WO2020261895A1 - Game system, method for running game system, and program - Google Patents
Game system, method for running game system, and program Download PDFInfo
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- WO2020261895A1 WO2020261895A1 PCT/JP2020/021786 JP2020021786W WO2020261895A1 WO 2020261895 A1 WO2020261895 A1 WO 2020261895A1 JP 2020021786 W JP2020021786 W JP 2020021786W WO 2020261895 A1 WO2020261895 A1 WO 2020261895A1
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- game
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- 238000000034 method Methods 0.000 title claims description 42
- 238000003860 storage Methods 0.000 claims description 26
- 238000004891 communication Methods 0.000 claims description 23
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- 230000000694 effects Effects 0.000 description 2
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Images
Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/792—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating 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
- A63F13/69—Generating 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/24—Electric games; Games using electronic circuits not otherwise provided for
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q50/00—Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
- G06Q50/10—Services
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
Definitions
- the present invention relates to a game.
- Patent Document 1 revenue is distributed between a business operator that manages a facility (hereinafter referred to as "manager") and a business operator that provides a game device to the manager (hereinafter referred to as "provider").
- manager a business operator that manages a facility
- provider a business operator that provides a game device to the manager
- the technology for this is disclosed.
- the numerical value of the points corresponding to the amount paid in advance by the administrator to the provider is subtracted by a predetermined value for each game played by the user.
- the value of points is less than a predetermined value, the operation of the game device is restricted.
- the game medium is used for the play by one or more users, and the reward according to the result of the play is one or more.
- a game system that provides a game given to a user, the amount of use corresponding to the quantity of the game medium used by the one or more users within the unit period, and the one or more within the unit period.
- the index specifying unit that specifies the balance index according to the difference from the amount of reward corresponding to the amount of the reward given to the user of the game, and the points owned by the manager of the game for providing the game are described above. It is equipped with a settlement processing unit that updates according to the balance index.
- the game medium is used for the play by one or more users, and the reward according to the result of the play is given to the one or more users.
- a method of operating a game system that provides a game, in which the usage amount corresponding to the quantity of the game medium used by the one or more users within the unit period and the one or more users within the unit period.
- the balance index according to the difference from the grant amount corresponding to the quantity of the reward given to the game is specified, and the points owned by the manager of the game for providing the game are updated according to the balance index. ..
- the program according to one aspect of the present invention provides a game in which a game medium is used for play by one or more users, and a reward according to the result of the play is given to the one or more users. Therefore, it corresponds to the usage amount corresponding to the quantity of the game medium used by the one or more users within the unit period and the quantity of the reward given to the one or more users within the unit period.
- a computer as an index specifying unit that identifies the balance index according to the difference from the grant amount, and a settlement processing unit that updates the points owned by the game manager for the provision of the game according to the balance index. To make it work.
- FIG. 1 is a configuration diagram of a game system 100A according to the first embodiment.
- the game system 100A of the first embodiment is installed in, for example, a game facility.
- the amusement facility is, for example, an entertainment facility such as a game center or a casino, or a commercial facility such as a shopping center.
- the game system 100A is a computer system that provides a game to a user (player) U in the game facility.
- the game system 100A is provided by the provider Ha to the manager Hb of the amusement facility.
- Provider Ha is a business operator that lends or sells the game system 100A to the administrator.
- a manufacturer engaged in the manufacture of the game system 100A or a business operator engaged in the leasing of the game system 100A purchased from the manufacturer is an example of the provider Ha.
- the manager Hb is a business operator that operates a game facility.
- the administrator Hb acquires the management card M from the provider Ha when operating the game system 100A provided by the provider Ha. Specifically, the administrator Hb purchases the management card M in exchange for payment of a predetermined amount of currency.
- the management card M is a portable recording medium in which the possession point P is stored.
- the possession point P is a value owned by the administrator Hb in order to operate the game device 10.
- the manager Hb can also increase the possession points P stored in the acquired management card M by paying the currency to the provider Ha.
- the game system 100A of the first embodiment includes a game device 10 and a writing device 20.
- the game device 10 is a computer system used by the user U to play a game.
- the game device 10 used in the casino is also called a gaming machine.
- the writing device 20 is connected to the game device 10 by wire or wirelessly, for example.
- the writing device 20 is a reader / writer that reads and writes data to the management card M.
- the writing device 20 includes a attachment / detachment mechanism for attaching / detaching the management card M, and an update circuit for updating the data stored in the management card M.
- the attachment / detachment mechanism is, for example, a mechanism into which the management card M is inserted or placed.
- the writing device 20 of the first embodiment updates the possession point P stored in the management card M.
- the writing device 20 may be mounted on the game device 10. In the configuration in which the writing device 20 is mounted on the game device 10, the single game device 10 corresponds to the game system 100A.
- FIG. 2 is a block diagram illustrating a specific configuration of the game system 100A.
- the game device 10 includes a control device 11, a storage device 12, a communication device 13, a display device 14, and an operation device 15.
- the game device 10 is also realized by a set of a plurality of devices configured as separate bodies from each other.
- the control device 11 is, for example, a single or a plurality of processors that control each element of the game device 10. Specifically, for example, one or more types of processors such as CPU (Central Processing Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), FPGA (Field Programmable Gate Array), or ASIC (Application Specific Integrated Circuit). 3.
- the control device 11 is configured.
- the communication device 13 communicates with the writing device 20.
- the control device 11 can update (change) the possession point P stored in the management card M by communicating with the writing device 20 via the communication device 13.
- the storage device 12 is a single or a plurality of memories for storing a program executed by the control device 11 and various data used by the control device 11.
- a known recording medium such as a semiconductor recording medium and a magnetic recording medium, or a combination of a plurality of types of recording media is adopted as the storage device 12.
- the display device 14 displays an image under the control of the control device 11.
- a display panel such as a liquid crystal display panel or an organic EL (ElectroLuminescence) display panel is used as the display device 14.
- the operation device 15 is an input device that receives an instruction from the user U.
- a plurality of controls operated by the user U, or a touch panel integrally configured with the display device 14 to detect contact by the user U is used as the operating device 15.
- the user U plays the game by the game device 10 by using the game medium owned by the user U.
- the gaming medium is a tangible or intangible value medium used in the game.
- the tangible game medium is, for example, a token coin (medal), a coin (money) or a ticket.
- the intangible gaming medium is, for example, electronic medals, credits or other numerical data.
- the number of intangible game media is stored as electronic data in, for example, a recording medium such as an IC card possessed by the user U, or a server capable of communicating with the game device 10.
- the use of a game medium is also referred to as the input or consumption (or bet) of a game medium.
- User U participates in various in-game events, for example, by using a predetermined number of game media.
- Events in which user U participates include, for example, a lottery event in which one of a plurality of elements is stochastically selected, a search event in which a character representing user U searches for a search location such as a cave or a building, or a search event.
- a battle event in which the character representing the user U plays against another character.
- the user U obtains a reward according to the result of playing the game. Specifically, a quantity of game media according to the result of play is given to the user U as a reward. For example, when a predetermined condition is satisfied in the various events described above, a game medium in a quantity corresponding to the quantity used by the user U is given to the user U as a reward.
- the game medium used by the user U for the game and the game medium given to the user U as a reward may be of the same type or different types.
- an intangible game medium such as an electronic medal or a credit is given to the user U according to the result of playing using a tangible game medium such as a token coin.
- the administrator Hb acquires the management card M from the provider Ha by paying the currency to the provider Ha, and uses the management card M to provide the game to the user U.
- the profit obtained by the administrator Hb from the user U is substantially distributed between the provider Ha and the administrator Hb. According to the operation illustrated above, the provider Ha can provide the game system 100A to the administrator Hb at low cost.
- the number of game media used in the game device 10 and the number of game media given as a reward in the game device 10 are increased.
- the possession point P stored in the management card M of the manager Hb is updated.
- the storage device 12 of the first embodiment stores the history data L and the aggregated data T.
- the history data L is log data representing the history of use and grant of the game medium in the game device 10. Specifically, the quantity of the game medium used by the arbitrary user U is registered in the history data L for each use, and the quantity of the game medium given as a reward to the arbitrary user U is registered in the history data L for each grant. To be registered in.
- FIG. 3 is a schematic diagram of the aggregated data T.
- the aggregated data T is a data table used for updating the possession point P stored in the management card M.
- the aggregated data T is updated at any time in parallel with the operation of the game device 10.
- the aggregated data T is an array of a plurality of unit data D.
- Each of the plurality of unit data D corresponds to one unit period Q (Q1, Q2, ).
- the unit period Q is a period of a predetermined length (for example, 30 minutes).
- one unit data D is added to the aggregated data T for each unit period Q.
- the unit data D reflected in the possession point P may be deleted from the aggregated data T. Further, the aggregated data T may be deleted at predetermined intervals.
- the unit data D corresponding to each unit period Q includes the usage amount X and the grant amount Y.
- the usage amount X is a numerical value corresponding to the number of game media used for playing the game within the unit period Q.
- the usage amount X of the first embodiment is the total value of the number of game media used by one or more users U who have played the game within the unit period Q.
- the grant amount Y is a numerical value corresponding to the quantity of the game medium granted as a reward within the unit period Q.
- the grant amount Y of the first embodiment is the total value of the number of game media granted as a reward to one or more users U who have played the game within the unit period Q.
- the possession point P is updated at any time so that the possession point P decreases as the usage amount X of the game medium increases (that is, the profit of the administrator Hb is large).
- the total usage amount ⁇ x of the unit data D corresponding to each unit period Q is the total value of the usage amount X in one or more unit periods Q before the unit period Q. That is, the total usage amount ⁇ x in any one unit period Q is the total value of the usage amount X of the unit period Q and the total usage amount ⁇ x of the immediately preceding unit period Q.
- the total grant amount ⁇ y of the unit data D corresponding to each unit period Q is the total value of the grant amounts Y in one or more unit periods Q before the unit period Q. That is, the total grant amount ⁇ y in any one unit period Q is the total value of the grant amount Y of the unit period Q and the total grant amount ⁇ y of the immediately preceding unit period Q.
- the total usage amount ⁇ x and the total grant amount ⁇ y may be omitted from the aggregated data T.
- the balance index Z of the unit data D corresponding to each unit period Q is a numerical value corresponding to the usage amount X and the grant amount Y in the unit period Q.
- the balance index Z becomes a negative number.
- the balance index Z corresponds to the so-called house gain.
- the total index ⁇ z corresponding to each unit period Q is the total value of the balance index Z in one or more unit periods Q before the unit period Q. That is, the total index ⁇ z in any one unit period Q is the total value of the balance index Z of the unit period Q and the total index ⁇ z of the immediately preceding unit period Q.
- the total index ⁇ z may be omitted from the aggregated data T.
- the consumption amount C corresponding to each unit period Q is a quantity to be subtracted from the possession point P stored in the management card M.
- the balance index Z of the unit period Q is a negative number
- the consumption amount C corresponding to the unit period Q is set to 0. 0 of the consumption amount C means that the possession point P stored in the management card M is maintained (that is, not subtracted).
- the total consumption amount ⁇ c corresponding to each unit period Q is the total value of the consumption amount C in one or more unit periods Q before the unit period Q. That is, the consumption amount C in any one unit period Q is the total value of the consumption amount C of the unit period Q and the total consumption amount ⁇ c of the immediately preceding unit period Q.
- the total consumption ⁇ c is also paraphrased as the sum of the numerical values subtracted from the possession point P.
- the total consumption amount ⁇ c may be omitted from the aggregated data T.
- one unit period Q in which the balance index Z is a negative number is particularly referred to as "specific period Q".
- the unit period Q in which the grant amount Y exceeds the usage amount X as a result of the granting of a large number of rewards as in the jackpot in the lottery game is the specific period Q.
- the consumption amount C is set to 0 in the specific period Q and one or more unit periods Q following the specific period Q.
- the numerical value (hereinafter referred to as "cumulative value”) A obtained by accumulating the balance index Z over one or more unit periods Q following the specific period Q becomes the absolute value
- the consumption amount C in each unit period Q after the specific period Q is set to 0.
- the possession point P is not subtracted in the unit period Q in which the consumption amount C is 0.
- the specific period Q is an example of the "first unit period”
- one or more unit periods Q following the specific period Q is an example of the "second unit period”.
- FIG. 4 is an explanatory diagram of the aggregated data T when the balance index Z is a negative number.
- the balance index Z in the unit period Q4 is a negative number “ ⁇ 1000”. That is, the unit period Q4 is a specific period Q.
- the consumption amount C of the possession point P in the specific period Q4 is set to 0.
- the cumulative value A of the balance index Z becomes "1100" in the unit period Q8. That is, the cumulative value A of the balance index Z exceeds the absolute value
- the state data F illustrated in FIG. 4 is information (for example, a flag) that specifies whether or not the consumption amount C of the possession point P should be set to 0. Specifically, the state data F is set to 1 in a state where the consumption amount C should be set to 0, and is set to 0 when the consumption amount C should be set to a positive number according to the balance index Z. The state data F is stored in the storage device 12.
- the consumption amount C is consumed in each unit period Q until the total index ⁇ z in each unit period Q following the specific period Q exceeds the total index ⁇ z in the unit period Q immediately before the specific period Q. It is maintained at 0.
- the total index ⁇ z in the specific period Q4 is set to ⁇ 300. Since the balance index Z is a positive number in each unit period Q (Q5, Q6, ...) Following the specific period Q4, the total index ⁇ z increases for each unit period Q (-300 ⁇ -200 ⁇ 300 ⁇ 600). ..
- FIG. 6 is a block diagram illustrating a functional configuration of the game device 10 according to the first embodiment.
- the control device 11 of the first embodiment has a plurality of functions (game control unit 50, index identification unit 51, and settlement processing unit 52) by executing a program stored in the storage device 12. To realize.
- the game control unit 50 controls the game played by the user U. Specifically, the game control unit 50 advances various events in the game in response to an instruction from the user U to the operation device 15, for example. Further, the game control unit 50 causes the display device 14 to display a game screen showing the progress of the game.
- the index specifying unit 51 calculates the balance index Z according to the difference between the usage amount X and the grant amount Y.
- the balance index Z is calculated for each unit period Q.
- the index specifying unit 51 of the first embodiment calculates the balance index Z by subtracting the granted amount Y from the used amount X.
- the settlement processing unit 52 updates the possession point P according to the balance index Z calculated by the index specifying unit 51. Specifically, the settlement processing unit 52 updates the possession point P in each of the plurality of unit periods Q according to the balance index Z of the unit period Q.
- the settlement processing unit 52 of the first embodiment obtains the consumption amount C according to the balance index Z from the possession point P stored in the management card M. Subtract.
- the index specifying unit 51 of the first embodiment has possession points when the balance index Z is a positive number (that is, when the usage amount X exceeds the grant amount Y). P is subtracted according to the balance index Z, and when the balance index Z is a negative number (that is, when the usage amount X is less than the grant amount Y), the possession point P is maintained.
- FIG. 7 is a flowchart illustrating a specific procedure of a process (hereinafter referred to as “aggregation process”) executed by the control device 11 with respect to the possession point P stored in the management card M.
- Aggregation processing is executed for each unit period Q within the period in which the game device 10 operates.
- the control device 11 adds the unit data D corresponding to the unit period Q to the aggregation data T (Sa1).
- Each element in the unit data D at the time of being added to the aggregated data T is set to an initial value, and is updated by each process illustrated below.
- the control device 11 calculates the usage amount X and the grant amount Y in the unit period Q (Sa2). Specifically, the control device 11 extracts the history of use of the game medium within the unit period Q from the history data L stored in the storage device 12, and totals the number of the game media related to the history. Calculate the usage amount X of the unit period Q. Further, the control device 11 extracts the history of granting the game medium within the unit period Q from the history data L, and calculates the grant amount Y of the unit period Q by totaling the quantities of the game media related to the history. .. Further, the control device 11 calculates the total usage amount ⁇ x and the total grant amount ⁇ y (Sa3).
- the control device 11 calculates the difference between the usage amount X and the grant amount Y in the unit period Q as the balance index Z of the unit period Q (Sa4). Further, the control device 11 calculates the total index ⁇ z (Sa5).
- the control device 11 updates the possession point P according to the balance index Z specified by the index specifying unit 51 (Sa6, Sa7). Specifically, the control device 11 executes a process for setting the consumption amount C to be subtracted from the possession point P (hereinafter referred to as “setting process”) (Sa6). Then, the control device 11 subtracts the consumption amount C set by the setting process Sa6 from the possession point P (Sa7). Specifically, the control device 11 transmits an instruction for subtracting the consumption amount C from the communication device 13 to the writing device 20. The writing device 20 subtracts the consumption amount C from the possession point P in response to the instruction from the control device 11.
- the control device 11 determines whether or not the possession point P after subtracting the consumption amount C is 0 or less (Sa8).
- the control device 11 limits the operation of the game device 10 (Sa9). For example, the control device 11 shifts the game system 100A to a state in which the user U is prohibited from playing the game.
- the possession point P exceeds 0 (Sa8: NO)
- the operation of the game device 10 is not restricted.
- the possession point P is a value required for the administrator Hb to provide the game to the user U.
- the possession point P decreases to a value lower than a predetermined value, for example, a message prompting the administrator Hb to replenish the possession point P or the administrator Hb is informed that the operation of the game device 10 is restricted.
- the warning message may be displayed on the display device 14 by the control device 11.
- the operation of the game device 10 may be allowed until a predetermined period elapses after the possession point P decreases to 0 or less. For example, in the reservation period from when the possession point P decreases to 0 or less until the number of plays by the user U reaches a predetermined threshold value, the operation limitation is reserved. If the administrator Hb exchanges the current management card M for a new management card M (that is, the management card M with the remaining possession points P) within the reservation period, or by paying the currency to the provider Ha, the administrator Hb Can continue to operate the game device 10 when the current management card M is replenished with possession points P.
- a predetermined period elapses after the possession point P decreases to 0 or less. For example, in the reservation period from when the possession point P decreases to 0 or less until the number of plays by the user U reaches a predetermined threshold value, the operation limitation is reserved. If the administrator Hb exchanges the current management card M for a new management card M (that is, the management card M with the remaining possession points P
- FIG. 8 is a flowchart illustrating a specific procedure of the setting process Sa6.
- the control device 11 determines whether or not the balance index Z calculated (Sa4) for the unit period Q is a negative number (Sb1).
- the control device 11 determines whether or not the state data F is 1 (Sb2).
- the control device 11 sets the balance index Z as the consumption amount C (Sb3). Therefore, the consumption amount C corresponding to the balance index Z is subtracted from the possession point P stored in the management card M (Sa7).
- the control device 11 sets the consumption amount C to 0 (Sb4). Therefore, the possession point P is not updated (Sa7).
- the control device 11 sets the state data F to 1 (Sb5). That is, the state transitions to a state in which the consumption amount C should be set to 0 (a state in which the possession point P is maintained).
- the control device 11 sets the absolute value
- the target value N means an excess amount Y with respect to the usage amount X (that is, a loss amount of the administrator Hb).
- the control device 11 initializes the cumulative value A to 0 (Sb7).
- the cumulative value A is a numerical value obtained by accumulating the balance index Z over one or more unit periods Q following a specific period Q in which the balance index Z is a negative number.
- the state data F is set to 1 in the unit period Q following the specific period Q in which the balance index Z becomes a negative number.
- the control device 11 calculates the balance index Z for the current unit period Q as a cumulative value A. Add to (Sb8).
- the control device 11 determines whether or not the cumulative value A after the addition of the balance index Z exceeds the target value N (Sb9). That is, it is determined whether or not the minus portion of the balance index Z in the latest specific period Q is appropriated by the balance index Z in one or more unit periods Q immediately after the specific period Q.
- the control device 11 sets the state data F to 0 (Sb11). Therefore, in each subsequent unit period Q (for example, after the unit period Q8 in FIG. 4), the consumption amount C corresponding to the balance index Z is subtracted from the possession point P.
