WO2017122725A1 - Communication type game system that can be played by group - Google Patents

Communication type game system that can be played by group Download PDF

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Publication number
WO2017122725A1
WO2017122725A1 PCT/JP2017/000825 JP2017000825W WO2017122725A1 WO 2017122725 A1 WO2017122725 A1 WO 2017122725A1 JP 2017000825 W JP2017000825 W JP 2017000825W WO 2017122725 A1 WO2017122725 A1 WO 2017122725A1
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WO
WIPO (PCT)
Prior art keywords
game
room
player
game terminal
area
Prior art date
Application number
PCT/JP2017/000825
Other languages
French (fr)
Japanese (ja)
Inventor
伊藤 真人
千恵 野村
幸久 大場
翔太郎 山口
裕之 黒澤
亮 富田
篤志 吉岡
英高 谷
健一 浅井
久則 吉原
美紗 金安
Original Assignee
株式会社セガゲームス
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 株式会社セガゲームス filed Critical 株式会社セガゲームス
Publication of WO2017122725A1 publication Critical patent/WO2017122725A1/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
    • A63F13/32Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections
    • A63F13/327Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi® or piconet
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/75Enforcing rules, e.g. detecting foul play or generating lists of cheating players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/77Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
    • 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

Definitions

  • the present invention relates to a game system in which a plurality of players can participate via a communication network.
  • a social game is provided by accessing a platform built on a game server from a web browser of a smartphone. Social games often have content that emphasizes cooperation and competition with other players and collection of cards and items.
  • Patent Document 1 proposes a matching method for selecting an opponent from among players at a short distance and a matching method for selecting an opponent from friends registered in an address book or the like (Patent Document 1). Paragraph [0049] of FIG.
  • the present invention has been completed based on the recognition of the above problems, and its main object is to provide a mechanism in which a plurality of players can easily enjoy the same game via a communication network.
  • the game server of the present invention is connected to a plurality of game terminals operated by a player given a player ID via a communication network.
  • the game server includes a position receiving unit that receives a player ID and position information from a game terminal, a position management unit that associates the player ID with position information, and a room selected from a plurality of room IDs from the game terminal.
  • a group request receiving unit that receives a group request including an ID and a player ID and a group request with the same room ID as the first game terminal within a predetermined distance from the first game terminal that transmitted the group request.
  • an area room corresponding to the first game terminal is opened, and when the second game terminal is present, the first room is associated with the second game terminal.
  • a room management unit for associating game terminals. The room management unit provides game setting information common to the game terminals associated with the area room when matching of the plurality of game terminals is established in the area room.
  • FIGS. 4A to 4C are schematic diagrams for explaining the flow from the formation of the game group to the release of the area room in the first embodiment.
  • It is a functional block diagram of a game terminal.
  • It is a functional block diagram of a game server.
  • It is a data structure figure of a player information storage part.
  • It is a data structure figure of a room information storage part.
  • It is a sequence diagram which shows the process until a game group is formed in an area room. This is a recruitment standby screen. It is a ranking screen.
  • the 2nd example of an icon selection screen is shown.
  • the concept of the game system 100 in the present embodiment is to improvise a game group with friends who are at the same place at the same time and enjoy the same game together.
  • the participants of this game group are assumed to be friends (acquaintances) who are close enough to talk to each other with real voice.
  • the explanation will focus on a method for simplifying the procedure for creating such an instant game group.
  • FIG. 1 is a hardware configuration diagram of the game system 100.
  • a game server 102 and a plurality of game terminals 104a, 104b, 104c... 104n (hereinafter collectively referred to as “game terminal 104” when collectively referred to or not particularly distinguished) are connected via the Internet 106. Is done.
  • the game terminal 104 in the present embodiment is assumed to be a smartphone.
  • the game terminal 104 may be a portable game machine or a general-purpose computer such as a laptop PC.
  • the game terminal 104 and the Internet 106 are wirelessly connected, but may be wired.
  • a unique ID called a player ID is given in advance to the game player.
  • the game server 102 includes a player management unit 108 and a game providing unit 110.
  • the game providing unit 110 is a known platform that provides a game to each game terminal 104.
  • the player management unit 108 is a unit that mediates the construction of a game group by managing players.
  • the game providing unit 110 provides a game to each game terminal 104 while using the game group construction function of the player management unit 108.
  • the game providing unit 110 and the player management unit 108 may be configured as separate servers (hardware). However, in the present embodiment, a single game server 102 is used as both the game providing unit 110 and the player management unit 108. It will be described as assuming the function.
  • FIG. 2 is a schematic diagram showing the relationship between areas and game groups in the first embodiment.
  • the game terminal 104 detects the position of its own terminal by GPS (Global Positioning System) and periodically transmits position information (longitude and latitude) to the game server 102.
  • the game server 102 sets a plurality of areas 112 (regions) in advance. For example, an area 112 having a radius of 2 km from Roppongi 1-chome Station is managed as “Roppongi A”.
  • a finite number of area rooms G can be set for each area 112. Details of the area room G will be described later. In the present embodiment, description will be made on the assumption that there are three area rooms G that can be simultaneously set in one area 112.
  • FIG. 2 shows four areas 112, areas 112a to 112d.
  • Two players belong to the area room G1 of the area 112a, and these two people form a game group.
  • the following recruitment method can be considered.
  • Method 1 (Short range search) First, the player P1 who wants to create a game group requests the game server 102 to construct a game group.
  • the game server 102 forms an area room G2 in the area 112a to which the player P1 belongs, searches for players belonging to the area 112a, and informs these players that they are recruiting participants in the area room G2.
  • a game group of the players P1 and P2 is formed.
  • Method 2 A method is also conceivable in which a player sets a password and allows a short-distance target person to input a password to create a game group in which short-distance outsiders cannot enter.
  • the player P1 who wants to create a game group applies to the game server 102 to build a game group.
  • a password is also set in the game server 102.
  • the game server 102 forms an area room G2 in the area 112a to which the player P1 belongs, searches for players belonging to the area 112a, and informs these players that they are recruiting participants in the area room G2.
  • the player P1 conveys the password to the player P2 of a friend who is verbally nearby (a short distance target person).
  • the player P2 transmits the password to the game server 102 and applies for participation in the area room G2, thereby forming a game group of the player P1 and his friend player P2.
  • the player P1 since only players who share a kind of secret word called a password can belong to the area room G1, it is possible to create a game group limited to friends (short-distance target persons).
  • the player P1 has a burden of acting as a coordinator, such as setting a password or telling it to a nearby friend (person at a short distance).
  • the player P2 also takes time to input a password from the game terminal 104.
  • FIG. 3 shows an icon selection screen 114 of the game terminal 104.
  • the proximity target person is selected by the one-touch icon 116 instead of the password.
  • An icon selection screen 114 is displayed on the game terminal 104.
  • three icons 116a to 116c are displayed.
  • the three icons 116 correspond to the three area rooms G. In friends with each other, it should determine whether to choose which icon 116 in advance. For example, it is agreed that the left icon 116a is selected.
  • the game server 102 sets the area room G as a combination of the area 112 to which the player P1 belongs and the room ID.
  • the game server 102 associates the player P1 with the area room G.
  • the player P2 who is a friend of the player P1 and is near the player P1 also selects the same icon 116a on the icon selection screen 114 of his game terminal 104. Since the combination of the information (room ID) of the icon 116a selected by the player P2 and the area 112 to which the player P2 belongs matches the area room G, the game server 102 associates the player P2 with the area room G. In this way, the player P1 and the player P2 form a game group using the virtual room called the area room G as an intermediary. The same applies to the third and subsequent players.
  • the area room G is specified as a combination of the area 112 and the room ID, and the room ID is specified by selecting the icon 116. For this reason, if you agree on which icon 116 to choose between your friends nearby, you can “enter” the same area room G by selecting the same icon 116 with everyone, and easily create a game group Can be made. Character input such as a password is not required, and participation in a desired game group is possible simply by touching the icon 116. Therefore, it is easy to create an improvised game group. In addition, since the area room G is a virtual room that can exist and only disappear for a short time, it is possible to effectively prevent outsiders from entering the area room G. This will be described in detail later.
  • FIG. 4A to FIG. 4C are schematic diagrams for explaining the flow from the formation of the game group to the release of the area room G in the first embodiment.
  • the area room G1 of the area 112 three players form a game group (FIG. 4A).
  • matching is established when three or more players are associated with the area room G. Matching may be established by two or more players, or a game group formed by an arbitrary number of participants of four or more.
  • the area room G1 is a conceptual existence specified by a room ID in a certain area 112.
  • there are three icons 116 there are also three room IDs (see FIG. 3). Therefore, only one area 112 can have a maximum of three area rooms G at the same time. It is assumed that the room ID of the area room G1 is “R1”.
  • the area room G1 When matching is established in the area room G1, the area room G1 is released, and the game server 102 provides common game setting information to the established game group (FIG. 4B).
  • the room ID R1 becomes an empty number. That is, the area room G1 is “vacant”. Therefore, it is possible to recruit a new game group for the area room G1 regardless of the already established game group (FIG. 4C).
  • a game group can be recruited for the released area rooms G after matching is established.
  • a time limit is set for the area room G.
  • the time limit in the present embodiment will be described as 30 seconds. If matching is not established after the time limit has elapsed after the establishment of the area room G, the game server 102 forcibly releases the area room G. For example, in the area room G2 where only two people gather, when the time limit elapses without matching being established, the area room G2 is released. With the above processing method, a limited number of area rooms G are not occupied for a long period of time.
  • a player located in the vicinity “enters” the area room G in a short time after agreeing to the icon 116, and the area room G is released as soon as matching is established.
  • the icon 116 corresponding to the room ID of the area room G must be touched within a short time limit of 30 seconds. Increasing the number of icons 116 or shortening the time limit makes it easier to more reliably exclude outsiders.
  • FIG. 5 is a functional block diagram of the game terminal 104.
  • Each component of the game terminal 104 and the game server 102 includes an arithmetic unit such as a CPU (Central Processing Unit) and various coprocessors, a storage device such as a memory and a storage, and hardware including a wired or wireless communication line connecting them.
  • This is realized by software that is stored in a storage device and supplies processing instructions to an arithmetic unit.
  • the computer program may be constituted by a device driver, an operating system, various application programs located in an upper layer thereof, and a library that provides a common function to these programs.
  • Each block described below is not a hardware unit configuration but a functional unit block.
  • the game server 102 may be configured to include a web server, and the game terminal 104 may be configured to include a portable communication terminal and a web browser installed therein.
  • the game terminal 104 includes a ⁇ / I (user interface) unit 118, a communication unit 120, a data processing unit 122, and a data storage unit 124.
  • the bag / I unit 118 receives operations from the player, and is also responsible for processing related to the user interface, such as image display and audio output.
  • the communication unit 120 is in charge of communication processing with the game server 102 and other game terminals 104 via the Internet 106.
  • the data storage unit 124 stores various data.
  • the data processing unit 122 executes various processes based on data acquired by the bag / I unit 118 and the communication unit 120 and data stored in the data storage unit 124.
  • the data processing unit 122 also functions as an interface for the bag / I unit 118, the communication unit 120, and the data storage unit 124.
  • ⁇ / I unit 118 includes an input unit 132 that receives an input from a touch panel or the like and a display unit 126 that displays an image.
  • the display unit 126 includes an icon display unit 128 and an attribute display unit 130.
  • the icon display unit 128 displays the icon 116 on the icon selection screen 114.
  • the attribute display unit 130 displays attribute information of other players in the same area 112.
  • the attribute information means profile information that can identify the player, such as the player ID and handle name. Details of the attribute information and its display method will be described later.
  • the communication unit 120 includes a position transmission unit 134, a group request transmission unit 136, a recruitment information reception unit 138, an attribute reception unit 140, and a setting reception unit 142.
  • the position transmission unit 134 detects the position of the terminal by GPS and periodically transmits position information (longitude and latitude) to the game server 102.
  • the group request transmission unit 136 transmits a group request to the game server 102.
  • the group request is information transmitted when any icon 116 is touched on the icon selection screen 114, and includes a player ID and a room ID.
  • the group request may include location information.
  • the recruitment information receiving unit 138 receives recruitment information from the game server 102.
  • the recruitment information is information indicating whether or not a new player is being recruited in each area room G.
  • the attribute receiving unit 140 receives attribute information about players participating in the same area room G.
  • the setting receiving unit 142 receives game setting information (various parameters) common to the game group from the game server 102 after the matching is established.
  • the game setting information here may be game information (parameters related to so-called game rules, etc.) that are commonly set for players belonging to the same game group. For example, in the case of a game where each player competes for a score, ranking information may be provided as game setting information. If it is a competitive game, the information regarding a common battle field, the information regarding the common character which each player uses, and the information regarding the enemy character used as the subjugation target by a player may be sufficient.
  • a puzzle game it may be information about image data of a puzzle piece or the level of difficulty of the puzzle (such as an initial position of the puzzle and a moving speed parameter of the puzzle piece).
  • the game setting information is to be determined by the game providing unit 110 of the game server 102 may be determined randomly or based on a predetermined rule, or any operation of a participating player It may be determined based on the above, or may be determined by majority vote as a result of the selection operation of all members.
  • the data processing unit 122 includes a game control unit 144.
  • the game control unit 144 is a known functional block that controls the flow of the game executed on the web browser.
  • the game control unit 144 controls the game in cooperation with the game server 102.
  • the data storage unit 124 includes a game data storage unit 146 and a player information storage unit 148.
  • the game data storage unit 146 stores game setting information and game programs.
  • the player information storage unit 148 stores player information unique to the player, such as game scores, progress points, player IDs, and handle names.
  • FIG. 6 is a functional block diagram of the game server 102.
  • the game server 102 includes the player management unit 108 and the game providing unit 110 as described above.
  • the game providing unit 110 includes a game data storage unit 176 that manages settings for the game program and each player and the progress of the game.
  • the game providing unit 110 may be a function block known as a game platform.
  • the player management unit 108 includes a communication unit 150, a data processing unit 152, and a data storage unit 154.
  • the communication unit 150 is in charge of communication processing with the game terminal 104 via the Internet 106.
  • the data storage unit 154 stores various data.
  • the data processing unit 152 executes various processes based on the data acquired by the communication unit 150 and the data stored in the data storage unit 154.
  • the data processing unit 152 also functions as an interface between the communication unit 150 and the data storage unit 154.
  • the communication unit 150 includes a position reception unit 156, a group request reception unit 158, an attribute information transmission unit 160, an icon transmission unit 162, and a privilege transmission unit 164.
  • the position receiving unit 156 receives position information from the game terminal 104.
  • the group request receiving unit 158 receives a group request from the game terminal 104.
  • the attribute information transmission unit 160 transmits the attribute information of each player to the game terminal 104.
  • Icon transmission unit 162 transmits icon information to game terminal 104.
  • the icon information may be image data of the icon 116 or an icon ID for identifying the icon 116.
  • the privilege transmission unit 164 transmits privilege information to the game terminal 104.
  • the privilege information may be a merit provided to the player when a predetermined condition is satisfied. For example, a special game stage may be provided, it may be an item, or game setting information that temporarily or permanently reduces the difficulty of the game.
  • the data processing unit 152 includes a location management unit 166, a room management unit 168, and a privilege determination unit 170.
  • the position management unit 166 determines to which area 112 each player belongs.
  • the room management unit 168 generates and releases the area room G and associates the player.
  • the privilege determination unit 170 determines whether a privilege can be granted.
  • the data storage unit 154 includes a player information storage unit 172 and a room information storage unit 174.
  • the player information storage unit 172 holds information that associates the player with the area 112.
  • the data structure of the player information storage unit 172 will be described in detail later with reference to FIG.
  • the room information storage unit 174 holds information indicating the state of the area room G.
  • the data structure of the room information storage unit 174 will be described in detail later with reference to FIG.
  • FIG. 7 is a data structure diagram of the player information storage unit 172 in the game server 102.
  • Each player is uniquely identified by the player ID.
  • the player ID is given by the game server 102 for each game. You may use terminal ID (MAC address etc.) of the game terminal 104 instead of player ID.
  • a player ID column 182 indicates a player ID.
  • the handle name column 184 indicates a handle name associated with the player ID.
  • the handle name column 184 is not essential.
  • the position information column 178 shows position information (latitude and longitude) of each player.
  • the area column 180 shows the area 112 to which the player belongs. Although details will be described later, the area column 180 is not necessary in the second embodiment.
  • the position management unit 166 identifies the area 112 to which each player belongs based on the position information indicated by the position information column 178.
  • FIG. 8 is a data structure diagram of the room information storage unit 174 in the game server 102.
  • the room ID is associated with the icon 116 displayed on the icon selection screen 114.
  • a combination of the room ID and the area 112 represents an area room G that is a conceptual room.
  • the room ID column 186 indicates the room ID, and the area column 188 indicates the area 112. Although details will be described later, the area column 188 is not necessary in the second embodiment.
  • the player ID column 190 indicates a player ID associated with the area room G.
  • the recruitment status column 192 indicates whether or not the area room G is in the recruitment status.
  • the recruitment state is set when the player sends a group request for any of the area rooms G, and recruits participants to the game group until the time limit expires or matching is established. Means state.
  • the remaining time column 194 indicates the remaining time until the time limit elapses.
  • This area room G is in a recruitment state and has a remaining time of 27 seconds.
  • FIG. 9 is a sequence diagram showing a processing process until a game group is established in the area room G.
  • a puzzle game is assumed as a game to be enjoyed by a game group (a plurality of participants).
