WO2023042917A1 - Interaction card game and interaction card game device and program - Google Patents

Interaction card game and interaction card game device and program Download PDF

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Publication number
WO2023042917A1
WO2023042917A1 PCT/JP2022/034855 JP2022034855W WO2023042917A1 WO 2023042917 A1 WO2023042917 A1 WO 2023042917A1 JP 2022034855 W JP2022034855 W JP 2022034855W WO 2023042917 A1 WO2023042917 A1 WO 2023042917A1
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WIPO (PCT)
Prior art keywords
card
hint
participant
board
stage
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PCT/JP2022/034855
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French (fr)
Japanese (ja)
Inventor
周成 辻
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周成 辻
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Publication date
Application filed by 周成 辻 filed Critical 周成 辻
Priority to JP2022572293A priority Critical patent/JP7215797B1/en
Publication of WO2023042917A1 publication Critical patent/WO2023042917A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B19/00Teaching not covered by other main groups of this subclass
    • G09B19/22Games, e.g. card games

Definitions

  • the present invention relates to an exchange card game, an exchange card game device, and a program that can form a place where participants can mutually improve their self-esteem.
  • Patent Document 1 discloses a card game in which participants communicate with each other.
  • Japanese Patent Laid-Open No. 2002-100000 by asking questions written on a card to be answered, it is possible to force even a person who is not good at talking with other participants to be able to talk with other participants.
  • the present invention provides an exchange card game or the like that can create a place where participants can mutually recognize and compliment each other, thereby forming a place where they can enhance their self-esteem. for the purpose.
  • the exchange card game of the present invention provides positive strokes between a participant who acts on a selected card and other participants in a plurality of stages set based on exchange analysis. and a board board having a plurality of card areas for arranging action cards of types corresponding to stages, wherein the action cards are at least triggers for actions of the participants. and a second hint display section for displaying a second hint for other participants to give affirmative strokes regarding the participant's behavior based on the first hint. , provided.
  • the type of action cards corresponding to the stage can be arranged in the card area of the board.
  • the exchange card game can be played for each stage using the type of action cards corresponding to each stage based on the exchange analysis.
  • the action card not only is the first hint display portion displaying the first hint that triggers the action, but also the second hint display portion is displaying the second hint that serves as a hint for affirmative stroke. Therefore, the first hint can prompt the participant's behavior, and the second hint can also prompt other participants to give affirmative strokes regarding the participant's behavior.
  • it is possible to naturally create an environment in which the participants acknowledge and praise each other and give each other positive strokes. can be formed.
  • the second hint is a hint for giving a positive stroke assumed from the first hint.
  • the second hint display portion of the action card displays the second hint for giving a positive stroke assumed from the first hint. can increase the likelihood of being awarded the positive stroke expected for
  • the participants include a first participant and another second participant
  • the action cards include an impression guessing card
  • the first hint display part of the impression guessing card the first hint for the second participant to say the impression guessed about the first participant who chose this card is displayed
  • the second hint display part of the impression guess card shows the second participant's remark.
  • a second hint is displayed for the first participant to give an affirmative stroke for the .
  • the second participant can state the impression of the first participant based on the first hint of the impression guessing card selected by the first participant. Affirmative strokes regarding the statement may be received from the first participant based on the results.
  • the second participant can deepen his/her understanding of the first participant, and can obtain affirmative strokes from the first participant regarding his/her remarks, thereby easily increasing self-affirmation.
  • the first participant can have the second participant comment on his/her impression based on the first hint of the impression guessing card, so that the first participant can understand how he or she is viewed by others.
  • the first participant can deepen his or her own understanding and easily increase self-esteem.
  • the impression guessing card facilitates the formation of an environment in which mutual understanding can be deepened, and a place where self-esteem can be enhanced.
  • the action cards include a self-quiz card
  • the first hint display portion of the self-quiz card is provided for the first participant who chose this card to create a self-quiz about himself/herself.
  • a first hint is displayed, and a second hint is displayed in the second hint display portion of the self-quiz card for the second participant to give a positive stroke regarding the self-quiz.
  • the personal quiz card of this mode the first participant can compose his/her own quiz based on the first hint of the selected personal quiz card, and make a positive stroke regarding the personal quiz based on the second hint. The second participant can also complain.
  • the first participant can have an opportunity to reconsider himself in a game-like manner by making his own quiz, so that he can deepen his understanding of himself and obtain a positive stroke from the second participant about the self-quiz. You will be able to accept yourself, and your self-affirmation will be easier to increase. Also, the second participant can deepen the understanding of the first participant through the first participant's own quiz, which leads to acceptance by the first participant. Thus, according to the impression guessing card, it becomes easy to form an environment where mutual acceptance can be deepened, and a place where self-esteem can be enhanced can be formed.
  • the action card includes a challenge card
  • the first hint display portion of the challenge card contains the first hint for the action to be challenged by the first participant who selected this card. displayed and a second hint display portion of the challenge card displays a second hint for the second participant to give an affirmative stroke regarding the action challenged by the first participant.
  • the challenge card of this aspect the first participant is given an opportunity to challenge the action based on the first hint of the selected challenge card, so that the first participant can have a fun and unprecedented experience like a game. It becomes possible. Other second participants who saw the challenge gave affirmative strokes of praise if they did well, and even if they did not do well, they gave affirmative strokes that acknowledged their efforts.
  • the challenge card it becomes easier to connect to Since the first participant can also respect himself for completing the challenge, his self-esteem is likely to increase. Thus, according to the challenge card, it becomes easy to form an environment where mutual respect can be deepened, and a place where self-esteem can be enhanced can be formed.
  • a betting board that can be placed on the board according to the stage
  • the betting board includes a betting area for betting coins on the answer to the own quiz and a correct answer card that displays the correct answer to the own quiz. and a correct answer card area for arranging the .
  • the betting board is placed on the board board in the stage where the participant bets coins, and the betting board is placed in the stage where the participant does not bet coins. You can choose not to place it. This makes it possible to change the configuration of the board according to the stage.
  • the betting board has a betting area for betting coins on the answers to the quizzes, it is not necessary to bet coins directly on the board board.
  • the betting board has a correct answer card area for placing the correct answer card that displays the correct answer for your own quiz, place the correct answer card so that the correct answer cannot be seen before betting coins, and place the correct answer card after betting coins. can be rearranged so that the correct answer is visible. As a result, fraud such as changing the correct answer based on the degree of coin betting can be suppressed.
  • the plurality of stages include a first stage in which the impression guessing cards are arranged on the board, a second stage in which the self quiz cards are arranged on the board, and a challenge card is arranged on the board. and a third stage.
  • the interaction card game can be played by changing the action cards arranged on the board according to each stage.
  • you can mainly play a game to deepen mutual understanding with impression guessing cards arranged on the board and in the second stage, you can mainly play a game to deepen mutual acceptance with your own quiz cards arranged on the board.
  • the challenge cards placed on the board can be used to play games that mainly promote mutual respect.
  • At least the board and action cards are display data that can be displayed on the terminal device, and the display data includes data for switching between display and non-display of the second hint in the second hint display section.
  • the display data includes data for switching between display and non-display of the second hint in the second hint display section.
  • the device of the present invention is an exchange card game device that displays the exchange card game on a terminal device, and is an acquisition unit that acquires individual intimacy between participants participating in the exchange card game. , a determination unit that determines the group intimacy of all participants based on the acquired individual intimacy, a stage selection unit that selects a stage according to the determined group intimacy, and a board board used in the selected stage and a video generation unit that generates display data for displaying the action card on the terminal device of the participant and video data of the participant.
  • the device of the present invention it is possible to automatically select a stage according to the degree of intimacy of the participants participating in the exchange card game.
  • the board and action cards used in the selected stage can be displayed on the terminal devices of the participants.
  • the board and action cards of each stage can be displayed on the terminal devices of the participants, and the exchange card game can be played online.
  • the image generation unit when an action card is selected, hides the second hint for the participant who selected the action card and displays the second hint for the other participants. Generate display data to display. If the participant who chose the action card is the first participant and the other participants are the second participant, the second hint (stroke hint) is displayed for the second participant. It becomes easier for the first participant to make a stroke in response to the action based on the first hint. At this time, since the second hint is not displayed for the first participant, the stroke from the second participant tends to be a surprise. As a result, the joy and impression of the first participant are increased, and the degree of intimacy between the participants can be further enhanced.
  • the second hint stroke hint
  • a program of the present invention is a program for causing a computer to execute game processing of the exchange card game device according to claim 9, wherein the game processing comprises participation in the exchange card game. a step of acquiring individual intimacy between participants; a step of determining group intimacy of all participants based on the acquired individual intimacy; a step of selecting a stage according to the determined group intimacy; a step of generating display data and video data of the participants for displaying board boards and action cards used in the stage on the terminal devices of the participants.
  • Game processing can be executed by executing the program of this aspect, and the computer can function as an exchange card game device.
  • FIG. 1 shows the structure of the exchange card game of 1st Embodiment of this invention. It is a figure which shows the specific example of an action card
  • FIG. 10 is a diagram showing a state in which coins are bet on the betting board of the second stage; It is a figure which shows a board board and an action card of the 3rd stage. It is a figure which shows the structure of the exchange card game system of 2nd Embodiment of this invention.
  • 13 is a diagram showing a specific example of a screen displayed on the terminal device of FIG. 12;
  • FIG. 13 is a block diagram showing a configuration example of the exchange card game device and the terminal device of FIG. 12;
  • FIG. It is a figure which shows the example of participant information.
  • FIG. 16 is a diagram showing a specific example of familiarity information of participants in FIG. 15; It is a figure which shows the other specific example of participant information.
  • FIG. 18 is a diagram showing a specific example of familiarity information of participants in FIG. 17; 9 is a flowchart showing a specific example of main processing of the second embodiment; FIG. 20 is a flowchart showing a specific example of game processing in FIG. 19; FIG. It is a block diagram which shows the modification of 2nd Embodiment.
  • FIG. 1 is a diagram showing the configuration of an exchange card game 1 according to the first embodiment of the present invention.
  • the exchange card game 1 is made of, for example, paper, plastic plate, wood, or the like. The material is not limited to these, and may be made of cloth, woven fabric, leather, quilted fabric, or the like.
  • the interaction card game 1 of the present embodiment involves making positive strokes (acknowledging or praising a person) between a participant who acts on a selected card and other participants in a plurality of stages set based on interaction analysis. and a plurality of card areas (first action card area 3a, second action card area 3b) for arranging action cards 4 of types corresponding to stages. ) and a board board 2 having
  • Each type of action card 4 has at least a first hint display section 4a that displays a first hint that triggers the action of the participant, and a second hint that displays a second hint for giving affirmative stroke regarding the action. and a display unit 4b. Details of the first hint display portion 4a and the second hint display portion 4b will be described later.
  • such action cards 4 naturally create a state in which the participants can understand each other (mutual understanding), accept each other (mutual acceptance), and respect each other (mutual respect).
  • Various ideas have been devised so that each participant can easily create a place where they can raise their self-affirmation.
  • the exchange card game 1 comprises a board board 2 and action cards 4 of a plurality of types.
  • the board board 2 includes an action card area 3A in which action cards 4 are arranged and a central area 3B.
  • the central area 3B is provided substantially in the center of the board board 2, and the action card areas 3A are arranged side by side at equal intervals so as to surround the circumference of the central area 3B.
  • the first action card area 3a and the second action card area 3b are provided alternately in the circumferential direction of the central area 3B. Different types of action cards 4 can be arranged separately in the first action card area 3a and the second action card area 3b.
  • the action card area 3A and the central area 3B are each circular.
  • the number, shape, size, etc. of the action card areas 3A and the central area 3B are not limited to those illustrated.
  • the number of action card areas 3A is not limited to eight, and may be nine or more, or may be seven or less.
  • the shapes of the action card area 3A and the central area 3B are not limited to circles, and may be ellipses or polygons (triangles, quadrilaterals, hexagons, octagons, etc.).
  • Each of the action card areas 3A should be at least large enough to place the deck of action cards 4.
  • the deck of action cards 4 can be arranged substantially in the center, and individual action cards 4 selected from the deck can be arranged around the deck.
  • the size of the action card area 3A may be such that the individual action cards 4 selected from the deck protrude from the action card area 3A or not. If the size of each action card 4 selected from the deck exceeds the action card area 3A, it is suggested that the individual action card 4 selected from the deck should be placed in a position that does not overlap the other action card area 3A. You may provide the board board 2 with the display of the card place to hold. For example, as indicated by the dotted line in FIG.
  • a display of the stock pile may be provided to suggest the position where the deck of the action card 4 is placed.
  • a display of a card place indicating the position where the correct answer card 5 is to be placed may be provided.
  • the dotted lines for the card placement of the individual action cards 4 are omitted, and in the figures other than FIG. 6 and FIG. ing. In addition, it is not necessary to provide the display of the deck and card storage.
  • the board board 2 includes a bed board 6 that can be placed on the board board 2.
  • the bed board 6 can be arranged in the central area 3B according to the stage.
  • the bed board 6 is circular and has the same size as the central area 3B.
  • the betting board 6 has a betting area 6A and a correct answer card area 6B.
  • a case where a total of eight betting areas 6A, consisting of four first betting areas 6a and four second betting areas 6b, is provided on the betting board 6 will be exemplified.
  • the first betting area 6a is formed by dividing the semi-circular portion of the bed board 6 into quarters
  • the second betting area 6b is formed by dividing the remaining semi-circular portion of the betting board 6 into four equal parts.
  • a correct answer card area 6B in which the correct answer cards 5 are arranged is provided in the center of the betting board 6. ⁇ Note that the configuration of the bed board 6 is not limited to this.
  • FIG. 2 is a diagram showing a specific example of the action card 4.
  • Behavior card 4 is a card for encouraging the behavior of giving so-called positive strokes (acts or words to acknowledge or praise) in interaction analysis between the participant who chose this card and other participants.
  • the action cards 4 of this embodiment include three types of impression guessing cards 4A, own quiz cards 4B, and challenge cards 4C.
  • the types of action cards 4 are not limited to this, and may be two or less, or four or more.
  • FIG. 2 shows action cards 4 grouped by type.
  • FIG. 2 shows three decks and individual action cards 4 under each deck.
  • the top card of the three decks is a cover card indicating the type of action card 4, and each type of individual action card 4 is overlaid under the top cover card.
  • the action cards 4 are actually used, the top cover cards of the three decks are removed and only the individual action cards 4 are used as the deck.
  • each deck In Figure 2, individual action cards 4 are shown below each deck.
  • the first side (surface) of each impression guessing card 4A is shown facing upward.
  • the first side (front side) of each own quiz card 4B is shown facing upward, and the second side (back side) of the same own quiz card 4B is shown next to it. ) facing up.
  • the first side (front side) of each challenge card 4C is shown facing up, and the second side (back side) of the same challenge card 4C is shown next to it. indicates a state toward When playing the exchange card game 1, the type of the action card 4 is changed depending on the stage, and each action card 4 of that type is used as a deck. The configuration of each type of action card 4 will be described below.
  • the impression guessing card 4A in FIG. 2 is an action card 4 for prompting the other second participant to say the impression guessed about the first participant who chose this card.
  • each impression guessing card 4A has a first side (front side) and an opposite second side (back side).
  • a first hint display portion 4a, a second hint display portion 4b, a type display portion 4c for displaying the type of the action card 4 (impression guess), and the like are provided on the first face (surface) of the impression guess card 4A.
  • the configuration of the impression guessing card 4A is not limited to the illustrated one.
  • the impression guessing card 4A may have any configuration as long as it includes at least the first hint display portion 4a and the second hint display portion 4b. Since only the first side (front side) of the impression guessing card 4A of the present embodiment is used in the game, the second side (back side) may be blank or may be colored or patterned.
  • the first hint display section 4a of the impression guessing card 4A a first hint is displayed for the other second participants to state their guessed impressions regarding the first participant who chose this card.
  • the first hints of the impression guessing card 4A include, for example, childhood, job/occupation, ability/strength, hobby/interest.
  • the second hint display portion 4b of the impression guessing card 4A displays a second hint for the first participant to give an affirmative stroke to the statement of the second participant.
  • the second hint of the impression guessing card 4A is preferably a positive stroke hint assumed from the first hint of the impression guessing card 4A. For example, if the first hint of the impression guessing card 4A is "childhood", the second hint is "empathy/surprise”.
  • the second hint may be "appreciation/surprise”. If the first hint is "ability/strength,” the second hint is “impression/surprise.” If the first hint is "hobby/interest”, the second hint may be "sympathy, surprise” and the like.
  • the first hint and second hint of the impression guessing card 4A are not limited to those illustrated.
  • the self-quiz card 4B in FIG. 2 prompts the first participant who chose this card to create a self-quiz about himself, and encourages the other second participants to answer the self-quiz and give an affirmative stroke.
  • a type display section 4c for displaying the type of action card 4 (self quiz), the above-described classification display section 4d, and the like.
  • the type display section 4c is provided on the first side (front side) of the own quiz card 4B, it may not be provided on the second side (back side).
  • the first hint is "favorite words”, “favorite things” is displayed as the classification (category) of the first hint in the classification display section 4d.
  • the configuration of the own quiz card 4B is not limited to the illustrated one.
  • the own quiz card 4B may have any configuration as long as it includes at least the first hint display portion 4a and the second hint display portion 4b.
  • the first hint display section 4a of the own quiz card 4B the first hint for the first participant who selected this card to create his/her own quiz is displayed.
  • the first hints for the self quiz card 4B include, for example, what you have done well, what you will be doing in 10 years, and what you would like to say if you were reborn.
  • the first participant selects his/her own quiz card 4B with "favorite words" as the first hint
  • the self-quiz may be a multiple-choice quiz such as a two-choice quiz or a three-choice quiz.
  • the second hint display portion 4b of the own quiz card 4B displays a second hint for the second participant to give a positive stroke regarding the first participant's own quiz.
  • the second hint of the own quiz card 4B is preferably a hint of a positive stroke assumed from the first hint of the own quiz card 4B. For example, if the first hint of the self quiz card 4B is "I did my best", the second hint is "praise/surprise”. If the first hint is "What will you be doing in 10 years?", the second hint is "encouragement/surprise”. If the first hint is "if I am reborn", the second hint is "impression/surprise”. If the first hint is "favorite words", the second hint may be "empathy/surprise”.
  • the first hint and second hint of the own quiz card 4B are not limited to those illustrated.
  • the second hint such as "empathy/surprise” is displayed in the second hint display section 4b.
  • the second participant uses the display of "empathy / surprise" as a hint, for example, "Is that so? Actually, I am too. Because I am ⁇ .” and positive strokes of 'surprise' and 'empathy' can be given to the first participant.
  • the second hint display portion 4b of the own quiz card 4B displays the hint of the positive stroke assumed from the first hint as the second hint.
  • the correct answer card 5 shown in FIG. 1 may be used to answer the multiple-choice self-quiz.
  • three types of correct answer cards 5 as shown in FIG. 3 are exemplified.
  • FIG. 3 summarizes three types of correct answer cards 5 for answering a two-choice self-quiz selected from "A" and "B".
  • Each correct answer card 5 has a first side (front side) and an opposite second side (back side).
  • FIG. 3 shows a state in which the first side (front side) of each correct answer card 5 is turned up, and the state in which the second side (back side) of the same correct card 5 is turned up next to it is shown.
  • the correct answer card 5A has the characters “correct answer card” displayed on the first surface (front surface) and "A” displayed on the second surface (back surface).
  • the correct answer card 5B has the characters “correct answer card” displayed on the first surface (front surface) and “B” displayed on the second surface (back surface).
  • the correct answer card 5C has the characters “correct answer card” displayed on the first side (front side) and "neither A nor B” displayed on the second side (back side).
  • the correct answer card 5C of "neither A nor B” By adding the correct answer card 5C of "neither A nor B", the number of correct answer patterns for one's own quiz increases, so that a more interesting game can be developed. Note that the configuration of the correct answer card 5 is not limited to the illustrated one. A betting area for the correct card 5C "neither A nor B” may be provided on the betting board 6. ⁇ The notation of the correct answer card 5C is not limited to "neither A nor B", and may be any notation as long as it is known that it is neither "A” nor "B”.
  • the correct card 5 is placed in the correct card area 6B of the betting board 6.
  • the correct answer card 5 displaying the correct answer for the self-quiz is displayed on the first side (front side) so that the correct answer on the second side (back side) cannot be seen. ) is turned face up and placed in the correct answer card area 6B. After the second participant's answer, the first participant turns over the correct answer card 5 to show the display of the correct answer on the second side (back side) and explain.
  • coins 7 may be prepared as a currency dedicated to the game, and if a correct answer is given, the coin 7 may be given as a reward.
  • a unit representing the quantity of coins 7 in the present embodiment is expressed as, for example, "Hapi". Hapi is the smallest unit.
  • Coins 7 of a plurality of units may be separated by color. For example, one copper coin 7 may be 1 Hapi, one silver coin 7 may be 5 Hapi, and one gold coin 7 may be 10 Hapi.
  • This coin 7 is also used to bet on the betting board 6 when betting on the answer to the self-quiz.
  • the first betting area 6a is an area for betting coins 7 on "A”
  • the second betting area 6b is an area for betting coins 7 on "B”.
  • the first betting area 6a and the second betting area 6b are each divided into four areas according to the amount of coins 7 that the participants can receive.
  • one of 1 Hapi, 3 Hapi, 5 Hapi, and 10 Hapi is exemplified as the amount of coins 7 that a participant can receive, but it is not limited to this.
  • the second participant When the second participant bets on "A" for the self-quiz of the first participant, he/she chooses one of the four first bet areas 6a and places a coin 7, and the second participant bets on "B".
  • one of the four second betting areas 6b is selected and a coin 7 of 1 Hapi is placed.
  • the second participant places a bet of 1 Hapi coin 7 on the second bet area 6b of the correct answer "B" 5 Hapi. If the answer is correct, the second participant receives 5 Hapi coins 7 from, for example, a virtual bank dedicated to this game, but if the answer is incorrect, the first participant receives the 1 Hapi coin 7 bet by the second participant.
  • Exchange of coins 7 is not limited to this.
  • the coin 7, which is the currency exclusively used in the game is used as the coin for betting on the correct answer, but the present invention is not limited to this.
  • the coin 7 apart from the coin 7 as a currency dedicated to the game, dedicated betting coins to be used for betting may be separately provided.
  • the bet coin may be of a different color for each participant. Changing colors makes it easier to see who is betting.
  • the challenge card 4C in FIG. 2 is an action card 4 for encouraging other participants to give affirmative strokes to the action challenged by the participant who chose this card.
  • a first hint display portion 4a on the second surface (back surface) of each challenge card 4C, there are a first hint display portion 4a, a second hint display portion 4b, and a type display portion 4c for displaying the type (challenge) of the action card 4.
  • a difficulty level display section 4e for indicating the difficulty level of the action to be challenged by the first hint, and the like.
  • the first face (surface) of each challenge card 4C is provided with the type display section 4c, the classification display section 4d for displaying the classification (category) of the first hint, the difficulty level display section 4e, and the like.
  • the type display portion 4c is provided on the first surface (front surface) of the challenge card 4C, it may not be provided on the second surface (back surface).
  • the structure of the challenge card 4c is not restricted to what was illustrated.
  • the challenge card 4c may have any configuration as long as it includes at least the first hint display portion 4a and the second hint display portion 4b.
  • the first hint is "weather forecaster”
  • "performance/expression 1” is displayed as the classification of the first hint in the classification display section 4d.
  • "Performance/Expression 2" is a first hint classification such as "Stage actress” that is more difficult than "Performance/Expression 1".
  • the difficulty level display section 4e is indicated by, for example, the number of black stars.
  • the challenge card 4c with a larger number of black stars has a higher degree of difficulty.
  • “Performance/Expression 1” has three losses
  • “Performance/Expression 2” which has a higher degree of difficulty, has four losses.
  • the display of the difficulty level is not limited to the number of black stars. Any display other than stars, such as figures, characters, numbers, and icons, may be used.
  • the first hint display portion 4a of the challenge card 4C displays the first hint for the action challenged by the first participant who chose this card.
  • the first hint of the challenge card 4C for example, "nori” as the bottom character, "animal imitation” as the gesture, "weather forecaster” as the “performance/expression 1", and “stage actress” as the “performance/expression 2". is mentioned.
  • the first participant selects challenge card 4C with a "weather forecaster” as the first hint, the first participant imitates the "weather forecaster” using the display of the "weather forecaster” as a hint. )do.
  • the second hint display portion 4b of the challenge card 4C displays a second hint for the second participant to give an affirmative stroke regarding the action challenged by the first participant.
  • the second hint of challenge card 4C is preferably a positive stroke hint assumed from the first hint of challenge card 4C. For example, if the first hint of the challenge card 4C is "the last character of the seaweed", the second hint may be "praise/skill". If the first hint is "animal impersonation”, the second hint is "interesting/skillful”. If the first hint is "performance/expression of a weather forecaster", the second hint may be "praise/skill". If the first hint is "acting/expression of a stage actress", the second hint is "impressed/good”.
  • the 1st hint and 2nd hint of the challenge card 4C are not restricted to what was illustrated.
  • the second participant makes a positive stroke of ⁇ praise'' such as ⁇ wonderful!'' with the display of ⁇ praise'' as a hint. Can be given to the first participant.
  • the second hint display portion 4b of the challenge card 4C displays the hint of the positive stroke assumed from the first hint as the second hint.
  • FIG. 4 is a diagram showing a specific example of stage information 8 in which the configuration of the exchange card game 1 is associated with each stage.
  • the exchange card game 1 has a plurality of stages (for example, three stages) based on the basic stance of exchange analysis, and the board board 2 and action cards 4 to be used can be changed according to each stage.
  • the stage information 8 associates each stage with the configuration of the exchange card game 1 such as the board board 2 and action cards 4 used.
  • the stage information 8 is displayed, for example, on paper, a plastic plate, wood, or the like.
  • the stage information 8 is not limited to this, and may be composed of data readable by a terminal device such as a smartphone or a computer such as a personal computer.
  • the stage information 8 in FIG. 4 consists of items such as stages, boards, action cards, and group intimacy.
  • the board board 2 item displays the board board configured in each stage.
  • the item of the board board 2 is the configuration of the board board 2 used in the stage.
  • "Without bed board” is, for example, a board board 2 configured without a bed board 6 in the central area 3B as shown in FIG.
  • "With bed board” is, for example, the board board 2 configured to arrange the bed board 6 in the central area 3B as shown in FIG.
  • "impression guess" indicates the impression guess card 4A
  • self quiz indicates the self quiz card 4B
  • challenge indicates the challenge card 4C.
  • the impression guessing cards 4A are arranged as shown in FIG. 8 in the first action card area 3a of the board board 2 (without the bed board 6) shown in FIG.
  • the exchange card game 1 is constructed.
  • the exchange card game 1 is constructed by arranging the own quiz cards 4B as shown in FIG.
  • the exchange card game 1 is constructed by arranging the challenge cards 4C as shown in FIG. 11 in the second action card area 3b of the board board 2 (without the bed board 6) shown in FIG.
  • each stage is associated with a group intimacy.
  • Group intimacy indicates the level of intimacy of all participants in the group participating in the exchange card game. The higher the number of group intimacy, the higher the intimacy between participants. In FIG. 4, there are three levels of group intimacy. In this embodiment, the level of difficulty increases as the stage progresses from the first stage (guessed impression), the second stage (self-quiz), and the third stage (challenge).
  • Level 0 is associated with the first stage
  • level 1 is associated with the second stage
  • level 2 is associated with the second stage.
  • the first start stage can be changed according to the level of group intimacy.
  • the first stage has a low degree of difficulty, making it easy for even first-timers to participate. As you get used to it, it becomes easier to participate in the second and third stages. Therefore, if the group intimacy level is "0", which is the lowest, for example, if a beginner is included, the first stage is started. If the group intimacy level is "1”, for example, if the participants have played the game more than once, they can start from the second stage.
  • Group intimacy level "2” for example, if the participants are friends who know each other well, they may start from the third stage.
