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WO2013099055A1 - Dispositif de commande de jeu, procédé de commande de jeu, programme et système de jeu - Google Patents

Dispositif de commande de jeu, procédé de commande de jeu, programme et système de jeu Download PDF

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Publication number
WO2013099055A1
WO2013099055A1 PCT/JP2012/005686 JP2012005686W WO2013099055A1 WO 2013099055 A1 WO2013099055 A1 WO 2013099055A1 JP 2012005686 W JP2012005686 W JP 2012005686W WO 2013099055 A1 WO2013099055 A1 WO 2013099055A1
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WO
WIPO (PCT)
Prior art keywords
player
game
event
race
real
Prior art date
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.)
Ceased
Application number
PCT/JP2012/005686
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English (en)
Japanese (ja)
Inventor
康治 小林
洋介 阿部
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Konami Digital Entertainment Co Ltd
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Konami Digital Entertainment Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Konami Digital Entertainment Co Ltd filed Critical Konami Digital Entertainment Co Ltd
Publication of WO2013099055A1 publication Critical patent/WO2013099055A1/fr
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/816Athletics, e.g. track-and-field sports
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/69Involving elements of the real world in the game world, e.g. measurement in live races, real video
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8005Athletics

Definitions

  • the present invention relates to a game technology that uses the results of real-world events.
  • games that are executed by simulating events such as races and matches in the real world, such as horse racing games, baseball games, and soccer games, are known. These games are created so that they can be played in a form that reproduces the real world, but the judgment ability and operation ability that are exhibited to the player at the event in the game are the same as those in the event setting in the game. This is related to the operation of the character, and is not directly related to real-world events. On the other hand, as a new direction of the game, what links a real-world event and a game has been studied.
  • Patent Document 1 For example, real-world information is reflected in the game screen in real time, and details (or enlarged display, etc.) of the information can be accessed by a player operation (Patent Document 1).
  • Patent Document 2 In the middle of a game or after the game is over, a game control device or a personal computer that can be played by a player (Patent Document 2) is known.
  • the game disclosed in Patent Document 1 acquires data indicating the situation of baseball actually performed in the real world, and displays the data on the game screen so that the player can play the game.
  • the acquired data is merely displayed for presenting information to the player.
  • data on real-world baseball is acquired, and a baseball game on a game that reproduces a situation that satisfies a predetermined condition (for example, a full state) in the data.
  • the data is presented to the player, which is merely a reproduction of a real-world event on the game, and is performed regardless of the player's own ability in the real world.
  • the present invention has been made in view of the above-described viewpoints, and an object thereof is to provide a game control device, a game control method, a program, and a game system that reflect the ability of a player in the real world in a game. .
  • a first aspect of the present invention is a game control device that controls execution of a game that simulates an event of the same type as an event in the real world, When one or more objects are specified from among a plurality of objects related to the event as a result of the real world event, the player before the start of the event or before the result of the event is obtained
  • Selecting means for selecting one or a plurality of objects from the plurality of objects in response to the operation input
  • Information acquisition means for acquiring event information including the contents of one or a plurality of targets identified from the plurality of targets as a result of the event after the real-world event ends;
  • a determination unit for determining a degree of coincidence between the one or more objects selected by the selection unit and the one or more objects specified in the real-world event based on the event information;
  • Privilege granting means for granting a player a privilege available on the game according to the degree of the match; Is a game control device.
  • the game control device depending on the degree of coincidence (that is, the hit state) between the result of the real-world event (that is, the target to be identified) and the expectation of the player (that is, the selected target), the game
  • the benefits available above are given to the player. Therefore, the prediction ability and judgment ability of the player that are exhibited when predicting the result of the event in the real world event are reflected in the benefits available in the game as a result. Therefore, it is possible to realize a game with unprecedented interest, in which the ability of the real world player and the content of the virtual game or the progress of the game are linked.
  • the “target” in this game control device can be arbitrarily set as long as it can be specified as a result of an event.
  • a real-world event is a racehorse race
  • the target is a plurality of racehorses that participate in the race. Even if 1 to 3 racehorses are specified in the order of arrival as a result of the event, for example, Good.
  • the real-world event is a quiz program and the target is multiple contestants, for example, a single winner may be identified as a result of the event, or the target can be taken by a specific contestant
  • the number of correct answers (for example, 1 to 5 questions) may specify the actual number of correct answers (for example, 3 questions) as a result of the event.
  • the event may be, for example, the whole baseball game or a part of the baseball game.
  • the two teams that compete with each other may be used, and the winning team may be specified as a result of the event.
  • the target is the number of hits in that inning (a countless number of 1, 2, 7), and the actual number of hits (for example, two hits) as a result of the event May be specified.
  • the “degree of matching” can be set as appropriate according to the event.
  • the racehorse order selected according to the operation input by the player is first, second, The degree of coincidence may decrease in the order of 3rd place.
  • the real-world event is a quiz program and three questions that are the actual number of correct answers are identified as a result of the event, the number of correct answers selected in response to the player's operation input matches the actual number of correct answers ( In other words, when the number of correct answers selected is 3), when the number of correct answers is different by 1 (that is, when the number of correct answers selected is 2 or 4), it is different from the actual number of correct answers by 2.
  • the degree of matching may decrease in the order of cases (that is, when the selected number of correct answers is 1 or 5).
  • Real-world events and game events need only be of the same type, and need not be the same.
  • the real-world event is a horse racing race
  • the event on the game is not limited to a horse racing race, and may be a race that competes in the order of arrival such as a boat race or a bicycle race.
  • the privilege is a privilege for advantageously progressing a certain period or a certain number of plays in the game.
  • the ability of the real-world player works favorably in the progress of the virtual game, so that the player is more focused on the result of the prediction for the real-world event or is more likely to apply the result of the event. Motivation will work.
  • the selection unit is configured to determine, for each of one or a plurality of real-world events, before the start of each event or before the result of the event is obtained, according to the operation input of the player. Select one or more objects from multiple objects, Display for specifying information for identifying at least some of the plurality of players in descending order of the degree of coincidence of the one or more events after the one or more events have ended. Means. In short, the top hits are listed and displayed.
  • the information for specifying the player is, for example, a display name on the game registered by the player. By displaying information for identifying some players in descending order of the degree of coincidence as a result of one or a plurality of events, the displayed players can obtain a sense of achievement. Strong motivation works by hitting.
  • the display means is configured to input an operation input for selecting a target for a plurality of players having the same degree of matching. It is preferable to display such that the player with the long average time until the start of the event is ranked higher. In short, the player whose selection is determined earlier is placed higher.
  • Some real-world events may be advantageous in applying event results because more accurate information about the event is obtained as the event start time approaches. For example, if the real-world event is a horse race, the race horses that participate in the race are: a few days before the event, a state on the paddock on the day of the race, and a state on the racetrack just before the race.