  • a plurality of players each play the same puzzle game and compete with each other for their scores. It is assumed that the player P1 who uses the game terminal 104a and the player P2 who uses the game terminal 104b belong to the same area. It is assumed that the two are friends and agree on which icon 116 to select on the icon selection screen 114.
  • the position transmission unit 134 of the game terminal 104a transmits the position information regularly, for example, once every three minutes (S10, S14). A player ID (PID) is also transmitted together with the position information (POS). Similarly, the position transmission unit 134 of the game terminal 104b also periodically transmits position information (S12). The position receiving unit 156 of the game server 102 periodically receives position information from each game terminal 104. The position management unit 166 updates the player information storage unit 172 when the position information is received.
  • the group request transmission unit 136 of the game terminal 104a transmits a group request (S16).
  • a group request is made, a player ID (PID) and a room ID are also transmitted. Location information may also be transmitted simultaneously with the group request.
  • the group request receiving unit 158 of the game server 102 receives the group request.
  • the area room G is associated with the player ID of the player P1, the area room G is in the “recruitment state”, and time limit management is performed.
  • the room management unit 168 also performs time limit management for the area room G in the recruitment state.
  • the player P2 using the game terminal 104b also touches the same icon 116 and transmits a group request (S20).
  • the room management unit 168 of the game server 102 updates the room information storage unit 174 (S22).
  • the attribute information transmission unit 160 of the game server 102 transmits the attribute information of the player P2 to the game terminal 104a (S24).
  • the attribute information may be an icon unique to the player, a player ID, and a handle name.
  • the attribute information transmission unit 160 transmits the attribute information of the player P1 to the game terminal 104b (S26).
  • players who form a game group in the same area room G can check each other's attribute information on the game terminal 104.
  • FIG. 10 is a screen diagram of the recruitment standby screen 196.
  • a recruitment standby screen 196 is displayed on the game terminal 104.
  • the remaining time display area 198 shows the remaining time of the area room G that has made a group request.
  • the player attribute display area 200 shows the attribute information of the players currently associated with the area room G, in other words, the players belonging to the same game group.
  • FIG. 10 shows a recruitment standby screen 196 when two (three, including myself) players are associated with the same game group.
  • the game server 102 refers to the player ID column 190 of the room information storage unit 174 and does not notify the attribute information of players that are not associated with the same area room G.
  • the game terminal 104 may restrict the display of attribute information.
  • the attribute display unit 130 of the game terminal 104 receives the room ID specified by the player together with the attribute information of the other player. If the room ID does not match the room ID requested by the player, the attribute information of the player is displayed. Even if it is not displayed, the same effect can be obtained. Further, the display limitation is not limited to non-display, and may be realized by partial omission or blurring of display information.
  • the room management unit 168 releases the area room G (S30).
  • the game providing unit 110 of the game server 102 transmits game setting information common to the game group to the game terminal 104 (S32, S34).
  • the game setting information is, for example, a puzzle game ranking screen 202 (see FIG. 11).
  • a dedicated ranking screen 202 is prepared in the game server 102 for players belonging to the same game group, and the score of each player is displayed on the ranking screen 202.
  • the player can transmit a group request simply by touching the icon 116 on the icon selection screen 114.
  • no additional work other than touching the icon 116 to transmit the group request is required.
  • a game group can be created improvised.
  • the area room G is released when a predetermined number of players gather, when the time limit elapses, or when a participant of the game group explicitly instructs to stop recruitment. If matching is established, the game server 102 transmits common game setting information to players belonging to the game group.
  • the game setting information may be the ranking screen 202 limited to the participants of the game group, or the game providing unit 110 may provide a field that can be confronted only by the participants as the game setting information if it is a real-time battle game. What kind of game setting information is provided may be determined by application of a known technique according to the nature of the game.
  • the display mode of the icon 116 may change depending on the location. That is, two or more icons 116 may correspond to one room ID.
  • an icon 116 special icon having a different form as usual, such as the icon selection screen 114 shown in FIG. May be displayed. If the display is switched to the special icon 116 of the form associated with the A mart when visiting the A mart or near the A mart, the A mart can expect an advertisement effect. In addition, as a reward for the advertisement, a business model in which the operator of the game server 102 is paid from the A mart is also conceivable.
  • the icon 116a shown in the icon selection screen 114 in FIG. 3 and the icon 116a shown in the icon selection screen 114 in FIG. 12 have the same room ID but different image data.
  • FIG. 13 is a sequence diagram showing a process of changing the icon 116 depending on the place.
  • the image data of the icon 116 may be stored in the game terminal 104 or may be provided from the game server 102 to the game terminal 104. In FIG. 13, it is assumed that image data of a special icon is transmitted from the game server 102.
  • the game server 102 defines a special area 112 in the vicinity of the above-mentioned “A mart” in advance.
  • the game terminal 104 periodically transmits position information to the game server 102 (S40).
  • the position management unit 166 determines whether or not the game server 102 exists in the special area 112 (S42). If it is the normal area 112 (N in S42), the special icon 116 is not transmitted, and the normal icon selection screen 114 shown in FIG.
  • the icon transmission unit 162 transmits the image data of the icon 116 (special icon) corresponding to the area 112 to the game terminal 104. (S44).
  • the icon display unit 128 of the game terminal 104 replaces the icon 116 on the icon selection screen 114 (see FIG. 12). By such a processing method, the icon 116 can be changed depending on the place.
  • Icon image data may be managed in the game terminal 104.
  • the game terminal 104 holds a normal icon 116-1 and a special icon 116-2.
  • the icons 116-1 and 116-2 are the same in that the same room ID is associated.
  • the game server 102 instructs to switch from the icon 116-1 to the icon 116-2, and the game terminal 104 responds to this instruction by the icon 116-1 or the icon 116-2.
  • -2 may be displayed. In such a configuration, the game server 102 does not need to transmit the image data of the special icon 116-2 to the game terminal 104.
  • the A-mart may provide not only a trade name “A-mart” but also an icon 116 illustrating a promotional product. Further, it is not necessary to provide the special icon 116 only at a store such as A-mart. For example, special icons 116 may be provided for tourist spots such as icons 116 provided only at the top of Mt. Fuji and icons 116 provided only at Kinkakuji. Such location-dependent icons 116 may be shared by SNS (Social Network Service), or various icons 116 may be collected.
  • SNS Social Network Service
  • the icon 116 may be provided based on time instead of location. For example, there may be an icon 116 that is provided on a specific day such as New Year, Christmas, February 29th, or there is an icon 116 that is provided at a specific time zone such as 18:00 to 18:30. Also good. For example, by providing such a special icon 116 during a time period when the social game is relatively not executed and when the load on the game server 102 is light, the load on the game server 102 can be easily leveled. Alternatively, there may be an icon 116 that is provided only when a store such as an Amart visits a store on a specific date, a specific time, for example, during a campaign period.
  • a privilege may be given according to the user's action. Touching a special icon 116, coming to a specific area 112 during a specific period such as a campaign period, ordering a specific product at a specific store, or establishing a game group of a predetermined number or more at a specific store It is good also as an opportunity of privilege provision.
  • the rank among the players may be determined based on the game result, and a privilege corresponding to the rank may be given.
  • the privilege determination unit 170 of the game server 102 determines whether the privilege grant condition is successful.
  • the privilege determining unit 170 receives a group request for touching the special icon 116 and a privilege granting condition when matching is established. It is determined that it is established.
  • the privilege transmission unit 164 transmits the privilege information to the corresponding game terminal 104.
  • Privilege information may be information that is effective for allowing the player to advance the game advantageously.
  • the time limit may be extended or a so-called “item” may be used.
  • the privilege information may be exchangeable for a monetary value such as a discount ticket at a specific store.
  • the privilege grant may be determined by a store customer management system or the like.
  • the game server 102 may instruct the privilege transmission unit 164 to transmit the privilege information when notified from the store customer management system that the privilege granting condition is established.
  • the special game setting information is image information for displaying a special icon 116 or the like such as a store mark corresponding to the area 112 in the game.
  • image information may be added or replaced in order to use a puzzle piece in a puzzle game as a store mark, or image information may be added or replaced in order to use a store mascot character image as a game character. Also good.
  • FIG. 14 is another example of a screen diagram of the icon selection screen 114.
  • the icon display unit 128 of the game terminal 104 may display the icon 116 corresponding to the area room G in the recruitment state in a mode different from the icons 116 corresponding to the other area rooms G. Specifically, the display position, size, and color of the icon 116 may be changed or blinked. By making the icon 116 corresponding to the area room G in the recruitment state conspicuous, the player can easily recognize which icon 116 can be selected to join the game group. Alternatively, the icon 116 corresponding to the area room G in the recruitment state may not be conspicuous. Such display control makes it easy to prevent outsiders from participating in the game group.
  • the area room G is formed based on the “area 112” as an absolute geographical area, but in the second embodiment, a conceptual area room is formed based on the current location of the player.
  • FIG. 15 is a schematic diagram for explaining a method for forming an area room in the second embodiment.
  • the position management unit 166 of the game server 112 sets the search area E1 within a range of N kilometers up, down, left, and right, for example, 2 kilometers centering on the position of the player P1.
  • the position management unit 166 checks the player information storage unit 172 and determines whether there is another player (hereinafter referred to as “requesting player”) that has transmitted a group request in the search area E1.
  • requesting player another player
  • the area column 180 is unnecessary, and the room information storage unit 174 also does not need the area column 188.
  • the position management unit 166 sets the search area E3 with the player P3 as the center.
  • a player P1 exists in the search area E3.
  • two players are associated with one area room identified by the room ID and the position information.
  • the position management unit 166 sets the search area E4 with the player P4 as the center.
  • a player P2 exists in the search area E4.
  • the position management unit 166 sets a search area E5 around the player P5.
  • Players P1 and P2 exist in the search area E5.
  • the room management unit 168 associates the player P5 with the area room of the player P1 that is closer to the player P5 among the players P1 and P2.
  • the player P5 is associated with the area room that has been established for a long time among the area rooms to which the players P1 and P2 belong.
  • the old area room may be associated with priority, and when the age is the same, the correspondence destination may be determined based on the distance.
  • the position management unit 166 sets a search area E6 with the player P6 as the center.
  • a player P3 exists in the search area E6.
  • FIG. 16 is a flowchart showing a processing process of the game server 102 when a group request is received in the second embodiment.
  • the location management unit 166 refers to the location information of the game terminal 104a, sets a search area, and determines whether another game terminal 104 exists in the search area (S40).
  • a time limit is set when the area room is opened, and matching is established or the room ID corresponding to the area room is released when the time limit elapses.
  • the game system 100 has been described above based on the embodiment. According to the present embodiment, if friends in the vicinity agree on the selection of the icon 116, a game group can be formed improvised by simply touching the icon 116. If matching is established, or if the time limit has elapsed, the area room G is released, so even a small number of icons 116 (small number of room IDs) can be used cyclically. Further, since the attribute information is provided only by the participants associated with the same area room G, it is easy to solve the privacy problem due to the dispersion of the irrelevant player attribute information.
  • the image of the icon 116 may be changed, or privilege information may be given.
  • a business model may be conceived in which a model travel course is set by cooperation of a plurality of sightseeing spots and stores in Kyoto, Nara, and Osaka, and a special icon 116 is provided at each point or privilege information is given.
  • a special group 116 or privilege information is added when a game group is formed with a large number of people, for example, 20 or more people, it is possible to provide motivation to make many friends who can enjoy the game together.
  • it is not limited to a game group that competes individually, but may be configured to participate in a game group as a team.
  • the game system 100 is configured by a plurality of game terminals 104 and one game server 102
  • some of the functions of the game terminal 104 may be realized by the game server 102, or the functions of the game server 102 may be A part may be assigned by the game terminal 104.
  • a third device other than the game terminal 104 or the game server 102 may bear a part of the function.
  • a set of each function of the game terminal 104 and each function of the game server 102 described in FIG. 5 and FIG. 6 can be generally grasped as one “information processing apparatus”. How to allocate a plurality of functions necessary for realizing the present invention to one or a plurality of hardware depends on the processing capability of each hardware, the specifications required for the game system 100, and the like. It only has to be decided.
  • matching is established when a predetermined number of people, for example, three players are associated with the same area room G, but the number of participants necessary for establishment of matching is arbitrarily determined by the player. It may be possible to set. Moreover, even if it is during recruitment, when a plurality of players are participating, the player may forcibly terminate the recruitment. Thus, the success or failure of the matching condition may be arbitrarily controlled.
  • the icon 116 and the room ID are associated with each other, but a room ID other than the icon may be associated with the room ID.
  • the screen of the game terminal 104 may be divided into a plurality of areas, for example, nine areas, a room ID is associated with each area, and a room ID may be selected according to which area is touched.
  • Simple marks and characters (text) such as circles, triangles, and alphabets may be recognized by handwriting on the touch panel, and the marks and characters recognized by handwriting may be associated with the room ID.
  • a motion such as swinging the game terminal 104 up and down, left and right, or tilting may be detected by a gyro sensor, and a room ID may be associated with a detection signal of such a specific motion.
  • the time interval and the number of times of tapping the screen may be associated with the room ID.
  • a room ID may be associated with a specific pose, a mark such as a school emblem taken with a camera and image recognition.
  • a secret word may be recognized by voice and a room ID may be associated with the secret word.
  • one room ID may be associated with a plurality of icons 116. For example, when the icon 116b is tapped after tapping the icon 116a, a group request for a predetermined room ID may be transmitted.
  • the area room G When a short distance outsider enters the area room G, the area room G may be forcibly released as a matching failure.
  • the first embodiment has been described on the premise that a game group is formed only by short-distance subjects who belong to the same area and are friends. Further, the second embodiment has been described on the premise that a game group is formed only by short-distance subjects who belong to the search range of the game terminal 104 that has requested the group and are friends. As a modification, a game group may be formed by friends who specify the same room ID, regardless of the same area or search range, that is, the distance.
  • A1 It is connected to a plurality of game terminals operated by a player given a player ID via a communication network, A position receiving unit that receives a player ID and position information from the game terminal; A position management unit that associates the player ID with any of a plurality of areas based on the position information; A group request receiving unit for receiving a group request including a room ID and a player ID selected from a plurality of room IDs from a game terminal; Of the area rooms expressed as a combination of area and room ID, an area room expressed as a combination of the area to which the game terminal that transmitted the group request belongs and the room ID subject to the group request is already in the recruitment state.
  • a room management unit that associates the player ID of the game terminal requested for the group with the area room when there is, and associates the player ID requested for the group with the area room when not in the recruitment state and sets the area room in the recruitment state. And comprising The room management unit provides game setting information common to game terminals associated with the area room when matching of a plurality of game terminals is established in the area room.
  • a position transmitter for transmitting the player ID and position information
  • An icon display unit for displaying a plurality of icons on the screen corresponding to a plurality of room IDs
  • a group request transmission unit that transmits a group request including a room ID corresponding to the selected icon when any of the plurality of icons is selected;
  • a game setting specific to the area room expressed as a combination of the area to which the terminal belongs and the room ID subject to the group request
  • a game receiving device comprising: a setting receiving unit that receives information.
  • 100 game system 102 game server, 104 game terminal, 106 internet, 108 player management unit, 110 game providing unit, 112 area, 114 icon selection screen, 116 icon, 118 ⁇ / I unit, 120 communication unit, 122 data processing unit , 124 data storage unit, 126 display unit, 128 icon display unit, 130 attribute display unit, 132 input unit, 134 position transmission unit, 136 group request transmission unit, 138 recruitment information reception unit, 140 attribute reception unit, 142 setting reception unit 144, game control unit, 146 game data storage unit, 148 player information storage unit, 150 communication unit, 152 data processing unit, 154 data storage unit, 156 position reception unit, 158 group request reception unit, 160 attribute information transmission Nobu, 162 Icon transmission unit, 164 Bonus transmission unit, 166 Location management unit, 168 Room management unit, 170 Bonus determination unit, 172 Player information storage unit, 174 Room information storage unit, 176 Game data storage unit, 196 Reservation waiting Screen, 202 ranking screen.

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Abstract

Provided is a system with which a plurality of players can easily enjoy the same game via a communication network. A game server is connected to a plurality of game terminals via a communication network. When a second game terminal that is making a group request with the same room ID as that of a first game terminal that has transmitted a group request is not present within a predetermined distance from the first game terminal, the game server opens an area room corresponding to the first game terminal. When such a second game terminal is present, the game server associates the first game terminal with an area room with which the second game terminal is associated. When matching is established among a plurality of game terminals in an area room, the game server provides common game setting information to game terminals associated with the area room.

Description

グループでプレイ可能な通信型のゲームシステムCommunication game system that can be played in groups
 本発明は、通信ネットワークを介して複数のプレイヤが参加可能なゲームシステムに関する。 The present invention relates to a game system in which a plurality of players can participate via a communication network.
 通信端末としてだけでなくゲーム端末としてのスマートフォンの利用も一般化している。スマートフォンで親しまれているゲームの多くはソーシャルゲーム(Social Network Game)とよばれるタイプのゲームである。ソーシャルゲームは、ゲームサーバに構築されるプラットフォームにスマートフォンのウェブブラウザからアクセスすることで提供される。ソーシャルゲームは、他のプレイヤとの協力や競争、カードやアイテムの収集を重視した内容であることが多い。 The use of smartphones as game terminals as well as communication terminals has become common. Many of the games that are popular on smartphones are the so-called social games. A social game is provided by accessing a platform built on a game server from a web browser of a smartphone. Social games often have content that emphasizes cooperation and competition with other players and collection of cards and items.