  • the board board 2 of this embodiment is divided into two areas, the first action card area 3a and the second action card area 3b, two types of action cards 4 can be arranged at the same time. For this reason, for example, when the second stage and the third stage are continuously performed, after the second stage is completed, the own quiz card 4B as shown in FIG. The third stage can also be started by placing the challenge card 4C in the second action card area 3b while the board 6 is still placed). However, even if the second stage and the third stage are continuously performed, the betting board 6 and the own quiz card 4B are removed from the board board 2, and the challenge card 4C is placed on the board board 2 as shown in FIG. may
  • FIG. 5 is a diagram showing the relationship between the three stages and the basic stance of AC analysis.
  • there are four stances also called OK Collins
  • I am not OK I'm not OK.
  • others are not OK (You're not OK.).
  • OK is a state of understanding, acceptance, respect, etc., for example.
  • four states in the exchange card game 1 are defined based on such basic stances (four stances) of exchange analysis.
  • the four states in the exchange card game 1 are a first state in which neither you nor others are OK (I'm not OK. You're not OK. state), and a second state in which you are OK with others. (You're OK. state), the third state (I'm OK. state) in which you are OK regardless of others, and the fourth state (I'm OK. You 're OK. state).
  • the exchange card game 1 comprises a first stage mainly aimed at deepening mutual understanding, a second stage mainly aiming at deepening mutual acceptance, and a third stage mainly aiming at deepening mutual respect.
  • the action cards 4 corresponding to each stage can prompt the participants to take action and make positive strokes between the participants.
  • the exchange card game 1 it is possible to form a place where participants can enhance their self-esteem, deepen their mutual understanding even when meeting for the first time, and become friends so that they can accept and respect each other. You will be able to form happy and good relationships.
  • FIG. 6 is a diagram showing a configuration example of the board board 2 used in the first stage.
  • FIG. 7 is a diagram showing a configuration example of the board board 2 used in the second stage and the third stage.
  • FIG. 8 shows the board board 2 and action cards 4 in the first stage.
  • FIG. 9 is a diagram showing the board board 2 and action cards 4 in the second stage.
  • FIG. 10 is a diagram showing a state in which coins 7 are betted on the betting board 6 in the second stage.
  • FIG. 11 shows the board board 2 and action cards 4 in the third stage.
  • FIG. 4 the case where the exchange card game 1 is carried out in order of the first stage (mutual understanding), the second stage (mutual acceptance), and the third stage (mutual respect) is illustrated.
  • the first stage is mainly to deepen mutual understanding between participants.
  • the action card 4 useful in this case is the impression guessing card 4A.
  • the impression guessing card 4A it is possible to create an environment that facilitates the second state (You're OK. state) in which the other person's understanding is deepened. Therefore, in the first stage, the board board 2 without the betting board 6 shown in FIG. 6 is used, and as shown in FIG. Place one by one.
  • the placement of the impression guessing cards 4A is not limited to the case illustrated, and may be placed in the second action card area 3b.
  • This embodiment exemplifies the case where the impression guessing cards 4A of four categories are arranged, but the present invention is not limited to this, and the impression guessing cards 4A of three or less or five or more categories are arranged good too.
  • the classification of the impression guessing cards 4A can also be changed according to the class of participants (age group, gender, adult, housewife, manager, director, new employee, family member, etc.). For example, in Fig. 8, since participants are assumed to be working adults, the classification of “work/occupation” is also used. Instead, a category such as “cooking/parenting” may be used.
  • the first participant selects an impression guessing card 4A with "childhood” as the first hint
  • the other second participant guesses the first participant's childhood with the display of "childhood” as a hint.
  • the first participant can give an affirmative stroke.
  • the first participant may not know how to give an affirmative stroke to the second participant's statement.
  • a second hint such as "empathy/surprise” is displayed.
  • "empathy/surprise” is displayed.
  • the first participant uses the display of "sympathy” as a hint to say, "That You can give a positive stroke of "sympathy” such as "Yes.
  • the second participant's remarks were not true, the first participant used the display of "surprise” as a hint to say, "I was surprised to see that, but I'm happy.” of positive strokes may be given to the second participant.
  • the second participant is more likely to be the first participant than the case where there is no hint. It becomes easier to express the impression of
  • the second hint for the positive stroke is also displayed, the first participant is more likely to give the positive stroke to the second participant's utterance than if there were no hint.
  • each participant in turn becomes the first participant, selects an impression guessing card 4A, and repeats the exchange of positive strokes with other second participants. When all participants have had their turn, the first stage ends.
  • the second participant can state the impression of the first participant based on the first hint of the impression guessing card 4A selected by the first participant, and can give the first impression based on the second hint.
  • the understanding of the first participant can be deepened by receiving affirmative strokes from the first participant regarding the statement from the participants. By repeating such an exchange of affirmative strokes among all the participants, it is possible to deepen the mutual understanding between the participants.
  • the action card 4 useful in this case is the own quiz card 4B.
  • the own quiz card 4B it is possible to further deepen mutual understanding and create an environment where it is easy to enter the second state (You're OK. state) where you accept yourself. Therefore, in the second stage, the board board 2 on which the betting board 6 shown in FIG. 7 is arranged is used, and as shown in FIG. Place the deck.
  • the deck of one's own quiz card 4B is arranged so that the first side (front side) faces upward.
  • Participants select their own quiz card 4B of their favorite classification (category), take one individual quiz card 4B, turn it upside down, and turn the second side (back) of their own quiz card 4B up. Place it near the deck. As a result, the player cannot see the first and second hints unless he or she chooses the quiz card 4B, thereby creating a sense of excitement.
  • the placement of the own quiz card 4B is not limited to the case shown in the figure, and may be placed in the second action card area 3b.
  • the case of arranging own quiz cards 4B of four classifications (categories) is exemplified, but the present invention is not limited to this. good too.
  • the classification of the self quiz card 4B can also be changed according to the class of participants (age group, gender, adult, housewife, manager, director, new employee, family member, etc.).
  • FIG. 9 illustrates a case where the classification of "past/present" is selected and one self quiz card 4B with the first hint of "favorite words" is taken.
  • the first participant selects a self-quiz card 4B with "favorite words" as the first hint, the first participant chooses the correct or incorrect answer based on the display of "favorite words" as a hint.
  • the first participant chooses the correct or incorrect answer based on the display of "favorite words" as a hint.
  • the correct answer card 5 is placed with the first side (front side) facing up so that the answer on the second side (back side) cannot be seen.
  • the second participant answers the first participant's own quiz by betting 7 coins.
  • the second participant bets 1 Hapi on the incorrect 'B' 5 Hapi second bet area.
  • the first participant turns over the correct answer card 5 and puts it again in the correct answer card area 6B with the second side (back side) facing up.
  • the incorrect "B" is oriented upwards.
  • the first participant can say, "This is not correct.
  • is my favorite word because ⁇ .”
  • the second participant expressed affirmative expressions of ⁇ surprise'' and ⁇ sympathy,'' such as ⁇ Is that so? Actually, I am too. A stroke can be awarded to the first participant.
  • the second participant may not know how to give an affirmative stroke to the first participant's statement.
  • a second hint such as "empathy/surprise” is displayed. Become.
  • the first hint for creating one's own quiz is displayed on one's quiz card 4B selected by the first participant, the first participant can create one's own quiz compared to the case where there is no hint. becomes easier.
  • the second hint for the positive stroke is also displayed, the second participant is more likely to give the positive stroke for the self-quiz than when there is no hint.
  • each participant becomes the first participant in turn and selects his/her own quiz card 4B, and the other participants bet 7 coins to answer.
  • a second participant gives an affirmative stroke to the first participant's self-quiz answer.
  • the second stage ends when all participants have had their turn.
  • the first participant is given an opportunity to create his/her own quiz based on the first hint of his/her own quiz card 4B, so that the first participant can enjoy looking back at himself/herself in a game-like manner.
  • the first participant can also experience recognition from others by receiving positive strokes from other second participants regarding his/her own quiz (with respect to the own quiz itself and its answers). As a result, the first participant deepens his/her understanding of himself/herself and becomes able to accept himself/herself.
  • the third stage is mainly to deepen mutual respect among participants. It is important to respect each other (mutual respect) in order for the participants who have understood and accepted each other in the first and second stages to deepen their friendship.
  • the action card 4 useful in this case is the challenge card 4C.
  • the challenge card 4C it is possible to create an environment in which not only mutual understanding and acceptance can be achieved, but also the fourth state (state of I'm OK. You're OK.) where people can respect each other easily. Therefore, in the third stage, the board board 2 (without the betting board 6) shown in FIG. 6 is used, and as shown in FIG. Place a tag.
  • the stack of challenge cards 4C is arranged so that the first side (surface) faces upward.
  • FIG. 11 illustrates the case where the challenge card 4C is placed in the second action card area 3b while the self quiz card 4B is not placed in the first action card area 3a.
  • the challenge card 4C may be placed in the second action card area 3b while the own quiz card 4B is placed.
  • the case of arranging challenge cards 4C of four classifications (categories) is exemplified.
  • the present invention is not limited to this. good.
  • the classification of the challenge cards 4C can also be changed according to the class of participants (age group, gender, adult, housewife, manager, director, new employee, family member, etc.).
  • a deck of challenge cards 4C of a favorite category is selected from the four categories shown in FIG. Place the 2nd side (back side) up near the deck. For example, if the first hint is "weather forecaster" and the challenge card 4C is selected, the first participant imitates (behavior) the "weather forecaster". The second participant may give the first participant affirmative strokes of "praise” such as "great! regarding the behavior of the first participant.
  • the second participant may not know how to give an affirmative stroke to the action of the first participant.
  • a second hint such as "praise/skill”
  • each participant becomes the first participant in turn, selects the challenge card 4C, and speaks and acts according to the first hint. Even if you feel embarrassed about mimicking or acting, you can experience that it was fun when you actually try it, and you can gain new realizations.
  • a second participant gives an affirmative stroke for the challenging behavior of the first participant. When all participants have had their turn, the third stage is complete.
  • the first participant is given an opportunity to challenge the action based on the first hint of the challenge card 4C, so that the first participant can have a fun and unprecedented experience like a game.
  • the 1st participant received a positive stroke of praise from the other 2nd participant who saw the challenge, and a positive stroke of praise even if he did not do well. Receiving this makes it easier to lead to mutual respect. Since the first participant can respect himself for completing the challenge, he can create a place where self-affirmation can be easily increased, and by increasing mutual understanding, mutual acceptance, and mutual respect, the fourth state (I' m OK state, You're OK state).
  • the number of second participants is not limited to one.
  • there are two participants there is one first participant and one second participant, but when there are three or more participants, there is one first participant, The second participant is two or more.
  • action cards 4 of a type corresponding to each stage are displayed in the card area of the board board 2 (first action card area). 3a, can be placed in the second action card area 3b).
  • the interaction card game can be played for each stage using the type of action card 4 corresponding to each stage.
  • the action card 4 not only is the first hint display portion 4a displayed with a first hint that triggers an action, but also the second hint display portion 4b is displayed with a second hint that serves as a hint for affirmative stroke. Therefore, the first hint can prompt the participant's action, and the second hint can also prompt other participants to give affirmative strokes regarding the participant's action.
  • an action card 4 it is possible to naturally create an environment in which the participants acknowledge and compliment each other and give each other positive strokes, so it is easy to create a place where the participants can raise their self-esteem. can be formed to Moreover, since the second hint display portion 4b of the action card 4 displays the second hint for giving a positive stroke assumed from the first hint, the participant who has acted in response to the first hint can increase the likelihood that the expected positive stroke will be awarded.
  • the exchange card game 1 is made of paper, plastic plate, wood, etc.
  • It may be display data.
  • the components of the exchange card game 1 for example, the board board 2 (including the betting board 6), the action cards 4, the correct answer cards 5, the coins 7, etc.
  • the components of the exchange card game 1 can be displayed as display data on, for example, terminal devices (smartphones, tablet terminals, personal computers, etc.) of the participants.
  • the display data of the exchange card game 1 may be CG data in which the constituent elements of the exchange card game 1 are configured by CG (Computer Graphics), or images of the constituent elements of the exchange card game 1 photographed by a camera. It may be data.
  • the betting board 6 that can be placed on the board 2 according to the stage, for example, in the second stage where the participants bet coins 7, the betting board 2 is placed on the board 2. 6 is placed and the betting board 6 is not placed in the first stage or the like in which the coin 7 is not bet. Thereby, the configuration of the board board 2 can be changed according to the stage.
  • the betting board 6 has a betting area for betting coins 7 on the answer of the quiz, it is not necessary to bet coins 7 directly on the board board 2.
  • the betting board 6 is provided with a correct answer card area 6B for arranging the correct answer card 5 displaying the correct answer of one's own quiz, before betting the coin 7, the correct answer card 5 is placed on the first side (surface) so that the correct answer cannot be seen. ) face up, and after betting the coin 7, the correct answer card can be rearranged on the second side (back side) so that the correct answer can be seen.
  • FIG. 12 is a diagram showing the configuration of an exchange card game system 100 according to the second embodiment.
  • the exchange card game system 100 of FIG. 12 includes an exchange card game device 10 and four terminal devices 20 .
  • FIG. 13 is a diagram showing a specific example of the screen SC11 displayed on the display device 25 of the terminal device 20 of FIG.
  • the screen SC11 of the terminal device 20 includes a game display section SC12 for displaying the exchange card game 1, a participant display section SC13 for displaying images of the participants, and the number of coins 7 possessed by the participants. and a possessed coin display unit SC14 for displaying .
  • the configuration of the screen SC11 is not limited to that illustrated.
  • the positions and sizes of the game display portion SC12, the participant display portion SC13, and the possessed coin display portion SC14 are not limited to those illustrated.
  • the name of each participant A to D may be displayed on A to D of the participant display area SC13 in FIG.
  • the participant display area SC13 of FIG. 12 the participants A to D of the respective terminal devices A to D of FIG. 12 are displayed in respective display frames.
  • the possessed coin display area SC14 the number of coins 7 possessed by each of the participants A to D is displayed in each display frame.
  • the exchange card game device 10 is configured by a server computer with the terminal device 20 as a client.
  • the exchange card game device 10 may be configured to perform distributed processing by a plurality of devices, or may be configured by a plurality of virtual machines provided in one server device.
  • the exchange card game device 10 may be configured by a personal computer or may be configured by a cloud server.
  • the exchange card game device 10 and the terminal device 20 are configured to communicate with each other via a network N such as the Internet. These may be connected via a network N by P2P (Peer to Peer).
  • the terminal device 20 is an information processing device used by the user.
  • the terminal device 20 is, for example, a mobile terminal such as a smart phone, a tablet, or a PDA (Personal Digital Assistant), a desktop personal computer, a notebook personal computer, or the like. Although a case where four terminal devices 20 are connected to network N is illustrated, three or less or five or more terminal devices 20 may be connected.
  • FIG. 14 is a block diagram showing a configuration example of the exchange card game device 10 and the terminal device 20.
  • the exchange card game device 10 includes a communication section 11, a control section 12 and a storage section .
  • the communication unit 11, the control unit 12, and the storage unit 14 are each connected to the bus line 10L, and can mutually exchange information (data).
  • the communication unit 11 is connected to the network N by wire or wirelessly, and transmits and receives information (data) to and from the terminal device 20 .
  • the communication unit 11 functions as a communication interface for the Internet or an intranet, and is capable of communication using TCP/IP, for example.
  • the control unit 12 comprehensively controls the exchange card game device 10 as a whole.
  • the control unit 12 is composed of an integrated circuit such as an MPU (Micro Processing Unit).
  • the control unit 12 includes a CPU (Central Processing Unit), a RAM (Random Access Memory), and a ROM (Read Only Memory).
  • the control unit 12 loads a necessary program into the ROM and executes the program using the RAM as a work area, thereby performing various processes.
  • the storage unit 14 is an example of a storage medium (computer-readable tangible storage medium: a tangible storage medium) that stores various programs executed by the control unit 12 and data used by these programs.
  • the storage unit 14 is configured by a storage device such as a hard disk or an optical disk.
  • the configuration of the storage unit 14 is not limited to these, and the storage unit 14 may be configured by a semiconductor memory such as RAM or flash memory.
  • the storage unit 14 can be configured with an SSD (Solid State Drive).
  • the storage unit 14 includes a program storage unit 15, a data storage unit 16, a stage storage unit 18, and the like.
  • the program storage unit 15 stores various programs executed by the control unit 12 .
  • the control unit 12 reads necessary programs from the program storage unit 15 and executes various processes.
  • the data storage unit 16 stores, for example, user information 161 and the like.
  • the user information 161 includes pre-registered user IDs, company names, names, and the like of participants. Note that the user information 161 is not limited to this.
  • the data storage unit 16 stores display data for constructing a screen SC11 (see FIG. 13) displayed on each terminal device 20 (not shown).
  • the display data also includes data for displaying the game display portion SC12, the participant display portion SC13, and the possessed coin display portion SC14.
  • the stage storage unit 18 includes stage information 8, participant information 182, familiarity information 183, and the like.
  • the stage information 8 is the same as that shown in FIG.
  • the stage information 8 of the second embodiment differs from that of the first embodiment in that it is composed of computer-readable data instead of paper, plastic plates, or the like.
  • the participant information 182 stores information about the participants participating in the exchange card game, and is composed of a data table such as that shown in FIG. 15, for example.
  • FIG. 15 is a diagram showing a specific example of participant information.
  • Participant information 182 in FIG. 15 includes game IDs, user IDs of participants, group closeness, start stages, action cards, coin information, and the like.
  • the game ID is an ID for identifying each exchange card game when a plurality of exchange card games are played at the same time.
  • the participant's user ID is the user ID of a participant who participates in the exchange card game among the users stored in the user information 161 .
  • FIG. 15 illustrates the participant information 182 when four participants with user IDs A01 to A04 participate in the exchange card game with the game ID G01.
  • the group intimacy in FIG. 15 corresponds to the group intimacy in FIG. Since the group intimacy is as described with reference to FIG. 4, detailed description is omitted here.
  • the stage corresponding to the level of group intimacy is acquired from the stage information 8 in FIG. 4 and stored in the start stage column of the participant information 182 .
  • the start stage is the first stage.
  • FIG. 16 is a diagram showing a specific example of the familiarity information 183 of the participants in FIG.
  • the intimacy information 183 includes individual intimacy between participants, group intimacy based on this individual intimacy, and the like.
  • the degree of individual intimacy here exemplifies the number of times of participation in exchange card games. This is because the greater the number of participations, the more accustomed the participants become to the game and the closer the participants are to each other, so the start stage can be changed according to the number of participations.
  • the level of individual intimacy is "0", it means that you have never participated together. If the level of individual intimacy is "1”, it means that they have participated together only once. If the level of individual intimacy is "2”, it means that they have participated together only twice. For example, participants A01 and A02 in FIG. 16 have an individual intimacy level of "0" and have never participated together, whereas participants A03 and A04 have an individual intimacy level of "1". So it means that we have participated together only once.
  • Judgment is desirable. In this case, since people who have never participated together are included, by starting from the first stage (impression guessing), it is possible to increase the actual intimacy.
  • FIG. 17 is a diagram showing another specific example of participant information 182
  • FIG. 18 is a diagram showing a specific example of intimacy information 183 of participants A05-A08 in FIG.
  • the individual familiarity level is not "0" but “1" or higher.
  • the group intimacy level is set to "1.” In this way, the level of group intimacy may be determined by the number of levels of individual intimacy. Note that the method of determining group intimacy based on individual intimacy is not limited to the one described above.
  • the start stage of the participant information 182 in FIG. 17 is the second stage. In this way, participants who have participated in the game together at least once can omit the first stage (guessed impression) and start from the second stage (self-quiz). Even if the start stage of the participant information 182 is the second stage, it is free to start from the first stage. Participants can freely decide which stage to start from.
  • the control unit 12 of FIG. 14 automatically selects a stage according to such intimacy information 183, and can transmit display data such as the board board 2 and action cards 4 according to the stage to the terminal device 20. It is configured. Specifically, the control unit 12 includes an acquisition unit 121 , a determination unit 122 , a stage selection unit 123 , a video generation unit 124 and an output unit 127 . Each component of the control unit 12 may be configured by a physical circuit, or may be configured by a program executable by the CPU. The configuration of the control unit 12 is not limited to the configuration shown in FIG. 14 .
  • the acquisition unit 121 acquires individual intimacy between participants from the intimacy information 183 .
  • the acquisition unit 121 also receives, via the communication unit 11, a plurality of video data and audio data of the participant captured by the imaging device 24 for each terminal device 20 of the participant.
  • the determining unit 122 determines group intimacy from the individual intimacy of the participants.
  • the stage selection unit 123 selects a stage according to the group intimacy of the participants based on the stage information 8 .
  • the video generation unit 124 generates display data for displaying on the terminal device an exchange card game including action cards and board boards used in the stage selected by the stage selection unit 123, and video data of the participants.
  • the output unit 127 outputs the display data and image data generated by the image generation unit 124 to the communication unit 11 .
  • the display data and video data from the output section 127 are transmitted to the terminal device 20 via the communication section 11 .
  • the terminal device 20 displays the image of the exchange card game 1 included in the display data and the video of the participant included in the video data on the screen SC11 of the display device 25, and outputs the voice of the participant included in the video data from the speaker. do.
  • the display data and the video data may be web data (web data).
  • the exchange card game device 10 displays the display data and the video data as web data on the website, and the terminal device 20 displays the website on the browser.
  • a terminal device 20 shown in FIG. 14 includes a communication unit 21, a control unit 22, a storage unit 23, an imaging device 24, a display device 25, an audio input device 26, an audio output device 27, and an input device . These are connected to the bus line 20L, respectively, and can exchange information (data) with each other.
  • the communication unit 21 is connected to the network N by wire or wirelessly, and transmits and receives information (data) to and from the exchange card game machine 10 .
  • the communication unit 21 functions as a communication interface for the Internet or an intranet, and is capable of communication using TCP/IP, for example.
  • the control unit 22 controls the terminal device 20 as a whole.
  • the control unit 22 is composed of an integrated circuit such as an MPU.
  • the control unit 22 includes a CPU, RAM, and ROM.
  • the control unit 22 loads necessary programs into the ROM and executes the programs using the RAM as a work area, thereby performing various processes.
  • the storage unit 23 is an example of a storage medium that stores various programs executed by the control unit 22 and data used by these programs.
  • the storage unit 23 is configured by a storage device such as a hard disk or an optical disk.
  • the configuration of the storage unit 23 is not limited to these, and the storage unit 23 may be configured by a semiconductor memory such as RAM or flash memory.
  • the storage unit 23 can be configured with an SSD (Solid State Drive).
  • the imaging device 24 is a camera that captures the faces of the participants. There may be two or more imaging devices 24 .
  • the imaging device 24 may be a camera built into the terminal device 20 or an external camera. Also, any camera such as a CCD (Charge Coupled Device) camera, a web camera, an IoT camera, etc. that can output an image may be used.
  • CCD Charge Coupled Device
  • the display device 25 is a liquid crystal display, an organic EL display, or the like, and displays various information according to instructions from the control unit 22 .
  • the control unit 22 causes the display device 25 to display the display data and video data received from the exchange card game device 10 via the communication unit 21 .
  • the voice input device 26 is a stereo microphone that captures the voices of the participants.
  • the voice input device 26 may be a microphone built into the terminal device 20 or an external microphone.
  • the audio output device 27 is a stereo speaker, and outputs various sounds and music according to instructions from the control unit 22 .
  • the audio output device 27 may be a speaker built into the terminal device 20 or an external speaker.
  • the input device 28 is a keyboard, a mouse, or the like, and receives an operation input from the user and transmits a control signal corresponding to the operation content to the control unit 22 .
  • the input device 28 may be a touch panel provided on the display device 25 .
  • FIG. 10 is a flowchart showing a specific example of main processing.
  • the main processing in FIG. 10 is executed by reading a necessary program from the program storage unit 15 by the control unit 12 (acquisition unit 121, determination unit 122, stage selection unit 123, video generation unit 124, output unit 127, etc.). be.
  • the exchange card game device 10 can play the exchange card game online by receiving a room entry request from each participant's terminal device 20 to enter the virtual game room where the exchange card game is played.
  • the control unit 12 determines whether or not a room entry request has been received from the terminal device 20. If it determines that an input request has been received, room entry processing is performed in step S12. Specifically, it accepts a login to the exchange card game system 100 from the user and a request to enter the virtual game room. By entering the virtual game room provided on the server of the exchange card game device 10, it becomes possible to play a two-way online exchange card game with another terminal device 20 already in the room. .
  • the control unit 12 Upon accepting entry into the virtual game room, the control unit 12 registers the user as a participant, stores the participant information shown in FIG. Execute the process. In the game processing, a stage is automatically selected from the level of intimacy of the participants, and the components of the exchange card game 1 including the board 2 and action cards 4 corresponding to the stage are displayed and the game is executed. The details of such game processing will be described later.
  • step S15 the control unit 12 determines whether or not a request to leave the room has been received from the terminal device 20.
  • the processes of steps S13 and SS140 are repeated until the exit request is received.
  • step S16 the acquisition of video and audio from the terminal device 20 that requested the leaving is completed, and the participant is logged out.
  • steps S13 and S14 the processing of steps S13 and S14 is continued.
  • FIG. 20 is a flow chart showing a specific example of the game processing of FIG.
  • This game processing is an example of the program of the present invention.
  • the control unit 12 first selects a stage from the familiarity information 183 of the participants in steps S142 to S146. Specifically, in step S142, the acquisition unit 121 acquires the individual intimacy between the participants from the intimacy information 183 shown in FIG. 16 or 18, for example.
  • step S144 the determination unit 122 determines the group intimacy (for example, "0", “1", "2") from the individual intimacy of the participants by the method described in FIG. 16 or 18. It is stored in the column of group intimacy of the intimacy information 183 in FIG. 16 or 18 and the column of group intimacy of the participant information 182 in FIG. 15 or 17 .
  • the group intimacy for example, "0", "1", "2"
  • step S146 the stage selection unit 123 selects a stage corresponding to the group intimacy of the participants determined by the determination unit 122 based on the stage information 8 shown in FIG.
  • the selected stage is stored in the start stage column of the participant information 182 .
  • the group intimacy is determined to be "0", and the first stage is selected as the start stage.
  • the group intimacy is determined to be "1" from the individual intimacy of the participants in the intimacy information 183 of FIG. 17, and the second stage is selected as the start stage.
  • the participants themselves may be allowed to select a stage.
  • step S152 the control unit 12 generates display data of the constituent elements of the exchange card game 1 used in the stage selected by the determination unit 122, such as the board board 2 and the action cards 4 of the stage. to each terminal device 20 via.
  • each terminal device 20 receives the display data, it displays the components of the exchange card game 1 on the display device 25 .
  • the first stage for example, the display data of the constituent elements of the exchange card game 1 including the impression guessing card 4A as shown in FIG.
  • the second stage the display data of the constituent elements of the exchange card game 1 including the own quiz card 4B as shown in FIG.
  • the third stage the display data of the constituent elements of the exchange card game 1 including the challenge card 4C as shown in FIG.
  • step S154 the control unit 12 selects and displays the action card 4 in response to the request.
  • a selection button (not shown) is displayed on the terminal device 20, for example.
  • the button selected by the participant is clicked, a request is transmitted from the terminal device 20 to the exchange card game device 10.
  • the exchange card game device 10 receives the request, it selects the action card 4 at random, for example.
  • the display data of the selected action card 4 is transmitted to the terminal device 20 .
  • the terminal device 20 receives the display data of the action card 4
  • the terminal device 20 displays the first hint and the second hint of the action card 4 on the display device 25.
  • FIG. This corresponds to the action of taking one's own quiz card 4B or challenge card 4C and turning it over. An animation of such actions may be displayed.
  • step S162 the control unit 12 displays the coin 7 to bet according to the request.
  • a bet button (not shown) is displayed on the terminal device 20 .
  • the participant designates a betting area of the betting board 6 (for example, the first betting area 6A and the second betting area 6b in FIG. 9) and clicks a betting button, a request is sent from the terminal device 20 to the exchange card game device 10. be.
  • the exchange card game device 10 Upon receiving the request, the exchange card game device 10 transmits to the terminal device 20 display data for displaying the coins 7 in a designated area of the betting board 6 .
  • the terminal device 20 receives the display data, it displays the coin 7 on the designated area of the betting board 6 .
  • step S164 the control unit 12 displays the correct answer card 5 in response to the request.
  • the correct answer card button (not shown) is displayed on the terminal device 20, for example.