- the cumulative value A is less than the target value N (Sb9: NO)
- the cumulative value A of the balance index Z over one or more unit periods Q following the specific period Q is the balance index Z in the specific period Q. Means that you have not reached. Therefore, when the cumulative value A is less than the target value N (Sb9: NO), the control device 11 sets the consumption amount C for the current unit period Q to 0 (Sb12).
- the settlement processing unit 52 of the first embodiment has a balance index Z over one or more unit periods Q following the specific period Q when the balance index Z in the specific period Q is a negative number. The possession point P is maintained until the cumulative value A of is reached the absolute value
- the control device 11 calculates the total consumption amount ⁇ c (Sb13). Specifically, the control device 11 adds the consumption amount C in the current unit period Q to the total consumption amount ⁇ c in the immediately preceding unit period Q.
- the specific procedure of the setting process Sa6 is as described above.
- the possession points are obtained according to the balance index Z corresponding to the difference between the usage amount X of the game medium in the unit period Q and the grant amount Y of the game medium in the unit period Q. P is updated. Therefore, there is an advantage that it is easy to maintain the balance of profit and loss of the manager Hb as compared with the configuration in which the possession point P is updated only according to the usage amount X of the game medium.
- the frequency of updating the possessed points P is reduced as compared with the configuration in which the owned points P are updated each time the game medium is used or the reward is given. Therefore, there is an advantage that the load of the process of updating the possession point P is reduced.
- the possession point P is stored in the management card M mounted on the writing device 20, for example, communication with another device via the communication network is not necessary for updating the possession point P. .. Therefore, for example, even in an environment where the communication network cannot be used, there is an advantage that the possession point P can be updated according to the situation of the game device 10.
- the balance index Z is calculated for each unit period Q, and the possession point P is updated for each unit period Q. Therefore, it is possible to reflect the difference between the usage amount X and the grant amount Y within the unit period Q at any time for each unit period Q with respect to the possession point P. Further, since the possession point P is updated for each unit period Q, there is an advantage that it is not necessary to hold the usage amount X and the grant amount Y reflected in the possession point P in the storage device 12.
- the possession point P is increased according to the balance index Z.
- fraudulent acts such as the administrator Hb increasing the possession points P stored in the management card M without permission may occur.
- the balance index Z is a non-negative number
- the possession point P is subtracted according to the balance index Z, and when the balance index Z is a negative number, the consumption amount C is set to 0.
- the possession point P is maintained. That is, the possession point P is not increased even when the grant amount Y exceeds the usage amount X. Therefore, it is possible to suppress the occurrence of the above-mentioned fraudulent activity.
- the balance index Z is a negative number
- the cumulative value A of the balance index Z over one or more unit periods Q following the specific period Q reaches the absolute value
- the possession point P is maintained. It is possible to prevent a situation in which the possession point P is excessively reduced even though the grant amount Y exceeds the usage amount X (that is, the profit of the administrator Hb is small). That is, the possession point P can be appropriately updated according to the magnitude of the usage amount X and the grant amount Y without allowing the increase of the possession point P.
- FIG. 9 is a block diagram illustrating the configuration of the game system 100B in the second embodiment.
- the game system 100B of the second embodiment includes a game device 10 and a management device 30.
- the game device 10 is provided by the provider Ha to the manager Hb of the game facility, and provides the game to the user U as in the first embodiment.
- the management device 30 is a server device operated by the provider Ha or another business operator.
- the game device 10 and the management device 30 can communicate with each other via a communication network 200 such as the Internet.
- the communication device 13 of the game device 10 communicates with the management device 30 via the communication network 200.
- the writing device 20 of the first embodiment is omitted in the second embodiment.
- FIG. 10 is a block diagram illustrating a specific configuration of the management device 30.
- the management device 30 includes a control device 31, a storage device 32, and a communication device 33.
- the management device 30 is realized not only as a single device but also as a set of a plurality of devices configured as separate bodies from each other.
- the control device 31 is, for example, a single or a plurality of processors that control each element of the management device 30. Specifically, the control device 31 is composed of one or more types of processors such as a CPU, GPU, DSP, FPGA, or ASIC.
- the communication device 33 communicates with the game device 10 via the communication network 200.
- the storage device 32 is a single or a plurality of memories for storing a program executed by the control device 31 and various data used by the control device 31.
- a known recording medium such as a semiconductor recording medium and a magnetic recording medium, or a combination of a plurality of types of recording media is adopted as the storage device 32.
- the storage device 32 stores the possession point P, the history data L, and the aggregated data T.
- the possession point P is a value owned by the administrator Hb in order to operate the game device 10 as in the first embodiment.
- the administrator Hb can acquire a predetermined amount of possession points P by paying a predetermined amount of currency such as cash or electronic money to the provider Ha.
- the history data L is log data representing the history of use and grant of the game medium in the game device 10, as in the first embodiment.
- the history data L is updated at any time in parallel with the operation of the game device 10. Specifically, the quantity of the game medium used by the user U and the quantity of the game medium given to the user U are sequentially transmitted from the game device 10 to the management device 30, and each quantity is registered in the history data L. Will be done.
- the aggregated data T is a data table used for updating the possession point P as in the first embodiment. That is, the aggregated data T is a data table in which a plurality of numerical values including the balance index Z, the consumption amount C, and the total consumption amount ⁇ c are registered for each unit period Q.
- FIG. 11 is a block diagram illustrating the functional configuration of the management device 30 in the second embodiment.
- the control device 31 of the management device 30 realizes a plurality of functions (index identification unit 51 and settlement processing unit 52) by executing the program stored in the storage device 32.
- the functions of the index specifying unit 51 and the settlement processing unit 52 are the same as those in the first embodiment. That is, the index specifying unit 51 calculates the balance index Z according to the difference between the usage amount X and the grant amount Y. Further, the settlement processing unit 52 updates the possession point P according to the balance index Z calculated by the index specifying unit 51.
- the settlement processing unit 52 of the second embodiment updates the possession point P stored in the storage device 32 according to the balance index Z.
- the index specifying unit 51 and the settlement processing unit 52 are not installed in the game device 10.
- the control device 31 of the management device 30 executes the aggregation process shown in FIG.
- the aggregation process is started when the management device 30 is started.
- the control device 31 waits until the unit period Q elapses (Sc1: NO).
- the control device 31 adds the unit data D corresponding to the unit period Q to the aggregated data T (Sa1).
- the control device 31 has a plurality of numerical values (usage amount X, grant amount Y, total usage amount ⁇ x, total grant amount ⁇ y, balance index Z, total index) registered in the aggregated data T.
- ⁇ z, consumption C and total consumption ⁇ c) are calculated (Sa2 to Sa6).
- the control device 31 determines whether or not the predetermined period has elapsed (Sc2).
- the predetermined period is a period of a predetermined length (for example, one month) including a plurality of unit periods Q.
- the control device 31 shifts the processing to step Sc1, and a plurality of units registered in the aggregated data T for the unit period Q immediately after the processed unit period Q. Perform numerical calculations (Sc1, Sa1 to Sa6).
- the control device 31 subtracts the total consumption amount ⁇ c calculated for the last unit period Q of the predetermined period from the possession point P stored in the storage device 32.
- the calculation of the usage amount X and the grant amount Y (Sa2) and the renewal of the possession point P (Sa7) are executed for each unit period Q.
- the calculation of the usage amount X and the grant amount Y (Sa2) is executed every unit period Q, and the renewal of the possession point P (Sc3) is performed every predetermined period including a plurality of unit periods Q. Will be executed.
- the possession point P is stored in the storage device 32 of the management device 30 capable of communicating with the game device 10 via the communication network 200, the possession point P is stored in the management card M or the game device 10. There is an advantage that it is not necessary to store in the storage device 12.
- the possession point P is updated every predetermined period including a plurality of unit periods Q. That is, it is not necessary to update the possession point P for each unit period Q. Therefore, the load of the process of updating the possession point P is reduced.
- the process (Sc3) of subtracting the total consumption amount ⁇ c from the possession point P may be omitted.
- the total consumption amount ⁇ c corresponds to the amount to be paid from the administrator Hb to the provider Ha within a predetermined period (the amount billed from the provider Ha to the administrator Hb). Therefore, after the elapse of the predetermined period, the administrator Hb may postpay the currency of the amount corresponding to the total consumption ⁇ c to the provider Ha. When the administrator Hb pays the currency later, the total consumption ⁇ c corresponds to the possession point P.
- the total amount of game media used by the user U within the unit period Q is defined as the usage amount X
- the total amount of the game media granted to the user U within the unit period Q is the grant amount Y.
- the method of totaling the usage amount X and the grant amount Y is not limited to the above examples.
- the quantity of a part of the game media used by the user U (for example, the game media used at a specific event in the game) may be totaled as the usage amount X.
- the usage amount X is comprehensively expressed as a numerical value corresponding to the number of game media used for playing the game.
- the quantity of a part of the game media given to the user U may be totaled as the grant amount Y.
- the grant amount Y is comprehensively expressed as a numerical value corresponding to the number of rewards granted according to the play of the game.
- the settlement processing unit 52 may add a numerical value corresponding to the absolute value
- the difference between the usage amount X and the grant amount Y is calculated as the balance index Z, but the method for calculating the balance index Z is not limited to the above examples.
- the balance index Z may be calculated by multiplying the difference between the usage amount X and the grant amount Y by a predetermined coefficient.
- the ratio (Y / X) of the granted amount Y to the used amount X may be calculated as the balance index Z.
- the difference between the usage amount X and the grant amount Y is calculated as the balance index Z, but the method for specifying the balance index Z is not limited to the above examples.
- the index specifying unit 51 may search for the balance index Z corresponding to the usage amount X and the grant amount Y in the unit period Q from the table in which the usage amount X and the grant amount Y are associated with the balance index Z. ..
- the index specifying unit 51 is comprehensively expressed as an element for specifying the balance index Z.
- the management card M may be shared by the plurality of game devices 10. However, the management card M may be dedicated to the specific game device 10. Further, for example, it is assumed that a management card M is prepared for each type of the game device 10, and a management card M corresponding to the type is dedicated to each type of game device 10.
- the types of games may be distinguished by the genre of the game such as a music game, or the types of games may be distinguished for each title in the same genre. Further, in a configuration in which a plurality of management cards M can be used in one game device 10, even if the possession point P of one management card M becomes 0, the administrator Hb uses the other management card M. It is possible to continue to provide the game.
- the consumption amount C may be calculated by multiplying the balance index Z by a predetermined coefficient.
- the game medium is given to the user U as a reward, but the type of reward given to the user U is not limited to the game medium. That is, it is not essential that the reward given to the user U is the medium used for the game.
- the possession point P may be updated every predetermined period including a plurality of unit periods Q as in the second embodiment. Further, in the second embodiment in which the possession point P is stored in the management device 30, the possession point P may be updated every unit period Q as in the first embodiment.
- the balance index Z is calculated every time the unit period Q elapses, but when the predetermined period elapses (Sc2: YES), the control device 31 calculates the balance index Z for each unit period Q. You may calculate. Similarly, the consumption amount C and the total consumption amount ⁇ c may be calculated by the control device 31 when a predetermined period has elapsed.
- the provider Ha may collect the management card M whose possession point P is reduced to 0 or less.
- historical data L or aggregated data T may be stored in the management card M collected by the provider Ha.
- the administrator Hb may discard the management card M whose possession point P is reduced to 0 or less.
- the functions of the game system 100 (100A, 100B) according to each of the above-described modes are realized by the cooperation between the control device 11 or the control device 31 and the program.
- the program may be provided and installed on a computer in a form stored on a computer-readable recording medium.
- the recording medium is, for example, a non-transitory recording medium, and an optical recording medium (optical disc) such as a CD-ROM is a good example, but a known arbitrary such as a semiconductor recording medium or a magnetic recording medium. Recording media in the format of are also included.
- the non-transient recording medium includes any recording medium except for a transient propagation signal (transitory, propagating signal), and a volatile recording medium is not excluded. Further, in the configuration in which the distribution device distributes the program via the communication network, the storage device that stores the program in the distribution device corresponds to the above-mentioned non-transient recording medium.
- the game medium is used for the play by one or more users (U), and the reward according to the result of the play is the above.
- a game system (100A, 100B) that provides a game granted to one or more users (U), and the game medium used by the one or more users (U) within a unit period (Q). According to the difference between the usage amount (X) corresponding to the quantity of the above and the grant amount (Y) corresponding to the quantity of the reward granted to the one or more users (U) within the unit period (Q).
- the index specifying unit (51) for specifying the balance index (Z) and the points (P) owned by the game manager (Hb) for providing the game are updated according to the balance index (Z). It is provided with a settlement processing unit (52).
- it corresponds to the balance index (Z) corresponding to the difference between the usage amount (X) of the game medium within the unit period (Q) and the reward grant amount (Y) within the unit period (Q).
- the points (P) required for the administrator (Hb) to provide the game are updated. Therefore, there is an advantage that it is easy to maintain the balance of profit and loss of the manager (Hb) as compared with the configuration in which the points (P) are updated only according to the usage amount (X) of the game medium.
- the content of the reward given to the user (U) is arbitrary.
- a game medium of the same type or different type as the game medium used by the user (U) for play is given to the user (U) as a reward.
- the reward is not limited to the game medium that the user (U) can use for playing.
- the "unit period (Q)" is, for example, a period of a predetermined length. It should be noted that the identification of the balance index (Z) by the index specifying unit (51) and the update of the point (P) by the settlement processing unit (52) may be executed in one unit period (Q), or a plurality of them. It may be executed in each of the unit periods (Q) of. In the configuration in which the identification of the balance index (Z) and the update of the points (P) are executed for each unit period (Q), the difference in the time length of each unit period (Q) does not matter.
- “Usage amount (X)” is, for example, the quantity of game media used within a unit period (Q). That is, the total number of game media used by one or more users (U) to play the game within the unit period (Q) is a typical example of the "usage amount (X)". However, a numerical value calculated by a predetermined calculation (for example, multiplication of a predetermined coefficient) with respect to the quantity of the game medium used within the unit period (Q) may be defined as the "usage amount (X)".
- the "grant amount (Y)” is, for example, the amount of reward given within the unit period (Q). That is, the total amount of rewards given to one or more users (U) within the unit period (Q) is a typical example of the "grant amount (Y)".
- a numerical value calculated by a predetermined calculation for example, multiplication of a predetermined coefficient
- the quantity of the reward granted within the unit period (Q) may be defined as the “grant amount (Y)”.
- the "balance index (Z)” is typically the difference between the usage amount (X) and the grant amount (Y), but is a numerical value specified by a predetermined operation (for example, multiplication of a predetermined coefficient) for the difference. May be used as the “balance index (Z)”.
- the specific method for updating the points (P) according to the balance index (Z) is arbitrary. For example, when the usage amount (X) is larger than the usage amount (Y), the balance index (Z) is subtracted from the points (P), and when the usage amount (Y) is larger than the usage amount (X).
- a configuration is assumed in which the balance index (Z) is added to the points (P).
- the process of "updating the points (P) according to the balance index (Z)” is not limited to the addition or subtraction of the balance index (Z). Also, only one change of increase or decrease may be allowed for the point (P).
- the specific content of the process for specifying the income and expenditure index (Z) is arbitrary.
- a typical example of “specification” is a process of calculating the balance index (Z) from the usage amount (X) and the grant amount (Y).
- the usage amount (X), the grant amount (Y), and the balance index is also included in the concept of "specification”.
- the game system (100A) according to the specific example (Appendix 2) of Appendix 1 comprises a game device (10) for providing the game and a writing device (20) connected to or mounted on the game device (10). Further, the game device (10) includes the index specifying unit (51) and the settlement processing unit (52), and the settlement processing unit (52) is attached to the writing device (20).
- the points (P) stored in the portable recording medium (M) are updated according to the balance index (Z).
- the point (P) is stored in the recording medium (M) mounted on the writing device (20) connected to or mounted on the game device (10), for example, another device via a communication network. There is an advantage that communication with is not necessary for updating the point (P).
- a typical example of the "portable recording medium (M)" is an IC card, but the specific form of the recording medium (M) is arbitrary. Further, the recording medium (M) may be a medium capable of repeatedly increasing (charging) the points (P), or a medium in which the increase of the points (P) is not allowed.
- the game system (100B) is a management device capable of communicating with the game device (10) that provides the game and the game device (10) via a communication network (200).
- the management device (30) includes the index specifying unit (51), the settlement processing unit (52), and a storage device (32) for storing the point (P).
- the settlement processing unit (52) updates the point (P) stored in the storage device (32) according to the balance index (Z).
- the points (P) are stored in the storage device (32) of the management device (30) capable of communicating with the game device (10) via the communication network (200), the points (P) are stored in the game. There is an advantage that it is not necessary to store in the device (10).
- the index specifying unit (51) has the balance index (Z) for each of a plurality of unit periods (Q) including the unit period (Q). To identify.
- the settlement processing unit (52) responds to the balance index (Z) specified for the unit period (Q) for each of the plurality of unit periods (Q).
- the point (P) is updated.
- the balance index (Z) is specified for each unit period (Q), and the points (P) are updated for each unit period (Q). Therefore, the balance index (Z) according to the difference between the usage amount (X) and the grant amount (Y) within the unit period (Q) can be reflected in the point (P) at any time for each unit period (Q). It is possible. Further, since the points (P) are updated every unit period (Q), there is an advantage that it is not necessary to keep the used amount (X) and the granted amount (Y) reflected in the points (P). ..
- the settlement processing unit (52) updates the point (P) every predetermined period including the plurality of unit periods (Q).
- the points (P) are updated every predetermined period including a plurality of unit periods (Q). That is, it is not necessary to update the points (P) for each unit period (Q). Therefore, the load of the process of updating the point (P) is reduced.
- Appendix 7 In any specific example (Appendix 7) of Appendix 1 to Appendix 6, the settlement processing unit (52) sets the point (Y) when the usage amount (X) exceeds the grant amount (Y). Decrease according to the balance index (Z).
- the settlement processing unit (52) sets the point (P) as the balance index (Z) when the usage amount (X) is less than the grant amount (Y). Increase according to.
- the settlement processing unit (52) maintains the point (P) when the usage amount (X) is less than the grant amount (Y).
- the point (P) is maintained when the amount used (X) is less than the amount given (Y). That is, the increase of points (P) is not allowed. Therefore, it is possible to prevent fraudulent acts in which the administrator (Hb) increases the points (P).
- the plurality of unit periods include a first unit period (Q) and one or more second unit periods (Q) following the first unit period (Q).
- the settlement processing unit (52) extends over one or more second unit periods (Q) when the usage amount (X) in the first unit period (Q) is less than the grant amount (Y).
- the cumulative value (A) of the difference value between the usage amount (X) and the grant amount (Y) is the difference between the usage amount (X) and the grant amount (Y) in the first unit period (Q).
- the point (P) is maintained until the absolute value of the value is reached.
- the points (P) can be appropriately updated according to the magnitude of the usage amount (X) and the grant amount (Y) while prohibiting the increase of the points (P).
- the game medium is used for the play by one or more users (U), and the game medium is used according to the result of the play. It is an operation method of a game system (100A, 100B) that provides a game in which a reward is given to the one or more users (U), and is by the one or more users (U) within a unit period (Q).
- the balance index (Z) according to the difference from the balance index (Z) is specified, and the points (P) owned by the game manager (Hb) for providing the game are updated according to the balance index (Z). ..
- the game medium is used for the play by one or more users (U), and the reward according to the result of the play is one or more users (
- the usage amount (X) corresponding to the quantity of the game medium used by the one or more users (U) within the unit period (Q) and the unit in order to provide the game given to the U).
- Index specifying unit (51) that specifies the balance index (Z) according to the difference from the grant amount (Y) corresponding to the quantity of the reward given to the one or more users (U) within the period (Q).
- the computer functions as a settlement processing unit (52) that updates the points (P) owned by the game manager (Hb) for the provision of the game according to the balance index (Z).