 プレイヤはゲームを一人で楽しむことも多いが、友だちが集まったときにみんなで同じゲームを楽しむこともできる。同じ場所、同じ時間に、仲間と同じゲームを楽しめるというコンセプトは、今後、ソーシャルゲームの新しい楽しみ方として一般化していく可能性がある。 Players often enjoy the game alone, but everyone can also enjoy the same game when friends gather. The concept of enjoying the same game with friends at the same place and at the same time may become a new way of enjoying social games in the future.
 特許文献1は、近距離にいるプレイヤの中から対戦相手を選択するマッチング方法や、住所録等に登録されている友だちの中から対戦相手を選択するマッチング方法を提案している(特許文献1の段落[0049]参照)。 Patent Document 1 proposes a matching method for selecting an opponent from among players at a short distance and a matching method for selecting an opponent from friends registered in an address book or the like (Patent Document 1). Paragraph [0049] of FIG.
特開2013-128776号公報JP 2013-128776 A
 近距離にいるプレイヤをマッチングする場合、近くにいるだけの見知らぬプレイヤ(以下、「近距離部外者」とよぶ)がマッチングされてしまう可能性がある。住所録のようなリストを使ったマッチングの場合、近距離部外者の闖入は防止できるが、リストに登録されていない友だちを選択できないという別の問題がある。また、リストにたくさんの友だちが登録されているときには、その中から近くにいるいっしょに遊びたい友だち(以下、「近距離対象者」とよぶ)を選択する作業は煩雑になる。 When matching a player who is close, there is a possibility that an unknown player who is only nearby (hereinafter referred to as “close-range outsider”) may be matched. In the case of matching using a list such as an address book, it is possible to prevent the introduction of a short distance outsider, but there is another problem that a friend who is not registered in the list cannot be selected. In addition, when a large number of friends are registered in the list, it is complicated to select a friend who wants to play with them nearby (hereinafter referred to as a “person at close distance”).
 目の前にいる友だち、もしかしたらたった今、意気投合したばかりの友だちとすぐに同じゲームを楽しめるためには、「ゲームグループ」を作るための手続きをできるかぎり簡素化することが望ましい。 It is desirable to simplify the procedure for creating a “game group” as much as possible in order to be able to enjoy the same game immediately with friends who are in front of you.
 本発明は上記課題認識に基づいて完成された発明であり、その主たる目的は、通信ネットワークを介して複数のプレイヤが同じゲームを簡単に楽しめる仕組みを提供することにある。 The present invention has been completed based on the recognition of the above problems, and its main object is to provide a mechanism in which a plurality of players can easily enjoy the same game via a communication network.
 本発明のゲームサーバは、プレイヤIDを付与されたプレイヤにより操作される複数のゲーム端末と通信ネットワークを介して接続される。
 このゲームサーバは、ゲーム端末から、プレイヤIDおよび位置情報を受信する位置受信部と、プレイヤIDと位置情報を対応づける位置管理部と、ゲーム端末から、複数のルームIDの中から選択されるルームIDとプレイヤIDを含むグループ要求を受信するグループ要求受信部と、グループ要求を送信した第1のゲーム端末から所定距離内に第1のゲーム端末と同一のルームIDにてグループ要求をしている第2のゲーム端末が存在しないときには、第1のゲーム端末に対応するエリアルームを開設し、第2のゲーム端末が存在するときには第2のゲーム端末が対応づけられているエリアルームに第1のゲーム端末を対応づけるルーム管理部と、を備える。
 ルーム管理部は、エリアルームにおいて複数のゲーム端末のマッチングが成立したとき、エリアルームに対応づけられているゲーム端末に共通のゲーム設定情報を提供する。
The game server of the present invention is connected to a plurality of game terminals operated by a player given a player ID via a communication network.
The game server includes a position receiving unit that receives a player ID and position information from a game terminal, a position management unit that associates the player ID with position information, and a room selected from a plurality of room IDs from the game terminal. A group request receiving unit that receives a group request including an ID and a player ID and a group request with the same room ID as the first game terminal within a predetermined distance from the first game terminal that transmitted the group request. When the second game terminal is not present, an area room corresponding to the first game terminal is opened, and when the second game terminal is present, the first room is associated with the second game terminal. A room management unit for associating game terminals.
The room management unit provides game setting information common to the game terminals associated with the area room when matching of the plurality of game terminals is established in the area room.
 本発明によれば、通信ネットワークを介して複数のプレイヤが同じゲームに参加するための手続きを簡素化しやすくなる。 According to the present invention, it is easy to simplify a procedure for a plurality of players to participate in the same game via a communication network.
ゲームシステムのハードウェア構成図である。It is a hardware block diagram of a game system. 第1実施形態におけるエリアとゲームグループの関係を示す模式図である。It is a schematic diagram which shows the relationship between the area and game group in 1st Embodiment. アイコン選択画面の第1例を示す。The 1st example of an icon selection screen is shown. 図4(a)~図4(c)は、第1実施形態においてゲームグループを形成して、エリアルームを解放するまでの流れを説明するための模式図である。FIGS. 4A to 4C are schematic diagrams for explaining the flow from the formation of the game group to the release of the area room in the first embodiment. ゲーム端末の機能ブロック図である。It is a functional block diagram of a game terminal. ゲームサーバの機能ブロック図である。It is a functional block diagram of a game server. プレイヤ情報格納部のデータ構造図である。It is a data structure figure of a player information storage part. ルーム情報格納部のデータ構造図である。It is a data structure figure of a room information storage part. エリアルームにおいてゲームグループが成立するまでの処理過程を示すシーケンス図である。It is a sequence diagram which shows the process until a game group is formed in an area room. 募集待受画面である。This is a recruitment standby screen. ランキング画面である。It is a ranking screen. アイコン選択画面の第2例を示す。The 2nd example of an icon selection screen is shown. 場所によってアイコンを変化させる処理過程を示すシーケンス図である。It is a sequence diagram which shows the process which changes an icon with a place. アイコン選択画面の第3例を示す。The 3rd example of an icon selection screen is shown. 第2実施形態におけるエリアルームの形成方法を説明するための模式図である。It is a schematic diagram for demonstrating the formation method of the area room in 2nd Embodiment. 第2実施形態において、グループ要求を受信したときのゲームサーバの処理過程を示すフローチャートである。In 2nd Embodiment, it is a flowchart which shows the process of a game server when a group request | requirement is received.
 本実施形態におけるゲームシステム100のコンセプトは、同じ時間に同じ場所にいる友だち同士で即興的にゲームグループを構成し、同じゲームをいっしょに楽しむことである。このゲームグループの参加者としては、お互いに肉声で会話が可能な程度に近くにいる友だち(顔見知り)を想定している。このような即席のゲームグループをつくるための手続きを簡素化する方法を中心として説明する。 The concept of the game system 100 in the present embodiment is to improvise a game group with friends who are at the same place at the same time and enjoy the same game together. The participants of this game group are assumed to be friends (acquaintances) who are close enough to talk to each other with real voice. The explanation will focus on a method for simplifying the procedure for creating such an instant game group.
[第1実施形態]
 図1は、ゲームシステム100のハードウェア構成図である。
 ゲームシステム100においては、ゲームサーバ102と複数のゲーム端末104a、104b、104c・・・104n(以下、まとめていうときや特に区別しないときには「ゲーム端末104」と総称する)がインターネット106を介して接続される。本実施形態におけるゲーム端末104は、スマートフォンを想定している。ゲーム端末104は、携帯型のゲーム専用機であってもよいし、ラップトップPCなどの汎用コンピュータであってもよい。ゲーム端末104とインターネット106は無線接続されるが、有線接続されてもよい。ゲームのプレイヤにはプレイヤIDとよばれる一意のIDがあらかじめ付与されている。
[First Embodiment]
FIG. 1 is a hardware configuration diagram of the game system 100.
In the game system 100, a game server 102 and a plurality of game terminals 104a, 104b, 104c... 104n (hereinafter collectively referred to as “game terminal 104” when collectively referred to or not particularly distinguished) are connected via the Internet 106. Is done. The game terminal 104 in the present embodiment is assumed to be a smartphone. The game terminal 104 may be a portable game machine or a general-purpose computer such as a laptop PC. The game terminal 104 and the Internet 106 are wirelessly connected, but may be wired. A unique ID called a player ID is given in advance to the game player.
 ゲームサーバ102は、プレイヤ管理部108とゲーム提供部110を含む。ゲーム提供部110は、各ゲーム端末104にゲームを提供する既知のプラットフォームである。プレイヤ管理部108は、プレイヤの管理をすることにより、ゲームグループの構築を仲介するユニットである。ゲーム提供部110は、プレイヤ管理部108のゲームグループ構築機能を利用しながら、各ゲーム端末104にゲームを提供する。
 ゲーム提供部110およびプレイヤ管理部108は別々のサーバ(ハードウェア)として構成されてもよいが、本実施形態においては、単一のゲームサーバ102がゲーム提供部110およびプレイヤ管理部108の双方の機能を担うとして説明する。
The game server 102 includes a player management unit 108 and a game providing unit 110. The game providing unit 110 is a known platform that provides a game to each game terminal 104. The player management unit 108 is a unit that mediates the construction of a game group by managing players. The game providing unit 110 provides a game to each game terminal 104 while using the game group construction function of the player management unit 108.
The game providing unit 110 and the player management unit 108 may be configured as separate servers (hardware). However, in the present embodiment, a single game server 102 is used as both the game providing unit 110 and the player management unit 108. It will be described as assuming the function.
 図2は、第1実施形態においてエリアとゲームグループの関係を示す模式図である。
 ゲーム端末104は、GPS(Global Positioning System)により自端末の位置を検出し、定期的にゲームサーバ102に位置情報(経度と緯度)を伝える。ゲームサーバ102はあらかじめ複数のエリア112(地域)を設定する。たとえば、「六本木一丁目駅から半径2キロ」のエリア112を「六本木A」として管理する。
FIG. 2 is a schematic diagram showing the relationship between areas and game groups in the first embodiment.
The game terminal 104 detects the position of its own terminal by GPS (Global Positioning System) and periodically transmits position information (longitude and latitude) to the game server 102. The game server 102 sets a plurality of areas 112 (regions) in advance. For example, an area 112 having a radius of 2 km from Roppongi 1-chome Station is managed as “Roppongi A”.
 エリア112ごとに有限数のエリアルームGを設定可能である。エリアルームGの詳細は後述する。本実施形態においては、1つのエリア112に同時に設定可能なエリアルームGは3個であるという前提で説明する。 A finite number of area rooms G can be set for each area 112. Details of the area room G will be described later. In the present embodiment, description will be made on the assumption that there are three area rooms G that can be simultaneously set in one area 112.
 図2は、エリア112a~112dの4つのエリア112を示している。このうち、エリア112aには2つのエリアルームG1、G2が存在している。エリア112aのエリアルームG1には2人のプレイヤが所属し、この2人がゲームグループを形成している。一方、エリア112aのエリアルームG2には1人しかプレイヤが所属しておらずゲームグループは未形成である。また、いずれのエリアルームGにも所属していないプレイヤが3人いる。ここで、エリアルームG2に一人だけ所属するプレイヤP1が新たに近距離対象者を招きたいという状況を想定すると、以下の様な募集方法が考えられる。 FIG. 2 shows four areas 112, areas 112a to 112d. Among these, there are two area rooms G1 and G2 in the area 112a. Two players belong to the area room G1 of the area 112a, and these two people form a game group. On the other hand, only one player belongs to the area room G2 in the area 112a, and no game group is formed. In addition, there are three players who do not belong to any of the area rooms G. Here, assuming a situation where a player P1 who belongs to only one person in the area room G2 wants to invite a new short-distance target person, the following recruitment method can be considered.
 方法1(近距離検索)
 まず、ゲームグループを作りたいプレイヤP1はゲームサーバ102にゲームグループの構築を申請する。ゲームサーバ102はプレイヤP1の所属するエリア112aにエリアルームG2を形成するとともに、エリア112aに所属するプレイヤを探し出し、これらのプレイヤにエリアルームG2において参加者を募集中であることを伝える。他のプレイヤP2がエリアルームG2への参加を申請することで、プレイヤP1とプレイヤP2のゲームグループが形成される。
Method 1 (Short range search)
First, the player P1 who wants to create a game group requests the game server 102 to construct a game group. The game server 102 forms an area room G2 in the area 112a to which the player P1 belongs, searches for players belonging to the area 112a, and informs these players that they are recruiting participants in the area room G2. When another player P2 applies for participation in the area room G2, a game group of the players P1 and P2 is formed.
 このような方法の場合、ゲームグループに入ってきたプレイヤP2がプレイヤP1の友だち(近距離対象者)である保証はない。エリア112のサイズを小さくすれば、近距離部外者がエリアルームG2に入り込むリスクをある程度は抑制できるかもしれないが、現在のGPSの精度ではそれほど小さな単位のエリア112を作ることはできない。
 プレイヤP1のゲーム端末104に近隣プレイヤをリスト表示し、プレイヤP1がその中から友だち(近距離対象者)を選んでもよいが、近隣にたくさんのプレイヤが存在する場合にはリストから友だち(近距離対象者)を抽出する作業は煩雑になりかねない。また、エリア112aにたまたま存在しているプレイヤたちにとっても、プレイヤP1のゲーム端末104にその存在が通知されてしまうことはプライバシー上好ましいことではない。
In the case of such a method, there is no guarantee that the player P2 who has entered the game group is a friend (a short distance target person) of the player P1. If the size of the area 112 is reduced, the risk that a short distance outsider may enter the area room G2 may be suppressed to some extent, but the area 112 of such a small unit cannot be created with the current GPS accuracy.
A list of nearby players may be displayed on the game terminal 104 of the player P1, and the player P1 may select a friend (person at a short distance) from the list, but if there are many players in the vicinity, the friend (near distance) from the list The task of extracting (subject) can be complicated. Also, for the players who happen to be present in the area 112a, it is not preferable for privacy to be notified to the game terminal 104 of the player P1.
 方法2(パスワード)
 プレイヤがパスワードを設定し、近距離対象者にパスワードを入力させることで近距離部外者が入り込めないゲームグループを作る方法も考えられる。ゲームグループを作りたいプレイヤP1は、ゲームサーバ102にゲームグループの構築を申請する。このとき、ゲームサーバ102にパスワードも設定する。ゲームサーバ102はプレイヤP1の所属するエリア112aにエリアルームG2を形成するとともに、エリア112aに所属するプレイヤを探し出し、これらのプレイヤにエリアルームG2において参加者を募集中であることを伝える。また、プレイヤP1は口頭で近くにいる友だち(近距離対象者)のプレイヤP2にパスワードを伝える。プレイヤP2はパスワードをゲームサーバ102に伝えてエリアルームG2への参加を申請することで、プレイヤP1とその友だちのプレイヤP2のゲームグループが形成される。
Method 2 (password)
A method is also conceivable in which a player sets a password and allows a short-distance target person to input a password to create a game group in which short-distance outsiders cannot enter. The player P1 who wants to create a game group applies to the game server 102 to build a game group. At this time, a password is also set in the game server 102. The game server 102 forms an area room G2 in the area 112a to which the player P1 belongs, searches for players belonging to the area 112a, and informs these players that they are recruiting participants in the area room G2. In addition, the player P1 conveys the password to the player P2 of a friend who is verbally nearby (a short distance target person). The player P2 transmits the password to the game server 102 and applies for participation in the area room G2, thereby forming a game group of the player P1 and his friend player P2.
 このような方法の場合、パスワードという一種の合言葉を共有しているプレイヤ同士でしかエリアルームG1に所属できないため、友だち(近距離対象者)に限定したゲームグループを作ることができる。その一方、プレイヤP1はパスワードを設定したり、それを近くにいる友だち(近距離対象者)にそれを伝えるなどコーディネータとして振る舞う負担が生じる。また、プレイヤP2もゲーム端末104からパスワードを入力する手間がかかる。 In the case of such a method, since only players who share a kind of secret word called a password can belong to the area room G1, it is possible to create a game group limited to friends (short-distance target persons). On the other hand, the player P1 has a burden of acting as a coordinator, such as setting a password or telling it to a nearby friend (person at a short distance). The player P2 also takes time to input a password from the game terminal 104.
 図3は、ゲーム端末104のアイコン選択画面114を示す。
 本実施形態においては、パスワードではなく、ワンタッチのアイコン116によって近隣対象者を選別する。ゲーム端末104にはアイコン選択画面114が表示される。アイコン選択画面114には、3つのアイコン116a~116cが表示される。詳細は後述するが、3つのアイコン116は3つのエリアルームGに対応している。友だち同士で、あらかじめどのアイコン116を選ぶかを決めておく。たとえば、左のアイコン116aを選ぶことを合意しておく。
FIG. 3 shows an icon selection screen 114 of the game terminal 104.
In the present embodiment, the proximity target person is selected by the one-touch icon 116 instead of the password. An icon selection screen 114 is displayed on the game terminal 104. On the icon selection screen 114, three icons 116a to 116c are displayed. Although details will be described later, the three icons 116 correspond to the three area rooms G. In friends with each other, it should determine whether to choose which icon 116 in advance. For example, it is agreed that the left icon 116a is selected.
