WO2024090315A1 - プログラム、方法、情報処理装置、システム - Google Patents
プログラム、方法、情報処理装置、システム Download PDFInfo
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- WO2024090315A1 WO2024090315A1 PCT/JP2023/037797 JP2023037797W WO2024090315A1 WO 2024090315 A1 WO2024090315 A1 WO 2024090315A1 JP 2023037797 W JP2023037797 W JP 2023037797W WO 2024090315 A1 WO2024090315 A1 WO 2024090315A1
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- WIPO (PCT)
- Prior art keywords
- card
- information
- cards
- digital
- match
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- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
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Classifications
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F16/00—Information retrieval; Database structures therefor; File system structures therefor
- G06F16/20—Information retrieval; Database structures therefor; File system structures therefor of structured data, e.g. relational data
- G06F16/27—Replication, distribution or synchronisation of data between databases or within a distributed database system; Distributed database system architectures therefor
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F1/00—Card games
- A63F1/06—Card game appurtenances
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/533—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/69—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/792—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
Definitions
- This disclosure relates to a program, a method, an information processing device, and a system.
- Patent Document 1 a competitive game in which multiple game objects can appear is executed, and the results of the competitive game are provided to each user's user terminal.
- the users cheer on the game objects, and when the competitive game between the game objects ends, they receive benefits based on the results of the competitive game and the degree of cheering.
- Patent Document 1 the server system sets fan groups for all characters that can appear in the fighting game and determines which fan group each user belongs to.
- Patent Document 1 does not have the concept of cards that make up a deck.
- the purpose of this disclosure is to provide technology that allows players to retain their attachment to cards in digital TCGs.
- a program to be executed by a computer having a processor and memory causes the processor to execute the steps of: distinguishing and storing information about a plurality of digital cards so that each digital card can be uniquely identified, even if the cards are the same; storing information about the use of a card using one of the plurality of digital cards in association with the digital card used; and, when a selection of one of the plurality of digital cards is accepted, presenting information about the use of the card associated with that card.
- FIG. 1 is a block diagram showing an example of the overall configuration of a system 1.
- FIG. FIG. 5 is a block diagram illustrating an example of the configuration of the terminal device 10 illustrated in FIG. 4.
- FIG. 2 is a diagram illustrating an example of a functional configuration of a server 20.
- FIG. 13 is a diagram showing the data structure of card information 182.
- FIG. 2 is a diagram showing the data structure of a user information table 2021.
- FIG. 2 shows the data structure of a card master table 2022.
- FIG. 13 is a diagram showing the data structure of a match information table 2024.
- FIG. FIG. 23 is a diagram showing the data structure of a bonus information table 2025.
- FIG. 23 shows the data structure of a card management table 2026.
- 1 is a diagram illustrating an example of the operation of the terminal device 10 and the server 20 when a user purchases a card.
- 11 is a diagram illustrating an example of the operation of the terminal device 10 and the server 20 when managing cards used by users in a match.
- FIG. 11 is a diagram illustrating an example of the operation of the terminal device 10 and the server 20 when managing cards based on user support.
- 2 is a schematic diagram showing a display example of a display 141 of a terminal device 10.
- FIG. 13 is a schematic diagram showing an example of detailed card information displayed on a display 141.
- FIG. 13A to 13C are schematic diagrams showing other examples of displaying detailed card information on the display 141.
- FIG. 2 is a block diagram showing the basic hardware configuration of a computer 90.
- the program according to this embodiment is a program that manages the history of use of a digital card owned by a user.
- the use of a digital card includes, for example, the use of a deck constructed by organizing a plurality of digital cards, or the support of another player who is using a deck selected in association with a digital card.
- the program grants a predetermined benefit to the user who owns the digital card based on the history of use of the digital card.
- Fig. 1 is a diagram showing a situation in which a TCG match according to the present embodiment is being prepared.
- Fig. 2 is a diagram showing a situation in which a TCG match according to the present embodiment is about to start.
- Fig. 3 is a diagram showing a situation in which each user is progressing in a TCG match.
- a play mat 30 is placed between the user 5A and the user 5B.
- the play mat 30 is for placing cards included in a deck.
- Each user places cards on the play mat 30 as a deck or the like, and proceeds with the TCG match while adding cards from the deck to their hand.
- the play mat 30 includes, for example, a mat that indicates the position where the cards are placed.
- the play mat 30 includes, for example, a deck placement section 31A and a deck placement section 31B (hereinafter, sometimes collectively referred to as the "deck placement section 31"); a preparation card placement section 32A and a preparation card placement section 32B (hereinafter, sometimes collectively referred to as the "preparation card placement section 32"); a win/lose condition card placement section 33A and a win/lose condition card placement section 33B (hereinafter, sometimes collectively referred to as the "win/lose condition card placement section 33"); a battle card placement section 34A and a battle card placement section 34B (hereinafter, sometimes collectively referred to as the "battle card placement section 34"); and a consumption card placement section 35A and a consumption card placement section 35B (hereinafter, sometimes collectively referred to as the "consumption card placement section 35").
- the play mat 30 may be arranged for each user.
- the play mat 30 includes an area related to one user.
- the play mat 30 includes a deck card placement area 31A, a preparation card placement area 32A, a win/lose condition card placement area 33A, a battle card placement area 34A, and a consumption card placement area 35A.
- each user replenishes their hand with cards from the deck while progressing through a card-to-card battle.
- user 5A has hand 93A (two cards in the hand in the example of FIG. 3).
- User 5B has hand 93B (three cards in the hand in the example of FIG. 3).
- the deck placement section 31 is an area for placing any of the cards that make up the deck owned by each user as a deck.
- the deck placement section 31A is an area for user 5A to place cards as a deck.
- the deck placement section 31B is an area for user 5B to place cards as a deck.
- each user when each user starts a TCG match, each user shuffles the cards that make up the deck and places the cards face down in the deck placement section 31.
- User 5A places cards in the deck placement section 31A as deck 91A.
- User 5B places cards in the deck placement section 31B as deck 91B.
- the preparation card placement section 32 is an area for preparing cards that can be used to fight against the opponent's cards. Each user switches between cards placed in the preparation card placement section 32 and cards placed in the battle card placement section 34, and makes the cards placed in the battle card placement section 34 fight each other.
- each user places cards in the preparation card placement unit 32 or the battle card placement unit 34, and the battle card placement unit 34 makes the cards fight each other. While replenishing their hands from the deck, each user places cards to be used in the battle from their hands in the preparation card placement unit 32 or the battle card placement unit 34.
- User 5A places cards in the preparation card placement unit 32A.
- User 5B places cards in the preparation card placement unit 32B.
- the win/lose condition card placement section 33 is an area that indicates the extent to which each player has fulfilled the win conditions. In this embodiment, each player places a predetermined number of cards from the deck face down in the win/lose condition card placement section 33. As shown in FIG. 2, user 5A places cards in the win/lose condition card placement section 33A. User 5B places cards in the win/lose condition card placement section 33B.
- the battle card placement section 34 is an area for placing cards that will fight against the opponent's cards.
- User 5A places cards in the battle card placement section 34A.
- User 5B places cards in the battle card placement section 34B.
- the cards placed in the battle card placement section 34A and the cards placed in the battle card placement section 34B basically fight based on the vitality, attack power, character attributes, weak point attributes, and other parameters set for each card.
- Cards placed in the battle card placement section 34 are given damage according to the attack power, card attributes, weaknesses, etc., and the damage given is deducted from the vitality.
- the vitality set for a card is lost due to being attacked, etc., the card is removed from the battle card placement section 34 and placed in the consumed card placement section 35.
- the consumed card placement section 35 is an area for placing cards consumed in a TCG match. For example, cards that have lost stamina in a battle, cards that have activated their effects, etc. are placed in the consumed card placement section 35. As shown in FIG. 3, user 5A places cards consumed in a match as cards 92A in the consumed card placement section 35A. User 5B places cards consumed in a match as cards 92B in the consumed card placement section 35B.
- Types of cards used in TCG> include: (i) character cards that can be used in battle, (ii) action cards (energy cards) that are used in association with character cards, and (iii) effect cards (support cards, goods cards, stadium cards, etc.) that exert specific effects during battle.