  • the participant clicks the correct card button a request is transmitted from the terminal device 20 to the exchange card game device 10.
  • the display device 25 displays the back side of the correct answer card 5 (for example, one of "A", "B", and "neither A nor B" in FIG. 3). to display.
  • step S166 the control unit 12 calculates and displays the reward in response to the request.
  • a reward button (not shown) is displayed on the terminal device 20 .
  • the terminal device 20 sends a request to the exchange card game device 10 .
  • the exchange card game device 10 receives the request, for example, the reward is calculated from the bet area 6A (for example, the first bet area 6a and the second bet area 6b in FIG. 10) of the bet coin 7, added to the owned coins, and displayed. It is displayed on the screen SC11 of the device 25 (for example, the possessed coin display section SC14 in FIG. 13).
  • step S168 the control unit 12 determines whether to proceed to the next stage.
  • a button to proceed to the next stage (not shown) is displayed on the terminal device 20 .
  • the control unit 12 determines whether or not to proceed to the next stage from the request from the terminal device 20 .
  • the control section 12 selects the next stage and proceeds to the process of step S152. If the control unit 12 determines not to proceed to the next stage in step S168, it returns to the main processing of FIG. 19 and moves to the processing of step S15. For example, each time the exchange card game ends, the individual degree of intimacy between the participants in FIG. 15 is incremented by one. Therefore, when the same participants play the exchange card game again next time, the start stage is updated to the next stage.
  • the stage can be automatically selected according to the degree of intimacy of the participants, so even if the participant does not choose, the member can start from the optimum stage.
  • the necessary components of the exchange card game 1 such as the board 2 and action cards 4 corresponding to each stage are displayed on each terminal device 20 of the participant, the exchange card game can be played online as well. This saves the trouble of preparing the board board 2 and the action card 4 for each stage.
  • FIG. 21 is a block diagram showing a modification of the second embodiment.
  • FIG. 21 exemplifies a case where eight participants are divided into two groups of four each, and an exchange card game is played for each of the two groups.
  • the exchange card game device 10 of FIG. 21 is connected to the terminal devices 20 of the participants A to H via the network N.
  • the participant IDs of participants A to D in FIG. 21 are A01 to A04 in FIGS. 15 and 16, and the participant IDs of participants E to H are A05 to A08 in FIGS.
  • the names of the participants A to H may be displayed on A to H of the participant display area SC13 in FIG.
  • the game ID of participants A to D is G01 in FIG. 15, and the game ID of participants E to H is G02 in FIG.
  • the board board 2 and action cards 4, etc. corresponding to the stage in the group are displayed for each group.
  • the board board 2 (without the betting board 6) and the impression guessing card 4A corresponding to the first stage of the participants A to D and their groups are displayed.
  • the display device 25B of the terminal device 20 of the participants EH the board board 2 (with the betting board 6) and the self quiz card 4B corresponding to the second stage of the participants EH and the group are displayed. etc. is displayed.
  • the board board 2 and the action cards 4 corresponding to the stage in the group are displayed for each group. You can play games. As a result, the total number of participants can be greatly increased.
  • the second hint display portion 4b of the action card 4 exemplifies the case where the second hint is displayed in characters, but it is not limited to this.
  • the second hint may be displayed using graphics, symbols, or the like.
  • the second hint is displayed as a two-dimensional code on the action card 4, and by reading the two-dimensional code with a terminal device such as a smartphone or tablet terminal, the characters, figures, symbols, etc. of the second hint can be displayed on the smartphone or tablet terminal. It may be displayed on the terminal device.
  • the betting area 6A of the betting board 6 displays the number of coins 7 received when one answers the quiz correctly, as shown in FIG.
  • the magnification may be displayed like the betting area 6A of the betting board 6 displayed on the display device 25B in FIG. For example, if you bet 1 Hapi on the display of "A x 5" and get the correct answer, you will receive 5 Hpai.
  • the display of the magnification is not limited to the illustrated one.
  • the display data for displaying the board board 2 and the action cards 4 includes data for switching between display and non-display of the second hint in the second hint display section.
  • the display data includes data for displaying a second hint button T (see FIG. 21) for switching between display and non-display of the second hint for each participant. Then, the participant can display the second hint by clicking the second hint button T when he/she wants to know the stroke hint.
  • FIG. 21 illustrates the case where the second hint button T is displayed on the participant display section SC13, the operation display section (not shown) displayed on each participant's screen displays the second hint along with other operation buttons. A button T may be displayed.
  • the data for switching between display and non-display of the second hint may be a mark image such as an AR marker, barcode, or two-dimensional code displayed on the second hint display portion 4b.
  • a display device such as a camera of a smartphone
  • the character of the second hint associated with the landmark image becomes visible.
  • the mark image is not limited to data, and may be displayed on the second hint display portion 4b of the action card 4 made of paper or the like.
  • the video generation unit 124 when the action card 4 is selected, the video generation unit 124 generates display data for hiding the second hint for the participant who selected the action card and displaying the second hint for the other participants. You may make it If the participant who chose the action card 4 is the first participant and the other participants are the second participant, the stroke hint (second hint) is displayed for the second participant. , it becomes easier for the second participant to make a stroke in response to the action based on the first hint of the first participant. At this time, since no stroke hint (second hint) is displayed to the first participant, the stroke from the second participant is likely to surprise the first participant. As a result, the joy and impression of the first participant are increased, and the degree of intimacy between the participants can be further enhanced.

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Abstract

To form a place that can improve a feeling of self-affirmation by naturally creating an environment where participants respect and praise one another. Provided are a plurality of types of action cards 4 that prompts actions for exchanging positive strokes between a participant encouraged to act by a selected card and other participants in multiple stages set on the basis of interaction analysis, and a board 2 that has a plurality of card areas for placing action cards of the the type corresponding to a stage. The action card comprises at least a first hint display part 4a that displays a first hint as a trigger of a participant's action, and a second hint display part 4b that displays a second hint for providing positive strokes from other participants for the participant's action based on the first hint.

Description

交流カードゲーム及び交流カードゲーム装置並びにプログラムAC card game, AC card game device and program
 本発明は、参加者同士で自己肯定感を高め合える場を形成できる交流カードゲーム及び交流カードゲーム装置並びにプログラムに関する。 The present invention relates to an exchange card game, an exchange card game device, and a program that can form a place where participants can mutually improve their self-esteem.
 例えば特許文献1には、参加者同士でコミュニケーションを行うカードゲームが開示されている。特許文献1では、カードに記載された質問に回答させることで、人との会話が苦手な人でも強制的に他の参加者と話ができるように促すことができる。 For example, Patent Document 1 discloses a card game in which participants communicate with each other. In Japanese Patent Laid-Open No. 2002-100000, by asking questions written on a card to be answered, it is possible to force even a person who is not good at talking with other participants to be able to talk with other participants.
特開2019-035895公報Japanese Patent Application Laid-Open No. 2019-035895
 ところで、人がウエルビーイング(幸せ)を感じるためには、幸せで良好な人間関係を形成できる自己肯定感が必要である。他人から認められたり褒められたりすることで自己肯定感を高めることができる。例えば心理学や心理療法などに用いられる交流分析(基本的な構え)にもあるように、人を認めたり褒めたりする言動(肯定的なストローク)を受けることで、人は理解や受容や尊重が欠如した状態(I’m not OK.やYou’re not OK.を含む状態)から相互理解・相互受容・相互尊重の状態(I’m OK.You’re OK.の状態)へステップアップし、それにより自己肯定感が高まり、幸せで良好な人間関係を形成できるようになる。 By the way, in order for people to feel well-being, they need a sense of self-affirmation that allows them to form happy and good human relationships. You can increase your self-esteem by being recognized and praised by others. For example, as in the interaction analysis (basic stance) used in psychology and psychotherapy, people understand, accept, and respect by receiving speech and behavior (positive strokes) that recognizes and praises people. Step up from the state of lacking (I'm not OK. and You're not OK.) to the state of mutual understanding/mutual acceptance/respect (I'm OK. You're OK.) This will increase self-esteem and lead to the formation of happy and good interpersonal relationships.
 しかしながら、特許文献1のように単に会話を促すことを主目的とする従来のカードゲームでは、他の参加者に話しかけるための共通の話題を提供できるものの、それだけでその人のことを理解できるものではなく、ましてや何をどう認めればよいのか、何をどう褒めればよいのかまで分かりようもない。したがって、従来のカードゲームでは、自己肯定感を高め合える場を作り出すのは容易でない。しかも、交流分析による肯定的ストロークを与え合う行動を促すことができるようなカードゲームは今までになかった。 However, in a conventional card game whose main purpose is simply to encourage conversation, as in Patent Document 1, although it is possible to provide a common topic for talking to other participants, it is possible to understand the other participant only with that. Not only that, but I don't even know how to recognize what or how to praise. Therefore, in a conventional card game, it is not easy to create a place where people can raise their self-esteem. Moreover, there has never been a card game that could encourage behavior by giving positive strokes based on exchange analysis.
 このような事情を考慮して、本発明は、参加者同士が互いに認め合い褒め合う環境を自然に作り出せるようにすることで、自己肯定感を高め合える場を形成できる交流カードゲーム等を提供することを目的とする。 In consideration of such circumstances, the present invention provides an exchange card game or the like that can create a place where participants can mutually recognize and compliment each other, thereby forming a place where they can enhance their self-esteem. for the purpose.
 上記課題を解決するために、本発明の交流カードゲームは、交流分析に基づいて設定した複数のステージにおいて、選んだカードをきっかけに行動する参加者と他の参加者との間で肯定的ストロークを与え合う行動を促す複数種類の行動カードと、ステージに応じた種類の行動カードを配置するための複数のカードエリアを有するボード盤と、を備え、行動カードは少なくとも、参加者の行動のきっかけとなる第1ヒントが表示される第1ヒント表示部と、第1ヒントに基づく参加者の行動に関して他の参加者が肯定的ストロークを与えるための第2ヒントを表示する第2ヒント表示部と、を備える。 In order to solve the above problems, the exchange card game of the present invention provides positive strokes between a participant who acts on a selected card and other participants in a plurality of stages set based on exchange analysis. and a board board having a plurality of card areas for arranging action cards of types corresponding to stages, wherein the action cards are at least triggers for actions of the participants. and a second hint display section for displaying a second hint for other participants to give affirmative strokes regarding the participant's behavior based on the first hint. , provided.
 本発明の交流カードゲームによれば、交流分析に基づいて設定した複数のステージにおいて、ステージに応じた種類の行動カードをボード盤のカードエリアに配置できる。これにより、交流分析に基づく各ステージ応じた種類の行動カードを用いてステージ毎に交流カードゲームを行うことができる。行動カードによれば、第1ヒント表示部に行動のきっかけとなる第1ヒントが表示されるだけでなく、第2ヒント表示部に肯定的ストロークのヒントとなるような第2ヒントが表示されるので、第1ヒントによって参加者の行動を促すことができると共に、第2ヒントによってその参加者の行動に関して他の参加者が肯定的ストロークを与える行動も促すことができる。このような行動カードによれば、参加者同士が互いに認め合い褒め合うような肯定的ストロークを与え合う環境を自然に作り出すことができるので、参加者同士が自己肯定感を高め合える場を容易に形成できる。 According to the exchange card game of the present invention, in a plurality of stages set based on exchange analysis, the type of action cards corresponding to the stage can be arranged in the card area of the board. As a result, the exchange card game can be played for each stage using the type of action cards corresponding to each stage based on the exchange analysis. According to the action card, not only is the first hint display portion displaying the first hint that triggers the action, but also the second hint display portion is displaying the second hint that serves as a hint for affirmative stroke. Therefore, the first hint can prompt the participant's behavior, and the second hint can also prompt other participants to give affirmative strokes regarding the participant's behavior. According to such an action card, it is possible to naturally create an environment in which the participants acknowledge and praise each other and give each other positive strokes. can be formed.
 本発明の好適な態様において、第2ヒントは、第1ヒントから想定される肯定的ストロークを与えるためのヒントである。本態様によれば、行動カードの第2ヒント表示部には、第1ヒントから想定される肯定的ストロークを与えるための第2ヒントが表示されるので、第1ヒントをきっかけに行動した参加者に対して期待する肯定的ストロークが与えられる可能性を高めることができる。 In a preferred aspect of the present invention, the second hint is a hint for giving a positive stroke assumed from the first hint. According to this aspect, the second hint display portion of the action card displays the second hint for giving a positive stroke assumed from the first hint. can increase the likelihood of being awarded the positive stroke expected for
 本発明の好適な態様において、参加者には、第1参加者と他の第2参加者が含まれ、行動カードには、印象推測カードが含まれ、印象推測カードの第1ヒント表示部には、このカードを選んだ第1参加者に関して推測した印象を第2参加者が発言するための第1ヒントが表示され、印象推測カードの第2ヒント表示部には、第2参加者の発言に関して第1参加者が肯定的ストロークを与えるための第2ヒントが表示される。本態様の印象推測カードによれば、第2参加者は、第1参加者が選んだ印象推測カードの第1ヒントに基づいて第1参加者の印象を発言することができ、第2ヒントに基づいてその発言に関する肯定的ストロークを第1参加者からもらうことができる。これにより、第2参加者は第1参加者の理解を深めることができ、自らの発言に関して第1参加者からの肯定的ストロークを得られることで、自己肯定感も高まり易くなる。また第1参加者は、印象推測カードの第1ヒントに基づいて自分の印象を第2参加者から発言してもらえるので、自分が他人からどう見られているかが分かる。これにより、第1参加者は自らの理解も深めることができ、自己肯定感も高まり易くなる。このように印象推測カードによれば、主として相互理解を深めることができる環境を形成し易くなり、自己肯定感を高め合える場を形成できる。 In a preferred embodiment of the present invention, the participants include a first participant and another second participant, the action cards include an impression guessing card, and the first hint display part of the impression guessing card , the first hint for the second participant to say the impression guessed about the first participant who chose this card is displayed, and the second hint display part of the impression guess card shows the second participant's remark. A second hint is displayed for the first participant to give an affirmative stroke for the . According to the impression guessing card of this aspect, the second participant can state the impression of the first participant based on the first hint of the impression guessing card selected by the first participant. Affirmative strokes regarding the statement may be received from the first participant based on the results. As a result, the second participant can deepen his/her understanding of the first participant, and can obtain affirmative strokes from the first participant regarding his/her remarks, thereby easily increasing self-affirmation. Also, the first participant can have the second participant comment on his/her impression based on the first hint of the impression guessing card, so that the first participant can understand how he or she is viewed by others. As a result, the first participant can deepen his or her own understanding and easily increase self-esteem. In this way, the impression guessing card facilitates the formation of an environment in which mutual understanding can be deepened, and a place where self-esteem can be enhanced.
 本発明の好適な態様において、行動カードには、自分クイズカードが含まれ、自分クイズカードの第1ヒント表示部には、このカードを選んだ第1参加者が自身に関する自分クイズを作るための第1ヒントが表示され、自分クイズカードの第2ヒント表示部には、自分クイズに関して第2参加者が肯定的ストロークを与えるための第2ヒントが表示される。本態様の自分クイズカードによれば、第1参加者は、選んだ自分クイズカードの第1ヒントに基づいて自分クイズを作ることができ、第2ヒントに基づいてその自分クイズに関する肯定的ストロークを第2参加者からもうらことができる。これにより、第1参加者は自分クイズを作ることでゲーム感覚で楽しく自らを見つめ直す機会が得られるので自分への理解も深まり、その自分クイズに関して第2参加者から肯定的ストロークが得られることで自分も受容できるようになるなど、自己肯定感が高まり易くなる。また第2参加者は、第1参加者の自分クイズを通じて第1参加者の理解をより深めることができ、それが第1参加者への受容にもつながる。このように印象推測カードによれば、主として相互受容を深めることができる環境を形成し易くなり、自己肯定感を高め合える場を形成できる。 In a preferred embodiment of the present invention, the action cards include a self-quiz card, and the first hint display portion of the self-quiz card is provided for the first participant who chose this card to create a self-quiz about himself/herself. A first hint is displayed, and a second hint is displayed in the second hint display portion of the self-quiz card for the second participant to give a positive stroke regarding the self-quiz. According to the personal quiz card of this mode, the first participant can compose his/her own quiz based on the first hint of the selected personal quiz card, and make a positive stroke regarding the personal quiz based on the second hint. The second participant can also complain. As a result, the first participant can have an opportunity to reconsider himself in a game-like manner by making his own quiz, so that he can deepen his understanding of himself and obtain a positive stroke from the second participant about the self-quiz. You will be able to accept yourself, and your self-affirmation will be easier to increase. Also, the second participant can deepen the understanding of the first participant through the first participant's own quiz, which leads to acceptance by the first participant. Thus, according to the impression guessing card, it becomes easy to form an environment where mutual acceptance can be deepened, and a place where self-esteem can be enhanced can be formed.
 本発明の好適な態様において、行動カードには、チャレンジカードが含まれ、チャレンジカードの第1ヒント表示部には、このカードを選んだ第1参加者がチャレンジする行動のための第1ヒントが表示され、チャレンジカードの第2ヒント表示部には、第1参加者がチャレンジした行動に関して第2参加者が肯定的ストロークを与えるための第2ヒントが表示される。本態様のチャレンジカードによれば、第1参加者は、選んだチャレンジカードの第1ヒントに基づいて行動をチャレンジする機会が与えられることで、ゲーム感覚で楽しく今までになかったような体験も可能となる。そのチャレンジを見た他の第2参加者からは、上手くできればすごいと賞賛の肯定的ストロークがもらえたり、たとえ上手にできなくてもその頑張りを認める肯定的ストロークをもらえたりすることで、相互尊重にもつながり易くなる。第1参加者は、チャレンジをやり遂げた自分を尊重することもできるので、自己肯定感が高まり易くなる。このように、チャレンジカードによれば、主として相互尊重を深めることができる環境を形成し易くなり、自己肯定感を高め合える場を形成できる。 In a preferred embodiment of the present invention, the action card includes a challenge card, and the first hint display portion of the challenge card contains the first hint for the action to be challenged by the first participant who selected this card. displayed and a second hint display portion of the challenge card displays a second hint for the second participant to give an affirmative stroke regarding the action challenged by the first participant. According to the challenge card of this aspect, the first participant is given an opportunity to challenge the action based on the first hint of the selected challenge card, so that the first participant can have a fun and unprecedented experience like a game. It becomes possible. Other second participants who saw the challenge gave affirmative strokes of praise if they did well, and even if they did not do well, they gave affirmative strokes that acknowledged their efforts. It becomes easier to connect to Since the first participant can also respect himself for completing the challenge, his self-esteem is likely to increase. Thus, according to the challenge card, it becomes easy to form an environment where mutual respect can be deepened, and a place where self-esteem can be enhanced can be formed.
 本発明の好適な態様において、ステージに応じてボード盤に配置可能なベット盤を備え、ベット盤は、自分クイズの解答にコインを賭けるためのベットエリアと、自分クイズの正解を表示する正解カードを配置するための正解カードエリアと、を備える。本態様によれば、ステージに応じてボード盤に配置可能なベット盤を備えることで、例えば参加者がコインを賭けるステージではボード盤にベット盤を配置し、コインを賭けないステージではベット盤を配置しないようにすることができる。これにより、ステージに応じてボード盤の構成を変えることができる。また、ベット盤は自分クイズの解答にコインを賭けるためのベットエリアを備えるので、ボード盤に直接コインを賭けなくて済む。また、ベット盤は自分クイズの正解を表示する正解カードを配置するための正解カードエリアを備えるので、コインを賭ける前に正解カードを正解が見えないように配置し、コインを賭けた後に正解カードを正解が見えるように配置し直すことができる。これにより、コインの賭け具合を見て正解を変えるなどの不正を抑制できる。 In a preferred embodiment of the present invention, a betting board that can be placed on the board according to the stage is provided, and the betting board includes a betting area for betting coins on the answer to the own quiz and a correct answer card that displays the correct answer to the own quiz. and a correct answer card area for arranging the . According to this aspect, by providing a betting board that can be placed on the board board according to the stage, for example, the betting board is placed on the board board in the stage where the participant bets coins, and the betting board is placed in the stage where the participant does not bet coins. You can choose not to place it. This makes it possible to change the configuration of the board according to the stage. Also, since the betting board has a betting area for betting coins on the answers to the quizzes, it is not necessary to bet coins directly on the board board. In addition, since the betting board has a correct answer card area for placing the correct answer card that displays the correct answer for your own quiz, place the correct answer card so that the correct answer cannot be seen before betting coins, and place the correct answer card after betting coins. can be rearranged so that the correct answer is visible. As a result, fraud such as changing the correct answer based on the degree of coin betting can be suppressed.
 本発明の好適な態様において、複数のステージは、印象推測カードがボード盤に配置される第1ステージと、自分クイズカードがボード盤に配置される第2ステージと、チャレンジカードがボード盤に配置される第3ステージと、を含む。本態様によれば、各ステージに応じてボード盤に配置される行動カードを変えて交流カードゲームを行うことができる。第1ステージではボード盤に配置された印象推測カードで主として相互理解を深めるゲームを行うことができ、第2ステージではボード盤に配置された自分クイズカードで主として相互受容を深めるゲームを行うことができ、第3ステージではボード盤に配置されたチャレンジカードで主として相互尊重を深めるゲームを行うことができる。このような第1ステージ、第2ステージ、第3ステージのゲームを行うことで、各ステージに応じた行動カードによって参加者の行動や参加者同士の肯定的ストロークを促すことができる。これにより、相互理解・相互受容・相互尊重の状態(交流分析によるI’m OK.You’re OK.の状態)に近づける環境をゲーム感覚で楽しく自然に作り出すことができる。これにより、参加者同士で自己肯定感を高め合う場を形成でき、互いに幸せで良好な人間関係を形成できるようになる。 In a preferred embodiment of the present invention, the plurality of stages include a first stage in which the impression guessing cards are arranged on the board, a second stage in which the self quiz cards are arranged on the board, and a challenge card is arranged on the board. and a third stage. According to this aspect, the interaction card game can be played by changing the action cards arranged on the board according to each stage. In the first stage, you can mainly play a game to deepen mutual understanding with impression guessing cards arranged on the board, and in the second stage, you can mainly play a game to deepen mutual acceptance with your own quiz cards arranged on the board. In the third stage, the challenge cards placed on the board can be used to play games that mainly promote mutual respect. By playing the games of the first stage, the second stage, and the third stage, it is possible to prompt the participants' actions and the participants' positive strokes with action cards corresponding to each stage. As a result, it is possible to create an environment that approaches a state of mutual understanding, mutual acceptance, and mutual respect (a state of I'm OK. You're OK. by interaction analysis) in a fun and natural way, like a game. As a result, it is possible to create a place where the participants can raise their self-esteem and form happy and good human relationships.
 本発明の好適な態様において、少なくともボード盤及び行動カードは、端末装置に表示可能な表示データであり、表示データは、第2ヒント表示部において第2ヒントの表示と非表示を切り替えるデータを含む。本態様によれば、少なくともボード盤及び行動カードは、端末装置に表示可能な表示データなので、参加者の端末装置に表示できる。さらに第2ヒントの表示と非表示を切り替えるデータを含むので、参加者がストロークのヒントを知りたいときに第2ヒントを表示させることも可能になる。 In a preferred aspect of the present invention, at least the board and action cards are display data that can be displayed on the terminal device, and the display data includes data for switching between display and non-display of the second hint in the second hint display section. . According to this aspect, since at least the board board and the action cards are display data that can be displayed on the terminal device, they can be displayed on the terminal device of the participant. Furthermore, since the data for switching between display and non-display of the second hint is included, it is possible to display the second hint when the participant wants to know the stroke hint.
 上記課題を解決するために、本発明の装置は、上記交流カードゲームを端末装置に表示させる交流カードゲーム装置であって、交流カードゲームに参加する参加者同士の個別親密度を取得する取得部と、取得された個別親密度により参加者全体のグループ親密度を判定する判定部と、判定されたグループ親密度に応じたステージを選定するステージ選定部と、選定されたステージで用いられるボード盤及び行動カードを参加者の端末装置に表示させるための表示データと参加者の映像データを生成する映像生成部と、を備える。本発明の装置によれば、交流カードゲームに参加する参加者の親密度に応じたステージを自動的に選定することができる。さらに選定されたステージで用いられるボード盤及び行動カードを参加者の端末装置に表示できる。これにより、各ステージのボード盤及び行動カードを参加者の端末装置に表示させて、オンラインで交流カードゲームを実施できる。 In order to solve the above problems, the device of the present invention is an exchange card game device that displays the exchange card game on a terminal device, and is an acquisition unit that acquires individual intimacy between participants participating in the exchange card game. , a determination unit that determines the group intimacy of all participants based on the acquired individual intimacy, a stage selection unit that selects a stage according to the determined group intimacy, and a board board used in the selected stage and a video generation unit that generates display data for displaying the action card on the terminal device of the participant and video data of the participant. According to the device of the present invention, it is possible to automatically select a stage according to the degree of intimacy of the participants participating in the exchange card game. Furthermore, the board and action cards used in the selected stage can be displayed on the terminal devices of the participants. As a result, the board and action cards of each stage can be displayed on the terminal devices of the participants, and the exchange card game can be played online.
 本発明の装置の好適な態様において、映像生成部は、行動カードが選ばれると、その行動カードを選んだ参加者には第2ヒントを非表示とし、他の参加者には第2ヒントを表示する表示データを生成する。行動カードを選んだ参加者を第1参加者とし、それ以外の他の参加者を第2参加者とすれば、第2参加者は、第2ヒント(ストロークのヒント)が表示されるので、第1参加者の第1ヒントに基づく行動に対してストロークを出し易くなる。このとき第1参加者は、第2ヒントが表示されないので、その第2参加者からのストロークがサプライズになりやすい。そのため、第1参加者の喜びや感動も大きくなり、より参加者同士の親密度を高めることができる。 In a preferred embodiment of the device of the present invention, when an action card is selected, the image generation unit hides the second hint for the participant who selected the action card and displays the second hint for the other participants. Generate display data to display. If the participant who chose the action card is the first participant and the other participants are the second participant, the second hint (stroke hint) is displayed for the second participant. It becomes easier for the first participant to make a stroke in response to the action based on the first hint. At this time, since the second hint is not displayed for the first participant, the stroke from the second participant tends to be a surprise. As a result, the joy and impression of the first participant are increased, and the degree of intimacy between the participants can be further enhanced.
 上記課題を解決するために、本発明のプログラムは、請求項9に記載の交流カードゲーム装置のゲーム処理をコンピュータに実行させるためのプログラムであって、ゲーム処理は、交流カードゲームに参加する参加者同士の個別親密度を取得するステップと、取得された個別親密度により参加者全体のグループ親密度を判定するステップと、判定されたグループ親密度に応じたステージを選定するステップと、選定されたステージで用いられるボード盤及び行動カードを参加者の端末装置に表示させるための表示データと参加者の映像データを生成するステップと、を含むプログラム。本態様のプログラムを実行することでゲーム処理を実行でき、コンピュータを交流カードゲーム装置として機能させることができる。 In order to solve the above-mentioned problems, a program of the present invention is a program for causing a computer to execute game processing of the exchange card game device according to claim 9, wherein the game processing comprises participation in the exchange card game. a step of acquiring individual intimacy between participants; a step of determining group intimacy of all participants based on the acquired individual intimacy; a step of selecting a stage according to the determined group intimacy; a step of generating display data and video data of the participants for displaying board boards and action cards used in the stage on the terminal devices of the participants. Game processing can be executed by executing the program of this aspect, and the computer can function as an exchange card game device.
 本発明によれば、行動カードによって参加者同士が互いに認め合い褒め合うような肯定的ストロークを与え合う環境を自然に作り出せるようにすることで、参加者同士が自己肯定感を高め合える場を形成できる。 According to the present invention, by naturally creating an environment in which the participants recognize each other and give each other affirmative strokes using the action cards, a place is formed in which the participants can enhance their self-esteem. can.