  • the player obtains this information, it is possible to know the state of the racehorse with high accuracy in the race, which is advantageous when the result of the race. Therefore, when displaying information for identifying some players in descending order of the degree of coincidence, the player whose average time from the player selecting the target to the start of the event is long is ranked higher. As a result, a ranking that takes into account the timing of selection with respect to the target of the player can be obtained.
  • the privilege granting means includes the at least part of It is preferable that a privilege that can be used on the game is further given to the player.
  • a privilege that can be used on the game is further given to the player.
  • a game character related to the event on the game and the plurality of targets related to the real world event are associated in advance
  • Storage means for storing a game character associated with the player on the game and an ability value indicating the ability of the game character in a storage device in association with each other
  • Updating means for updating the ability value of the game character corresponding to the object in the real-world event according to the result of the event.
  • a privilege is given to the player when the degree of matching by the selection is high.
  • the game can be advantageously advanced.
  • the player has a feeling of strongly cheering on the real world object associated with the game character of the game on the player's game, and the linkage between the real world and the game is enhanced.
  • a second aspect of the present invention is a game control device that controls execution of a game that simulates an event of the same type as an event in the real world
  • Storage means for storing in a storage device a game character that simulates an object related to the event on the game, and character information including parameters of the game character
  • Association means for associating a player with a game character held by the player on the game
  • Determining means for determining whether or not the game character held by the player on the game satisfies a predetermined participation condition of the target in the real-world event based on character information of the game character
  • Execution means for executing a simulated event on the game using a game character satisfying the predetermined participation condition among game characters held by the player within a predetermined period based on the real-world event
  • Game character giving means for giving a game character to the player in response to an operation input by the player
  • a notification means for notifying the player before the event when a game character held by the player does not satisfy the predetermined participation condition; Is
  • the player when a game event held by the player is to be used to execute a simulated event on the game, whether or not the game character satisfies the participation condition for the simulated event is determined by the game character. It is judged based on the character information. Then, if it is determined that the game character does not satisfy the participation condition, this is notified to the player. For this reason, when the possessed game character does not satisfy the participation condition of the simulated event, the player can be made aware of the necessity of acquiring the game character that satisfies the participation condition before the simulated event.
  • this apparatus it is possible to make the player aware of the existence of the simulated event and to provide an opportunity to evoke a willingness to participate in the simulated event.
  • the notification means preferably notifies the player before the event when the number of game characters satisfying the predetermined participation condition among the game characters held by the player is equal to or less than a predetermined number.
  • the number of game characters satisfying the predetermined participation condition among the game characters held by the player is equal to or less than the predetermined number, it means that the player has few choices of game characters to participate in the simulated event. May not be able to participate in simulated events Therefore, in this game control device, for example, a game character with higher ability is able to participate in a simulated event in a more favorable situation for the player by notifying that the number of game characters satisfying the participation condition is equal to or less than a predetermined value. Can be guided to prepare before the simulated event. Even in this configuration, the player can be highly interested in the entire game.
  • the character information includes information about the ability value of the game character
  • the notification means preferably notifies the player before the event when the ability value of the game character held by the player and satisfying the predetermined participation condition is not more than a predetermined value. Even if the player has a game character that satisfies the conditions for participating in the simulated event, if the ability value of the game character is too low, a good result may not be obtained even if the player participates in the simulated event. Therefore, in this game control device, the player is notified that the ability value of the game character is equal to or less than a predetermined value, and an opportunity to recognize the necessity to improve the ability value is given. As a result, the player is motivated to improve the ability of the game character, can enjoy the diversity of the game, and more likely to obtain a good result even in a simulated event. It is possible to realize a game having
  • the game character giving means is associated with the player in order to obtain a more advantageous game result according to the operation input of the player. It is preferable to lend a game character that satisfies the predetermined participation condition among the game characters held by other players (for example, friends) to the player. Thereby, even if the player does not have a game character that satisfies the participation condition, the player can obtain a chance to borrow such a game character and participate in the simulated event. Moreover, it can be expected that the degree of relationship between the player and his companion is further increased by lending game characters.
  • the game character granting unit lends a game character satisfying the predetermined participation condition among the game characters held by other players as described above
  • the game character granting unit It is preferable to include a privilege granting means for granting a privilege that can be used on the game to another player holding the character lent to the player.
  • a privilege granting means for granting a privilege that can be used on the game to another player holding the character lent to the player.
  • the player who lent the game character can recognize that he / she is being relied on by his / her friend, and can also receive a reward for renting the game character. Can be activated.
  • a third aspect of the present invention is a game control device that controls execution of a game that simulates an event of the same type as an event in the real world
  • Storage means for storing in a storage device a game character that simulates an object related to the event on the game, and character information including parameters of the game character
  • Association means for associating a player with a game character held by the player on the game
  • First execution means for executing a first simulated event performed using a game character held by a player within a predetermined period with reference to the real-world event
  • Second execution means for executing a second simulated event performed using a game character held by the player without triggering the player's operation input
  • Point giving means for giving an evaluation point to the player based on the results of the first simulated event and the second simulated event; Is a game control device.
  • a second simulated event that does not require the player's operation input and a first simulated event linked to a real-world event are executed. Since the player can obtain evaluation points in consideration of not only the result of the second simulated event but also the result of the first simulated event, it can be expected that the player's willingness to participate in the first simulated event is increased. In addition, since the first simulated event is executed in synchronization with an event in the real world, it can be expected that the player will find the game interesting through participation in the first simulated event.
  • a real-world event is a horse racing race
  • the first simulated event is a heavy race on the game that is performed in conjunction with a real-world horse racing race (heavy race)
  • the second simulated event is a game. It may be a regular race that is held regularly above.
  • the game control device includes a counting unit that counts the evaluation points given to the player by the point giving unit for each player;
  • ranking means is provided for ranking the players based on the counting results obtained by the counting means. The player can see his / her position in the whole player by looking at the ranking result, and his / her interest in the game result increases.
  • the game control device comprises: a game character giving means for giving the game character to the player in response to an operation input by the player;
  • the game character providing means includes a notifying means for notifying the player when a game character associated with a target related to the first simulated event is given to the player. .
  • the player can avoid giving up the game character without noticing that the assigned game character is the same as an object participating in a real world event (first simulated event), for example. .