- Character cards include cards that can be placed in the preparation card placement area 32 or the battle card placement area 34 when the user draws a card from the deck and adds it to their hand (also called “unconditional cards”), and cards that can be placed in the preparation card placement area 32 or the battle card placement area 34 by satisfying certain conditions (also called “conditional cards”).
- conditional card can be placed on the condition that an unconditional card related to the conditional card is placed.
- an unconditional card can be first presented to the opposing user by placing it on the play mat 30, and then a conditional card related to that unconditional card can be placed on the play mat 30.
- conditional cards are sometimes called “evolved characters” as they have evolved from unconditional cards.
- unconditional cards are sometimes called “seed characters” as they can be considered the original characters for placing "evolved characters”.
- a conditional card can be placed in the preparation card placement area 32 or the battle card placement area 34 by consuming a specific card and moving it to the consumption card placement area 35.
- a conditional card can be placed in the preparation card placement area 32 or the battle card placement area 34 in exchange for one or more character cards that the user has placed on the play mat 30.
- a conditional card having an evolution level that corresponds to the evolution level value of the character card placed by the user may be placed.
- a conditional card of evolution level 3 can be placed on top of these character cards (or in exchange for these character cards).
- a conditional card participate in a battle in exchange for a number of character cards defined by the conditional card.
- an auxiliary card which is different from the character card and will be described later, may be consumed to have the conditional card participate in the battle.
- the effect indicated by the auxiliary card may be such that a specific conditional card can be made to participate in a battle in exchange for a specific unconditional card in the battle card placement area 34, the consumed card placement area 35, etc. of the play mat 30.
- These cards may also include cards that serve multiple purposes among the above-mentioned character cards, action cards described below, and support cards. For example, they may include special cards that can be used as both character cards and support cards. When the user places the special card in a position where a character card should be placed (e.g., the preparation card placement area 32, the battle card placement area 34), the user can use the special card as a character card.
- An action card is a card that a user draws from the deck and adds to his/her hand, and then associates it with a character card and places it on the play mat 30, allowing the user to perform a specific action indicated on the character card.
- the operation of associating an action card with a character card may be performed, for example, during the user's turn.
- the action card may be associated with a character card by placing the action card near a character card placed on the play mat 30.
- the number of times that an action card can be associated with a character card during a turn may be limited. For example, once during the user's turn, an action card in the hand may be associated with one of the character cards placed on the play mat 30.
- a first attack action and a second attack action may be set for a character card.
- the first attack action may be available when one action card is associated with the character card
- the second attack action may be available when one action card is not enough and two action cards are associated with the character card.
- the action power card associated with that character card may be made unusable during that battle.
- the action power card associated with that character card may be moved to the consumption card placement section 35.
- Support cards that assist in a match include card types that a user can use any number of times during a turn as long as they are in the user's hand, and card types that a user can use only one card per turn. These support cards also include cards that exert their effect when the user declares that they will use the effect of the support card.
- auxiliary card may be placed face down in advance in a designated position on the play mat 30 (in this embodiment, the designated position is not shown), and the effect of the auxiliary card may be activated when the user declares the use of the auxiliary card by vocalizing or otherwise declaring the use of the auxiliary card.
- each user attacks or defends (battles) based on the cards placed in battle card placement section 34A and battle card placement section 34B to progress through the TCG battle.
- the TCG battle progresses as users take turns acting. For example, when a first user acts and ends his turn, it becomes the second user's turn. The second user acts during his turn, and when he finishes his action, it becomes the first user's turn.
- Each user draws a set number of cards from the deck and adds them to their hand each time a turn comes up.
- Each user places in the preparation card placement section 32 the cards (character cards) in their hand that they will use to attack or defend against the opponent user's cards.
- User 5A can swap the cards arranged in the preparation card placement area 32A with the cards arranged in the battle card placement area 34A during user 5A's turn.
- User 5B can also swap the cards arranged in the preparation card placement area 32A with the cards arranged in the battle card placement area 34A during user 5B's turn.
- the win/lose condition card placement area 33A and the win/lose condition card placement area 33B are areas for notifying each user of the progress each user has made toward the conditions for winning the match.
- the condition for a user to win a match may be, for example, that all cards placed in the win/lose condition card placement area 33A or the win/lose condition card placement area 33B are collected.
- the outcome of the match may be decided when all cards have been collected in either the win/lose condition card placement area 33A or the win/lose condition card placement area 33B.
- each user places a predetermined number of cards from the deck in the win/lose condition card placement section 33. That is, user 5A removes a predetermined number of cards from deck 91A and places them in win/lose condition card placement section 33A.
- User 5B removes a predetermined number of cards from deck 91B and places them in win/lose condition card placement section 33B.
- the user who has won the battle and dismissed the opponent's character card adds the cards placed in the win/loss condition card placement section 33A or the win/loss condition card placement section 33B to his/her hand.
- user 5B dismisses cards placed in the battle card placement section 34A by attacking user 5A's character card on his/her turn, he/she takes a predetermined number of cards from the cards placed in the win/loss condition card placement section 33B and adds them to his/her hand.
- winning condition for the match it may also be that a user loses if there is no character card in either the battle card placement section 34 or the preparation card placement section 32. Also, as a winning condition for the match, it may also be that a user loses if he or she is unable to draw a card from the deck placement section 31 on his or her turn.
- TCG matches are not limited to those in which users face each other.
- Users may connect to each other via the Internet and play a match by acquiring the opponent's voice and the opponent's card placement, etc., via the Internet.
- a user plays a match while taking pictures of his/her own area on the play mat 30 with a camera or the like.
- the taken image is sent to the opponent in real time.
- the user receives an image of the opponent's area sent by the opponent, and displays the received image on a display. This allows the user to check the opponent's cards in real time through the screen while handling his/her own real cards. In this way, users may play a TCG match online using analog cards.
- the user's face can be photographed and the captured image can be sent to the opponent. This makes it possible to check the opponent's facial expressions during the match, providing the same level of satisfaction as a face-to-face match in an online TCG match.
- Fig. 4 is a block diagram showing an example of the overall configuration of the system 1.
- the system 1 shown in Fig. 4 includes, for example, a terminal device 10 and a server 20.
- the terminal device 10 and the server 20 are communicatively connected via a network 80, for example.
- the system 1 includes three terminal devices 10, but the number of terminal devices 10 included in the system 1 is not limited to three.
- the number of terminal devices 10 included in the system 1 may be two or less, or may be four or more.
- FIG. 4 shows an example in which the system 1 includes one server 20, but the number of servers 20 included in the system 1 is not limited to one.
- the server 20 may be composed of multiple servers depending on the functions it has. Also, the server 20 may be, for example, a collection of multiple devices considered as one server.
- the method of allocating the multiple functions required to realize the server 20 of this embodiment to one or multiple pieces of hardware can be determined appropriately in consideration of the processing capacity of each piece of hardware and/or the specifications required for the server 20.
- the terminal device 10 shown in FIG. 4 is, for example, an information processing device operated by a user who plays a digital TCG.
- the terminal device 10 is realized, for example, by a mobile terminal such as a smartphone or a tablet.
- the terminal device 10 may also be realized by a stationary PC (Personal Computer), a laptop PC, or the like, or may be realized by a wearable terminal such as an HMD (Head Mount Display).
- HMD Head Mount Display
- the terminal device 10 comprises a communication IF (Interface) 12, an input device 13, an output device 14, a memory 15, storage 16, and a processor 19.
- the input device 13 is a device (e.g., a touch panel, a touch pad, etc.) for accepting input operations from a user.
- the output device 14 is a device (a display, a speaker, etc.) for presenting information to the user.
- the server 20 is, for example, an information processing device that manages information about cards and decks.
- the server 20 is realized, for example, by a computer connected to the network 80. As shown in FIG. 4, the server 20 includes a communication IF 22, an input/output IF 23, a memory 25, a storage 26, and a processor 29.
- the input/output IF 23 functions as an input device for accepting input operations from the user, and as an interface with an output device for presenting information to the user.
- Each information processing device is configured by a computer equipped with an arithmetic unit and a storage device.
- the basic hardware configuration of the computer and the basic functional configuration of the computer realized by the hardware configuration will be described later.
- descriptions that overlap with the basic hardware configuration and basic functional configuration of the computer described later will be omitted.
- Fig. 5 is a block diagram showing an example of the configuration of the terminal device 10 shown in Fig. 4.