本発明の第1実施形態の交流カードゲームの構成を示す図である。It is a figure which shows the structure of the exchange card game of 1st Embodiment of this invention. 行動カードの具体例を示す図である。It is a figure which shows the specific example of an action card|curd. 正解カードの具体例を示す図である。It is a figure which shows the example of a correct answer card. ステージ情報の具体例を示す図である。It is a figure which shows the example of stage information. 各ステージと交流分析との関係を示す図である。It is a figure which shows the relationship between each stage and exchange analysis. 第1ステージで使用されるボード盤の構成例を示す図である。It is a figure which shows the structural example of the board|board board used by a 1st stage. 第2ステージ及び第3ステージで使用されるボード盤の構成例を示す図である。It is a figure which shows the structural example of the board|board board|board used by a 2nd stage and a 3rd stage. 第1ステージのボード盤と行動カードを示す図である。It is a figure which shows the board board and action card|board of the 1st stage. 第2ステージのボード盤と行動カードを示す図である。It is a figure which shows the board board and action card of the 2nd stage. 第2ステージのベット盤にコインを賭けた状態を示す図である。FIG. 10 is a diagram showing a state in which coins are bet on the betting board of the second stage; 第3ステージのボード盤と行動カードを示す図である。It is a figure which shows a board board and an action card of the 3rd stage. 本発明の第2実施形態の交流カードゲームシステムの構成を示す図であるIt is a figure which shows the structure of the exchange card game system of 2nd Embodiment of this invention. 図12の端末装置に表示される画面の具体例を示す図である。13 is a diagram showing a specific example of a screen displayed on the terminal device of FIG. 12; FIG. 図12の交流カードゲーム装置と端末装置の構成例を示すブロック図である。13 is a block diagram showing a configuration example of the exchange card game device and the terminal device of FIG. 12; FIG. 参加者情報の具体例を示す図である。It is a figure which shows the example of participant information. 図15の参加者の親密度情報の具体例を示す図である。FIG. 16 is a diagram showing a specific example of familiarity information of participants in FIG. 15; 参加者情報の他の具体例を示す図である。It is a figure which shows the other specific example of participant information. 図17の参加者の親密度情報の具体例を示す図である。FIG. 18 is a diagram showing a specific example of familiarity information of participants in FIG. 17; 第2実施形態のメイン処理の具体例を示すフローチャートである。9 is a flowchart showing a specific example of main processing of the second embodiment; 図19のゲーム処理の具体例を示すフローチャートである。FIG. 20 is a flowchart showing a specific example of game processing in FIG. 19; FIG. 第2実施形態の変形例を示すブロック図である。It is a block diagram which shows the modification of 2nd Embodiment.
<第1実施形態>
 以下、本発明の第1実施形態の交流カードゲーム1について図面を参照しながら説明する。図1は、本発明の第1実施形態の交流カードゲーム1の構成を示す図である。交流カードゲーム1は、例えば紙、プラスチック板、木材などで構成される。これらに限られず、布、織物、革、キルト生地などで構成してもよい。本実施形態の交流カードゲーム1は、交流分析に基づいて設定した複数のステージにおいて、選んだカードをきっかけに行動する参加者と他の参加者との間で肯定的ストローク(人を認めたり褒めたりする言動)を与え合う行動を促す複数種類の行動カード4と、ステージに応じた種類の行動カード4を配置するための複数のカードエリア(第1行動カードエリア3a、第2行動カードエリア3b)を有するボード盤2とを備える。
<First Embodiment>
Hereinafter, an exchange card game 1 according to a first embodiment of the present invention will be described with reference to the drawings. FIG. 1 is a diagram showing the configuration of an exchange card game 1 according to the first embodiment of the present invention. The exchange card game 1 is made of, for example, paper, plastic plate, wood, or the like. The material is not limited to these, and may be made of cloth, woven fabric, leather, quilted fabric, or the like. The interaction card game 1 of the present embodiment involves making positive strokes (acknowledging or praising a person) between a participant who acts on a selected card and other participants in a plurality of stages set based on interaction analysis. and a plurality of card areas (first action card area 3a, second action card area 3b) for arranging action cards 4 of types corresponding to stages. ) and a board board 2 having
 各種類の行動カード4は少なくとも、参加者の行動のきっかけとなる第1ヒントを表示する第1ヒント表示部4aと、その行動に関して肯定的ストロークを与えるための第2ヒントを表示する第2ヒント表示部4bとを備える。これら第1ヒント表示部4aと第2ヒント表示部4bの詳細は後述する。本実施形態の交流カードゲーム1では、このような行動カード4によって、参加者同士が互いに理解し(相互理解)、互いに認め合い(相互受容)、互いに尊重(相互尊重)できる状態を自然に作り出すことができ、参加者それぞれが自己肯定感を高めることができる場を容易に形成できるように様々な工夫が施されている。 Each type of action card 4 has at least a first hint display section 4a that displays a first hint that triggers the action of the participant, and a second hint that displays a second hint for giving affirmative stroke regarding the action. and a display unit 4b. Details of the first hint display portion 4a and the second hint display portion 4b will be described later. In the exchange card game 1 of the present embodiment, such action cards 4 naturally create a state in which the participants can understand each other (mutual understanding), accept each other (mutual acceptance), and respect each other (mutual respect). Various ideas have been devised so that each participant can easily create a place where they can raise their self-affirmation.
 以下、このような交流カードゲーム1の構成を具体的に説明する。図1に示すように交流カードゲーム1は、ボード盤2と複数種類の行動カード4とを備える。ボード盤2は、行動カード4を配置する行動カードエリア3Aと中央エリア3Bとを備える。中央エリア3Bは、ボード盤2のほぼ中央に設けられ、行動カードエリア3Aは中央エリア3Bの周囲を囲むように等間隔に並べて配置される。本実施形態では、図1に示すように4つの第1行動カードエリア3aと4つの第2行動カードエリア3bとで合計8つの行動カードエリア3Aをボード盤2に設けた場合を例示する。 The configuration of such an exchange card game 1 will be specifically described below. As shown in FIG. 1, the exchange card game 1 comprises a board board 2 and action cards 4 of a plurality of types. The board board 2 includes an action card area 3A in which action cards 4 are arranged and a central area 3B. The central area 3B is provided substantially in the center of the board board 2, and the action card areas 3A are arranged side by side at equal intervals so as to surround the circumference of the central area 3B. In this embodiment, as shown in FIG. 1, a case where a total of eight action card areas 3A are provided on the board board 2, consisting of four first action card areas 3a and four second action card areas 3b, is illustrated.
 第1行動カードエリア3aと第2行動カードエリア3bは、中央エリア3Bの周方向に交互に設けられる。第1行動カードエリア3aと第2行動カードエリア3bとにそれぞれ別の種類の行動カード4を分けて配置できる。行動カードエリア3Aと中央エリア3Bはそれぞれ円形である。なお、行動カードエリア3Aと中央エリア3Bの数、形状、大きさなどは図示するものに限られない。例えば行動カードエリア3Aは8つに限られず、9つ以上であてもよく、7つ以下であってもよい。行動カードエリア3Aと中央エリア3Bの形状は円形に限られず、楕円であってもよく、多角形(三角形、四角形、六角形、八角形など)であってもよい。 The first action card area 3a and the second action card area 3b are provided alternately in the circumferential direction of the central area 3B. Different types of action cards 4 can be arranged separately in the first action card area 3a and the second action card area 3b. The action card area 3A and the central area 3B are each circular. The number, shape, size, etc. of the action card areas 3A and the central area 3B are not limited to those illustrated. For example, the number of action card areas 3A is not limited to eight, and may be nine or more, or may be seven or less. The shapes of the action card area 3A and the central area 3B are not limited to circles, and may be ellipses or polygons (triangles, quadrilaterals, hexagons, octagons, etc.).
 行動カードエリア3Aはそれぞれ、少なくとも行動カード4の山札を配置可能な大きさであればよい。本実施形態の行動カードエリア3Aは、略中央に行動カード4の山札を配置でき、山札から選んだ個々の行動カード4を山札の周囲に配置できる。行動カードエリア3Aの大きさは、山札から選んだ個々の行動カード4が行動カードエリア3Aをはみ出す大きさにしてもよく、はみ出さない大きさにしてもよい。山札から選んだ個々の行動カード4が行動カードエリア3Aをはみ出す大きさにする場合は、山札から選んだ個々の行動カード4が他の行動カードエリア3Aに重ならない位置に置くように示唆するカード置き場の表示をボード盤2に設けてもよい。例えば図1に点線で示すように行動カード4を置く位置を示唆する表示をボード盤2に設けてもよい。また、後述する図6及び図7の行動カードエリア3Aに点線で示すように、行動カード4の山札を置く位置を示唆する山札置き場の表示を設けてもよい。また、図7のベット盤6に点線で示すように正解カード5を置く位置を示唆するカード置き場の表示を設けてもよい。図1以外の図では個々の行動カード4のカード置き場の点線を省略しており、図6と図7以外の図では行動カード4の山札置き場と正解カード5のカード置き場の点線を省略している。なお、これらの山札置き場やカード置き場の表示は設けなくてもよい。 Each of the action card areas 3A should be at least large enough to place the deck of action cards 4. In the action card area 3A of the present embodiment, the deck of action cards 4 can be arranged substantially in the center, and individual action cards 4 selected from the deck can be arranged around the deck. The size of the action card area 3A may be such that the individual action cards 4 selected from the deck protrude from the action card area 3A or not. If the size of each action card 4 selected from the deck exceeds the action card area 3A, it is suggested that the individual action card 4 selected from the deck should be placed in a position that does not overlap the other action card area 3A. You may provide the board board 2 with the display of the card place to hold. For example, as indicated by the dotted line in FIG. In addition, as indicated by the dotted line in the action card area 3A of FIGS. 6 and 7, which will be described later, a display of the stock pile may be provided to suggest the position where the deck of the action card 4 is placed. In addition, as indicated by dotted lines on the betting board 6 in FIG. 7, a display of a card place indicating the position where the correct answer card 5 is to be placed may be provided. In the figures other than FIG. 1, the dotted lines for the card placement of the individual action cards 4 are omitted, and in the figures other than FIG. 6 and FIG. ing. In addition, it is not necessary to provide the display of the deck and card storage.
 図1に示すようにボード盤2は、ボード盤2に配置可能なベット盤6を備える。ベット盤6は、ステージに応じて中央エリア3Bに配置することができる。ベット盤6は中央エリア3Bと同じ大きさの円形である。ベット盤6は、ベットエリア6Aと正解カードエリア6Bとを備える。本実施形態では、図1に示すように4つの第1ベットエリア6aと4つの第2ベットエリア6bとで合計8つのベットエリア6Aをベット盤6に設けた場合を例示する。第1ベットエリア6aはベット盤6の半円部分を扇形に4等分してなり、第2ベットエリア6bはベット盤6の残りの半円部分を扇形に4等分してなる。ベット盤6の中央には正解カード5を配置する正解カードエリア6Bが設けられている。なお、ベット盤6の構成はこれに限られない。 As shown in FIG. 1, the board board 2 includes a bed board 6 that can be placed on the board board 2. The bed board 6 can be arranged in the central area 3B according to the stage. The bed board 6 is circular and has the same size as the central area 3B. The betting board 6 has a betting area 6A and a correct answer card area 6B. In the present embodiment, as shown in FIG. 1, a case where a total of eight betting areas 6A, consisting of four first betting areas 6a and four second betting areas 6b, is provided on the betting board 6 will be exemplified. The first betting area 6a is formed by dividing the semi-circular portion of the bed board 6 into quarters, and the second betting area 6b is formed by dividing the remaining semi-circular portion of the betting board 6 into four equal parts. A correct answer card area 6B in which the correct answer cards 5 are arranged is provided in the center of the betting board 6.例文帳に追加Note that the configuration of the bed board 6 is not limited to this.
 図2は行動カード4の具体例を示す図である。行動カード4は、このカードを選んだ参加者と他の参加者との間で交流分析上のいわゆる肯定的ストローク(認めたり褒めたりする行為や言葉)を与え合う行動を促すためのカードである。図2に示すように本実施形態の行動カード4には、印象推測カード4A、自分クイズカード4B、チャレンジカード4Cの3種類が含まれる。なお、行動カード4の種類はこれに限られず、2種類以下でもよく、また4種類以上であってもよい。 FIG. 2 is a diagram showing a specific example of the action card 4. Behavior card 4 is a card for encouraging the behavior of giving so-called positive strokes (acts or words to acknowledge or praise) in interaction analysis between the participant who chose this card and other participants. . As shown in FIG. 2, the action cards 4 of this embodiment include three types of impression guessing cards 4A, own quiz cards 4B, and challenge cards 4C. The types of action cards 4 are not limited to this, and may be two or less, or four or more.
 図2は行動カード4を種類ごとにまとめて示したものである。図2には、3つの山札と、それぞれの山札の下に個別の行動カード4を示している。3つの山札の一番上のカードは、行動カード4の種類を示す表紙カードであり、それぞれの種類の個々の行動カード4は一番上の表紙カードの下側に重なっている。実際に行動カード4を使用する場合には、3つの山札の一番上の表紙カードを外して個々の行動カード4だけを山札にして使用する。 Fig. 2 shows action cards 4 grouped by type. FIG. 2 shows three decks and individual action cards 4 under each deck. The top card of the three decks is a cover card indicating the type of action card 4, and each type of individual action card 4 is overlaid under the top cover card. When the action cards 4 are actually used, the top cover cards of the three decks are removed and only the individual action cards 4 are used as the deck.
 図2において、それぞれの山札の下には、個々の行動カード4を示す。図2では、例えば印象推測カード4Aの山札の下には、個々の印象推測カード4Aの第1面(表面)を上に向けた状態を示している。自分クイズカード4Bの山札の下には、個々の自分クイズカード4Bの第1面(表面)を上に向けた状態を示すと共に、その隣には同じ自分クイズカード4Bの第2面(裏面)を上に向けた状態を示す。チャレンジカード4Cの山札の下には、個々のチャレンジカード4Cの第1面(表面)を上に向けた状態を示すと共に、その隣には同じチャレンジカード4Cの第2面(裏面)を上に向けた状態を示す。交流カードゲーム1をプレイするときには、ステージによって行動カード4の種類を変え、その種類の個々の行動カード4を山札にして使用する。以下、それぞれの種類の行動カード4の構成を説明する。 In Figure 2, individual action cards 4 are shown below each deck. In FIG. 2, for example, under the stack of impression guessing cards 4A, the first side (surface) of each impression guessing card 4A is shown facing upward. Below the stack of own quiz cards 4B, the first side (front side) of each own quiz card 4B is shown facing upward, and the second side (back side) of the same own quiz card 4B is shown next to it. ) facing up. Below the stack of challenge cards 4C, the first side (front side) of each challenge card 4C is shown facing up, and the second side (back side) of the same challenge card 4C is shown next to it. indicates a state toward When playing the exchange card game 1, the type of the action card 4 is changed depending on the stage, and each action card 4 of that type is used as a deck. The configuration of each type of action card 4 will be described below.
 図2の印象推測カード4Aは、このカードを選んだ第1参加者に関して推測した印象を他の第2参加者が発言する行動を促すための行動カード4である。図2に示すように個々の印象推測カード4Aは、第1面(表面)とその反対側の第2面(裏面)を有する。印象推測カード4Aの第1面(表面)には、第1ヒント表示部4a、第2ヒント表示部4b、行動カード4の種類(印象推測)を表示する種類表示部4cなどが設けられる。印象推測カード4Aの構成は図示したものに限られない。印象推測カード4Aは少なくとも第1ヒント表示部4a、第2ヒント表示部4bを含んでいれば、どのような構成でもよい。本実施形態の印象推測カード4Aは、第1面(表面)のみをゲームで使うので、第2面(裏面)は空白であってもよく、色や模様をつけてもよい。 The impression guessing card 4A in FIG. 2 is an action card 4 for prompting the other second participant to say the impression guessed about the first participant who chose this card. As shown in FIG. 2, each impression guessing card 4A has a first side (front side) and an opposite second side (back side). A first hint display portion 4a, a second hint display portion 4b, a type display portion 4c for displaying the type of the action card 4 (impression guess), and the like are provided on the first face (surface) of the impression guess card 4A. The configuration of the impression guessing card 4A is not limited to the illustrated one. The impression guessing card 4A may have any configuration as long as it includes at least the first hint display portion 4a and the second hint display portion 4b. Since only the first side (front side) of the impression guessing card 4A of the present embodiment is used in the game, the second side (back side) may be blank or may be colored or patterned.
 印象推測カード4Aの第1ヒント表示部4aには、このカードを選んだ第1参加者に関して推測した印象を他の第2参加者が発言するための第1ヒントが表示される。印象推測カード4Aの第1ヒントとしては、例えば子供時代、仕事・職業、能力・強み、趣味・興味などが挙げられる。印象推測カード4Aの第2ヒント表示部4bには、第2参加者の発言に対して第1参加者が肯定的ストロークを与えるための第2ヒントが表示される。印象推測カード4Aの第2ヒントは、印象推測カード4Aの第1ヒントから想定される肯定的ストロークのヒントであることが好ましい。例えば印象推測カード4Aの第1ヒントが「子供時代」なら第2ヒントとしては「共感・驚き」などが挙げられる。第1ヒントが「仕事・職業」なら第2ヒントとしては「感謝・驚き」などが挙げられる。第1ヒントが「能力・強み」なら第2ヒントとしては「感動・驚き」などが挙げられる。第1ヒントが「趣味・興味」なら第2ヒントとしては「共感、驚き」などが挙げられる。なお、印象推測カード4Aの第1ヒントと第2ヒントは例示したものに限られない。 In the first hint display section 4a of the impression guessing card 4A, a first hint is displayed for the other second participants to state their guessed impressions regarding the first participant who chose this card. The first hints of the impression guessing card 4A include, for example, childhood, job/occupation, ability/strength, hobby/interest. The second hint display portion 4b of the impression guessing card 4A displays a second hint for the first participant to give an affirmative stroke to the statement of the second participant. The second hint of the impression guessing card 4A is preferably a positive stroke hint assumed from the first hint of the impression guessing card 4A. For example, if the first hint of the impression guessing card 4A is "childhood", the second hint is "empathy/surprise". If the first hint is "work/occupation", the second hint may be "appreciation/surprise". If the first hint is "ability/strength," the second hint is "impression/surprise." If the first hint is "hobby/interest", the second hint may be "sympathy, surprise" and the like. The first hint and second hint of the impression guessing card 4A are not limited to those illustrated.
 図2の自分クイズカード4Bは、このカードを選んだ第1参加者が自身に関する自分クイズを作る行動を促し、その自分クイズに関して他の第2参加者が解答し肯定的ストロークを与える行動を促すための行動カード4である。図2に示すように個々の自分クイズカード4Bの第2面(裏面)には、第1ヒント表示部4a、第2ヒント表示部4b、行動カード4の種類(自分クイズ)を表示する種類表示部4cなどが設けられる。個々の自分クイズカード4Bの第1面(表面)には、行動カード4の種類(自分クイズ)を表示する種類表示部4c、上記分類表示部4dなどが設けられる。種類表示部4cは、自分クイズカード4Bの第1面(表面)に設けていれば、第2面(裏面)には設けなくてもよい。分類表示部4dには、例えば第1ヒントが「好きな言葉」であれば、「好きなこと」が第1ヒントの分類(カテゴリ)として表示される。なお、自分クイズカード4Bの構成は図示したものに限られない。自分クイズカード4Bは少なくとも第1ヒント表示部4a、第2ヒント表示部4bを含んでいれば、どのような構成でもよい。 The self-quiz card 4B in FIG. 2 prompts the first participant who chose this card to create a self-quiz about himself, and encourages the other second participants to answer the self-quiz and give an affirmative stroke. Action card 4 for As shown in FIG. 2, on the second surface (back surface) of each own quiz card 4B, there are a first hint display portion 4a, a second hint display portion 4b, and a type display indicating the type of action card 4 (self quiz). A portion 4c and the like are provided. On the first surface (surface) of each own quiz card 4B, there are provided a type display section 4c for displaying the type of action card 4 (self quiz), the above-described classification display section 4d, and the like. If the type display section 4c is provided on the first side (front side) of the own quiz card 4B, it may not be provided on the second side (back side). For example, if the first hint is "favorite words", "favorite things" is displayed as the classification (category) of the first hint in the classification display section 4d. Note that the configuration of the own quiz card 4B is not limited to the illustrated one. The own quiz card 4B may have any configuration as long as it includes at least the first hint display portion 4a and the second hint display portion 4b.
 自分クイズカード4Bの第1ヒント表示部4aには、このカードを選んだ第1参加者が自身に関する自分クイズを作るための第1ヒントが表示される。自分クイズカード4Bの第1ヒントとしては、例えば頑張ったこと、10年後は何をしているか、もし生まれ変わったら、好きな言葉などが挙げられる。例えば第1参加者が「好きな言葉」を第1ヒントとする自分クイズカード4Bを選ぶと、第1参加者は「好きな言葉」の表示をヒントに自身の自分クイズを考えて「私の好きな言葉は○○です。正しいかどうか当てて下さい。」などと発言できる。自分クイズは、例えば2択クイズや3択クイズなどの選択式のクイズにしてもよい。 In the first hint display section 4a of the own quiz card 4B, the first hint for the first participant who selected this card to create his/her own quiz is displayed. The first hints for the self quiz card 4B include, for example, what you have done well, what you will be doing in 10 years, and what you would like to say if you were reborn. For example, when the first participant selects his/her own quiz card 4B with "favorite words" as the first hint, the first participant thinks of his/her own quiz with the display of "favorite words" as a hint and thinks "my My favorite word is ○○. Please guess if it is correct.” The self-quiz may be a multiple-choice quiz such as a two-choice quiz or a three-choice quiz.
 自分クイズカード4Bの第2ヒント表示部4bには、第1参加者の自分クイズに関して第2参加者が肯定的ストロークを与えるための第2ヒントが表示される。自分クイズカード4Bの第2ヒントは、自分クイズカード4Bの第1ヒントから想定される肯定的ストロークのヒントであることが好ましい。例えば自分クイズカード4Bの第1ヒントが「頑張ったこと」なら第2ヒントとしては「褒め・驚き」などが挙げられる。第1ヒントが「10年後は何をしているか」なら第2ヒントとしては「励まし・驚き」などが挙げられる。第1ヒントが「もし生まれ変わったら」なら第2ヒントとしては「感動・驚き」などが挙げられる。第1ヒントが「好きな言葉」なら第2ヒントとしては「共感・驚き」などが挙げられる。なお、自分クイズカード4Bの第1ヒントと第2ヒントは例示したものに限られない。 The second hint display portion 4b of the own quiz card 4B displays a second hint for the second participant to give a positive stroke regarding the first participant's own quiz. The second hint of the own quiz card 4B is preferably a hint of a positive stroke assumed from the first hint of the own quiz card 4B. For example, if the first hint of the self quiz card 4B is "I did my best", the second hint is "praise/surprise". If the first hint is "What will you be doing in 10 years?", the second hint is "encouragement/surprise". If the first hint is "if I am reborn", the second hint is "impression/surprise". If the first hint is "favorite words", the second hint may be "empathy/surprise". The first hint and second hint of the own quiz card 4B are not limited to those illustrated.
 例えば自分クイズカード4Bの第1ヒントが「好きな言葉」であれば、「共感・驚き」などの第2ヒントが第2ヒント表示部4bに表示される。例えば上記の例において、第1参加者の自分クイズに対して第2参加者が「それは正しい」と解答すると、第1参加者は「正しくありません。実は□□が好きな言葉です。なぜなら◇◇だからです。」などと発言できる。このような第1参加者の自分クイズに関して、第2参加者は「共感・驚き」の表示をヒントに、例えば「えーそうなんですか。実は私もです。なぜなら私も◇◇だからです。」などと「驚き」と「共感」の肯定的ストロークを第1参加者に与えることができる。このように自分クイズカード4Bの第2ヒント表示部4bには、第1ヒントから想定される肯定的ストロークのヒントが第2ヒントとして第2ヒント表示部4bに表示される。 For example, if the first hint of the self quiz card 4B is "favorite word", the second hint such as "empathy/surprise" is displayed in the second hint display section 4b. For example, in the above example, if the second participant answered "That's correct" to the first participant's own quiz, the first participant said "It's not correct. Actually, □□ is my favorite word. Because ◇◇ That's why." Regarding such a self-quiz of the first participant, the second participant uses the display of "empathy / surprise" as a hint, for example, "Is that so? Actually, I am too. Because I am ◇◇." and positive strokes of 'surprise' and 'empathy' can be given to the first participant. Thus, the second hint display portion 4b of the own quiz card 4B displays the hint of the positive stroke assumed from the first hint as the second hint.
 選択式の自分クイズに対する解答には、図1に示す正解カード5を使用するようにしてもよい。本実施形態では、図3に示すような3種類の正解カード5を例示する。図3は、「A」と「B」から選択する2択の自分クイズに対して解答するための3種類の正解カード5をまとめたものである。個々の正解カード5は、第1面(表面)とその反対側の第2面(裏面)を有する。図3では、個々の正解カード5の第1面(表面)を上に向けた状態を示すと共に、その隣には同じ正解カード5の第2面(裏面)を上に向けた状態を示す。図3の正解カード5には、正解が「A」である場合の正解カード5A、正解が「B」である場合の正解カード5B、正解は「AでもないBでもない」の場合の正解カード5Cが含まれる。正解カード5Aは、第1面(表面)に「正解カード」の文字が表示され、第2面(裏面)に「A」が表示される。正解カード5Bは、第1面(表面)に「正解カード」の文字が表示され、第2面(裏面)に「B」が表示される。正解カード5Cは、第1面(表面)に「正解カード」の文字が表示され、第2面(裏面)に「AでもないBでもない」が表示される。「AでもないBでもない」の正解カード5Cを加えることで、自分クイズの正解パターンが増えるので、より面白いゲームを展開できるようになる。なお、正解カード5の構成は例示したものに限られない。ベット盤6に正解カード5C「AでもないBでもない」のベットエリアを設けるようにしてもよい。正解カード5Cの表記も「AでもないBでもない」に限られず、「A」でも「B」でもないことが分かれば、どのような表記であってもよい。 The correct answer card 5 shown in FIG. 1 may be used to answer the multiple-choice self-quiz. In this embodiment, three types of correct answer cards 5 as shown in FIG. 3 are exemplified. FIG. 3 summarizes three types of correct answer cards 5 for answering a two-choice self-quiz selected from "A" and "B". Each correct answer card 5 has a first side (front side) and an opposite second side (back side). FIG. 3 shows a state in which the first side (front side) of each correct answer card 5 is turned up, and the state in which the second side (back side) of the same correct card 5 is turned up next to it is shown. The correct answer cards 5 in FIG. 3 include a correct answer card 5A when the correct answer is "A", a correct answer card 5B when the correct answer is "B", and a correct answer card when the correct answer is "neither A nor B". 5C is included. The correct answer card 5A has the characters "correct answer card" displayed on the first surface (front surface) and "A" displayed on the second surface (back surface). The correct answer card 5B has the characters "correct answer card" displayed on the first surface (front surface) and "B" displayed on the second surface (back surface). The correct answer card 5C has the characters "correct answer card" displayed on the first side (front side) and "neither A nor B" displayed on the second side (back side). By adding the correct answer card 5C of "neither A nor B", the number of correct answer patterns for one's own quiz increases, so that a more interesting game can be developed. Note that the configuration of the correct answer card 5 is not limited to the illustrated one. A betting area for the correct card 5C "neither A nor B" may be provided on the betting board 6.例文帳に追加The notation of the correct answer card 5C is not limited to "neither A nor B", and may be any notation as long as it is known that it is neither "A" nor "B".
 正解カード5は、ベット盤6の正解カードエリア6Bに置かれる。上記の例では、第1参加者が自分クイズを作り出すと、その自分クイズの正解が表示された正解カード5を、第2面(裏面)の正解の表示が見えないように第1面(表面)を表向きにして、正解カードエリア6Bに置く。第2参加者の解答のあとに、第1参加者は正解カード5をめくって第2面(裏面)の正解の表示を見せて説明する。 The correct card 5 is placed in the correct card area 6B of the betting board 6. In the above example, when the first participant creates his or her own quiz, the correct answer card 5 displaying the correct answer for the self-quiz is displayed on the first side (front side) so that the correct answer on the second side (back side) cannot be seen. ) is turned face up and placed in the correct answer card area 6B. After the second participant's answer, the first participant turns over the correct answer card 5 to show the display of the correct answer on the second side (back side) and explain.