- 100A, 100B ... Game system, 200 ... Communication network, 10 ... Game device, 11 ... Control device, 12 ... Storage device, 13 ... Communication device, 14 ... Display device, 15 ... Operation device, 20 ... Writing device, 30 ... Management device, 31 ... Control device, 32 ... Storage device, 33 ... Communication device, 50 ... Game control unit, 51 ... Index identification unit, 52 ... Settlement processing unit, M ... Management card, Ha ... Provider, Hb ... Administrator , U ... User.
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Abstract
A game system according to the present invention is a game system that provides a game in which a game medium is used for plays by one or more users and in which rewards corresponding to the results of the plays are granted to the users. The game system is provided with: an index identification unit that identifies a balance index corresponding to the difference between the amount of usage corresponding to the quantity of the game medium used by the one or more users during a unit period and the amount of granting corresponding to the quantity of the rewards granted to the one or more users during the unit period; and a settlement processing unit that updates, in accordance with the balance index, points owned by an administrator of the game in order to provide the game.
Description
本発明は、ゲームに関する。
The present invention relates to a game.
ゲーム装置が設置された遊技施設等の施設を運営するための各種の技術が従来から提案されている。例えば特許文献1には、施設を管理する事業者(以下「管理者」という)と、当該管理者にゲーム装置を提供する事業者(以下「提供者」という)との間で収益を分配するための技術が開示されている。具体的には、管理者が提供者に事前に支払った金額に相当するポイントの数値が、利用者によるゲームのプレイ毎に所定値ずつ減算される。ポイントの数値が所定値を下回る状況ではゲーム装置の動作が制限される。
Various technologies for operating facilities such as game facilities where game devices are installed have been proposed conventionally. For example, in Patent Document 1, revenue is distributed between a business operator that manages a facility (hereinafter referred to as "manager") and a business operator that provides a game device to the manager (hereinafter referred to as "provider"). The technology for this is disclosed. Specifically, the numerical value of the points corresponding to the amount paid in advance by the administrator to the provider is subtracted by a predetermined value for each game played by the user. When the value of points is less than a predetermined value, the operation of the game device is restricted.
ところで、例えばトークンコイン等の遊技媒体が利用者によるプレイに使用され、当該プレイの結果に応じた報酬が利用者に付与されるゲームが従来から普及している。以上の種類のゲームにおいても、利用者による遊技価値の使用毎(すなわちゲームのプレイ毎)に管理者のポイントを減算する構成が想定される。しかし、例えば抽選ゲームにおけるジャックポットのように多数の報酬を利用者に付与した場合には、管理者の収益が減少するにも関わらず、利用者によるゲームのプレイ毎にポイントが一律に減算され、結果的に管理者の損益のバランスを維持できない可能性がある。
By the way, games in which game media such as token coins are used for play by users and rewards are given to users according to the result of the play have been widely used. Also in the above types of games, it is assumed that the manager's points are subtracted for each use of the game value by the user (that is, for each game play). However, when a large number of rewards are given to the user, such as a jackpot in a lottery game, points are uniformly deducted each time the user plays the game, even though the administrator's profit decreases. As a result, it may not be possible to maintain the balance between profit and loss of the administrator.
以上の課題を解決するために、本発明のひとつの態様に係るゲームシステムは、1以上の利用者によるプレイに遊技媒体が使用され、かつ、当該プレイの結果に応じた報酬が前記1以上の利用者に付与されるゲームを提供するゲームシステムであって、単位期間内に前記1以上の利用者により使用された前記遊技媒体の数量に対応する使用量と、前記単位期間内に前記1以上の利用者に付与された前記報酬の数量に対応する付与量との差分に応じた収支指標を特定する指標特定部と、前記ゲームの管理者が当該ゲームの提供のために所有するポイントを前記収支指標に応じて更新する精算処理部とを具備する。
In order to solve the above problems, in the game system according to one aspect of the present invention, the game medium is used for the play by one or more users, and the reward according to the result of the play is one or more. A game system that provides a game given to a user, the amount of use corresponding to the quantity of the game medium used by the one or more users within the unit period, and the one or more within the unit period. The index specifying unit that specifies the balance index according to the difference from the amount of reward corresponding to the amount of the reward given to the user of the game, and the points owned by the manager of the game for providing the game are described above. It is equipped with a settlement processing unit that updates according to the balance index.
本発明のひとつの態様に係るゲームシステムの動作方法は、1以上の利用者によるプレイに遊技媒体が使用され、かつ、当該プレイの結果に応じた報酬が前記1以上の利用者に付与されるゲームを提供するゲームシステムの動作方法であって、単位期間内に前記1以上の利用者により使用された前記遊技媒体の数量に対応する使用量と、前記単位期間内に前記1以上の利用者に付与された前記報酬の数量に対応する付与量との差分に応じた収支指標を特定し、前記ゲームの管理者が当該ゲームの提供のために所有するポイントを前記収支指標に応じて更新する。
In the operation method of the game system according to one aspect of the present invention, the game medium is used for the play by one or more users, and the reward according to the result of the play is given to the one or more users. A method of operating a game system that provides a game, in which the usage amount corresponding to the quantity of the game medium used by the one or more users within the unit period and the one or more users within the unit period. The balance index according to the difference from the grant amount corresponding to the quantity of the reward given to the game is specified, and the points owned by the manager of the game for providing the game are updated according to the balance index. ..
本発明のひとつの態様に係るプログラムは、1以上の利用者によるプレイに遊技媒体が使用され、かつ、当該プレイの結果に応じた報酬が前記1以上の利用者に付与されるゲームを提供するために、単位期間内に前記1以上の利用者により使用された前記遊技媒体の数量に対応する使用量と、前記単位期間内に前記1以上の利用者に付与された前記報酬の数量に対応する付与量との差分に応じた収支指標を特定する指標特定部、および、前記ゲームの管理者が当該ゲームの提供のために所有するポイントを前記収支指標に応じて更新する精算処理部としてコンピュータを機能させる。
The program according to one aspect of the present invention provides a game in which a game medium is used for play by one or more users, and a reward according to the result of the play is given to the one or more users. Therefore, it corresponds to the usage amount corresponding to the quantity of the game medium used by the one or more users within the unit period and the quantity of the reward given to the one or more users within the unit period. A computer as an index specifying unit that identifies the balance index according to the difference from the grant amount, and a settlement processing unit that updates the points owned by the game manager for the provision of the game according to the balance index. To make it work.
図面を参照しながら本発明の実施の形態を説明する。以下に記載する実施の形態は、技術的に好適な種々の限定を含む。本発明の範囲は、以下に例示する形態には限定されない。
An embodiment of the present invention will be described with reference to the drawings. The embodiments described below include various technically suitable limitations. The scope of the present invention is not limited to the forms exemplified below.
[第1実施形態]
図1は、第1実施形態に係るゲームシステム100Aの構成図である。第1実施形態のゲームシステム100Aは、例えば遊技施設に設置される。遊技施設は、例えばゲームセンターもしくはカジノ等の娯楽施設、またはショッピングセンター等の商業施設である。ゲームシステム100Aは、遊技施設内の利用者(プレイヤ)Uにゲームを提供するコンピュータシステムである。 [First Embodiment]
FIG. 1 is a configuration diagram of agame system 100A according to the first embodiment. The game system 100A of the first embodiment is installed in, for example, a game facility. The amusement facility is, for example, an entertainment facility such as a game center or a casino, or a commercial facility such as a shopping center. The game system 100A is a computer system that provides a game to a user (player) U in the game facility.
図1は、第1実施形態に係るゲームシステム100Aの構成図である。第1実施形態のゲームシステム100Aは、例えば遊技施設に設置される。遊技施設は、例えばゲームセンターもしくはカジノ等の娯楽施設、またはショッピングセンター等の商業施設である。ゲームシステム100Aは、遊技施設内の利用者(プレイヤ)Uにゲームを提供するコンピュータシステムである。 [First Embodiment]
FIG. 1 is a configuration diagram of a
ゲームシステム100Aは、遊技施設の管理者Hbに対して提供者Haから提供される。提供者Haは、管理者に対してゲームシステム100Aを貸与または販売する事業者である。例えばゲームシステム100Aの製造を業務とする製造者、または、当該製造者から購入したゲームシステム100Aの賃貸を業務とする事業者が、提供者Haの一例である。管理者Hbは、遊技施設を運営する事業者である。
The game system 100A is provided by the provider Ha to the manager Hb of the amusement facility. Provider Ha is a business operator that lends or sells the game system 100A to the administrator. For example, a manufacturer engaged in the manufacture of the game system 100A or a business operator engaged in the leasing of the game system 100A purchased from the manufacturer is an example of the provider Ha. The manager Hb is a business operator that operates a game facility.
管理者Hbは、提供者Haから提供されるゲームシステム100Aの運営にあたり管理カードMを提供者Haから取得する。具体的には、管理者Hbは、所定額の通貨の支払と引換に管理カードMを購入する。管理カードMは、所有ポイントPが記憶された可搬型の記録媒体である。所有ポイントPは、ゲーム装置10を動作させるために管理者Hbが所有する価値である。管理者Hbは、取得済の管理カードMに記憶された所有ポイントPを、提供者Haに対する通貨の支払により増加させることも可能である。
The administrator Hb acquires the management card M from the provider Ha when operating the game system 100A provided by the provider Ha. Specifically, the administrator Hb purchases the management card M in exchange for payment of a predetermined amount of currency. The management card M is a portable recording medium in which the possession point P is stored. The possession point P is a value owned by the administrator Hb in order to operate the game device 10. The manager Hb can also increase the possession points P stored in the acquired management card M by paying the currency to the provider Ha.
図1に例示される通り、第1実施形態のゲームシステム100Aは、ゲーム装置10と書込装置20とを具備する。ゲーム装置10は、利用者Uがゲームをプレイするために利用するコンピュータシステムである。カジノにおいて使用されるゲーム装置10はゲーミングマシンとも称呼される。書込装置20は、例えば有線または無線によりゲーム装置10に接続される。書込装置20は、管理カードMに対するデータの読出および書込を実行するリーダライタである。具体的には、書込装置20は、管理カードMが着脱される着脱機構と、管理カードMに記憶されたデータを更新する更新回路とを具備する。着脱機構は、例えば管理カードMが挿入または載置される機構である。第1実施形態の書込装置20は、管理カードMに記憶された所有ポイントPを更新する。なお、書込装置20をゲーム装置10に搭載してもよい。書込装置20がゲーム装置10に搭載された構成では、ゲーム装置10の単体がゲームシステム100Aに相当する。
As illustrated in FIG. 1, the game system 100A of the first embodiment includes a game device 10 and a writing device 20. The game device 10 is a computer system used by the user U to play a game. The game device 10 used in the casino is also called a gaming machine. The writing device 20 is connected to the game device 10 by wire or wirelessly, for example. The writing device 20 is a reader / writer that reads and writes data to the management card M. Specifically, the writing device 20 includes a attachment / detachment mechanism for attaching / detaching the management card M, and an update circuit for updating the data stored in the management card M. The attachment / detachment mechanism is, for example, a mechanism into which the management card M is inserted or placed. The writing device 20 of the first embodiment updates the possession point P stored in the management card M. The writing device 20 may be mounted on the game device 10. In the configuration in which the writing device 20 is mounted on the game device 10, the single game device 10 corresponds to the game system 100A.
図2は、ゲームシステム100Aの具体的な構成を例示するブロック図である。図2に例示される通り、ゲーム装置10は、制御装置11と記憶装置12と通信装置13と表示装置14と操作装置15とを具備する。なお、ゲーム装置10は、単体の装置で実現されるほか、相互に別体で構成された複数の装置の集合でも実現される。
FIG. 2 is a block diagram illustrating a specific configuration of the game system 100A. As illustrated in FIG. 2, the game device 10 includes a control device 11, a storage device 12, a communication device 13, a display device 14, and an operation device 15. In addition to being realized by a single device, the game device 10 is also realized by a set of a plurality of devices configured as separate bodies from each other.
制御装置11は、例えばゲーム装置10の各要素を制御する単数または複数のプロセッサである。具体的には、例えばCPU(Central Processing Unit)、GPU(Graphics Processing Unit)、DSP(Digital Signal Processor)、FPGA(Field Programmable Gate Array)、またはASIC(Application Specific Integrated Circuit)等の1種類以上のプロセッサにより、制御装置11が構成される。通信装置13は、書込装置20と通信する。制御装置11は、通信装置13を介した書込装置20との通信により、管理カードMに記憶された所有ポイントPを更新(変更)することが可能である。
The control device 11 is, for example, a single or a plurality of processors that control each element of the game device 10. Specifically, for example, one or more types of processors such as CPU (Central Processing Unit), GPU (Graphics Processing Unit), DSP (Digital Signal Processor), FPGA (Field Programmable Gate Array), or ASIC (Application Specific Integrated Circuit). 3. The control device 11 is configured. The communication device 13 communicates with the writing device 20. The control device 11 can update (change) the possession point P stored in the management card M by communicating with the writing device 20 via the communication device 13.
記憶装置12は、制御装置11が実行するプログラムと制御装置11が使用する各種のデータとを記憶する単数または複数のメモリである。例えば半導体記録媒体および磁気記録媒体等の公知の記録媒体、または複数種の記録媒体の組合せが、記憶装置12として採用される。
The storage device 12 is a single or a plurality of memories for storing a program executed by the control device 11 and various data used by the control device 11. For example, a known recording medium such as a semiconductor recording medium and a magnetic recording medium, or a combination of a plurality of types of recording media is adopted as the storage device 12.
表示装置14は、制御装置11による制御のもとで画像を表示する。例えば液晶表示パネルまたは有機EL(ElectroLuminescence)表示パネル等の表示パネルが表示装置14として利用される。操作装置15は、利用者Uからの指示を受付ける入力機器である。例えば、利用者Uが操作する複数の操作子、または、表示装置14と一体に構成されて利用者Uによる接触を検知するタッチパネルが、操作装置15として利用される。
The display device 14 displays an image under the control of the control device 11. For example, a display panel such as a liquid crystal display panel or an organic EL (ElectroLuminescence) display panel is used as the display device 14. The operation device 15 is an input device that receives an instruction from the user U. For example, a plurality of controls operated by the user U, or a touch panel integrally configured with the display device 14 to detect contact by the user U is used as the operating device 15.
利用者Uは、自身が所有する遊技媒体を使用することでゲーム装置10によるゲームをプレイする。遊技媒体は、ゲームにおいて使用される有体または無体の価値媒体である。有体の遊技媒体は、例えばトークンコイン(メダル)、コイン(貨幣)またはチケットである。無体の遊技媒体は、例えば電子メダル、クレジットまたはその他の数値データである。無体の遊技媒体の数量は、例えば利用者Uが所持するICカード等の記録媒体、またはゲーム装置10と通信可能なサーバに、電子データとして記憶される。遊技媒体の使用は、遊技媒体の投入または消費(あるいはベット)とも換言される。
The user U plays the game by the game device 10 by using the game medium owned by the user U. The gaming medium is a tangible or intangible value medium used in the game. The tangible game medium is, for example, a token coin (medal), a coin (money) or a ticket. The intangible gaming medium is, for example, electronic medals, credits or other numerical data. The number of intangible game media is stored as electronic data in, for example, a recording medium such as an IC card possessed by the user U, or a server capable of communicating with the game device 10. The use of a game medium is also referred to as the input or consumption (or bet) of a game medium.
利用者Uは、例えば所定の数量の遊技媒体を使用することでゲーム内の各種のイベントに参加する。利用者Uが参加するイベントとしては、例えば、複数の要素の何れかを確率的に選択する抽選イベント、利用者Uを表すキャラクタが洞窟や建造物等の探索場所を探索する探索イベント、または、利用者Uを表すキャラクタが他のキャラクタと対戦する対戦イベント等がある。
User U participates in various in-game events, for example, by using a predetermined number of game media. Events in which user U participates include, for example, a lottery event in which one of a plurality of elements is stochastically selected, a search event in which a character representing user U searches for a search location such as a cave or a building, or a search event. There is a battle event in which the character representing the user U plays against another character.
また、利用者Uは、ゲームのプレイの結果に応じた報酬を獲得する。具体的には、プレイの結果に応じた数量の遊技媒体が報酬として利用者Uに付与される。例えば、前述の各種のイベントにおいて所定の条件が成立した場合に、利用者Uが使用した数量に応じた数量の遊技媒体が報酬として当該利用者Uに付与される。なお、利用者Uがゲームに使用する遊技媒体と、利用者Uに報酬として付与される遊技媒体とは、同種および異種の何れでもよい。例えばトークンコイン等の有体の遊技媒体を使用したプレイの結果に応じて、電子メダルまたはクレジット等の無体の遊技媒体が利用者Uに付与される。
In addition, the user U obtains a reward according to the result of playing the game. Specifically, a quantity of game media according to the result of play is given to the user U as a reward. For example, when a predetermined condition is satisfied in the various events described above, a game medium in a quantity corresponding to the quantity used by the user U is given to the user U as a reward. The game medium used by the user U for the game and the game medium given to the user U as a reward may be of the same type or different types. For example, an intangible game medium such as an electronic medal or a credit is given to the user U according to the result of playing using a tangible game medium such as a token coin.
遊技施設に来訪した利用者Uは、例えば現金または電子マネー等の通貨を管理者Hbに支払うことで遊技媒体を取得し、当該遊技媒体をゲーム装置10によるゲームに使用する。他方、管理者Hbは、前述の通り、提供者Haに対する通貨の支払いにより管理カードMを当該提供者Haから取得し、当該管理カードMを利用して利用者Uにゲームを提供する。以上の説明から理解される通り、管理者Hbが利用者Uから収得した利益が、提供者Haと当該管理者Hbとの間で実質的に分配される。以上に例示した運用により、提供者Haは管理者Hbに対してゲームシステム100Aを安価に提供できる。
User U who visits the game facility acquires the game medium by paying the administrator Hb a currency such as cash or electronic money, and uses the game medium for the game by the game device 10. On the other hand, as described above, the administrator Hb acquires the management card M from the provider Ha by paying the currency to the provider Ha, and uses the management card M to provide the game to the user U. As can be understood from the above explanation, the profit obtained by the administrator Hb from the user U is substantially distributed between the provider Ha and the administrator Hb. According to the operation illustrated above, the provider Ha can provide the game system 100A to the administrator Hb at low cost.
以上に例示した運用を実現するために、第1実施形態においては、ゲーム装置10において使用された遊技媒体の数量と、当該ゲーム装置10において報酬として付与された遊技媒体の数量とに応じて、管理者Hbの管理カードMに記憶された所有ポイントPが更新される。
In order to realize the operation illustrated above, in the first embodiment, the number of game media used in the game device 10 and the number of game media given as a reward in the game device 10 are increased. The possession point P stored in the management card M of the manager Hb is updated.
図2に例示される通り、第1実施形態の記憶装置12は、履歴データLと集計データTとを記憶する。履歴データLは、ゲーム装置10における遊技媒体の使用および付与の履歴を表すログデータである。具体的には、任意の利用者Uが使用した遊技媒体の数量が使用毎に履歴データLに登録され、任意の利用者Uに報酬として付与された遊技媒体の数量が付与毎に履歴データLに登録される。
As illustrated in FIG. 2, the storage device 12 of the first embodiment stores the history data L and the aggregated data T. The history data L is log data representing the history of use and grant of the game medium in the game device 10. Specifically, the quantity of the game medium used by the arbitrary user U is registered in the history data L for each use, and the quantity of the game medium given as a reward to the arbitrary user U is registered in the history data L for each grant. To be registered in.
