FIG. プレイヤー情報のデータ構造例を示す図である。It is a figure which shows the data structure example of player information. プレイ履歴情報のデータ構造例を示す図である。It is a figure which shows the data structure example of play history information. 個別受信設定情報のデータ構造例を示す図である。It is a figure which shows the example of a data structure of separate reception setting information. ブロック設定情報のデータ構造例を示す図である。It is a figure which shows the data structure example of block setting information. 店舗情報のデータ構造例を示す図である。It is a figure which shows the data structure example of shop information. ゲーム装置情報のデータ構造例を示す図である。It is a figure which shows the data structure example of game device information. ダーツゲーム装置20の概略外観図である。1 is a schematic external view of a dart game device 20. FIG. ダーツゲーム装置20の機能上の構成を示すブロック図である。3 is a block diagram showing a functional configuration of a dart game device 20. FIG. 携帯型端末30の概略外観図である。2 is a schematic external view of a portable terminal 30. FIG. 携帯型端末30の機能上の構成を示すブロック図である。3 is a block diagram showing a functional configuration of a portable terminal 30. FIG. メッセージ通知設定に関する処理を説明するフローチャートである。It is a flowchart explaining the process regarding a message notification setting. メッセージ通知設定画面50の一例を示す図である。6 is a diagram illustrating an example of a message notification setting screen 50. FIG. メッセージ通知に関する処理を説明するためのフローチャートである。It is a flowchart for demonstrating the process regarding a message notification. メッセージ通知条件の判定処理を説明するためのフローチャートである。It is a flowchart for demonstrating the determination process of message notification conditions. 通知相手選択処理を説明するためのフローチャートである。It is a flowchart for demonstrating a notification other party selection process. メッセージ通知画面60の一例を示す図である。6 is a diagram illustrating an example of a message notification screen 60. FIG.
 本明細書及び添付図面の記載により、少なくとも以下の事項が明らかとなる。
 即ち、プレイヤー及びフレンドプレイヤーがそれぞれ所持するプレイヤー端末、及び、店舗に設置されたゲーム装置と、ネットワークを介して接続されるサーバー装置であって、
 前記プレイヤーに関連付けてフレンドリストが設定されたプレイヤー情報を記憶する記憶部と、
 前記フレンドリストの中のいずれかのフレンドプレイヤーと前記プレイヤーとが一緒にゲームプレイする際に利用する前記ゲーム装置から送信された所定のデータ信号を受信したことを契機として、
 予め設定されたメッセージ通知条件に基づいて、通知相手となるフレンドプレイヤーを前記フレンドリストの中から選択する処理、
 前記ゲーム装置を利用する前記プレイヤーに関するメッセージを生成する処理、及び、
 生成された前記メッセージを、選択された通知相手となる前記フレンドプレイヤーが所持する前記プレイヤー端末に送信する処理、を実行する制御部と、
 を備えることを特徴とするサーバー装置である。
 このようなサーバー装置によれば、メッセージ通知条件に基づいて選択された通知相手のみにメッセージが通知されることになるため、メッセージの過剰な通知を抑えることが可能となる。
At least the following matters will become apparent from the description of the present specification and the accompanying drawings.
That is, a server device connected via a network to a player terminal possessed by a player and a friend player, and a game device installed in a store,
A storage unit for storing player information in which a friend list is set in association with the player;
Triggered by receiving a predetermined data signal transmitted from the game device to be used when a game is played together with any of the friend players in the friend list,
A process of selecting a friend player to be notified from the friend list based on a preset message notification condition;
A process for generating a message about the player using the game device; and
A control unit that executes the process of transmitting the generated message to the player terminal possessed by the friend player who is the selected notification partner;
A server device comprising:
According to such a server device, since the message is notified only to the notification partner selected based on the message notification condition, it is possible to suppress excessive notification of the message.
 また、前記記憶部は、前記ゲーム装置でプレイする前記プレイヤーと一緒にプレイする前記フレンドプレイヤーを記憶し、
 前記メッセージ通知条件には、前記ゲーム装置で前記プレイヤーと一緒にゲームプレイするフレンドプレイヤーを通知相手から除くこと、が含まれ、
 前記制御部は、
 前記ゲーム装置から送信された所定のデータ信号を受信したことを契機として、
 前記フレンドリストの中から、前記プレイヤーと一緒にゲームプレイする前記フレンドプレイヤーを除き、通知相手となるフレンドプレイヤーを選択する処理を実行する、こととしてもよい。
 このようなサーバー装置によれば、すぐ傍にいるフレンドプレイヤーに対してわざわざメッセージを通知する必要がなくなるため、メッセージの過剰な通知を抑えることが可能となる。
In addition, the storage unit stores the friend player to play with the player to play on the game device,
The message notification condition includes excluding a friend player who plays a game with the player on the game device from a notification partner,
The controller is
Triggered by receiving a predetermined data signal transmitted from the game device,
It is good also as performing the process which selects the friend player used as a notification other party except the said friend player who plays a game with the said player from the said friend list.
According to such a server apparatus, it is not necessary to bother to notify a friend player in the immediate vicinity, so that excessive notification of messages can be suppressed.
 また、前記記憶部は、前記プレイヤーがゲームプレイする前記ゲーム装置と同じ店舗に設置される他のゲーム装置でゲームプレイするフレンドプレイヤーを記憶し、
 前記メッセージ通知条件には、前記他のゲーム装置でゲームプレイする前記フレンドプレイヤーを通知相手から除くこと、が含まれ、
 前記制御部は、
 前記ゲーム装置から送信された所定のデータ信号を受信したことを契機として、
 前記フレンドリストの中から、前記他のゲーム装置でゲームプレイする前記フレンドプレイヤーを除き、通知相手となるフレンドプレイヤーを選択する処理を実行する、こととしてもよい。
 このようなサーバー装置によれば、近隣でゲームプレイするフレンドプレイヤーに対してわざわざメッセージを通知する必要がなくなるため、メッセージの過剰な通知を抑えることが可能となる。
In addition, the storage unit stores a friend player who plays a game on another game device installed in the same store as the game device on which the player plays a game,
The message notification condition includes excluding the friend player playing the game on the other game device from the notification partner,
The controller is
Triggered by receiving a predetermined data signal transmitted from the game device,
It is good also as performing the process which selects the friend player used as a notification other party except the said friend player who plays a game with the said other game device from the said friend list.
According to such a server device, there is no need to bother to notify a friend player who plays a game in the vicinity, so that excessive notification of the message can be suppressed.
 また、前記記憶部は、プレイ履歴情報が前記プレイヤーに関連付けて設定された前記プレイヤー情報を記憶し、
 前記メッセージ通知条件には、前記ゲーム装置が設置された店舗で前記プレイヤーが初めてゲームプレイする場合に、通知相手となるフレンドプレイヤーを前記フレンドリストの中から選択すること、が含まれ、
 前記制御部は、
 前記ゲーム装置から送信された所定のデータ信号を受信したことを契機として、
 前記プレイ履歴情報に基づき前記ゲーム装置が設置された店舗で前記プレイヤーが初めてゲームプレイするか否かを判定し、かかる判定が肯定された場合に、前記フレンドリストの中から通知相手となるフレンドプレイヤーを選択する処理を実行する、こととしてもよい。
 このようなサーバー装置によれば、店舗でプレイヤーが初めてゲームプレイする場合に、フレンドプレイヤーにメッセージを通知することになるため、店舗でプレイヤーがゲームプレイする度にフレンドプレイヤーにメッセージを通知する場合に比べて、過剰な通知を抑えることが可能となる。
Further, the storage unit stores the player information in which play history information is set in association with the player,
The message notification condition includes, when the player plays a game for the first time at a store where the game device is installed, selecting a friend player to be a notification partner from the friend list,
The controller is
Triggered by receiving a predetermined data signal transmitted from the game device,
Based on the play history information, it is determined whether or not the player plays the game for the first time at the store where the game apparatus is installed, and when the determination is affirmed, the friend player who is a notification partner from the friend list It is good also as performing the process which selects.
According to such a server device, when a player plays a game for the first time at a store, a message is sent to a friend player. Therefore, when a player plays a game at the store, a message is sent to a friend player. Compared to this, excessive notification can be suppressed.
 次に、店舗に設置されたゲーム装置と、前記ゲーム装置とネットワークを介して接続されるサーバー装置とを備え、前記サーバー装置から送信されるメッセージを、プレイヤー及びフレンドプレイヤーがそれぞれ所持するプレイヤー端末に通知可能なゲームシステムであって、
 前記ゲーム装置は、前記プレイヤーと前記フレンドプレイヤーとが一緒にゲームプレイする際に利用され、所定のデータ信号を前記サーバー装置に送信し、
 前記サーバー装置は、
 フレンドリストが前記プレイヤーに関連付けて設定されたプレイヤー情報を記憶する記憶部と、
 前記フレンドリストの中のいずれかのフレンドプレイヤーと前記プレイヤーとが一緒にゲームプレイする際に利用する前記ゲーム装置から送信された所定のデータ信号を受信したことを契機として、
 予め設定されたメッセージ通知条件に基づいて、通知相手となるフレンドプレイヤーを前記フレンドリストの中から選択する処理、
 前記ゲーム装置を利用する前記プレイヤーに関するメッセージを生成する処理、及び、
 生成された前記メッセージを、選択された通知相手となる前記フレンドプレイヤーが所持する前記プレイヤー端末に送信する処理、を実行する制御部と、
 を備える、ことを特徴とするゲームシステムである。
 このようなゲームシステムによれば、メッセージの過剰な通知を抑えることができる。
Next, a game device installed in a store, and a server device connected to the game device via a network, a message transmitted from the server device is sent to a player terminal possessed by a player and a friend player, respectively. A game system capable of notification,
The game device is used when the player and the friend player play a game together, transmits a predetermined data signal to the server device,
The server device is
A storage unit for storing player information set by associating a friend list with the player;
Triggered by receiving a predetermined data signal transmitted from the game device to be used when a game is played together with any of the friend players in the friend list,
A process of selecting a friend player to be notified from the friend list based on a preset message notification condition;
A process for generating a message about the player using the game device; and
A control unit that executes the process of transmitting the generated message to the player terminal possessed by the friend player who is the selected notification partner;
A game system characterized by comprising:
According to such a game system, excessive notification of messages can be suppressed.
 ===実施形態===
 以下の実施形態では、サーバー10と、複数のゲーム装置の一例としての複数のダーツゲーム装置20と、複数のプレイヤー端末の一例としての複数の携帯型端末30とを、ネットワーク2(例えば、インターネット等)を介して情報通信可能に接続したゲームシステム1を例に挙げて具体的に説明する。
=== Embodiment ===
In the following embodiments, the server 10, the plurality of dart game devices 20 as an example of a plurality of game devices, and the plurality of portable terminals 30 as an example of a plurality of player terminals are connected to the network 2 (for example, the Internet or the like). The game system 1 connected so as to be capable of information communication via the above will be specifically described as an example.