 自分クイズに正解した参加者には、報酬を与えるようにしてもよい。例えば報酬としては、本ゲーム内専用の通貨としてコイン7を用意しておき、正解したら報酬としてコイン7をもらえるようにしてもよい。本実施形態のコイン7の数量を表す単位を例えば「Hapi(ハピ)」と表記する。Hapiは最小単位である。色分けして複数の単位のコイン7にしてもよい。例えば銅色のコイン7は1枚で1Hapi、銀色のコイン7は1枚で5Hapi、金色のコイン7は1枚で10Hapiとしてもよい。 "Participants who answered their own quizzes correctly may be rewarded." For example, as a reward, coins 7 may be prepared as a currency dedicated to the game, and if a correct answer is given, the coin 7 may be given as a reward. A unit representing the quantity of coins 7 in the present embodiment is expressed as, for example, "Hapi". Hapi is the smallest unit. Coins 7 of a plurality of units may be separated by color. For example, one copper coin 7 may be 1 Hapi, one silver coin 7 may be 5 Hapi, and one gold coin 7 may be 10 Hapi.
 このように報酬を与えることで、各参加者に対して積極的な行動を促すことができ、参加者同士で肯定的ストロークを自然に与え合うように促すことができる。このコイン7は、自分クイズの解答の賭けを行う場合にベット盤6に賭けるためにも使用される。図1のベット盤6では、第1ベットエリア6aがコイン7を「A」に賭ける領域であり、第2ベットエリア6bがコイン7を「B」に賭ける領域である。第1ベットエリア6a、第2ベットエリア6bはそれぞれ、参加者がもらえるコイン7の数量で4つに分けられている。図1では参加者がもらえるコイン7の数量として、1Hapi、3Hapi、5Hapi、10Hapiのいずれかを例示するが、これに限られるものではない。 By giving rewards in this way, it is possible to encourage each participant to take positive actions, and to encourage participants to naturally give positive strokes to each other. This coin 7 is also used to bet on the betting board 6 when betting on the answer to the self-quiz. In the betting board 6 of FIG. 1, the first betting area 6a is an area for betting coins 7 on "A", and the second betting area 6b is an area for betting coins 7 on "B". The first betting area 6a and the second betting area 6b are each divided into four areas according to the amount of coins 7 that the participants can receive. In FIG. 1, one of 1 Hapi, 3 Hapi, 5 Hapi, and 10 Hapi is exemplified as the amount of coins 7 that a participant can receive, but it is not limited to this.
 第1参加者の自分クイズに対して、第2参加者が「A」に賭けるときは、4つの第1ベットエリア6aのいずれかを選んでコイン7を置き、第2参加者が「B」に賭けるときは、4つの第2ベットエリア6bのいずれかを選んで1Hapiのコイン7を置く。例えば図1には第2参加者が正解「B」5Hapiの第2ベットエリア6bに1Hapiのコイン7を置いて賭けた場合である。もし正解すれば、第2参加者は例えば本ゲーム専用の仮想銀行から5Hapiのコイン7をもらえるが、不正解なら第2参加者が賭けた1Hapiのコイン7は第1参加者がもらえる。コイン7のやり取りはこれに限られない。なお、本実施形態では、正解を賭けるコインとしても、本ゲーム内専用の通貨としてのコイン7を使用する場合を例示したが、これに限られない。例えば本ゲーム内専用の通貨としてのコイン7とは別に、賭けに使用するための専用の賭けコインを別途設けるようにしてもよい。賭けコインは参加者毎に色を変えるようにしてもよい。色を変えることで、誰が賭けているかが容易に分かるようになる。 When the second participant bets on "A" for the self-quiz of the first participant, he/she chooses one of the four first bet areas 6a and places a coin 7, and the second participant bets on "B". When betting on , one of the four second betting areas 6b is selected and a coin 7 of 1 Hapi is placed. For example, in FIG. 1, the second participant places a bet of 1 Hapi coin 7 on the second bet area 6b of the correct answer "B" 5 Hapi. If the answer is correct, the second participant receives 5 Hapi coins 7 from, for example, a virtual bank dedicated to this game, but if the answer is incorrect, the first participant receives the 1 Hapi coin 7 bet by the second participant. Exchange of coins 7 is not limited to this. In addition, in the present embodiment, the coin 7, which is the currency exclusively used in the game, is used as the coin for betting on the correct answer, but the present invention is not limited to this. For example, apart from the coin 7 as a currency dedicated to the game, dedicated betting coins to be used for betting may be separately provided. The bet coin may be of a different color for each participant. Changing colors makes it easier to see who is betting.
 図2のチャレンジカード4Cは、このカードを選んだ参加者がチャレンジした行動に関して他の参加者が肯定的ストロークを与える行動を促すための行動カード4である。図2に示すように個々のチャレンジカード4Cの第2面(裏面)には、第1ヒント表示部4a、第2ヒント表示部4b、行動カード4の種類(チャレンジ)を表示する種類表示部4c、第1ヒントによってチャレンジする行動の難易度を示す難易度表示部4eなどが設けられる。個々のチャレンジカード4Cの第1面(表面)には、上記種類表示部4c、第1ヒントの分類(カテゴリ)を表示する分類表示部4d、上記難易度表示部4eなどが設けられる。種類表示部4cは、チャレンジカード4Cの第1面(表面)に設けていれば、第2面(裏面)には設けなくてもよい。なお、チャレンジカード4cの構成は図示したものに限られない。チャレンジカード4cは少なくとも第1ヒント表示部4a、第2ヒント表示部4bを含んでいれば、どのような構成でもよい。 The challenge card 4C in FIG. 2 is an action card 4 for encouraging other participants to give affirmative strokes to the action challenged by the participant who chose this card. As shown in FIG. 2, on the second surface (back surface) of each challenge card 4C, there are a first hint display portion 4a, a second hint display portion 4b, and a type display portion 4c for displaying the type (challenge) of the action card 4. , a difficulty level display section 4e for indicating the difficulty level of the action to be challenged by the first hint, and the like. The first face (surface) of each challenge card 4C is provided with the type display section 4c, the classification display section 4d for displaying the classification (category) of the first hint, the difficulty level display section 4e, and the like. If the type display portion 4c is provided on the first surface (front surface) of the challenge card 4C, it may not be provided on the second surface (back surface). In addition, the structure of the challenge card 4c is not restricted to what was illustrated. The challenge card 4c may have any configuration as long as it includes at least the first hint display portion 4a and the second hint display portion 4b.
 分類表示部4dには、例えば第1ヒントが「気象予報士」であれば、「演技・表現1」が第1ヒントの分類として表示される。「演技・表現2」は、「演技・表現1」よりも難易度が高い「舞台女優」のような第1ヒントの分類である。難易度表示部4eは、例えば黒星の数で表記される。黒星の数の多いチャレンジカード4cほど難易度が高い。例えば「演技・表現1」は黒星の数が3つであるのに対して、それよりも難易度が高い「演技・表現2」は黒星の数が4つである。なお、難易度の表示は、黒星の数に限られない。星以外の図形、文字、数字、アイコンなどどのような表示でもよい。 For example, if the first hint is "weather forecaster", "performance/expression 1" is displayed as the classification of the first hint in the classification display section 4d. "Performance/Expression 2" is a first hint classification such as "Stage actress" that is more difficult than "Performance/Expression 1". The difficulty level display section 4e is indicated by, for example, the number of black stars. The challenge card 4c with a larger number of black stars has a higher degree of difficulty. For example, "Performance/Expression 1" has three losses, while "Performance/Expression 2", which has a higher degree of difficulty, has four losses. It should be noted that the display of the difficulty level is not limited to the number of black stars. Any display other than stars, such as figures, characters, numbers, and icons, may be used.
 チャレンジカード4Cの第1ヒント表示部4aには、このカードを選んだ第1参加者がチャレンジする行動のための第1ヒントが表示される。チャレンジカード4Cの第1ヒントとしては、例えば尻文字として「のり」、ジェスチャーとして「動物のまね」、「演技・表現1」として「気象予報士」、「演技・表現2」として「舞台女優」が挙げられる。例えば第1参加者が「気象予報士」を第1ヒントとするチャレンジカード4Cを選ぶと、その「気象予報士」の表示をヒントに、第1参加者は「気象予報士」のまね(行動)をする。 The first hint display portion 4a of the challenge card 4C displays the first hint for the action challenged by the first participant who chose this card. As the first hint of the challenge card 4C, for example, "nori" as the bottom character, "animal imitation" as the gesture, "weather forecaster" as the "performance/expression 1", and "stage actress" as the "performance/expression 2". is mentioned. For example, if the first participant selects challenge card 4C with a "weather forecaster" as the first hint, the first participant imitates the "weather forecaster" using the display of the "weather forecaster" as a hint. )do.
 チャレンジカード4Cの第2ヒント表示部4bには、第1参加者がチャレンジした行動に関して第2参加者が肯定的ストロークを与えるための第2ヒントが表示される。チャレンジカード4Cの第2ヒントは、チャレンジカード4Cの第1ヒントから想定される肯定的ストロークのヒントであることが好ましい。例えばチャレンジカード4Cの第1ヒントが「のりの尻文字」なら第2ヒントとしては「賞賛・上手」などが挙げられる。第1ヒントが「動物のまね」なら第2ヒントとしては「面白い・上手」などが挙げられる。第1ヒントが「気象予報士の演技・表現」なら第2ヒントとしては「褒め・上手」などが挙げられる。第1ヒントが「舞台女優の演技・表現」なら第2ヒントとしては「感動・上手」などが挙げられる。なお、チャレンジカード4Cの第1ヒントと第2ヒントは例示したものに限られない。例えば上記の例において、第1参加者の「気象予報士」のまね(行動)に関して第2参加者は、「褒め」の表示をヒントに「素晴らしい!」などと「褒め」の肯定的ストロークを第1参加者に与えることができる。このようにチャレンジカード4Cの第2ヒント表示部4bには、第1ヒントから想定される肯定的ストロークのヒントが第2ヒントとして第2ヒント表示部4bに表示される。 The second hint display portion 4b of the challenge card 4C displays a second hint for the second participant to give an affirmative stroke regarding the action challenged by the first participant. The second hint of challenge card 4C is preferably a positive stroke hint assumed from the first hint of challenge card 4C. For example, if the first hint of the challenge card 4C is "the last character of the seaweed", the second hint may be "praise/skill". If the first hint is "animal impersonation", the second hint is "interesting/skillful". If the first hint is "performance/expression of a weather forecaster", the second hint may be "praise/skill". If the first hint is "acting/expression of a stage actress", the second hint is "impressed/good". In addition, the 1st hint and 2nd hint of the challenge card 4C are not restricted to what was illustrated. For example, in the above example, regarding the first participant's ``weather forecaster'' impersonation (behavior), the second participant makes a positive stroke of ``praise'' such as ``wonderful!'' with the display of ``praise'' as a hint. Can be given to the first participant. In this manner, the second hint display portion 4b of the challenge card 4C displays the hint of the positive stroke assumed from the first hint as the second hint.
 次に交流カードゲーム1の構成とステージとの関係について図4を参照しながら説明する。図4は、交流カードゲーム1の構成を各ステージに関連づけたステージ情報8の具体例を示す図である。交流カードゲーム1には、交流分析の基本的な構えに基づく複数のステージ(例えば3つのステージ)があり、各ステージに応じて使用するボード盤2及び行動カード4を変えることができる。ステージ情報8は、各ステージに、使用されるボード盤2と行動カード4などの交流カードゲーム1の構成を関連付けたものである。ステージ情報8は、例えば紙、プラスチック板、木材などに表示される。但し、これに限られず、ステージ情報8は、スマホなどの端末装置やパーソナルコンピュータなどのコンピュータで読取り可能なデータで構成してもよい。 Next, the relationship between the structure of the exchange card game 1 and the stages will be described with reference to FIG. FIG. 4 is a diagram showing a specific example of stage information 8 in which the configuration of the exchange card game 1 is associated with each stage. The exchange card game 1 has a plurality of stages (for example, three stages) based on the basic stance of exchange analysis, and the board board 2 and action cards 4 to be used can be changed according to each stage. The stage information 8 associates each stage with the configuration of the exchange card game 1 such as the board board 2 and action cards 4 used. The stage information 8 is displayed, for example, on paper, a plastic plate, wood, or the like. However, the stage information 8 is not limited to this, and may be composed of data readable by a terminal device such as a smartphone or a computer such as a personal computer.
 図4のステージ情報8は、ステージ、ボード盤、行動カード、グループ親密度などの項目で構成される。ボード盤2の項目には、各ステージで構成するボード盤が表示される。ボード盤2の項目は、そのステージで使用するボード盤2の構成である。「ベット盤なし」は、例えば図6に示すように中央エリア3Bにベット盤6を配置しない構成のボード盤2である。「ベット盤あり」は、例えば図7に示すように中央エリア3Bにベット盤6を配置する構成のボード盤2である。行動カード4の項目において、「印象推測」は印象推測カード4Aを示し、「自分クイズ」は自分クイズカード4Bを示し、「チャレンジ」はチャレンジカード4Cを示す。 The stage information 8 in FIG. 4 consists of items such as stages, boards, action cards, and group intimacy. The board board 2 item displays the board board configured in each stage. The item of the board board 2 is the configuration of the board board 2 used in the stage. "Without bed board" is, for example, a board board 2 configured without a bed board 6 in the central area 3B as shown in FIG. "With bed board" is, for example, the board board 2 configured to arrange the bed board 6 in the central area 3B as shown in FIG. In the items of the action cards 4, "impression guess" indicates the impression guess card 4A, "self quiz" indicates the self quiz card 4B, and "challenge" indicates the challenge card 4C.
 図4のステージ情報によれば、第1ステージでは、例えば図6に示すボード盤2(ベット盤6なし)の第1行動カードエリア3aに、図8に示すように印象推測カード4Aを配置することにより交流カードゲーム1を構成する。第2ステージでは、例えば図7に示すボード盤2(ベット盤6あり)の第1行動カードエリア3aに、図9に示すように自分クイズカード4Bを配置して交流カードゲーム1を構成する。第3ステージでは、例えば図6に示すボード盤2(ベット盤6なし)の第2行動カードエリア3bに、図11に示すようにチャレンジカード4Cを配置して交流カードゲーム1を構成する。 According to the stage information of FIG. 4, in the first stage, the impression guessing cards 4A are arranged as shown in FIG. 8 in the first action card area 3a of the board board 2 (without the bed board 6) shown in FIG. Thus, the exchange card game 1 is constructed. In the second stage, the exchange card game 1 is constructed by arranging the own quiz cards 4B as shown in FIG. In the third stage, the exchange card game 1 is constructed by arranging the challenge cards 4C as shown in FIG. 11 in the second action card area 3b of the board board 2 (without the bed board 6) shown in FIG.
 図4のステージ情報8には、各ステージにグループ親密度が関連付けられている。グループ親密度は、交流カードゲームに参加するグループにおける参加者全体の親密度のレベルを示す。グループ親密度の数字が大きいほど参加者同士の親密度が高い。図4ではグループ親密度のレベルを3段階にしている。本実施形態では、第1ステージ(推測印象)、第2ステージ(自分クイズ)、第3ステージ(チャレンジ)とステージが上がる毎に難易度が高くなるので、それに対応させたものである。 In the stage information 8 in FIG. 4, each stage is associated with a group intimacy. Group intimacy indicates the level of intimacy of all participants in the group participating in the exchange card game. The higher the number of group intimacy, the higher the intimacy between participants. In FIG. 4, there are three levels of group intimacy. In this embodiment, the level of difficulty increases as the stage progresses from the first stage (guessed impression), the second stage (self-quiz), and the third stage (challenge).
 グループ親密度はレベル「0」「1」「2」の3段階であり、レベル「0」は第1ステージに関連づけられ、レベル「1」は第2ステージに関連付けられ、レベル「2」は第2ステージに関連づけられる。これによれば、グループ親密度のレベルに応じて最初のスタートステージを変えることができる。例えば第1ステージは難易度が低く、初対面でも参加しやすい。慣れてくると第2ステージや第3ステージも参加し易くなる。このため、グループ親密度のレベルが最も低い「0」、例えば初心者が含まれる場合などは第1ステージからスタートする。グループ親密度のレベル「1」、例えば参加者が1回以上のゲーム経験者であれば、第2ステージからスタートすることもできる。グループ親密度のレベル「2」、例えば参加者同士が互いによく知っている友達同士であれば、第3ステージからスタートしてもよい。このように複数のステージに参加者の親密度を関連付けることで、親密度に応じたステージの選択もできるようになる。 There are three levels of group intimacy: levels 0, 1, and 2. Level 0 is associated with the first stage, level 1 is associated with the second stage, and level 2 is associated with the second stage. Associated with 2 stages. According to this, the first start stage can be changed according to the level of group intimacy. For example, the first stage has a low degree of difficulty, making it easy for even first-timers to participate. As you get used to it, it becomes easier to participate in the second and third stages. Therefore, if the group intimacy level is "0", which is the lowest, for example, if a beginner is included, the first stage is started. If the group intimacy level is "1", for example, if the participants have played the game more than once, they can start from the second stage. Group intimacy level "2", for example, if the participants are friends who know each other well, they may start from the third stage. By associating the degree of intimacy of the participants with multiple stages in this way, it is possible to select the stage according to the degree of intimacy.
 なお、本実施形態のボード盤2には、第1行動カードエリア3aと第2行動カードエリア3bとの2つに分けているので、同時に2種類の行動カード4を配置できる。このため、例えば第2ステージと第3ステージを連続して実施する場合には、第2ステージの終了後に、図10のような自分クイズカード4Bを第1行動カードエリア3aに配置したまま(ベット盤6も配置したまま)、第2行動カードエリア3bにチャレンジカード4Cを配置して第3ステージを開始することもできる。ただし、第2ステージと第3ステージを連続して実施する場合でも、ボード盤2からベット盤6と自分クイズカード4Bを取り除いて、図11に示すようにボード盤2にチャレンジカード4Cを配置してもよい。 In addition, since the board board 2 of this embodiment is divided into two areas, the first action card area 3a and the second action card area 3b, two types of action cards 4 can be arranged at the same time. For this reason, for example, when the second stage and the third stage are continuously performed, after the second stage is completed, the own quiz card 4B as shown in FIG. The third stage can also be started by placing the challenge card 4C in the second action card area 3b while the board 6 is still placed). However, even if the second stage and the third stage are continuously performed, the betting board 6 and the own quiz card 4B are removed from the board board 2, and the challenge card 4C is placed on the board board 2 as shown in FIG. may
 次に各ステージと交流分析との関係について図5を参照しながら説明する。図5は3つのステージと交流分析の基本的な構えとの関係を示す図である。交流分析によれば、他人が自分をどう感じているか、自分が他人をどう感じているかにより、4つの構え(OK牧場とも称される)があるとされている。具体的には、自分はOKでなく(I’m not OK.)、他人もOKでない(You’re not OK.)との構え、自分はOKでないが(I’m not OK.)、他人はOKである(You’re OK.)との構え、自分はOKであるが(I’m OK.)、他人はOKでない(You’re not OK.)との構え、自分もOKであり(I’m OK.)、他人もOK(You’re OK.)であるとの構えである。OKとは、例えば理解、受容、尊重などがある状態である。 Next, the relationship between each stage and exchange analysis will be explained with reference to Fig. 5. FIG. 5 is a diagram showing the relationship between the three stages and the basic stance of AC analysis. According to interaction analysis, there are four stances (also called OK Ranch), depending on how others feel about you and how you feel about others. Specifically, I am not OK (I'm not OK.) and others are not OK (You're not OK.). is OK (You're OK.), I'm OK (I'm OK.), others are not OK (You're not OK.), I'm OK (I'm OK.), and others are OK (You're OK.). OK is a state of understanding, acceptance, respect, etc., for example.
 図5に示すように本実施形態では、このような交流分析の基本的な構え(4つの構え)に基づいて交流カードゲーム1での4つの状態を定義する。交流カードゲーム1での4つの状態は、自分も他人もOKでない第1の状態(I’m not OK.You’re not OK.の状態)、自分はともかく他人はOKである第2の状態(You’re OK.の状態)、他人はともかく自分はOKである第3の状態(I’m OK.の状態)、自分も他人もOKである第4の状態(I’m OK.You’re OK.の状態)とする。 As shown in FIG. 5, in this embodiment, four states in the exchange card game 1 are defined based on such basic stances (four stances) of exchange analysis. The four states in the exchange card game 1 are a first state in which neither you nor others are OK (I'm not OK. You're not OK. state), and a second state in which you are OK with others. (You're OK. state), the third state (I'm OK. state) in which you are OK regardless of others, and the fourth state (I'm OK. You 're OK. state).
 交流カードゲーム1を始める前に知らない人が参加者に含まれていれば、参加者同士の関係は第1の状態から第3の状態のいずれかの状態の可能性が高い。交流カードゲーム1では、主として相互理解を深めることを目指す第1ステージ、主として相互受容を深めることを目指す第2ステージ、主として相互尊重を深めることを目指す第3ステージを備える。第1ステージ、第2ステージ、第3ステージのゲームを順番に行うことで、各ステージに応じた行動カード4によって参加者の行動や参加者同士の肯定的ストロークを促すことができる。これにより、参加者同士が第1の状態乃至第3の状態から相互理解・相互受容・相互尊重の第4の状態に近づける環境を自然に作り出すことができる。したがって、交流カードゲーム1によれば、参加者同士で自己肯定感を高め合える場を形成でき、初対面の人でも互いの理解が深まり、互いに受容し尊重し合えるように仲良くなることができ、互いに幸せで良好な人間関係を形成できるようになる。 If a stranger is included in the participants before starting the exchange card game 1, there is a high possibility that the relationship between the participants will be in one of the first to third states. The exchange card game 1 comprises a first stage mainly aimed at deepening mutual understanding, a second stage mainly aiming at deepening mutual acceptance, and a third stage mainly aiming at deepening mutual respect. By playing the games of the first stage, the second stage, and the third stage in order, the action cards 4 corresponding to each stage can prompt the participants to take action and make positive strokes between the participants. As a result, it is possible to naturally create an environment in which the participants move from the first to third states to the fourth state of mutual understanding, mutual acceptance, and mutual respect. Therefore, according to the exchange card game 1, it is possible to form a place where participants can enhance their self-esteem, deepen their mutual understanding even when meeting for the first time, and become friends so that they can accept and respect each other. You will be able to form happy and good relationships.
 ここで、交流分析による4つの状態との関係を踏まえながら、各ステージでの交流カードゲーム1の実施方法について図4及び図6乃至図11を参照しながら具体的に説明する。図6は、第1ステージで使用するボード盤2の構成例を示す図である。図7は、第2ステージ及び第3ステージで使用されるボード盤2の構成例を示す図である。図8は、第1ステージのボード盤2と行動カード4を示す図である。図9は、第2ステージのボード盤2と行動カード4を示す図である。図10は、第2ステージのベット盤6にコイン7を賭けた状態を示す図である。図11は、第3ステージのボード盤2と行動カード4を示す図である。ここでは、図4に示すように第1ステージ(相互理解)、第2ステージ(相互受容)、第3ステージ(相互尊重)の順に交流カードゲーム1を実施する場合を例示する。 Here, the method of implementing the exchange card game 1 in each stage will be specifically described with reference to FIGS. FIG. 6 is a diagram showing a configuration example of the board board 2 used in the first stage. FIG. 7 is a diagram showing a configuration example of the board board 2 used in the second stage and the third stage. FIG. 8 shows the board board 2 and action cards 4 in the first stage. FIG. 9 is a diagram showing the board board 2 and action cards 4 in the second stage. FIG. 10 is a diagram showing a state in which coins 7 are betted on the betting board 6 in the second stage. FIG. 11 shows the board board 2 and action cards 4 in the third stage. Here, as shown in FIG. 4, the case where the exchange card game 1 is carried out in order of the first stage (mutual understanding), the second stage (mutual acceptance), and the third stage (mutual respect) is illustrated.
 先ず第1ステージは、主として参加者同士の相互理解を深めるステージである。初対面で互いのことを何も知らない参加者同士が仲良くなるには、先ずは互いの理解を深めることが重要である。この場合に役立つ行動カード4が印象推測カード4Aである。印象推測カード4Aによれば、相手の理解が深まる第2の状態(You’re OK.の状態)になりやすい環境を作り出すことができる。そこで、第1ステージでは、図6に示すベット盤6を配置しないボード盤2を使用し、図8に示すように4つの第1行動カードエリア3aのそれぞれに別々の分類の印象推測カード4Aを1枚ずつ配置する。なお、印象推測カード4Aを配置は図示する場合に限られず、第2行動カードエリア3bに配置してもよい。 First, the first stage is mainly to deepen mutual understanding between participants. In order for participants who do not know each other for the first time to become friends, it is important to deepen their mutual understanding. The action card 4 useful in this case is the impression guessing card 4A. According to the impression guessing card 4A, it is possible to create an environment that facilitates the second state (You're OK. state) in which the other person's understanding is deepened. Therefore, in the first stage, the board board 2 without the betting board 6 shown in FIG. 6 is used, and as shown in FIG. Place one by one. The placement of the impression guessing cards 4A is not limited to the case illustrated, and may be placed in the second action card area 3b.
 本実施形態では、4つの分類(カテゴリ)の印象推測カード4Aを配置する場合を例示するが、これに限られず、3つ以下の分類又は5つ以上の分類の印象推測カード4Aを配置してもよい。印象推測カード4Aの分類は、参加者層(年齢層、男女、社会人、主婦、経営者、取締役、新人社員、家族など)によって変えることもできる。例えば図8では、社会人の参加者を想定しているので「仕事・職業」の分類も使用しているが、専業主婦の参加者が多い場合には、「仕事・趣味」の分類は使用せず、代わりに「料理・子育て」の分類などを使用してもよい。 This embodiment exemplifies the case where the impression guessing cards 4A of four categories are arranged, but the present invention is not limited to this, and the impression guessing cards 4A of three or less or five or more categories are arranged good too. The classification of the impression guessing cards 4A can also be changed according to the class of participants (age group, gender, adult, housewife, manager, director, new employee, family member, etc.). For example, in Fig. 8, since participants are assumed to be working adults, the classification of “work/occupation” is also used. Instead, a category such as “cooking/parenting” may be used.
 第1ステージでは、先ず図8に示す4つの分類(カテゴリ)から好きな印象推測カード4Aを選ぶ。例えば第1参加者が「子供時代」を第1ヒントとする印象推測カード4Aを選ぶと、他の第2参加者は「子供時代」の表示をヒントに第1参加者の子供時代を推測し「こんな子供時代だったのでは」などとその印象を発言できる。この第2参加者の発言に関して、第1参加者は肯定的ストロークを与えることができる。 In the first stage, first select a favorite impression guessing card 4A from the four classifications (categories) shown in FIG. For example, when the first participant selects an impression guessing card 4A with "childhood" as the first hint, the other second participant guesses the first participant's childhood with the display of "childhood" as a hint. You can express your impressions by saying things like, "This was my childhood." For this second participant's statement, the first participant can give an affirmative stroke.
 ところが、この場合、第1参加者は、第2参加者の発言に対してどのように肯定的ストロークを与えればよいか分からないことがある。そのような場合でも、本実施形態の印象推測カード4Aによれば、例えば「共感・驚き」との第2ヒントが表示されるので、それをヒントに肯定的ストロークをどう与えればよいか分かり易くなる。例えば上記の例であれば、第2参加者の「こんな子供時代だったのでは」との発言に関して、それが事実であれば、第1参加者は「共感」の表示をヒントに、「その通りです。よく分かりましたね。」などと「共感」の肯定的ストロークを与えることができる。もし第2参加者の発言が事実でなかったとしても、第1参加者は「驚き」の表示をヒントに、「そのように見えるとは意外でした。でも嬉しいです。」などと「驚き」の肯定的ストロークを第2参加者に与えることができる。 However, in this case, the first participant may not know how to give an affirmative stroke to the second participant's statement. Even in such a case, according to the impression guessing card 4A of the present embodiment, a second hint such as "empathy/surprise" is displayed. Become. For example, in the above example, regarding the second participant's remark, "This is what my childhood must have been like," if it is true, the first participant uses the display of "sympathy" as a hint to say, "That You can give a positive stroke of "sympathy" such as "Yes. Even if the second participant's remarks were not true, the first participant used the display of "surprise" as a hint to say, "I was surprised to see that, but I'm happy." of positive strokes may be given to the second participant.