- the terminal device 10 includes a communication unit 120, an input device 13, an output device 14, an audio processing unit 17, a microphone 171, a speaker 172, a camera 160, a position information sensor 150, a storage unit 180, and a control unit 190.
- the blocks included in the terminal device 10 are electrically connected to each other, for example, by a bus or the like.
- the communication unit 120 performs processes such as modulation and demodulation for the terminal device 10 to communicate with other devices.
- the communication unit 120 performs transmission processing on signals generated by the control unit 190 and transmits them to the outside (e.g., server 20).
- the communication unit 120 performs reception processing on signals received from the outside and outputs them to the control unit 190.
- the input device 13 is a device for inputting instructions or information by the user operating the terminal device 10.
- the input device 13 is realized, for example, by a touch-sensitive device 131 or the like where instructions are input by touching the operation surface.
- the terminal device 10 is a PC or the like
- the input device 13 may be realized by a reader, keyboard, mouse, or the like.
- the input device 13 converts instructions input by the user into electrical signals and outputs the electrical signals to the control unit 190.
- the input device 13 may also include, for example, a receiving port that receives electrical signals input from an external input device.
- the output device 14 is a device for presenting information to a user operating the terminal device 10.
- the output device 14 is realized, for example, by a display 141 or the like.
- the display 141 displays data according to the control of the control unit 190.
- the display 141 is realized, for example, by an LCD (Liquid Crystal Display) or an organic EL (Electro-Luminescence) display or the like.
- the audio processing unit 17 performs digital-to-analog conversion processing of the audio signal.
- the audio processing unit 17 converts the signal provided by the microphone 171 into a digital signal and provides the converted signal to the control unit 190.
- the audio processing unit 17 also provides the audio signal to the speaker 172.
- the audio processing unit 17 is realized, for example, by a processor for audio processing.
- the microphone 171 accepts audio input and provides an audio signal corresponding to the audio input to the audio processing unit 17.
- the speaker 172 converts the audio signal provided by the audio processing unit 17 into audio and outputs the audio to the outside of the terminal device 10.
- Camera 160 is a device that receives light using a light receiving element and outputs it as a photographic signal.
- the location information sensor 150 is a sensor that detects the location of the terminal device 10, and is, for example, a GPS (Global Positioning System) module.
- the GPS module is a receiving device used in a satellite positioning system. In a satellite positioning system, signals are received from at least three or four satellites, and the current location of the terminal device 10 in which the GPS module is installed is detected based on the received signals.
- the location information sensor 150 may detect the current location of the terminal device 10 from the location of the wireless base station to which the terminal device 10 is connected.
- the storage unit 180 is realized, for example, by the memory 15 and the storage 16, and stores data and programs used by the terminal device 10.
- the storage unit 180 stores, for example, user information 181, card information 182, and deck information 183.
- User information 181 includes, for example, information about a user who plays a TCG.
- Information about a user includes, for example, a user ID, the user's name, age, address, date of birth, date of registration, etc.
- Card information 182 includes, for example, information about cards. Card information 182 may also include information about cards owned by the user. Details will be described later.
- Deck information 183 includes, for example, information about the deck constructed by the user. Details will be described later.
- the control unit 190 is realized when the processor 19 reads a program stored in the storage unit 180 and executes instructions contained in the program.
- the control unit 190 controls the operation of the terminal device 10.
- the control unit 190 fulfills the functions of an operation reception unit 191, a transmission/reception unit 192, a management unit 193, a display control unit 194, and a battle processing unit 195.
- the operation reception unit 191 performs processing for receiving instructions or information input from the input device 13. Specifically, for example, the operation reception unit 191 receives instructions or information input from the touch-sensitive device 131, etc.
- the operation reception unit 191 also receives images input from the camera 160. Specifically, for example, the operation reception unit 191 receives image data captured by the camera 160.
- the operation reception unit 191 also receives audio information input from the microphone 171. Specifically, for example, the operation reception unit 191 receives audio data that is input from the microphone 171 and converted into digital data by the audio processing unit 17.
- the transmission/reception unit 192 performs processing for the terminal device 10 to transmit and receive data to and from external devices such as the server 20 in accordance with a communication protocol. Specifically, for example, the transmission/reception unit 192 transmits to the server 20 instructions entered by the user or various pieces of acquired information. The transmission/reception unit 192 also receives information provided by the server 20.
- the information provided by the server 20 includes, for example, information relating to new cards acquired by the user or information relating to decks registered in the server 20.
- the management unit 193 manages the user information 181, card information 182, and deck information 183 stored in the storage unit 180. For example, when information about a user is edited, the management unit 193 stores the edited information in the user information 181. Furthermore, when the management unit 193 receives information about a card, it updates the card information 182. Specifically, for example, when a match using cards is held, the management unit 193 updates the card information 182. Furthermore, for example, when support is given via a card, the management unit 193 updates the card information 182. Furthermore, when a deck is organized, the management unit 193 updates the deck information 183.
- the display control unit 194 controls the output device 14 to display a specific image to the user. For example, the display control unit 194 controls the display 141 to display a management screen for cards owned by the user based on the information managed in the card information 182 and the information managed in the deck information 183. The display control unit 194 also controls the display 141 to display information related to a card selected by the user and related to a match that was played using that card. The display control unit 194 also controls the display 141 to display information related to a card selected by the user and related to support via that card.
- the match processing unit 195 controls processing for a match with another user. For example, the following modes of the match are assumed. - Play against the CPU using a deck built with digital cards - Play against other players using a deck built with digital cards - Play in tournaments
- Fig. 6 is a diagram showing an example of the functional configuration of the server 20.
- the server 20 fulfills the functions of a communication unit 201, a storage unit 202, and a control unit 203.
- the communication unit 201 performs processing for the server 20 to communicate with external devices.
- the memory unit 202 has, for example, a user information table 2021, a card master table 2022, a deck information table 2023, a match information table 2024, a bonus information table 2025, and a card management table 2026.
- the user information table 2021 is, for example, a table that stores information about users who have registered for services related to the TCG. Details will be described later.
- the card master table 2022 is, for example, a table that stores information about cards available to users. Details will be described later.
- the deck information table 2023 is, for example, a table that stores information about decks registered by users. Details will be described later.
- the match information table 2024 is, for example, a table that stores information about matches that have been held in the past. Details will be described later.
- the bonus information table 2025 is a table that stores, for example, information (bonus information) about bonuses to be granted to users. Details will be described later.
- the card management table 2026 is, for example, a table that stores information for managing cards acquired by users. Details will be described later.
- the control unit 203 is realized by the processor 29 reading a program stored in the storage unit 202 and executing instructions contained in the program. By operating according to the program, the control unit 203 fulfills the functions of a reception control module 2031, a transmission control module 2032, a management module 2033, an assignment module 2034, and a battle processing module 2035.
- the reception control module 2031 controls the process in which the server 20 receives signals from external devices according to a communication protocol.
- the transmission control module 2032 controls the process in which the server 20 transmits signals to external devices according to a communication protocol.
- the management module 2033 manages the tables stored in the memory unit 202. Specifically, for example, when an operation related to the deck is input, the management module 2033 updates the deck information table 2023. Furthermore, when the management module 2033 receives information related to a match, it updates the match information table 2024 and the card management table 2026. Furthermore, when the management module 2033 receives information related to cheering, it updates the card management table 2026.
- the granting module 2034 grants a privilege to a user.
- the granting module 2034 refers to the privilege information table 2025 and grants a privilege to a user who meets the conditions.
- the match processing module 2035 controls the processing of matches between users. For example, the match processing module 2035 controls matches between players using decks constructed from digital cards.
- ⁇ 2 Data Structure> 7 and 8 are diagrams showing the data structure of information stored in the terminal device 10. Note that Figs. 7 and 8 are merely examples and do not exclude data not shown.
- FIG. 7 is a diagram showing the data structure of card information 182.
- Card information 182 shown in FIG. 7 is a table having columns such as card ID, name, type, attribute, card information, match information, support information, image data, etc., with card management ID as a key.
- Card information 182 may also have information on regulations or rarity, etc.
- the card management ID is an item that stores an identifier for uniquely identifying a card.
- cards with the same name, effect, rarity, and regulations, i.e., exactly the same cards are assigned different card management IDs.