  • a fourth aspect of the present invention is a game control device that controls the execution of a game simulating an event of the same type as an event in the real world, When one or more objects are specified from among a plurality of objects related to the event as a result of the real world event, the player before the start of the event or before the result of the event is obtained
  • Selecting means for selecting one or a plurality of objects from the plurality of objects in response to the operation input
  • Information acquisition means for acquiring event information including the contents of one or a plurality of targets identified from the plurality of targets as a result of the event after the real-world event ends;
  • a determination unit for determining a degree of coincidence between the one or more objects selected by the selection unit and the one or more objects specified in the real-world event based on the event information;
  • a privilege granting means for granting a player a first privilege available on the game according to the degree of the match,
  • the event information includes, for each target specified from the plurality of targets as a result of the event, the
  • the player predicts the target specified as a result of the event prior to the real world event, selects the target, and matches the target actually specified after the event ends.
  • the first privilege determined according to the second privilege on the event in the real world is given.
  • the first privilege is the second privilege that the owner of the target in the real world (for example, the owner of the racehorse if the real-world event is a racehorse and the target is a racehorse)
  • the content is highly correlated. For this reason, for example, the player can have a feeling as if it is the owner of the target game, and it can be expected that the interest in real-world events is further increased.
  • the privilege granting means distributes the second privilege corresponding to the target evenly among the plurality of players, thereby the first for the target. It is preferable to determine one privilege.
  • a popular target that is, when the number of selected players is large
  • the first privilege acquired by one player is small.
  • the prediction of the first target is stopped and the second and third targets are predicted, so that when the prediction is hit, the first privilege obtained by the player is distributed in large numbers and is small. It can be expected that game characteristics such as making a strategy for avoiding becoming a game will occur, and the player's interest in real-world events will be further increased.
  • the game control device includes a counting unit that counts, for each player, the first privilege granted based on the plurality of events,
  • ranking means is provided for ranking the players based on the counting results obtained by the counting means.
  • the player can compete with other players for the size of the first privilege acquired as the owner of the target game selected by the player, and it can be expected that the fun of the game will increase.
  • the privilege granting unit may grant another privilege to the high ranking person based on the ranking given by the ranking unit.
  • a fifth aspect of the present invention is a game control device that controls execution of a game that simulates an event of the same type as an event in the real world, First association means for associating a target related to the real-world event with a game character that simulates the target on the game; A second association means for associating a player with a game character held by the player on the game; Information acquisition means for acquiring event information including the content of the target identified as a result of the event after the real-world event is completed; Determining means for determining a degree of coincidence between the target associated with the game character held by the player and the specified target; Privilege granting means for granting a privilege on the game according to the degree of matching; Is a game control device.
  • the game character that the player has in the game matches the target specified as a result of the real world event (for example, matches the target that participated in the real world event).
  • the player is given a privilege on the game according to the degree of this match. For example, in a horse racing game, when a player has 30 race horses (game characters), when 18 race horses participate in a race race in the real world, how many of the 18 race horses The degree of coincidence can be determined depending on whether the racehorse is included in the 30 racehorses owned by the player. Further, for example, in a baseball game, when a player has 60 players (game characters), out of 18 starters (starting members) who participated in a real world game, how many players are players.
  • the degree of coincidence can be determined depending on whether or not it is included in the 60 players held. And the more the target that participated in the event of the real world is included in the game character possessed by the player, the privilege that has a great merit or the privilege that rarely exists may be given to advance the game advantageously .
  • a privilege may be, for example, various points and cards that can be used in the game, or an item for temporarily improving the ability of a game character that matches a target who participated in a real-world event. Good. This allows the player to view the game character that he / she owns and an object participating in a real-world event, for example, and expect the result of the event to be a desired result. Increase interest in global events.
  • a target to participate in a real-world event is known in advance, the player can acquire a privilege after the event ends by collecting game characters corresponding to the target in advance, Diversity of games can be improved.
  • the game control device includes setting means for setting a game character to be executed as a predetermined simulation event on the game for the player among the game characters held by the player,
  • the determination means preferably determines the degree of matching based on the object associated with the game character set by the setting means.
  • the execution target of the simulated event is, for example, a horse racing game, a racehorse registered in a group that is selected and assembled from all the racehorses (game characters) that the player has for battle. Become. In the case of a baseball game, the player becomes a member or an order made by selecting and assembling the player from all the players on hand.
  • the player is given a privilege within the range of the set game character, for example, by matching with a target that participated in a real-world event.
  • the player feels as if the event of the virtual world and the real world are linked, because it is expected that the result of the event will be the desired result by equating with the target of participating in the event of the world.
  • the player's interest in real world events can be further enhanced.
  • the game control device comprises: a game character giving means for giving the game character to the player in response to an operation input by the player;
  • the game character providing means includes notifying means for notifying the player when a game character associated with an object related to the event is given to the player.
  • the player can avoid giving up the game character without noticing that the given game character is, for example, the same as an object participating in an event in the real world.
  • a sixth aspect of the present invention is a game control method for controlling the execution of a game that simulates an event of the same type as an event in the real world.
  • This game control method may be performed by a game control device.
  • This game control method When one or more objects are specified from among a plurality of objects related to the event as a result of the real world event, the player before the start of the event or before the result of the event is obtained Selecting one or more objects from the plurality of objects in response to the operation input; Obtaining event information including the contents of one or more targets identified from the plurality of targets as a result of the event after the real-world event ends; Determining, based on the event information, a degree of matching between the one or more objects selected by the selecting step and the one or more objects identified in the real-world event; Giving the player a privilege available on the game according to the degree of the match; including.
  • a computer that controls execution of a game simulating an event of the same type as an event in the real world.
  • a selection function for selecting one or more objects from the plurality of objects in response to the operation input;
  • An information acquisition function for acquiring event information including the contents of one or a plurality of targets identified from the plurality of targets as a result of the event after the real world event ends;
  • a determination function for determining a degree of coincidence between the one or more objects selected by the selection function and the one or more objects specified in the real-world event based on the event information;
  • a privilege granting function for granting a player a privilege available on the game according to the degree of the match; It is a program for realizing.
  • the computer may be, for example, a network server or a large computer. Further, this program may be stored in a computer-readable information storage medium such as a DVD-ROM or a CD-ROM.
  • a communication terminal operated by a player is connected to the communication terminal via a network, and an event of the same type as an event in the real world is simulated in association with player-specific player identification information.
  • a game control device that controls execution of the played game.
  • the game control device includes: When one or more objects are specified from among a plurality of objects related to the event as a result of the real world event, the player before the start of the event or before the result of the event is obtained Selecting means for selecting one or a plurality of objects from the plurality of objects in response to the operation input; Information acquisition means for acquiring event information including the contents of one or a plurality of targets identified from the plurality of targets as a result of the event after the real-world event ends; A determination unit for determining a degree of coincidence between the one or more objects selected by the selection unit and the one or more objects specified in the real-world event based on the event information; Privilege granting means for granting a player a privilege available on the game according to the degree of matching.