 このように、第1参加者が選んだ印象推測カード4Aに印象を発言するための第1ヒントが表示されるので、何もヒントがない場合に比して第2参加者は第1参加者の印象を発言し易くなる。さらに肯定的ストロークの第2ヒントも表示されるので、何もヒントがない場合に比して第1参加者はその第2参加者の発言に関して肯定的ストロークを与え易くなる。第1ステージでは、各参加者が順番に第1参加者となって印象推測カード4Aを選び、他の第2参加者との間で肯定的ストロークのやり取りを繰り返す。参加者全員に順番が回ったら第1ステージ終了である。 In this way, since the first hint for expressing the impression is displayed on the impression guessing card 4A selected by the first participant, the second participant is more likely to be the first participant than the case where there is no hint. It becomes easier to express the impression of In addition, since the second hint for the positive stroke is also displayed, the first participant is more likely to give the positive stroke to the second participant's utterance than if there were no hint. In the first stage, each participant in turn becomes the first participant, selects an impression guessing card 4A, and repeats the exchange of positive strokes with other second participants. When all participants have had their turn, the first stage ends.
 このような第1ステージによれば、印象推測カード4Aによって主として参加者同士の相互理解を深めることができる環境を形成し易くなる。具体的には、第2参加者は、第1参加者が選んだ印象推測カード4Aの第1ヒントに基づいて第1参加者の印象を発言することができ、第2ヒントに基づいて第1参加者からその発言に関する肯定的ストロークを第1参加者からもらうことで、第1参加者の理解を深めることができる。このような肯定的ストロークのやり取りが参加者全員で繰り返されることにより、参加者同士の相互理解を深めることができる。 According to such a first stage, it becomes easier to create an environment where the impression guessing cards 4A can mainly deepen the mutual understanding between the participants. Specifically, the second participant can state the impression of the first participant based on the first hint of the impression guessing card 4A selected by the first participant, and can give the first impression based on the second hint. The understanding of the first participant can be deepened by receiving affirmative strokes from the first participant regarding the statement from the participants. By repeating such an exchange of affirmative strokes among all the participants, it is possible to deepen the mutual understanding between the participants.
 これにより、参加者同士がたとえ第1の状態(I’m not OK.You’re not OK.の状態)であったとしても、第2の状態(You’re OK.の状態)に近づけることができる。また、印象推測カード4Aの第1ヒントに基づいて自分の印象を他の参加者が発言してもらえるので、自分が他人からどのように見られているか、意外な気づきも得られる。これをきっかけに自分の良いところに気づくことで自己肯定感が高まり、第3の状態(I’m OK.の状態)に近づけることもできる。 As a result, even if the participants are in the first state (I'm not OK. You're not OK. state), they can approach the second state (You're OK. state). can be done. In addition, since other participants can express their own impressions based on the first hint of the impression guessing card 4A, the participants can unexpectedly notice how they are viewed by others. By taking this as an opportunity to notice one's own strengths, one's self-esteem increases, and one can approach the third state (the state of I'm OK.).
 次に第2ステージは、主として参加者同士の相互受容を深めるステージである。第1ステージで互いのことを理解し合えた参加者同士がさらに親睦を深めるためには、互いを認め合うこと(相互受容)が重要である。この場合に役立つ行動カード4が自分クイズカード4Bである。自分クイズカード4Bによれば、さらに互いの理解が深まり、自分も受け入れる第2の状態(You’re OK.の状態)になりやすい環境を作り出すことができる。そこで、第2ステージでは、図7に示すベット盤6を配置したボード盤2を使用し、図9に示すように4つの第1行動カードエリア3aのそれぞれに別々の分類の自分クイズカード4Bの山札を配置する。自分クイズカード4Bの山札は、第1面(表面)が上になるように配置する。参加者は好きな分類(カテゴリ)の自分クイズカード4Bを選択し、個々の自分クイズカード4Bを1枚とってひっくり返し、第2面(裏面)が上になるように、自分クイズカード4Bの山札の近くに配置する。これにより、自分クイズカード4Bを選んでみないと第1ヒントと第2ヒントが見えないので、ワクワク感を出せる。なお、自分クイズカード4Bを配置は図示する場合に限られず、第2行動カードエリア3bに配置してもよい。 Next, the second stage is mainly to deepen mutual acceptance among participants. In order for the participants, who have come to understand each other in the first stage, to further deepen their friendship, it is important to recognize each other (mutual acceptance). The action card 4 useful in this case is the own quiz card 4B. According to the own quiz card 4B, it is possible to further deepen mutual understanding and create an environment where it is easy to enter the second state (You're OK. state) where you accept yourself. Therefore, in the second stage, the board board 2 on which the betting board 6 shown in FIG. 7 is arranged is used, and as shown in FIG. Place the deck. The deck of one's own quiz card 4B is arranged so that the first side (front side) faces upward. Participants select their own quiz card 4B of their favorite classification (category), take one individual quiz card 4B, turn it upside down, and turn the second side (back) of their own quiz card 4B up. Place it near the deck. As a result, the player cannot see the first and second hints unless he or she chooses the quiz card 4B, thereby creating a sense of excitement. The placement of the own quiz card 4B is not limited to the case shown in the figure, and may be placed in the second action card area 3b.
 本実施形態では、4つの分類(カテゴリ)の自分クイズカード4Bを配置する場合を例示するが、これに限られず、3つ以下の分類又は5つ以上の分類の自分クイズカード4Bを配置してもよい。自分クイズカード4Bの分類は、参加者層(年齢層、男女、社会人、主婦、経営者、取締役、新人社員、家族など)によって変えることもできる。 In this embodiment, the case of arranging own quiz cards 4B of four classifications (categories) is exemplified, but the present invention is not limited to this. good too. The classification of the self quiz card 4B can also be changed according to the class of participants (age group, gender, adult, housewife, manager, director, new employee, family member, etc.).
 第2ステージでは、先ず図9に示す4つの分類(カテゴリ)から好きな分類の山札を選び、その山札の一番上の自分クイズカード4Bを1枚とってひっくり返し、第2面(裏面)を上にして山札の近くに置く。例えば図9では「過去・現在」の分類を選んで、第1ヒントが「好きな言葉」の自分クイズカード4Bを1枚とった場合を例示する。例えば第1参加者が「好きな言葉」を第1ヒントとする自分クイズカード4Bを選ぶと、「好きな言葉」の表示をヒントに第1参加者は正解か不正解かの2択の自分クイズを考えて「○○が好きな言葉です。正しいは「A」、正しくないは「B」。さてどちらでしょう。」などと発言し、正解カード5を正解カードエリア6Bに置く。正解カード5は第2面(裏面)の解答が見えないように第1面(表面)を上にして置く。 In the second stage, first, choose a deck of your favorite category from the four categories shown in FIG. (back side) face up and place it near the deck. For example, FIG. 9 illustrates a case where the classification of "past/present" is selected and one self quiz card 4B with the first hint of "favorite words" is taken. For example, if the first participant selects a self-quiz card 4B with "favorite words" as the first hint, the first participant chooses the correct or incorrect answer based on the display of "favorite words" as a hint. Think about the quiz and say, "○○ is my favorite word. Correct is 'A', incorrect is 'B'. Which one? etc., and places the correct answer card 5 in the correct answer card area 6B. The correct answer card 5 is placed with the first side (front side) facing up so that the answer on the second side (back side) cannot be seen.
 このような第1参加者の自分クイズに対して、第2参加者はコイン7を賭けることで解答する。図9では、第2参加者が正しくない「B」の5Hapiの第2ベットエリアに1Hapiを賭けた場合である。そして、参加者全員が賭け終わると、例えば図10に示すように第1参加者は、正解カード5をひっくり返して第2面(裏面)を上にして正解カードエリア6Bに置き直す。この例では、正しくない「B」が上に向けられる。第1参加者は「正しくありません。実は□□が好きな言葉です。なぜなら◇◇だからです。」などと発言できる。このような第1参加者の自分クイズに関して、第2参加者は例えば「えーそうなんですか。実は私もです。なぜなら私も◇◇だからです。」などと「驚き」と「共感」の肯定的ストロークを第1参加者に与えることができる。 The second participant answers the first participant's own quiz by betting 7 coins. In FIG. 9, the second participant bets 1 Hapi on the incorrect 'B' 5 Hapi second bet area. When all the participants finish betting, for example, as shown in FIG. 10, the first participant turns over the correct answer card 5 and puts it again in the correct answer card area 6B with the second side (back side) facing up. In this example, the incorrect "B" is oriented upwards. The first participant can say, "This is not correct. Actually, □□ is my favorite word because ◇◇." Regarding such a self-quiz of the first participant, the second participant expressed affirmative expressions of ``surprise'' and ``sympathy,'' such as ``Is that so? Actually, I am too. A stroke can be awarded to the first participant.
 ところが、この場合、第2参加者は、第1参加者の発言に対してどのように肯定的ストロークを与えればよいか分からないことがある。そのような場合でも、本実施形態の自分クイズカード4Bによれば、例えば「共感・驚き」との第2ヒントが表示されるので、それをヒントに肯定的ストロークをどう与えればよいか分かり易くなる。このように、第1参加者が選んだ自分クイズカード4Bに自分クイズを作るための第1ヒントが表示されるので、何もヒントがない場合に比して第1参加者は自分クイズを作り易くなる。さらに肯定的ストロークの第2ヒントも表示されるので、何もヒントがない場合に比して第2参加者はその自分クイズに関して肯定的ストロークを与え易くなる。第2ステージは、各参加者が順番に第1参加者となって自分クイズカード4Bを選び、他の参加者がコイン7を賭けることで解答する。第1参加者の自分クイズの解答に対して、第2参加者が肯定的ストロークを与える。参加者全員に順番が回ったら第2ステージ終了である。 However, in this case, the second participant may not know how to give an affirmative stroke to the first participant's statement. Even in such a case, according to the self quiz card 4B of the present embodiment, a second hint such as "empathy/surprise" is displayed. Become. In this way, since the first hint for creating one's own quiz is displayed on one's quiz card 4B selected by the first participant, the first participant can create one's own quiz compared to the case where there is no hint. becomes easier. Furthermore, since the second hint for the positive stroke is also displayed, the second participant is more likely to give the positive stroke for the self-quiz than when there is no hint. In the second stage, each participant becomes the first participant in turn and selects his/her own quiz card 4B, and the other participants bet 7 coins to answer. A second participant gives an affirmative stroke to the first participant's self-quiz answer. The second stage ends when all participants have had their turn.
 このような第2ステージによれば、自分クイズカード4Bによって主として参加者同士の相互受容を深めることができる環境を形成し易くなる。具体的には、第1参加者は、自分クイズカード4Bの第1ヒントにより、自分クイズを作る機会が与えられることで、ゲーム感覚で楽しく自分を見つめ直すことができる。第1参加者は、自分クイズに関して(自分クイズそのものやその解答に関して)他の第2参加者から肯定的ストロークを受けることで、他人から認められる体験もできる。これにより、第1参加者は自分への理解も深まり自分を受容できるようにもなるので、自己肯定感が高まり易くなる、このように、第2ステージによれば、自分クイズカード4Bによって自分の理解や受容を促すことができるので、自己肯定感を高めやすい場を形成でき、第3の状態(I’m OK.の状態)にも近づけることができる。また、参加者同士で自分クイズを作って発言し、それに関する肯定的ストロークを得られることで、相互理解、相互受容が高まるので第2の状態(You’re OK.の状態)にも近づけることができる。また第2の状態と第3の状態に近づくことで第4の状態(I’m OK.の状態、You’re OK.の状態)に近づけることもできる。 According to such a second stage, it becomes easier to create an environment where the participants can deepen their mutual acceptance mainly by using their own quiz cards 4B. Specifically, the first participant is given an opportunity to create his/her own quiz based on the first hint of his/her own quiz card 4B, so that the first participant can enjoy looking back at himself/herself in a game-like manner. The first participant can also experience recognition from others by receiving positive strokes from other second participants regarding his/her own quiz (with respect to the own quiz itself and its answers). As a result, the first participant deepens his/her understanding of himself/herself and becomes able to accept himself/herself. Since it is possible to promote understanding and acceptance, it is possible to create a place where self-affirmation can be easily enhanced, and it is possible to approach the third state (I'm OK. state). In addition, by allowing participants to make their own quizzes and make remarks and obtain positive strokes about it, mutual understanding and mutual acceptance will increase, so it will be possible to approach the second state (You're OK. state). can be done. Also, by approaching the second state and the third state, it is possible to approach the fourth state (I'm OK. state, You're OK. state).
 次に第3ステージは、主として参加者同士の相互尊重を深めるステージである。第1ステージと第2ステージで互いのことを理解し合い受容し合えた参加者同士がさらに親睦を深めるためには、互いを尊重し合うこと(相互尊重)が重要である。この場合に役立つ行動カード4がチャレンジカード4Cである。チャレンジカード4Cによれば、互いに理解し受容し合えるだけでなく、さらに互いに尊重できる第4の状態(I’m OK.You’re OK.の状態)になりやすい環境を作り出すことができる。そこで、第3ステージでは、図6に示すボード盤2(ベット盤6なし)を使用し、図11に示すように4つの第2行動カードエリア3bのそれぞれに別々の分類のチャレンジカード4Cの山札を配置する。チャレンジカード4Cの山札は、第1面(表面)が上になるように配置する。参加者は好きな分類(カテゴリ)のチャレンジカード4Cを選択し、個々のチャレンジカード4Cを1枚とってひっくり返し、第2面(裏面)が上になるように、チャレンジカード4Cの山札の近くに配置する。これにより、チャレンジカード4Cを選んでみないと第1ヒントと第2ヒントが見えないので、ワクワク感を出せる。なお、図11では第1行動カードエリア3aに自分クイズカード4Bが配置されてない状態で、第2行動カードエリア3bにチャレンジカード4Cを配置する場合を例示するが、第1行動カードエリア3aに自分クイズカード4Bが配置された状態で、第2行動カードエリア3bにチャレンジカード4Cを配置してもよい。 Next, the third stage is mainly to deepen mutual respect among participants. It is important to respect each other (mutual respect) in order for the participants who have understood and accepted each other in the first and second stages to deepen their friendship. The action card 4 useful in this case is the challenge card 4C. According to the challenge card 4C, it is possible to create an environment in which not only mutual understanding and acceptance can be achieved, but also the fourth state (state of I'm OK. You're OK.) where people can respect each other easily. Therefore, in the third stage, the board board 2 (without the betting board 6) shown in FIG. 6 is used, and as shown in FIG. Place a tag. The stack of challenge cards 4C is arranged so that the first side (surface) faces upward. Participants select a challenge card 4C of their favorite classification (category), take one individual challenge card 4C, turn it over, and put the second side (back side) up on the deck of the challenge card 4C. Place nearby. As a result, since the first hint and the second hint cannot be seen unless the challenge card 4C is selected, a sense of excitement can be produced. FIG. 11 illustrates the case where the challenge card 4C is placed in the second action card area 3b while the self quiz card 4B is not placed in the first action card area 3a. The challenge card 4C may be placed in the second action card area 3b while the own quiz card 4B is placed.
 本実施形態では、4つの分類(カテゴリ)のチャレンジカード4Cを配置する場合を例示するが、これに限られず、3つ以下の分類又は5つ以上の分類の自分クイズカード4Bを配置してもよい。チャレンジカード4Cの分類は、参加者層(年齢層、男女、社会人、主婦、経営者、取締役、新人社員、家族など)によって変えることもできる。 In this embodiment, the case of arranging challenge cards 4C of four classifications (categories) is exemplified. However, the present invention is not limited to this. good. The classification of the challenge cards 4C can also be changed according to the class of participants (age group, gender, adult, housewife, manager, director, new employee, family member, etc.).
 第3ステージでは、先ず図11に示す4つの分類(カテゴリ)から好きな分類のチャレンジカード4Cの山札を選び、その山札の一番上のチャレンジカード4Cを1枚とってひっくり返し、第2面(裏面)を上にして山札の近くに置く。例えば第1ヒントが「気象予報士」のチャレンジカード4Cを選ぶと、第1参加者は「気象予報士」のまね(行動)をする。第2参加者は、第1参加者の行動に関して「素晴らしい!」などと「褒め」の肯定的ストロークを第1参加者に与えることができる。 In the third stage, first, a deck of challenge cards 4C of a favorite category is selected from the four categories shown in FIG. Place the 2nd side (back side) up near the deck. For example, if the first hint is "weather forecaster" and the challenge card 4C is selected, the first participant imitates (behavior) the "weather forecaster". The second participant may give the first participant affirmative strokes of "praise" such as "great!" regarding the behavior of the first participant.
 ところが、この場合、第2参加者は、第1参加者の行動に対してどのように肯定的ストロークを与えればよいか分からないことがある。そのような場合でも、本実施形態のチャレンジカード4Cによれば、例えば「褒め・上手」との第2ヒントがあるので、それをヒントに肯定的ストロークをどう与えればよいか分かり易くなる。第3ステージでは、各参加者が順番に第1参加者となってチャレンジカード4Cを選び、第1ヒントに応じた言動を行う。ものまねや演技などは恥ずかしいと思っていても、実際にやってみると楽しかったという経験も得られ、今までにはなかったような気づきも得られる。第1参加者のチャレンジする行動に関して、第2参加者が肯定的ストロークを与える。参加者全員に順番が回ったら第3ステージ終了である。 However, in this case, the second participant may not know how to give an affirmative stroke to the action of the first participant. Even in such a case, according to the challenge card 4C of the present embodiment, there is a second hint such as "praise/skill", so it becomes easy to understand how to give a positive stroke using that hint. In the third stage, each participant becomes the first participant in turn, selects the challenge card 4C, and speaks and acts according to the first hint. Even if you feel embarrassed about mimicking or acting, you can experience that it was fun when you actually try it, and you can gain new realizations. A second participant gives an affirmative stroke for the challenging behavior of the first participant. When all participants have had their turn, the third stage is complete.
 このような第3ステージによれば、チャレンジカード4Cによって主として参加者同士の相互尊重を深めることができる環境を形成し易くなる。具体的には、第1参加者は、チャレンジカード4Cの第1ヒントに基づいて行動をチャレンジする機会が与えられることで、ゲーム感覚で楽しく今までになかったような体験も可能となる。第1参加者は、そのチャレンジを見た他の第2参加者からは、上手くできた場合はすごいと賞賛の肯定的ストロークをもらえたり、たとえ上手にできなくてもその頑張りを認める肯定的ストロークをもらえたりすることで、相互尊重にもつながり易くなる。第1参加者は、チャレンジをやり遂げた自分を尊重することもできるので、自己肯定感が高まりやすい場を形成でき、相互理解、相互受容、相互尊重が高まることで、第4の状態(I’m OK.の状態、You’re OK.の状態)に近づけることができる。なお、第1ステージ、第2ステージ、第3ステージにおいて、第2参加者は1人とは限られない。参加者が2人の場合は、第1参加者と第2参加者はそれぞれ1人であるが、参加者が3人以上の場合は、第1参加者が1人であるのに対して、第2参加者は2人以上である。 According to such a third stage, it is easier to create an environment where the challenge card 4C can mainly deepen mutual respect among the participants. Specifically, the first participant is given an opportunity to challenge the action based on the first hint of the challenge card 4C, so that the first participant can have a fun and unprecedented experience like a game. The 1st participant received a positive stroke of praise from the other 2nd participant who saw the challenge, and a positive stroke of praise even if he did not do well. Receiving this makes it easier to lead to mutual respect. Since the first participant can respect himself for completing the challenge, he can create a place where self-affirmation can be easily increased, and by increasing mutual understanding, mutual acceptance, and mutual respect, the fourth state (I' m OK state, You're OK state). In addition, in the first stage, the second stage, and the third stage, the number of second participants is not limited to one. When there are two participants, there is one first participant and one second participant, but when there are three or more participants, there is one first participant, The second participant is two or more.
 このような第1実施形態かかる交流カードゲーム1によれば、交流分析に基づいて設定した複数のステージにおいて、ステージに応じた種類の行動カード4をボード盤2のカードエリア(第1行動カードエリア3a、第2行動カードエリア3b)に配置できる。これにより、各ステージ応じた種類の行動カード4を用いてステージ毎に交流カードゲームを行うことができる。行動カード4には、第1ヒント表示部4aに行動のきっかけとなる第1ヒントが表示されるだけでなく、第2ヒント表示部4bに肯定的ストロークのヒントとなるような第2ヒントが表示されるので、第1ヒントによって参加者の行動を促すことができると共に、第2ヒントによってその参加者の行動に関して他の参加者が肯定的ストロークを与える行動も促すことができる。 According to the exchange card game 1 according to the first embodiment, in a plurality of stages set based on exchange analysis, action cards 4 of a type corresponding to each stage are displayed in the card area of the board board 2 (first action card area). 3a, can be placed in the second action card area 3b). As a result, the interaction card game can be played for each stage using the type of action card 4 corresponding to each stage. In the action card 4, not only is the first hint display portion 4a displayed with a first hint that triggers an action, but also the second hint display portion 4b is displayed with a second hint that serves as a hint for affirmative stroke. Therefore, the first hint can prompt the participant's action, and the second hint can also prompt other participants to give affirmative strokes regarding the participant's action.
 このような行動カード4によれば、参加者同士が互いに認め合い褒め合うような肯定的ストロークを与え合う環境を自然に作り出すことができるので、参加者同士が自己肯定感を高め合える場を容易に形成できる。しかも、行動カード4の第2ヒント表示部4bには、第1ヒントから想定される肯定的ストロークを与えるための第2ヒントが表示されるので、第1ヒントをきっかけに行動した参加者に対して期待する肯定的ストロークが与えられる可能性を高めることができる。 According to such an action card 4, it is possible to naturally create an environment in which the participants acknowledge and compliment each other and give each other positive strokes, so it is easy to create a place where the participants can raise their self-esteem. can be formed to Moreover, since the second hint display portion 4b of the action card 4 displays the second hint for giving a positive stroke assumed from the first hint, the participant who has acted in response to the first hint can increase the likelihood that the expected positive stroke will be awarded.
 なお、第1実施形態では、交流カードゲーム1を紙、プラスチック板、木材などで構成した場合を例示したが、必ずしもこれに限られず、交流カードゲーム1は、参加者の端末装置に表示可能な表示データであってもよい。具体的には、交流カードゲーム1の構成要素(例えばボード盤2(ベット盤6を含む)、行動カード4、正解カード5、コイン7など)はすべて、コンピュータ読取り可能な表示データであってもよい。これにより、例えば参加者の端末装置(スマートフォン、タブレット端末、パーソナルコンピュータなど)などに交流カードゲーム1の構成要素を表示データとして表示可能である。なお、交流カードゲーム1の表示データは、上記交流カードゲーム1の構成要素をCG(Computer Graphics)で構成したCGデータであってもよく、上記交流カードゲーム1の構成要素をカメラで撮影した映像データであってもよい。 In the first embodiment, the case where the exchange card game 1 is made of paper, plastic plate, wood, etc. is exemplified. It may be display data. Specifically, the components of the exchange card game 1 (for example, the board board 2 (including the betting board 6), the action cards 4, the correct answer cards 5, the coins 7, etc.) are all computer-readable display data. good. As a result, the components of the exchange card game 1 can be displayed as display data on, for example, terminal devices (smartphones, tablet terminals, personal computers, etc.) of the participants. The display data of the exchange card game 1 may be CG data in which the constituent elements of the exchange card game 1 are configured by CG (Computer Graphics), or images of the constituent elements of the exchange card game 1 photographed by a camera. It may be data.
 第1実施形態のボード盤2によれば、ステージに応じてボード盤2に配置可能なベット盤6を備えることで、例えば参加者がコイン7を賭ける第2ステージなどではボード盤2にベット盤6を配置し、コイン7を賭けない第1ステージなどではベット盤6を配置しないようにすることができる。これにより、ステージに応じてボード盤2の構成を変えることができる。また、ベット盤6は自分クイズの解答にコイン7を賭けるためのベットエリアを備えるので、ボード盤2に直接コイン7を賭けなくて済む。また、ベット盤6は自分クイズの正解を表示する正解カード5を配置するための正解カードエリア6Bを備えるので、コイン7を賭ける前に正解カード5を正解が見えないように第1面(表面)を上に向けて配置し、コイン7を賭けた後に正解カードを正解が見えるように第2面(裏面)に配置し直すことができる。これにより、コイン7の賭け具合を見て正解を変えるなどの不正を抑制できる。 According to the board 2 of the first embodiment, by providing the betting board 6 that can be placed on the board 2 according to the stage, for example, in the second stage where the participants bet coins 7, the betting board 2 is placed on the board 2. 6 is placed and the betting board 6 is not placed in the first stage or the like in which the coin 7 is not bet. Thereby, the configuration of the board board 2 can be changed according to the stage. Also, since the betting board 6 has a betting area for betting coins 7 on the answer of the quiz, it is not necessary to bet coins 7 directly on the board board 2.例文帳に追加In addition, since the betting board 6 is provided with a correct answer card area 6B for arranging the correct answer card 5 displaying the correct answer of one's own quiz, before betting the coin 7, the correct answer card 5 is placed on the first side (surface) so that the correct answer cannot be seen. ) face up, and after betting the coin 7, the correct answer card can be rearranged on the second side (back side) so that the correct answer can be seen. As a result, it is possible to suppress fraud such as changing the correct answer based on how the coin 7 is bet.
<第2実施形態>
 本発明の第2実施形態について説明する。以下に例示する各形態において実質的に同一の機能構成を有する構成要素については、同一の符号を付することにより重複説明を省略する。第2実施形態では、交流カードゲーム1の構成要素を表示データとして端末装置に表示させる交流カードゲーム装置10を備えた交流カードゲームシステム100を例示する。図12は、第2実施形態に係る交流カードゲームシステム100の構成を示す図である。図12の交流カードゲームシステム100は、交流カードゲーム装置10と4つの端末装置20とを備える。
<Second embodiment>
A second embodiment of the present invention will be described. Constituent elements having substantially the same functional configuration in each form illustrated below are denoted by the same reference numerals, thereby omitting redundant description. In the second embodiment, an exchange card game system 100 including an exchange card game device 10 that causes a terminal device to display components of the exchange card game 1 as display data is illustrated. FIG. 12 is a diagram showing the configuration of an exchange card game system 100 according to the second embodiment. The exchange card game system 100 of FIG. 12 includes an exchange card game device 10 and four terminal devices 20 .
 図12の交流カードゲームシステム100は、各参加者の端末装置20に上記交流カードゲーム1の構成要素を表示させて、交流カードゲームをオンラインで実施するものである。図13は、図12の端末装置20の表示装置25に表示される画面SC11の具体例を示す図である。図13に示すように端末装置20の画面SC11には、交流カードゲーム1を表示するゲーム表示部SC12と、参加者の映像を表示する参加者表示部SC13、参加者の所持するコイン7の数量を表示する所持コイン表示部SC14などを備える。画面SC11の構成は図示したものに限られない。ゲーム表示部SC12、参加者表示部SC13、所持コイン表示部SC14の位置や大きさについても図示したものに限られない。図13の参加者表示部SC13のA~Dには、各参加者A~Dの氏名などを表示してもよい。 The exchange card game system 100 of FIG. 12 displays the constituent elements of the exchange card game 1 on the terminal device 20 of each participant, and carries out the exchange card game online. FIG. 13 is a diagram showing a specific example of the screen SC11 displayed on the display device 25 of the terminal device 20 of FIG. As shown in FIG. 13, the screen SC11 of the terminal device 20 includes a game display section SC12 for displaying the exchange card game 1, a participant display section SC13 for displaying images of the participants, and the number of coins 7 possessed by the participants. and a possessed coin display unit SC14 for displaying . The configuration of the screen SC11 is not limited to that illustrated. The positions and sizes of the game display portion SC12, the participant display portion SC13, and the possessed coin display portion SC14 are not limited to those illustrated. The name of each participant A to D may be displayed on A to D of the participant display area SC13 in FIG.