 プレイヤP1は、あらかじめ合意しておいたアイコン116aを選択したとする。アイコン116aには後述する「ルームID」が対応付けられている。ゲームサーバ102は、プレイヤP1が所属するエリア112とルームIDの組み合わせとして、エリアルームGを設定する。ゲームサーバ102は、エリアルームGにプレイヤP1を対応付ける。次に、プレイヤP1の友だちであり、プレイヤP1の近くにいるプレイヤP2も自らのゲーム端末104のアイコン選択画面114において同じアイコン116aを選択する。ゲームサーバ102はプレイヤP2の選択したアイコン116aの情報(ルームID)とプレイヤP2が所属するエリア112の組み合わせがエリアルームGと一致するため、エリアルームGにプレイヤP2も対応付ける。このようにして、エリアルームGという仮想部屋を仲介として、プレイヤP1とプレイヤP2がゲームグループを形成する。3人目以降のプレイヤも同様である。 It is assumed that the player P1 selects the icon 116a agreed in advance. A “room ID” described later is associated with the icon 116a. The game server 102 sets the area room G as a combination of the area 112 to which the player P1 belongs and the room ID. The game server 102 associates the player P1 with the area room G. Next, the player P2 who is a friend of the player P1 and is near the player P1 also selects the same icon 116a on the icon selection screen 114 of his game terminal 104. Since the combination of the information (room ID) of the icon 116a selected by the player P2 and the area 112 to which the player P2 belongs matches the area room G, the game server 102 associates the player P2 with the area room G. In this way, the player P1 and the player P2 form a game group using the virtual room called the area room G as an intermediary. The same applies to the third and subsequent players.
 本実施形態においては、エリアルームGはエリア112とルームIDの組み合わせとして特定され、ルームIDはアイコン116の選択により特定される。このため、近くにいる友だち同士でどのアイコン116を選ぶかを合意しておけば、あとは、全員で同じアイコン116を選択することで同じエリアルームGに「入室」し、簡単にゲームグループを作ることができる。パスワードのような文字入力は必要なく、アイコン116をタッチするだけで所望のゲームグループへの参加が可能であるため、気軽に即興のゲームグループを作りやすい。しかも、エリアルームGは短時間だけ存在可能な生成と消滅を繰り返す仮想部屋であるため、エリアルームGに近距離部外者が闖入するのを効果的に防止できる。これについては後に詳述する。 In the present embodiment, the area room G is specified as a combination of the area 112 and the room ID, and the room ID is specified by selecting the icon 116. For this reason, if you agree on which icon 116 to choose between your friends nearby, you can “enter” the same area room G by selecting the same icon 116 with everyone, and easily create a game group Can be made. Character input such as a password is not required, and participation in a desired game group is possible simply by touching the icon 116. Therefore, it is easy to create an improvised game group. In addition, since the area room G is a virtual room that can exist and only disappear for a short time, it is possible to effectively prevent outsiders from entering the area room G. This will be described in detail later.
 図4(a)から図4(c)は、第1実施形態において、ゲームグループを形成して、エリアルームGを解放するまでの流れを説明するための模式図である。
 エリア112のエリアルームG1では、3人のプレイヤがゲームグループを形成している(図4(a))。本実施形態においては、エリアルームGに3人以上のプレイヤが対応付けられたとき、マッチング成立となる。マッチング成立は2人以上、あるいは、4人以上の任意の数の参加者によるゲームグループ成立であってもよい。エリアルームG1は、あるエリア112におけるあるルームIDにより特定される概念的な存在である。本実施形態においては、アイコン116が3つなのでルームIDも3つであり(図3参照)、それゆえに1つのエリア112には最大3つのエリアルームGしか同時成立しない。エリアルームG1のルームIDは「R1」であるとする。
FIG. 4A to FIG. 4C are schematic diagrams for explaining the flow from the formation of the game group to the release of the area room G in the first embodiment.
In the area room G1 of the area 112, three players form a game group (FIG. 4A). In the present embodiment, matching is established when three or more players are associated with the area room G. Matching may be established by two or more players, or a game group formed by an arbitrary number of participants of four or more. The area room G1 is a conceptual existence specified by a room ID in a certain area 112. In the present embodiment, since there are three icons 116, there are also three room IDs (see FIG. 3). Therefore, only one area 112 can have a maximum of three area rooms G at the same time. It is assumed that the room ID of the area room G1 is “R1”.
 エリアルームG1においてマッチングが成立すると、エリアルームG1は解放され、ゲームサーバ102は成立したゲームグループに共通のゲーム設定情報を提供する(図4(b))。エリアルームG1が解放されると、ルームID=R1は空き番号となる。すなわち、エリアルームG1は「空室状態」となる。このため、すでに成立したゲームグループとは関係なく、新たにエリアルームG1を対象としてゲームグループの募集が可能となる(図4(c))。 When matching is established in the area room G1, the area room G1 is released, and the game server 102 provides common game setting information to the established game group (FIG. 4B). When the area room G1 is released, the room ID = R1 becomes an empty number. That is, the area room G1 is “vacant”. Therefore, it is possible to recruit a new game group for the area room G1 regardless of the already established game group (FIG. 4C).
 有限個のルームIDにより同時開設可能なエリアルームGの数は制約されるものの、マッチング成立後は解放されたエリアルームGを対象としてゲームグループの募集が可能となる。また、エリアルームGには制限時間が設定される。本実施形態における制限時間は30秒であるとして説明する。エリアルームGの開設後、制限時間が経過してもマッチングが成立しなければ、ゲームサーバ102はエリアルームGを強制的に解放する。たとえば、2人しか集まっていないエリアルームG2においてマッチング不成立のまま制限時間が経過すると、エリアルームG2は解放される。以上の処理方法により、有限個のエリアルームGが長期間にわたって占有されないようにしている。 Although the number of area rooms G that can be opened simultaneously is limited by a finite number of room IDs, a game group can be recruited for the released area rooms G after matching is established. A time limit is set for the area room G. The time limit in the present embodiment will be described as 30 seconds. If matching is not established after the time limit has elapsed after the establishment of the area room G, the game server 102 forcibly releases the area room G. For example, in the area room G2 where only two people gather, when the time limit elapses without matching being established, the area room G2 is released. With the above processing method, a limited number of area rooms G are not occupied for a long period of time.
 したがって、近隣に位置するプレイヤは、アイコン116に合意したあと短時間でエリアルームGに「入室」し、マッチングが成立すればすぐにエリアルームGは解放される。近隣部外者がゲームグループに入り込むためには30秒という短い制限時間内にエリアルームGのルームIDに対応したアイコン116をタッチしなければならない。アイコン116の数を増やしたり、制限時間をより短くすれば、近隣部外者をより確実に排除しやすくなる。 Therefore, a player located in the vicinity “enters” the area room G in a short time after agreeing to the icon 116, and the area room G is released as soon as matching is established. In order for an outsider to enter the game group, the icon 116 corresponding to the room ID of the area room G must be touched within a short time limit of 30 seconds. Increasing the number of icons 116 or shortening the time limit makes it easier to more reliably exclude outsiders.
 図5は、ゲーム端末104の機能ブロック図である。
 ゲーム端末104およびゲームサーバ102の各構成要素は、CPU(Central Processing Unit)および各種コプロセッサなどの演算器、メモリやストレージといった記憶装置、それらを連結する有線または無線の通信線を含むハードウェアと、記憶装置に格納され、演算器に処理命令を供給するソフトウェアによって実現される。コンピュータプログラムは、デバイスドライバ、オペレーティングシステム、それらの上位層に位置する各種アプリケーションプログラム、また、これらのプログラムに共通機能を提供するライブラリによって構成されてもよい。以下に説明する各ブロックは、ハードウェア単位の構成ではなく、機能単位のブロックを示している。
 ゲームサーバ102は、ウェブサーバを含む構成であってもよいし、ゲーム端末104は、携帯型の通信端末と、これにインストールされたウェブブラウザを含む構成であってもよい。
FIG. 5 is a functional block diagram of the game terminal 104.
Each component of the game terminal 104 and the game server 102 includes an arithmetic unit such as a CPU (Central Processing Unit) and various coprocessors, a storage device such as a memory and a storage, and hardware including a wired or wireless communication line connecting them. This is realized by software that is stored in a storage device and supplies processing instructions to an arithmetic unit. The computer program may be constituted by a device driver, an operating system, various application programs located in an upper layer thereof, and a library that provides a common function to these programs. Each block described below is not a hardware unit configuration but a functional unit block.
The game server 102 may be configured to include a web server, and the game terminal 104 may be configured to include a portable communication terminal and a web browser installed therein.
 ゲーム端末104は、∪/I(ユーザインタフェース)部118、通信部120、データ処理部122およびデータ格納部124を含む。∪/I部118は、プレイヤからの操作を受け付けるほか、画像表示や音声出力など、ユーザインタフェースに関する処理を担当する。通信部120は、インターネット106を介してゲームサーバ102や他のゲーム端末104との通信処理を担当する。データ格納部124は各種データを格納する。データ処理部122は、∪/I部118や通信部120により取得されたデータ、データ格納部124に格納されているデータに基づいて各種処理を実行する。データ処理部122は、∪/I部118、通信部120およびデータ格納部124のインタフェースとしても機能する。 The game terminal 104 includes a ∪ / I (user interface) unit 118, a communication unit 120, a data processing unit 122, and a data storage unit 124. The bag / I unit 118 receives operations from the player, and is also responsible for processing related to the user interface, such as image display and audio output. The communication unit 120 is in charge of communication processing with the game server 102 and other game terminals 104 via the Internet 106. The data storage unit 124 stores various data. The data processing unit 122 executes various processes based on data acquired by the bag / I unit 118 and the communication unit 120 and data stored in the data storage unit 124. The data processing unit 122 also functions as an interface for the bag / I unit 118, the communication unit 120, and the data storage unit 124.
 ∪/I部118は、タッチパネル等からの入力を受け付ける入力部132と画像を表示する表示部126を含む。表示部126は、アイコン表示部128と属性表示部130を含む。アイコン表示部128は、アイコン選択画面114においてアイコン116を表示する。属性表示部130は、同じエリア112にいる他のプレイヤの属性情報を表示する。属性情報とは、プレイヤのIDやハンドルネームなどプレイヤを識別可能なプロフィール情報を意味する。属性情報とその表示方法の詳細については後述する。 ∪ / I unit 118 includes an input unit 132 that receives an input from a touch panel or the like and a display unit 126 that displays an image. The display unit 126 includes an icon display unit 128 and an attribute display unit 130. The icon display unit 128 displays the icon 116 on the icon selection screen 114. The attribute display unit 130 displays attribute information of other players in the same area 112. The attribute information means profile information that can identify the player, such as the player ID and handle name. Details of the attribute information and its display method will be described later.
 通信部120は、位置送信部134、グループ要求送信部136、募集情報受信部138、属性受信部140および設定受信部142を含む。位置送信部134は、GPSにより自端末の位置を検出し、位置情報(経度および緯度)を定期的にゲームサーバ102に送信する。グループ要求送信部136は、ゲームサーバ102にグループ要求を送信する。グループ要求は、アイコン選択画面114においていずれかのアイコン116がタッチされたときに送信される情報であり、プレイヤIDとルームIDを含む。グループ要求は位置情報を含んでもよい。グループ要求が送信されると、プレイヤは所属するエリア112とルームIDにより識別されるエリアルームGに対応付けられる。募集情報受信部138は、ゲームサーバ102から募集情報を受信する。募集情報は各エリアルームGにおいて新たなプレイヤを募集中であるか否かを示す情報である。 The communication unit 120 includes a position transmission unit 134, a group request transmission unit 136, a recruitment information reception unit 138, an attribute reception unit 140, and a setting reception unit 142. The position transmission unit 134 detects the position of the terminal by GPS and periodically transmits position information (longitude and latitude) to the game server 102. The group request transmission unit 136 transmits a group request to the game server 102. The group request is information transmitted when any icon 116 is touched on the icon selection screen 114, and includes a player ID and a room ID. The group request may include location information. When the group request is transmitted, the player is associated with the area 112 to which the player belongs and the area room G identified by the room ID. The recruitment information receiving unit 138 receives recruitment information from the game server 102. The recruitment information is information indicating whether or not a new player is being recruited in each area room G.
 属性受信部140は、同一のエリアルームGに参加するプレイヤについての属性情報を受信する。設定受信部142はマッチング成立後、ゲームグループに共通のゲーム設定情報(種々のパラメータ)をゲームサーバ102から受信する。ここでいうゲーム設定情報とは、同一のゲームグループに所属するプレイヤに共通設定されるゲーム情報(いわゆるゲームのルールに関するパラメータ等)であればよい。たとえば、各プレイヤが得点を競うタイプのゲームの場合、ランキング情報をゲーム設定情報として提供してもよい。対戦ゲームであれば共通のバトルフィールドに関する情報、各プレイヤが使用する共通のキャラクタに関する情報、プレイヤによる討伐対象となる敵キャラクタに関する情報であってもよい。パズルゲームであれば、パズルピースの画像データや、パズルの難易度(パズルの初期設定位置やパズルピースの移動速度パラメータなど)に関する情報であってもよい。なお、ゲーム設定情報をどのようなパラメータとするかは、ゲームサーバ102のゲーム提供部110がランダムに、あるいは、所定の規則に基づいて決定してもよいし、参加するプレイヤのいずれかの操作に基づいて決定してもよいし、全員の選択操作の結果、多数決等で決定してもよい。 The attribute receiving unit 140 receives attribute information about players participating in the same area room G. The setting receiving unit 142 receives game setting information (various parameters) common to the game group from the game server 102 after the matching is established. The game setting information here may be game information (parameters related to so-called game rules, etc.) that are commonly set for players belonging to the same game group. For example, in the case of a game where each player competes for a score, ranking information may be provided as game setting information. If it is a competitive game, the information regarding a common battle field, the information regarding the common character which each player uses, and the information regarding the enemy character used as the subjugation target by a player may be sufficient. In the case of a puzzle game, it may be information about image data of a puzzle piece or the level of difficulty of the puzzle (such as an initial position of the puzzle and a moving speed parameter of the puzzle piece). Note that what parameters the game setting information is to be determined by the game providing unit 110 of the game server 102 may be determined randomly or based on a predetermined rule, or any operation of a participating player It may be determined based on the above, or may be determined by majority vote as a result of the selection operation of all members.
 データ処理部122は、ゲーム制御部144を含む。ゲーム制御部144は、ウェブブラウザ上で実行されるゲームの流れを制御する既知の機能ブロックである。ゲーム制御部144は、ゲームサーバ102と協働してゲームを制御する。 The data processing unit 122 includes a game control unit 144. The game control unit 144 is a known functional block that controls the flow of the game executed on the web browser. The game control unit 144 controls the game in cooperation with the game server 102.
 データ格納部124は、ゲームデータ格納部146とプレイヤ情報格納部148を含む。ゲームデータ格納部146はゲームの設定情報やゲームプログラムを格納する。プレイヤ情報格納部148は、ゲームの得点や進捗地点、プレイヤID、ハンドルネームなどプレイヤに固有のプレイヤ情報を格納する。 The data storage unit 124 includes a game data storage unit 146 and a player information storage unit 148. The game data storage unit 146 stores game setting information and game programs. The player information storage unit 148 stores player information unique to the player, such as game scores, progress points, player IDs, and handle names.
 図6は、ゲームサーバ102の機能ブロック図である。
 ゲームサーバ102は、上述したようにプレイヤ管理部108とゲーム提供部110を含む。ゲーム提供部110は、ゲームプログラムや各プレイヤについての設定やゲームの進捗状態を管理するゲームデータ格納部176を含む。ゲーム提供部110は、ゲームのプラットフォームとして既知の機能ブロックであってもよい。
FIG. 6 is a functional block diagram of the game server 102.
The game server 102 includes the player management unit 108 and the game providing unit 110 as described above. The game providing unit 110 includes a game data storage unit 176 that manages settings for the game program and each player and the progress of the game. The game providing unit 110 may be a function block known as a game platform.
 プレイヤ管理部108は、通信部150、データ処理部152およびデータ格納部154を含む。通信部150は、インターネット106を介してゲーム端末104との通信処理を担当する。データ格納部154は各種データを格納する。データ処理部152は、通信部150により取得されたデータ、データ格納部154に格納されているデータに基づいて各種処理を実行する。データ処理部152は、通信部150およびデータ格納部154のインタフェースとしても機能する。 The player management unit 108 includes a communication unit 150, a data processing unit 152, and a data storage unit 154. The communication unit 150 is in charge of communication processing with the game terminal 104 via the Internet 106. The data storage unit 154 stores various data. The data processing unit 152 executes various processes based on the data acquired by the communication unit 150 and the data stored in the data storage unit 154. The data processing unit 152 also functions as an interface between the communication unit 150 and the data storage unit 154.
 通信部150は、位置受信部156、グループ要求受信部158、属性情報送信部160、アイコン送信部162および特典送信部164を含む。位置受信部156は、ゲーム端末104から位置情報を受信する。グループ要求受信部158は、ゲーム端末104からグループ要求を受信する。属性情報送信部160は、ゲーム端末104に各プレイヤの属性情報を送信する。アイコン送信部162は、ゲーム端末104にアイコン情報を送信する。アイコン情報はアイコン116の画像データであってもよいし、アイコン116を識別するためのアイコンIDであってもよい。特典送信部164は、ゲーム端末104に特典情報を送信する。特典情報とは、所定の条件が満たされた時にプレイヤに提供されるメリットであればよい。たとえば、特別なゲームステージを提供してもよいし、アイテムであってもよいし、ゲームの難易度を一時的または恒久的に低下させるゲームの設定情報であってもよい。 The communication unit 150 includes a position reception unit 156, a group request reception unit 158, an attribute information transmission unit 160, an icon transmission unit 162, and a privilege transmission unit 164. The position receiving unit 156 receives position information from the game terminal 104. The group request receiving unit 158 receives a group request from the game terminal 104. The attribute information transmission unit 160 transmits the attribute information of each player to the game terminal 104. Icon transmission unit 162 transmits icon information to game terminal 104. The icon information may be image data of the icon 116 or an icon ID for identifying the icon 116. The privilege transmission unit 164 transmits privilege information to the game terminal 104. The privilege information may be a merit provided to the player when a predetermined condition is satisfied. For example, a special game stage may be provided, it may be an item, or game setting information that temporarily or permanently reduces the difficulty of the game.