図3は、集計データTの模式図である。集計データTは、管理カードMに記憶された所有ポイントPの更新に利用されるデータテーブルである。集計データTは、ゲーム装置10の動作に並行して随時に更新される。図3に例示される通り、集計データTは、複数の単位データDの配列である。複数の単位データDの各々は、1個の単位期間Q(Q1,Q2,…)に対応する。単位期間Qは、所定長(例えば30分)の期間である。ゲーム装置10が動作している期間内においては、単位期間Q毎に1個の単位データDが集計データTに追加される。所有ポイントPに反映された単位データDは、集計データTから削除されてもよい。また、所定の周期毎に集計データTを消去してもよい。
FIG. 3 is a schematic diagram of the aggregated data T. The aggregated data T is a data table used for updating the possession point P stored in the management card M. The aggregated data T is updated at any time in parallel with the operation of the game device 10. As illustrated in FIG. 3, the aggregated data T is an array of a plurality of unit data D. Each of the plurality of unit data D corresponds to one unit period Q (Q1, Q2, ...). The unit period Q is a period of a predetermined length (for example, 30 minutes). Within the period during which the game device 10 is operating, one unit data D is added to the aggregated data T for each unit period Q. The unit data D reflected in the possession point P may be deleted from the aggregated data T. Further, the aggregated data T may be deleted at predetermined intervals.
各単位期間Qに対応する単位データDは、使用量Xと付与量Yとを含む。使用量Xは、単位期間Q内にゲームのプレイに使用された遊技媒体の数量に対応する数値である。具体的には、第1実施形態の使用量Xは、単位期間Q内にゲームをプレイした1以上の利用者Uが使用した遊技媒体の数量の合計値である。付与量Yは、単位期間Q内に報酬として付与された遊技媒体の数量に対応する数値である。具体的には、第1実施形態の付与量Yは、単位期間Q内にゲームをプレイした1以上の利用者Uに報酬として付与された遊技媒体の数量の合計値である。概略的には、遊技媒体の使用量Xが多い(すなわち管理者Hbの利益が大きい)ほど所有ポイントPが減少するように当該所有ポイントPが随時に更新される。
The unit data D corresponding to each unit period Q includes the usage amount X and the grant amount Y. The usage amount X is a numerical value corresponding to the number of game media used for playing the game within the unit period Q. Specifically, the usage amount X of the first embodiment is the total value of the number of game media used by one or more users U who have played the game within the unit period Q. The grant amount Y is a numerical value corresponding to the quantity of the game medium granted as a reward within the unit period Q. Specifically, the grant amount Y of the first embodiment is the total value of the number of game media granted as a reward to one or more users U who have played the game within the unit period Q. Generally, the possession point P is updated at any time so that the possession point P decreases as the usage amount X of the game medium increases (that is, the profit of the administrator Hb is large).
図3において、各単位期間Qに対応する単位データDの合計使用量Σxは、当該単位期間Q以前の1以上の単位期間Qにおける使用量Xの合計値である。すなわち、任意の1個の単位期間Qにおける合計使用量Σxは、当該単位期間Qの使用量Xと直前の単位期間Qの合計使用量Σxとの合計値である。また、各単位期間Qに対応する単位データDの合計付与量Σyは、当該単位期間Q以前の1以上の単位期間Qにおける付与量Yの合計値である。すなわち、任意の1個の単位期間Qにおける合計付与量Σyは、当該単位期間Qの付与量Yと直前の単位期間Qの合計付与量Σyとの合計値である。なお、合計使用量Σxおよび合計付与量Σyを集計データTから省略してもよい。
In FIG. 3, the total usage amount Σx of the unit data D corresponding to each unit period Q is the total value of the usage amount X in one or more unit periods Q before the unit period Q. That is, the total usage amount Σx in any one unit period Q is the total value of the usage amount X of the unit period Q and the total usage amount Σx of the immediately preceding unit period Q. Further, the total grant amount Σy of the unit data D corresponding to each unit period Q is the total value of the grant amounts Y in one or more unit periods Q before the unit period Q. That is, the total grant amount Σy in any one unit period Q is the total value of the grant amount Y of the unit period Q and the total grant amount Σy of the immediately preceding unit period Q. The total usage amount Σx and the total grant amount Σy may be omitted from the aggregated data T.
各単位期間Qに対応する単位データDの収支指標Zは、当該単位期間Qにおける使用量Xと付与量Yとに応じた数値である。第1実施形態の収支指標Zは、使用量Xと付与量Yとの差分(Z=X-Y)である。したがって、使用量Xが付与量Yと比較して大きい(すなわち管理者Hbの利益が大きい)ほど収支指標Zは大きい数値となる。他方、付与量Yが使用量Xを上回る場合(Y>X)、収支指標Zは負数となる。収支指標Zは、いわゆるハウスゲインに相当する。
The balance index Z of the unit data D corresponding to each unit period Q is a numerical value corresponding to the usage amount X and the grant amount Y in the unit period Q. The balance index Z of the first embodiment is the difference (Z = XY) between the usage amount X and the grant amount Y. Therefore, the larger the usage amount X is compared with the grant amount Y (that is, the profit of the manager Hb is larger), the larger the balance index Z becomes. On the other hand, when the grant amount Y exceeds the usage amount X (Y> X), the balance index Z becomes a negative number. The balance index Z corresponds to the so-called house gain.
各単位期間Qに対応する合計指標Σzは、当該単位期間Q以前の1以上の単位期間Qにおける収支指標Zの合計値である。すなわち、任意の1個の単位期間Qにおける合計指標Σzは、当該単位期間Qの収支指標Zと直前の単位期間Qの合計指標Σzとの合計値である。なお、合計指標Σzを集計データTから省略してもよい。
The total index Σz corresponding to each unit period Q is the total value of the balance index Z in one or more unit periods Q before the unit period Q. That is, the total index Σz in any one unit period Q is the total value of the balance index Z of the unit period Q and the total index Σz of the immediately preceding unit period Q. The total index Σz may be omitted from the aggregated data T.
各単位期間Qに対応する消費量Cは、管理カードMに記憶された所有ポイントPから減算されるべき数量である。各単位期間Qに対応する消費量Cは、当該単位期間Qに対応する収支指標Zに応じて設定される。具体的には、単位期間Qの収支指標Zが非負数(正数または0)である場合、当該収支指標Zが、当該単位期間Qに対応する消費量Cとして設定される(C=Z)。すなわち、使用量Xと付与量Yとの差分(すなわち管理者Hbの利益分)が消費量Cとして所有ポイントPから減算される。他方、単位期間Qの収支指標Zが負数である場合、当該単位期間Qに対応する消費量Cは0に設定される。消費量Cの0は、管理カードMに記憶された所有ポイントPを維持する(すなわち減算しない)ことを意味する。
The consumption amount C corresponding to each unit period Q is a quantity to be subtracted from the possession point P stored in the management card M. The consumption amount C corresponding to each unit period Q is set according to the balance index Z corresponding to the unit period Q. Specifically, when the balance index Z of the unit period Q is a non-negative number (positive number or 0), the balance index Z is set as the consumption amount C corresponding to the unit period Q (C = Z). .. That is, the difference between the usage amount X and the grant amount Y (that is, the profit of the administrator Hb) is subtracted from the possession point P as the consumption amount C. On the other hand, when the balance index Z of the unit period Q is a negative number, the consumption amount C corresponding to the unit period Q is set to 0. 0 of the consumption amount C means that the possession point P stored in the management card M is maintained (that is, not subtracted).
図3において各単位期間Qに対応する合計消費量Σcは、当該単位期間Q以前の1以上の単位期間Qにおける消費量Cの合計値である。すなわち、任意の1個の単位期間Qにおける消費量Cは、当該単位期間Qの消費量Cと直前の単位期間Qの合計消費量Σcとの合計値である。合計消費量Σcは、所有ポイントPから減算された数値の合計とも換言される。なお、合計消費量Σcを集計データTから省略してもよい。
In FIG. 3, the total consumption amount Σc corresponding to each unit period Q is the total value of the consumption amount C in one or more unit periods Q before the unit period Q. That is, the consumption amount C in any one unit period Q is the total value of the consumption amount C of the unit period Q and the total consumption amount Σc of the immediately preceding unit period Q. The total consumption Σc is also paraphrased as the sum of the numerical values subtracted from the possession point P. The total consumption amount Σc may be omitted from the aggregated data T.
以下の説明では、収支指標Zが負数である1個の単位期間Qを特に「特定期間Q」と表記する。例えば抽選ゲームにおけるジャックポットのように多数の報酬の付与が発生した結果として付与量Yが使用量Xを上回る単位期間Qが特定期間Qである。図3に例示される通り、特定期間Qと当該特定期間Qに後続する1以上の単位期間Qとにおいては消費量Cが0に設定される。具体的には、特定期間Qに後続する1以上の単位期間Qにわたる収支指標Zを累積した数値(以下「累積値」という)Aが、特定期間Qにおける収支指標Zの絶対値|Z|に到達するまで、特定期間Q以降の各単位期間Qにおける消費量Cは0に設定される。消費量Cが0である単位期間Qにおいては所有ポイントPは減算されない。特定期間Qは「第1単位期間」の一例であり、特定期間Qに後続する1以上の単位期間Qは「第2単位期間」の一例である。
In the following explanation, one unit period Q in which the balance index Z is a negative number is particularly referred to as "specific period Q". For example, the unit period Q in which the grant amount Y exceeds the usage amount X as a result of the granting of a large number of rewards as in the jackpot in the lottery game is the specific period Q. As illustrated in FIG. 3, the consumption amount C is set to 0 in the specific period Q and one or more unit periods Q following the specific period Q. Specifically, the numerical value (hereinafter referred to as "cumulative value") A obtained by accumulating the balance index Z over one or more unit periods Q following the specific period Q becomes the absolute value | Z | of the balance index Z in the specific period Q. Until it is reached, the consumption amount C in each unit period Q after the specific period Q is set to 0. The possession point P is not subtracted in the unit period Q in which the consumption amount C is 0. The specific period Q is an example of the "first unit period", and one or more unit periods Q following the specific period Q is an example of the "second unit period".
図4は、収支指標Zが負数である場合における集計データTの説明図である。図4においては、単位期間Q4における収支指標Zが負数「-1000」である場合が想定されている。すなわち、単位期間Q4は特定期間Qである。特定期間Q4における所有ポイントPの消費量Cは0に設定される。また、特定期間Q4に後続する各単位期間Q(Q5,Q6,…)について収支指標Zを累積すると、単位期間Q8において収支指標Zの累積値Aが「1100」となる。すなわち、収支指標Zの累積値Aが、特定期間Q4における収支指標Zの絶対値|Z|「1000」を上回る。したがって、図4に例示される通り、特定期間Q4から単位期間Q7までの各単位期間Qにおける消費量Cは0に設定される。
FIG. 4 is an explanatory diagram of the aggregated data T when the balance index Z is a negative number. In FIG. 4, it is assumed that the balance index Z in the unit period Q4 is a negative number “−1000”. That is, the unit period Q4 is a specific period Q. The consumption amount C of the possession point P in the specific period Q4 is set to 0. Further, when the balance index Z is accumulated for each unit period Q (Q5, Q6, ...) Following the specific period Q4, the cumulative value A of the balance index Z becomes "1100" in the unit period Q8. That is, the cumulative value A of the balance index Z exceeds the absolute value | Z | "1000" of the balance index Z in the specific period Q4. Therefore, as illustrated in FIG. 4, the consumption amount C in each unit period Q from the specific period Q4 to the unit period Q7 is set to 0.
図4に例示された状態データFは、所有ポイントPの消費量Cを0に設定すべきか否かを指定する情報(例えばフラグ)である。具体的には、状態データFは、消費量Cを0に設定すべき状態において1に設定され、消費量Cを収支指標Zに応じた正数に設定すべき状態において0に設定される。状態データFは記憶装置12に記憶される。
The state data F illustrated in FIG. 4 is information (for example, a flag) that specifies whether or not the consumption amount C of the possession point P should be set to 0. Specifically, the state data F is set to 1 in a state where the consumption amount C should be set to 0, and is set to 0 when the consumption amount C should be set to a positive number according to the balance index Z. The state data F is stored in the storage device 12.
以上の処理を換言すると、特定期間Qに後続する各単位期間Qにおける合計指標Σzが、特定期間Qの直前の単位期間Qにおける合計指標Σzを上回るまでの各単位期間Qにおいて、消費量Cが0に維持される。例えば図5には、特定期間Q4における収支指標Zが「-1000」である結果、当該特定期間Q4における合計指標Σzが-300に設定された場合が想定されている。特定期間Q4に後続する各単位期間Q(Q5,Q6,…)において収支指標Zは正数であるから、合計指標Σzは単位期間Q毎に増加する(-300→-200→300→600)。単位期間Q7の合計指標Σz(=600)は、特定期間Q4の直前の単位期間Q3における合計指標Σz(=700)を下回るが、直後の単位期間Q8における合計指標Σz(=800)は単位期間Q3における合計指標Σz(=700)を上回る。したがって、特定期間Q4から単位期間Q7までの各単位期間Qにおける消費量Cは0に設定される。
In other words, the consumption amount C is consumed in each unit period Q until the total index Σz in each unit period Q following the specific period Q exceeds the total index Σz in the unit period Q immediately before the specific period Q. It is maintained at 0. For example, in FIG. 5, as a result of the balance index Z in the specific period Q4 being “−1000”, it is assumed that the total index Σz in the specific period Q4 is set to −300. Since the balance index Z is a positive number in each unit period Q (Q5, Q6, ...) Following the specific period Q4, the total index Σz increases for each unit period Q (-300 → -200 → 300 → 600). .. The total index Σz (= 600) of the unit period Q7 is lower than the total index Σz (= 700) in the unit period Q3 immediately before the specific period Q4, but the total index Σz (= 800) in the unit period Q8 immediately after is the unit period. It exceeds the total index Σz (= 700) in Q3. Therefore, the consumption amount C in each unit period Q from the specific period Q4 to the unit period Q7 is set to 0.
図6は、第1実施形態におけるゲーム装置10の機能的な構成を例示するブロック図である。図6に例示される通り、第1実施形態の制御装置11は、記憶装置12に記憶されたプログラムを実行することで複数の機能(ゲーム制御部50,指標特定部51および精算処理部52)を実現する。
FIG. 6 is a block diagram illustrating a functional configuration of the game device 10 according to the first embodiment. As illustrated in FIG. 6, the control device 11 of the first embodiment has a plurality of functions (game control unit 50, index identification unit 51, and settlement processing unit 52) by executing a program stored in the storage device 12. To realize.
ゲーム制御部50は、利用者Uがプレイするゲームを制御する。具体的には、ゲーム制御部50は、例えば操作装置15に対する利用者Uからの指示に応じてゲーム内の各種のイベントを進行させる。また、ゲーム制御部50は、当該ゲームの進行の状況を表すゲーム画面を表示装置14に表示させる。
The game control unit 50 controls the game played by the user U. Specifically, the game control unit 50 advances various events in the game in response to an instruction from the user U to the operation device 15, for example. Further, the game control unit 50 causes the display device 14 to display a game screen showing the progress of the game.
指標特定部51は、使用量Xと付与量Yとの差分に応じた収支指標Zを算定する。収支指標Zの算定は単位期間Q毎に実行される。第1実施形態の指標特定部51は、使用量Xから付与量Yを減算することで収支指標Zを算定する。
The index specifying unit 51 calculates the balance index Z according to the difference between the usage amount X and the grant amount Y. The balance index Z is calculated for each unit period Q. The index specifying unit 51 of the first embodiment calculates the balance index Z by subtracting the granted amount Y from the used amount X.
精算処理部52は、指標特定部51が算定した収支指標Zに応じて所有ポイントPを更新する。具体的には、精算処理部52は、複数の単位期間Qの各々において、当該単位期間Qの収支指標Zに応じて所有ポイントPを更新する。第1実施形態の精算処理部52は、管理カードMが装着された書込装置20を制御することで、当該管理カードMに記憶された所有ポイントPから収支指標Zに応じた消費量Cを減算する。図3から図5を参照して説明した通り、第1実施形態の指標特定部51は、収支指標Zが正数である場合(すなわち使用量Xが付与量Yを上回る場合)には所有ポイントPを収支指標Zに応じて減算し、収支指標Zが負数である場合(すなわち使用量Xが付与量Yを下回る場合)には所有ポイントPを維持する。
The settlement processing unit 52 updates the possession point P according to the balance index Z calculated by the index specifying unit 51. Specifically, the settlement processing unit 52 updates the possession point P in each of the plurality of unit periods Q according to the balance index Z of the unit period Q. By controlling the writing device 20 to which the management card M is mounted, the settlement processing unit 52 of the first embodiment obtains the consumption amount C according to the balance index Z from the possession point P stored in the management card M. Subtract. As described with reference to FIGS. 3 to 5, the index specifying unit 51 of the first embodiment has possession points when the balance index Z is a positive number (that is, when the usage amount X exceeds the grant amount Y). P is subtracted according to the balance index Z, and when the balance index Z is a negative number (that is, when the usage amount X is less than the grant amount Y), the possession point P is maintained.
図7は、管理カードMに記憶された所有ポイントPについて制御装置11が実行する処理(以下「集計処理」という)の具体的な手順を例示するフローチャートである。ゲーム装置10が動作する期間内における単位期間Q毎に集計処理が実行される。1個の単位期間Qについて集計処理を開始すると、制御装置11は、当該単位期間Qに対応する単位データDを集計データTに追加する(Sa1)。集計データTに追加された時点の単位データDにおける各要素は初期値に設定され、以下に例示する各処理により更新される。
FIG. 7 is a flowchart illustrating a specific procedure of a process (hereinafter referred to as “aggregation process”) executed by the control device 11 with respect to the possession point P stored in the management card M. Aggregation processing is executed for each unit period Q within the period in which the game device 10 operates. When the aggregation process is started for one unit period Q, the control device 11 adds the unit data D corresponding to the unit period Q to the aggregation data T (Sa1). Each element in the unit data D at the time of being added to the aggregated data T is set to an initial value, and is updated by each process illustrated below.
制御装置11は、当該単位期間Qにおける使用量Xおよび付与量Yを算定する(Sa2)。具体的には、制御装置11は、記憶装置12に記憶された履歴データLから単位期間Q内における遊技媒体の使用の履歴を抽出し、当該履歴に係る遊技媒体の数量を合計することで当該単位期間Qの使用量Xを算定する。また、制御装置11は、単位期間Q内における遊技媒体の付与の履歴を履歴データLから抽出し、当該履歴に係る遊技媒体の数量を合計することで当該単位期間Qの付与量Yを算定する。また、制御装置11は、合計使用量Σxおよび合計付与量Σyを算定する(Sa3)。
The control device 11 calculates the usage amount X and the grant amount Y in the unit period Q (Sa2). Specifically, the control device 11 extracts the history of use of the game medium within the unit period Q from the history data L stored in the storage device 12, and totals the number of the game media related to the history. Calculate the usage amount X of the unit period Q. Further, the control device 11 extracts the history of granting the game medium within the unit period Q from the history data L, and calculates the grant amount Y of the unit period Q by totaling the quantities of the game media related to the history. .. Further, the control device 11 calculates the total usage amount Σx and the total grant amount Σy (Sa3).
制御装置11(指標特定部51)は、単位期間Qにおける使用量Xと付与量Yとの差分を当該単位期間Qの収支指標Zとして算定する(Sa4)。また、制御装置11は、合計指標Σzを算定する(Sa5)。
The control device 11 (index identification unit 51) calculates the difference between the usage amount X and the grant amount Y in the unit period Q as the balance index Z of the unit period Q (Sa4). Further, the control device 11 calculates the total index Σz (Sa5).
制御装置11(精算処理部52)は、指標特定部51が特定した収支指標Zに応じて所有ポイントPを更新する(Sa6,Sa7)。具体的には、制御装置11は、所有ポイントPから減算される消費量Cを設定するための処理(以下「設定処理」という)を実行する(Sa6)。そして、制御装置11は、設定処理Sa6により設定した消費量Cを所有ポイントPから減算する(Sa7)。具体的には、制御装置11は、消費量Cの減算の指示を通信装置13から書込装置20に送信する。書込装置20は、制御装置11からの指示に応じて所有ポイントPから消費量Cを減算する。
The control device 11 (settlement processing unit 52) updates the possession point P according to the balance index Z specified by the index specifying unit 51 (Sa6, Sa7). Specifically, the control device 11 executes a process for setting the consumption amount C to be subtracted from the possession point P (hereinafter referred to as “setting process”) (Sa6). Then, the control device 11 subtracts the consumption amount C set by the setting process Sa6 from the possession point P (Sa7). Specifically, the control device 11 transmits an instruction for subtracting the consumption amount C from the communication device 13 to the writing device 20. The writing device 20 subtracts the consumption amount C from the possession point P in response to the instruction from the control device 11.