  • the game system may include a communication terminal operated by a player and a game control device connected to the communication terminal via a network.
  • Selection means for selecting one or a plurality of objects from the plurality of objects in response to the operation input of Information acquisition means for acquiring event information including the contents of one or a plurality of targets identified from the plurality of targets as a result of the event after the real-world event ends;
  • a determination means for determining a degree of coincidence between the one or more objects selected by the selection means and the one or more objects specified in the real-world event based on the event information; and Privilege granting means for granting a player a privilege available on the game according to the degree of the match; Any one of the communication terminal and the game control device is provided with each means.
  • a communication terminal operated by a player is connected to the communication terminal via a network, and an event of the same type as an event in the real world is simulated in association with player-specific player identification information.
  • a game control device that controls execution of the played game.
  • the game control device includes: Storage means for storing in a storage device a game character that simulates an object related to the event on the game, and character information including parameters of the game character; Association means for associating a player with a game character held by the player on the game; Determination means for determining whether or not the game character held by the player on the game satisfies a predetermined participation condition of the target in the real-world event based on character information of the game character; Execution means for executing a simulated event on the game using a game character satisfying the predetermined participation condition among game characters held by the player within a predetermined period based on the real-world event; Game character giving means for giving a game character to the player in response to an operation input by the player; Notification means for notifying the player before the event when a game character held by the player does not satisfy the predetermined participation condition.
  • the game system may include a communication terminal operated by a player and a game control device connected to the communication terminal via a network.
  • Storage means for storing in a storage device a game character that simulates an object related to the event on the game, and character information including parameters of the game character;
  • Association means for associating a player with a game character held by the player on the game;
  • Determination means for determining whether or not the game character held by the player on the game satisfies the predetermined participation condition of the target in the real-world event based on character information of the game character;
  • Execution means for executing a simulated event on the game using a game character satisfying the predetermined participation condition among the game characters held by the player within a predetermined period based on the real-world event;
  • Game character giving means for giving a game character to the player in response to an operation input by the player; and
  • a notification means for notifying the player before the event when a game character held by the player does not satisfy the predetermined participation condition; Any one
  • a communication terminal operated by a player is connected to the communication terminal via a network, and an event of the same type as an event in the real world is simulated in association with player-specific player identification information.
  • a game control device that controls execution of the played game.
  • the game control device includes: Storage means for storing in a storage device a game character that simulates an object related to the event on the game, and character information including parameters of the game character; Association means for associating a player with a game character held by the player on the game; First execution means for executing a first simulated event performed using a game character held by a player within a predetermined period with reference to the real-world event; Second execution means for executing a second simulated event performed using a game character held by the player without triggering the player's operation input; Point grant means for granting an evaluation point to the player based on the results of the first simulated event and the second simulated event.
  • the game system may include a communication terminal operated by a player and a game control device connected to the communication terminal via a network.
  • Storage means for storing in a storage device a game character that simulates an object related to the event on the game, and character information including parameters of the game character; Association means for associating a player with a game character held by the player on the game; First execution means for executing a first simulated event performed using a game character held by a player within a predetermined period with reference to the real-world event; Second execution means for executing a second simulated event performed using a game character held by the player without triggering the player's operation input; and Point giving means for giving an evaluation point to the player based on the results of the first simulated event and the second simulated event; Any one of the communication terminal and the game control device is provided with each means.
  • a communication terminal operated by a player is connected to the communication terminal via a network, and an event of the same type as an event in the real world is simulated in association with player-specific player identification information.
  • a game control device that controls execution of the played game.
  • the game control device includes: When one or more objects are specified from among a plurality of objects related to the event as a result of the real world event, the player before the start of the event or before the result of the event is obtained Selecting means for selecting one or a plurality of objects from the plurality of objects in response to the operation input; Information acquisition means for acquiring event information including the contents of one or a plurality of targets identified from the plurality of targets as a result of the event after the real-world event ends; A determination unit for determining a degree of coincidence between the one or more objects selected by the selection unit and the one or more objects specified in the real-world event based on the event information; Privilege granting means for granting a player a first privilege available on the game according to the degree of the match; Each means is provided in either one of the communication terminal or the game control device, The event information includes, for each target specified from the plurality of targets as a result of the event, the content of a second privilege that is a real-world privilege for the event, The event information includes,
  • the game system may include a communication terminal operated by a player and a game control device connected to the communication terminal via a network.
  • Selection means for selecting one or a plurality of objects from the plurality of objects in response to the operation input of
  • Information acquisition means for acquiring event information including the contents of one or a plurality of targets identified from the plurality of targets as a result of the event after the real-world event ends;
  • a determination means for determining a degree of coincidence between the one or more objects selected by the selection means and the one or more objects specified in the real-world event based on the event information; and
  • a privilege granting means for granting a player a first privilege available on the game according to the degree of the match;
  • Each means is provided in either one of the communication terminal or the game control device,
  • the event information includes, for each target specified from the plurality of targets as a result of
  • a communication terminal operated by a player is connected to the communication terminal via a network, and an event of the same type as an event in the real world is simulated in association with player-specific player identification information.
  • a game control device that controls execution of the played game.
  • the game control device includes: First association means for associating a target related to the real-world event with a game character that simulates the target on the game; A second association means for associating a player with a game character held by the player on the game; Information acquisition means for acquiring event information including the content of the target identified as a result of the event after the real-world event is completed; Determining means for determining a degree of coincidence between the target associated with the game character held by the player and the specified target; Privilege granting means for granting a privilege on the game according to the degree of the match.
  • the game system may include a communication terminal operated by a player and a game control device connected to the communication terminal via a network.
  • First association means for associating an object related to the real world event with a game character that simulates the object on the game
  • Second association means for associating a player with a game character held by the player on the game
  • Information acquisition means for acquiring event information including the content of the target identified as a result of the event after the real-world event is terminated
  • Determination means for determining a degree of coincidence between the target associated with the game character held by the player and the specified target
  • Privilege granting means for granting a privilege on the game in accordance with the degree of matching
  • the figure which shows an example of the display screen of a communication terminal when accepting the prediction of the player of a real world horse racing race The figure which shows the structural example of the race database (before a race start) contained in a database server. The figure which shows an example of the display screen of the communication terminal which shows the acceptance content of the prediction of the player of the real world horse racing race. The figure which shows the structural example of the prediction input database contained in a database server. The figure which shows the structural example of the race database (after a race end) contained in a database server. The figure which shows an example of the display screen of the communication terminal which shows the result of the prediction of the player of a real world horse racing race with the result of a race.
  • the functional block diagram for demonstrating the function which plays a main role with the game control apparatus of 3rd Embodiment The figure which shows an example of the display screen of a communication terminal which shows a ranking result. The figure which shows an example of the display screen of a communication terminal which shows a race result.