 <<ゲームシステム1の構成>>
 図1は、本実施形態に係るゲームシステム1の一例を示すネットワーク構成図である。ゲームシステム1は、店舗3にいるプレイヤー及び一緒にプレイするフレンドプレイヤー(友人)に対してダーツゲームを提供すると共に、そのプレイヤーに関連付けられたフレンドリストの中のいずれかのフレンドプレイヤーに対してメッセージを通知するサービスを提供するものであり、サーバー10と、複数のダーツゲーム装置20と、複数の携帯型端末30と、を含んで構成される。
<< Configuration of Game System 1 >>
FIG. 1 is a network configuration diagram showing an example of a game system 1 according to the present embodiment. The game system 1 provides a dart game to a player in the store 3 and a friend player (friend) who plays with the player, and sends a message to any friend player in the friend list associated with the player. Is provided, and includes a server 10, a plurality of dart game devices 20, and a plurality of portable terminals 30.
 <<サーバー10の構成>>
 図2は、本実施形態に係るサーバー10の機能上の構成を示すブロック図である。サーバー10は、システム管理者等が各種サービスを運営・管理する際に利用する情報処理装置(例えば、ワークステーションやパーソナルコンピューター等)である。このサーバー10は、サーバー制御部11と、サーバー記憶部12と、サーバー入力部13と、サーバー表示部14と、サーバー通信部15と、を有している。
<< Configuration of Server 10 >>
FIG. 2 is a block diagram illustrating a functional configuration of the server 10 according to the present embodiment. The server 10 is an information processing apparatus (for example, a workstation or a personal computer) used when a system administrator or the like operates and manages various services. The server 10 includes a server control unit 11, a server storage unit 12, a server input unit 13, a server display unit 14, and a server communication unit 15.
 サーバー制御部11は、各部間のデータの受け渡しを行うと共に、サーバー10全体の制御を行うものであり、CPU(Central Processing Unit)が所定のメモリに格納されたプログラムを実行することによって実現される。本実施形態のサーバー制御部11は、メッセージ通知設定部111、通知相手選択部112と、メッセージ生成部113と、判定部114と、を備えている。 The server control unit 11 exchanges data between each unit and controls the entire server 10, and is realized by a CPU (Central Processing Unit) executing a program stored in a predetermined memory. . The server control unit 11 of this embodiment includes a message notification setting unit 111, a notification partner selection unit 112, a message generation unit 113, and a determination unit 114.
 メッセージ通知設定部111は、プレイヤー及びフレンドプレイヤーからの操作入力に基づき、メッセージの通知に関する各種設定を行なう処理を実行する機能を有している。通知相手選択部112は、予め設定されたメッセージ通知条件に基づいて、通知相手となるフレンドプレイヤーを、プレイヤーのフレンドリストから選択する処理を実行する機能を有している。メッセージ生成部113は、ダーツゲーム装置20を利用するプレイヤーに関するメッセージを生成する処理を実行する機能を有している。判定部114は、各種の判定処理を実行する機能を有している。 The message notification setting unit 111 has a function of executing various settings related to message notification based on operation inputs from the player and the friend player. The notification partner selection unit 112 has a function of executing a process of selecting a friend player to be a notification partner from the player's friend list based on a preset message notification condition. The message generation unit 113 has a function of executing processing for generating a message regarding a player who uses the dart game device 20. The determination unit 114 has a function of executing various determination processes.
 サーバー記憶部12は、システムプログラムが記憶された読み取り専用の記憶領域であるROM(Read Only Memory)と、サーバー制御部11による演算処理のワーク領域として使用される書き換え可能な記憶領域であるRAM(Random Access Memory)とを有しており、例えば、フラッシュメモリやハードディスク等の不揮発性記憶装置によって実現される。本実施形態のサーバー記憶部12は、プレイヤーに関する情報であるプレイヤー情報と、店舗に関する情報である店舗情報を、少なくとも記憶している。 The server storage unit 12 includes a read only memory (ROM) in which a system program is stored, and a rewritable storage area (RAM) that is used as a work area for arithmetic processing performed by the server control unit 11. Random (Access Memory), for example, is realized by a non-volatile storage device such as a flash memory or a hard disk. The server storage unit 12 of the present embodiment stores at least player information that is information about the player and store information that is information about the store.
 図3は、プレイヤー情報のデータ構造例を示す図である。このプレイヤー情報は、カードID、プレイヤー名、レベル、ホームショップと、フレンドリスト、プレイ履歴情報、送信設定、受信設定、個別受信設定情報、ブロック設定情報、端末ID等の項目を有している。カードIDは、ゲームカード(例えば、ICカード)を識別するための識別情報であって、ゲームカードを所有するプレイヤーを識別するための識別情報としても用いられる。プレイヤー名は、プレイヤーの表示名を示す情報である。レベルは、プレイヤーの技量を示す情報である。ホームショップは、プレイヤーの拠点となる店舗を示す情報である。フレンドリストは、プレイヤーの友人(フレンドプレイヤー)が登録されたリストであり、フレンドプレイヤーの各々が所有するゲームカードのカードIDを示す情報が含まれている。プレイ履歴情報は、プレイヤーのプレイ履歴に関する情報である。送信設定は、メッセージを送る側の通知設定情報である。受信設定は、メッセージを受け取る側の通知設定情報である。個別受信設定情報は、メッセージを受け取る側がメッセージを送る側を個別に設定するための通知設定情報である。ブロック設定情報は、メッセージを含むフレンドプレイヤーの各種情報(成績情報やチャット情報等)を受け取るか否かを個別に設定するための情報である。端末IDは、プレイヤー及びフレンドプレイヤーが所持する携帯型端末30を識別するための識別情報であって、MACアドレス等のように端末固有の識別情報である。 FIG. 3 is a diagram showing an example data structure of player information. This player information includes items such as card ID, player name, level, home shop, friend list, play history information, transmission setting, reception setting, individual reception setting information, block setting information, and terminal ID. The card ID is identification information for identifying a game card (for example, an IC card), and is also used as identification information for identifying a player who owns the game card. The player name is information indicating the display name of the player. The level is information indicating the skill of the player. The home shop is information indicating a store serving as a player's base. The friend list is a list in which the friends of the player (friend players) are registered, and includes information indicating the card IDs of game cards owned by each of the friend players. The play history information is information related to the player's play history. The transmission setting is notification setting information of a message sending side. The reception setting is notification setting information on the side that receives the message. The individual reception setting information is notification setting information for individually setting the message sending side on the message receiving side. The block setting information is information for individually setting whether or not to receive various information (such as results information and chat information) of a friend player including a message. The terminal ID is identification information for identifying the portable terminal 30 possessed by the player and the friend player, and is identification information unique to the terminal such as a MAC address.
 図4は、プレイ履歴情報のデータ構造例を示す図である。このプレイ履歴情報は、履歴ID、店舗ID、筐体ID、ゲーム開始日時、ゲーム終了日時、一緒にプレイしたフレンドのカードID、スコアの項目を有している。履歴IDは、プレイ履歴を識別する識別情報である。店舗IDは、ゲームプレイが行なわれた店舗を識別する情報である。筐体IDは、ゲームプレイに利用されたダーツゲーム装置20を識別する情報である。ゲーム開始日時は、ゲームプレイが開始された日時を示す情報である。ゲーム終了日時は、ゲームプレイが終了した日時を示す情報である。一緒にプレイしたフレンドのカードIDは、フレンドリストに含まれる複数のフレンドプレイヤーのうち、プレイヤーと一緒にゲームプレイしたフレンドプレイヤーを識別する情報である。スコアは、プレイヤーと一緒にゲームプレイした各フレンドプレイヤーのスコアを示す情報である。 FIG. 4 is a diagram showing an example of the data structure of play history information. This play history information includes items of history ID, store ID, case ID, game start date / time, game end date / time, card ID of a friend who played together, and score. The history ID is identification information for identifying a play history. The store ID is information for identifying the store where the game play was performed. The housing ID is information for identifying the dart game device 20 used for the game play. The game start date and time is information indicating the date and time when the game play was started. The game end date and time is information indicating the date and time when the game play ends. The card ID of a friend who has played together is information for identifying a friend player who has played a game with the player among a plurality of friend players included in the friend list. The score is information indicating the score of each friend player who has played a game with the player.
 図5は、個別受信設定情報のデータ構造例を示す図である。この個別受信設定情報は、カードID、個別受信設定の項目を有している。カードIDは、個別設定の対象となるプレイヤー(メッセージを送る側)を識別する情報である。個別受信設定は、プレイヤー(メッセージを送る側)からのメッセージを受け取る設定、又は受け取らない設定を示す情報である。 FIG. 5 is a diagram showing an example of the data structure of the individual reception setting information. This individual reception setting information includes items of card ID and individual reception setting. The card ID is information for identifying a player (a message sending side) that is a target of individual setting. The individual reception setting is information indicating a setting for receiving or not receiving a message from the player (message sending side).
 図6は、ブロック設定情報のデータ構造例を示す図である。このブロック設定情報は、カードID、ブロック設定の項目を有している。カードIDは、ブロック設定の対象となるプレイヤーを識別する情報である。ブロック設定は、プレイヤー(メッセージを送る側)からの各種情報(メッセージ、成績情報、チャット情報等)を全てシャットアウトしてブロックする設定、又はブロックしない設定を示す情報である。 FIG. 6 is a diagram showing an example of the data structure of the block setting information. This block setting information includes items of card ID and block setting. The card ID is information for identifying a player to be a block setting target. The block setting is information indicating a setting for shutting out and blocking all the various information (message, results information, chat information, etc.) from the player (message sending side) or not blocking.
 図7は、店舗情報のデータ構造例を示す図である。この店舗情報は、店舗ID、店舗名、ゲーム装置情報の項目を有している。店舗IDは、全国に存在する店舗を識別する識別情報である。店舗名は、店舗の表示名を示す情報である。ゲーム装置情報は、店舗に設置されたダーツゲーム装置20に関する情報である。 FIG. 7 is a diagram showing an example of the data structure of store information. This store information has items of store ID, store name, and game device information. The store ID is identification information for identifying stores existing throughout the country. The store name is information indicating the display name of the store. The game device information is information related to the dart game device 20 installed in the store.
 図8は、ゲーム装置情報のデータ構造例を示す図である。このゲーム装置情報は、筐体ID、プレイヤー及び一緒にプレイしているフレンドのカードID、状態情報の項目を有している。筐体IDは、店舗に設置されるダーツゲーム装置20を識別する識別情報である。プレイヤー及び一緒にプレイしているフレンドのカードIDは、対戦中のプレイヤー及びフレンドプレイヤーを識別する情報である。状態情報は、対戦中等のゲーム状態を示す情報である。 FIG. 8 shows an example of the data structure of the game device information. This game device information includes items of a case ID, a card ID of a player and a friend playing together, and state information. The housing ID is identification information for identifying the dart game device 20 installed in the store. The card ID of the player and the friend who is playing together is information for identifying the player and the friend player who are playing. The state information is information indicating a game state such as during a battle.
 サーバー入力部13は、システム管理者等が各種データを入力するためのものであり、例えば、キーボードやマウス等によって実現される。 The server input unit 13 is used by a system administrator or the like to input various data, and is realized by, for example, a keyboard or a mouse.
 サーバー表示部14は、サーバー制御部11からの指令に基づいてシステム管理者用の操作画面を表示するためのものであり、例えば、液晶ディスプレイ(LCD:Liquid Crystal Display)等によって実現される。 The server display unit 14 is for displaying an operation screen for a system administrator based on a command from the server control unit 11, and is realized by, for example, a liquid crystal display (LCD).