- the card ID is an item that stores an identifier for uniquely identifying the type of card. In this embodiment, the same card ID is assigned to exactly the same cards.
- the name is an item that stores the name of the card.
- the type is an item that stores the type of card. In this embodiment, card types include, for example, character, energy, support, goods, stadium, etc.
- An attribute is an item that stores the nature to which a character belongs.
- attributes include, for example, fire, water, lightning, grass, super, steel, evil, fighting, etc.
- Card information is an item that stores information that explains the contents of the card. If the card type is character, the card information includes, for example, the character's attack power, stamina, the amount of energy required to perform a technique, the amount of energy required to escape, weaknesses, resistance, special properties possessed by the character, etc. If the card type is support, goods, or stadium, the card information includes, for example, the requirements for using the card, effects that occur when the card is used, etc.
- the match information is an item that stores information about a TCG match that was conducted by incorporating the corresponding card into a deck.
- a match ID that can identify the match is stored as the match information.
- the server 20, for example, registers, as match information, information that identifies a match conducted by a user using a deck that includes the corresponding card.
- the item "match information" is, for example, match information registered by the server 20 that is sent to and stored in the terminal device 10.
- the cheering information is an item that stores information about the TCG match that was supported in association with the corresponding card.
- a match ID that can identify the match that was supported is stored as the cheering information.
- the server 20 manages the cheering provided by the user in association with the corresponding card by linking it to the card management ID.
- the item "cheering information" is the cheering information managed by the server 20 that is sent to the terminal device 10 and stored therein.
- Image data is an item that stores an image. Image data may also store reference information (path) to an image data file located elsewhere.
- path reference information
- FIG. 8 is a diagram showing the data structure of deck information 183.
- Deck information 183 shown in FIG. 8 is a table with columns such as name, organization cards, completion, update date, and registration information, with the deck ID as a key.
- deck information 183 may also have information related to the deck's nickname, deck usage history, etc.
- the nickname of a deck is a name given based on a common understanding among multiple users, for example, based on characteristic cards used in the deck, succinctly expressing the characteristics of the deck.
- Deck ID is an item that stores an identifier for uniquely identifying a deck.
- Name is an item that stores the name of the deck. The name is given by, for example, the user.
- Organization card is an item that stores the cards that make up the deck. In the organization card, for example, the card management ID of the card that makes up the deck is stored.
- Complete is an item that stores whether or not the deck is complete.
- a circle indicates that the deck is complete, and a cross indicates that the deck is not complete.
- a completed deck means, for example, that the deck has been assembled with a prescribed number of cards and is ready for use in a match.
- Update date is an item that stores the date on which the deck configuration was changed. In calculating the update date, using a card used in one deck in another deck may also be treated as a change.
- Registration information is an item that stores the relationship with a deck registered in the server 20. The registration information stores, for example, a deck code issued when the deck is registered in the server 20.
- FIGS. 9 to 14 are diagrams showing the data structure of the information stored in the server 20. Note that FIGS. 9 to 14 are merely examples and do not exclude data that is not listed.
- FIG. 9 is a diagram showing the data structure of the user information table 2021.
- the user information table 2021 shown in FIG. 9 is a table having columns such as name, age, address, date of birth, and date of registration, with the user ID as a key.
- the user information table 2021 is not limited to the above, and may also have proficiency as a column.
- the user ID is an item that stores an identifier for uniquely identifying a user.
- the name is an item that stores the user's name.
- the age is an item that stores the user's age.
- the address is an item that stores the place where the user lives.
- the date of birth is an item that stores the date the user was born.
- the registration date is an item that stores the date the user started using the TCG-related services.
- Records in the user information table 2021 are added when a new user is registered.
- FIG. 10 is a diagram showing the data structure of the card master table 2022.
- the card master table 2022 shown in FIG. 10 is a table having columns such as name, type, attributes, card information, and image data, with the card ID as a key.
- Card ID is an item that stores an identifier for uniquely identifying the type of card.
- Name is an item that stores the name of the card.
- Type is an item that stores the type of card.
- Attributes is an item that stores the nature to which the character belongs.
- Card Information is an item that stores information that explains the contents of the card.
- Image Data is an item that stores an image.
- Records in the card master table 2022 are added, for example, when a new card is issued.
- FIG. 11 is a diagram showing the data structure of the deck information table 2023.
- the deck information table 2023 shown in FIG. 11 is a table having columns such as name, user ID, registration date, first organization card, second organization card, and publication, with the deck code as the key. In addition to these, the deck information table 2023 may also have information regarding the nickname of the deck.
- the deck code is an item that stores an identifier for uniquely identifying a registered deck.
- the deck code is issued by the management module 2033 when a user registers a new deck.
- the deck code shown in FIG. 11 is an identifier that is different from, for example, the deck ID shown in FIG. 8. This is because the deck code shown in FIG. 11 is for managing publicly available decks, while the deck ID shown in FIG. 8 is for managing one's own deck.
- the name is an item that stores the name of the deck. The name is given by the user.
- the user ID is an item that stores the user ID of the user who registered the deck.
- the registration date is an item that stores the date the deck was registered.
- the first organization card and the second organization card are items that store the cards that will be used to organize the deck.
- the card IDs of the cards that will be used to organize the deck are stored.
- the card management IDs of the cards that will be used to organize the deck are stored.
- "Public" is an item that stores whether or not the deck is publicly available to other users.
- a circle indicates that the deck is publicly available to other users, and a cross indicates that the deck is not publicly available to other users.
- a deck that is not public means that it can only be viewed by the player himself.
- FIG. 12 is a diagram showing the data structure of the match information table 2024.
- the match information table 2024 shown in FIG. 12 is a table that uses a match ID as a key and has columns such as date and time, opponent, deck code, winner, match log information, and tournament information.
- the match ID is an item that stores an identifier for uniquely identifying a match.
- a match ID is issued by the management module 2033 when new information about a match is registered.
- the date and time is an item that stores the date and time when the match took place.
- the opponents is an item that stores information about the players who played the match. In this embodiment, for example, the user IDs of the players who played the match are stored in the opponents.
- the deck code is an item that stores a code that identifies the deck used in a match.
- the player who played the match is associated with the deck code of the deck used by that player.
- the deck code does not necessarily have to be stored. In other words, the deck code does not necessarily have to be registered.
- Match log information is an item that stores the moves adopted by players during a match. Specifically, for example, the match log information stores when a player draws a card from a designated placement area (such as the deck or win/lose condition cards), when a player places a card in a designated placement area, when a player uses the effect of a designated card, etc.
- the moves adopted by players during a match may be referred to as deck rotation during a match.
- Tournament information is an item that stores information about a match. For example, tournament information includes the name of the tournament in which the match was held, and the number of rounds in the match in the tournament.
- the tournament information may include match information in privately held tournaments, regardless of whether the tournament was officially held.
- tournament information is not limited to tournaments, and may include match information in private matches.
- FIG. 13 is a diagram showing the data structure of the bonus information table 2025.
- the bonus information table 2025 shown in FIG. 13 is a table that uses the bonus ID as a key and has columns for bonus content, conditions, etc.
- the "Benefit ID” is an item that stores an identifier for uniquely identifying a benefit.
- the "Benefit content” is an item that stores the content of the benefit.
- the “Condition” is an item that stores the conditions under which the benefit is granted.
- FIG. 14 is a diagram showing the data structure of the card management table 2026.
- the card management table 2026 shown in FIG. 14 is a table that uses the card management ID as a key and has columns such as card ID, match information, support information, owner, transferee, transferor, transaction date, and value.
- the owner is an item that stores information about the user who owns the card.
- the owner stores the user ID of the user who owns the card.
- Transferee, Transferor, Transaction Date, and Consideration are items that store information about the transaction of the card identified by the card management ID. Transferee, Transferor, Transaction Date, and Consideration are added for each transaction. Transferee represents the person who received the card in the transaction. Transferor represents the person who transferred the card in the transaction. Transaction Date represents the date the transaction was carried out. Consideration represents the cost paid by the transferee to the transferor when trading the card.
- the server 20 sells, for example, digital cards.
- the server 20 sells, for example, cards in a manner in which the user can grasp the contents of the cards.
- the server 20 may also sell cards in a manner in which the user cannot grasp the contents of the cards.
- the server 20 sells a single card as a sales unit.