  • the functional block diagram for demonstrating the function which plays a main role with the game control apparatus of 5th Embodiment The flowchart which shows the main processes of the game server of 5th Embodiment.
  • the present invention relates to Japanese Patent Application No. 2011-289103 filed with the Japan Patent Office on December 28, 2011, and Japanese Patent Application No. 2012-116585 filed with the Japan Patent Office on May 22, 2012. The entire contents of these applications are hereby incorporated by reference.
  • the social game is a game executed by a game application created based on an operating environment such as an API (Application Programming Interface) that operates on a web browser in a social networking service (SNS) by a specific service provider.
  • an API Application Programming Interface
  • SNS social networking service
  • the social game is a kind of online game that is played while communicating among an unspecified number of players. If the player can connect to the Internet and has a communication terminal equipped with a web browser, the player can enjoy a social game regardless of time and place.
  • One of the features of social games is that they have more communication functions for exchange between players than conventional online games. In social games, for example, in addition to cooperative play with other players (companies), information exchange by communicating with friends such as greetings and contacts with friends, gifts of items on the game with friends or items Exchanges can be made.
  • FIG. 1 shows a system configuration example of the game system of the present embodiment.
  • the game system includes communication terminals 10a, 10b, 10c,... That can be connected to a communication network NW (network) such as the Internet, a game server 20 connected to the communication network NW,
  • NW network
  • the database server 30 is configured.
  • Each of the communication terminals 10a, 10b, 10c,... Is a terminal operated by an individual player, for example, a mobile terminal, a smartphone, a PDA (Personal Digital Assistant), a personal computer, a television having a bidirectional communication function.
  • a communication terminal such as a John receiver (including a so-called multi-function smart TV).
  • a John receiver including a so-called multi-function smart TV
  • an application operable on a web browser is installed in the game server 20 as a game application.
  • the communication terminal 10 includes a web browser capable of displaying a web page provided by the game server 20, and a player operates the communication terminal 10 on the web page to execute a game.
  • the database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 by, for example, a wire for reading and writing the information.
  • an authentication server for authenticating the player of each communication terminal 10 may be provided separately from the game server 20. Further, when a plurality of game servers 20 are provided in order to accept access from many communication terminals 10, a load balancer for adjusting a load between the plurality of game servers 20 may be provided.
  • the game server 20 may be configured as a single server device, but may be configured as a plurality of server devices having distributed functions.
  • the database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 by, for example, a wire for reading and writing the information.
  • FIGS. 2A and 2B are diagrams each showing an example of the appearance of the communication terminal 10, and FIG. 2A exemplifies a button input type communication terminal such as a foldable mobile terminal (mobile phone), for example.
  • FIG. 2B illustrates a touch panel input type communication terminal such as a smartphone.
  • FIG. 3 is a block diagram showing an internal configuration of the communication terminal 10. As shown in FIG.
  • the communication terminal 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, an image processing unit 14, an instruction input unit 15, a display unit 16, A wireless communication interface unit 17 serving as a signal transmission / reception unit is provided, and a bus 18 for transmitting a control signal or a data signal between the units is provided.
  • a CPU Central Processing Unit
  • ROM Read Only Memory
  • RAM Random Access Memory
  • the CPU 11 loads the web browser in the ROM 12 into the RAM 13 and executes it.
  • the CPU 11 displays data for displaying a web page from the game server 20 via the wireless communication interface unit 17 based on an appropriate designation of a URL (Uniform Resource Locator) input to the player by the instruction input unit 15 or the like. That is, data of an object such as an HTML (HyperText Markup Language) document and an image associated with the document (hereinafter, collectively referred to as “HTML data” as appropriate) is acquired via the wireless communication interface unit 17.
  • HTML data is interpreted.
  • the communication terminal 10 may be mounted with various plug-ins for extending the browser function of the web browser.
  • the CPU 11 sends an access request message including a player ID (player identification information) registered in advance or a player ID input via the instruction input unit 15 via the wireless communication interface unit 17. To the game server 20.
  • the web browser displays the web page provided from the game server 20 on the display unit 16 based on the acquired HTML data via the image processing unit 14. Further, when the player selects a hyperlink or menu on the web page by operating the instruction input unit 15, the web browser transmits new HTML data for displaying the web page according to the selection. (That is, update of the web page) is requested to the game server 20.
  • the image processing unit 14 displays a web page on the display unit 16 based on the display image data given from the CPU 11 as the analysis result of the HTML data.
  • the display unit 16 is, for example, an LCD (Liquid-Cristal-Display) monitor including thin film transistors arranged in units of pixels in a matrix, and displays an image of a web page by driving the thin film transistors based on display image data. To display.
  • LCD Liquid-Cristal-Display
  • the instruction input unit 15 includes a button group 15a including a plurality of instruction input buttons such as a direction instruction button and a decision button for accepting an operation input of the player. And a button group 15b including a plurality of instruction input buttons such as a numeric keypad, and includes an interface circuit for recognizing a pressing (operation) input of each button and outputting it to the CPU 11.
  • the direction instruction button is provided to instruct the CPU 11 to scroll and display the web page displayed on the display unit 16.
  • the determination button instructs the CPU 11 that the player selects one hyperlink or menu that is actively displayed (for example, highlighted) when, for example, a plurality of hyperlinks or menus are displayed on a web page.
  • buttons are provided on the front surface of the communication terminal 10 so that the player can easily operate (click) with the thumb while holding the communication terminal 10 with one hand. It is preferable to arrange
  • the button group 15b is arranged below the button group 15a and includes a plurality of instruction input buttons on which “0” to “9”, “*”, and “#” (ten keys) are written. .
  • the instruction input unit 15 mainly accepts touch panel type input by touching the display screen 16a with a fingertip or a pen.
  • the touch panel input method may be a known method such as a capacitance method.
  • the button group 15a may be provided even when the communication terminal 10 is a touch panel input method.
  • the menu selection operation on the web page displayed on the communication terminal 10 is selected by pressing the direction instruction button and selecting by pressing the enter button. This is done by confirming the selected menu.
  • the selection operation is performed by instructing (touch operation) a menu position on the display screen 16a on which the web page is displayed with a finger or a pen.
  • the configuration of the game server 20 manages a game website including a plurality of hierarchical web pages, for example, and provides a game web service to the communication terminal 10.
  • the game server 20 includes a CPU 21, a ROM 22, a RAM 23, a database (DB) access unit 24, a wireless communication interface unit 25, an input unit 26, and a display unit 27.
  • a bus 28 is provided for transmitting signals or data signals.
  • the game server 20 can take the same structure as a general-purpose web server regarding hardware.