制御装置11は、消費量Cの減算後の所有ポイントPが0以下であるか否かを判定する(Sa8)。所有ポイントPが0以下である場合(Sa8:YES)、制御装置11は、ゲーム装置10の動作を制限する(Sa9)。例えば、制御装置11は、利用者Uによるゲームのプレイが禁止される状態にゲームシステム100Aを遷移させる。他方、所有ポイントPが0を上回る場合(Sa8:NO)、ゲーム装置10の動作は制限されない。以上の説明から理解される通り、所有ポイントPは、管理者Hbが利用者Uにゲームを提供するために必要な価値である。
The control device 11 determines whether or not the possession point P after subtracting the consumption amount C is 0 or less (Sa8). When the possession point P is 0 or less (Sa8: YES), the control device 11 limits the operation of the game device 10 (Sa9). For example, the control device 11 shifts the game system 100A to a state in which the user U is prohibited from playing the game. On the other hand, when the possession point P exceeds 0 (Sa8: NO), the operation of the game device 10 is not restricted. As can be understood from the above explanation, the possession point P is a value required for the administrator Hb to provide the game to the user U.
なお、所有ポイントPが例えば所定値を下回る数値まで減少した場合に、所有ポイントPの補充を管理者Hbに対して促すメッセージ、または、ゲーム装置10の動作が制限されることを管理者Hbに警告するメッセージを、制御装置11が表示装置14に表示してもよい。
In addition, when the possession point P decreases to a value lower than a predetermined value, for example, a message prompting the administrator Hb to replenish the possession point P or the administrator Hb is informed that the operation of the game device 10 is restricted. The warning message may be displayed on the display device 14 by the control device 11.
また、所有ポイントPが0以下に減少してから所定の期間が経過するまではゲーム装置10の動作を許容してもよい。例えば、所有ポイントPが0以下に減少してから利用者Uによるプレイの回数が所定の閾値に到達するまでの留保期間では、動作の制限が留保される。留保期間内に、管理者Hbが現状の管理カードMを新規な管理カードM(すなわち所有ポイントPが残存する管理カードM)に交換した場合、または、提供者Haに対する通貨の支払いにより管理者Hbが現在の管理カードMに所有ポイントPを補充した場合には、ゲーム装置10を引続き動作させることが可能である。
Further, the operation of the game device 10 may be allowed until a predetermined period elapses after the possession point P decreases to 0 or less. For example, in the reservation period from when the possession point P decreases to 0 or less until the number of plays by the user U reaches a predetermined threshold value, the operation limitation is reserved. If the administrator Hb exchanges the current management card M for a new management card M (that is, the management card M with the remaining possession points P) within the reservation period, or by paying the currency to the provider Ha, the administrator Hb Can continue to operate the game device 10 when the current management card M is replenished with possession points P.
図8は、設定処理Sa6の具体的な手順を例示するフローチャートである。設定処理Sa6においては、記憶装置12に記憶された前述の状態データFが使用される。設定処理Sa6を開始すると、制御装置11は、単位期間Qについて算定(Sa4)した収支指標Zが負数であるか否かを判定する(Sb1)。収支指標Zが非負数である場合(Sb1:NO)、制御装置11は、状態データFが1であるか否かを判定する(Sb2)。状態データFが0である場合(Sb2:NO)、制御装置11は、収支指標Zを消費量Cとして設定する(Sb3)。したがって、管理カードMに記憶された所有ポイントPから収支指標Zに相当する消費量Cが減算される(Sa7)。
FIG. 8 is a flowchart illustrating a specific procedure of the setting process Sa6. In the setting process Sa6, the above-mentioned state data F stored in the storage device 12 is used. When the setting process Sa6 is started, the control device 11 determines whether or not the balance index Z calculated (Sa4) for the unit period Q is a negative number (Sb1). When the balance index Z is a non-negative number (Sb1: NO), the control device 11 determines whether or not the state data F is 1 (Sb2). When the state data F is 0 (Sb2: NO), the control device 11 sets the balance index Z as the consumption amount C (Sb3). Therefore, the consumption amount C corresponding to the balance index Z is subtracted from the possession point P stored in the management card M (Sa7).
他方、収支指標Zが負数である場合(Sb1:YES)、制御装置11は、消費量Cを0に設定する(Sb4)。したがって、所有ポイントPは更新されない(Sa7)。制御装置11は、状態データFを1に設定する(Sb5)。すなわち、消費量Cを0に設定すべき状態(所有ポイントPが維持される状態)に遷移する。制御装置11は、現在の単位期間Qについて算定した収支指標Zの絶対値|Z|を目標値Nとして設定する(Sb6)。目標値Nは、使用量Xに対する付与量Yの超過分(すなわち管理者Hbの損失分)を意味する。また、制御装置11は、累積値Aを0に初期化する(Sb7)。累積値Aは、収支指標Zが負数となる特定期間Qに後続する1以上の単位期間Qにわたり収支指標Zを累積した数値である。
On the other hand, when the balance index Z is a negative number (Sb1: YES), the control device 11 sets the consumption amount C to 0 (Sb4). Therefore, the possession point P is not updated (Sa7). The control device 11 sets the state data F to 1 (Sb5). That is, the state transitions to a state in which the consumption amount C should be set to 0 (a state in which the possession point P is maintained). The control device 11 sets the absolute value | Z | of the balance index Z calculated for the current unit period Q as the target value N (Sb6). The target value N means an excess amount Y with respect to the usage amount X (that is, a loss amount of the administrator Hb). Further, the control device 11 initializes the cumulative value A to 0 (Sb7). The cumulative value A is a numerical value obtained by accumulating the balance index Z over one or more unit periods Q following a specific period Q in which the balance index Z is a negative number.
以上の説明から理解される通り、収支指標Zが負数となった特定期間Qに後続する単位期間Qでは、状態データFが1に設定されている。収支指標Zが非負数であり(Sb1:NO)、かつ、状態データFが1である場合(Sb2:YES)、制御装置11は、現在の単位期間Qについて算定した収支指標Zを累積値Aに加算する(Sb8)。制御装置11は、収支指標Zの加算後の累積値Aが目標値Nを上回るか否かを判定する(Sb9)。すなわち、直近の特定期間Qにおける収支指標Zのマイナス分が当該特定期間Qの直後の1以上の単位期間Qにおける収支指標Zにより充当されたか否かが判定される。
As understood from the above explanation, the state data F is set to 1 in the unit period Q following the specific period Q in which the balance index Z becomes a negative number. When the balance index Z is a non-negative number (Sb1: NO) and the state data F is 1 (Sb2: YES), the control device 11 calculates the balance index Z for the current unit period Q as a cumulative value A. Add to (Sb8). The control device 11 determines whether or not the cumulative value A after the addition of the balance index Z exceeds the target value N (Sb9). That is, it is determined whether or not the minus portion of the balance index Z in the latest specific period Q is appropriated by the balance index Z in one or more unit periods Q immediately after the specific period Q.
累積値Aが目標値Nを上回る場合(Sb9:YES)、制御装置11は、消費量Cを累積値Aと目標値Nとの差分(C=A-N)に設定する(Sb10)。すなわち、特定期間Qに後続する1以上の単位期間Qにわたる収支指標Zの累積値Aを、当該特定期間Qにおける負数の収支指標Zにより相殺した数値が消費量Cとして設定される。例えば図4における単位期間Q8の消費量Cは、累積値A(=1100)から目標値N(=|Z|=1000)を減算した数値(=100)に設定される。以上の手順で消費量Cを設定すると、制御装置11は、状態データFを0に設定する(Sb11)。したがって、以降の各単位期間Q(例えば図4における単位期間Q8以降)においては、収支指標Zに応じた消費量Cが所有ポイントPから減算される。
When the cumulative value A exceeds the target value N (Sb9: YES), the control device 11 sets the consumption amount C to the difference (C = AN) between the cumulative value A and the target value N (Sb10). That is, a numerical value obtained by offsetting the cumulative value A of the balance index Z over one or more unit periods Q following the specific period Q by the negative balance index Z in the specific period Q is set as the consumption amount C. For example, the consumption amount C of the unit period Q8 in FIG. 4 is set to a numerical value (= 100) obtained by subtracting the target value N (= | Z | = 1000) from the cumulative value A (= 1100). When the consumption amount C is set by the above procedure, the control device 11 sets the state data F to 0 (Sb11). Therefore, in each subsequent unit period Q (for example, after the unit period Q8 in FIG. 4), the consumption amount C corresponding to the balance index Z is subtracted from the possession point P.
他方、累積値Aが目標値Nを下回る場合(Sb9:NO)には、特定期間Qに後続する1以上の単位期間Qにわたる収支指標Zの累積値Aが、当該特定期間Qにおける収支指標Zに到達していないことを意味する。したがって、累積値Aが目標値Nを下回る場合(Sb9:NO)、制御装置11は、現在の単位期間Qに関する消費量Cを0に設定する(Sb12)。以上の説明から理解される通り、第1実施形態の精算処理部52は、特定期間Qにおける収支指標Zが負数である場合に、特定期間Qに後続する1以上の単位期間Qにわたる収支指標Zの累積値Aが、特定期間Qにおける収支指標Zの絶対値|Z|に到達するまで、所有ポイントPを維持する。
On the other hand, when the cumulative value A is less than the target value N (Sb9: NO), the cumulative value A of the balance index Z over one or more unit periods Q following the specific period Q is the balance index Z in the specific period Q. Means that you have not reached. Therefore, when the cumulative value A is less than the target value N (Sb9: NO), the control device 11 sets the consumption amount C for the current unit period Q to 0 (Sb12). As can be understood from the above description, the settlement processing unit 52 of the first embodiment has a balance index Z over one or more unit periods Q following the specific period Q when the balance index Z in the specific period Q is a negative number. The possession point P is maintained until the cumulative value A of is reached the absolute value | Z | of the balance index Z in the specific period Q.
以上の処理により消費量Cを算定すると、制御装置11は、合計消費量Σcを算定する(Sb13)。具体的には、制御装置11は、今回の単位期間Qにおける消費量Cを直前の単位期間Qにおける合計消費量Σcに加算する。設定処理Sa6の具体的な手順は以上の通りである。
When the consumption amount C is calculated by the above processing, the control device 11 calculates the total consumption amount Σc (Sb13). Specifically, the control device 11 adds the consumption amount C in the current unit period Q to the total consumption amount Σc in the immediately preceding unit period Q. The specific procedure of the setting process Sa6 is as described above.
以上に説明した通り、第1実施形態においては、単位期間Q内における遊技媒体の使用量Xと単位期間Q内における遊技媒体の付与量Yとの差分に対応する収支指標Zに応じて所有ポイントPが更新される。したがって、遊技媒体の使用量Xのみに応じて所有ポイントPを更新する構成と比較して、管理者Hbの損益のバランスを維持し易いという利点がある。また、遊技媒体の使用毎または報酬の付与毎に所有ポイントPを更新する構成と比較して、所有ポイントPの更新の頻度が低減される。したがって、所有ポイントPを更新する処理の負荷が軽減されるという利点もある。
As described above, in the first embodiment, the possession points are obtained according to the balance index Z corresponding to the difference between the usage amount X of the game medium in the unit period Q and the grant amount Y of the game medium in the unit period Q. P is updated. Therefore, there is an advantage that it is easy to maintain the balance of profit and loss of the manager Hb as compared with the configuration in which the possession point P is updated only according to the usage amount X of the game medium. In addition, the frequency of updating the possessed points P is reduced as compared with the configuration in which the owned points P are updated each time the game medium is used or the reward is given. Therefore, there is an advantage that the load of the process of updating the possession point P is reduced.
第1実施形態においては、書込装置20に装着される管理カードMに所有ポイントPが記憶されるから、例えば通信網を介した他装置との通信が所有ポイントPの更新には不要である。したがって、例えば通信網を利用できない環境でも、ゲーム装置10の状況に応じて所有ポイントPを更新できるという利点がある。
In the first embodiment, since the possession point P is stored in the management card M mounted on the writing device 20, for example, communication with another device via the communication network is not necessary for updating the possession point P. .. Therefore, for example, even in an environment where the communication network cannot be used, there is an advantage that the possession point P can be updated according to the situation of the game device 10.
第1実施形態では、収支指標Zが単位期間Q毎に算定され、かつ、単位期間Q毎に所有ポイントPが更新される。したがって、単位期間Q内における使用量Xと付与量Yとの差分を所有ポイントP対して単位期間Q毎に随時に反映させることが可能である。また、単位期間Q毎に所有ポイントPが更新されるから、所有ポイントPに反映済の使用量Xおよび付与量Yを記憶装置12に保持する必要がないという利点もある。
In the first embodiment, the balance index Z is calculated for each unit period Q, and the possession point P is updated for each unit period Q. Therefore, it is possible to reflect the difference between the usage amount X and the grant amount Y within the unit period Q at any time for each unit period Q with respect to the possession point P. Further, since the possession point P is updated for each unit period Q, there is an advantage that it is not necessary to hold the usage amount X and the grant amount Y reflected in the possession point P in the storage device 12.
なお、付与量Yが使用量Xを上回る場合に、収支指標Zに応じて所有ポイントPを増加させる構成も想定される。しかし、所有ポイントPの増加を許容した場合、管理カードMに記憶された所有ポイントPを管理者Hbが勝手に増加させる等の不正行為が発生する可能性がある。第1実施形態では、収支指標Zが非負数である場合には収支指標Zに応じて所有ポイントPが減算され、収支指標Zが負数である場合には、消費量Cが0に設定されることで所有ポイントPが維持される。すなわち、付与量Yが使用量Xを上回る場合でも所有ポイントPは増加されない。したがって、前述の不正行為の発生を抑制することが可能である。
It should be noted that when the grant amount Y exceeds the usage amount X, it is assumed that the possession point P is increased according to the balance index Z. However, if the increase in the possession points P is allowed, fraudulent acts such as the administrator Hb increasing the possession points P stored in the management card M without permission may occur. In the first embodiment, when the balance index Z is a non-negative number, the possession point P is subtracted according to the balance index Z, and when the balance index Z is a negative number, the consumption amount C is set to 0. As a result, the possession point P is maintained. That is, the possession point P is not increased even when the grant amount Y exceeds the usage amount X. Therefore, it is possible to suppress the occurrence of the above-mentioned fraudulent activity.
また、収支指標Zが負数である場合には、特定期間Qに後続する1以上の単位期間Qにわたる収支指標Zの累積値Aが、特定期間Qにおける収支指標Zの絶対値|Z|に到達するまで、所有ポイントPが維持される。付与量Yが使用量Xを上回る(すなわち管理者Hbの利益が小さい)にも関わらず所有ポイントPが過剰に減少する事態を防止することが可能である。すなわち、所有ポイントPの増加を許容することなく、使用量Xと付与量Yとの大小に応じて所有ポイントPを適切に更新できる。
When the balance index Z is a negative number, the cumulative value A of the balance index Z over one or more unit periods Q following the specific period Q reaches the absolute value | Z | of the balance index Z in the specific period Q. Until then, the possession point P is maintained. It is possible to prevent a situation in which the possession point P is excessively reduced even though the grant amount Y exceeds the usage amount X (that is, the profit of the administrator Hb is small). That is, the possession point P can be appropriately updated according to the magnitude of the usage amount X and the grant amount Y without allowing the increase of the possession point P.
[第2実施形態]
本発明の第2実施形態を説明する。なお、以下に例示する各形態において機能が第1実施形態と同様である要素については、第1実施形態の説明で使用した符号を流用して各々の詳細な説明を適宜に省略する。 [Second Embodiment]
A second embodiment of the present invention will be described. For the elements having the same functions as those in the first embodiment in each of the embodiments exemplified below, the reference numerals used in the description of the first embodiment will be diverted and detailed description of each will be omitted as appropriate.
本発明の第2実施形態を説明する。なお、以下に例示する各形態において機能が第1実施形態と同様である要素については、第1実施形態の説明で使用した符号を流用して各々の詳細な説明を適宜に省略する。 [Second Embodiment]
A second embodiment of the present invention will be described. For the elements having the same functions as those in the first embodiment in each of the embodiments exemplified below, the reference numerals used in the description of the first embodiment will be diverted and detailed description of each will be omitted as appropriate.
図9は、第2実施形態におけるゲームシステム100Bの構成を例示するブロック図である。図9に例示される通り、第2実施形態のゲームシステム100Bは、ゲーム装置10と管理装置30とを具備する。ゲーム装置10は、遊技施設の管理者Hbに対して提供者Haから提供され、第1実施形態と同様に利用者Uにゲームを提供する。管理装置30は、提供者Haまたは他の事業者が運営するサーバ装置である。ゲーム装置10と管理装置30とは、例えばインターネット等の通信網200を介して相互に通信可能である。具体的には、ゲーム装置10の通信装置13は、通信網200を介して管理装置30と通信する。第1実施形態の書込装置20は第2実施形態では省略される。
FIG. 9 is a block diagram illustrating the configuration of the game system 100B in the second embodiment. As illustrated in FIG. 9, the game system 100B of the second embodiment includes a game device 10 and a management device 30. The game device 10 is provided by the provider Ha to the manager Hb of the game facility, and provides the game to the user U as in the first embodiment. The management device 30 is a server device operated by the provider Ha or another business operator. The game device 10 and the management device 30 can communicate with each other via a communication network 200 such as the Internet. Specifically, the communication device 13 of the game device 10 communicates with the management device 30 via the communication network 200. The writing device 20 of the first embodiment is omitted in the second embodiment.
図10は、管理装置30の具体的な構成を例示するブロック図である。図10に例示される通り、管理装置30は、制御装置31と記憶装置32と通信装置33とを具備する。なお、管理装置30は、単体の装置で実現されるほか、相互に別体で構成された複数の装置の集合でも実現される。
FIG. 10 is a block diagram illustrating a specific configuration of the management device 30. As illustrated in FIG. 10, the management device 30 includes a control device 31, a storage device 32, and a communication device 33. The management device 30 is realized not only as a single device but also as a set of a plurality of devices configured as separate bodies from each other.
制御装置31は、例えば管理装置30の各要素を制御する単数または複数のプロセッサである。具体的には、例えばCPU、GPU、DSP、FPGA、またはASIC等の1種類以上のプロセッサにより、制御装置31が構成される。通信装置33は、通信網200を介してゲーム装置10と通信する。
The control device 31 is, for example, a single or a plurality of processors that control each element of the management device 30. Specifically, the control device 31 is composed of one or more types of processors such as a CPU, GPU, DSP, FPGA, or ASIC. The communication device 33 communicates with the game device 10 via the communication network 200.
記憶装置32は、制御装置31が実行するプログラムと制御装置31が使用する各種のデータとを記憶する単数または複数のメモリである。例えば半導体記録媒体および磁気記録媒体等の公知の記録媒体、または複数種の記録媒体の組合せが、記憶装置32として採用される。
The storage device 32 is a single or a plurality of memories for storing a program executed by the control device 31 and various data used by the control device 31. For example, a known recording medium such as a semiconductor recording medium and a magnetic recording medium, or a combination of a plurality of types of recording media is adopted as the storage device 32.
記憶装置32は、所有ポイントPと履歴データLと集計データTとを記憶する。所有ポイントPは、第1実施形態と同様に、ゲーム装置10を動作させるために管理者Hbが所有する価値である。例えば管理者Hbは、例えば現金または電子マネー等の所定額の通貨を提供者Haに支払うことで所定量の所有ポイントPを取得できる。
The storage device 32 stores the possession point P, the history data L, and the aggregated data T. The possession point P is a value owned by the administrator Hb in order to operate the game device 10 as in the first embodiment. For example, the administrator Hb can acquire a predetermined amount of possession points P by paying a predetermined amount of currency such as cash or electronic money to the provider Ha.