- the server 20 may also sell multiple cards as a sales unit.
- the server 20 may also function as a platform for users to sell cards to other users.
- the server 20 makes cards available to other users for purchase, for which sales conditions such as price have been set by the user. If a user agrees to the sales conditions set by the other user, he or she can select the card and purchase it.
- FIG. 15 is a diagram illustrating an example of the operation of the terminal device 10 and the server 20 when a user purchases a card.
- a user uses the terminal device 10 to access the server 20.
- the terminal device 10 obtains information about cards being sold by the server 20 and displays it on the display 141.
- the user refers to the cards displayed on the display 141 and selects the desired card.
- the user inputs a request to purchase the selected card into the terminal device 10.
- step S11 the terminal device 10 accepts a card purchase request input by the user through the operation acceptance unit 191.
- the terminal device 10 transmits the accepted purchase request to the server 20 through the transmission/reception unit 192.
- step S12 the server 20 acquires a card based on a purchase request from the user. Specifically, for example, the server 20 acquires a card selected by the user by consuming information on a predetermined asset associated with the user through the management module 2033.
- the information on the predetermined asset is as follows: ⁇ Game media used in the game ⁇ Crypto assets ⁇ Tokens ⁇ Information about currencies
- the management module 2033 acquires the card ID of the card selected by the user. If the user selects a card that is being sold in a manner that allows the contents of the card to be ascertained, the management module 2033 executes a card lottery and acquires the card ID of the card selected by the lottery. If the user selects a card sold by another user, the management module 2033 acquires the card management ID of the card selected by the user from the card management table 2026.
- the management module 2033 updates the card management table 2026 based on the acquired card ID. Specifically, for example, when the management module 2033 acquires a card ID of a card that is sold in a manner that allows the card contents to be ascertained, or when the management module 2033 acquires a card ID of a card selected by lottery, the management module 2033 issues a card management ID for the corresponding card. The management module 2033 issues a record in the card management table 2026 with the card management ID as a key, and stores information on the card ID and owner in the record.
- the management module 2033 when the management module 2033 acquires the card management ID of a card being sold by another user, the management module 2033 changes the owner of the card in the card management table 2026. Instead of rewriting the owner of the card in the card management table 2026, the management module 2033 may add a new owner. Furthermore, the management module 2033 stores information about the transaction in a record that uses the acquired card management ID as a key. Specifically, for example, the management module 2033 stores the transferee, transferor, transaction date, and consideration in a record that uses the acquired card management ID as a key.
- the server 20 transmits information about the card purchased by the user to the terminal device 10.
- the management module 2033 reads information about the card purchased by the user from the card master table 2022 based on the card ID.
- the management module 2033 reads, for example, the name, type, attributes, card information, and image data as information about the card from the card master table 2022.
- the transmission control module 2032 transmits the card ID, the read information, and the card management ID to the terminal device 10.
- step S15 the terminal device 10 receives the information sent from the server 20 and updates the card information 182 based on the received information. Specifically, for example, the terminal device 10 creates a new record in the card information 182 using the management unit 193, and stores the card management ID, card ID, name, type, attributes, card information, and image data.
- the control unit 203 of the server 20 uses the management module 2033 to manage, for each card, information on which card has been used in a match.
- the user builds a deck by combining cards managed in card information 182.
- the management unit 193 manages information related to the decks built by the user in deck information 183.
- the user also registers the deck that he or she has constructed on the server 20. Specifically, the user accesses the server 20 using the terminal device 10.
- the terminal device 10 displays a deck registration form, which is set on the server 20, on the display 141.
- the user uses the form displayed on the display 141 to select cards to construct the deck.
- the user inputs a request to the terminal device 10 to register the deck constructed from the selected cards and the name of the deck.
- the user may set whether or not to make the registered deck public to other users.
- the management module 2033 When a deck registration request is input by the user, the management module 2033 issues a new deck code and creates a record in the deck information table 2023 with the issued deck code as a key.
- the management module 2033 stores, for example, the name of the created record, the user ID, the registration date, the first organization card, the second organization card, and the publication based on the information input by the user.
- FIG. 16 is a diagram illustrating an example of the operation of the terminal device 10 and the server 20 when managing cards used by a user in a match.
- the user uses the terminal device 10 to access the server 20.
- the terminal device 10 displays a match information registration form set in the server 20 on the display 141.
- the user uses the form displayed on the display 141 to input information about the match.
- Information about the match includes, for example, the date and time the match will be held, the opponents, information about the decks to be used in the match, tournament information, etc.
- the user After inputting the information about the match, the user inputs a request to register the match information into the terminal device 10.
- step S21 the terminal device 10 accepts a registration request for match information input by the user via the operation reception unit 191.
- the terminal device 10 transmits the input match information and the registration request to the server 20 via the transmission/reception unit 192.
- the server 20 updates the card management table 2026 based on the match information input by the user. Specifically, for example, when the management module 2033 receives a request to register match information from the user, it issues a match ID and creates a record in the match information table 2024 with the issued match ID as a key. The management module 2033 stores the date and time, opponent, deck code, and tournament information of the created record based on the information input by the user.
- the date, time, opponents, and tournament information may be entered in advance by the tournament organizer.
- a battle ID has already been issued, and a record has been created in the battle information table 2024.
- Information regarding the decks to be used in the battle may also be registered in advance by the user. For example, multiple decks to be used in the tournament may be registered before the battle, and the user may select one of the registered decks at the start of the battle.
- the management module 2033 When the management module 2033 stores information in the match information table 2024, it updates the card management table 2026. Based on the card management IDs of the cards included in the deck, the management module 2033 stores information about the match in which the deck is used, such as the match ID, in the "match information" item of the corresponding record in the card management table 2026. The more matches there are, the more information is stored in the match information. This makes it possible to know in which match a card was used.
- step S23 the server 20 transmits the information managed in the card management table 2026 to the terminal device 10. Specifically, for example, when a new battle ID is stored in the "Battle Information" item of the card management table 2026, the management module 2033 reads out the newly stored battle ID, the card management ID, and the user ID of the owner. The transmission control module 2032 transmits the read battle ID and card management ID to the terminal device 10 owned by the user identified by the user ID.
- step S24 the terminal device 10 receives the information transmitted from the server 20 and updates the card information 182 based on the received information. Specifically, for example, the terminal device 10 causes the management unit 193 to store the battle information received from the server 20, for example, the battle ID, in the "battle information" item of the record identified by the card management ID.
- the control unit 203 controls the match processing between players using the match processing module 2035.
- the match processing module 2035 stores information about the moves used by the players during the match in the memory unit 202.
- the management module 2033 stores information about the moves used by the players during the match in the match information table 2024 as match log information.
- the match processing module 2035 recognizes the player who won the match as the winner.
- the management module 2033 stores the winner in the match information table 2024.
- the control unit 203 of the server 20 manages, by the management module 2033, information on support for the deck related to the card for each card.
- FIG. 17 is a diagram illustrating an example of the operation of the terminal device 10 and the server 20 when managing cards based on user support.
- the terminal device 10 displays a support form set in the server 20 on the display 141.
- the user uses the form displayed on the display 141 to select a card that will be the basis of the support, and inputs other players who use the deck they will support in association with the selected card.
- the user inputs a request to register the support information to the terminal device 10.
- the support information includes, for example, the card management ID of the selected card and the user ID of the player they will support.
- the user ID of the player they will support may be the participant ID when participating in the tournament.
- the support information may include, for example, information identifying the tournament and information identifying the match in the tournament.
- the card that is the basis for cheering is, for example, a card that has the same effect as the cards that make up the cheering deck.
- a card that has the same effect refers to, for example, cards that have the same effect on the progress of the game when used when playing a TCG game. If a user has an attachment to a particular card, they will want to cheer for a player who is using a deck that includes cards that have the same effect as this card. Based on the cards they own, users will cheer for a player who is using a deck that includes those cards. Note that the cards that are the subject of cheering may have different rarities. If a deck does not include any cards that have the same effect as the cards they own, it may be possible to prevent the user from cheering for the player who is using that deck.
- only one player can be supported based on one card.
- the number of players that can be supported may be limited to one regardless of the number of cards.
- a player may be supported throughout the tournament, or the supported player may be changed for each match.
- the target of support can be a deck instead of a player.