 データ処理部152は、位置管理部166、ルーム管理部168および特典判定部170を含む。位置管理部166は、各プレイヤがいずれのエリア112に所属するかを判定する。ルーム管理部168は、エリアルームGの生成と解放およびプレイヤの対応づけを行う。特典判定部170は、特典の付与の可否を判定する。 The data processing unit 152 includes a location management unit 166, a room management unit 168, and a privilege determination unit 170. The position management unit 166 determines to which area 112 each player belongs. The room management unit 168 generates and releases the area room G and associates the player. The privilege determination unit 170 determines whether a privilege can be granted.
 データ格納部154は、プレイヤ情報格納部172およびルーム情報格納部174を含む。プレイヤ情報格納部172は、プレイヤとエリア112を対応付けた情報を保有する。プレイヤ情報格納部172のデータ構造は図7に関連して後に詳述する。ルーム情報格納部174は、エリアルームGの状態を示す情報を保有する。ルーム情報格納部174のデータ構造は図8に関連して後に詳述する。 The data storage unit 154 includes a player information storage unit 172 and a room information storage unit 174. The player information storage unit 172 holds information that associates the player with the area 112. The data structure of the player information storage unit 172 will be described in detail later with reference to FIG. The room information storage unit 174 holds information indicating the state of the area room G. The data structure of the room information storage unit 174 will be described in detail later with reference to FIG.
 図7は、ゲームサーバ102におけるプレイヤ情報格納部172のデータ構造図である。
 各プレイヤはプレイヤIDにより一意に識別される。プレイヤIDはゲームごとにゲームサーバ102により付与される。ゲーム端末104の端末ID(MACアドレス等)をプレイヤIDの代わりに使用してもよい。
 プレイヤID欄182はプレイヤIDを示す。ハンドルネーム欄184は、プレイヤIDに対応付けられるハンドルネームを示す。ハンドルネーム欄184は必須ではない。位置情報欄178は各プレイヤの位置情報(緯度と経度)を示す。エリア欄180はプレイヤが所属するエリア112を示す。詳細は後述するが、第2実施形態ではエリア欄180は不要である。位置管理部166は、位置情報欄178により示される位置情報にもとづいて、各プレイヤが所属するエリア112を特定する。
FIG. 7 is a data structure diagram of the player information storage unit 172 in the game server 102.
Each player is uniquely identified by the player ID. The player ID is given by the game server 102 for each game. You may use terminal ID (MAC address etc.) of the game terminal 104 instead of player ID.
A player ID column 182 indicates a player ID. The handle name column 184 indicates a handle name associated with the player ID. The handle name column 184 is not essential. The position information column 178 shows position information (latitude and longitude) of each player. The area column 180 shows the area 112 to which the player belongs. Although details will be described later, the area column 180 is not necessary in the second embodiment. The position management unit 166 identifies the area 112 to which each player belongs based on the position information indicated by the position information column 178.
 たとえば、プレイヤID=001のプレイヤは、ハンドルネームは「まりめ」であり、北緯35.6度、東経139.7度に位置しており、このポジションは「六本木A」という名前のエリア112に含まれる。すなわち、プレイヤ(ID:001)が所属するエリア112は「六本木A」である。 For example, a player with player ID = 001 has a handle name of “Marime” and is located at 35.6 degrees north latitude and 139.7 degrees east longitude, and this position is in an area 112 named “Roppongi A”. included. That is, the area 112 to which the player (ID: 001) belongs is “Roppongi A”.
 図8は、ゲームサーバ102におけるルーム情報格納部174のデータ構造図である。 アイコン選択画面114に表示されるアイコン116にはルームIDが対応付けられている。ルームIDとエリア112の組み合わせにより、概念的な部屋であるエリアルームGが表現される。ルームID欄186はルームIDを示し、エリア欄188はエリア112を示す。詳細は後述するが、第2実施形態ではエリア欄188は不要である。上述したように、1つのエリア112に同時に成立可能なエリアルームGは最大3つである。たとえば、エリア112「六本木A」には、ルームID=R1~R3に対応して3つのエリアルームGが成立可能である。プレイヤID欄190は、エリアルームGに対応付けられているプレイヤIDを示す。募集状態欄192は、エリアルームGが募集状態であるか否かを示す。募集状態とは、プレイヤがいずれかのエリアルームGを対象としてグループ要求を送信したときに設定され、制限時間が経過するか、マッチングが成立するまでのゲームグループへの参加者を募集している状態を意味する。残余時間欄194は、制限時間が経過するまでの残余時間を示す。 FIG. 8 is a data structure diagram of the room information storage unit 174 in the game server 102. The room ID is associated with the icon 116 displayed on the icon selection screen 114. A combination of the room ID and the area 112 represents an area room G that is a conceptual room. The room ID column 186 indicates the room ID, and the area column 188 indicates the area 112. Although details will be described later, the area column 188 is not necessary in the second embodiment. As described above, the number of area rooms G that can be simultaneously established in one area 112 is three. For example, in the area 112 “Roppongi A”, three area rooms G can be established corresponding to the room IDs = R1 to R3. The player ID column 190 indicates a player ID associated with the area room G. The recruitment status column 192 indicates whether or not the area room G is in the recruitment status. The recruitment state is set when the player sends a group request for any of the area rooms G, and recruits participants to the game group until the time limit expires or matching is established. Means state. The remaining time column 194 indicates the remaining time until the time limit elapses.
 たとえば、エリア112「六本木A」にはルームID=R1~R3に対応して3つのエリアルームGが形成可能である。このうち、エリア112「六本木A」、ルームID=R1の組み合わせとして表現されるエリアルームGには2人のプレイヤ(PID:001,003)が対応付けられている。これは、エリア112「六本木A」に所属する2人のプレイヤからルームID=R1を指定するグループ要求が受信されたためである。このエリアルームGは募集状態にあり、27秒間の残余時間がある。一方、エリア112「六本木B」のルームID=R1で表現されるエリアルームGにはグループ要求がなされておらず、参加者の募集はなされていない。すなわち、このエリアルームGは「空室状態」である。 For example, in the area 112 “Roppongi A”, three area rooms G can be formed corresponding to the room IDs = R1 to R3. Among these, two players (PID: 001, 003) are associated with the area room G expressed as a combination of the area 112 “Roppongi A” and the room ID = R1. This is because a group request specifying room ID = R1 is received from two players belonging to the area 112 “Roppongi A”. This area room G is in a recruitment state and has a remaining time of 27 seconds. On the other hand, no group request is made for the area room G represented by the room ID = R1 of the area 112 “Roppongi B”, and no participants are recruited. That is, this area room G is “vacant state”.
 図9は、エリアルームGにおいてゲームグループが成立するまでの処理過程を示すシーケンス図である。
 ここではゲームグループ(複数参加者)で楽しむゲームとしてパズルゲームを想定する。複数のプレイヤは各自で同一のパズルゲームをプレイし、お互いにその得点を競い合う。ゲーム端末104aを使用するプレイヤP1と、ゲーム端末104bを使用するプレイヤP2は、同じエリアに所属しているとする。2人は友だちであり、アイコン選択画面114においてどのアイコン116を選ぶか互いに合意しているものとする。
FIG. 9 is a sequence diagram showing a processing process until a game group is established in the area room G.
Here, a puzzle game is assumed as a game to be enjoyed by a game group (a plurality of participants). A plurality of players each play the same puzzle game and compete with each other for their scores. It is assumed that the player P1 who uses the game terminal 104a and the player P2 who uses the game terminal 104b belong to the same area. It is assumed that the two are friends and agree on which icon 116 to select on the icon selection screen 114.
 ゲーム端末104aの位置送信部134は、定期的、たとえば、3分に1回の頻度にて位置情報を送信する(S10,S14)。位置情報(POS)とともにプレイヤID(PID)も送信される。同様に、ゲーム端末104bの位置送信部134も定期的に位置情報を送信する(S12)。ゲームサーバ102の位置受信部156は定期的に各ゲーム端末104から位置情報を受信する。位置管理部166は、位置情報が受信されるとき、プレイヤ情報格納部172を更新する。 The position transmission unit 134 of the game terminal 104a transmits the position information regularly, for example, once every three minutes (S10, S14). A player ID (PID) is also transmitted together with the position information (POS). Similarly, the position transmission unit 134 of the game terminal 104b also periodically transmits position information (S12). The position receiving unit 156 of the game server 102 periodically receives position information from each game terminal 104. The position management unit 166 updates the player information storage unit 172 when the position information is received.
 次に、ゲーム端末104aを使用するプレイヤP1がアイコン選択画面114においてアイコン116をタッチすると、ゲーム端末104aのグループ要求送信部136はグループ要求を送信する(S16)。グループ要求に際してはプレイヤID(PID)およびルームIDも送信される。グループ要求と同時に位置情報も併せて送信されてもよい。ゲームサーバ102のグループ要求受信部158はグループ要求を受信する。 Next, when the player P1 who uses the game terminal 104a touches the icon 116 on the icon selection screen 114, the group request transmission unit 136 of the game terminal 104a transmits a group request (S16). When a group request is made, a player ID (PID) and a room ID are also transmitted. Location information may also be transmitted simultaneously with the group request. The group request receiving unit 158 of the game server 102 receives the group request.
 ルーム管理部168は、グループ要求が受信されるとルーム情報格納部174を更新する(S18)。たとえば、プレイヤP1がエリア112「六本木A」に所属しているとき、プレイヤP1がルームID=R1を指定するグループ要求を送信してきたときには、エリア112「六本木A」、ルームID=R1により特定されるエリアルームGについて、プレイヤP1のプレイヤIDが対応付けられ、このエリアルームGは「募集状態」となり、制限時間管理がなされる。ルーム管理部168は募集状態のエリアルームGの制限時間管理も行う。 When the group request is received, the room management unit 168 updates the room information storage unit 174 (S18). For example, when the player P1 belongs to the area 112 “Roppongi A” and the player P1 transmits a group request designating the room ID = R1, it is specified by the area 112 “Roppongi A” and the room ID = R1. The area room G is associated with the player ID of the player P1, the area room G is in the “recruitment state”, and time limit management is performed. The room management unit 168 also performs time limit management for the area room G in the recruitment state.
 続いて、ゲーム端末104bを使用するプレイヤP2も同じアイコン116をタッチしてグループ要求を送信している(S20)。ゲームサーバ102のルーム管理部168は、ルーム情報格納部174を更新する(S22)。上記例の場合、エリア112「六本木A」、ルームID=R1により特定されるエリアルームGについて、プレイヤP2のプレイヤIDが対応付けられる。こうして、このエリアルームGにおいて、プレイヤP1とプレイヤP2はゲームグループを形成する。ゲームサーバ102の属性情報送信部160は、プレイヤP2の属性情報をゲーム端末104aに送信する(S24)。属性情報はプレイヤに固有のアイコン、プレイヤID、ハンドルネームであってもよい。同様に、属性情報送信部160は、プレイヤP1の属性情報をゲーム端末104bに送信する(S26)。このように、同一のエリアルームGにおいてゲームグループを形成するプレイヤはお互いの属性情報をゲーム端末104にて確認できる。 Subsequently, the player P2 using the game terminal 104b also touches the same icon 116 and transmits a group request (S20). The room management unit 168 of the game server 102 updates the room information storage unit 174 (S22). In the case of the above example, the player ID of the player P2 is associated with the area room G specified by the area 112 “Roppongi A” and the room ID = R1. Thus, in this area room G, the player P1 and the player P2 form a game group. The attribute information transmission unit 160 of the game server 102 transmits the attribute information of the player P2 to the game terminal 104a (S24). The attribute information may be an icon unique to the player, a player ID, and a handle name. Similarly, the attribute information transmission unit 160 transmits the attribute information of the player P1 to the game terminal 104b (S26). Thus, players who form a game group in the same area room G can check each other's attribute information on the game terminal 104.
 図10は、募集待受画面196の画面図である。
 グループ要求を送信したあと、ゲーム端末104には募集待受画面196が表示される。残余時間表示領域198は、グループ要求を行ったエリアルームGの残余時間を示す。プレイヤ属性表示領域200は、そのエリアルームGにおいて現在対応づけられている、いいかえれば、同じゲームグループに所属するプレイヤの属性情報を示す。図10は2人(自分を含めて3人)のプレイヤが同一のゲームグループに対応付けられたときの募集待受画面196を示している。
FIG. 10 is a screen diagram of the recruitment standby screen 196.
After sending the group request, a recruitment standby screen 196 is displayed on the game terminal 104. The remaining time display area 198 shows the remaining time of the area room G that has made a group request. The player attribute display area 200 shows the attribute information of the players currently associated with the area room G, in other words, the players belonging to the same game group. FIG. 10 shows a recruitment standby screen 196 when two (three, including myself) players are associated with the same game group.
 本実施形態においては、募集待受画面196には同じゲームグループに参加しているプレイヤの属性情報しか表示されない。近隣にいるすべてのプレイヤの属性情報が表示されるわけではないため、「いつどこにいたか」というプライバシーを守りやすい。
 ゲームサーバ102は、ルーム情報格納部174のプレイヤID欄190を参照し、同じエリアルームGに対応付けられていないプレイヤの属性情報については報知しない。たとえば、図8の場合、プレイヤID=008のプレイヤにはプレイヤID=エリア112,214のプレイヤの属性情報は送信されるが、それ以外のプレイヤの属性情報は送信されない。属性情報の送信制限を行ってもよいが、ゲーム端末104が属性情報の表示制限を行ってもよい。たとえば、ゲーム端末104の属性表示部130は、他のプレイヤの属性情報とともにそのプレイヤが指定するルームIDも受信し、自らが要求しているルームIDと不一致の場合にはそのプレイヤの属性情報を表示しない、としても同様の効果を得られる。また、表示制限は、非表示に限るものではなく、表示情報の一部欠落やぼかしにより実現されてもよい。
In this embodiment, only the attribute information of players participating in the same game group is displayed on the recruitment standby screen 196. Since the attribute information of all the players in the vicinity is not displayed, it is easy to protect the privacy of “when and where”.
The game server 102 refers to the player ID column 190 of the room information storage unit 174 and does not notify the attribute information of players that are not associated with the same area room G. For example, in the case of FIG. 8, the player ID = 008 is transmitted with the player ID information of the players with the player ID = areas 112 and 214, but the other player's attribute information is not transmitted. Although the transmission of attribute information may be restricted, the game terminal 104 may restrict the display of attribute information. For example, the attribute display unit 130 of the game terminal 104 receives the room ID specified by the player together with the attribute information of the other player. If the room ID does not match the room ID requested by the player, the attribute information of the player is displayed. Even if it is not displayed, the same effect can be obtained. Further, the display limitation is not limited to non-display, and may be realized by partial omission or blurring of display information.
 図9に戻る。
 マッチングが成立すると(S28)、ルーム管理部168はエリアルームGを解放する(S30)。ゲームサーバ102のゲーム提供部110は、ゲームグループに共通のゲーム設定情報をゲーム端末104に送信する(S32,S34)。ゲーム設定情報は、たとえば、パズルゲームのランキング画面202である(図11参照)。同一のゲームグループに所属するプレイヤたちに専用のランキング画面202がゲームサーバ102において用意され、各プレイヤの得点はランキング画面202に表示される。
Returning to FIG.
When matching is established (S28), the room management unit 168 releases the area room G (S30). The game providing unit 110 of the game server 102 transmits game setting information common to the game group to the game terminal 104 (S32, S34). The game setting information is, for example, a puzzle game ranking screen 202 (see FIG. 11). A dedicated ranking screen 202 is prepared in the game server 102 for players belonging to the same game group, and the score of each player is displayed on the ranking screen 202.
 上述したように、プレイヤは、アイコン選択画面114においてアイコン116をタッチするだけでグループ要求を送信できる。本実施形態においては、グループ要求を送信するためにアイコン116をタッチする以外の追加作業は不要である。近隣に集まった友だち同士で、同じアイコン116を制限時間以内に次々とタッチするだけで、即興でゲームグループを作ることができる。所定人数のプレイヤが集まったり、制限時間が経過したり、あるいは、ゲームグループの参加者が明示的に募集中止を指示したとき、エリアルームGは解放される。マッチングが成立すれば、ゲームサーバ102はゲームグループに所属するプレイヤたちに共通のゲーム設定情報を送信する。ゲーム設定情報は、ゲームグループの参加者に限定したランキング画面202でもよいし、リアルタイム型の対戦ゲームならばゲーム提供部110は参加者だけが対決できるフィールドをゲーム設定情報として提供してもよい。どのようなゲーム設定情報を提供するかはゲームの性質に応じて既知技術の応用により決定されればよい。 As described above, the player can transmit a group request simply by touching the icon 116 on the icon selection screen 114. In the present embodiment, no additional work other than touching the icon 116 to transmit the group request is required. By simply touching the same icon 116 one after another within the time limit with friends gathered in the vicinity, a game group can be created improvised. The area room G is released when a predetermined number of players gather, when the time limit elapses, or when a participant of the game group explicitly instructs to stop recruitment. If matching is established, the game server 102 transmits common game setting information to players belonging to the game group. The game setting information may be the ranking screen 202 limited to the participants of the game group, or the game providing unit 110 may provide a field that can be confronted only by the participants as the game setting information if it is a real-time battle game. What kind of game setting information is provided may be determined by application of a known technique according to the nature of the game.
