WO2015056576A1 - Dispositif de serveur et système de jeu - Google Patents

Dispositif de serveur et système de jeu 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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WIPO (PCT)
Prior art keywords
player
friend
game
message
game device
Prior art date
Application number
PCT/JP2014/076416
Other languages
English (en)
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.)
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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/zh
Publication of WO2015056576A1 publication Critical patent/WO2015056576A1/fr

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection 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

Abstract

La présente invention concerne un dispositif de serveur qui se connecte, par l'intermédiaire d'un réseau, à des terminaux de joueur possédés par un joueur et des joueurs amis et à un dispositif de jeu qui est installé dans un magasin. Lors de la réception d'un signal de données prescrit émis à partir du dispositif de jeu, des joueurs amis à informer sont sélectionnés à partir d'une liste d'amis sur la base d'une condition de notification de message configurée à l'avance. Lorsque des messages associés au joueur utilisant le dispositif de jeu sont générés, les messages générés sont transmis aux terminaux de joueur possédés par les joueurs amis sélectionnés.
PCT/JP2014/076416 2013-10-16 2014-10-02 Dispositif de serveur et système de jeu WO2015056576A1 (fr)

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JP2015530912A (ja) * 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 ダーツゲームシステム
JP2017183825A (ja) * 2016-03-28 2017-10-05 京セラ株式会社 ヘッドマウントディスプレイ

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JP6473252B1 (ja) * 2018-02-27 2019-02-20 株式会社ドワンゴ ゲーム実行装置およびゲームプログラム
CN109568967A (zh) * 2018-12-14 2019-04-05 北京智明星通科技股份有限公司 一种游戏互动方法、装置及终端

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JP2017183825A (ja) * 2016-03-28 2017-10-05 京セラ株式会社 ヘッドマウントディスプレイ

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JP6276960B2 (ja) 2018-02-07
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CN105849708A (zh) 2016-08-10
TWI659769B (zh) 2019-05-21

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