 サーバー通信部15は、ダーツゲーム装置20及び携帯型端末30との間で通信を行うためのものであり、ダーツゲーム装置20及び携帯型端末30から送信される各種データや信号を受信する受信部としての機能と、サーバー制御部11の指令に応じて各種データや信号をダーツゲーム装置20及び携帯型端末30へ送信する送信部として機能とを有している。 The server communication unit 15 is for performing communication between the dart game device 20 and the portable terminal 30 and receives various data and signals transmitted from the dart game device 20 and the portable terminal 30. And a function as a transmission unit that transmits various data and signals to the dart game device 20 and the portable terminal 30 in accordance with a command from the server control unit 11.
 <<ダーツゲーム装置20の構成>>
 図9は、ダーツゲーム装置20の概略外観図である。図10は、ダーツゲーム装置20の機能上の構成を示すブロック図である。
<< Configuration of Dart Game Device 20 >>
FIG. 9 is a schematic external view of the dart game device 20. FIG. 10 is a block diagram showing a functional configuration of the dart game device 20.
 本実施形態に係るダーツゲーム装置20は、店舗3内に設置されており、対戦ゲームを実行するゲーム装置である。本実施形態では、対戦ゲームの一例としてのダーツゲームが行われる。プレイヤーは、図9に示すように、ダーツボード26の標的を狙って、矢(ソフトダーツ)を投擲することにより、ダーツゲームを行う。 The dart game device 20 according to the present embodiment is a game device that is installed in the store 3 and executes a battle game. In the present embodiment, a dart game is performed as an example of a battle game. As shown in FIG. 9, the player plays a dart game by throwing an arrow (soft dart) at the target of the dart board 26.
 このダーツゲーム装置20は、図9及び図10に示すように、ゲーム制御部21と、ゲーム記憶部22と、ゲーム操作部23と、ゲーム表示部24と、ゲーム通信部25と、ダーツボード26と、エリア検出部27と、カードスロットCSと、カードRW部28と、コイン投入部29と、を有している。 As shown in FIGS. 9 and 10, the dart game apparatus 20 includes a game control unit 21, a game storage unit 22, a game operation unit 23, a game display unit 24, a game communication unit 25, and a dart board 26. An area detection unit 27, a card slot CS, a card RW unit 28, and a coin insertion unit 29.
 ゲーム制御部21は、ダーツゲーム装置20全体の制御を行うためのものであり、CPU(Central Processing Unit)が所定のメモリに格納されたゲームプログラムを実行することによって実現される。本実施形態のゲーム制御部21は、対戦ゲーム制御部211と、画面表示制御部212と、を備えている。対戦ゲーム制御部211は、対戦ゲームの進行を制御する処理を実行する機能を有している。画面表示制御部212は、ゲーム表示部24に表示されるゲーム画面の表示制御する処理を実行する機能を有している。 The game control unit 21 is for controlling the entire dart game device 20, and is realized by a CPU (Central Processing Unit) executing a game program stored in a predetermined memory. The game control unit 21 according to the present embodiment includes a battle game control unit 211 and a screen display control unit 212. The competitive game control unit 211 has a function of executing processing for controlling the progress of the competitive game. The screen display control unit 212 has a function of executing processing for display control of the game screen displayed on the game display unit 24.
 ゲーム記憶部22は、ゲームプログラムが記憶された読み取り専用の記憶領域であるROM(Read Only Memory)と、ゲーム制御部21による演算処理のワーク領域として使用される書き換え可能な記憶領域であるRAM(Random Access Memory)とを有しており、例えば、フラッシュメモリやハードディスク等の不揮発性記憶装置によって実現される。 The game storage unit 22 includes a ROM (Read Only Memory) that is a read-only storage area in which a game program is stored, and a RAM (a rewritable storage area that is used as a work area for arithmetic processing by the game control unit 21. Random (Access Memory), for example, is realized by a non-volatile storage device such as a flash memory or a hard disk.
 ゲーム操作部23は、プレイヤー等が各種操作を行うためのものであり、例えば、操作パネルに設けられた操作ボタン等によって実現される。本実施形態では、プレイヤーが、ダーツゲームの種類(301、クリケット等)を選択する場合に、ゲーム操作部23を使用する。 The game operation unit 23 is for a player or the like to perform various operations, and is realized by, for example, operation buttons provided on an operation panel. In the present embodiment, the game operation unit 23 is used when the player selects a dart game type (301, cricket, etc.).
 ゲーム表示部24は、画面表示制御部212からの指令に基づいてゲーム画面や操作画面を表示するためのものであり、例えば、液晶ディスプレイ(LCD:Liquid Crystal Display)等によって実現される。 The game display unit 24 is for displaying a game screen or an operation screen based on a command from the screen display control unit 212, and is realized by, for example, a liquid crystal display (LCD).
 ゲーム通信部25は、サーバー10との間で通信を行うためのものであり、サーバー10から送信される各種データや信号を受信する受信部としての機能と、ゲーム制御部21の指令に応じて各種データや信号をサーバー10へ送信する送信部として機能とを有している。 The game communication unit 25 is for communicating with the server 10, and functions according to a function as a reception unit that receives various data and signals transmitted from the server 10 and a command from the game control unit 21. It has a function as a transmission unit that transmits various data and signals to the server 10.
 ダーツボード26は、ダーツゲームの標的となる盤面である。本実施形態のダーツボード26は、複数の標的エリア26Aに区切られている。標的エリア26Aのそれぞれには、細かい穴が多数設けられている。プレイヤーによって投擲された矢の先端部は、標的エリア26Aに設けられた多数の穴のうちのいずれかに受容される(矢が標的エリアに刺さる)。 The dart board 26 is a board surface that is a target of the dart game. The dart board 26 of the present embodiment is divided into a plurality of target areas 26A. A large number of fine holes are provided in each of the target areas 26A. The tip of the arrow thrown by the player is received in any of a number of holes provided in the target area 26A (the arrow pierces the target area).
 エリア検出部27は、標的エリア26Aに矢が刺さったことを検出するためのものであり、標的エリア26Aの各々に対応させて複数設けられている。本実施形態では、矢が標的エリア26Aに刺さると、標的エリア26Aが矢の衝撃によって後方へ僅かに移動する。エリア検出部27は、この標的エリア26Aの変位を検出すると、ゲーム制御部21に検出信号を送る。 The area detection unit 27 is for detecting that an arrow has stuck in the target area 26A, and a plurality of area detection units 27 are provided corresponding to each of the target areas 26A. In the present embodiment, when the arrow pierces the target area 26A, the target area 26A slightly moves backward due to the impact of the arrow. When the area detector 27 detects the displacement of the target area 26A, it sends a detection signal to the game controller 21.
 カードスロットCSは、プレイヤーが所有するゲームカード(例えば、ICカード)を差し込む挿入口である。本実施形態におけるダーツゲーム装置20には、最大4人で対戦プレイできるように、4つのカードスロットCSが設けられている。なお、ゲームカードは、ゲームプレイ中に所定の情報を読み書きできるように、カードスロットCSに保持されている。 The card slot CS is an insertion slot into which a game card (for example, an IC card) owned by the player is inserted. The dart game device 20 in the present embodiment is provided with four card slots CS so that up to four players can play against each other. The game card is held in the card slot CS so that predetermined information can be read and written during game play.
 カードRW部28は、プレイヤーの識別情報を取得する識別情報取得部の一例であって、店舗内のプレイヤーが所有するゲームカードに記録されたカードIDなどを読み取ったり、ゲーム結果で得られた情報などを書き込んだりすることができる。本実施形態のカードRW部28は、各カードスロットCSに対応させて設けられている。 The card RW unit 28 is an example of an identification information acquisition unit that acquires the identification information of a player. The card RW unit 28 reads information such as a card ID recorded on a game card owned by a player in the store or information obtained from a game result. Etc. can be written. The card RW unit 28 of the present embodiment is provided corresponding to each card slot CS.
 コイン投入部29は、コインを投入する投入口と、投入口から投入されたコインを検出するセンサーとを備えている。本実施形態では、プレイヤーによって所定枚数のコインがコイン投入口から投入されることにより、ゲームプレイ可能となっている。 The coin insertion unit 29 includes an insertion slot for inserting coins and a sensor for detecting coins inserted from the insertion slot. In this embodiment, a game can be played by inserting a predetermined number of coins from the coin insertion slot by the player.
 <<携帯型端末30の構成>>
 図11は、携帯型端末30の概略外観図である。図12は、携帯型端末30の機能上の構成を示すブロック図である。本実施形態の携帯型端末30は、プレイヤー及びフレンドプレイヤーが所持し利用することができる情報処理装置(例えば、タブレット端末、携帯電話端末、スマートフォン等)である。この携帯型端末30は、アプリをインストールすることにより、サーバー10から送信されたメッセージ通知(プッシュ通知)を受信することができる。そして、携帯型端末30は、端末制御部31と、端末記憶部32と、端末操作部33と、端末表示部34と、端末通信部35を有している。
<< Configuration of Portable Terminal 30 >>
FIG. 11 is a schematic external view of the portable terminal 30. FIG. 12 is a block diagram illustrating a functional configuration of the portable terminal 30. The portable terminal 30 of the present embodiment is an information processing apparatus (for example, a tablet terminal, a mobile phone terminal, a smartphone, etc.) that can be owned and used by a player and a friend player. The portable terminal 30 can receive a message notification (push notification) transmitted from the server 10 by installing an application. The portable terminal 30 includes a terminal control unit 31, a terminal storage unit 32, a terminal operation unit 33, a terminal display unit 34, and a terminal communication unit 35.
 端末制御部31は、携帯型端末30全体の制御を行うものであり、CPU(Central Processing Unit)が所定のメモリに格納されたプログラムを実行することによって実現される。なお、本実施形態の端末制御部31は、端末表示部34に表示される操作画面等の表示態様を制御する画面表示制御部としても機能する。端末記憶部32は、バスを介して端末制御部31に接続され、端末制御部31からの指令に応じて記憶されているデータを参照、読み出し、書き換える処理が行われる。この端末記憶部32は、例えば、フラッシュメモリやハードディスク等によって実現される。端末操作部33は、プレイヤーやフレンドプレイヤーが各種操作(メッセージ通知の設定操作等)を行うためのものであり、例えば、操作ボタン、タッチパネル等によって実現される。端末表示部34は、端末制御部31からの指令によりメッセージ通知画面等を表示するためのものであり、たとえば、液晶ディスプレイ(LCD:Liquid Crystal Display)等によって実現される。端末通信部35は、サーバー10との間で通信を行うためのものであり、サーバー10から送信される各種データや信号を受信する受信部としての機能と、端末制御部31の指令に応じて各種データや信号をサーバー10へ送信する送信部として機能とを有している。 The terminal control unit 31 controls the entire portable terminal 30 and is realized by a CPU (Central Processing Unit) executing a program stored in a predetermined memory. Note that the terminal control unit 31 of the present embodiment also functions as a screen display control unit that controls a display mode such as an operation screen displayed on the terminal display unit 34. The terminal storage unit 32 is connected to the terminal control unit 31 via a bus, and performs processing of referring to, reading, and rewriting data stored in response to a command from the terminal control unit 31. The terminal storage unit 32 is realized by, for example, a flash memory or a hard disk. The terminal operation unit 33 is for a player or a friend player to perform various operations (such as a message notification setting operation), and is realized by an operation button, a touch panel, or the like, for example. The terminal display unit 34 is for displaying a message notification screen or the like according to a command from the terminal control unit 31, and is realized by, for example, a liquid crystal display (LCD) or the like. The terminal communication unit 35 is for communicating with the server 10, and functions as a reception unit that receives various data and signals transmitted from the server 10, and in response to a command from the terminal control unit 31. It has a function as a transmission unit that transmits various data and signals to the server 10.