 ゲーム端末104には、アイコン選択画面114が表示されるが(図3参照)、アイコン116は、場所に応じてその表示態様が変化してもよい。すなわち、一つのルームIDに対して2以上のアイコン116が対応してもよい。たとえば、プレイヤが店舗「Aマート」に入店したときには、図3のアイコン選択画面114の代わりに、図12に示すアイコン選択画面114のように通常とは異なる態様のアイコン116(特殊アイコン)が表示されてもよい。Aマートに来店したとき、あるいは、Aマートの近くまで来たときに、Aマートにちなんだ態様の特殊なアイコン116に表示を切り替えれば、Aマートは広告効果を期待できる。また、広告の謝礼として、Aマートからゲームサーバ102の運営者が支払われるというビジネスモデルも考えられる。
 図3のアイコン選択画面114に示すアイコン116aと、図12のアイコン選択画面114に示すアイコン116aは、画像データは異なるが対応付けられているルームIDは同じである。
Although the icon selection screen 114 is displayed on the game terminal 104 (see FIG. 3), the display mode of the icon 116 may change depending on the location. That is, two or more icons 116 may correspond to one room ID. For example, when the player enters the store “A Mart”, instead of the icon selection screen 114 of FIG. 3, an icon 116 (special icon) having a different form as usual, such as the icon selection screen 114 shown in FIG. May be displayed. If the display is switched to the special icon 116 of the form associated with the A mart when visiting the A mart or near the A mart, the A mart can expect an advertisement effect. In addition, as a reward for the advertisement, a business model in which the operator of the game server 102 is paid from the A mart is also conceivable.
The icon 116a shown in the icon selection screen 114 in FIG. 3 and the icon 116a shown in the icon selection screen 114 in FIG. 12 have the same room ID but different image data.
 図13は、場所によってアイコン116を変化させる処理過程を示すシーケンス図である。
 アイコン116の画像データは、ゲーム端末104が記憶してもよいし、ゲームサーバ102からゲーム端末104に提供されてもよい。図13では、ゲームサーバ102から特殊アイコンの画像データが送信されるものとして説明する。
FIG. 13 is a sequence diagram showing a process of changing the icon 116 depending on the place.
The image data of the icon 116 may be stored in the game terminal 104 or may be provided from the game server 102 to the game terminal 104. In FIG. 13, it is assumed that image data of a special icon is transmitted from the game server 102.
 ゲームサーバ102は、あらかじめ、上述の「Aマート」付近のような特別エリア112を定義しておく。上述したように、ゲーム端末104は、定期的に位置情報をゲームサーバ102に送信する(S40)。位置管理部166は、ゲームサーバ102が特別エリア112に存在するか否かを判定する(S42)。通常のエリア112であれば(S42のN)、特殊なアイコン116は送信されず、図3に示した通常のアイコン選択画面114がゲーム端末104に表示される。 The game server 102 defines a special area 112 in the vicinity of the above-mentioned “A mart” in advance. As described above, the game terminal 104 periodically transmits position information to the game server 102 (S40). The position management unit 166 determines whether or not the game server 102 exists in the special area 112 (S42). If it is the normal area 112 (N in S42), the special icon 116 is not transmitted, and the normal icon selection screen 114 shown in FIG.
 一方、特別なエリア112にゲーム端末104が所属している場合には(S42のY)、アイコン送信部162はそのエリア112に対応したアイコン116(特殊アイコン)の画像データをゲーム端末104に送信する(S44)。ゲーム端末104のアイコン表示部128は、アイコン選択画面114のアイコン116を差し替える(図12参照)。このような処理方法により、場所に応じてアイコン116を変化させることができる。 On the other hand, when the game terminal 104 belongs to the special area 112 (Y in S42), the icon transmission unit 162 transmits the image data of the icon 116 (special icon) corresponding to the area 112 to the game terminal 104. (S44). The icon display unit 128 of the game terminal 104 replaces the icon 116 on the icon selection screen 114 (see FIG. 12). By such a processing method, the icon 116 can be changed depending on the place.
 アイコンの画像データは、ゲーム端末104において管理されてもよい。たとえば、ゲーム端末104は通常時のアイコン116-1と、特殊なアイコン116-2を保持しておく。アイコン116-1とアイコン116-2には同一のルームIDが対応付けられている点は同じである。そして、ゲーム端末104が特別なエリア112にいるとき、ゲームサーバ102はアイコン116-1からアイコン116-2への切り替えを指示し、ゲーム端末104はこの指示に応じてアイコン116-1またはアイコン116-2のいずれかを表示させればよい。このような構成の場合には、ゲームサーバ102は特殊なアイコン116-2の画像データをゲーム端末104に送信する必要はない。 Icon image data may be managed in the game terminal 104. For example, the game terminal 104 holds a normal icon 116-1 and a special icon 116-2. The icons 116-1 and 116-2 are the same in that the same room ID is associated. When the game terminal 104 is in the special area 112, the game server 102 instructs to switch from the icon 116-1 to the icon 116-2, and the game terminal 104 responds to this instruction by the icon 116-1 or the icon 116-2. -2 may be displayed. In such a configuration, the game server 102 does not need to transmit the image data of the special icon 116-2 to the game terminal 104.
 Aマートは、「Aマート」という商号だけでなく、販促商品を図示するアイコン116を提供してもよい。また、特殊なアイコン116を提供するのはAマートのような店舗に限る必要はない。たとえば、富士山の頂上のみで提供されるアイコン116、金閣寺でのみ提供されるアイコン116など、観光スポットを対象として特殊なアイコン116を提供してもよい。このような場所に依存したアイコン116をSNS(Social Network Service)で共有してもよいし、様々なアイコン116をコレクションできてもよい。 The A-mart may provide not only a trade name “A-mart” but also an icon 116 illustrating a promotional product. Further, it is not necessary to provide the special icon 116 only at a store such as A-mart. For example, special icons 116 may be provided for tourist spots such as icons 116 provided only at the top of Mt. Fuji and icons 116 provided only at Kinkakuji. Such location-dependent icons 116 may be shared by SNS (Social Network Service), or various icons 116 may be collected.
 場所ではなく、時間に基づいてアイコン116を提供してもよい。たとえば、お正月やクリスマス、2月29日などの特定日に提供されるアイコン116があってもよいし、18:00から18:30までのような特定時間帯で提供されるアイコン116があってもよい。たとえば、ソーシャルゲームが比較的実行されない時間帯、ゲームサーバ102の負荷が軽い時間帯にこのような特殊なアイコン116を提供することで、ゲームサーバ102の負荷を平準化しやすくなる。あるいは、Aマートのような店舗に特定日、特定時間帯、たとえば、キャンペーン期間に来店したときだけ提供されるアイコン116があってもよい。 The icon 116 may be provided based on time instead of location. For example, there may be an icon 116 that is provided on a specific day such as New Year, Christmas, February 29th, or there is an icon 116 that is provided at a specific time zone such as 18:00 to 18:30. Also good. For example, by providing such a special icon 116 during a time period when the social game is relatively not executed and when the load on the game server 102 is light, the load on the game server 102 can be easily leveled. Alternatively, there may be an icon 116 that is provided only when a store such as an Amart visits a store on a specific date, a specific time, for example, during a campaign period.
 更に、ユーザの行動に応じて特典を付与してもよい。特殊なアイコン116をタッチしたこと、キャンペーン期間など特定期間に特定のエリア112に来たこと、あるいは、特定店舗で特定商品を注文したことや、特定店舗において所定人数以上のゲームグループを成立させたこと、などを特典付与の契機としてもよい。また、ゲームサーバ10でゲームを実行後、ゲーム成績によりプレイヤ間の順位を判定し、順位に応じた特典を付与してもよい。ゲームサーバ102の特典判定部170は、特典付与条件の成否を判定する。たとえば、特殊なアイコン116がタッチされ、そこでゲームグループが成立することを特典付与条件とする場合、特典判定部170は特殊なアイコン116をタッチしたことによるグループ要求の受信およびマッチング成立時に特典付与条件成立と判定する。特典付与条件が成立すると、特典送信部164は該当するゲーム端末104に特典情報を送信する。 Furthermore, a privilege may be given according to the user's action. Touching a special icon 116, coming to a specific area 112 during a specific period such as a campaign period, ordering a specific product at a specific store, or establishing a game group of a predetermined number or more at a specific store It is good also as an opportunity of privilege provision. In addition, after the game is executed on the game server 10, the rank among the players may be determined based on the game result, and a privilege corresponding to the rank may be given. The privilege determination unit 170 of the game server 102 determines whether the privilege grant condition is successful. For example, when a special icon 116 is touched and a game group is established there as a privilege granting condition, the privilege determining unit 170 receives a group request for touching the special icon 116 and a privilege granting condition when matching is established. It is determined that it is established. When the privilege grant condition is satisfied, the privilege transmission unit 164 transmits the privilege information to the corresponding game terminal 104.
 特典情報は、プレイヤがゲームを有利に進めることができる上で有効な情報であればよい。たとえば、パズルゲームなら制限時間が延長されてもよいし、いわゆる「アイテム」であってもよい。また、特典情報は、特定店舗の割引券など金銭的価値に換価可能なものであってもよい。特典付与は、店舗の顧客管理システム等により判定されてもよい。ゲームサーバ102は、店舗の顧客管理システムから特典付与条件成立を通知されたとき、特典送信部164に特典情報の送信を指示してもよい。 Privilege information may be information that is effective for allowing the player to advance the game advantageously. For example, in the case of a puzzle game, the time limit may be extended or a so-called “item” may be used. Further, the privilege information may be exchangeable for a monetary value such as a discount ticket at a specific store. The privilege grant may be determined by a store customer management system or the like. The game server 102 may instruct the privilege transmission unit 164 to transmit the privilege information when notified from the store customer management system that the privilege granting condition is established.
 更に、特別なエリア112にゲーム端末104が所属している場合に、ゲームグループに所属するプレイヤたちにそのエリア112に対応した通常とは異なる特別なゲーム設定情報をゲームサーバ102が送信してもよい。特別なゲーム設定情報とはエリア112に対応した店舗の標章など、特別なアイコン116等をゲーム内で表示するための画像情報である。例えば、パズルゲームでのパズルピースを店舗の標章とするため画像情報を追加あるいは差し替えを実行してもよいし、店舗のマスコットキャラクタの画像をゲームキャラクタとするため画像情報を追加・差し替えしてもよい。さらに、これらの画像情報に関連するゲーム結果に応じて、プレイヤに対し特典を付与してもよい。例えば、いわゆる落ち物パズルゲームにおいて「商品A」に対応するパズルピースを100個消した場合には、「商品A」のクーポンを配布する。これにより、特別なエリア112におけるゲームプレイの興趣を通常時よりもいっそう深めることができるため、マッチングの手軽さと相まって特別なエリア112でのマッチングによるゲームプレイを促進できる。 Furthermore, when the game terminal 104 belongs to a special area 112, even if the game server 102 transmits special game setting information different from the normal one corresponding to the area 112 to players belonging to the game group. Good. The special game setting information is image information for displaying a special icon 116 or the like such as a store mark corresponding to the area 112 in the game. For example, image information may be added or replaced in order to use a puzzle piece in a puzzle game as a store mark, or image information may be added or replaced in order to use a store mascot character image as a game character. Also good. Furthermore, according to the game result relevant to these image information, you may provide a privilege with respect to a player. For example, when 100 puzzle pieces corresponding to “product A” are erased in a so-called falling object puzzle game, a coupon of “product A” is distributed. Thereby, since the interest of the game play in the special area 112 can be deepened more than usual, the game play by the matching in the special area 112 can be promoted together with the ease of matching.
 図14は、アイコン選択画面114の画面図の別例である。
 ゲーム端末104のアイコン表示部128は、募集状態のエリアルームGに対応するアイコン116をそれ以外のエリアルームGに対応するアイコン116とは異なる態様にて表示させてもよい。具体的には、アイコン116の表示位置、大きさ、色を変更させてもよいし、明滅させてもよい。募集状態のエリアルームGに対応するアイコン116を目立たせることで、プレイヤはどのアイコン116を選択すればゲームグループに参加できるか認識しやすくなる。あるいは、募集状態のエリアルームGに対応するアイコン116を目立たせなくしてもよい。このような表示制御によれば、部外者がゲームグループに参加するのを防ぎやすくなる。
FIG. 14 is another example of a screen diagram of the icon selection screen 114.
The icon display unit 128 of the game terminal 104 may display the icon 116 corresponding to the area room G in the recruitment state in a mode different from the icons 116 corresponding to the other area rooms G. Specifically, the display position, size, and color of the icon 116 may be changed or blinked. By making the icon 116 corresponding to the area room G in the recruitment state conspicuous, the player can easily recognize which icon 116 can be selected to join the game group. Alternatively, the icon 116 corresponding to the area room G in the recruitment state may not be conspicuous. Such display control makes it easy to prevent outsiders from participating in the game group.
[第2実施形態]
 第1実施形態においては絶対的な地理的領域としての「エリア112」に基づいてエリアルームGを形成したが、第2実施形態においてはプレイヤの現在地に基づいて概念的なエリアルームを形成する。
[Second Embodiment]
In the first embodiment, the area room G is formed based on the “area 112” as an absolute geographical area, but in the second embodiment, a conceptual area room is formed based on the current location of the player.
 図15は、第2実施形態におけるエリアルームの形成方法を説明するための模式図である。
 ここでは、プレイヤP1からP6の順にグループ要求するという前提で説明する。
 最初に、プレイヤP1がルームID=R1を指定してグループ要求をゲームサーバ102に送信する。ゲームサーバ112の位置管理部166は、プレイヤP1の位置を中心として上下左右Nキロメートル、たとえば、2キロメートルの範囲にサーチ領域E1を設定する。位置管理部166は、プレイヤ情報格納部172をチェックし、サーチ領域E1にグループ要求を送信済みの他のプレイヤ(以下、「要求中プレイヤ」とよぶ)が存在するか否かを判定する。第2実施形態におけるプレイヤ情報格納部172の場合、エリア欄180は不要であり、ルーム情報格納部174もエリア欄188が不要である。
 プレイヤP1がグループ要求した段階では、要求中プレイヤはサーチ領域E1に存在しない。このため、プレイヤP1は、ルームID=R1にてエリアルームを新たに開設する。
FIG. 15 is a schematic diagram for explaining a method for forming an area room in the second embodiment.
Here, description will be made on the assumption that group requests are made in the order of players P1 to P6.
First, the player P1 designates room ID = R1 and transmits a group request to the game server 102. The position management unit 166 of the game server 112 sets the search area E1 within a range of N kilometers up, down, left, and right, for example, 2 kilometers centering on the position of the player P1. The position management unit 166 checks the player information storage unit 172 and determines whether there is another player (hereinafter referred to as “requesting player”) that has transmitted a group request in the search area E1. In the case of the player information storage unit 172 in the second embodiment, the area column 180 is unnecessary, and the room information storage unit 174 also does not need the area column 188.
At the stage where the player P1 requests a group, the requesting player does not exist in the search area E1. Therefore, the player P1 newly opens an area room with the room ID = R1.
 次に、プレイヤP2がルームID=R1を指定してグループ要求を行う。位置管理部166はプレイヤP2を中心としてサーチ領域E2を設定する。プレイヤP2がグループ要求した段階では、サーチ領域E2には要求中プレイヤは存在しないので、プレイヤP2もルームID=R1にて別途エリアルームを開設する。このように同一のルームIDであっても、この段階では、2つのエリアルームが開設されることになる。 Next, the player P2 specifies a room ID = R1 and makes a group request. The position management unit 166 sets the search area E2 around the player P2. At the stage where the player P2 requests a group, there is no requesting player in the search area E2, so the player P2 also opens a separate area room with room ID = R1. Thus, even with the same room ID, two area rooms are opened at this stage.
 続いて、プレイヤP3がルームID=R1を指定してグループ要求を行う。位置管理部166はプレイヤP3を中心としてサーチ領域E3を設定する。サーチ領域E3にはプレイヤP1が存在する。プレイヤP1は要求中プレイヤであり、プレイヤP3と同じルームID=R1を指定している。このときには、ルーム管理部168は、ルームID=R1にプレイヤP1,P3を対応づける。いいかえれば、プレイヤP1が開設しているエリアルームにプレイヤP3を「入室」させる。こうして、ルームIDと位置情報により識別される1つのエリアルームに二人のプレイヤが対応づけられる。 Subsequently, the player P3 makes a group request specifying room ID = R1. The position management unit 166 sets the search area E3 with the player P3 as the center. A player P1 exists in the search area E3. The player P1 is a requesting player and designates the same room ID = R1 as the player P3. At this time, the room management unit 168 associates the players P1 and P3 with the room ID = R1. In other words, the player P3 is “entered” into the area room opened by the player P1. Thus, two players are associated with one area room identified by the room ID and the position information.