- the control unit 190 may set, via the management unit 193, that the card that is the basis of the support cannot be used in the deck by the user while the deck is being supported. This allows the user to take more care in selecting the deck to support, since the selected deck cannot be used while the deck is being supported.
- step S31 the terminal device 10 accepts a request to register cheering information input by the user via the operation reception unit 191.
- the terminal device 10 transmits the input cheering information and the registration request to the server 20 via the transmission/reception unit 192.
- the server 20 updates the card management table 2026 based on the cheering information input by the user. Specifically, for example, when the management module 2033 receives a cheering information registration request from the user, the management module 2033 reads information about the match from the match information table 2024. Based on the card management ID included in the cheering information input by the user, the management module 2033 stores information based on the information about the match in the "cheering information" item of the corresponding record in the card management table 2026.
- the specified information stored in the "cheering information" item includes, for example, the match ID and the user ID of the cheering player. As the number of cheers increases, the amount of cheering information stored increases. This makes it possible to understand that cheering has been done based on the card.
- step S33 the server 20 transmits the information managed in the card management table 2026 to the terminal device 10. Specifically, for example, when a new battle ID and user ID are stored in the "support information" item of the card management table 2026, the management module 2033 reads out the newly stored battle ID and user ID, the card management ID, and the user ID as the owner. The transmission control module 2032 transmits the read battle ID and user ID, and the card management ID to the terminal device 10 owned by the user identified by the user ID.
- step S34 the terminal device 10 receives the information transmitted from the server 20 and updates the card information 182 based on the received information. Specifically, for example, the terminal device 10 stores the cheering information received from the server 20, such as the match ID and user ID, in the "cheering information" item of the record identified by the card management ID, via the management unit 193.
- the control unit 203 controls the match processing between players using the match processing module 2035.
- the match processing module 2035 stores information about the hands used by the players during the match in the storage unit 202.
- the management module 2033 stores information about the hands used by the players during the match in the match information table 2024 as match log information.
- the match processing module 2035 recognizes the player who won the match as the winner.
- the management module 2033 stores the winner in the match information table 2024.
- the management module 2033 may store information about the win or loss in the "support information" item of the card management table 2026.
- the management module 2033 may store the results of the tournament in the match information table 2024. For example, if a player wins the final of a tournament, the winner may be stored in the match information table 2024, and the fact that the player won the tournament may be stored in the match information table 2024 as the result of the tournament.
- the awarding module 2034 awards a reward to the user who owns the card based on the history of the card's use and the history of support associated with the card.
- the grant module 2034 determines whether or not the information granted to the card satisfies the conditions set in the benefit information table 2025.
- the conditions related to the match information set in the benefit information table 2025 are, for example, as follows. ⁇ The card must have been used in a specified tournament. ⁇ The card must have been included in a deck that reached a specified round in a specified tournament. ⁇ The card must have been included in a deck that achieved a specified result in a specified tournament. ⁇ The card must have been used more than the specified number of times.
- the conditions related to the support information set in the bonus information table 2025 are, for example, as follows. ⁇ The supported player has reached a specified round in a specified tournament. ⁇ The supported player has achieved a specified result in a specified tournament. ⁇ The number of times a player has been supported has exceeded a specified number. ⁇ The number of times a player has been supported has exceeded a specified number. ⁇ The number of users supporting a player has exceeded a specified number.
- a predetermined benefit content is set for each condition.
- the benefit content is as follows. ⁇ Changing the appearance of the card ⁇ Provision of a card ⁇ Granting the right to create an original card ⁇ Providing an original card created by a specific user (e.g., a supporter of the winning team) ⁇ Granting the right to enter a lottery for a card ⁇ Advantageous effect in a match ⁇ Advantageous effect in the lottery for a card
- the terminal device 10 In response to an instruction from the user, the terminal device 10 displays a list of cards owned by the user.
- the control unit 190 of the terminal device 10 causes the display control unit 194 to display the list of cards on the display 141 based on the card information 182 and deck information 183.
- FIG. 18 is a schematic diagram showing an example of the display of the display 141 of the terminal device 10.
- the display control unit 194 displays an area 1411 and an area 1412.
- Area 1411 is an area in which display conditions, etc. are entered.
- Area 1412 is an area in which cards owned by the user are displayed in a manner conforming to the display conditions entered in area 1411.
- the display order is displayed in area 1411 as a display condition.
- the display order indicates the rules for the sequence.
- the display order is selected by the user from among, for example, number order, name order, rarity order, acquisition date order, etc.
- the display order can be switched, for example, from number order to name order, rarity order, acquisition date order, etc. based on an instruction from the user.
- "Display order: number order” is displayed, and the cards are arranged in area 1412 in the order of their card IDs.
- a search window 14111 is displayed in area 1411.
- the user inputs keywords or the like into search window 14111 to search for the desired card.
- the display control unit 194 displays detailed information about the selected card based on card information 182.
- FIG. 19 is a schematic diagram showing an example of detailed card information displayed on the display 141.
- the display control unit 194 displays areas 1413, 1414, and 1415.
- Area 1413 is an area in which information about the card is entered.
- Area 1414 is an area in which an image of the card is displayed.
- Area 1415 is an area in which match-up information about the card is entered.
- the display control unit 194 displays information about the card in area 1413 based on the information stored in the items "Card management ID,” "Name,” and “Type” of card information 182.
- the display control unit 194 displays an image in area 1414 based on the information stored in the item "Image data" of card information 182.
- the display control unit 194 reads out information about the battle from the server 20 based on the information stored in the "Battle Information" item of the card information 182, and displays the read out information in the area 1415. Specifically, for example, the display control unit 194 reads out the battle ID stored in the "Battle Information” item of the card information 182, and requests information about the read out battle ID from the server 20. The server 20 reads out information about the requested battle ID from the battle information table 2024, and transmits the read out information to the terminal device 10. The display control unit 194 displays a list 14151 in the area 1415 based on the information received from the server 20. The list 14151 displays information about the battle in which the player participated with a deck containing the selected card.
- buttons 14152 for switching the display to cheering information are displayed.
- the display control unit 194 switches the display of the match information to the display of cheering information.
- FIG. 20 is a schematic diagram showing another example of displaying detailed information of a card displayed on the display 141.
- the display control unit 194 displays areas 1413, 1414, and 1416.
- Area 1416 is an area in which support information based on the card is entered.
- the display control unit 194 reads out information about the match from the server 20 based on the information stored in the "support information" item of the card information 182, and displays the read out information in the area 1416. Specifically, for example, the display control unit 194 reads out the match ID stored in the "support information" item of the card information 182, and requests information about the read out match ID from the server 20. The server 20 reads out information about the requested match ID from the match information table 2024, and transmits the read out information to the terminal device 10. The display control unit 194 displays a list 14161 in the area 1416 based on the information received from the server 20. The list 14161 displays information about the match of the supported player based on the selected card.
- buttons 14162 for switching the display to match information are displayed.
- the display control unit 194 switches the display of the cheering information to the display of match information.
- the display control unit 194 may display information related to card transactions. Specifically, for example, the display control unit 194 reads the card management ID from the card information 182, and requests information related to the card transaction identified by the read card management ID from the server 20. The server 20 reads the requested information from the match information table 2024, and transmits the read information to the terminal device 10. Based on the information received from the server 20, the display control unit 194 displays the information related to the card transaction on the display 141, for example in the form of a list.
- the control unit 203 of the server 20 stores information related to multiple digital cards using the management module 2033.
- the management module 2033 stores information related to card usage when one of the multiple digital cards has been used, in association with the digital card used.
- the transmission control module 2032 accepts the selection of one of the multiple digital cards, it transmits information related to card usage associated with that card to the terminal device 10 and presents it to the user. In this way, information on how much the user has used each of the digital cards they own is retained as information for each of the digital cards they own.
- this embodiment allows players to retain their emotional attachment to cards in a digital TCG.
- the information regarding card use is information regarding matches that have been played using decks constructed by combining cards.
- the number of matches that a user has played using digital cards that they own is stored as information for each digital card that they own.
- the information about the match includes the date of the match, the result of the match, the opponent in the match, information about the deck rotation during the match, information about the deck, or information about the tournament. This allows the user to look back at any time on the details of the matches that were played using decks that incorporate cards.
- the information regarding card use is information regarding support for other users who use decks constructed using digital cards with the same effects as the owned digital cards.