 <<ゲームシステム1の動作について>>
 本実施形態にかかるゲームシステム1の動作例について説明する。このゲームシステム1では、サーバー10が、プレイヤーが利用するダーツゲーム装置20から所定のデータ信号を受信すると、メッセージ通知条件に基づき、そのプレイヤーのフレンドリストから選択されたフレンドプレイヤーに対するプッシュ型のメッセージを通知する。
<< Operation of Game System 1 >>
An operation example of the game system 1 according to the present embodiment will be described. In this game system 1, when the server 10 receives a predetermined data signal from the dart game device 20 used by the player, the server 10 sends a push-type message to the friend player selected from the friend list of the player based on the message notification condition. Notice.
 以下では、ある店舗に設置された1つのダーツゲーム装置20にて、プレイヤー及びそのフレンドプレイヤーが一緒にゲームプレイを行う場合について説明する。この場合、プレイヤー及び一緒にプレイするフレンドプレイヤーの双方がメッセージを送る側となり、各々のフレンドリストから選択されたフレンドプレイヤーがメッセージを受け取る側となる。ここでは、便宜上、プレイヤーがメッセージを送る側となるものとし、かつ、当該プレイヤーのフレンドリストから選択されたフレンドプレイヤーがメッセージを受け取る側となるものとして説明する。 Hereinafter, a case where a player and his friend player play a game together on one dart game device 20 installed in a store will be described. In this case, both the player and the friend player who plays together become the message sending side, and the friend player selected from each friend list becomes the message receiving side. Here, for the sake of convenience, it is assumed that the player is the message sending side, and the friend player selected from the player's friend list is the message receiving side.
  <メッセージ通知設定>
 図13は、メッセージ通知設定に関する処理を説明するためのフローチャートである。
 このゲームシステム1では、プレイヤー及びフレンドプレイヤーがメッセージ通知に関する設定を予め行うことができる。
<Message notification settings>
FIG. 13 is a flowchart for explaining processing related to message notification setting.
In this game system 1, the player and the friend player can make settings related to message notification in advance.
 先ず始めに、プレイヤー(又は、フレンドプレイヤー)が、自らの所持する携帯型端末30において、端末操作部33を使用してメッセージ通知設定を開始するための操作を行うと、端末制御部31は、プレイヤーからの操作入力に応答して、メッセージ通知設定画面を端末表示部34に表示させる(S101)。 First, when a player (or a friend player) performs an operation for starting message notification setting using the terminal operation unit 33 in the portable terminal 30 possessed by the player (or a friend player), the terminal control unit 31 In response to the operation input from the player, a message notification setting screen is displayed on the terminal display unit 34 (S101).
 そして、端末制御部31は、メッセージ通知設定画面が端末表示部34に表示されている際に、メッセージ通知設定に関する各種の操作入力をプレイヤーから受け付ける(S102)。 Then, the terminal control unit 31 receives various operation inputs related to the message notification setting from the player when the message notification setting screen is displayed on the terminal display unit 34 (S102).
 図14は、メッセージ通知設定画面50の一例を示す図である。このメッセージ通知設定画面50には、送信設定領域51と、受信設定領域52と、個別受信設定領域53と、ブロック設定領域(不図示)が含まれている。送信設定領域51は、メッセージを送る側がメッセージを受け取る側へのメッセージ送信を有効にするか否かの設定を行うための操作領域である。プレイヤーは、フレンドプレイヤーへのメッセージ通知を行う場合には、操作ボタン51A(「ON」)を選択し、メッセージ通知を行わない場合には、操作ボタン51B(「OFF」)を選択する。受信設定領域52は、メッセージを受け取る側がメッセージを送る側からのメッセージ受信を有効にするか否かの設定を行うための操作領域である。フレンドプレイヤーは、プレイヤーからのメッセージ通知を受け取る場合には、操作ボタン52A(「ON」)を選択し、メッセージ通知を受け取らない場合には、操作ボタン52B(「OFF」)を選択する。個別受信設定領域53は、メッセージを受け取る側がメッセージを送る側を個別に指定するための操作領域である。本実施形態では、受信設定領域52において操作ボタン52A(「ON」)が選択されている場合のみ、個別受信設定領域53において操作ボタン53A(「ON」)又は操作ボタン53B(「OFF」)の選択が可能となる。フレンドプレイヤーは、メッセージ通知を受け取りたい相手としてプレイヤーを個別に指定する場合には、操作ボタン53A(「ON」)を選択し、メッセージ通知を受け取りたくない相手としてプレイヤーを個別に指定する場合には、操作ボタン53B(「OFF」)を選択する。また、ブロック設定領域(不図示)は、個別受信設定領域53と同様に、各種情報(メッセージ、成績情報、チャット情報等)を受け取る側が各種情報を送る側を個別に指定するための操作領域である。フレンドプレイヤーは、各種情報を受け取りたくない相手(ブロックしたい相手)としてプレイヤーを個別に指定する場合には、不図示の操作ボタン(「ON」)を選択し、各種情報を受け取りたい相手(ブロックしたくない相手)としてプレイヤーを個別に指定する場合には、不図示の操作ボタン(「OFF」)を選択する。 FIG. 14 is a diagram showing an example of the message notification setting screen 50. The message notification setting screen 50 includes a transmission setting area 51, a reception setting area 52, an individual reception setting area 53, and a block setting area (not shown). The transmission setting area 51 is an operation area for setting whether or not to enable the message sending side to send a message to the message receiving side. The player selects the operation button 51A (“ON”) when performing message notification to the friend player, and selects the operation button 51B (“OFF”) when not performing message notification. The reception setting area 52 is an operation area for setting whether or not to enable message reception from the message sending side by the message receiving side. The friend player selects the operation button 52A (“ON”) when receiving the message notification from the player, and selects the operation button 52B (“OFF”) when not receiving the message notification. The individual reception setting area 53 is an operation area for the message receiving side to individually specify the message sending side. In the present embodiment, only when the operation button 52A (“ON”) is selected in the reception setting area 52, the operation button 53A (“ON”) or the operation button 53B (“OFF”) is displayed in the individual reception setting area 53. Selection becomes possible. The friend player selects the operation button 53A (“ON”) when individually specifying a player as a partner to receive the message notification, and when individually specifying a player as a partner who does not want to receive the message notification. The operation button 53B (“OFF”) is selected. Also, the block setting area (not shown) is an operation area for individually specifying the side to which various information (message, results information, chat information, etc.) is sent, similarly to the individual reception setting area 53. is there. When a friend player designates a player individually as an opponent who does not want to receive various information (an opponent to block), he selects an operation button ("ON") (not shown) and receives an opponent (blocks) to receive various information. When an individual player is designated as an unfavorable opponent), an operation button (“OFF”) (not shown) is selected.
 次いで、図13に戻り、端末制御部31は、図14に示すメッセージ通知設定画面50が表示されている際に、プレイヤーによって各種の操作ボタンがそれぞれ選択されると、メッセージ通知の設定内容を予め登録するためのコマンド(メッセージ通知設定要求)を、端末通信部35を介してサーバー10に送信する(S103)。 Next, returning to FIG. 13, when various operation buttons are selected by the player while the message notification setting screen 50 shown in FIG. 14 is displayed, the terminal control unit 31 sets the message notification setting contents in advance. A command (message notification setting request) for registration is transmitted to the server 10 via the terminal communication unit 35 (S103).
 次いで、サーバー10は、携帯型端末30から送信されたメッセージ通知設定要求を受信すると、メッセージ通知設定処理を実行する(S104)。すなわち、メッセージ通知設定部111は、プレイヤーによって入力されたメッセージ通知設定に関する操作情報に基づいて、図3に示すプレイヤー情報に含まれる「送信設定」、「受信設定」、「個別受信設定情報」のそれぞれの項目に対し、各種の設定内容を登録する(メッセージ通知設定)。 Next, when the server 10 receives the message notification setting request transmitted from the portable terminal 30, the server 10 executes a message notification setting process (S104). That is, the message notification setting unit 111 sets “transmission setting”, “reception setting”, and “individual reception setting information” included in the player information shown in FIG. 3 based on the operation information regarding the message notification setting input by the player. Register various settings for each item (message notification settings).
 次いで、サーバー10は、このようにしてメッセージ通知設定が完了すると、画面データ生成処理を実行する(S105)。すなわち、サーバー制御部11は、メッセージ通知設定が完了した旨をプレイヤーに知らせるための画面データを生成し、要求元の携帯型端末30に送信する。 Next, when the message notification setting is completed in this way, the server 10 executes screen data generation processing (S105). That is, the server control unit 11 generates screen data for notifying the player that the message notification setting is completed, and transmits the screen data to the requesting portable terminal 30.
 次いで、携帯型端末30は、サーバー10から送信された画面データを受信すると、この画面データに対応する画面を端末表示部34に表示させる(S106)。これにより、プレイヤーは、この画面を見ることで、メッセージ通知設定が完了したことを確認することができる。 Next, when the portable terminal 30 receives the screen data transmitted from the server 10, the portable terminal 30 displays a screen corresponding to the screen data on the terminal display unit 34 (S106). Thereby, the player can confirm that the message notification setting is completed by viewing this screen.
  <メッセージ通知>
 図15は、メッセージ通知に関する処理を説明するためのフローチャートである。
 このゲームシステム1では、上述したメッセージ通知設定において、メッセージ通知が有効となるように設定されると、メッセージ通知条件に従って、プレイヤーに関するメッセージがフレンドプレイヤーに対して自動的に通知される。
<Message notification>
FIG. 15 is a flowchart for explaining processing related to message notification.
In the game system 1, when the message notification is set to be valid in the message notification setting described above, a message regarding the player is automatically notified to the friend player in accordance with the message notification condition.
 先ず、店舗に設置されたダーツゲーム装置20において、プレイヤーによってゲーム操作部23が操作されると、画面表示制御部212は、プレイヤーからの操作入力に応答して、メニュー画面をゲーム表示部24に表示させる(S201)。 First, in the dart game device 20 installed in the store, when the game operation unit 23 is operated by the player, the screen display control unit 212 displays a menu screen on the game display unit 24 in response to an operation input from the player. It is displayed (S201).
 次いで、ゲーム表示部24にメニュー画面が表示されている際に、プレイヤーによってゲーム操作部23が操作されると、ゲーム制御部21は、ダーツゲームを開始させる操作入力を受け付ける。さらに、プレイヤー及び一緒にプレイするフレンドプレイヤーによって各々のゲームカードがカードスロットCSに挿入されると、ゲーム制御部21は、各ゲームカードに記録されたカードIDの入力をカードRW部28から受け付ける(S202)。 Next, when the game operation unit 23 is operated by the player while the menu screen is displayed on the game display unit 24, the game control unit 21 receives an operation input for starting the dart game. Further, when each game card is inserted into the card slot CS by the player and a friend player playing together, the game control unit 21 receives an input of the card ID recorded in each game card from the card RW unit 28 ( S202).