  • the ROM 22 stores an application program that provides a service for displaying an object such as an HTML document or an image (displaying a web page) to the web browser of the communication terminal 10 that is a client.
  • the ROM 22 stores various data referred to by the CPU 21 in addition to the application program.
  • the CPU 21 loads the game program in the ROM 22 to the RAM 23 and executes it, and performs various processes via the wireless communication interface unit 25.
  • the CPU 21 transmits HTML data to the communication terminal 10 via the wireless communication interface unit 25.
  • the CPU 21 performs the authentication process.
  • the CPU 21 performs processing according to the hyperlink or menu selected by the player on the web page displayed on the communication terminal 10 via the communication interface unit.
  • the processing includes, for example, transmission of new HTML data, arithmetic processing in the game server 20 or data processing.
  • the database access unit 24 is an interface when the CPU 21 reads / writes data from / to the database server 30.
  • the input unit 26 includes an input device such as a keyboard and / or a mouse, and an interface circuit for causing the main server 20 to recognize data input by the input device.
  • the display unit 27 is for displaying the execution result (output result) of the program executed by the CPU 21 and may include, for example, the LCD monitor described above.
  • the database server 30 can be realized by a general-purpose storage such as a large-capacity hard disk device or a device such as RAID (Redundant Arrays of Inexpensive Disks). Each database in the database server 30 is configured to be able to read and write data from the CPU 21 via the database access unit 24 of the game server 20.
  • FIG. 5 shows an example of the configuration of the database server 30. As shown in FIG. 5, the database server 30 includes a player database 31, a game result database 32, a race database 33, and a prediction input database 34.
  • the type of game realized by the game server 20 of the present embodiment is not particularly limited. However, for convenience of explanation of the embodiment, as an example of a game realized by the game server 20, a horse racing digital format is described below.
  • the horse racing digital card game is a game configured such that the player can collect and strengthen the racehorse cards corresponding to the racehorses (game characters) or enjoy the race with other players.
  • the horse racing digital card game is integrated with a search function for searching for a racehorse card, a lottery function for obtaining a racehorse card by lottery, or two or more racehorses (game characters).
  • There is a training function that increases (strengthens) the ability of one racehorse. A plurality of functions implemented in the horse racing digital card game will be described later.
  • FIG. 6 shows an example of the player database 31 applied in the horse racing digital card game described above.
  • the player database 31 displays, for each player ID (player identification information), a display name / display image, a skill level, an action point, a starting point, a training point, a lottery point, the number of racehorses, possessed coins, and fellow players. Information about each item of ID, possession item, and character data is included. Information included in the player database 31 can be sequentially updated by the game server 20.
  • the player ID included in the player database 31 or data for each display name (to be described later) that identifies the player is generically referred to as player data.
  • the data of each item constituting the player data is as follows.
  • Display name / display image A display name and a display image that are displayed to specify the player of the communication terminal 10 when the game is executed.
  • the display name is text of a predetermined length or less specified in advance by the player, and the display image is, for example, an avatar image selected in advance by the player.
  • the display name is a name that identifies the player on the network environment (or game community) provided by the game server 20. Skill level Data indicating the skill level of the player on the game.
  • -Action point In the horse-racing digital card game, for example, it is a point necessary for performing a search on the game by the player corresponding to the player ID.
  • the action point is a value that decreases mainly by searching and recovers (increases) each time a predetermined time elapses.
  • Starting Point In the horse racing digital card game, for example, the starting point is a point necessary for racing with a racehorse associated with a player ID (that is, another player).
  • the starting point is a value that is reduced by a race with a racehorse of another player or the like and is recovered (increased) every time a predetermined time elapses.
  • -Training point In the horse racing digital card game, for example, it is a point necessary for strengthening the game character (integrated processing described later) by the player corresponding to the player ID.
  • the training point is a value that is reduced by training the racehorse (strengthening the game character) and winning in a race with the racehorse of another player or increasing as the search progresses.
  • -Lottery point In the horse racing digital card game, a lottery point is a point acquired by a player by sending a greeting message to a fellow player.
  • the lottery points will decrease when a free lottery is executed.
  • -Number of racehorses This is the number of racehorse cards held by the player. The number of racehorses increases or decreases depending on the execution of the search function or the training function. The maximum value (for example, 60) of the number of racehorses that a player can have is defined in advance.
  • -Owned coin This is the possessed amount of virtual currency (coin) on the game that is required when the player corresponding to the player ID uses the pay function on the game. The possessed coins are consumed (reduced) when the player uses a pay function on the game, and the player pays actual money to the service provider or the like by a predetermined method, and increases according to the amount paid.
  • Character data is data including game character information.
  • the game character may include various kinds of information depending on the nature of the game. For example, in the case of a horse racing digital card game, the game character means a racehorse on the game corresponding one-to-one with the racehorse card.
  • the information of the game character is information in which the ability value (ability parameter) of the game character (racing horse) is described for each item. For example, as shown in FIG. 6, each capability value such as “speed” and “instantaneous force” may be included as items.
  • the character data includes predetermined default data.
  • the game result database 32 stores and updates information related to the game result executed by the game server 20 based on the access from the game server 20.
  • Information related to game results may include various information depending on the nature of the game. For example, in the case of a horse racing digital card game, information on game results includes results of races between different player IDs (such as arrival order) and results of regular races that are automatically performed regardless of player operations. (The order of arrival, etc.) and the search results of each player.
  • the arrival order points determined in the third embodiment to be described later and the prize money ranking generated in the fourth embodiment are also included in the information related to the game result.
  • the contents of the prediction input database 34 and the race database 33 will be described later.
  • FIG. 7 is a functional block diagram for explaining functions that play a main role in the game control apparatus of the present embodiment.
  • the registration means 51 and the game progress means 52 are not essential components in the present invention, but are preferable in implementing the present invention.
  • menus, marks and the like displayed on the web page displayed on the communication terminal 10 are arranged at desired positions on the web page, and are menus visually recognized on the communication terminal 10. The position of the mark or the like on the display screen can be changed by a scroll operation of the web page by the player's direction instruction button or the like.
  • the registration means 51 recognizes a player's request based on an appropriate operation input to the communication terminal 10 on a web page provided to the communication terminal 10, for example, and performs a registration process.
  • the registration means 51 in this case is executed as follows, for example.
  • the CPU 21 of the game server 20 receives a registration request message from the communication terminal 10 via the wireless communication interface unit 25.
  • the registration request message is automatically generated by a predetermined operation (for example, a predetermined menu selection operation, text input, etc.) on the communication terminal 10 on the web page provided from the game server 20. May be configured.
  • the registration request message may include information (for example, an IP address, an email address, etc.) for specifying the communication terminal 10 that is the transmission source, or the player has already played another game by the same service provider.
  • the player ID may be included.