- the extent to which a user has supported another user using the owned digital cards is recorded as information for each owned digital card.
- the information regarding support includes other users using the deck, the results of the match, the opponent in the match, information regarding the deck, information regarding the tournament, or the results of the tournament. This allows the user to look back at any time on the details of the matches that were played using the deck that the user supported by associating it with a card.
- the management module 2033 manages the same digital cards so that each can be uniquely identified. This makes it possible to treat each digital card as a unique card, like an analog card, rather than treating digital cards of the same type as a single digital card, which increases the user's attachment to the digital card.
- the management module 2033 stores information related to digital card transactions in association with the digital card that was traded. This allows the user to understand the changes in ownership of the digital card. Information about past owners also becomes a factor in forming an attachment to the card.
- the information about the transaction includes the date and time of the transfer, the transferor, the recipient, or the consideration for the transfer. This allows the user to check the details of the card transaction at any time.
- the granting module 2034 grants rewards according to the information regarding usage. This allows the user to obtain rewards according to the track record of using the card. This provides an incentive to continue using the card for a long time.
- the granting module 2034 grants rewards according to information about the match. This allows the user to obtain rewards according to the track record of matches using the cards. This provides an incentive to use a deck that includes the cards for a long time.
- the granting module 2034 grants rewards according to the information related to the support. This allows the user to obtain rewards according to the achievements of the support based on the card. This provides an incentive to continue supporting the deck that includes the card for a long time.
- the user information table 2021, the card master table 2022, the deck information table 2023, the match information table 2024, the benefit information table 2025, and the card management table 2026 are stored in the server 20.
- the information stored in these tables does not have to be stored in the server 20.
- at least the card information stored in the card management table 2026 may be stored in a block chain (distributed ledger) formed by a P2P computer network.
- each digital card is traded on the blockchain as a non-fungible token (NFT).
- NFT non-fungible token
- the card management ID in the above embodiment corresponds to, for example, a unique identifier (NFT-ID) for identifying the NFT.
- Transactions for NFTs are executed, for example, by smart contracts implemented on the blockchain.
- the transaction history for NFTs is stored on the blockchain as transactions. This allows the history of NFT owners to be stored on the blockchain.
- NFT usage is carried out, for example, by a smart contract implemented on the blockchain.
- the history of NFT usage is stored on the blockchain as transactions. This allows the history of NFTs used in matches and the history of supporting other players based on NFTs to be stored on the blockchain.
- the granting of rewards related to the usage history of NFTs is executed, for example, by a smart contract implemented on the blockchain.
- the owner of the NFT at that time is granted a specified reward.
- the owner of the NFT at that time is granted a specified reward.
- control unit 203 of the server 20 uses the management module 2033 to store information about multiple digital cards in a distributed ledger formed by a computer network.
- the control unit 190 of the terminal device 10 may also use the management unit 193 to store information about multiple digital cards in a distributed ledger formed by a computer network. This makes it possible to treat digital cards as NFTs. It also makes it possible to keep transparent records about the digital cards.
- the management module 2033 also stores information regarding card usage in the distributed ledger as a transaction of the corresponding digital card.
- the management unit 193 may also store information regarding card usage in the distributed ledger as a transaction of the corresponding digital card. This makes it possible to keep a transparent record of the usage history of the digital card.
- the management module 2033 or the management unit 193 stores information about the match in the distributed ledger as a transaction of the corresponding digital card. This makes it possible to keep a transparent record of information about the match between digital cards.
- the management module 2033 or the management unit 193 stores information about cheering in the distributed ledger as a transaction of the corresponding digital card. This makes it possible to keep a transparent record of information about cheering based on the digital card.
- management module 2033 or the management unit 193 stores information about the transaction in the distributed ledger as a transaction of the transacted digital card. This makes it possible to keep a transparent record of the digital card transaction.
- the server 20 stores the match information table 2024.
- the user's own match information may be stored in the storage unit 180 of the terminal device 10.
- the management unit 193 may update the match information in the card information 182 based on the match information stored in the storage unit 180.
- the transmission/reception unit 192 transmits information related to the card to the server 20.
- the management module 2033 of the server 20 updates the match information table 2024 based on the information transmitted from the terminal device 10. This makes it possible for the terminal device 10 to grasp the match information.
- card uses were described in which a battle was held using a deck of cards, and card-based support.
- card uses are not limited to these.
- card uses may also include displaying cards.
- a user may, for example, lend a card. Specifically, for example, a user may transfer the right to use a card owned by the user to a player who uses a deck containing cards that the user has an attachment to. In other words, the user may allow the player they want to support to use the user's card instead of the card owned by the player.
- a user refers to the tournament participants and their decks and selects a player to support.
- the user accesses the server 20 using the terminal device 10 before the tournament is held or a specified time on the day of the tournament.
- the terminal device 10 displays a loan application form set in the server 20 on the display 141.
- the user uses the form displayed on the display 141 to select a card to be loaned and inputs the other player to whom the user wishes to loan the card in association with the selected card. After inputting the loan information, the user inputs a request to register the loan information into the terminal device 10.
- the loan information includes, for example, the card management ID of the selected card and the user ID of the player to whom the card is to be loaned.
- the user ID of the player to whom the card is to be loaned may be the participant ID when participating in the tournament.
- the loan information may include, for example, information identifying the tournament and information identifying the match in the tournament.
- the terminal device 10 receives a request to register loan information input by the user through the operation reception unit 191.
- the terminal device 10 transmits the input loan information and the registration request to the server 20 through the transmission/reception unit 192.
- the server 20 updates the card management table 2026 based on the information on loan input by the user. Specifically, for example, when a request to register loan information is input by the user, the management module 2033 determines whether to loan a card to a player. The management module 2033 accepts loan applications from users who meet certain requirements, for example. Alternatively, the management module 2033 accepts loan applications at random, for example. The management module 2033 reads information on the match from the match information table 2024. Based on the card management ID included in the information on loan input by the user, the management module 2033 stores information based on the information on the match in the "loan information" item (not shown) of the corresponding record in the card management table 2026.
- the specified information stored in the "loan information" item includes, for example, the match ID and the user ID of the player being supported. The more times the loan information is lent, the more information is stored. This makes it possible to know that the card was lent and used in a specified match. The user who owns the card will be able to develop a stronger attachment to the card because the card will be remembered as having been used in a specific match.
- the server 20 transmits information managed in the card management table 2026 to the terminal device 10. Specifically, for example, when a new battle ID and user ID are stored in the "loan information" item of the card management table 2026, the management module 2033 reads out the newly stored battle ID and user ID, the card management ID, and the user ID as the owner. The transmission control module 2032 transmits the read battle ID, user ID, and card management ID to the terminal device 10 owned by the user identified by the user ID.
- the terminal device 10 receives the information sent from the server 20 and updates the card information 182 based on the received information. Specifically, for example, the terminal device 10 stores the loan information received from the server 20, such as the match ID and user ID, in the "loan information" item of the record identified by the card management ID, via the management unit 193.
- the control unit 203 controls the match processing between players using the match processing module 2035.
- the match processing module 2035 stores information about the hands used by the players during the match in the memory unit 202.
- the management module 2033 stores information about the hands used by the players during the match in the match information table 2024 as match log information. This leaves a record of the circumstances under which the cards lent by the users were used in the match.
- the match processing module 2035 recognizes the player who won the match as the winner.
- the management module 2033 stores the winner in the match information table 2024.
- the management module 2033 may store information about the win or loss in the "loan information" item of the card management table 2026.
- the management module 2033 may store the results of the tournament in the match information table 2024. For example, if a player wins the finals of a tournament, the winner may be stored in the match information table 2024, and the fact that the player won may also be stored in the match information table 2024 as the result of the tournament.
- Basic hardware configuration of computer> 21 is a block diagram showing the basic hardware configuration of a computer 90.
- the computer 90 includes at least a processor 91, a main storage device 92, an auxiliary storage device 93, and a communication IF (interface) 99. These are electrically connected to each other by a bus.
- the processor 91 is hardware for executing a set of instructions written in a program.
- the processor 91 is composed of an arithmetic unit, registers, peripheral circuits, etc.
- the main memory device 92 is used to temporarily store programs and data processed by the programs.