履歴データLは、第1実施形態と同様に、ゲーム装置10における遊技媒体の使用および付与の履歴を表すログデータである。履歴データLは、ゲーム装置10の動作に並行して随時に更新される。具体的には、利用者Uが使用した遊技媒体の数量と利用者Uに付与された遊技媒体の数量とがゲーム装置10から管理装置30に順次に送信され、履歴データLに各数量が登録される。集計データTは、第1実施形態と同様に、所有ポイントPの更新に利用されるデータテーブルである。すなわち、集計データTは、収支指標Zと消費量Cと合計消費量Σcとを含む複数の数値が単位期間Q毎に登録されたデータテーブルである。
The history data L is log data representing the history of use and grant of the game medium in the game device 10, as in the first embodiment. The history data L is updated at any time in parallel with the operation of the game device 10. Specifically, the quantity of the game medium used by the user U and the quantity of the game medium given to the user U are sequentially transmitted from the game device 10 to the management device 30, and each quantity is registered in the history data L. Will be done. The aggregated data T is a data table used for updating the possession point P as in the first embodiment. That is, the aggregated data T is a data table in which a plurality of numerical values including the balance index Z, the consumption amount C, and the total consumption amount Σc are registered for each unit period Q.
図11は、第2実施形態における管理装置30の機能的な構成を例示するブロック図である。図11に例示される通り、管理装置30の制御装置31は、記憶装置32に記憶されたプログラムを実行することで複数の機能(指標特定部51および精算処理部52)を実現する。指標特定部51および精算処理部52の機能は第1実施形態と同様である。すなわち、指標特定部51は、使用量Xと付与量Yとの差分に応じた収支指標Zを算定する。また、精算処理部52は、指標特定部51が算定した収支指標Zに応じて所有ポイントPを更新する。第2実施形態の精算処理部52は、記憶装置32に記憶された所有ポイントPを収支指標Zに応じて更新する。指標特定部51および精算処理部52はゲーム装置10には設置されない。
FIG. 11 is a block diagram illustrating the functional configuration of the management device 30 in the second embodiment. As illustrated in FIG. 11, the control device 31 of the management device 30 realizes a plurality of functions (index identification unit 51 and settlement processing unit 52) by executing the program stored in the storage device 32. The functions of the index specifying unit 51 and the settlement processing unit 52 are the same as those in the first embodiment. That is, the index specifying unit 51 calculates the balance index Z according to the difference between the usage amount X and the grant amount Y. Further, the settlement processing unit 52 updates the possession point P according to the balance index Z calculated by the index specifying unit 51. The settlement processing unit 52 of the second embodiment updates the possession point P stored in the storage device 32 according to the balance index Z. The index specifying unit 51 and the settlement processing unit 52 are not installed in the game device 10.
管理装置30の制御装置31は、図12の集計処理を実行する。例えば管理装置30の起動とともに集計処理が開始される。集計処理を開始すると、制御装置31は、単位期間Qが経過するまで待機する(Sc1:NO)。単位期間Qが経過すると(Sc1:YES)、制御装置31は、当該単位期間Qに対応する単位データDを集計データTに追加する(Sa1)。そして、制御装置31は、第1実施形態と同様に、集計データTに登録される複数の数値(使用量X,付与量Y,合計使用量Σx,合計付与量Σy,収支指標Z,合計指標Σz,消費量Cおよび合計消費量Σc)を算定する(Sa2~Sa6)。
The control device 31 of the management device 30 executes the aggregation process shown in FIG. For example, the aggregation process is started when the management device 30 is started. When the aggregation process is started, the control device 31 waits until the unit period Q elapses (Sc1: NO). When the unit period Q elapses (Sc1: YES), the control device 31 adds the unit data D corresponding to the unit period Q to the aggregated data T (Sa1). Then, as in the first embodiment, the control device 31 has a plurality of numerical values (usage amount X, grant amount Y, total usage amount Σx, total grant amount Σy, balance index Z, total index) registered in the aggregated data T. Σz, consumption C and total consumption Σc) are calculated (Sa2 to Sa6).
以上の処理を実行すると、制御装置31は、所定期間が経過したか否かを判定する(Sc2)。所定期間は、複数の単位期間Qを含む所定長の期間(例えば1ヶ月)である。所定期間が経過していない場合(Sc2:NO)、制御装置31は、処理をステップSc1に移行し、処理済の単位期間Qの直後の単位期間Qについて、集計データTに登録される複数の数値の算定を実行する(Sc1,Sa1~Sa6)。他方、所定期間が経過した場合(Sc2:YES)、制御装置31は、記憶装置32に記憶された所有ポイントPから、所定期間の最後の単位期間Qについて算定された合計消費量Σcを減算する(Sc3)。例えば、図3における単位期間Q1から単位期間Q15までの15個の単位期間Qにより所定期間が構成される場合を想定すると、制御装置31は、単位期間Q15について算定された合計消費量Σc「2300」を、所有ポイントPから減算する。
When the above processing is executed, the control device 31 determines whether or not the predetermined period has elapsed (Sc2). The predetermined period is a period of a predetermined length (for example, one month) including a plurality of unit periods Q. When the predetermined period has not elapsed (Sc2: NO), the control device 31 shifts the processing to step Sc1, and a plurality of units registered in the aggregated data T for the unit period Q immediately after the processed unit period Q. Perform numerical calculations (Sc1, Sa1 to Sa6). On the other hand, when the predetermined period elapses (Sc2: YES), the control device 31 subtracts the total consumption amount Σc calculated for the last unit period Q of the predetermined period from the possession point P stored in the storage device 32. (Sc3). For example, assuming that a predetermined period is composed of 15 unit periods Q from the unit period Q1 to the unit period Q15 in FIG. 3, the control device 31 determines the total consumption amount Σc “2300” calculated for the unit period Q15. Is subtracted from the possession point P.
前述の通り、第1実施形態においては、使用量Xおよび付与量Yの算定(Sa2)と所有ポイントPの更新(Sa7)とが単位期間Q毎に実行される。他方、第2実施形態では、使用量Xおよび付与量Yの算定(Sa2)は単位期間Q毎に実行され、所有ポイントPの更新(Sc3)は、複数の単位期間Qを含む所定期間毎に実行される。
As described above, in the first embodiment, the calculation of the usage amount X and the grant amount Y (Sa2) and the renewal of the possession point P (Sa7) are executed for each unit period Q. On the other hand, in the second embodiment, the calculation of the usage amount X and the grant amount Y (Sa2) is executed every unit period Q, and the renewal of the possession point P (Sc3) is performed every predetermined period including a plurality of unit periods Q. Will be executed.
第2実施形態においても第1実施形態と同様の効果が実現される。また、第2実施形態では、通信網200を介してゲーム装置10と通信可能な管理装置30の記憶装置32に所有ポイントPが記憶されるから、所有ポイントPを管理カードMまたはゲーム装置10の記憶装置12に記憶する必要がないという利点がある。
The same effect as that of the first embodiment is realized in the second embodiment. Further, in the second embodiment, since the possession point P is stored in the storage device 32 of the management device 30 capable of communicating with the game device 10 via the communication network 200, the possession point P is stored in the management card M or the game device 10. There is an advantage that it is not necessary to store in the storage device 12.
また、第2実施形態においては、複数の単位期間Qを含む所定期間毎に所有ポイントPが更新される。すなわち、単位期間Q毎に所有ポイントPを更新する必要がない。したがって、所有ポイントPを更新する処理の負荷が軽減される。
Further, in the second embodiment, the possession point P is updated every predetermined period including a plurality of unit periods Q. That is, it is not necessary to update the possession point P for each unit period Q. Therefore, the load of the process of updating the possession point P is reduced.
なお、所定期間毎に制御装置11が合計消費量Σcを算定する構成において、所有ポイントPから合計消費量Σcを減算する処理(Sc3)を省略してもよい。合計消費量Σcは、所定期間内に管理者Hbから提供者Haに支払うべき金額(提供者Haから管理者Hbに対する請求額)に相当する。したがって、所定期間の経過後に、合計消費量Σcに対応する金額の通貨を管理者Hbが提供者Haに後払いしてもよい。なお、管理者Hbが通貨を後払いする場合には、合計消費量Σcが所有ポイントPに相当する。
In the configuration in which the control device 11 calculates the total consumption amount Σc for each predetermined period, the process (Sc3) of subtracting the total consumption amount Σc from the possession point P may be omitted. The total consumption amount Σc corresponds to the amount to be paid from the administrator Hb to the provider Ha within a predetermined period (the amount billed from the provider Ha to the administrator Hb). Therefore, after the elapse of the predetermined period, the administrator Hb may postpay the currency of the amount corresponding to the total consumption Σc to the provider Ha. When the administrator Hb pays the currency later, the total consumption Σc corresponds to the possession point P.
[変形例]
以上に例示した各形態は多様に変形され得る。前述の各形態に適用され得る具体的な変形の態様を以下に例示する。以下の例示から任意に選択された2以上の態様を、相互に矛盾しない範囲で併合してもよい。 [Modification example]
Each of the above illustrated forms can be transformed in various ways. Specific modifications that can be applied to each of the above-described forms are illustrated below. Two or more embodiments arbitrarily selected from the following examples may be merged to the extent that they do not contradict each other.
以上に例示した各形態は多様に変形され得る。前述の各形態に適用され得る具体的な変形の態様を以下に例示する。以下の例示から任意に選択された2以上の態様を、相互に矛盾しない範囲で併合してもよい。 [Modification example]
Each of the above illustrated forms can be transformed in various ways. Specific modifications that can be applied to each of the above-described forms are illustrated below. Two or more embodiments arbitrarily selected from the following examples may be merged to the extent that they do not contradict each other.
(1)前述の各形態では、利用者Uが単位期間Q内に使用した遊技媒体の全部を使用量Xとし、単位期間Q内に利用者Uに付与された遊技媒体の全部を付与量Yとしたが、使用量Xおよび付与量Yの集計の方法は以上の例示に限定されない。例えば、利用者Uが使用した遊技媒体のうちの一部(例えばゲーム内の特定のイベントにおいて使用された遊技媒体)の数量を使用量Xとして集計してもよい。以上の例示から理解される通り、使用量Xは、ゲームのプレイに使用された遊技媒体の数量に対応する数値として包括的に表現される。また、利用者Uに付与された遊技媒体のうちの一部(例えばゲーム内の特定のイベントにおいて付与された遊技媒体)の数量を付与量Yとして集計してもよい。以上の例示から理解される通り、付与量Yは、ゲームのプレイに応じて付与された報酬の数量に対応する数値として包括的に表現される。
(1) In each of the above-described forms, the total amount of game media used by the user U within the unit period Q is defined as the usage amount X, and the total amount of the game media granted to the user U within the unit period Q is the grant amount Y. However, the method of totaling the usage amount X and the grant amount Y is not limited to the above examples. For example, the quantity of a part of the game media used by the user U (for example, the game media used at a specific event in the game) may be totaled as the usage amount X. As understood from the above examples, the usage amount X is comprehensively expressed as a numerical value corresponding to the number of game media used for playing the game. Further, the quantity of a part of the game media given to the user U (for example, the game medium given at a specific event in the game) may be totaled as the grant amount Y. As understood from the above examples, the grant amount Y is comprehensively expressed as a numerical value corresponding to the number of rewards granted according to the play of the game.
(2)前述の各形態では、所有ポイントPの増加を許容しない構成を例示したが、所有ポイントPの増加を許容してもよい。例えば、収支指標Zが負数である場合に、精算処理部52は、当該収支指標Zの絶対値|Z|に応じた数値を所有ポイントPに加算してもよい。
(2) In each of the above-described forms, the configuration in which the increase in the possession point P is not allowed is illustrated, but the increase in the possession point P may be allowed. For example, when the balance index Z is a negative number, the settlement processing unit 52 may add a numerical value corresponding to the absolute value | Z | of the balance index Z to the possession point P.
(3)前述の各形態では、使用量Xと付与量Yとの差分を収支指標Zとして算定したが、収支指標Zを算定する方法は以上の例示に限定されない。例えば、使用量Xと付与量Yとの差分に所定の係数を乗算することで収支指標Zを算定してもよい。また、例えば使用量Xに対する付与量Yの比率(Y/X)を収支指標Zとして算定してもよい。
(3) In each of the above-described forms, the difference between the usage amount X and the grant amount Y is calculated as the balance index Z, but the method for calculating the balance index Z is not limited to the above examples. For example, the balance index Z may be calculated by multiplying the difference between the usage amount X and the grant amount Y by a predetermined coefficient. Further, for example, the ratio (Y / X) of the granted amount Y to the used amount X may be calculated as the balance index Z.
(4)前述の各形態では、使用量Xと付与量Yとの差分を収支指標Zとして算定したが、収支指標Zを特定する方法は以上の例示に限定されない。例えば、使用量Xおよび付与量Yと収支指標Zとを対応させたテーブルから、指標特定部51が、単位期間Qの使用量Xおよび付与量Yに対応する収支指標Zを検索してもよい。以上の説明から理解される通り、指標特定部51は、収支指標Zを特定する要素として包括的に表現される。
(4) In each of the above-described forms, the difference between the usage amount X and the grant amount Y is calculated as the balance index Z, but the method for specifying the balance index Z is not limited to the above examples. For example, the index specifying unit 51 may search for the balance index Z corresponding to the usage amount X and the grant amount Y in the unit period Q from the table in which the usage amount X and the grant amount Y are associated with the balance index Z. .. As understood from the above description, the index specifying unit 51 is comprehensively expressed as an element for specifying the balance index Z.
(5)複数のゲーム装置10が設置された状況では、管理カードMは、複数のゲーム装置10において共用されてもよい。ただし、管理カードMは特定のゲーム装置10に専用されてもよい。また、例えばゲーム装置10の種類毎に管理カードMが用意され、各種類のゲーム装置10には、当該種類に対応する管理カードMが専用される構成も想定される。なお、ゲームの種類は、例えば音楽ゲーム等のゲームのジャンルにより区別してもよいし、同様のジャンルでも個々のタイトル毎にゲームの種類を区別してもよい。また、1個のゲーム装置10において複数の管理カードMを使用できる構成では、一方の管理カードMの所有ポイントPが0になった場合でも、管理者Hbは、他方の管理カードMを使用してゲームの提供を継続することが可能である。
(5) In a situation where a plurality of game devices 10 are installed, the management card M may be shared by the plurality of game devices 10. However, the management card M may be dedicated to the specific game device 10. Further, for example, it is assumed that a management card M is prepared for each type of the game device 10, and a management card M corresponding to the type is dedicated to each type of game device 10. The types of games may be distinguished by the genre of the game such as a music game, or the types of games may be distinguished for each title in the same genre. Further, in a configuration in which a plurality of management cards M can be used in one game device 10, even if the possession point P of one management card M becomes 0, the administrator Hb uses the other management card M. It is possible to continue to provide the game.
(6)収支指標Zが非負数である場合には収支指標Zを消費量Cとして設定したが(C=Z)、収支指標Zと消費量Cとの関係は以上の例示に限定されない。例えば、収支指標Zに対して所定の係数を乗算することで消費量Cを算定してもよい。
(6) When the balance index Z is a non-negative number, the balance index Z is set as the consumption amount C (C = Z), but the relationship between the balance index Z and the consumption amount C is not limited to the above examples. For example, the consumption amount C may be calculated by multiplying the balance index Z by a predetermined coefficient.
(7)前述の各形態では、遊技媒体を報酬として利用者Uに付与したが、利用者Uに付与される報酬の種類は遊技媒体に限定されない。すなわち、利用者Uに付与される報酬が、ゲームに使用される媒体であることは必須ではない。
(7) In each of the above-described forms, the game medium is given to the user U as a reward, but the type of reward given to the user U is not limited to the game medium. That is, it is not essential that the reward given to the user U is the medium used for the game.
(8)管理カードMに所有ポイントPが記憶される第1実施形態において、第2実施形態と同様に、複数の単位期間Qを含む所定期間毎に所有ポイントPを更新してもよい。また、管理装置30に所有ポイントPが記憶される第2実施形態において、第1実施形態と同様に、単位期間Q毎に所有ポイントPを更新してもよい。
(8) In the first embodiment in which the possession point P is stored in the management card M, the possession point P may be updated every predetermined period including a plurality of unit periods Q as in the second embodiment. Further, in the second embodiment in which the possession point P is stored in the management device 30, the possession point P may be updated every unit period Q as in the first embodiment.
(9)第2実施形態においては、単位期間Qの経過毎に収支指標Zを算定したが、所定期間が経過した段階(Sc2:YES)において制御装置31が各単位期間Qの収支指標Zを算定してもよい。消費量Cおよび合計消費量Σcも同様に、所定期間が経過した段階で制御装置31が算定してもよい。
(9) In the second embodiment, the balance index Z is calculated every time the unit period Q elapses, but when the predetermined period elapses (Sc2: YES), the control device 31 calculates the balance index Z for each unit period Q. You may calculate. Similarly, the consumption amount C and the total consumption amount Σc may be calculated by the control device 31 when a predetermined period has elapsed.
(10)第1実施形態においては、所有ポイントPを更新する機能(指標特定部51および精算処理部52)がゲーム装置10に搭載された構成を例示したが、所有ポイントPを更新する機能が搭載された処理ユニットをゲーム装置10に後付けしてもよい。
(10) In the first embodiment, the configuration in which the function of updating the possession point P (index identification unit 51 and the settlement processing unit 52) is mounted on the game device 10 is illustrated, but the function of updating the possession point P is provided. The mounted processing unit may be retrofitted to the game device 10.
(11)第1実施形態において、所有ポイントPが0以下まで減少した管理カードMを、提供者Haが回収してもよい。提供者Haが回収する管理カードMに、例えば履歴データLまたは集計データTを格納してもよい。所有ポイントPが0以下まで減少した管理カードMを管理者Hbが破棄してもよい。
(11) In the first embodiment, the provider Ha may collect the management card M whose possession point P is reduced to 0 or less. For example, historical data L or aggregated data T may be stored in the management card M collected by the provider Ha. The administrator Hb may discard the management card M whose possession point P is reduced to 0 or less.
(12)前述の各形態に係るゲームシステム100(100A,100B)の機能は、制御装置11または制御装置31とプログラムとの協働により実現される。プログラムは、コンピュータが読取可能な記録媒体に格納された形態で提供されてコンピュータにインストールされ得る。記録媒体は、例えば非一過性(non-transitory)の記録媒体であり、CD-ROM等の光学式記録媒体(光ディスク)が好例であるが、半導体記録媒体または磁気記録媒体等の公知の任意の形式の記録媒体も包含される。なお、非一過性の記録媒体とは、一過性の伝搬信号(transitory, propagating signal)を除く任意の記録媒体を含み、揮発性の記録媒体も除外されない。また、配信装置が通信網を介してプログラムを配信する構成では、当該配信装置においてプログラムを記憶する記憶装置が、前述の非一過性の記録媒体に相当する。
(12) The functions of the game system 100 (100A, 100B) according to each of the above-described modes are realized by the cooperation between the control device 11 or the control device 31 and the program. The program may be provided and installed on a computer in a form stored on a computer-readable recording medium. The recording medium is, for example, a non-transitory recording medium, and an optical recording medium (optical disc) such as a CD-ROM is a good example, but a known arbitrary such as a semiconductor recording medium or a magnetic recording medium. Recording media in the format of are also included. The non-transient recording medium includes any recording medium except for a transient propagation signal (transitory, propagating signal), and a volatile recording medium is not excluded. Further, in the configuration in which the distribution device distributes the program via the communication network, the storage device that stores the program in the distribution device corresponds to the above-mentioned non-transient recording medium.