  • the CPU 21 receives the registration request message and does not include a player ID in the registration request message, the CPU 21 issues a new player ID and performs registration processing of the player ID, and then the registration processing is completed. Is sent to the communication terminal 10.
  • the CPU 21 receives the registration request message and includes a player ID in the registration request message, the CPU 21 performs registration processing of the player ID, and then transmits a registration completion message indicating that the registration processing is completed. 10 to send.
  • the CPU 21 determines a player for a new player ID in which predetermined default data (the specified initial value is described as character data without any friends or possessed items at the time of registration). Data is stored in the player database 31.
  • the registration unit 51 may also register the player ID in association with another player ID triggered by an application based on the player ID. That is, the registration unit 51 registers another player ID as a “mate” with an application based on the player ID as a trigger. In the following description, it is synonymous that the player ID has a friend relationship and that the corresponding player has a friend relationship.
  • the registration means 51 in this case is executed as follows, for example.
  • the CPU 21 of the game server 20 applies an application message (application) specifying a player ID (or a corresponding display name) to be a friend from the communication terminal 10 of the player corresponding to a certain player ID via the wireless communication interface unit 25. Accept.
  • the transmission of the application message is set in advance as a function of a web page provided to the communication terminal 10 of the player.
  • the CPU 21 approves an application based on another player ID to the communication terminal 10 corresponding to the player ID at the timing when there is an access based on the player ID included in the application message. HTML data for displaying a web page for requesting the reply is transmitted. If it is replied that the application is approved, the CPU 21 registers both as friends. Specifically, the CPU 21 writes data in the “mate” portion (see FIG. 6) of the player data of the corresponding two player IDs in the player database 31.
  • the game advancing means 52 advances the game by transmitting HTML data for sequentially updating web pages displayed on the communication terminal 10 in response to the player's operation on the communication terminal 10.
  • game as appropriate
  • the following functions are provided to advance the game.
  • ⁇ Search function Functions for searching for racehorse cards and training functions: Function to combine two or more racehorses to increase the ability of one racehorse / competition race function: Function to race with other players' racehorses (hereinafter referred to as “competition race”) / lottery function: Function that allows you to obtain a racehorse card by lottery /
  • Regular race function A function for automatically performing a regular race (hereinafter referred to as a “regular race”) by a racehorse between players (without triggering the player's operation): Function to register in advance a certain number of racehorses to be run in regular races from the racehorses held by players
  • the game progress means 52 includes a game function display means 521, a search execution means 522, a training execution means 523, a battle race execution means 524, a lottery execution means 525, a start registration execution means 526, and a regular Race execution means 527 is included.
  • Search execution means 522, training execution means 523, battle race execution means 524, lottery execution means 525, start registration execution means 526, and regular race execution means 527 are respectively a search function, a training function, a battle race function, The lottery function, start registration function, and regular race function are executed.
  • the CPU 21 of the game server 20 assigns in advance any function for progressing the game to each menu displayed on the web page.
  • the CPU 21 receives information about the selected menu from the communication terminal 10, and is assigned to the selected menu based on the received information. Execute the function. Since the regular race function is periodically executed without the player's operation as a trigger, there is no corresponding menu on the web page.
  • the game function display means 521 causes the communication terminal 10 to display a plurality of menus each assigned a plurality of functions executed in the game. Specifically, the CPU 21 generates HTML data for displaying a web page including a plurality of menus, and transmits the HTML data to the communication terminal 10. As will be described later, in the game, points on the game are consumed as the search function, the training function, the battle function, and the lottery function are executed.
  • FIG. 8 An example of the game top page displayed on the communication terminal 10 by the game function display means 521 is shown in FIG.
  • This top page is composed of web pages corresponding to individual player IDs.
  • the top page illustrated in FIG. 8 includes a player data display area, a horse image display area, and a basic menu display area.
  • the player data display area the skill level, action point, start point, training point, lottery point, number of race horses, and data of each item of the companion (see FIG. 6) included in the player data of the target player ID are displayed. It is an area to be done.
  • the point or number written in the X / Y format is that X is the point or number held by the player, and Y is the maximum value of the point or number. It shows that there is. For example, if the number of racehorses is described as “40/60”, it indicates that the number of racehorses possessed by the player is 40 and the maximum number of racehorses that can be retained is 60.
  • the horse image display area is an area in which image data of a racehorse card selected in advance by a player having a target player ID is displayed.
  • the basic menu display area is a basic menu corresponding to multiple functions (search function, training function, competitive race function, lottery function, start registration function) provided in a horse racing digital card game.
  • “Race”, “lottery”, and “start registration” menus m1 to m5 are displayed. That is, a plurality of menus to which a plurality of functions executed in the game are assigned are respectively arranged at predetermined positions on the web page displayed on the communication terminal 10.
  • the menu m6 “Japan cup prediction accepting!” Is provided for accepting the player's prediction for the result of the real-world horse racing race.
  • the content is a menu that switches.
  • the game function display means 521 is realized as follows.
  • the CPU 21 of the game server 20 accesses the user database 31 via the database access unit 24, and reads the data of each item included in the player data display area and the image data of the racehorse card to be displayed in the horse image display area. .
  • the CPU 21 generates HTML data so that the top page shown in FIG. 8 is configured, and transmits it to the communication terminal 10.
  • the generated HTML data is different for each player (that is, for each player ID).
  • the communication terminal 10 interprets the received HTML data and displays the top page image on the display unit 16 (display screen 16a).
  • the search execution means 522, the training execution means 523, the battle race execution means 524, the lottery execution means 525, and the run registration execution means 526 are respectively a search function according to the player's selection operation for the menu displayed on the communication terminal
  • Each function of a training function, a competitive race function, a lottery function, and a start registration function is executed.
  • each function is executed hierarchically such that a new web page including a plurality of menus subdivided for each function is displayed.
  • the search execution means 522 executes a search function that allows a player to search for a racehorse card of a racehorse that can run in a battle race or a regular race as a racehorse on hand.
  • FIG. 9 shows an example of a web page displayed on the communication terminal 10 when the search function is executed.
  • an area to be searched for in a specific region of Japan is displayed in a highlighted state.
  • the player is described as “search for racehorses” provided for each area to be searched (in the example of FIG. 9, area 9 (subareas 9-1, 9-2,...)).
  • the menu m10 is selected and operated. With this operation as a trigger, a search process for an area to be searched is performed, and when a racehorse is excavated, the racehorse card of the racehorse is displayed in the display area 102. At this time, every time the menu m10 is selected and a search process is performed, the value of “search rate” (%) displayed in the display area 101 increases.
  • the display area 101 displays an action point value required for one search process (“5” in the example of FIG. 9). For each search process, the action points are decreased by the value of the displayed action point, and a certain amount of training points are increased.