- it is a volatile memory such as a DRAM (Dynamic Random Access Memory).
- the auxiliary storage device 93 is a storage device for saving data and programs.
- it is a flash memory, HDD (Hard Disc Drive), optical magnetic disk, CD-ROM, DVD-ROM, semiconductor memory, etc.
- the communication IF 99 is an interface for inputting and outputting signals for communicating with other computers over a network using wired or wireless communication standards.
- Networks are composed of the Internet, LANs, various mobile communication systems constructed using wireless base stations, etc.
- networks include 3G, 4G, and 5G mobile communication systems, LTE (Long Term Evolution), wireless networks that can connect to the Internet via designated access points (e.g., Wi-Fi (registered trademark)), etc.
- communication protocols include, for example, Z-Wave (registered trademark), ZigBee (registered trademark), Bluetooth (registered trademark), etc.
- networks also include those that are directly connected using USB (Universal Serial Bus) cables, etc.
- computers 90 can be virtually realized by distributing all or part of each hardware configuration across multiple computers 90 and connecting them together via a network.
- the concept of computer 90 includes not only a computer 90 housed in a single housing or case, but also a virtualized computer system.
- the computer includes at least the functional units of a control unit, a storage unit, and a communication unit.
- the functional units of the computer 90 can also be realized by distributing all or part of each functional unit across multiple computers 90 that are connected to each other via a network.
- the concept of computer 90 includes not only a single computer 90 but also a virtualized computer system.
- the control unit is realized by the processor 91 reading out various programs stored in the auxiliary storage device 93, expanding them in the main storage device 92, and executing processing in accordance with the programs.
- the control unit can realize functional units that perform various information processing depending on the type of program.
- the computer is realized as an information processing device that performs information processing.
- the storage unit is realized by a main storage device 92 and an auxiliary storage device 93.
- the storage unit stores data, various programs, and various databases.
- the processor 91 can secure a storage area corresponding to the storage unit in the main storage device 92 or the auxiliary storage device 93 in accordance with a program.
- the control unit can cause the processor 91 to execute processes for adding, updating, and deleting data stored in the storage unit in accordance with the various programs.
- database refers to a relational database, which is used to manage sets of data called tables, which are structured in a tabular format defined by rows and columns, by relating them to each other.
- a table is called a table
- a column in a table is called a column
- a row in a table is called a record.
- each table has a column set as a key for uniquely identifying a record, but setting a key to a column is not essential.
- the control unit can cause the processor 91 to add, delete, or update records in a specific table stored in the memory unit according to various programs.
- the communication unit is realized by the communication IF 99.
- the communication unit realizes the function of communicating with other computers 90 via a network.
- the communication unit can receive information sent from other computers 90 and input it to the control unit.
- the control unit can cause the processor 91 to execute information processing on the received information in accordance with various programs.
- the communication unit can transmit information output from the control unit to other computers 90.
- Appendix 1 A program to be executed by a computer having a processor and a memory, the program causing the processor to execute the steps of: distinguishing and storing information regarding a plurality of digital cards so that each digital card can be uniquely identified even if they are the same; storing information regarding the use of one of the plurality of digital cards in association with the digital card used; and, when a selection of one of the plurality of digital cards is accepted, presenting information regarding the use of the card associated with that card.
- Appendix 2 A program described in Appendix 1, in which in the step of storing information regarding card use, the information regarding card use is information regarding a match performed using a deck constructed by combining cards.
- the information regarding the match includes the date of the match, the result of the match, the opponent, information regarding the deck rotation during the match, information regarding the deck, or information regarding the tournament (Appendix 2).
- Appendix 4 A program as described in Appendix 1, in which in the step of storing information regarding card use, the information regarding card use is information regarding support for other users who are using decks constructed using digital cards with the same effects as the digital cards owned by the user.
- the information regarding support includes information about other users using the deck, the results of the match, the opponent, information about the deck, information about the tournament, or the results of the tournament (Appendix 4).
- (Appendix 6) A program described in any one of (Appendix 1) to (Appendix 5), in which, in the step of storing information about digital cards, information about multiple digital cards is stored in a distributed ledger formed by a computer network.
- (Appendix 7) A program as described in (Supplementary Note 6), in which in the step of storing information regarding card usage, the information regarding card usage is stored in a distributed ledger as a corresponding digital card transaction.
- Appendix 8 A program as described in Appendix 6, in which in the step of storing information regarding the use of cards, the information regarding the use of cards is information regarding a match performed using a deck constructed by combining cards, and the information regarding the match is stored in the distributed ledger as a transaction of a corresponding digital card.
- Appendix 9 A program as described in (Appendix 6), in which in the step of storing information regarding card use, the information regarding card use is information regarding support for other users who use decks constructed using digital cards with the same effects as the owned digital cards, and the information regarding support is stored in the distributed ledger as a transaction of the corresponding digital card.
- (Appendix 10) A program described in any one of (Appendix 1) to (Appendix 9) that causes a processor to execute a step of storing information regarding a digital card transaction in association with the digital card traded.
- (Appendix 11) A program described in claim 10, wherein in the step of storing information about the transaction, the information about the transaction includes the date and time of the transfer, the transferor, the recipient, or the consideration for the transfer.
- (Appendix 12) A program as described in (Supplementary Note 10), in which in the step of storing information about the transaction, the information about the transaction is stored in a distributed ledger as a transaction of the transacted digital card.
- (Appendix 13) A program described in any one of (Appendix 1) to (Appendix 12) that causes a processor to execute a step of granting a reward according to information regarding usage.
- (Appendix 14) A program as described in Appendix 13, wherein in the step of storing information regarding card use, the information regarding card use is information regarding a match performed using a deck constructed by combining cards, and in the step of granting a bonus, a bonus is granted according to the information regarding the match.
- Appendix 16 A method executed by a computer having a processor and a memory, the method comprising the steps of: storing information relating to a plurality of digital cards in a manner that allows each of the same digital cards to be uniquely identified, storing information relating to the use of any of the plurality of digital cards in association with the digital card used, and, upon receiving a selection of any of the plurality of digital cards, presenting information relating to the use of the card associated with that card.
- An information processing device having a control unit and a memory unit, wherein the control unit executes the steps of: storing information regarding a plurality of digital cards in a manner that allows each card to be uniquely identified even if the digital cards are the same; storing information regarding the use of a card using any of the plurality of digital cards in association with the digital card used; and, when a selection of any of the plurality of digital cards is accepted, presenting information regarding the use of the card associated with that card.
- the system comprises a means for storing information about a plurality of digital cards in such a manner that each of the digital cards can be uniquely identified even if the digital cards are the same, a means for storing information about the use of any of the plurality of digital cards in association with the digital card used, and a means for presenting information about the use of the card associated with the selected card when any of the plurality of digital cards is selected.
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| US19/186,641 US20250249344A1 (en) | 2022-10-27 | 2025-04-23 | Program, method, information processing device, and system |
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| JP2022172295A JP7510475B2 (ja) | 2022-10-27 | 2022-10-27 | プログラム、方法、情報処理装置、システム |
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| JP2017086556A (ja) * | 2015-11-11 | 2017-05-25 | 株式会社gloops | ゲームサーバ、ゲーム制御方法、ゲームプログラム、ゲームプログラム記録媒体及びゲームシステム |
| JP2018202082A (ja) * | 2017-06-09 | 2018-12-27 | 株式会社コナミデジタルエンタテインメント | ゲームシステム、及びプログラム |
| JP2019115456A (ja) * | 2017-12-27 | 2019-07-18 | 株式会社セガゲームス | ゲームシステムおよびゲームプログラム |
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| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2017086556A (ja) * | 2015-11-11 | 2017-05-25 | 株式会社gloops | ゲームサーバ、ゲーム制御方法、ゲームプログラム、ゲームプログラム記録媒体及びゲームシステム |
| JP2018202082A (ja) * | 2017-06-09 | 2018-12-27 | 株式会社コナミデジタルエンタテインメント | ゲームシステム、及びプログラム |
| JP2019115456A (ja) * | 2017-12-27 | 2019-07-18 | 株式会社セガゲームス | ゲームシステムおよびゲームプログラム |
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| JP2024111256A (ja) | 2024-08-16 |
| JP7510475B2 (ja) | 2024-07-03 |
| JP2024064018A (ja) | 2024-05-14 |
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