[付記]
以上の記載から、例えば以下のように本発明の好適な態様が把握される。なお、各態様の理解を容易にするために、以下では、図面の符号を便宜的に括弧書で併記するが、本発明を図示の態様に限定する趣旨ではない。 [Additional Notes]
From the above description, for example, a preferred embodiment of the present invention can be grasped as follows. In addition, in order to facilitate understanding of each aspect, the reference numerals of the drawings are shown in parentheses below for convenience, but the present invention is not intended to be limited to the illustrated aspects.
以上の記載から、例えば以下のように本発明の好適な態様が把握される。なお、各態様の理解を容易にするために、以下では、図面の符号を便宜的に括弧書で併記するが、本発明を図示の態様に限定する趣旨ではない。 [Additional Notes]
From the above description, for example, a preferred embodiment of the present invention can be grasped as follows. In addition, in order to facilitate understanding of each aspect, the reference numerals of the drawings are shown in parentheses below for convenience, but the present invention is not intended to be limited to the illustrated aspects.
[付記1]
本発明のひとつの態様(付記1)に係るゲームシステム(100A,100B)は、1以上の利用者(U)によるプレイに遊技媒体が使用され、かつ、当該プレイの結果に応じた報酬が前記1以上の利用者(U)に付与されるゲームを提供するゲームシステム(100A,100B)であって、単位期間(Q)内に前記1以上の利用者(U)により使用された前記遊技媒体の数量に対応する使用量(X)と、前記単位期間(Q)内に前記1以上の利用者(U)に付与された前記報酬の数量に対応する付与量(Y)との差分に応じた収支指標(Z)を特定する指標特定部(51)と、前記ゲームの管理者(Hb)が当該ゲームの提供のために所有するポイント(P)を前記収支指標(Z)に応じて更新する精算処理部(52)とを具備する。以上の態様では、単位期間(Q)内における遊技媒体の使用量(X)と、当該単位期間(Q)内における報酬の付与量(Y)との差分に対応する収支指標(Z)に応じて、管理者(Hb)によるゲームの提供に必要なポイント(P)が更新される。したがって、遊技媒体の使用量(X)のみに応じてポイント(P)を更新する構成と比較して、管理者(Hb)の損益のバランスを維持し易いという利点がある。 [Appendix 1]
In the game system (100A, 100B) according to one aspect (Appendix 1) of the present invention, the game medium is used for the play by one or more users (U), and the reward according to the result of the play is the above. A game system (100A, 100B) that provides a game granted to one or more users (U), and the game medium used by the one or more users (U) within a unit period (Q). According to the difference between the usage amount (X) corresponding to the quantity of the above and the grant amount (Y) corresponding to the quantity of the reward granted to the one or more users (U) within the unit period (Q). The index specifying unit (51) for specifying the balance index (Z) and the points (P) owned by the game manager (Hb) for providing the game are updated according to the balance index (Z). It is provided with a settlement processing unit (52). In the above aspect, it corresponds to the balance index (Z) corresponding to the difference between the usage amount (X) of the game medium within the unit period (Q) and the reward grant amount (Y) within the unit period (Q). Then, the points (P) required for the administrator (Hb) to provide the game are updated. Therefore, there is an advantage that it is easy to maintain the balance of profit and loss of the manager (Hb) as compared with the configuration in which the points (P) are updated only according to the usage amount (X) of the game medium.
本発明のひとつの態様(付記1)に係るゲームシステム(100A,100B)は、1以上の利用者(U)によるプレイに遊技媒体が使用され、かつ、当該プレイの結果に応じた報酬が前記1以上の利用者(U)に付与されるゲームを提供するゲームシステム(100A,100B)であって、単位期間(Q)内に前記1以上の利用者(U)により使用された前記遊技媒体の数量に対応する使用量(X)と、前記単位期間(Q)内に前記1以上の利用者(U)に付与された前記報酬の数量に対応する付与量(Y)との差分に応じた収支指標(Z)を特定する指標特定部(51)と、前記ゲームの管理者(Hb)が当該ゲームの提供のために所有するポイント(P)を前記収支指標(Z)に応じて更新する精算処理部(52)とを具備する。以上の態様では、単位期間(Q)内における遊技媒体の使用量(X)と、当該単位期間(Q)内における報酬の付与量(Y)との差分に対応する収支指標(Z)に応じて、管理者(Hb)によるゲームの提供に必要なポイント(P)が更新される。したがって、遊技媒体の使用量(X)のみに応じてポイント(P)を更新する構成と比較して、管理者(Hb)の損益のバランスを維持し易いという利点がある。 [Appendix 1]
In the game system (100A, 100B) according to one aspect (Appendix 1) of the present invention, the game medium is used for the play by one or more users (U), and the reward according to the result of the play is the above. A game system (100A, 100B) that provides a game granted to one or more users (U), and the game medium used by the one or more users (U) within a unit period (Q). According to the difference between the usage amount (X) corresponding to the quantity of the above and the grant amount (Y) corresponding to the quantity of the reward granted to the one or more users (U) within the unit period (Q). The index specifying unit (51) for specifying the balance index (Z) and the points (P) owned by the game manager (Hb) for providing the game are updated according to the balance index (Z). It is provided with a settlement processing unit (52). In the above aspect, it corresponds to the balance index (Z) corresponding to the difference between the usage amount (X) of the game medium within the unit period (Q) and the reward grant amount (Y) within the unit period (Q). Then, the points (P) required for the administrator (Hb) to provide the game are updated. Therefore, there is an advantage that it is easy to maintain the balance of profit and loss of the manager (Hb) as compared with the configuration in which the points (P) are updated only according to the usage amount (X) of the game medium.
利用者(U)に付与される報酬の内容は任意である。例えば、利用者(U)がプレイに使用する遊技媒体と同種または異種の遊技媒体が報酬として利用者(U)に付与される。ただし、報酬は、利用者(U)がプレイに使用可能な遊技媒体に限定されない。
The content of the reward given to the user (U) is arbitrary. For example, a game medium of the same type or different type as the game medium used by the user (U) for play is given to the user (U) as a reward. However, the reward is not limited to the game medium that the user (U) can use for playing.
「単位期間(Q)」は、例えば所定長の期間である。なお、指標特定部(51)による収支指標(Z)の特定と精算処理部(52)によるポイント(P)の更新とは、1個の単位期間(Q)において実行されてもよいし、複数の単位期間(Q)の各々において実行されてもよい。収支指標(Z)の特定とポイント(P)の更新とが単位期間(Q)毎に実行される構成において、各単位期間(Q)の時間長の異同は不問である。
The "unit period (Q)" is, for example, a period of a predetermined length. It should be noted that the identification of the balance index (Z) by the index specifying unit (51) and the update of the point (P) by the settlement processing unit (52) may be executed in one unit period (Q), or a plurality of them. It may be executed in each of the unit periods (Q) of. In the configuration in which the identification of the balance index (Z) and the update of the points (P) are executed for each unit period (Q), the difference in the time length of each unit period (Q) does not matter.
「使用量(X)」は、例えば単位期間(Q)内に使用された遊技媒体の数量である。すなわち、単位期間(Q)内に1以上の利用者(U)がゲームのプレイに使用した遊技媒体の数量の合計が「使用量(X)」の典型例である。ただし、単位期間(Q)内に使用された遊技媒体の数量に対する所定の演算(例えば所定の係数の乗算)で算定される数値を「使用量(X)」としてもよい。
"Usage amount (X)" is, for example, the quantity of game media used within a unit period (Q). That is, the total number of game media used by one or more users (U) to play the game within the unit period (Q) is a typical example of the "usage amount (X)". However, a numerical value calculated by a predetermined calculation (for example, multiplication of a predetermined coefficient) with respect to the quantity of the game medium used within the unit period (Q) may be defined as the "usage amount (X)".
同様に、「付与量(Y)」は、例えば単位期間(Q)内に付与された報酬の数量である。すなわち、単位期間(Q)内に1以上の利用者(U)に付与された報酬の数量の合計が「付与量(Y)」の典型例である。ただし、単位期間(Q)内に付与された報酬の数量に対する所定の演算(例えば所定の係数の乗算)で算定される数値を「付与量(Y)」としてもよい。
Similarly, the "grant amount (Y)" is, for example, the amount of reward given within the unit period (Q). That is, the total amount of rewards given to one or more users (U) within the unit period (Q) is a typical example of the "grant amount (Y)". However, a numerical value calculated by a predetermined calculation (for example, multiplication of a predetermined coefficient) with respect to the quantity of the reward granted within the unit period (Q) may be defined as the “grant amount (Y)”.
「収支指標(Z)」は、典型的には使用量(X)と付与量(Y)との差分であるが、当該差分に対する所定の演算(例えば所定の係数の乗算)で特定される数値を「収支指標(Z)」としてもよい。
The "balance index (Z)" is typically the difference between the usage amount (X) and the grant amount (Y), but is a numerical value specified by a predetermined operation (for example, multiplication of a predetermined coefficient) for the difference. May be used as the “balance index (Z)”.
ポイント(P)を収支指標(Z)に応じて更新するための具体的な方法は任意である。例えば、使用量(X)が付与量(Y)よりも多い場合にはポイント(P)から収支指標(Z)を減算し、付与量(Y)が使用量(X)よりも多い場合にはポイント(P)に収支指標(Z)を加算する構成が想定される。ただし、「ポイント(P)を収支指標(Z)に応じて更新する」処理は、収支指標(Z)の加算または減算に限定されない。また、ポイント(P)について増加および減少の一方の変更のみを許容してもよい。
The specific method for updating the points (P) according to the balance index (Z) is arbitrary. For example, when the usage amount (X) is larger than the usage amount (Y), the balance index (Z) is subtracted from the points (P), and when the usage amount (Y) is larger than the usage amount (X). A configuration is assumed in which the balance index (Z) is added to the points (P). However, the process of "updating the points (P) according to the balance index (Z)" is not limited to the addition or subtraction of the balance index (Z). Also, only one change of increase or decrease may be allowed for the point (P).
収支指標(Z)を特定する処理の具体的な内容は任意である。「特定」の典型例は、使用量(X)と付与量(Y)とから収支指標(Z)を算定する処理であるが、例えば使用量(X)および付与量(Y)と収支指標(Z)とを対応させたテーブルから収支指標(Z)を検索する処理も「特定」の概念に包含される。
The specific content of the process for specifying the income and expenditure index (Z) is arbitrary. A typical example of "specification" is a process of calculating the balance index (Z) from the usage amount (X) and the grant amount (Y). For example, the usage amount (X), the grant amount (Y), and the balance index ( The process of searching the balance index (Z) from the table corresponding to Z) is also included in the concept of "specification".
[付記2]
付記1の具体例(付記2)に係るゲームシステム(100A)は、前記ゲームを提供するゲーム装置(10)と、前記ゲーム装置(10)に接続または搭載された書込装置(20)とをさらに具備し、前記ゲーム装置(10)は、前記指標特定部(51)および前記精算処理部(52)を具備し、前記精算処理部(52)は、前記書込装置(20)に装着される可搬型の記録媒体(M)に記憶されたポイント(P)を前記収支指標(Z)に応じて更新する。以上の態様では、ゲーム装置(10)に接続または搭載された書込装置(20)に装着される記録媒体(M)にポイント(P)が記憶されるから、例えば通信網を介した他装置との通信がポイント(P)の更新に不要であるという利点がある。 [Appendix 2]
The game system (100A) according to the specific example (Appendix 2) ofAppendix 1 comprises a game device (10) for providing the game and a writing device (20) connected to or mounted on the game device (10). Further, the game device (10) includes the index specifying unit (51) and the settlement processing unit (52), and the settlement processing unit (52) is attached to the writing device (20). The points (P) stored in the portable recording medium (M) are updated according to the balance index (Z). In the above aspect, since the point (P) is stored in the recording medium (M) mounted on the writing device (20) connected to or mounted on the game device (10), for example, another device via a communication network. There is an advantage that communication with is not necessary for updating the point (P).
付記1の具体例(付記2)に係るゲームシステム(100A)は、前記ゲームを提供するゲーム装置(10)と、前記ゲーム装置(10)に接続または搭載された書込装置(20)とをさらに具備し、前記ゲーム装置(10)は、前記指標特定部(51)および前記精算処理部(52)を具備し、前記精算処理部(52)は、前記書込装置(20)に装着される可搬型の記録媒体(M)に記憶されたポイント(P)を前記収支指標(Z)に応じて更新する。以上の態様では、ゲーム装置(10)に接続または搭載された書込装置(20)に装着される記録媒体(M)にポイント(P)が記憶されるから、例えば通信網を介した他装置との通信がポイント(P)の更新に不要であるという利点がある。 [Appendix 2]
The game system (100A) according to the specific example (Appendix 2) of
「可搬型の記録媒体(M)」の典型例はICカードであるが、記録媒体(M)の具体的な形態は任意である。また、記録媒体(M)は、ポイント(P)を反復的に増加(チャージ)可能な媒体でもよいし、ポイント(P)の増加が許容されない媒体でもよい。
A typical example of the "portable recording medium (M)" is an IC card, but the specific form of the recording medium (M) is arbitrary. Further, the recording medium (M) may be a medium capable of repeatedly increasing (charging) the points (P), or a medium in which the increase of the points (P) is not allowed.
[付記3]
付記1の具体例(付記3)に係るゲームシステム(100B)は、前記ゲームを提供するゲーム装置(10)と、通信網(200)を介して前記ゲーム装置(10)と通信可能な管理装置(30)とを具備し、前記管理装置(30)は、前記指標特定部(51)および前記精算処理部(52)と、前記ポイント(P)を記憶する記憶装置(32)とを具備し、前記精算処理部(52)は、前記記憶装置(32)に記憶されたポイント(P)を前記収支指標(Z)に応じて更新する。以上の態様では、通信網(200)を介してゲーム装置(10)と通信可能な管理装置(30)の記憶装置(32)にポイント(P)が記憶されるから、ポイント(P)をゲーム装置(10)に記憶する必要がないという利点がある。 [Appendix 3]
The game system (100B) according to the specific example of Appendix 1 (Appendix 3) is a management device capable of communicating with the game device (10) that provides the game and the game device (10) via a communication network (200). The management device (30) includes the index specifying unit (51), the settlement processing unit (52), and a storage device (32) for storing the point (P). , The settlement processing unit (52) updates the point (P) stored in the storage device (32) according to the balance index (Z). In the above aspect, since the points (P) are stored in the storage device (32) of the management device (30) capable of communicating with the game device (10) via the communication network (200), the points (P) are stored in the game. There is an advantage that it is not necessary to store in the device (10).
付記1の具体例(付記3)に係るゲームシステム(100B)は、前記ゲームを提供するゲーム装置(10)と、通信網(200)を介して前記ゲーム装置(10)と通信可能な管理装置(30)とを具備し、前記管理装置(30)は、前記指標特定部(51)および前記精算処理部(52)と、前記ポイント(P)を記憶する記憶装置(32)とを具備し、前記精算処理部(52)は、前記記憶装置(32)に記憶されたポイント(P)を前記収支指標(Z)に応じて更新する。以上の態様では、通信網(200)を介してゲーム装置(10)と通信可能な管理装置(30)の記憶装置(32)にポイント(P)が記憶されるから、ポイント(P)をゲーム装置(10)に記憶する必要がないという利点がある。 [Appendix 3]
The game system (100B) according to the specific example of Appendix 1 (Appendix 3) is a management device capable of communicating with the game device (10) that provides the game and the game device (10) via a communication network (200). The management device (30) includes the index specifying unit (51), the settlement processing unit (52), and a storage device (32) for storing the point (P). , The settlement processing unit (52) updates the point (P) stored in the storage device (32) according to the balance index (Z). In the above aspect, since the points (P) are stored in the storage device (32) of the management device (30) capable of communicating with the game device (10) via the communication network (200), the points (P) are stored in the game. There is an advantage that it is not necessary to store in the device (10).
[付記4]
付記1から付記3の何れかの具体例(付記4)において、前記指標特定部(51)は、前記単位期間(Q)を含む複数の単位期間(Q)の各々について前記収支指標(Z)を特定する。 [Appendix 4]
In any specific example (Appendix 4) ofAppendix 1 to Appendix 3, the index specifying unit (51) has the balance index (Z) for each of a plurality of unit periods (Q) including the unit period (Q). To identify.
付記1から付記3の何れかの具体例(付記4)において、前記指標特定部(51)は、前記単位期間(Q)を含む複数の単位期間(Q)の各々について前記収支指標(Z)を特定する。 [Appendix 4]
In any specific example (Appendix 4) of
[付記5]
付記4の具体例(付記5)において、前記精算処理部(52)は、前記複数の単位期間(Q)の各々について、当該単位期間(Q)について特定された前記収支指標(Z)に応じて前記ポイント(P)を更新する。以上の態様では、収支指標(Z)が単位期間(Q)毎に特定され、かつ、単位期間(Q)毎にポイント(P)が更新される。したがって、単位期間(Q)内における使用量(X)と付与量(Y)との差分に応じた収支指標(Z)をポイント(P)に単位期間(Q)毎に随時に反映させることが可能である。また、単位期間(Q)毎にポイント(P)が更新されるから、ポイント(P)に反映済の使用量(X)および付与量(Y)を保持しておく必要がないという利点もある。 [Appendix 5]
In the specific example of Appendix 4 (Appendix 5), the settlement processing unit (52) responds to the balance index (Z) specified for the unit period (Q) for each of the plurality of unit periods (Q). The point (P) is updated. In the above aspect, the balance index (Z) is specified for each unit period (Q), and the points (P) are updated for each unit period (Q). Therefore, the balance index (Z) according to the difference between the usage amount (X) and the grant amount (Y) within the unit period (Q) can be reflected in the point (P) at any time for each unit period (Q). It is possible. Further, since the points (P) are updated every unit period (Q), there is an advantage that it is not necessary to keep the used amount (X) and the granted amount (Y) reflected in the points (P). ..
付記4の具体例(付記5)において、前記精算処理部(52)は、前記複数の単位期間(Q)の各々について、当該単位期間(Q)について特定された前記収支指標(Z)に応じて前記ポイント(P)を更新する。以上の態様では、収支指標(Z)が単位期間(Q)毎に特定され、かつ、単位期間(Q)毎にポイント(P)が更新される。したがって、単位期間(Q)内における使用量(X)と付与量(Y)との差分に応じた収支指標(Z)をポイント(P)に単位期間(Q)毎に随時に反映させることが可能である。また、単位期間(Q)毎にポイント(P)が更新されるから、ポイント(P)に反映済の使用量(X)および付与量(Y)を保持しておく必要がないという利点もある。 [Appendix 5]
In the specific example of Appendix 4 (Appendix 5), the settlement processing unit (52) responds to the balance index (Z) specified for the unit period (Q) for each of the plurality of unit periods (Q). The point (P) is updated. In the above aspect, the balance index (Z) is specified for each unit period (Q), and the points (P) are updated for each unit period (Q). Therefore, the balance index (Z) according to the difference between the usage amount (X) and the grant amount (Y) within the unit period (Q) can be reflected in the point (P) at any time for each unit period (Q). It is possible. Further, since the points (P) are updated every unit period (Q), there is an advantage that it is not necessary to keep the used amount (X) and the granted amount (Y) reflected in the points (P). ..
[付記6]
付記4の具体例(付記6)において、前記精算処理部(52)は、前記複数の単位期間(Q)を含む所定期間毎に前記ポイント(P)を更新する。以上の態様では、複数の単位期間(Q)を含む所定期間毎にポイント(P)が更新される。すなわち、単位期間(Q)毎にポイント(P)を更新する必要がない。したがって、ポイント(P)を更新する処理の負荷が軽減される。 [Appendix 6]
In the specific example of Appendix 4 (Appendix 6), the settlement processing unit (52) updates the point (P) every predetermined period including the plurality of unit periods (Q). In the above aspect, the points (P) are updated every predetermined period including a plurality of unit periods (Q). That is, it is not necessary to update the points (P) for each unit period (Q). Therefore, the load of the process of updating the point (P) is reduced.