 図12のゲーム表示部SC12には、図1の交流カードゲーム1と同様の構成要素(例えばボード盤2(ベット盤6を含む)、行動カード4、正解カード5、コイン7など)がすべて表示される。交流カードゲーム1の構成要素は第1実施形態と同様であるため、その詳細な説明を省略する。図12の参加者表示部SC13には、図12の各端末装置A~Dの参加者A~Dがそれぞれの表示枠に表示される。所持コイン表示部SC14には、参加者A~Dがそれぞれ所持するコイン7の数量がそれぞれの表示枠に表示される。 12 (for example, the board board 2 (including the betting board 6), the action cards 4, the correct answer cards 5, the coins 7, etc.) are all displayed on the game display portion SC12 of FIG. be done. Since the components of the exchange card game 1 are the same as those of the first embodiment, detailed description thereof will be omitted. In the participant display area SC13 of FIG. 12, the participants A to D of the respective terminal devices A to D of FIG. 12 are displayed in respective display frames. In the possessed coin display area SC14, the number of coins 7 possessed by each of the participants A to D is displayed in each display frame.
 交流カードゲーム装置10は、端末装置20をクライアントとするサーバコンピュータで構成する場合を例示する。交流カードゲーム装置10は、複数台で分散処理するように構成してもよく、また1台のサーバ装置に設けられた複数の仮想マシンによって構成してもよい。また、交流カードゲーム装置10は、パーソナルコンピュータで構成してもよく、クラウドサーバで構成してもよい。交流カードゲーム装置10と端末装置20とはインターネットなどのネットワークNを介して互いに通信可能に構成されている。これらはネットワークNを介して、P2P(Peer to Peer)で接続されていてもよい。 The exchange card game device 10 is configured by a server computer with the terminal device 20 as a client. The exchange card game device 10 may be configured to perform distributed processing by a plurality of devices, or may be configured by a plurality of virtual machines provided in one server device. Also, the exchange card game device 10 may be configured by a personal computer or may be configured by a cloud server. The exchange card game device 10 and the terminal device 20 are configured to communicate with each other via a network N such as the Internet. These may be connected via a network N by P2P (Peer to Peer).
 端末装置20は、ユーザによって利用される情報処理装置である。端末装置20は、例えばスマートフォン、タブレット、PDA(Personal Digital Assistant)などの携帯端末や、デスクトップ型パーソナルコンピュータ、ノート型パーソナルコンピュータなどである。ネットワークNには4つの端末装置20が接続される場合を例示しているが、3つ以下又は5つ以上の端末装置20が接続されていてもよい。 The terminal device 20 is an information processing device used by the user. The terminal device 20 is, for example, a mobile terminal such as a smart phone, a tablet, or a PDA (Personal Digital Assistant), a desktop personal computer, a notebook personal computer, or the like. Although a case where four terminal devices 20 are connected to network N is illustrated, three or less or five or more terminal devices 20 may be connected.
 図14は、交流カードゲーム装置10と端末装置20の構成例を示すブロック図である。図14に示すように交流カードゲーム装置10は、通信部11と制御部12と記憶部14とを備える。通信部11と制御部12と記憶部14とは、それぞれバスライン10Lに接続され、相互に情報(データ)のやり取りが可能である。 FIG. 14 is a block diagram showing a configuration example of the exchange card game device 10 and the terminal device 20. As shown in FIG. As shown in FIG. 14, the exchange card game device 10 includes a communication section 11, a control section 12 and a storage section . The communication unit 11, the control unit 12, and the storage unit 14 are each connected to the bus line 10L, and can mutually exchange information (data).
 通信部11は、ネットワークNと有線又は無線で接続され、端末装置20との間で情報(データ)の送受信を行う。通信部11は、インターネットやイントラネットの通信インターフェースとして機能し、例えばTCP/IPを用いた通信などが可能である。 The communication unit 11 is connected to the network N by wire or wirelessly, and transmits and receives information (data) to and from the terminal device 20 . The communication unit 11 functions as a communication interface for the Internet or an intranet, and is capable of communication using TCP/IP, for example.
 制御部12は、交流カードゲーム装置10全体を統括的に制御する。制御部12は、MPU(Micro Processing Unit)などの集積回路で構成される。制御部12は、CPU(Central Processing Unit)、RAM(Random Access Memory)、ROM(Read Only Memory)を備える。制御部12は、必要なプログラムをROMにロードし、RAMを作業領域としてそのプログラムを実行することで、各種の処理を行う。 The control unit 12 comprehensively controls the exchange card game device 10 as a whole. The control unit 12 is composed of an integrated circuit such as an MPU (Micro Processing Unit). The control unit 12 includes a CPU (Central Processing Unit), a RAM (Random Access Memory), and a ROM (Read Only Memory). The control unit 12 loads a necessary program into the ROM and executes the program using the RAM as a work area, thereby performing various processes.
 記憶部14は、制御部12で実行される各種プログラムやこれらのプログラムによって使用されるデータなどを記憶する記憶媒体(コンピュータ読み取り可能な有形の記憶媒体:a tangible storage medium)の例示である。記憶部14は、ハードディスクや光ディスクなどの記憶装置で構成される。記憶部14の構成はこれらに限られず、記憶部14をRAMやフラッシュメモリなどの半導体メモリで構成してもよい。例えば記憶部14をSSD(Solid State Drive)で構成することもできる。 The storage unit 14 is an example of a storage medium (computer-readable tangible storage medium: a tangible storage medium) that stores various programs executed by the control unit 12 and data used by these programs. The storage unit 14 is configured by a storage device such as a hard disk or an optical disk. The configuration of the storage unit 14 is not limited to these, and the storage unit 14 may be configured by a semiconductor memory such as RAM or flash memory. For example, the storage unit 14 can be configured with an SSD (Solid State Drive).
 記憶部14は、プログラム記憶部15、データ記憶部16、ステージ記憶部18などを備える。プログラム記憶部15は、制御部12で実行される各種プログラムを記憶する。制御部12は、プログラム記憶部15から必要なプログラムを読み出して各種の処理を実行する。データ記憶部16には、例えばユーザ情報161などが記憶される。ユーザ情報161には、予め登録されている参加者のユーザID、会社名、氏名などが含まれる。なお、ユーザ情報161はこれに限られない。データ記憶部16には、ユーザ情報の他、図示はしないが、各端末装置20に表示する画面SC11(図13参照)を構成するための表示データが記憶される。表示データには、ゲーム表示部SC12、参加者表示部SC13、所持コイン表示部SC14を表示するためのデータも含まれる。 The storage unit 14 includes a program storage unit 15, a data storage unit 16, a stage storage unit 18, and the like. The program storage unit 15 stores various programs executed by the control unit 12 . The control unit 12 reads necessary programs from the program storage unit 15 and executes various processes. The data storage unit 16 stores, for example, user information 161 and the like. The user information 161 includes pre-registered user IDs, company names, names, and the like of participants. Note that the user information 161 is not limited to this. In addition to the user information, the data storage unit 16 stores display data for constructing a screen SC11 (see FIG. 13) displayed on each terminal device 20 (not shown). The display data also includes data for displaying the game display portion SC12, the participant display portion SC13, and the possessed coin display portion SC14.
 ステージ記憶部18には、ステージ情報8、参加者情報182、親密度情報183などが含まれる。ステージ情報8は、図4に示すものと同様である。第2実施形態のステージ情報8が第1実施形態と異なるのは、紙やプラスチック板などではなく、コンピュータで読取り可能なデータで構成される点である。 The stage storage unit 18 includes stage information 8, participant information 182, familiarity information 183, and the like. The stage information 8 is the same as that shown in FIG. The stage information 8 of the second embodiment differs from that of the first embodiment in that it is composed of computer-readable data instead of paper, plastic plates, or the like.
 参加者情報182には、交流カードゲームに参加する参加者の情報が記憶され、例えば図15に示すようなデータテーブルで構成される。図15は、参加者情報の具体例を示す図である。図15の参加者情報182としては、ゲームID、参加者のユーザID、グループ親密度、スタートステージ、行動カード、コイン情報などが挙げられる。ゲームIDは、複数の交流カードゲームを同時期に実施する場合に各交流カードゲームを識別するためのIDである。参加者のユーザIDは、ユーザ情報161に記憶されるユーザのうち交流カードゲームに参加する参加者のユーザIDである。図15にはユーザIDがA01~A04の4人の参加者が、ゲームIDがG01の交流カードゲームに参加する場合の参加者情報182を例示する。 The participant information 182 stores information about the participants participating in the exchange card game, and is composed of a data table such as that shown in FIG. 15, for example. FIG. 15 is a diagram showing a specific example of participant information. Participant information 182 in FIG. 15 includes game IDs, user IDs of participants, group closeness, start stages, action cards, coin information, and the like. The game ID is an ID for identifying each exchange card game when a plurality of exchange card games are played at the same time. The participant's user ID is the user ID of a participant who participates in the exchange card game among the users stored in the user information 161 . FIG. 15 illustrates the participant information 182 when four participants with user IDs A01 to A04 participate in the exchange card game with the game ID G01.
 図15のグループ親密度は、図4のグループ親密度に対応する。グループ親密度については図4で説明した通りなので、ここでは詳細な説明を省略する。スタートステージの欄には、グループ親密度のレベルに対応するステージを図4のステージ情報8から取得して参加者情報182のスタートステージの欄に記憶する。図15では、グループ親密度のレベルが「0」なので、スタートステージは第1ステージである。 The group intimacy in FIG. 15 corresponds to the group intimacy in FIG. Since the group intimacy is as described with reference to FIG. 4, detailed description is omitted here. In the start stage column, the stage corresponding to the level of group intimacy is acquired from the stage information 8 in FIG. 4 and stored in the start stage column of the participant information 182 . In FIG. 15, since the group intimacy level is "0", the start stage is the first stage.
 図16は、図15の参加者の親密度情報183の具体例を示す図である。親密度情報183には、参加者同士の個別親密度、この個別親密度に基づくグループ親密度などが含まれる。ここでの個別親密度は、交流カードゲームの参加回数を例示する。参加回数が多いほどゲームにも慣れて参加者同士の親密度も高まるので、参加回数に応じてスタートステージを変えることができるからである。 FIG. 16 is a diagram showing a specific example of the familiarity information 183 of the participants in FIG. The intimacy information 183 includes individual intimacy between participants, group intimacy based on this individual intimacy, and the like. The degree of individual intimacy here exemplifies the number of times of participation in exchange card games. This is because the greater the number of participations, the more accustomed the participants become to the game and the closer the participants are to each other, so the start stage can be changed according to the number of participations.
 例えば個別親密度のレベルが「0」の場合はまだ一緒に参加したことがない場合である。個別親密度のレベルが「1」の場合は一緒に参加したことが1回だけある場合である。個別親密度のレベルが「2」の場合は一緒に参加したことが2回だけある場合である。例えば図16の参加者A01とA02は、個別親密度のレベルが「0」なのでまだ一緒に参加したことがないのに対して、参加者A03とA04は、個別親密度のレベルが「1」なので1回だけ一緒に参加したことがあるということである。図16の個別親密度に基づいてグループ親密度を判定する場合は、例えば親密度情報183に1つでも個別親密度のレベルが「0」があれば、グループ親密度のレベルを「0」と判定することが望ましい。この場合は、一緒に一度も参加したことがない人が含まれるので、第1ステージ(印象推測)からスタートすることで、実際の親密度も上げていくことができる。 For example, if the level of individual intimacy is "0", it means that you have never participated together. If the level of individual intimacy is "1", it means that they have participated together only once. If the level of individual intimacy is "2", it means that they have participated together only twice. For example, participants A01 and A02 in FIG. 16 have an individual intimacy level of "0" and have never participated together, whereas participants A03 and A04 have an individual intimacy level of "1". So it means that we have participated together only once. When judging the group intimacy based on the individual intimacy shown in FIG. Judgment is desirable. In this case, since people who have never participated together are included, by starting from the first stage (impression guessing), it is possible to increase the actual intimacy.
 図17は参加者情報182の他の具体例を示す図であり、図18は図17の参加者A05~A08の親密度情報183の具体例を示す図である。図18の親密度情報183によれば、個別親密度のレベルは「0」はなく、「1」以上である。個別親密度のレベルが「2」もあるが、「1」よりも少ないので、グループ親密度のレベルは「1」とする。このように、個別親密度のレベルの数によってグループ親密度のレベルを判定してもよい。なお、個別親密度に基づくグループ親密度の判定方法は上述したものに限られない。 FIG. 17 is a diagram showing another specific example of participant information 182, and FIG. 18 is a diagram showing a specific example of intimacy information 183 of participants A05-A08 in FIG. According to the familiarity information 183 of FIG. 18, the individual familiarity level is not "0" but "1" or higher. Although there are individual intimacy levels of "2," they are less than "1," so the group intimacy level is set to "1." In this way, the level of group intimacy may be determined by the number of levels of individual intimacy. Note that the method of determining group intimacy based on individual intimacy is not limited to the one described above.
 図18のグループ親密度のレベルが「1」なので、図17は参加者情報182のスタートステージは、第2ステージである。このように1回でもゲームに一緒に参加したことのある参加者同士であれば、第1ステージ(推測印象)を省略して第2ステージ(自分クイズ)からスタートすることも可能である。なお、参加者情報182のスタートステージは、第2ステージであっても、第1ステージからスタートすることは自由である。どのステージからスタートするかは参加者同士で自由に決めることができる。 Since the group intimacy level in FIG. 18 is "1", the start stage of the participant information 182 in FIG. 17 is the second stage. In this way, participants who have participated in the game together at least once can omit the first stage (guessed impression) and start from the second stage (self-quiz). Even if the start stage of the participant information 182 is the second stage, it is free to start from the first stage. Participants can freely decide which stage to start from.
 図14の制御部12は、このような親密度情報183に応じてステージを自動で選定し、そのステージに応じたボード盤2及び行動カード4などの表示データを端末装置20に送信できるように構成されている。具体的には制御部12は、取得部121、判定部122、ステージ選定部123、映像生成部124、出力部127を備える。これら制御部12の各構成要素は、物理的な回路で構成してもよく、CPUが実行可能なプログラムで構成してもよい。制御部12の構成は、図14に示す構成に限られない。 The control unit 12 of FIG. 14 automatically selects a stage according to such intimacy information 183, and can transmit display data such as the board board 2 and action cards 4 according to the stage to the terminal device 20. It is configured. Specifically, the control unit 12 includes an acquisition unit 121 , a determination unit 122 , a stage selection unit 123 , a video generation unit 124 and an output unit 127 . Each component of the control unit 12 may be configured by a physical circuit, or may be configured by a program executable by the CPU. The configuration of the control unit 12 is not limited to the configuration shown in FIG. 14 .
 取得部121は、親密度情報183から参加者同士の個別親密度を取得する。また取得部121は、通信部11を介して参加者の端末装置20毎に撮像装置24で撮像された参加者の複数の映像データと音声データを受信する。判定部122は、参加者同士の個別親密度からグループ親密度を判定する。ステージ選定部123は、ステージ情報8に基づいて参加者のグループ親密度に応じたステージを選定する。映像生成部124は、ステージ選定部123で選定されたステージで用いられる行動カード及びボード盤を含む交流カードゲームを端末装置に表示させるための表示データと、参加者の映像データを生成する。 The acquisition unit 121 acquires individual intimacy between participants from the intimacy information 183 . The acquisition unit 121 also receives, via the communication unit 11, a plurality of video data and audio data of the participant captured by the imaging device 24 for each terminal device 20 of the participant. The determining unit 122 determines group intimacy from the individual intimacy of the participants. The stage selection unit 123 selects a stage according to the group intimacy of the participants based on the stage information 8 . The video generation unit 124 generates display data for displaying on the terminal device an exchange card game including action cards and board boards used in the stage selected by the stage selection unit 123, and video data of the participants.
 出力部127は、映像生成部124で生成された表示データと映像データを通信部11に出力する。出力部127からの表示データと映像データは通信部11を介して端末装置20に送信される。端末装置20は、表示データに含まれる交流カードゲーム1の画像と映像データに含まれる参加者の映像を表示装置25の画面SC11に表示し、映像データに含まれる参加者の音声をスピーカから出力する。なお、表示データと映像データはウエブデータ(Webデータ)であってもよい。この場合、交流カードゲーム装置10は、表示データと映像データをウエブデータとしてウエブサイトに表示させて、端末装置20はそのウエブサイトをブラウザに表示する。 The output unit 127 outputs the display data and image data generated by the image generation unit 124 to the communication unit 11 . The display data and video data from the output section 127 are transmitted to the terminal device 20 via the communication section 11 . The terminal device 20 displays the image of the exchange card game 1 included in the display data and the video of the participant included in the video data on the screen SC11 of the display device 25, and outputs the voice of the participant included in the video data from the speaker. do. Note that the display data and the video data may be web data (web data). In this case, the exchange card game device 10 displays the display data and the video data as web data on the website, and the terminal device 20 displays the website on the browser.
 次に、端末装置20の構成例について図14を参照しながら説明する。図14に示す端末装置20は、通信部21、制御部22、記憶部23、撮像装置24,表示装置25、音声入力装置26、音声出力装置27、入力装置28を備える。これらはそれぞれバスライン20Lに接続され、相互に情報(データ)のやり取りが可能である。 Next, a configuration example of the terminal device 20 will be described with reference to FIG. A terminal device 20 shown in FIG. 14 includes a communication unit 21, a control unit 22, a storage unit 23, an imaging device 24, a display device 25, an audio input device 26, an audio output device 27, and an input device . These are connected to the bus line 20L, respectively, and can exchange information (data) with each other.
 通信部21は、ネットワークNと有線又は無線で接続され、交流カードゲーム装置10との間で情報(データ)の送受信を行う。通信部21は、インターネットやイントラネットの通信インターフェースとして機能し、例えばTCP/IPを用いた通信などが可能である。 The communication unit 21 is connected to the network N by wire or wirelessly, and transmits and receives information (data) to and from the exchange card game machine 10 . The communication unit 21 functions as a communication interface for the Internet or an intranet, and is capable of communication using TCP/IP, for example.
 制御部22は、端末装置20全体を統括的に制御する。制御部22は、MPUなどの集積回路で構成される。制御部22は、CPU、RAM、ROMを備える。制御部22は、必要なプログラムをROMにロードし、RAMを作業領域としてそのプログラムを実行することで、各種の処理を行う。 The control unit 22 controls the terminal device 20 as a whole. The control unit 22 is composed of an integrated circuit such as an MPU. The control unit 22 includes a CPU, RAM, and ROM. The control unit 22 loads necessary programs into the ROM and executes the programs using the RAM as a work area, thereby performing various processes.
 記憶部23は、制御部22で実行される各種プログラムやこれらのプログラムによって使用されるデータを記憶する記憶媒体の例示である。記憶部23は、ハードディスクや光ディスクなどの記憶装置で構成される。記憶部23の構成はこれらに限られず、記憶部23をRAMやフラッシュメモリなどの半導体メモリで構成してもよい。例えば記憶部23をSSD(Solid State Drive)で構成することもできる。 The storage unit 23 is an example of a storage medium that stores various programs executed by the control unit 22 and data used by these programs. The storage unit 23 is configured by a storage device such as a hard disk or an optical disk. The configuration of the storage unit 23 is not limited to these, and the storage unit 23 may be configured by a semiconductor memory such as RAM or flash memory. For example, the storage unit 23 can be configured with an SSD (Solid State Drive).
 撮像装置24は、参加者の顔などを撮影するカメラである。撮像装置24は、2つ以上でもよい。撮像装置24は、端末装置20に内蔵されるカメラでもよく、外付けのカメラでもよい。またCCD(Charge Coupled Device)カメラ、Webカメラ、IoTカメラなど映像を出力できるものであればどのようなカメラであってもよい。 The imaging device 24 is a camera that captures the faces of the participants. There may be two or more imaging devices 24 . The imaging device 24 may be a camera built into the terminal device 20 or an external camera. Also, any camera such as a CCD (Charge Coupled Device) camera, a web camera, an IoT camera, etc. that can output an image may be used.
 表示装置25は、液晶ディスプレイや有機ELディスプレイなどであり、制御部22からの指示に従って各種情報を表示する。制御部22は、交流カードゲーム装置10から通信部21を介して受信した表示データや映像データを表示装置25に表示させる。 The display device 25 is a liquid crystal display, an organic EL display, or the like, and displays various information according to instructions from the control unit 22 . The control unit 22 causes the display device 25 to display the display data and video data received from the exchange card game device 10 via the communication unit 21 .
 音声入力装置26は、参加者の音声を取り込むステレオマイクである。音声入力装置26は端末装置20に内蔵されるマイクでもよく、外付けのマイクでもよい。音声出力装置27は、ステレオスピーカであり、制御部22からの指示に従って各種の音声や音楽を出力する。音声出力装置27は端末装置20に内蔵されるスピーカでもよく、外付けのスピーカでもよい。 The voice input device 26 is a stereo microphone that captures the voices of the participants. The voice input device 26 may be a microphone built into the terminal device 20 or an external microphone. The audio output device 27 is a stereo speaker, and outputs various sounds and music according to instructions from the control unit 22 . The audio output device 27 may be a speaker built into the terminal device 20 or an external speaker.
 入力装置28は、キーボードやマウスなどであり、ユーザからの操作入力を受け付けて操作内容に対応した制御信号を制御部22へ送信する。入力装置28は表示装置25に設けられたタッチパネルであってもよい。 The input device 28 is a keyboard, a mouse, or the like, and receives an operation input from the user and transmits a control signal corresponding to the operation content to the control unit 22 . The input device 28 may be a touch panel provided on the display device 25 .
 以下、このような交流カードゲーム装置10が行うメイン処理について図面を参照しながら説明する。図10はメイン処理の具体例を示すフローチャートである。図10のメイン処理は、制御部12(取得部121、判定部122、ステージ選定部123、映像生成部124、出力部127など)によってプログラム記憶部15から必要なプログラムが読み出されて実行される。 The main processing performed by the exchange card game machine 10 will be described below with reference to the drawings. FIG. 10 is a flowchart showing a specific example of main processing. The main processing in FIG. 10 is executed by reading a necessary program from the program storage unit 15 by the control unit 12 (acquisition unit 121, determination unit 122, stage selection unit 123, video generation unit 124, output unit 127, etc.). be.
 このメイン処理によって、交流カードゲーム装置10にネットワークで接続された複数の参加者の各端末装置20で交流カードゲームを行う場合を例示する。交流カードゲーム装置10は、各参加者の端末装置20から、交流カードゲームを行う仮想ゲーム室への入室要求を受信することにより、オンラインで交流カードゲームを行うことができるようになる。 A case where an exchange card game is played on each terminal device 20 of a plurality of participants connected to the exchange card game device 10 via a network by this main processing will be exemplified. The exchange card game device 10 can play the exchange card game online by receiving a room entry request from each participant's terminal device 20 to enter the virtual game room where the exchange card game is played.
 以下では、図13に示す4人の参加者で交流カードゲームを行う場合を例に挙げながらメイン処理について説明する。各端末装置A~Dには、参加者A~Dの映像が表示装置25に表示され、音声出力装置27から音声が出力される。 In the following, the main processing will be described, taking as an example the case where four participants play an exchange card game shown in FIG. Images of the participants A to D are displayed on the display device 25 of each terminal device A to D, and audio is output from the audio output device 27 .
 先ず制御部12は、図19のステップS11にて端末装置20から入室要求を受信したか否かを判断し、入力要求を受信したと判断するとステップS12にて入室処理を行う。具体的にはユーザからの交流カードゲームシステム100へのログインと、仮想ゲーム室への入室要求を受け付ける。交流カードゲーム装置10のサーバ上に設けられた仮想ゲーム室に入室することにより既に入室している他の端末装置20との間で双方向のオンラインによる交流カードゲームを行うことができるようになる。 First, in step S11 of FIG. 19, the control unit 12 determines whether or not a room entry request has been received from the terminal device 20. If it determines that an input request has been received, room entry processing is performed in step S12. Specifically, it accepts a login to the exchange card game system 100 from the user and a request to enter the virtual game room. By entering the virtual game room provided on the server of the exchange card game device 10, it becomes possible to play a two-way online exchange card game with another terminal device 20 already in the room. .
 仮想ゲーム室への入室を受け付けると、制御部12はユーザを参加者として登録し、図4に示す参加者情報を記憶し、ステップS13にて映像及び音声の取得を開始してステップS14のゲーム処理を実行する。ゲーム処理では、参加者の親密度からステージを自動的に選定し、そのステージに応じたボード盤2及び行動カード4を含む交流カードゲーム1の構成要素を表示してゲームを実行する。このようなゲーム処理の詳細は後述する。 Upon accepting entry into the virtual game room, the control unit 12 registers the user as a participant, stores the participant information shown in FIG. Execute the process. In the game processing, a stage is automatically selected from the level of intimacy of the participants, and the components of the exchange card game 1 including the board 2 and action cards 4 corresponding to the stage are displayed and the game is executed. The details of such game processing will be described later.
 続いて、ステップS15にて制御部12は端末装置20から退室要求を受信したか否かを判断する。退室要求を受信しない間は、ステップS13及びステップSS140の処理を繰り返す。制御部12は、端末装置20から退室要求を受信したと判断すると、ステップS16にてその退室要求のあった端末装置20からの映像と音声の取得を終了しその参加者をログアウトする。他の端末装置20については、ステップS13及びステップS14の処理を続行する。そしてすべての端末装置20から退室要求があって映像と音声の取得を終了すると、一連のメイン処理を終了する。 Subsequently, in step S15, the control unit 12 determines whether or not a request to leave the room has been received from the terminal device 20. The processes of steps S13 and SS140 are repeated until the exit request is received. When the control unit 12 determines that a request to leave the room has been received from the terminal device 20, in step S16, the acquisition of video and audio from the terminal device 20 that requested the leaving is completed, and the participant is logged out. For other terminal devices 20, the processing of steps S13 and S14 is continued. When all the terminal devices 20 request to leave the room and the acquisition of the video and audio ends, the series of main processing ends.
 次に、図20のゲーム処理について詳細に説明する。図20は図19のゲーム処理の具体例を示すフローチャートである。このゲーム処理は、本発明のプログラムの例示である。図20のゲーム処理は、先ずステップS142からステップS146にて制御部12は参加者の親密度情報183からステージを選定する。具体的にはステップS142にて取得部121が例えば図16又は図18のような親密度情報183から参加者同士の個別親密度を取得する。 Next, the game processing of FIG. 20 will be described in detail. FIG. 20 is a flow chart showing a specific example of the game processing of FIG. This game processing is an example of the program of the present invention. In the game processing of FIG. 20, the control unit 12 first selects a stage from the familiarity information 183 of the participants in steps S142 to S146. Specifically, in step S142, the acquisition unit 121 acquires the individual intimacy between the participants from the intimacy information 183 shown in FIG. 16 or 18, for example.
 次いで、ステップS144にて判定部122が参加者同士の個別親密度から例えば図16又は図18で説明したような方法でグループ親密度(例えば「0」「1」「2」)を判定して図16又は図18の親密度情報183のグループ親密度の欄と図15又は図17の参加者情報182のグループ親密度の欄に記憶する。 Next, in step S144, the determination unit 122 determines the group intimacy (for example, "0", "1", "2") from the individual intimacy of the participants by the method described in FIG. 16 or 18. It is stored in the column of group intimacy of the intimacy information 183 in FIG. 16 or 18 and the column of group intimacy of the participant information 182 in FIG. 15 or 17 .
 そして、ステップS146にてステージ選定部123が図4に示すようなステージ情報8に基づいて、判定部122で判定された参加者のグループ親密度に応じたステージを選定する。選定されたステージは、参加者情報182のスタートステージの欄に記憶する。例えば図15の親密度情報183の参加者同士の個別親密度からはグループ親密度が「0」と判定され、スタートステージに第1ステージが選定される。他方、図17の親密度情報183の参加者同士の個別親密度からはグループ親密度が「1」と判定され、スタートステージに第2ステージが選定される。なお、ステップS146では、参加者自らがステージを選定できるようにしてもよい。 Then, in step S146, the stage selection unit 123 selects a stage corresponding to the group intimacy of the participants determined by the determination unit 122 based on the stage information 8 shown in FIG. The selected stage is stored in the start stage column of the participant information 182 . For example, based on the individual intimacy between the participants in the intimacy information 183 of FIG. 15, the group intimacy is determined to be "0", and the first stage is selected as the start stage. On the other hand, the group intimacy is determined to be "1" from the individual intimacy of the participants in the intimacy information 183 of FIG. 17, and the second stage is selected as the start stage. In addition, in step S146, the participants themselves may be allowed to select a stage.