 そして、ゲーム制御部21は、このダーツゲームを開始させる操作入力等を受け付けたことに応答して、ゲーム開始信号と共に、プレイヤー及び一緒にプレイするフレンドプレイヤーそれぞれのカードID、ゲームプレイが行われる店舗の店舗ID、及び、ゲームプレイに利用されるダーツゲーム装置20の筐体ID等の各種情報を、ゲーム通信部25を介してサーバー10に送信する(S203)。 And the game control part 21 responds to having received the operation input etc. which start this dart game, and the card start of each player and friend player playing together with a game start signal, the store where game play is performed Various information such as the store ID and the housing ID of the dart game device 20 used for game play are transmitted to the server 10 via the game communication unit 25 (S203).
 次いで、サーバー10は、ゲーム開始信号と共にこれらの各種情報をダーツゲーム装置20から受信すると、店舗情報及びプレイヤー情報の更新を行う(S204)。具体的には、サーバー制御部11は、ダーツゲーム装置20から送信された店舗IDに基づき、図7に示す店舗情報を参照して、ゲームプレイが行われる店舗のゲーム装置情報(図8参照)を特定する。そして、サーバー制御部11は、そのゲーム装置情報(図8参照)に対して、ダーツゲーム装置20から送信された筐体IDに対応付けて、プレイヤー及び一緒にプレイするフレンドプレイヤーの各カードIDの登録を行うと共に、「対戦中」の状態であることの登録を行う。この際、サーバー制御部11は、プレイヤー及び一緒にプレイするフレンドプレイヤーそれぞれのカードIDに基づき、図3に示すプレイヤー情報に含まれるフレンドリストの更新も行なう。これにより、初めて一緒にプレイする場合であっても、フレンドプレイヤーとしてフレンドリストに登録されることになる。 Next, when the server 10 receives the various information together with the game start signal from the dart game device 20, the server 10 updates the store information and the player information (S204). Specifically, the server control unit 11 refers to the store information shown in FIG. 7 based on the store ID transmitted from the dart game device 20, and stores the game device information of the store where the game play is performed (see FIG. 8). Is identified. And the server control part 11 matches with the housing | casing ID transmitted from the darts game device 20 with respect to the game device information (refer FIG. 8), each card ID of the player and the friend player who plays together. At the same time as registering, it is registered that it is in a “matching” state. At this time, the server control unit 11 also updates the friend list included in the player information shown in FIG. 3 based on the card IDs of the player and the friend players who play together. Thereby, even when playing together for the first time, it will be registered into a friend list as a friend player.
 次いで、ゲーム制御部21は、このダーツゲームが終了したことに応答して、所定のデータ信号の一例としてのゲーム終了信号と共に、プレイヤー及び一緒にプレイしたフレンドプレイヤーそれぞれのカードID、ゲームプレイが行われた店舗の店舗ID、ゲームプレイに利用されたダーツゲーム装置20の筐体ID、及び、ゲーム結果等の各種情報を、ゲーム通信部25を介してサーバー10に送信する(S205)。 Next, in response to the completion of the dart game, the game control unit 21 performs the card ID and game play of each of the player and the friend player played together with a game end signal as an example of a predetermined data signal. The store ID of the broken store, the case ID of the dart game device 20 used for the game play, and various information such as the game result are transmitted to the server 10 via the game communication unit 25 (S205).
 次いで、サーバー10は、ゲーム終了信号と共にこれらの各種情報をダーツゲーム装置20から受信すると、店舗情報及びプレイヤー情報の更新を行う(S206)。具体的には、サーバー制御部11は、ダーツゲーム装置20から送信された店舗IDに基づき、図7に示す店舗情報を参照して、ゲームプレイが行われていた店舗のゲーム装置情報(図8参照)を特定する。そして、サーバー制御部11は、そのゲーム装置情報(図8参照)に対して、ダーツゲーム装置20から送信された筐体IDに対応付けて、「停止中」の状態であることの登録を行う。さらに、サーバー制御部11は、プレイヤー及び一緒にプレイするフレンドプレイヤーそれぞれのカードIDに基づき、図3に示すプレイヤー情報を参照して、プレイヤー及び一緒にプレイしたフレンドプレイヤーのプレイ履歴情報(図4参照)を各々特定する。そして、サーバー制御部11は、それらのプレイ履歴情報(図4参照)に含まれる各項目について登録を行う。 Next, when the server 10 receives the various information from the dart game device 20 together with the game end signal, the server 10 updates the store information and the player information (S206). Specifically, the server control unit 11 refers to the store information shown in FIG. 7 based on the store ID transmitted from the dart game device 20, and stores the game device information of the store where the game play was performed (FIG. 8). ). Then, the server control unit 11 registers that the game apparatus information (see FIG. 8) is in the “stopped” state in association with the case ID transmitted from the dart game apparatus 20. . Furthermore, the server control unit 11 refers to the player information shown in FIG. 3 based on the card IDs of the player and the friend player who plays together, and the play history information of the player and the friend player who played together (see FIG. 4). ) Is specified. And the server control part 11 registers about each item contained in those play log | history information (refer FIG. 4).
 引き続き、サーバー10は、このゲーム終了信号を受信したことを契機として、メッセージ通知条件の判定処理(S207)、メッセージ生成処理(S208)、メッセージ送信処理(S209)を実行する。以下では、それぞれの処理について具体的に説明する。 Subsequently, the server 10 executes a message notification condition determination process (S207), a message generation process (S208), and a message transmission process (S209) upon receiving this game end signal. Below, each process is demonstrated concretely.
   (メッセージ通知条件の判定処理)
 図16は、メッセージ通知条件の判定処理を説明するためのフローチャートである。
 先ず、サーバー10における判定部114は、ダーツゲーム装置20から送信されたプレイヤーのカードIDに基づき、図4に示すプレイ履歴情報を参照することにより、プレイヤーが今日この店舗で初めてゲームプレイしたか否かを判定する(S301)。
(Message notification condition judgment processing)
FIG. 16 is a flowchart for explaining the determination process of the message notification condition.
First, the determination unit 114 in the server 10 refers to the play history information shown in FIG. 4 based on the player's card ID transmitted from the dart game device 20 to determine whether or not the player has played the game for the first time at this store today. Is determined (S301).
 そして、かかる判定が肯定された場合には(S301:YES)、ステップ302に進む。かかる判定が否定された場合には(S301:NO)、メッセージ通知条件が成立しなかったものとして、この処理を終了する。つまり、2回目以降のゲームプレイについては、メッセージの通知が行われないことになる。 If the determination is affirmative (S301: YES), the process proceeds to step 302. If such a determination is negative (S301: NO), it is determined that the message notification condition is not satisfied, and this process is terminated. That is, for the second and subsequent game plays, message notification is not performed.
 次に、この判定部114は、ダーツゲーム装置20から送信されたプレイヤーのカードIDに基づき、図3に示すプレイヤー情報を参照して、当該プレイヤーの送信設定が「ON」に設定されているか否かを判定する(S302)。 Next, the determination unit 114 refers to the player information shown in FIG. 3 based on the card ID of the player transmitted from the dart game device 20, and determines whether or not the transmission setting of the player is set to “ON”. Is determined (S302).
 そして、かかる判定が肯定された場合には(S302:YES)、ステップ303に進む。かかる判定が否定された場合には(S302:NO)、メッセージ通知条件が成立しなかったものとして、この処理を終了する。 If the determination is affirmative (S302: YES), the process proceeds to step 303. If this determination is negative (S302: NO), it is determined that the message notification condition has not been established, and this process is terminated.
 次に、サーバー10は、このようにしてメッセージ通知条件のうちのメッセージを送る側(プレイヤー側)の条件が満たされると、メッセージ通知条件のうちのメッセージの受け取る側(フレンドプレイヤー側)の条件に基づいてフレンドプレイヤーを選択する通知相手選択処理を実行する(S303)。 Next, when the condition of the message sending side (player side) among the message notification conditions is satisfied in this way, the server 10 sets the condition of the message receiving side (friend player side) of the message notification conditions. A notification partner selection process for selecting a friend player based on this is executed (S303).
 図17は、通知相手選択処理を説明するためのフローチャートである。
 先ず、サーバー10における通知相手選択部112は、ダーツゲーム装置20から送信されたプレイヤーのカードIDに基づき、図3に示すプレイヤー情報を参照して、当該プレイヤーのフレンドリストを取得する(S401)。
FIG. 17 is a flowchart for explaining the notification partner selection process.
First, the notification partner selection unit 112 in the server 10 acquires the friend list of the player with reference to the player information shown in FIG. 3 based on the card ID of the player transmitted from the dart game device 20 (S401).
 そして、サーバー10における判定部114は、ダーツゲーム装置20から送信された一緒にプレイしたフレンドプレイヤーのカードIDに基づき、当該フレンドリストの中の各フレンドプレイヤーが、一緒にプレイしたフレンドプレイヤーであるか否かを判定する(S402)。 Then, the determination unit 114 in the server 10 determines whether each friend player in the friend list is a friend player who played together based on the card ID of the friend player who played together transmitted from the dart game device 20. It is determined whether or not (S402).
 通知相手選択部112は、判定部114によってかかる判定が肯定された場合には(S402:YES)、フレンドリストにおいて該当するフレンドプレイヤーを選択対象から除外する(S403)。つまり、一緒にプレイしたフレンドプレイヤーには、メッセージの通知が行われないことになる。その一方で、通知相手選択部112は、判定部114によってかかる判定が否定された場合には(S402:NO)、ステップ404に進む。 If the determination is affirmed by the determination unit 114 (S402: YES), the notification partner selection unit 112 excludes the corresponding friend player from the selection list (S403). That is, the message notification is not performed to the friend player who played together. On the other hand, if the determination by the determination unit 114 is negative (S402: NO), the notification partner selection unit 112 proceeds to step 404.
 次に、判定部114は、図3に示すプレイヤー情報を参照して、当該フレンドリストの中の各フレンドプレイヤーの受信設定が「ON」に設定されているか否かを判定する(S404)。 Next, the determination unit 114 refers to the player information shown in FIG. 3 and determines whether or not the reception setting of each friend player in the friend list is set to “ON” (S404).
 通知相手選択部112は、判定部114によってかかる判定が否定された場合には(S404:NO)、フレンドリストにおいて該当するフレンドプレイヤーを選択対象から除外する(S405)。その一方で、通知相手選択部112は、判定部114によってかかる判定が肯定された場合には(S404:YES)、ステップ406に進む。 When the determination by the determination unit 114 is negative (S404: NO), the notification partner selection unit 112 excludes the corresponding friend player from the selection list (S405). On the other hand, if the determination is affirmed by the determination unit 114 (S404: YES), the notification partner selection unit 112 proceeds to step 406.