付記4の具体例(付記6)において、前記精算処理部(52)は、前記複数の単位期間(Q)を含む所定期間毎に前記ポイント(P)を更新する。以上の態様では、複数の単位期間(Q)を含む所定期間毎にポイント(P)が更新される。すなわち、単位期間(Q)毎にポイント(P)を更新する必要がない。したがって、ポイント(P)を更新する処理の負荷が軽減される。 [Appendix 6]
In the specific example of Appendix 4 (Appendix 6), the settlement processing unit (52) updates the point (P) every predetermined period including the plurality of unit periods (Q). In the above aspect, the points (P) are updated every predetermined period including a plurality of unit periods (Q). That is, it is not necessary to update the points (P) for each unit period (Q). Therefore, the load of the process of updating the point (P) is reduced.
[付記7]
付記1から付記6の何れかお具体例(付記7)において、前記精算処理部(52)は、前記使用量(X)が前記付与量(Y)を上回る場合に、前記ポイント(Y)を前記収支指標(Z)に応じて減少させる。 [Appendix 7]
In any specific example (Appendix 7) ofAppendix 1 to Appendix 6, the settlement processing unit (52) sets the point (Y) when the usage amount (X) exceeds the grant amount (Y). Decrease according to the balance index (Z).
付記1から付記6の何れかお具体例(付記7)において、前記精算処理部(52)は、前記使用量(X)が前記付与量(Y)を上回る場合に、前記ポイント(Y)を前記収支指標(Z)に応じて減少させる。 [Appendix 7]
In any specific example (Appendix 7) of
[付記8]
付記7の具体例(付記8)において、前記精算処理部(52)は、前記使用量(X)が前記付与量(Y)を下回る場合に、前記ポイント(P)を前記収支指標(Z)に応じて増加させる。 [Appendix 8]
In the specific example of Appendix 7 (Appendix 8), the settlement processing unit (52) sets the point (P) as the balance index (Z) when the usage amount (X) is less than the grant amount (Y). Increase according to.
付記7の具体例(付記8)において、前記精算処理部(52)は、前記使用量(X)が前記付与量(Y)を下回る場合に、前記ポイント(P)を前記収支指標(Z)に応じて増加させる。 [Appendix 8]
In the specific example of Appendix 7 (Appendix 8), the settlement processing unit (52) sets the point (P) as the balance index (Z) when the usage amount (X) is less than the grant amount (Y). Increase according to.
[付記9]
付記7の具体例(付記9)において、前記精算処理部(52)は、前記使用量(X)が前記付与量(Y)を下回る場合に、前記ポイント(P)を維持する。以上の態様では、使用量(X)が付与量(Y)を下回る場合にはポイント(P)が維持される。すなわち、ポイント(P)の増加は許容されない。したがって、管理者(Hb)がポイント(P)を増加させる不正行為を防止できる。 [Appendix 9]
In the specific example of Appendix 7 (Appendix 9), the settlement processing unit (52) maintains the point (P) when the usage amount (X) is less than the grant amount (Y). In the above aspect, the point (P) is maintained when the amount used (X) is less than the amount given (Y). That is, the increase of points (P) is not allowed. Therefore, it is possible to prevent fraudulent acts in which the administrator (Hb) increases the points (P).
付記7の具体例(付記9)において、前記精算処理部(52)は、前記使用量(X)が前記付与量(Y)を下回る場合に、前記ポイント(P)を維持する。以上の態様では、使用量(X)が付与量(Y)を下回る場合にはポイント(P)が維持される。すなわち、ポイント(P)の増加は許容されない。したがって、管理者(Hb)がポイント(P)を増加させる不正行為を防止できる。 [Appendix 9]
In the specific example of Appendix 7 (Appendix 9), the settlement processing unit (52) maintains the point (P) when the usage amount (X) is less than the grant amount (Y). In the above aspect, the point (P) is maintained when the amount used (X) is less than the amount given (Y). That is, the increase of points (P) is not allowed. Therefore, it is possible to prevent fraudulent acts in which the administrator (Hb) increases the points (P).
[付記10]
付記4の具体例(付記10)において、前記複数の単位期間は、第1単位期間(Q)と、前記第1単位期間(Q)に後続する1以上の第2単位期間(Q)とを含み、前記精算処理部(52)は、前記第1単位期間(Q)における前記使用量(X)が前記付与量(Y)を下回る場合に、前記1以上の第2単位期間(Q)にわたる前記使用量(X)と前記付与量(Y)との差分値の累積値(A)が、前記第1単位期間(Q)における前記使用量(X)と前記付与量(Y)との差分値の絶対値に到達するまで、前記ポイント(P)を維持する。以上の態様によれば、ポイント(P)の増加を禁止しつつ、使用量(X)と付与量(Y)との大小に応じてポイント(P)を適切に更新できる。 [Appendix 10]
In the specific example of Appendix 4 (Appendix 10), the plurality of unit periods include a first unit period (Q) and one or more second unit periods (Q) following the first unit period (Q). Including, the settlement processing unit (52) extends over one or more second unit periods (Q) when the usage amount (X) in the first unit period (Q) is less than the grant amount (Y). The cumulative value (A) of the difference value between the usage amount (X) and the grant amount (Y) is the difference between the usage amount (X) and the grant amount (Y) in the first unit period (Q). The point (P) is maintained until the absolute value of the value is reached. According to the above aspect, the points (P) can be appropriately updated according to the magnitude of the usage amount (X) and the grant amount (Y) while prohibiting the increase of the points (P).
付記4の具体例(付記10)において、前記複数の単位期間は、第1単位期間(Q)と、前記第1単位期間(Q)に後続する1以上の第2単位期間(Q)とを含み、前記精算処理部(52)は、前記第1単位期間(Q)における前記使用量(X)が前記付与量(Y)を下回る場合に、前記1以上の第2単位期間(Q)にわたる前記使用量(X)と前記付与量(Y)との差分値の累積値(A)が、前記第1単位期間(Q)における前記使用量(X)と前記付与量(Y)との差分値の絶対値に到達するまで、前記ポイント(P)を維持する。以上の態様によれば、ポイント(P)の増加を禁止しつつ、使用量(X)と付与量(Y)との大小に応じてポイント(P)を適切に更新できる。 [Appendix 10]
In the specific example of Appendix 4 (Appendix 10), the plurality of unit periods include a first unit period (Q) and one or more second unit periods (Q) following the first unit period (Q). Including, the settlement processing unit (52) extends over one or more second unit periods (Q) when the usage amount (X) in the first unit period (Q) is less than the grant amount (Y). The cumulative value (A) of the difference value between the usage amount (X) and the grant amount (Y) is the difference between the usage amount (X) and the grant amount (Y) in the first unit period (Q). The point (P) is maintained until the absolute value of the value is reached. According to the above aspect, the points (P) can be appropriately updated according to the magnitude of the usage amount (X) and the grant amount (Y) while prohibiting the increase of the points (P).
[付記11]
本発明のひとつの態様(付記11)に係るゲームシステム(100A,100B)の動作方法は、1以上の利用者(U)によるプレイに遊技媒体が使用され、かつ、当該プレイの結果に応じた報酬が前記1以上の利用者(U)に付与されるゲームを提供するゲームシステム(100A,100B)の動作方法であって、単位期間(Q)内に前記1以上の利用者(U)により使用された前記遊技媒体の数量に対応する使用量(X)と、前記単位期間(Q)内に前記1以上の利用者(U)に付与された前記報酬の数量に対応する付与量(Y)との差分に応じた収支指標(Z)を特定し、前記ゲームの管理者(Hb)が当該ゲームの提供のために所有するポイント(P)を前記収支指標(Z)に応じて更新する。 [Appendix 11]
In the operation method of the game system (100A, 100B) according to one aspect (Appendix 11) of the present invention, the game medium is used for the play by one or more users (U), and the game medium is used according to the result of the play. It is an operation method of a game system (100A, 100B) that provides a game in which a reward is given to the one or more users (U), and is by the one or more users (U) within a unit period (Q). The usage amount (X) corresponding to the quantity of the game medium used and the grant amount (Y) corresponding to the quantity of the reward granted to the one or more users (U) within the unit period (Q). ), The balance index (Z) according to the difference from the balance index (Z) is specified, and the points (P) owned by the game manager (Hb) for providing the game are updated according to the balance index (Z). ..
本発明のひとつの態様(付記11)に係るゲームシステム(100A,100B)の動作方法は、1以上の利用者(U)によるプレイに遊技媒体が使用され、かつ、当該プレイの結果に応じた報酬が前記1以上の利用者(U)に付与されるゲームを提供するゲームシステム(100A,100B)の動作方法であって、単位期間(Q)内に前記1以上の利用者(U)により使用された前記遊技媒体の数量に対応する使用量(X)と、前記単位期間(Q)内に前記1以上の利用者(U)に付与された前記報酬の数量に対応する付与量(Y)との差分に応じた収支指標(Z)を特定し、前記ゲームの管理者(Hb)が当該ゲームの提供のために所有するポイント(P)を前記収支指標(Z)に応じて更新する。 [Appendix 11]
In the operation method of the game system (100A, 100B) according to one aspect (Appendix 11) of the present invention, the game medium is used for the play by one or more users (U), and the game medium is used according to the result of the play. It is an operation method of a game system (100A, 100B) that provides a game in which a reward is given to the one or more users (U), and is by the one or more users (U) within a unit period (Q). The usage amount (X) corresponding to the quantity of the game medium used and the grant amount (Y) corresponding to the quantity of the reward granted to the one or more users (U) within the unit period (Q). ), The balance index (Z) according to the difference from the balance index (Z) is specified, and the points (P) owned by the game manager (Hb) for providing the game are updated according to the balance index (Z). ..
[付記12]
本発明のひとつの態様(付記12)に係るプログラムは、1以上の利用者(U)によるプレイに遊技媒体が使用され、かつ、当該プレイの結果に応じた報酬が前記1以上の利用者(U)に付与されるゲームを提供するために、単位期間(Q)内に前記1以上の利用者(U)により使用された前記遊技媒体の数量に対応する使用量(X)と、前記単位期間(Q)内に前記1以上の利用者(U)に付与された前記報酬の数量に対応する付与量(Y)との差分に応じた収支指標(Z)を特定する指標特定部(51)、および、前記ゲームの管理者(Hb)が当該ゲームの提供のために所有するポイント(P)を前記収支指標(Z)に応じて更新する精算処理部(52)としてコンピュータを機能させる。 [Appendix 12]
In the program according to one aspect (Appendix 12) of the present invention, the game medium is used for the play by one or more users (U), and the reward according to the result of the play is one or more users ( The usage amount (X) corresponding to the quantity of the game medium used by the one or more users (U) within the unit period (Q) and the unit in order to provide the game given to the U). Index specifying unit (51) that specifies the balance index (Z) according to the difference from the grant amount (Y) corresponding to the quantity of the reward given to the one or more users (U) within the period (Q). ), And the computer functions as a settlement processing unit (52) that updates the points (P) owned by the game manager (Hb) for the provision of the game according to the balance index (Z).
本発明のひとつの態様(付記12)に係るプログラムは、1以上の利用者(U)によるプレイに遊技媒体が使用され、かつ、当該プレイの結果に応じた報酬が前記1以上の利用者(U)に付与されるゲームを提供するために、単位期間(Q)内に前記1以上の利用者(U)により使用された前記遊技媒体の数量に対応する使用量(X)と、前記単位期間(Q)内に前記1以上の利用者(U)に付与された前記報酬の数量に対応する付与量(Y)との差分に応じた収支指標(Z)を特定する指標特定部(51)、および、前記ゲームの管理者(Hb)が当該ゲームの提供のために所有するポイント(P)を前記収支指標(Z)に応じて更新する精算処理部(52)としてコンピュータを機能させる。 [Appendix 12]
In the program according to one aspect (Appendix 12) of the present invention, the game medium is used for the play by one or more users (U), and the reward according to the result of the play is one or more users ( The usage amount (X) corresponding to the quantity of the game medium used by the one or more users (U) within the unit period (Q) and the unit in order to provide the game given to the U). Index specifying unit (51) that specifies the balance index (Z) according to the difference from the grant amount (Y) corresponding to the quantity of the reward given to the one or more users (U) within the period (Q). ), And the computer functions as a settlement processing unit (52) that updates the points (P) owned by the game manager (Hb) for the provision of the game according to the balance index (Z).
100A,100B…ゲームシステム、200…通信網、10…ゲーム装置、11…制御装置、12…記憶装置、13…通信装置、14…表示装置、15…操作装置、20…書込装置、30…管理装置、31…制御装置、32…記憶装置、33…通信装置、50…ゲーム制御部、51…指標特定部、52…精算処理部、M…管理カード、Ha…提供者、Hb…管理者、U…利用者。
100A, 100B ... Game system, 200 ... Communication network, 10 ... Game device, 11 ... Control device, 12 ... Storage device, 13 ... Communication device, 14 ... Display device, 15 ... Operation device, 20 ... Writing device, 30 ... Management device, 31 ... Control device, 32 ... Storage device, 33 ... Communication device, 50 ... Game control unit, 51 ... Index identification unit, 52 ... Settlement processing unit, M ... Management card, Ha ... Provider, Hb ... Administrator , U ... User.
Claims (12)
- 1以上の利用者によるプレイに遊技媒体が使用され、かつ、当該プレイの結果に応じた報酬が前記1以上の利用者に付与されるゲームを提供するゲームシステムであって、
単位期間内に前記1以上の利用者により使用された前記遊技媒体の数量に対応する使用量と、前記単位期間内に前記1以上の利用者に付与された前記報酬の数量に対応する付与量との差分に応じた収支指標を特定する指標特定部と、
前記ゲームの管理者が当該ゲームの提供のために所有するポイントを前記収支指標に応じて更新する精算処理部と
を具備するゲームシステム。 A game system that provides a game in which a game medium is used for play by one or more users, and a reward according to the result of the play is given to the one or more users.
The amount used corresponding to the quantity of the game medium used by the one or more users within the unit period, and the amount granted corresponding to the quantity of the reward given to the one or more users within the unit period. An index identification unit that identifies the balance index according to the difference between
A game system including a settlement processing unit that updates points owned by the game manager for the provision of the game according to the income and expenditure index. - 前記ゲームを提供するゲーム装置と、
前記ゲーム装置に接続または搭載された書込装置とをさらに具備し、
前記ゲーム装置は、前記指標特定部および前記精算処理部を具備し、
前記精算処理部は、前記書込装置に装着される可搬型の記録媒体に記憶されたポイントを前記収支指標に応じて更新する
請求項1のゲームシステム。 The game device that provides the game and
A writing device connected to or mounted on the game device is further provided.
The game device includes the index specifying unit and the settlement processing unit.
The game system according to claim 1, wherein the settlement processing unit updates points stored in a portable recording medium mounted on the writing device according to the balance index. - 前記ゲームを提供するゲーム装置と、
通信網を介して前記ゲーム装置と通信可能な管理装置とを具備し、
前記管理装置は、前記指標特定部および前記精算処理部と、
前記ポイントを記憶する記憶装置とを具備し、
前記精算処理部は、前記記憶装置に記憶されたポイントを前記収支指標に応じて更新する
請求項1のゲームシステム。 The game device that provides the game and
It is equipped with a management device capable of communicating with the game device via a communication network.
The management device includes the index specifying unit, the settlement processing unit, and
A storage device for storing the points is provided.
The game system according to claim 1, wherein the settlement processing unit updates points stored in the storage device according to the balance index. - 前記指標特定部は、前記単位期間を含む複数の単位期間の各々について前記収支指標を特定する
請求項1から請求項3の何れかのゲームシステム。 The index specifying unit is a game system according to any one of claims 1 to 3, which specifies the balance index for each of a plurality of unit periods including the unit period. - 前記精算処理部は、前記複数の単位期間の各々について、当該単位期間について特定された前記収支指標に応じて前記ポイントを更新する
請求項4のゲームシステム。 The game system according to claim 4, wherein the settlement processing unit updates the points for each of the plurality of unit periods according to the balance index specified for the unit period. - 前記精算処理部は、前記複数の単位期間を含む所定期間毎に前記ポイントを更新する
請求項4のゲームシステム。 The game system according to claim 4, wherein the settlement processing unit updates the points at predetermined periods including the plurality of unit periods. - 前記精算処理部は、前記使用量が前記付与量を上回る場合に、前記ポイントを前記収支指標に応じて減少させる
請求項1から請求項6の何れかのゲームシステム。 The game system according to any one of claims 1 to 6, wherein the settlement processing unit reduces the points according to the income and expenditure index when the usage amount exceeds the grant amount. - 前記精算処理部は、前記使用量が前記付与量を下回る場合に、前記ポイントを前記収支指標に応じて増加させる
請求項7のゲームシステム。 The game system according to claim 7, wherein the settlement processing unit increases the points according to the balance index when the usage amount is less than the grant amount. - 前記精算処理部は、前記使用量が前記付与量を下回る場合に、前記ポイントを維持する
請求項7のゲームシステム。 The game system according to claim 7, wherein the settlement processing unit maintains the points when the usage amount is less than the grant amount. - 前記複数の単位期間は、第1単位期間と、前記第1単位期間に後続する1以上の第2単位期間とを含み、
前記精算処理部は、前記第1単位期間における前記使用量が前記付与量を下回る場合に、前記第11以上の第2単位期間にわたる前記使用量と前記付与量との差分値の累積値が、前記第1単位期間における前記使用量と前記付与量との差分値の絶対値に到達するまで、前記ポイントを維持する
請求項5のゲームシステム。 The plurality of unit periods include a first unit period and one or more second unit periods following the first unit period.
In the settlement processing unit, when the usage amount in the first unit period is less than the grant amount, the cumulative value of the difference value between the usage amount and the grant amount over the eleventh or higher second unit period is determined. The game system according to claim 5, wherein the points are maintained until the absolute value of the difference between the usage amount and the grant amount in the first unit period is reached. - 1以上の利用者によるプレイに遊技媒体が使用され、かつ、当該プレイの結果に応じた報酬が前記1以上の利用者に付与されるゲームを提供するゲームシステムの動作方法であって、
単位期間内に前記1以上の利用者により使用された前記遊技媒体の数量に対応する使用量と、前記単位期間内に前記1以上の利用者に付与された前記報酬の数量に対応する付与量との差分に応じた収支指標を特定し、
前記ゲームの管理者が当該ゲームの提供のために所有するポイントを前記収支指標に応じて更新する
ゲームシステムの動作方法。 A method of operating a game system that provides a game in which a game medium is used for play by one or more users and a reward according to the result of the play is given to the one or more users.
The amount used corresponding to the quantity of the game medium used by the one or more users within the unit period, and the amount granted corresponding to the quantity of the reward given to the one or more users within the unit period. Identify the balance index according to the difference with
A method of operating a game system in which the manager of the game updates the points owned for the provision of the game according to the income and expenditure index. - 1以上の利用者によるプレイに遊技媒体が使用され、かつ、当該プレイの結果に応じた報酬が前記1以上の利用者に付与されるゲームを提供するために、
単位期間内に前記1以上の利用者により使用された前記遊技媒体の数量に対応する使用量と、前記単位期間内に前記1以上の利用者に付与された前記報酬の数量に対応する付与量との差分に応じた収支指標を特定する指標特定部、および、
前記ゲームの管理者が当該ゲームの提供のために所有するポイントを前記収支指標に応じて更新する精算処理部
としてコンピュータを機能させるプログラム。 In order to provide a game in which a game medium is used for play by one or more users and a reward according to the result of the play is given to the one or more users.
The amount used corresponding to the quantity of the game medium used by the one or more users within the unit period, and the amount granted corresponding to the quantity of the reward given to the one or more users within the unit period. Index identification unit that identifies the balance index according to the difference between
A program that causes a computer to function as a settlement processing unit that updates points owned by the game administrator for providing the game according to the income and expenditure index.
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