 次に、ステップS152にて制御部12は判定部122で選定されたステージのボード盤2、行動カード4などそのステージで使用する交流カードゲーム1の構成要素の表示データを生成し、通信部11を介して各端末装置20へ送信する。各端末装置20は表示データを受信すると、表示装置25に交流カードゲーム1の構成要素を表示する。これにより、例えば第1ステージが選定されると、図8に示すような印象推測カード4Aを含む交流カードゲーム1の構成要素の表示データが各端末装置20に表示される。第2ステージが選定されると、図9に示すような自分クイズカード4Bを含む交流カードゲーム1の構成要素の表示データが各端末装置20に表示される。第3ステージが選定されると、図11に示すようなチャレンジカード4Cを含む交流カードゲーム1の構成要素の表示データが各端末装置20に表示される。 Next, in step S152, the control unit 12 generates display data of the constituent elements of the exchange card game 1 used in the stage selected by the determination unit 122, such as the board board 2 and the action cards 4 of the stage. to each terminal device 20 via. When each terminal device 20 receives the display data, it displays the components of the exchange card game 1 on the display device 25 . As a result, when the first stage is selected, for example, the display data of the constituent elements of the exchange card game 1 including the impression guessing card 4A as shown in FIG. When the second stage is selected, the display data of the constituent elements of the exchange card game 1 including the own quiz card 4B as shown in FIG. When the third stage is selected, the display data of the constituent elements of the exchange card game 1 including the challenge card 4C as shown in FIG.
 次いで、ステップS154にて制御部12は要求に応じて行動カード4を選択して表示する。参加者が行動カード4を選ぶときには、例えば図示しない選ぶボタンを端末装置20に表示する。参加者が選ぶボタンをクリックすると、端末装置20から要求が交流カードゲーム装置10に送信される。交流カードゲーム装置10は要求を受信すると、例えばランダムに行動カード4を選択する。そして、選択された行動カード4の表示データを端末装置20に送信する。端末装置20は行動カード4の表示データを受信すると、行動カード4の第1ヒント、第2ヒントが表示されるように表示装置25に表示する。これは自分クイズカード4Bやチャレンジカード4Cをとってひっくり返す動作に相当する。そのような動作のアニメーションを表示してもよい。 Next, in step S154, the control unit 12 selects and displays the action card 4 in response to the request. When the participant selects the action card 4, a selection button (not shown) is displayed on the terminal device 20, for example. When the button selected by the participant is clicked, a request is transmitted from the terminal device 20 to the exchange card game device 10. - 特許庁When the exchange card game device 10 receives the request, it selects the action card 4 at random, for example. Then, the display data of the selected action card 4 is transmitted to the terminal device 20 . When the terminal device 20 receives the display data of the action card 4, the terminal device 20 displays the first hint and the second hint of the action card 4 on the display device 25. FIG. This corresponds to the action of taking one's own quiz card 4B or challenge card 4C and turning it over. An animation of such actions may be displayed.
 次に、ステップS162にて制御部12は要求に応じて賭けるコイン7を表示する。参加者がコイン7を賭けるときには、例えば図示しない賭けボタンを端末装置20に表示する。参加者がベット盤6の賭けるエリア(例えば図9の第1ベットエリア6A、第2ベットエリア6b)を指定して賭けボタンをクリックすると、端末装置20から要求が交流カードゲーム装置10に送信される。交流カードゲーム装置10は要求を受信すると、コイン7をベット盤6の指定されたエリアに表示する表示データを端末装置20に送信する。端末装置20は表示データを受信すると、コイン7をベット盤6の指定されたエリアに表示する。 Next, in step S162, the control unit 12 displays the coin 7 to bet according to the request. When the participant bets 7 coins, for example, a bet button (not shown) is displayed on the terminal device 20 . When the participant designates a betting area of the betting board 6 (for example, the first betting area 6A and the second betting area 6b in FIG. 9) and clicks a betting button, a request is sent from the terminal device 20 to the exchange card game device 10. be. Upon receiving the request, the exchange card game device 10 transmits to the terminal device 20 display data for displaying the coins 7 in a designated area of the betting board 6 . When the terminal device 20 receives the display data, it displays the coin 7 on the designated area of the betting board 6 .
 次いで、ステップS164にて制御部12は要求に応じて正解カード5を表示する。参加者が正解カード5を表示するときには、例えば図示しない正解カードボタンを端末装置20に表示する。参加者が正解カードボタンをクリックすると、端末装置20から要求が交流カードゲーム装置10に送信される。交流カードゲーム装置10は要求を受信すると、正解カード5の裏面(例えば図3の「A」、「B」、「AでもなくBでもない」のいずれか)が表示されるように表示装置25に表示する。 Next, in step S164, the control unit 12 displays the correct answer card 5 in response to the request. When the participant displays the correct answer card 5, the correct answer card button (not shown) is displayed on the terminal device 20, for example. When the participant clicks the correct card button, a request is transmitted from the terminal device 20 to the exchange card game device 10. - 特許庁When the exchange card game device 10 receives the request, the display device 25 displays the back side of the correct answer card 5 (for example, one of "A", "B", and "neither A nor B" in FIG. 3). to display.
 次いで、ステップS166にて制御部12は要求に応じて報酬を計算して表示する。参加者が報酬を計算して表示するときには、例えば図示しない報酬ボタンを端末装置20に表示する。参加者が報酬ボタンをクリックすると、端末装置20から要求が交流カードゲーム装置10に送信される。交流カードゲーム装置10は要求を受信すると、例えば賭けたコイン7のベットエリア6A(例えば図10の第1ベットエリア6a、第2ベットエリア6b)から報酬を計算し所持コインに加算して、表示装置25の画面SC11(例えば図13の所持コイン表示部SC14)に表示する。 Next, in step S166, the control unit 12 calculates and displays the reward in response to the request. When the participant calculates and displays the reward, for example, a reward button (not shown) is displayed on the terminal device 20 . When the participant clicks on the reward button, the terminal device 20 sends a request to the exchange card game device 10 . When the exchange card game device 10 receives the request, for example, the reward is calculated from the bet area 6A (for example, the first bet area 6a and the second bet area 6b in FIG. 10) of the bet coin 7, added to the owned coins, and displayed. It is displayed on the screen SC11 of the device 25 (for example, the possessed coin display section SC14 in FIG. 13).
 次に、ステップS168にて制御部12は次のステージへ進むか否かを判断する。参加者が次のステージへ進むときには、例えば図示しない次のステージに進むボタンを端末装置20に表示する。参加者が次のステージに進むボタンをクリックすると、端末装置20から要求が交流カードゲーム装置10に送信される。制御部12は端末装置20から要求から次のステージへ進むか否かを判断する。次のステージへ進むと判断した場合は、制御部12は次のステージを選定してステップS152の処理に移行する。ステップS168にて制御部12は次のステージへ進まないと判断した場合は、図19のメイン処理に戻り、ステップS15の処理に移る。なお、例えば交流カードゲームが終了する度に図15の参加者同士の個別親密度が1ずつ加算される。したがって、次回も同じ参加者同士で交流カードゲームを行う場合には、スタートステージも次のステージに更新される。 Next, in step S168, the control unit 12 determines whether to proceed to the next stage. When the participant proceeds to the next stage, for example, a button to proceed to the next stage (not shown) is displayed on the terminal device 20 . When the participant clicks a button to proceed to the next stage, a request is sent from the terminal device 20 to the exchange card game device 10 . The control unit 12 determines whether or not to proceed to the next stage from the request from the terminal device 20 . When determining to proceed to the next stage, the control section 12 selects the next stage and proceeds to the process of step S152. If the control unit 12 determines not to proceed to the next stage in step S168, it returns to the main processing of FIG. 19 and moves to the processing of step S15. For example, each time the exchange card game ends, the individual degree of intimacy between the participants in FIG. 15 is incremented by one. Therefore, when the same participants play the exchange card game again next time, the start stage is updated to the next stage.
 このような第2実施形態によれば、参加者の親密度に応じてステージを自動で選定できるので、参加者が選ばなくてもそのメンバーにおいて最適なステージからスタートすることができる。また、参加者の各端末装置20には各ステージに応じたボード盤2及び行動カード4など必要な交流カードゲーム1の構成要素が表示されるので、オンラインでも交流カードゲームを行うことができるだけでなく、各ステージ毎にボード盤2及び行動カード4を準備するなどの手間を省くことができる。 According to the second embodiment, the stage can be automatically selected according to the degree of intimacy of the participants, so even if the participant does not choose, the member can start from the optimum stage. In addition, since the necessary components of the exchange card game 1 such as the board 2 and action cards 4 corresponding to each stage are displayed on each terminal device 20 of the participant, the exchange card game can be played online as well. This saves the trouble of preparing the board board 2 and the action card 4 for each stage.
<変形例>
 本発明は、上述した各実施形態に限定されず、例えば以降に説明する各種の応用・変形が可能である。また、これらの変形の態様および上述した各実施形態は、任意に選択された一または複数を適宜組み合わせることも可能である。また当業者であれば、特許請求の範囲に記載された範疇内において、各種の変更例または修正例に想到し得ることは明らかであり、それらについても当然に本発明の技術的範囲に属するものと了解される。
<Modification>
The present invention is not limited to the above-described embodiments, and various applications and modifications described below are possible. Moreover, it is also possible to appropriately combine one or a plurality of arbitrarily selected aspects of these modifications and each of the above-described embodiments. In addition, it is clear that a person skilled in the art can conceive of various modifications or modifications within the scope described in the claims, and these naturally belong to the technical scope of the present invention. It is understood.
(1)上記第2実施形態の交流カードゲーム装置10では、4人の参加者を1つのグループとして交流カードゲームを実施する場合を例示したが、これに限られず、複数のグループ毎に交流カードゲームを実施することもできる。図21は、第2実施形態の変形例を示すブロック図である。図21は、8人の参加者を4人ずつの2つのグループに分けて、2つのグループ毎に交流カードゲームを実施する場合を例示する。図21の交流カードゲーム装置10は、参加者A~Hの端末装置20とネットワークNを介して接続されている。図21の参加者A~Dの参加者IDは、図15及び図16のA01~A04であり、参加者E~Hの参加者IDは図17及び図18のA05~A08である。図21の参加者表示部SC13のA~Hには、各参加者A~Hの氏名などを表示してもよい。参加者A~DのゲームIDは図15のG01であり、参加者E~HのゲームIDは図15のG02である。 (1) In the exchange card game machine 10 of the second embodiment, the case where the exchange card game is carried out with four participants as one group is illustrated, but the present invention is not limited to this. Games can also be run. FIG. 21 is a block diagram showing a modification of the second embodiment. FIG. 21 exemplifies a case where eight participants are divided into two groups of four each, and an exchange card game is played for each of the two groups. The exchange card game device 10 of FIG. 21 is connected to the terminal devices 20 of the participants A to H via the network N. The exchange card game device 10 shown in FIG. The participant IDs of participants A to D in FIG. 21 are A01 to A04 in FIGS. 15 and 16, and the participant IDs of participants E to H are A05 to A08 in FIGS. The names of the participants A to H may be displayed on A to H of the participant display area SC13 in FIG. The game ID of participants A to D is G01 in FIG. 15, and the game ID of participants E to H is G02 in FIG.
 参加者の端末装置20には、各グループ毎にそのグループでのステージに応じたボード盤2及び行動カード4などが表示される。例えば参加者A~Dの端末装置20の表示装置25Aには参加者A~Dとそのグループでの第1ステージに応じたボード盤2(ベット盤6なし)及び印象推測カード4Aなどが表示される。これに対して、参加者E~Hの端末装置20の表示装置25Bには参加者E~Hとそのグループでの第2ステージに応じたボード盤2(ベット盤6あり)及び自分クイズカード4Bなどが表示される。 On the terminal devices 20 of the participants, the board board 2 and action cards 4, etc. corresponding to the stage in the group are displayed for each group. For example, on the display device 25A of the terminal device 20 of the participants A to D, the board board 2 (without the betting board 6) and the impression guessing card 4A corresponding to the first stage of the participants A to D and their groups are displayed. be. On the other hand, on the display device 25B of the terminal device 20 of the participants EH, the board board 2 (with the betting board 6) and the self quiz card 4B corresponding to the second stage of the participants EH and the group are displayed. etc. is displayed.
 このように図21の変形例では、各グループ毎にそのグループでのステージに応じたボード盤2及び行動カード4などが表示されるので、同時期に各グループ毎に別々の進展度で交流カードゲームを実施できる。これにより、全体として参加者の人数を大幅に増やすことができる。 As described above, in the modified example of FIG. 21, the board board 2 and the action cards 4 corresponding to the stage in the group are displayed for each group. You can play games. As a result, the total number of participants can be greatly increased.
(2)上記第1実施形態及び第2実施形態において、行動カード4の第2ヒント表示部4bには、第2ヒントを文字で表示する場合を例示したが、これに限られるものではなく、第2ヒントを図形や記号などで表示するようにしてもよい。また行動カード4には第2ヒントを2次元コードで表示し、スマートフォンやタブレット端末などの端末装置で2次元コードを読み取ることで第2ヒントの文字、図形、記号などがスマートフォンやタブレット端末などの端末装置に表示されるようにしてもよい。 (2) In the above-described first and second embodiments, the second hint display portion 4b of the action card 4 exemplifies the case where the second hint is displayed in characters, but it is not limited to this. The second hint may be displayed using graphics, symbols, or the like. In addition, the second hint is displayed as a two-dimensional code on the action card 4, and by reading the two-dimensional code with a terminal device such as a smartphone or tablet terminal, the characters, figures, symbols, etc. of the second hint can be displayed on the smartphone or tablet terminal. It may be displayed on the terminal device.
(3)上記第1実施形態及び第2実施形態において、ベット盤6のベットエリア6Aには、例えば図10に示すように自分クイズに正解したときにもらえるコイン7の数量を表示した場合を例示したが、これに限られない。例えば図21の表示装置25Bに表示されるベット盤6のベットエリア6Aのように倍率を表示してもよい。例えば「A×5」の表示に1Hapiを賭けて正解すれば、5Hpaiをもらえる。なお、倍率の表示は図示したものに限られない。 (3) In the above-described first and second embodiments, the betting area 6A of the betting board 6 displays the number of coins 7 received when one answers the quiz correctly, as shown in FIG. However, it is not limited to this. For example, the magnification may be displayed like the betting area 6A of the betting board 6 displayed on the display device 25B in FIG. For example, if you bet 1 Hapi on the display of "A x 5" and get the correct answer, you will receive 5 Hpai. In addition, the display of the magnification is not limited to the illustrated one.
(4)上記第1実施形態及び第2実施形態において、ボード盤2及び行動カード4などを表示する表示データには、第2ヒント表示部における第2ヒントの表示と非表示を切り替えるためのデータを含むようにしてもよい。具体的には例えば表示データに第2ヒントの表示と非表示を切り替える第2ヒントボタンT(図21参照)を参加者ごとに表示させるデータも含ませておく。そして、参加者はストロークのヒントを知りたいときに第2ヒントボタンTをクリックすることで、第2ヒントを表示させることができる。図21では、第2ヒントボタンTを参加者表示部SC13に表示する場合を例示したが、参加者の画面にそれぞれ表示される操作表示部(図示省略)に他の操作ボタンなどと共に第2ヒントボタンTを表示してもよい。なお、第2ヒントの表示と非表示を切り替えるデータは、第2ヒント表示部4bに表示するARマーカー、バーコード、二次元コードなどの目印画像であってもよい。これに表示デバイス(スマートフォンのカメラなど)をかざすと、その目印画像に関連付けられた第2ヒントの文字が見えるようになる。目印画像はデータに限らず、紙などで構成した行動カード4の第2ヒント表示部4bに表示してもよい。 (4) In the first and second embodiments, the display data for displaying the board board 2 and the action cards 4 includes data for switching between display and non-display of the second hint in the second hint display section. may be included. Specifically, for example, the display data includes data for displaying a second hint button T (see FIG. 21) for switching between display and non-display of the second hint for each participant. Then, the participant can display the second hint by clicking the second hint button T when he/she wants to know the stroke hint. Although FIG. 21 illustrates the case where the second hint button T is displayed on the participant display section SC13, the operation display section (not shown) displayed on each participant's screen displays the second hint along with other operation buttons. A button T may be displayed. The data for switching between display and non-display of the second hint may be a mark image such as an AR marker, barcode, or two-dimensional code displayed on the second hint display portion 4b. When a display device (such as a camera of a smartphone) is held up to this, the character of the second hint associated with the landmark image becomes visible. The mark image is not limited to data, and may be displayed on the second hint display portion 4b of the action card 4 made of paper or the like.
 また、映像生成部124は、行動カード4が選ばれると、その行動カードを選んだ参加者には第2ヒントを非表示とし、他の参加者には第2ヒントを表示する表示データを生成するようにしてもよい。行動カード4を選んだ参加者を第1参加者とし、それ以外の他の参加者を第2参加者とすれば、第2参加者にはストロークのヒント(第2ヒント)が表示されるので、第2参加者は第1参加者の第1ヒントに基づく行動に対してストロークを出し易くなる。このとき第1参加者にはストロークのヒント(第2ヒント)が表示されないので、その第2参加者からのストロークが第1参加者のサプライズになり易い。そのため、第1参加者の喜びや感動も大きくなり、より参加者同士の親密度を高めることができる。 In addition, when the action card 4 is selected, the video generation unit 124 generates display data for hiding the second hint for the participant who selected the action card and displaying the second hint for the other participants. You may make it If the participant who chose the action card 4 is the first participant and the other participants are the second participant, the stroke hint (second hint) is displayed for the second participant. , it becomes easier for the second participant to make a stroke in response to the action based on the first hint of the first participant. At this time, since no stroke hint (second hint) is displayed to the first participant, the stroke from the second participant is likely to surprise the first participant. As a result, the joy and impression of the first participant are increased, and the degree of intimacy between the participants can be further enhanced.
 1…交流カードゲーム、2…ボード盤、3A…行動カードエリア、3a…第1行動カードエリア、3b…第2行動カードエリア、3B…中央エリア、4…行動カード、4a…第1ヒント表示部、4b…第2ヒント表示部、4c…種類表示部、4d…分類表示部、4e…難易度表示部、4A…印象推測カード、4B…自分クイズカード、4C…チャレンジカード、5…正解カード、5A…正解カード、5B…正解カード、5C…正解カード、6…ベット盤、6A…ベットエリア、6a…第1ベットエリア、6b…第2ベットエリア、6B…正解カードエリア、7…コイン、8…ステージ情報、10…交流カードゲーム装置、11…通信部、12…制御部、14…記憶部、15…プログラム記憶部、16…データ記憶部、18…ステージ記憶部、20…端末装置、21…通信部、22…制御部、23…記憶部、24…撮像装置、25…表示装置、25A…表示装置、25B…表示装置、26…音声入力装置、27…音声出力装置、28…入力装置、100…交流カードゲームシステム、121…取得部、122…判定部、123…ステージ選定部、124…映像生成部、127…出力部、161…ユーザ情報、182…参加者情報、183…親密度情報、A~D…参加者、E~H…参加者、SC11…画面、SC12…ゲーム表示部、SC13…参加者表示部、SC14…所持コイン表示部、N…ネットワーク。
 
1... Exchange card game, 2... Board board, 3A... Action card area, 3a... First action card area, 3b... Second action card area, 3B... Central area, 4... Action card, 4a... First hint display part 4b... Second hint display part 4c... Type display part 4d... Classification display part 4e... Difficulty level display part 4A... Impression guess card 4B... Self quiz card 4C... Challenge card 5... Correct answer card 5A Correct card 5B Correct card 5C Correct card 6 Bet board 6A Bet area 6a First bet area 6b Second bet area 6B Correct card area 7 Coin 8 Stage information 10 Exchange card game device 11 Communication unit 12 Control unit 14 Storage unit 15 Program storage unit 16 Data storage unit 18 Stage storage unit 20 Terminal device 21 Communication unit 22 Control unit 23 Storage unit 24 Imaging device 25 Display device 25A Display device 25B Display device 26 Audio input device 27 Audio output device 28 Input device , 100... Exchange card game system, 121... Acquisition unit, 122... Judgment unit, 123... Stage selection unit, 124... Video generation unit, 127... Output unit, 161... User information, 182... Participant information, 183... Intimacy Information, A to D... Participant, E to H... Participant, SC11... Screen, SC12... Game display part, SC13... Participant display part, SC14... Owned coin display part, N... Network.

Claims (11)

  1.  交流分析に基づいて設定した複数のステージにおいて、選んだカードをきっかけに行動する参加者と他の参加者との間で肯定的ストロークを与え合う行動を促す複数種類の行動カードと、
     前記ステージに応じた種類の前記行動カードを配置するための複数のカードエリアを有するボード盤と、を備え、
     前記行動カードは少なくとも、
     前記参加者の行動のきっかけとなる第1ヒントが表示される第1ヒント表示部と、
     前記第1ヒントに基づく前記参加者の行動に関して前記他の参加者が前記肯定的ストロークを与えるための第2ヒントを表示する第2ヒント表示部と、を備える
    交流カードゲーム。
    A plurality of types of action cards that encourage behavior by giving positive strokes to each other between the participant who acts on the selected card and other participants in a plurality of stages set based on interaction analysis;
    a board board having a plurality of card areas for arranging the action cards of the type corresponding to the stage;
    The action card is at least
    a first hint display section for displaying a first hint that triggers an action of the participant;
    a second hint display section for displaying a second hint for the other participant to give the affirmative stroke with respect to the behavior of the participant based on the first hint.
  2.  前記第2ヒントは、前記第1ヒントから想定される前記肯定的ストロークを与えるためのヒントである
    請求項1に記載の交流カードゲーム。
    2. The interactive card game of claim 1, wherein said second hint is a hint for giving said positive stroke assumed from said first hint.
  3.  前記参加者には、第1参加者と他の第2参加者が含まれ、
     前記行動カードには、印象推測カードが含まれ、
     前記印象推測カードの前記第1ヒント表示部には、このカードを選んだ前記第1参加者に関して推測した印象を前記第2参加者が発言するための第1ヒントが表示され、
     前記印象推測カードの前記第2ヒント表示部には、前記第2参加者の発言に関して前記第1参加者が肯定的ストロークを与えるための第2ヒントが表示される
    請求項2に記載の交流カードゲーム。
    The participants include a first participant and other second participants,
    The action card includes an impression guessing card,
    The first hint display portion of the impression guessing card displays a first hint for the second participant to say the impression guessed about the first participant who chose the card,
    3. The exchange card according to claim 2, wherein the second hint display portion of the impression guessing card displays a second hint for the first participant to give a positive stroke regarding the statement of the second participant. game.
  4.  前記行動カードには、自分クイズカードが含まれ、
     前記自分クイズカードの前記第1ヒント表示部には、このカードを選んだ前記第1参加者が自身に関する自分クイズを作るための第1ヒントが表示され、
     前記自分クイズカードの前記第2ヒント表示部には、前記自分クイズに関して前記第2参加者が肯定的ストロークを与えるための第2ヒントが表示される
    請求項3に記載の交流カードゲーム。
    The action cards include self quiz cards,
    The first hint display portion of the self-quiz card displays a first hint for the first participant who has selected this card to create a self-quiz about themselves,
    4. The exchange card game according to claim 3, wherein the second hint display portion of the self-quiz card displays a second hint for the second participant to give a positive stroke regarding the self-quiz.
  5.  前記行動カードには、チャレンジカードが含まれ、
     前記チャレンジカードの前記第1ヒント表示部には、このカードを選んだ前記第1参加者がチャレンジする行動のための第1ヒントが表示され、
     前記チャレンジカードの前記第2ヒント表示部には、前記第1参加者がチャレンジした行動に関して前記第2参加者が肯定的ストロークを与えるための第2ヒントが表示される
    請求項4に記載の交流カードゲーム。
    the action cards include challenge cards;
    The first hint display portion of the challenge card displays a first hint for an action to be challenged by the first participant who selected the card,
    5. The interaction of claim 4, wherein the second hint display portion of the challenge card displays a second hint for the second participant to give an affirmative stroke regarding the action challenged by the first participant. card game.
  6.  前記ステージに応じて前記ボード盤に配置可能なベット盤を備え、
     前記ベット盤は、
     前記自分クイズの解答にコインを賭けるためのベットエリアと、
     前記自分クイズの正解を表示する正解カードを配置するための正解カードエリアと、を備える
    請求項3から請求項5のいずれかに記載の交流カードゲーム。
    A bed board that can be placed on the board board according to the stage,
    The bed board is
    a bet area for betting coins on the answer to the self-quiz;
    6. The exchange card game according to any one of claims 3 to 5, further comprising a correct answer card area for arranging correct answer cards displaying the correct answer of the own quiz.
  7.  前記複数のステージは、
     前記印象推測カードが前記ボード盤に配置される第1ステージと、
     前記自分クイズカードが前記ボード盤に配置される第2ステージと、
     前記チャレンジカードが前記ボード盤に配置される第3ステージと、を含む
    請求項5又は請求項6に記載の交流カードゲーム。
    The plurality of stages are
    a first stage in which the impression guessing cards are arranged on the board;
    a second stage in which the self quiz cards are arranged on the board;
    7. The exchange card game according to claim 5 or 6, comprising a third stage in which the challenge cards are arranged on the board board.
  8.  少なくとも前記ボード盤及び前記行動カードは、端末装置に表示可能な表示データであり、
     前記表示データは、前記第2ヒント表示部において前記第2ヒントの表示と非表示を切り替えるデータを含む
    請求項1から請求項7のいずれかに記載の交流カードゲーム。
    At least the board board and the action card are display data that can be displayed on a terminal device,
    8. The exchange card game according to claim 1, wherein said display data includes data for switching between display and non-display of said second hint in said second hint display section.
  9.  請求項8に記載の交流カードゲームを前記端末装置に表示させる交流カードゲーム装置であって、
     前記交流カードゲームに参加する参加者同士の個別親密度を取得する取得部と、
     取得された前記個別親密度により前記参加者全体のグループ親密度を判定する判定部と、
     判定された前記グループ親密度に応じた前記ステージを選定するステージ選定部と、
     選定された前記ステージで用いられる前記ボード盤及び前記行動カードを前記参加者の端末装置に表示させるための前記表示データと前記参加者の映像データを生成する映像生成部と、を備える
    交流カードゲーム装置。
    An exchange card game device that causes the terminal device to display the exchange card game according to claim 8,
    an acquisition unit that acquires an individual degree of intimacy between participants participating in the exchange card game;
    A determination unit that determines the group intimacy of all the participants based on the acquired individual intimacy;
    a stage selection unit that selects the stage according to the determined group intimacy;
    An exchange card game comprising: a display data for displaying the board board and the action cards used in the selected stage on the terminal device of the participant; and an image generating unit for generating the image data of the participant. Device.
  10.  前記映像生成部は、前記行動カードが選ばれると、その行動カードを選んだ参加者には前記第2ヒントを非表示とし、他の参加者には前記第2ヒントを表示する前記表示データを生成する
    請求項9に記載の交流カードゲーム装置。
    When the action card is selected, the video generation unit hides the second hint for the participant who selected the action card and generates the display data for displaying the second hint for other participants. 10. The exchange card game device according to claim 9, wherein the generating.
  11.  請求項9又は請求項10に記載の交流カードゲーム装置のゲーム処理をコンピュータに実行させるためのプログラムであって、
     前記ゲーム処理は、
     前記交流カードゲームに参加する参加者同士の個別親密度を取得するステップと、
     取得された前記個別親密度により前記参加者全体のグループ親密度を判定するステップと、
     判定された前記グループ親密度に応じた前記ステージを選定するステップと、
     選定された前記ステージで用いられる前記ボード盤及び前記行動カードを前記参加者の端末装置に表示させるための前記表示データと前記参加者の映像データを生成するステップと、を含む
    プログラム。
     
    A program for causing a computer to execute the game processing of the exchange card game device according to claim 9 or claim 10,
    The game processing includes:
    a step of obtaining an individual degree of intimacy between participants participating in the exchange card game;
    a step of determining a group intimacy of all the participants based on the obtained individual intimacy;
    selecting the stage according to the determined group intimacy;
    a step of generating the display data and video data of the participant for displaying the board board and the action cards used in the selected stage on the terminal device of the participant.
PCT/JP2022/034855 2021-09-17 2022-09-16 Interaction card game and interaction card game device and program WO2023042917A1 (en)

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