 次に、判定部114は、図3に示すプレイヤー情報及び図5に示す個別受信設定情報を参照して、当該フレンドリストの中の各フレンドプレイヤーの個別受信設定が「ON」に設定されているか否かを判定する(S406)。 Next, with reference to the player information shown in FIG. 3 and the individual reception setting information shown in FIG. 5, the determination unit 114 determines whether the individual reception setting of each friend player in the friend list is set to “ON”. It is determined whether or not (S406).
 通知相手選択部112は、判定部114によってかかる判定が否定された場合には(S406:NO)、フレンドリストにおいて該当するフレンドプレイヤーを選択対象から除外する(S407)。その一方で、通知相手選択部112は、判定部114によってかかる判定が肯定された場合には(S406:YES)、ステップ408に進む。 If the determination by the determination unit 114 is negative (S406: NO), the notification partner selection unit 112 excludes the corresponding friend player from the selection target in the friend list (S407). On the other hand, if the determination is affirmed by the determination unit 114 (S406: YES), the notification partner selection unit 112 proceeds to step 408.
 次に、判定部114は、図3に示すプレイヤー情報及び図6に示すブロック設定情報を参照して、当該フレンドリストの中の各フレンドプレイヤーのブロック設定が「ON」に設定されているか否かを判定する(S408)。 Next, the determination unit 114 refers to the player information illustrated in FIG. 3 and the block setting information illustrated in FIG. 6, and determines whether or not the block setting of each friend player in the friend list is set to “ON”. Is determined (S408).
 通知相手選択部112は、判定部114によってかかる判定が肯定された場合には(S408:YES)、フレンドリストにおいて該当するフレンドプレイヤーを選択対象から除外する(S409)。その一方で、通知相手選択部112は、判定部114によってかかる判定が否定された場合には(S408:NO)、ステップ410に進む。 If the determination by the determination unit 114 is affirmed (S408: YES), the notification partner selection unit 112 excludes the corresponding friend player from the selection list (S409). On the other hand, if the determination is negative by the determination unit 114 (S408: NO), the notification partner selection unit 112 proceeds to step 410.
 次に、通知相手選択部112は、このようにしてメッセージ通知条件のうちのメッセージを受け取る側の条件が判定されると、その判定結果により、除外されたフレンドプレイヤーが存在しない場合は、当該フレンドリストの中から、メッセージの受け取り側となるフレンドプレイヤーを選択し、除外されたフレンドプレイヤーが存在する場合には、除外後の当該フレンドリストの中から、メッセージの受け取り側となるフレンドプレイヤーを選択する(S410)。 Next, when the condition on the message receiving side of the message notification condition is determined in this way, the notification partner selection unit 112 determines that the friend player excluded is not present according to the determination result. Select a friend player who will receive the message from the list, and if there is an excluded friend player, select a friend player who will receive the message from the friend list after exclusion. (S410).
 このように、プレイヤーのフレンドリストの中からメッセージ通知条件に基づいて選択されたフレンドプレイヤーのみに対し、メッセージが通知されることになるため、メッセージの過剰な通知を抑えることができる。 In this way, since the message is notified only to the friend player selected based on the message notification condition from the friend list of the player, excessive notification of the message can be suppressed.
 なお、上述したように、ステップ402、404、406、408における各判定処理を、フレンドリスト単位で順次行う場合を説明したが、これに限らず、フレンドプレイヤー単位で順次行うようにしても良い。つまり、あるプレイヤーについての各判定処理が終わったら、次のプレイヤーについての各判定処理を行うようにして、最終的に、フレンドリスト内の全プレイヤー終わるまで、一人ずつ繰り返し判定する。 As described above, the case has been described where the determination processes in steps 402, 404, 406, and 408 are sequentially performed in units of friend lists. However, the present invention is not limited thereto, and may be sequentially performed in units of friend players. That is, when each determination process for a certain player is completed, each determination process for the next player is performed, and finally, the determination is repeated one by one until all the players in the friend list are completed.
   (メッセージ生成処理)
 サーバー10におけるメッセージ生成部113は、ダーツゲーム装置20から送信されたプレイヤーのカードIDに基づき、図3に示すプレイヤー情報を参照して、当該プレイヤーのプレイ履歴情報(図4参照)を特定する。
 そして、メッセージ生成部113は、当該プレイヤーのプレイ履歴情報(図4参照)に基づいて、ダーツゲーム装置20を利用する当該プレイヤーに関するメッセージを生成する。例えば、「○○さんが○○店でプレイしています。」や「○○さんがプレイ中です。」のような、プレイヤー名や店舗名を含むメッセージを生成する。
(Message generation process)
The message generation unit 113 in the server 10 identifies the player's play history information (see FIG. 4) with reference to the player information shown in FIG. 3 based on the player's card ID transmitted from the dart game device 20.
And the message production | generation part 113 produces | generates the message regarding the said player using the dart game apparatus 20 based on the play log | history information (refer FIG. 4) of the said player. For example, a message including a player name and a store name is generated, such as “Mr. XX is playing at a XX store” or “Mr. XX is playing”.
   (メッセージ送信処理)
 サーバー制御部11は、図17に示す通知相手選択処理によってメッセージの受け取り側となるフレンドプレイヤーが選択されると、図3に示すプレイヤー情報を参照して、当該フレンドプレイヤーが所持する携帯型端末30の端末IDを取得する。
 そして、サーバー制御部11は、この端末IDに基づき送信先のアドレスを取得することにより、メッセージ生成処理によって生成された当該メッセージを、通知相手選択処理によって選択されたフレンドプレイヤーが所持する携帯型端末30に送信する。
(Message transmission processing)
When a friend player who receives a message is selected by the notification partner selection process shown in FIG. 17, the server control unit 11 refers to the player information shown in FIG. 3 and the portable terminal 30 possessed by the friend player. Get the terminal ID.
And the server control part 11 acquires the address of a transmission destination based on this terminal ID, The portable terminal which the friend player selected by the notification other party selection process possesses the said message produced | generated by the message production | generation process 30.
 次いで、図15に戻り、フレンドプレイヤーの所持する携帯型端末30は、当該メッセージをサーバー10から受信すると、図18に示すようなメッセージ通知61を含むメッセージ通知画面60を端末表示部34に表示させる(S210)。これにより、フレンドプレイヤーは、この画面を見ることで、メッセージ通知を受信したことを確認することができる。そして、フレンドプレイヤーは、プレイヤーが遊んでいる店舗に行って、一緒にプレイすることも可能となる。 Next, returning to FIG. 15, when the portable terminal 30 possessed by the friend player receives the message from the server 10, a message notification screen 60 including a message notification 61 as shown in FIG. 18 is displayed on the terminal display unit 34. (S210). Thereby, the friend player can confirm that the message notification has been received by viewing this screen. Then, the friend player can go to the store where the player is playing and play together.
 以上のとおり、本実施形態に係るゲームシステム1によれば、店舗に設置されたダーツゲーム装置20にて、プレイヤー及びフレンドプレイヤーが一緒にプレイしていたダーツゲームが終了すると、メッセージ通知条件に基づきプレイヤーのフレンドリストの中から選択されたフレンドプレイヤーに対し、当該プレイヤーに関するメッセージが通知される。例えば、プレイヤーのフレンドリストに含まれるフレンドプレイヤーのうち、プレイヤーと一緒にプレイしたフレンドプレイヤーには、ある店舗でプレイヤーがプレイ中である旨のメッセージが通知されず、それ以外のフレンドプレイヤーに対しては、ある店舗でプレイヤーがプレイ中である旨のメッセージが通知される。また例えば、本日の店舗での初回プレイのみ、ある店舗でプレイヤーがプレイ中である旨のメッセージがフレンドプレイヤーに対して通知される。そして、このことにより、すぐ傍にいるフレンドプレイヤー(一緒にプレイしたフレンドプレイヤー)に対して、ある店舗でプレイヤーがプレイ中である旨のメッセージをわざわざ通知する必要がなくなる。また、フレンドプレイヤーが、プレイヤーによるダーツゲームが終了する度に、繰り返しメッセージ通知を受け取る必要がなくなる。
 そのため、メッセージが頻繁に通知されることによる不快感をフレンドプレイヤーに与える状況を減らし、メッセージの過剰な通知を抑えることが可能となる。
As described above, according to the game system 1 according to the present embodiment, when the dart game that the player and the friend player have played together ends in the dart game device 20 installed in the store, based on the message notification condition. A message related to the player is notified to the friend player selected from the friend list of the player. For example, among the friend players included in the player's friend list, the friend player who played with the player is not notified of the message that the player is playing at a certain store, and other friend players are not notified. Is notified of a message that the player is playing at a certain store. In addition, for example, a message that the player is playing at a certain store is notified to the friend player only for the first time play at the store today. This eliminates the need to bother notifying a friend player who is in the immediate vicinity (a friend player who played together) that a player is playing at a certain store. Further, it is not necessary for the friend player to repeatedly receive a message notification every time the dart game by the player ends.
For this reason, it is possible to reduce the situation in which the friend player feels discomfort due to frequent notification of messages, and to suppress excessive notification of messages.
 ===その他===
 上記の実施の形態は、本発明の理解を容易にするためのものであり、本発明を限定して解釈するためのものではない。本発明は、その趣旨を逸脱することなく、変更、改良され得ると共に、本発明にはその等価物も含まれる。特に、以下に述べる実施形態であっても、本発明に含まれるものである。
=== Others ===
The above embodiments are for facilitating the understanding of the present invention, and are not intended to limit the present invention. The present invention can be changed and improved without departing from the gist thereof, and the present invention includes equivalents thereof. In particular, the embodiments described below are also included in the present invention.
 <メッセージ通知条件>
 前述の実施形態では、メッセージ通知条件の一例として、ダーツゲーム装置20でプレイヤーと一緒にゲームプレイするフレンドプレイヤーを通知相手から除くことや、ダーツゲーム装置20が設置された店舗でプレイヤーが初めてゲームプレイする場合に、通知相手となるフレンドプレイヤーをフレンドリストの中から選択すること等について説明したが、本発明はこれに限定されるものではない。
<Message notification condition>
In the above-described embodiment, as an example of the message notification condition, a friend player who plays a game together with the player on the dart game device 20 is excluded from the notification partner, or the player plays the game for the first time at the store where the dart game device 20 is installed. However, the present invention is not limited to this. However, the present invention is not limited to this.
 例えば、プレイヤーがゲームプレイするダーツゲーム装置20と同じ店舗に設置される他のダーツゲーム装置20でゲームプレイするフレンドプレイヤーを通知相手から除くこと、をメッセージ通知条件としても良い。このようにすることで、一緒にプレイしていなくても、近隣でゲームプレイするフレンドプレイヤーに対し、わざわざメッセージを通知する必要がなくなるため、メッセージの過剰な通知を抑えることが可能となる。かかる場合に、通知相手選択部112は、ある店舗のダーツゲーム装置20から送信された店舗ID及び筐体IDに基づき、図7に示す店舗情報を参照し、当該店舗のゲーム装置情報を特定する。そして、通知相手選択部112は、図8に示すゲーム装置情報を参照して、同じ店舗の他のダーツゲーム装置20でゲームプレイするフレンドプレイヤーを特定し、そのフレンドプレイヤーを除外した上で、メッセージの受け取り側となるフレンドプレイヤーをフレンドリストの中から選択する。 For example, the message notification condition may be that a friend player who plays a game on another dart game device 20 installed in the same store as the dart game device 20 on which the player plays a game is excluded from the notification partner. By doing in this way, even if it is not playing together, it becomes unnecessary to notify a friend player who plays a game nearby, so it is possible to suppress excessive notification of messages. In such a case, the notification partner selection unit 112 refers to the store information shown in FIG. 7 based on the store ID and the housing ID transmitted from the dart game device 20 of a certain store, and specifies the game device information of the store. . Then, the notification partner selection unit 112 refers to the game device information shown in FIG. 8, specifies a friend player who plays a game on another dart game device 20 in the same store, excludes the friend player, and then sends a message. Select the friend player who will receive the message from the friend list.