 更に、プレイヤP4がルームID=R2を指定してグループ要求を行う。位置管理部166はプレイヤP4を中心としてサーチ領域E4を設定する。サーチ領域E4にはプレイヤP2が存在する。プレイヤP2は要求中プレイヤであるが、プレイヤP4が指定するルームID=R2を指定していないため、プレイヤP3はルームID=R2にて別途エリアルームを開設する。
 ここまでの状況を整理すると、ルームID=R1の1つ目のエリアルームにプレイヤP1,P3が対応づけられ、ルームID=R1の2つ目のエリアルームにプレイヤP2が対応づけられ、ルームID=R2の3つ目のエリアルームにプレイヤP4が対応づけられている。
Further, the player P4 makes a group request by designating the room ID = R2. The position management unit 166 sets the search area E4 with the player P4 as the center. A player P2 exists in the search area E4. Although the player P2 is a requesting player but does not designate the room ID = R2 designated by the player P4, the player P3 opens a separate area room with the room ID = R2.
To sort out the situation so far, the players P1 and P3 are associated with the first area room with the room ID = R1, the player P2 is associated with the second area room with the room ID = R1, and the room ID The player P4 is associated with the third area room of = R2.
 次に、プレイヤP5がルームID=R1を指定してグループ要求を行う。位置管理部166はプレイヤP5を中心としてサーチ領域E5を設定する。サーチ領域E5にはプレイヤP1,P2が存在する。プレイヤP1,P2はどちらも要求中プレイヤであり、プレイヤP5と同じくどちらもルームID=R1を指定している。この場合には、ルーム管理部168はプレイヤP1,P2のうち、プレイヤP5により近いプレイヤP1のエリアルームにプレイヤP5を対応づける。両者からの距離が等しい場合には、プレイヤP1,P2が所属するエリアルームのうち古くから開設されている方のエリアルームにプレイヤP5を対応づける。
 なお、複数の要求中プレイヤが検出されたときには、古いエリアルームに優先的に対応づけ、古さが同じときには距離に基づいて対応づけ先を決めてもよい。
Next, the player P5 designates room ID = R1 and makes a group request. The position management unit 166 sets a search area E5 around the player P5. Players P1 and P2 exist in the search area E5. Players P1 and P2 are both requesting players, and both of them specify room ID = R1 like player P5. In this case, the room management unit 168 associates the player P5 with the area room of the player P1 that is closer to the player P5 among the players P1 and P2. When the distance from both is equal, the player P5 is associated with the area room that has been established for a long time among the area rooms to which the players P1 and P2 belong.
When a plurality of requesting players are detected, the old area room may be associated with priority, and when the age is the same, the correspondence destination may be determined based on the distance.
 続いて、プレイヤP6がルームID=R1を指定してグループ要求を行う。位置管理部166はプレイヤP6を中心としてサーチ領域E6を設定する。サーチ領域E6にはプレイヤP3が存在する。プレイヤP3は要求中プレイヤであり、プレイヤP6と同じルームID=R1を指定している。更に、プレイヤP3は上述のようにプレイヤP1とすでに対応づけられている。この場合、ルーム管理部168は、ルームID=R1にプレイヤP1,P3,P6を対応づける。サーチ領域E6にプレイヤP1が存在しなくても、プレイヤP1に対応づけられているプレイヤP3が存在しているため、プレイヤP6はプレイヤP3だけでなくプレイヤP1とも対応づけられることができる。いいかえれば、プレイヤP6はプレイヤP3を手がかりとしてプレイヤP1とも対応づけられる。 Subsequently, the player P6 makes a group request specifying the room ID = R1. The position management unit 166 sets a search area E6 with the player P6 as the center. A player P3 exists in the search area E6. The player P3 is a requesting player and designates the same room ID = R1 as the player P6. Further, the player P3 is already associated with the player P1 as described above. In this case, the room management unit 168 associates the players P1, P3, and P6 with the room ID = R1. Even if the player P1 does not exist in the search area E6, since the player P3 associated with the player P1 exists, the player P6 can be associated with not only the player P3 but also the player P1. In other words, the player P6 is associated with the player P1 using the player P3 as a clue.
 図16は、第2実施形態において、グループ要求を受信したときのゲームサーバ102の処理過程を示すフローチャートである。
 ここでは、あるゲーム端末104aが、ルームID=Rxを指定してグループ要求を送信してきた状況を前提としている。
FIG. 16 is a flowchart showing a processing process of the game server 102 when a group request is received in the second embodiment.
Here, it is assumed that a certain game terminal 104a has transmitted a group request specifying room ID = Rx.
 位置管理部166は、ゲーム端末104aの位置情報を参照し、サーチ領域を設定し、このサーチ領域内に他のゲーム端末104が存在するか否かを判定する(S40)。存在するとき(S40のY)、ルーム管理部168は、他のゲーム端末104がエリアルームに所属しているか、いいかえれば、グループ要求を送信している要求中プレイヤであるか否かを判定する(S42)。要求中プレイヤであれば(S42のY)、ルーム管理部168はその要求中プレイヤがゲーム端末104aと同一のルームID=Rxにてグループ要求しているか否かを判定する(S44)。ルームIDも同一であれば(S44のY)、その要求中プレイヤに対応するエリアルームにゲーム端末104aも追加で対応づけられる(S46)。 The location management unit 166 refers to the location information of the game terminal 104a, sets a search area, and determines whether another game terminal 104 exists in the search area (S40). When present (Y in S40), the room management unit 168 determines whether the other game terminal 104 belongs to the area room, in other words, whether the player is a requesting player who is transmitting a group request. (S42). If it is a requesting player (Y of S42), the room management unit 168 determines whether or not the requesting player makes a group request with the same room ID = Rx as the game terminal 104a (S44). If the room IDs are also the same (Y in S44), the game terminal 104a is additionally associated with the area room corresponding to the requesting player (S46).
 一方、サーチ範囲に他のゲーム端末104が存在しないとき(S40のN)、存在してもそのゲーム端末104がグループ要求を送信していないとき(S42のN)、グループ要求を送信していてもルームIDが一致しないときには(S44のN)、新たなエリアルームが開設される(S48)。 On the other hand, when there is no other game terminal 104 in the search range (N in S40), even if it exists but the game terminal 104 is not transmitting a group request (N in S42), a group request is being transmitted. If the room IDs do not match (N in S44), a new area room is opened (S48).
 エリアルームの開設時に制限時間が設定され、マッチングが成立したり、制限時間が経過すればエリアルームに対応するルームIDが解放される点は第1実施形態と同様である。 As in the first embodiment, a time limit is set when the area room is opened, and matching is established or the room ID corresponding to the area room is released when the time limit elapses.
 以上、実施形態にもとづいてゲームシステム100を説明した。
 本実施形態によれば、近くにいる友だち同士でアイコン116の選択について合意しておけば、アイコン116をワンタッチするだけで即興的にゲームグループを形成できる。マッチングが成立すれば、あるいは、制限時間が経過すればエリアルームGは解放されるため、少ないアイコン116(少ないルームID)であっても循環的に活用できる。また、同じエリアルームGに対応付けられた参加者でしか属性情報が提供されないため、無関係なプレイヤの属性情報がばらまかれることによるプライバシーの問題も解消しやすくなる。
The game system 100 has been described above based on the embodiment.
According to the present embodiment, if friends in the vicinity agree on the selection of the icon 116, a game group can be formed improvised by simply touching the icon 116. If matching is established, or if the time limit has elapsed, the area room G is released, so even a small number of icons 116 (small number of room IDs) can be used cyclically. Further, since the attribute information is provided only by the participants associated with the same area room G, it is easy to solve the privacy problem due to the dispersion of the irrelevant player attribute information.
 場所や時間、行動に応じて、アイコン116の画像を変化させてもよいし、特典情報を付与してもよい。プレイヤの行動を促すことで、購買や観光などのリアルな経済活動とゲーム端末104におけるソーシャルゲームの普及について相乗効果を期待できる。たとえば、京都、奈良、大阪にある複数の観光地や店舗が提携することによりモデル旅行コースを設定し、各ポイントで特殊なアイコン116を提供したり、特典情報を付与するといったビジネスモデルも考えられる。あるいは、大人数、たとえば、20人以上でゲームグループが形成されたときに特殊なアイコン116や特典情報を付与すれば、いっしょにゲームを楽しめるたくさんの友だちを作りたいという動機付けを提供できる。更に、個人で競い合うゲームグループに限らず、チームとしてゲームグループに参加可能な構成であってもよい。 Depending on the location, time, and action, the image of the icon 116 may be changed, or privilege information may be given. By encouraging the player's action, it is possible to expect a synergistic effect on real economic activities such as purchase and sightseeing and the spread of social games on the game terminal 104. For example, a business model may be conceived in which a model travel course is set by cooperation of a plurality of sightseeing spots and stores in Kyoto, Nara, and Osaka, and a special icon 116 is provided at each point or privilege information is given. . Alternatively, if a special group 116 or privilege information is added when a game group is formed with a large number of people, for example, 20 or more people, it is possible to provide motivation to make many friends who can enjoy the game together. Furthermore, it is not limited to a game group that competes individually, but may be configured to participate in a game group as a team.
 なお、本発明は上記実施形態や変形例に限定されるものではなく、要旨を逸脱しない範囲で構成要素を変形して具体化することができる。上記実施形態や変形例に開示されている複数の構成要素を適宜組み合わせることにより種々の発明を形成してもよい。また、上記実施形態や変形例に示される全構成要素からいくつかの構成要素を削除してもよい。 Note that the present invention is not limited to the above-described embodiments and modifications, and can be embodied by modifying the components without departing from the scope of the invention. Various inventions may be formed by appropriately combining a plurality of constituent elements disclosed in the above embodiments and modifications. Moreover, you may delete some components from all the components shown by the said embodiment and modification.
 複数のゲーム端末104と1つのゲームサーバ102によりゲームシステム100が構成されるとして説明したが、ゲーム端末104の機能の一部はゲームサーバ102により実現されてもよいし、ゲームサーバ102の機能の一部がゲーム端末104により割り当てられてもよい。また、ゲーム端末104やゲームサーバ102以外の第3の装置が、機能の一部を担ってもよい。図5,図6において説明したゲーム端末104の各機能とゲームサーバ102の各機能の集合体は大局的には1つの「情報処理装置」として把握することも可能である。1つまたは複数のハードウェアに対して、本発明を実現するために必要な複数の機能をどのように配分するかは、各ハードウェアの処理能力やゲームシステム100に求められる仕様等に鑑みて決定されればよい。 Although it has been described that the game system 100 is configured by a plurality of game terminals 104 and one game server 102, some of the functions of the game terminal 104 may be realized by the game server 102, or the functions of the game server 102 may be A part may be assigned by the game terminal 104. In addition, a third device other than the game terminal 104 or the game server 102 may bear a part of the function. A set of each function of the game terminal 104 and each function of the game server 102 described in FIG. 5 and FIG. 6 can be generally grasped as one “information processing apparatus”. How to allocate a plurality of functions necessary for realizing the present invention to one or a plurality of hardware depends on the processing capability of each hardware, the specifications required for the game system 100, and the like. It only has to be decided.
 本実施形態においては、所定人数、たとえば、3人のプレイヤが同一のエリアルームGに対応付けられたときにマッチングが成立するとして説明したが、マッチング成立に必要な参加者人数はプレイヤが任意に設定できてもよい。また、募集中であっても、複数のプレイヤが参加しているときには、プレイヤは強制的に募集を打ち切ってもよい。このように、恣意的にマッチング条件の成否を制御してもよい。 In the present embodiment, it has been described that matching is established when a predetermined number of people, for example, three players are associated with the same area room G, but the number of participants necessary for establishment of matching is arbitrarily determined by the player. It may be possible to set. Moreover, even if it is during recruitment, when a plurality of players are participating, the player may forcibly terminate the recruitment. Thus, the success or failure of the matching condition may be arbitrarily controlled.
 本実施形態においてはアイコン116とルームIDを対応付けたが、ルームIDにアイコン以外のものが対応付けられてもよい。たとえば、ゲーム端末104の画面を複数の領域、たとえば、9つの領域に分割し、各領域にルームIDを対応付け、どの領域がタッチされたかに応じてルームIDを選択してもよい。マルや三角、アルファベットなどの簡単なマークや文字(テキスト)をタッチパネルで手書き認識し、その手書き認識したマークや文字とルームIDを対応付けてもよい。また、ゲーム端末104を上下左右に振ったり、傾けたりといった動作をジャイロセンサで検出し、このような特定動作の検出信号にルームIDを対応付けてもよい。画面をタップする時間間隔や回数をルームIDに対応付けてもよい。また、特定のポーズや、校章などのマークをカメラで撮影して画像認識したものとルームIDを対応付けてもよい。また、音声によって合言葉を音声認識し、その合言葉にルームIDを対応付けてもよい。 In the present embodiment, the icon 116 and the room ID are associated with each other, but a room ID other than the icon may be associated with the room ID. For example, the screen of the game terminal 104 may be divided into a plurality of areas, for example, nine areas, a room ID is associated with each area, and a room ID may be selected according to which area is touched. Simple marks and characters (text) such as circles, triangles, and alphabets may be recognized by handwriting on the touch panel, and the marks and characters recognized by handwriting may be associated with the room ID. Alternatively, a motion such as swinging the game terminal 104 up and down, left and right, or tilting may be detected by a gyro sensor, and a room ID may be associated with a detection signal of such a specific motion. The time interval and the number of times of tapping the screen may be associated with the room ID. In addition, a room ID may be associated with a specific pose, a mark such as a school emblem taken with a camera and image recognition. Further, a secret word may be recognized by voice and a room ID may be associated with the secret word.
 1つのアイコン116に1つのルームIDを対応付けるのではなく、複数のアイコン116に1つのルームIDを対応付けてもよい。たとえば、アイコン116aをタップしたあと、アイコン116bをタップしたとき、所定のルームIDを対象としたグループ要求が送信されるとしてもよい。 Instead of associating one room ID with one icon 116, one room ID may be associated with a plurality of icons 116. For example, when the icon 116b is tapped after tapping the icon 116a, a group request for a predetermined room ID may be transmitted.
 エリアルームGに近距離部外者が入り込んでしまったときには、強制的にマッチング不成立としてエリアルームGを解放できてもよい。 When a short distance outsider enters the area room G, the area room G may be forcibly released as a matching failure.
 第1実施形態においては、同一エリアに所属し、かつ、友だちである近距離対象者だけでゲームグループを形成することを前提として説明した。また、第2実施形態においては、グループ要求を行ったゲーム端末104のサーチ範囲に所属し、かつ、友だちである近距離対象者だけでゲームグループを形成することを前提として説明した。変形例として、同一エリアやサーチ範囲、すなわち、距離にこだわらず、単に、同一のルームIDを指定した友だち同士でゲームグループを形成可能としてもよい。 The first embodiment has been described on the premise that a game group is formed only by short-distance subjects who belong to the same area and are friends. Further, the second embodiment has been described on the premise that a game group is formed only by short-distance subjects who belong to the search range of the game terminal 104 that has requested the group and are friends. As a modification, a game group may be formed by friends who specify the same room ID, regardless of the same area or search range, that is, the distance.
 なお、以上の記載から、以下のような発明を把握することも可能である。
A1.プレイヤIDを付与されたプレイヤにより操作される複数のゲーム端末と通信ネットワークを介して接続され、
 ゲーム端末から、プレイヤIDおよび位置情報を受信する位置受信部と、
 前記位置情報に基づいて、プレイヤIDを複数のエリアのいずれかに対応づける位置管理部と、
 ゲーム端末から、複数のルームIDの中から選択されるルームIDとプレイヤIDを含むグループ要求を受信するグループ要求受信部と、
 エリアおよびルームIDの組み合わせとして表現されるエリアルームのうち、前記グループ要求を送信したゲーム端末が所属するエリアと前記グループ要求の対象となるルームIDの組み合わせとして表現されるエリアルームがすでに募集状態にあるときには前記エリアルームに前記グループ要求したゲーム端末のプレイヤIDを対応づけ、募集状態にないときには前記エリアルームに前記グループ要求したプレイヤIDを対応づけるとともに前記エリアルームを募集状態に設定するルーム管理部と、を備え、
 前記ルーム管理部は、前記エリアルームにおいて複数のゲーム端末のマッチングが成立したとき、前記エリアルームに対応づけられているゲーム端末に共通のゲーム設定情報を提供することを特徴とするゲームサーバ。
In addition, it is also possible to grasp | ascertain the following inventions from the above description.
A1. It is connected to a plurality of game terminals operated by a player given a player ID via a communication network,
A position receiving unit that receives a player ID and position information from the game terminal;
A position management unit that associates the player ID with any of a plurality of areas based on the position information;
A group request receiving unit for receiving a group request including a room ID and a player ID selected from a plurality of room IDs from a game terminal;
Of the area rooms expressed as a combination of area and room ID, an area room expressed as a combination of the area to which the game terminal that transmitted the group request belongs and the room ID subject to the group request is already in the recruitment state. A room management unit that associates the player ID of the game terminal requested for the group with the area room when there is, and associates the player ID requested for the group with the area room when not in the recruitment state and sets the area room in the recruitment state. And comprising
The room management unit provides game setting information common to game terminals associated with the area room when matching of a plurality of game terminals is established in the area room.