 また例えば、プレイヤーのホームショップから所定距離外に位置する店舗でゲームプレイするフレンドプレイヤーを通知相手から除くこと、をメッセージ通知条件としても良い。かかる場合に、通知相手選択部112は、プレイヤーのホームショップの店舗IDに基づいて、サーバー記憶部12に記憶された店舗マップ情報を参照することにより、プレイヤーのホームショップから所定距離外に位置する店舗を特定する。そして、通知相手選択部112は、特定された店舗の店舗IDに基づき、図8に示すゲーム装置情報を参照して、当該店舗でゲームプレイするフレンドプレイヤーを特定し、そのフレンドプレイヤーを除外した上で、メッセージの受け取り側となるフレンドプレイヤーをフレンドリストの中から選択する。なお、基準店舗としては、プレイヤーのホームショップに限られず、プレイヤーが現在プレイ中の店舗でも良い。また、プレイヤーがゲームプレイしていないが店舗内に存在している場合、携帯型端末30が有するGPS機能を利用することで、プレイヤーが位置する店舗を特定できるため、この店舗を基準店舗としても良い。 For example, the message notification condition may be that a friend player who plays a game in a store located outside a predetermined distance from the player's home shop is excluded from the notification partner. In such a case, the notification partner selection unit 112 is located outside a predetermined distance from the player's home shop by referring to the store map information stored in the server storage unit 12 based on the store ID of the player's home shop. Identify the store. Then, the notification partner selection unit 112 refers to the game device information shown in FIG. 8 based on the store ID of the specified store, specifies a friend player who plays the game in the store, and excludes the friend player. Then, select the friend player who will receive the message from the friend list. The reference store is not limited to the player's home shop, and may be a store that the player is currently playing. If the player is not playing a game but is present in the store, the store where the player is located can be specified by using the GPS function of the portable terminal 30. good.
 また例えば、プレイヤーがリーグ戦に参加する場合(あるグループに所属する場合)、プレイヤーがある店舗で参加メンバーのうちの一部のメンバーと一緒にゲームプレイを行う場合、その一部のメンバーを通知相手から除くこと、をメッセージ通知条件としても良い。これにより、参加メンバーのうちの残部のメンバー(ある店舗でプレイしなかったメンバー)に対し、プレイヤーに関するメッセージが通知されることになる。かかる場合に、通知相手選択部112は、ある店舗の店舗IDに基づき、図8に示すゲーム装置情報を参照して、当該店舗でゲームプレイする一部のメンバーを特定し、その一部のメンバーを除外した上で、メッセージの受け取り側となる残部のメンバーを参加メンバーの中から選択する。 Also, for example, if a player participates in a league game (belonging to a certain group), if the player plays a game with some of the participating members at a store, that member will be notified The message notification condition may be excluded from the other party. Thereby, the message regarding a player is notified with respect to the remaining members (member who did not play in a certain store) among participating members. In such a case, the notification partner selection unit 112 refers to the game device information shown in FIG. 8 based on the store ID of a certain store, identifies some members who play the game in the store, and some of the members The remaining members who will receive the message are selected from the participating members.
 <メッセージ生成処理>
 前述の実施形態では、メッセージ生成部113がプレイヤー名や店舗名を含むメッセージを生成する場合を例に挙げて説明したが、本発明はこれに限定されるものではない。
<Message generation processing>
In the above-described embodiment, the case where the message generation unit 113 generates a message including the player name and the store name has been described as an example, but the present invention is not limited to this.
 例えば、「○○さんが○○さんと一緒に○○店でプレイしています。」のように、プレイヤー名、一緒にプレイしたフレンド名、及び、店舗名を含むメッセージを生成しても良い。
 この場合、プレイヤーとフレンドプレイヤーの関係を考慮して、異なる内容のメッセージを生成しても良い。
 例えば、プレイヤーA、プレイヤーB、プレイヤーCの各々が互いにフレンドの関係にある場合において、あるダーツゲーム装置20でプレイヤーAとプレイヤーBのみが一緒にプレイしたとき、メッセージ生成部113は、プレイヤーAからプレイヤーCへのメッセージ(プレイヤーAに関するメッセージ)として、「プレイヤーAがプレイヤーBと一緒に○○店でプレイしています。」を生成し、プレイヤーBからプレイヤーCへのメッセージ(プレイヤーBに関するメッセージ)として、「プレイヤーBがプレイヤーAと一緒に○○店でプレイしています。」を生成する。なお、プレイヤーAとプレイヤーBは一緒にプレイしているため、プレイヤーAからプレイヤーBへのメッセージ、及び、プレイヤーBからプレイヤーAへのメッセージは生成されない。
 その一方で、例えば、プレイヤーAとプレイヤーBがフレンドの関係にあり、プレイヤーAとプレイヤーCもフレンドの関係にあるが、プレイヤーBとプレイヤーCがフレンドの関係にない場合において、あるダーツゲーム装置20でプレイヤーAとプレイヤーBのみが一緒にプレイしたとき、メッセージ生成部113は、プレイヤーAからプレイヤーCへのメッセージ(プレイヤーAに関するメッセージ)として、「プレイヤーAが○○店でプレイしています。」を生成する。つまり、一緒にプレイしたプレイヤーBを省略したメッセージを生成する。なお、プレイヤーBのフレンドリストにはプレイヤーCが含まれていないため(フレンド関係にないため)、プレイヤーBからプレイヤーCへのメッセージ(プレイヤーBに関するメッセージ)は生成されない。また、プレイヤーAからプレイヤーBへのメッセージ、及び、プレイヤーBからプレイヤーAへのメッセージも生成されない。
 すなわち、メッセージ生成部113は、ダーツゲーム装置20から送信されたプレイヤーA(プレイヤー)及び一緒にプレイしたプレイヤーB(フレンドプレイヤー)のカードIDに基づき、図3に示すプレイヤー情報を参照して、プレイヤーAのフレンドリスト及びプレイヤーBのフレンドリストをそれぞれ特定する。そして、メッセージ生成部113は、プレイヤーAのフレンドリスト及びプレイヤーBのフレンドリストの双方に含まれるフレンドプレイヤーに対しては、「プレイヤーAがプレイヤーBと一緒に○○店でプレイしています。」のメッセージを生成し、プレイヤーAのフレンドリストのみに含まれるフレンドプレイヤーに対しては、「プレイヤーAが○○店でプレイしています。」のメッセージを生成するようにしても良い。
For example, a message including the player name, the name of a friend who played together, and the store name may be generated, such as “Mr. XX is playing at XX store with XX.” .
In this case, different content messages may be generated in consideration of the relationship between the player and the friend player.
For example, when each of player A, player B, and player C is in a friend relationship with each other, when only player A and player B play together on a dart game device 20, the message generator 113 receives the message from player A. As a message to the player C (message about the player A), “Player A is playing with the player B at the XX shop” is generated, and a message from the player B to the player C (message about the player B) “Player B is playing at the XX store with player A” is generated. Since player A and player B play together, a message from player A to player B and a message from player B to player A are not generated.
On the other hand, for example, in the case where player A and player B are in a friend relationship and player A and player C are also in a friend relationship, but player B and player C are not in a friend relationship, a dart game device 20 When only the player A and the player B play together, the message generation unit 113 gives a message from the player A to the player C (message about the player A) “Player A is playing at the XX store.” Is generated. That is, a message omitting the player B who played together is generated. Note that since the player C does not include the player C in the friend list of the player B (because there is no friend relationship), a message from the player B to the player C (message regarding the player B) is not generated. Also, a message from player A to player B and a message from player B to player A are not generated.
That is, the message generation unit 113 refers to the player information shown in FIG. 3 based on the card IDs of the player A (player) and the player B (friend player) who have played together, transmitted from the dart game device 20, A friend list of A and a friend list of player B are specified. Then, the message generating unit 113 responds to the friend players included in both the friend list of the player A and the friend list of the player B, “Player A playing with the player B at the XX store”. The message “Player A is playing in the store” may be generated for a friend player included only in the friend list of player A.
 また例えば、「○○さんが○○店のゲーム筐体○○でプレイしています。」のように、プレイヤー名、店舗名、及び、店舗内の筐体番号を含むメッセージを生成しても良い。特に、同じ店舗において、プレイヤーがプレイするダーツゲーム装置と異なるダーツゲーム装置でプレイしているフレンドプレイヤーに対し、メッセージを通知する場合に有効である。 For example, even if a message including a player name, a store name, and a case number in the store is generated, such as “Mr. XX is playing in the game case XX of the XX store”. good. This is particularly effective when notifying a friend player playing a dart game device different from the dart game device played by the player at the same store.
 <メッセージ送信処理>
 前述の実施形態では、メッセージを通知する際、プレイヤーに関するメッセージを、通知相手選択処理によって選択されたフレンドプレイヤーの所持する携帯型端末30に対して送信する場合を例に挙げて説明したが、本発明はこれに限定されるものではない。例えば、選択されたフレンドプレイヤーがプレイ中のダーツゲーム装置20(プレイヤーが利用するダーツゲーム装置20とは異なる)に対して送信しても良い。
 すなわち、サーバー制御部11は、図17に示す通知相手選択処理によってメッセージの受け取り側となるフレンドプレイヤーが選択されると、そのフレンドプレイヤーのカードIDをキーとして図8に示すゲーム装置情報を検索し、そのフレンドプレイヤーが対戦中のダーツゲーム装置20の筐体IDを取得する。そして、サーバー制御部11は、この筐体IDに基づき送信先のアドレスを取得することにより、メッセージ生成処理によって生成された当該メッセージを、選択されたフレンドプレイヤーがプレイ中のダーツゲーム装置20に送信する。
<Message transmission processing>
In the above-described embodiment, when the message is notified, the message related to the player is described as an example when it is transmitted to the portable terminal 30 possessed by the friend player selected by the notification partner selection process. The invention is not limited to this. For example, it may be transmitted to the dart game device 20 being played by the selected friend player (different from the dart game device 20 used by the player).
That is, when a friend player who receives a message is selected by the notification partner selection process shown in FIG. 17, the server control unit 11 searches the game device information shown in FIG. 8 using the card ID of the friend player as a key. Then, the housing ID of the dart game device 20 in which the friend player is competing is acquired. And the server control part 11 acquires the address of a transmission destination based on this housing | casing ID, and transmits the said message produced | generated by the message production | generation process to the dart game apparatus 20 which the selected friend player is playing. To do.