A2.ゲームサーバと通信ネットワークを介して接続され、
 プレイヤIDおよび位置情報を送信する位置送信部と、
 複数のルームIDに対応して複数のアイコンを画面表示させるアイコン表示部と、
 前記複数のアイコンのいずれかが選択されたとき、前記選択されたアイコンに対応するルームIDを含むグループ要求を送信するグループ要求送信部と、
 位置情報により特定されるエリアおよびルームIDの組み合わせとして表現されるエリアルームのうち、自端末が所属するエリアと前記グループ要求の対象となるルームIDの組み合わせとして表現されるエリアルームに固有のゲーム設定情報を受信する設定受信部と、を備えることを特徴とするゲーム端末。
A2. Connected to the game server via a communication network,
A position transmitter for transmitting the player ID and position information;
An icon display unit for displaying a plurality of icons on the screen corresponding to a plurality of room IDs;
A group request transmission unit that transmits a group request including a room ID corresponding to the selected icon when any of the plurality of icons is selected;
Among the area rooms expressed as a combination of the area specified by the location information and the room ID, a game setting specific to the area room expressed as a combination of the area to which the terminal belongs and the room ID subject to the group request A game receiving device comprising: a setting receiving unit that receives information.
 100 ゲームシステム、102 ゲームサーバ、104 ゲーム端末、106 インターネット、108 プレイヤ管理部、110 ゲーム提供部、112 エリア、114 アイコン選択画面、116 アイコン、118 ∪/I部、120 通信部、122 データ処理部、124 データ格納部、126 表示部、128 アイコン表示部、130 属性表示部、132 入力部、134 位置送信部、136 グループ要求送信部、138 募集情報受信部、140 属性受信部、142 設定受信部、144 ゲーム制御部、146 ゲームデータ格納部、148 プレイヤ情報格納部、150 通信部、152 データ処理部、154 データ格納部、156 位置受信部、158 グループ要求受信部、160 属性情報送信部、162 アイコン送信部、164 特典送信部、166 位置管理部、168 ルーム管理部、170 特典判定部、172 プレイヤ情報格納部、174 ルーム情報格納部、176 ゲームデータ格納部、196 募集待受画面、202 ランキング画面。 100 game system, 102 game server, 104 game terminal, 106 internet, 108 player management unit, 110 game providing unit, 112 area, 114 icon selection screen, 116 icon, 118 ∪ / I unit, 120 communication unit, 122 data processing unit , 124 data storage unit, 126 display unit, 128 icon display unit, 130 attribute display unit, 132 input unit, 134 position transmission unit, 136 group request transmission unit, 138 recruitment information reception unit, 140 attribute reception unit, 142 setting reception unit 144, game control unit, 146 game data storage unit, 148 player information storage unit, 150 communication unit, 152 data processing unit, 154 data storage unit, 156 position reception unit, 158 group request reception unit, 160 attribute information transmission Nobu, 162 Icon transmission unit, 164 Bonus transmission unit, 166 Location management unit, 168 Room management unit, 170 Bonus determination unit, 172 Player information storage unit, 174 Room information storage unit, 176 Game data storage unit, 196 Reservation waiting Screen, 202 ranking screen.

Claims (14)

  1.  プレイヤIDを付与されたプレイヤにより操作される複数のゲーム端末と通信ネットワークを介して接続され、
     ゲーム端末から、プレイヤIDおよび位置情報を受信する位置受信部と、
     プレイヤIDと位置情報を対応づける位置管理部と、
     ゲーム端末から、複数のルームIDの中から選択されるルームIDとプレイヤIDを含むグループ要求を受信するグループ要求受信部と、
     グループ要求を送信した第1のゲーム端末から所定距離内に前記第1のゲーム端末と同一のルームIDにてグループ要求をしている第2のゲーム端末が存在しないときには、前記第1のゲーム端末に対応するエリアルームを開設し、前記第2のゲーム端末が存在するときには前記第2のゲーム端末が対応づけられているエリアルームに前記第1のゲーム端末を対応づけるルーム管理部と、を備え、
     前記ルーム管理部は、エリアルームにおいて複数のゲーム端末のマッチングが成立したとき、前記エリアルームに対応づけられているゲーム端末に共通のゲーム設定情報を提供することを特徴とするゲームサーバ。
    It is connected to a plurality of game terminals operated by a player given a player ID via a communication network,
    A position receiving unit that receives a player ID and position information from the game terminal;
    A position management unit that associates the player ID with the position information;
    A group request receiving unit for receiving a group request including a room ID and a player ID selected from a plurality of room IDs from a game terminal;
    When there is no second game terminal making a group request in the same room ID as the first game terminal within a predetermined distance from the first game terminal that has transmitted the group request, the first game terminal And a room management unit that associates the first game terminal with the area room associated with the second game terminal when the second game terminal exists. ,
    The room management unit provides game setting information common to game terminals associated with the area room when matching of a plurality of game terminals is established in the area room.
  2.  前記ルーム管理部は、マッチングが成立したとき、または、エリアルームが開設されてから所定の制限時間が経過したときには、前記エリアルームのルームIDを解放することを特徴とする請求項1に記載のゲームサーバ。 2. The room management unit according to claim 1, wherein the room management unit releases the room ID of the area room when matching is established or when a predetermined time limit has elapsed since the area room was opened. Game server.
  3.  ゲーム端末に、他のプレイヤの属性情報を送信する属性情報送信部、を更に備え、
     前記属性情報送信部は、グループ要求を送信したゲーム端末に対しては、前記ゲーム端末と同一のエリアルームに所属しないプレイヤの属性情報の提供を制限することを特徴とする請求項1または2に記載のゲームサーバ。
    An attribute information transmission unit that transmits attribute information of other players to the game terminal;
    The attribute information transmitting unit restricts the provision of attribute information of a player who does not belong to the same area room as the game terminal to a game terminal that has transmitted a group request. The game server described.
  4.  ゲーム端末に、ルームIDに対応するアイコン情報を送信するアイコン送信部、を更に備え、
     前記アイコン送信部は、所定のエリアに所属するゲーム端末に対しては、それ以外のエリアにおいて提供されるアイコン情報とは異なる特殊アイコン情報を送信することを特徴とする請求項1から3のいずれかに記載のゲームサーバ。
    The game terminal further includes an icon transmission unit that transmits icon information corresponding to the room ID,
    The said icon transmission part transmits the special icon information different from the icon information provided in the other area with respect to the game terminal which belongs to a predetermined area, Any one of Claim 1 to 3 characterized by the above-mentioned. The game server according to Crab.
  5.  ゲーム端末に、ゲームの特典情報を送信する特典送信部、を更に備え、
     前記特典送信部は、前記特殊アイコン情報に基づいてルームIDを指定するグループ要求が受信されたことを条件として、前記グループ要求を送信するゲーム端末に前記特典情報を送信することを特徴とする請求項4に記載のゲームサーバ。
    The game terminal further includes a privilege transmission unit that transmits the privilege information of the game,
    The privilege transmission unit transmits the privilege information to a game terminal that transmits the group request on condition that a group request for designating a room ID is received based on the special icon information. Item 5. A game server according to item 4.
  6.  プレイヤIDを付与されたプレイヤにより操作される複数のゲーム端末と通信ネットワークを介して接続され、
     ゲーム端末から、プレイヤIDおよび位置情報を受信する位置受信部と、
     プレイヤIDと位置情報を対応づける位置管理部と、
     ゲーム端末から、複数のルームIDの中から選択されるルームIDとプレイヤIDを含むグループ要求を受信するグループ要求受信部と、
     前記グループ要求を送信した第1のゲーム端末の所定距離以内に位置する第2のゲーム端末から、前記第1のゲーム端末と同一のルームIDを指定するグループ要求が更に受信されたことを条件として、前記第1および第2のゲーム端末に共通のゲーム設定情報を提供するルーム管理部と、を備えることを特徴とするゲームサーバ。
    It is connected to a plurality of game terminals operated by a player given a player ID via a communication network,
    A position receiving unit that receives a player ID and position information from the game terminal;
    A position management unit that associates the player ID with the position information;
    A group request receiving unit for receiving a group request including a room ID and a player ID selected from a plurality of room IDs from a game terminal;
    On condition that a group request specifying the same room ID as the first game terminal is further received from a second game terminal located within a predetermined distance of the first game terminal that has transmitted the group request. And a room management unit that provides game setting information common to the first and second game terminals.
  7.  複数のゲーム端末と通信ネットワークを介して接続され、
     第1のゲーム端末が複数のルームIDの中から選択したルームIDと同一のルームIDを選択した第2のゲーム端末が前記第1のゲーム端末から所定距離以内に検出されたとき、前記第1および第2のゲーム端末に共通のゲーム設定情報を提供することを特徴とするゲームサーバ。
    Connected to multiple game terminals via a communication network,
    When the second game terminal that has selected the same room ID as the room ID selected from the plurality of room IDs by the first game terminal is detected within a predetermined distance from the first game terminal, the first game terminal And a game server for providing game setting information common to the second game terminal.
  8.  複数のプレイヤの位置情報を管理する位置管理部と、
     複数のアイコンを表示するアイコン表示部と、
     第1のプレイヤがいずれかのアイコンを選択した場合において、前記第1のプレイヤから所定距離内に前記第1のプレイヤと同一のアイコンを選択した第2のプレイヤが存在しないときには、前記第1のプレイヤに対応する新たなエリアルームを開設し、前記第2のプレイヤが存在するときには前記第2のプレイヤにより開設されている既存のエリアルームに前記第1のプレイヤを対応づけるルーム管理部と、を備え、
     前記ルーム管理部は、エリアルームにおいて複数のプレイヤのマッチングが成立したとき、前記エリアルームに対応づけられている複数のプレイヤそれぞれのゲームに対して共通のゲーム設定情報を提供することを特徴とする情報処理装置。
    A position management unit that manages position information of a plurality of players;
    An icon display for displaying a plurality of icons;
    When the first player selects any icon, when there is no second player who has selected the same icon as the first player within a predetermined distance from the first player, the first player A room management unit that opens a new area room corresponding to the player and associates the first player with the existing area room opened by the second player when the second player exists; Prepared,
    The room management unit provides game setting information common to games of a plurality of players associated with the area room when matching of the plurality of players is established in the area room. Information processing device.
  9.  ゲームサーバと通信ネットワークを介して接続され、
     プレイヤIDおよび位置情報を送信する位置送信部と、
     複数のルームIDに対応して複数のアイコンを画面表示させるアイコン表示部と、
     前記複数のアイコンのいずれかが選択されたとき、前記選択されたアイコンに対応するルームIDを含むグループ要求を送信するグループ要求送信部と、
     自端末の位置およびルームIDにより識別されるエリアルームを対象とした固有のゲーム設定情報を受信する設定受信部と、を備えることを特徴とするゲーム端末。
    Connected to the game server via a communication network,
    A position transmitter for transmitting the player ID and position information;
    An icon display unit for displaying a plurality of icons on the screen corresponding to a plurality of room IDs;
    A group request transmission unit that transmits a group request including a room ID corresponding to the selected icon when any of the plurality of icons is selected;
    A game receiver comprising: a setting receiving unit that receives unique game setting information for an area room identified by the position of the own terminal and the room ID.
  10.  前記ゲームサーバから、ルームIDの使用可否を示す情報を受信する募集情報受信部、を更に備え、
     前記アイコン表示部は、使用中のルームIDに対応するアイコンを使用中ではないときとは異なる態様にて画面表示させることを特徴とする請求項9に記載のゲーム端末。
    A recruitment information receiving unit for receiving information indicating whether or not the room ID can be used from the game server;
    The game terminal according to claim 9, wherein the icon display unit displays an icon corresponding to a room ID being used on a screen different from that when the icon is not being used.
  11.  前記ゲームサーバから、プレイヤの属性情報を受信する属性受信部と、
     自端末から所定距離以内に位置する他のプレイヤの属性情報を表示させる属性表示部と、を備え、
     前記属性表示部は、自端末と同一のルームIDにてグループ要求を行っていないプレイヤの属性情報の表示を制限することを特徴とする請求項9または10に記載のゲーム端末。
    An attribute receiving unit for receiving player attribute information from the game server;
    An attribute display unit for displaying attribute information of other players located within a predetermined distance from the own terminal,
    The game terminal according to claim 9 or 10, wherein the attribute display unit restricts display of attribute information of a player who has not made a group request with the same room ID as the own terminal.
  12.  プレイヤIDを付与されたプレイヤにより操作される複数のゲーム端末と、前記複数のゲーム端末と通信ネットワークを介して接続されるゲームサーバと、を含み、
     前記ゲーム端末は、
     プレイヤIDおよび位置情報を前記ゲームサーバに送信する位置送信部と、
     複数のルームIDに対応して複数のアイコンを画面表示させるアイコン表示部と、
     前記複数のアイコンのいずれかが選択されたとき、前記選択されたアイコンに対応するルームIDを含むグループ要求を前記ゲームサーバに送信するグループ要求送信部と、
     ゲーム端末の位置およびルームIDにより識別されるエリアルームに固有のゲーム設定情報を前記ゲームサーバから受信する設定受信部と、を備え、
     前記ゲームサーバは、
     前記ゲーム端末から、プレイヤIDおよび位置情報を受信する位置受信部と、
     プレイヤIDと位置情報を対応づける位置管理部と、
     前記ゲーム端末から、前記グループ要求を受信するグループ要求受信部と、
     グループ要求を送信した第1のゲーム端末から所定距離内に前記第1のゲーム端末と同一のルームIDにてグループ要求をしている第2のゲーム端末が存在しないときには、前記第1のゲーム端末に対応するエリアルームを開設し、前記第2のゲーム端末が存在するときには前記第2のゲーム端末に対応づけられているエリアルームに前記第1のゲーム端末を対応づけるルーム管理部と、を備え、
     前記ルーム管理部は、前記エリアルームにおいて複数のゲーム端末のマッチングが成立したとき、前記エリアルームを対象とした前記ゲーム設定情報を前記ゲーム端末に送信することを特徴とするゲームシステム。
    A plurality of game terminals operated by a player given a player ID, and a game server connected to the plurality of game terminals via a communication network;
    The game terminal
    A position transmitter for transmitting a player ID and position information to the game server;
    An icon display unit for displaying a plurality of icons on the screen corresponding to a plurality of room IDs;
    A group request transmission unit that transmits a group request including a room ID corresponding to the selected icon to the game server when any of the plurality of icons is selected;
    A setting receiving unit that receives game setting information unique to the area room identified by the position of the game terminal and the room ID from the game server,
    The game server
    A position receiving unit for receiving a player ID and position information from the game terminal;
    A position management unit that associates the player ID with the position information;
    A group request receiver for receiving the group request from the game terminal;
    When there is no second game terminal making a group request in the same room ID as the first game terminal within a predetermined distance from the first game terminal that has transmitted the group request, the first game terminal And a room management unit that associates the first game terminal with the area room associated with the second game terminal when the second game terminal exists. ,
    The room management unit transmits the game setting information for the area room to the game terminal when matching of a plurality of game terminals is established in the area room.
  13.  プレイヤIDを付与されたプレイヤにより操作される複数のゲーム端末と通信ネットワークを介して接続されるゲームサーバにおいて実行されるコンピュータプログラムであって、
     ゲーム端末から、プレイヤIDおよび位置情報を受信する機能と、
     プレイヤIDと位置情報を対応づける機能と、
     ゲーム端末から、複数のルームIDの中から選択されるルームIDとプレイヤIDを含むグループ要求を受信する機能と、
     グループ要求を送信した第1のゲーム端末から所定距離内に前記第1のゲーム端末と同一のルームIDにてグループ要求をしている第2のゲーム端末が存在しないときには、前記第1のゲーム端末に対応するエリアルームを開設し、前記第2のゲーム端末が存在するときには前記第2のゲーム端末により設定されているエリアルームに前記第1のゲーム端末を対応づける機能と、
     前記エリアルームにおいて複数のゲーム端末のマッチングが成立したとき、前記エリアルームに対応づけられているゲーム端末に共通のゲーム設定情報を提供する機能と、
     を前記ゲームサーバに発揮させることを特徴とするゲームサーバプログラム。
    A computer program executed on a game server connected via a communication network to a plurality of game terminals operated by a player given a player ID,
    A function of receiving a player ID and position information from a game terminal;
    A function for associating the player ID with the position information;
    A function of receiving a group request including a room ID and a player ID selected from a plurality of room IDs from a game terminal;
    When there is no second game terminal making a group request in the same room ID as the first game terminal within a predetermined distance from the first game terminal that has transmitted the group request, the first game terminal A function of opening an area room corresponding to the first game terminal when the second game terminal is present, and associating the first game terminal with the area room set by the second game terminal;
    A function of providing game setting information common to game terminals associated with the area room when matching of a plurality of game terminals is established in the area room;
    A game server program that causes the game server to exhibit
  14.  ゲームサーバと通信ネットワークを介して接続されるゲーム端末において実行されるコンピュータプログラムであって、
     プレイヤIDおよび位置情報を送信する機能と、
     複数のルームIDに対応して複数のアイコンを画面表示させる機能と、
     前記複数のアイコンのいずれかが選択されたとき、前記選択されたアイコンに対応するルームIDを含むグループ要求を送信する機能と、
     ルームIDにより識別されるエリアルームに固有のゲーム設定情報を受信する機能と、
     を前記ゲーム端末に発揮させることを特徴とするゲーム端末プログラム。
    A computer program executed in a game terminal connected to a game server via a communication network,
    A function of transmitting a player ID and position information;
    A function for displaying a plurality of icons on the screen corresponding to a plurality of room IDs;
    A function of transmitting a group request including a room ID corresponding to the selected icon when any of the plurality of icons is selected;
    A function of receiving game setting information specific to the area room identified by the room ID;
    A game terminal program that causes the game terminal to exhibit the above.
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