 <所定のデータ信号>
 前述の実施形態では、所定のデータ信号の一例としてゲーム終了信号を受信したことを契機として、メッセージ通知条件に基づきプレイヤーのフレンドリストの中から選択したフレンドプレイヤーに対し、当該プレイヤーに関するメッセージ通知することを説明したが、これに限らず、例えば、所定のデータ信号の一例としてゲーム開始信号を受信したことをトリガーとしても良い。
<Predetermined data signal>
In the above-described embodiment, when a game end signal is received as an example of a predetermined data signal, a message related to the player is notified to a friend player selected from the player's friend list based on the message notification condition. However, the present invention is not limited to this. For example, it may be triggered by receiving a game start signal as an example of a predetermined data signal.
 <メッセージ>
 前述の実施形態では、プッシュ型のメッセージを例に挙げて説明したが、プル型のメッセージでも良い。また、メッセージ通知については、電子メールを用いて行っても良い。
 また、前述の実施形態では、テキストによるメッセージを通知する場合を例に挙げて説明したが、写真、動画、スタンプ等の画像によるメッセージを通知しても良い。
<Message>
In the above-described embodiment, the push type message has been described as an example, but a pull type message may be used. The message notification may be performed using e-mail.
In the above-described embodiment, the case of notifying a text message has been described as an example, but a message based on an image such as a photo, a moving image, or a stamp may be notified.
 <サーバー>
 前述の実施形態では、サーバーの一例として1台のサーバー10を備えたゲームシステム1を例に挙げて説明したが、サーバーの一例として複数台のサーバー10を備えたゲームシステム1としても良い。例えば、サーバー10を、ゲームサーバーと、管理サーバーとに分けて機能を分散させても良い。
<Server>
In the above-described embodiment, the game system 1 including one server 10 is described as an example of the server, but the game system 1 including a plurality of servers 10 may be used as an example of the server. For example, the server 10 may be divided into a game server and a management server to distribute functions.
 1 ゲームシステム、2 ネットワーク、3 店舗、10 サーバー、11 サーバー制御部、12 サーバー記憶部、13 サーバー入力部、14 サーバー表示部、15 サーバー通信部、20 ダーツゲーム装置、21 ゲーム制御部、22 ゲーム記憶部、23 ゲーム操作部、24 ゲーム表示部、25 ゲーム通信部、26 ダーツボード、27 エリア検出部、28 カードRW部、29 コイン投入部、30 携帯型端末、31 端末制御部、32 端末記憶部、33 端末操作部、34 端末表示部、35 端末通信部、50 メッセージ通知設定画面、51 送信設定領域、51A 操作ボタン、51B 操作ボタン、52 受信設定領域、52A 操作ボタン、52B 操作ボタン、53 個別受信設定領域、53A 操作ボタン、53B 操作ボタン、60 メッセージ通知画面、61 メッセージ通知、111 メッセージ通知設定部、112 通知相手選択部、113 メッセージ生成部、114 判定部、211 対戦ゲーム制御部、212 画面表示制御部、CS カードスロット 1 game system, 2 networks, 3 stores, 10 servers, 11 server control units, 12 server storage units, 13 server input units, 14 server display units, 15 server communication units, 20 dart game devices, 21 game control units, 22 games Storage unit, 23 game operation unit, 24 game display unit, 25 game communication unit, 26 dart board, 27 area detection unit, 28 card RW unit, 29 coin insertion unit, 30 portable terminal, 31 terminal control unit, 32 terminal storage Part, 33 terminal operation part, 34 terminal display part, 35 terminal communication part, 50 message notification setting screen, 51 transmission setting area, 51A operation button, 51B operation button, 52 reception setting area, 52A operation button, 52B operation button, 53 Individual reception setting area, 53 Operation button, 53B operation button, 60 message notification screen, 61 message notification, 111 message notification setting unit, 112 notification partner selection unit, 113 message generation unit, 114 determination unit, 211 competitive game control unit, 212 screen display control unit, CS card slot

Claims (5)

  1.  プレイヤー及びフレンドプレイヤーがそれぞれ所持するプレイヤー端末、及び、店舗に設置されたゲーム装置と、ネットワークを介して接続されるサーバー装置であって、
     前記プレイヤーに関連付けてフレンドリストが設定されたプレイヤー情報を記憶する記憶部と、
     前記フレンドリストの中のいずれかのフレンドプレイヤーと前記プレイヤーとが一緒にゲームプレイする際に利用する前記ゲーム装置から送信された所定のデータ信号を受信したことを契機として、
     予め設定されたメッセージ通知条件に基づいて、通知相手となるフレンドプレイヤーを前記フレンドリストの中から選択する処理、
     前記ゲーム装置を利用する前記プレイヤーに関するメッセージを生成する処理、及び、
     生成された前記メッセージを、選択された通知相手となる前記フレンドプレイヤーが所持する前記プレイヤー端末に送信する処理、を実行する制御部と、
     を備えることを特徴とするサーバー装置。
    A server device connected via a network to a player terminal possessed by a player and a friend player, and a game device installed in a store,
    A storage unit for storing player information in which a friend list is set in association with the player;
    Triggered by receiving a predetermined data signal transmitted from the game device to be used when a game is played together with any of the friend players in the friend list,
    A process of selecting a friend player to be notified from the friend list based on a preset message notification condition;
    A process for generating a message about the player using the game device; and
    A control unit that executes the process of transmitting the generated message to the player terminal possessed by the friend player who is the selected notification partner;
    A server apparatus comprising:
  2.  請求項1に記載のサーバー装置であって、
     前記記憶部は、前記ゲーム装置でプレイする前記プレイヤーと一緒にプレイする前記フレンドプレイヤーを記憶し、
     前記メッセージ通知条件には、前記ゲーム装置で前記プレイヤーと一緒にゲームプレイするフレンドプレイヤーを通知相手から除くこと、が含まれ、
     前記制御部は、
     前記ゲーム装置から送信された所定のデータ信号を受信したことを契機として、
     前記フレンドリストの中から、前記プレイヤーと一緒にゲームプレイする前記フレンドプレイヤーを除き、通知相手となるフレンドプレイヤーを選択する処理を実行する、
     ことを特徴とするサーバー装置。
    The server device according to claim 1,
    The storage unit stores the friend player to play with the player to play on the game device,
    The message notification condition includes excluding a friend player who plays a game with the player on the game device from a notification partner,
    The controller is
    Triggered by receiving a predetermined data signal transmitted from the game device,
    From the friend list, excluding the friend player to play a game with the player, to execute a process of selecting a friend player to be a notification partner,
    A server device characterized by that.
  3.  請求項1又は2に記載のサーバー装置であって、
     前記記憶部は、前記プレイヤーがゲームプレイする前記ゲーム装置と同じ店舗に設置される他のゲーム装置でゲームプレイするフレンドプレイヤーを記憶し、
     前記メッセージ通知条件には、前記他のゲーム装置でゲームプレイする前記フレンドプレイヤーを通知相手から除くこと、が含まれ、
     前記制御部は、
     前記ゲーム装置から送信された所定のデータ信号を受信したことを契機として、
     前記フレンドリストの中から、前記他のゲーム装置でゲームプレイする前記フレンドプレイヤーを除き、通知相手となるフレンドプレイヤーを選択する処理を実行する、
     ことを特徴とするサーバー装置。
    The server device according to claim 1 or 2, wherein
    The storage unit stores a friend player who plays a game on another game device installed in the same store as the game device on which the player plays a game,
    The message notification condition includes excluding the friend player playing the game on the other game device from the notification partner,
    The controller is
    Triggered by receiving a predetermined data signal transmitted from the game device,
    From the friend list, excluding the friend player playing the game on the other game device, executing a process of selecting a friend player to be a notification partner,
    A server device characterized by that.
  4.  請求項1乃至3のいずれかに記載のサーバー装置であって、
     前記記憶部は、プレイ履歴情報が前記プレイヤーに関連付けて設定された前記プレイヤー情報を記憶し、
     前記メッセージ通知条件には、前記ゲーム装置が設置された店舗で前記プレイヤーが初めてゲームプレイする場合に、通知相手となるフレンドプレイヤーを前記フレンドリストの中から選択すること、が含まれ、
     前記制御部は、
     前記ゲーム装置から送信された所定のデータ信号を受信したことを契機として、
     前記プレイ履歴情報に基づき前記ゲーム装置が設置された店舗で前記プレイヤーが初めてゲームプレイするか否かを判定し、かかる判定が肯定された場合に、前記フレンドリストの中から通知相手となるフレンドプレイヤーを選択する処理を実行する、
     ことを特徴とするサーバー装置。
    The server device according to any one of claims 1 to 3,
    The storage unit stores the player information in which play history information is set in association with the player,
    The message notification condition includes, when the player plays a game for the first time at a store where the game device is installed, selecting a friend player to be a notification partner from the friend list,
    The controller is
    Triggered by receiving a predetermined data signal transmitted from the game device,
    Based on the play history information, it is determined whether or not the player plays the game for the first time at the store where the game apparatus is installed, and when the determination is affirmed, the friend player who is a notification partner from the friend list Execute the process of selecting
    A server device characterized by that.
  5.  店舗に設置されたゲーム装置と、前記ゲーム装置とネットワークを介して接続されるサーバー装置とを備え、前記サーバー装置から送信されるメッセージを、プレイヤー及びフレンドプレイヤーがそれぞれ所持するプレイヤー端末に通知可能なゲームシステムであって、
     前記ゲーム装置は、前記プレイヤーと前記フレンドプレイヤーとが一緒にゲームプレイする際に利用され、所定のデータ信号を前記サーバー装置に送信し、
     前記サーバー装置は、
     前記プレイヤーに関連付けてフレンドリストが設定されたプレイヤー情報を記憶する記憶部と、
     前記フレンドリストの中のいずれかのフレンドプレイヤーと前記プレイヤーとが一緒にゲームプレイする際に利用する前記ゲーム装置から送信された所定のデータ信号を受信したことを契機として、
     予め設定されたメッセージ通知条件に基づいて、通知相手となるフレンドプレイヤーを前記フレンドリストの中から選択する処理、
     前記ゲーム装置を利用する前記プレイヤーに関するメッセージを生成する処理、及び、
     生成された前記メッセージを、選択された通知相手となる前記フレンドプレイヤーが所持する前記プレイヤー端末に送信する処理、を実行する制御部と、
     を備える、
     ことを特徴とするゲームシステム。
    A game device installed in a store and a server device connected to the game device via a network, and a message transmitted from the server device can be notified to a player terminal possessed by each of the player and the friend player A game system,
    The game device is used when the player and the friend player play a game together, transmits a predetermined data signal to the server device,
    The server device is
    A storage unit for storing player information in which a friend list is set in association with the player;
    Triggered by receiving a predetermined data signal transmitted from the game device to be used when a game is played together with any of the friend players in the friend list,
    A process of selecting a friend player to be notified from the friend list based on a preset message notification condition;
    A process for generating a message about the player using the game device; and
    A control unit that executes the process of transmitting the generated message to the player terminal possessed by the friend player who is the selected notification partner;
    Comprising
    A game system characterized by that.
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JP2015530911A (en) * 2012-08-27 2015-10-29 ホン インターナショナル コーポレーション Darts game device linked with external device
JP2017183825A (en) * 2016-03-28 2017-10-05 京セラ株式会社 Head-mounted display

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