  • the search execution means 522 every time the search process is performed, the CPU 21 accesses the player database 31 and updates the action point and training point values of the target player ID.
  • the CPU 21 of the game server 20 recognizes the selection operation for the menu m10, the CPU 21 performs a lottery with a predetermined or random probability from a plurality of racehorses provided in advance for the search.
  • the CPU 21 obtains (excavates) the racehorse by lottery, the CPU 21 accesses the player database 31 and adds the data of the newly excavated racehorse to the target player ID data. Increase the number of racehorses by one.
  • CPU21 produces
  • the HTML data is configured such that search rate data in the display area 101 is updated.
  • the action points decrease each time a selection operation is performed on the menu m10. Therefore, when the top page is displayed immediately after the search function is executed, the action points displayed on the top page are It is displayed in a reduced manner compared to before the search function is executed.
  • the action points are recovered (increased) by one point each time a predetermined time (for example, 3 minutes) elapses, for example.
  • the training execution unit 523 executes a training function that integrates two or more racehorses to increase the ability of a specific racehorse (game character). In this game, a certain amount of training points are required for the player to execute the training function.
  • This integration process may be performed as follows, for example.
  • the game character to be strengthened (the remaining game character specified by the player) is referred to as racehorse A, and the game character that is integrated with racehorse A and disappears is referred to as racehorse B.
  • the CPU 21 adds a specific ratio of the speed of the racehorse B and the ability value of the instantaneous power to the speed value of the racehorse A and the ability value of the instantaneous power, respectively.
  • the ability value of the horse A may be calculated.
  • the performance characteristics of the racehorse B are reflected in the racehorse A.
  • the CPU 21 accesses the player database 31 after the integration process, deletes the racehorse B data from the target player ID data, and decreases the value of the number of racehorses by one.
  • the training points of the target player ID are reduced by a predetermined amount. The training points are increased by executing the search function described above or by executing a battle race function described below.
  • FIGS. 10A and 10B are display examples displayed in series according to operations on the communication terminal 10.
  • the CPU 21 of the game server 20 recognizes that the menu m2 is selected on the web page of FIG. 8
  • HTML data for displaying a web page that prompts selection of a plurality of game characters to be integrated is displayed.
  • An example of the web page displayed first at this time is a list of racehorses to be trained (game characters to be strengthened) as shown in P1 of FIG. 10A, so that the racehorses to be trained can be selected by a selection operation. It is configured.
  • a list of partner racehorses (disappearing game characters) is displayed as shown in P2 of FIG. 10A.
  • the web page indicated by P2 in FIG. 10A is configured such that a partner racehorse can be selected by a selection operation.
  • P3 in FIG. 10B is a confirmation screen.
  • a racehorse KNM is selected as the racehorse to be trained
  • a racehorse RLC is selected as the partner racehorse.
  • the selection result is notified to the game server 20.
  • the CPU 21 of the game server 20 calculates a new ability value of the racehorse KNM based on the received selection result, and accesses the player database 31 to obtain the racehorse RLC data as the data of the target player ID. Delete from.
  • the CPU 21 transmits HTML data including a value indicating the degree of increase in the new capability value to the communication terminal 10.
  • the communication terminal 10 causes the selected racehorse KNM card and racehorse RLC card to overlap and merge as shown in P4 of FIG. 10B and P5 of FIG. 10B. An effect display is performed so that only the card is displayed.
  • P5 of FIG. 11B it is preferable to quantitatively display the degree of increase in the ability value of the racehorse KNM to be strengthened (132% in the example of P5 in FIG. 10B).
  • the battle race execution means 524 executes a battle race function for performing a battle race with another player.
  • the racehorse participating in the competition race may be automatically selected from racehorses registered for start by the player or may be selected by a selection operation of the player.
  • starting points are required to execute the competitive race function, and training points can be obtained by winning the competitive race. That is, the values of the starting point and the training point corresponding to the player ID can be changed by executing the battle race function.
  • the starting points required (consumed) in one battle race are determined by the racehorses participating in the battle race. For example, a cost required for one battle race is assigned in advance to each racehorse, and start points are consumed by the cost.
  • the starting point is recovered (increased) by one point each time a predetermined time (for example, 1 minute) elapses, for example.
  • the battle race execution means 524 is realized as follows, for example.
  • the CPU 21 of the game server 20 has the same skill level.
  • a predetermined number of players are randomly selected, and display HTML data for the player to select from the predetermined number of opponents is transmitted to the communication terminal 10.
  • the CPU 21 transmits HTML data for displaying a web page for notifying the opponent to the communication terminal 10.
  • the CPU 21 accesses the player database 31 of the database server 30 via the database access unit 24, and the starting point of the target player ID is equal to or greater than a predetermined amount required for the battle race.
  • the predetermined amount is decreased from the starting point, and the character data associated with the two player IDs as the opponents is read out.
  • CPU21 performs the battle
  • the determination method of winning or losing the battle can be any method as long as the ability value of the game character affects the arrival order of the race. For example, the ability values of the game characters associated with the two player IDs that are opponents are compared, and a game character with a larger ability value has a higher probability (for example, a predetermined probability within a range of 60 to 90%). You may set it to win. The win rate may be higher as the difference in ability values is larger.
  • predetermined weighting for example, in the example of FIG. 6, “speed” is 0.6 and “instantaneous force” is 0. 4
  • the overall ability value can be calculated, and this overall ability value can be used as a comparison target.
  • the CPU 21 determines the battle result of the game character associated with the two player IDs that are the opponents, the CPU 21 displays HTML data for displaying a web page including the battle results as the two player IDs of the opponents. To the player's communication terminal 10. Then, the communication terminal 10 interprets the HTML data received from the game server 20 and displays an image including the battle result on the display unit 16. After determining the battle result, the CPU 21 performs a process of writing details of the battle result in the game result database 32 via the database access unit 24. Since the time from when the player selects the menu m3 on the top page illustrated in FIG.
  • FIG. 11A and FIG. 11B are diagrams sequentially illustrating web pages displayed by executing the competitive race function.
  • a menu for browsing the animation of the race (a menu of the text “view race”) or a menu for browsing only the result of the race (“view the result”). ”Is a page that prompts the player to select one of the menu items (“ 7 ”in the figure) after the race is executed.
  • the race result is displayed through the display of the race animation.
  • FIG. 11B detailed results including the race arrival order and the like are displayed. If the race is won, the player can obtain a certain amount of training points.
  • “recovery medicine” may be provided as an item for immediately recovering the action points and start points of the player.
  • the recovery drug may be set so that the player can receive it at random timing from the service provider, or may be set so that it can be received from the fellow player in a present form.
  • the action point and the start point are immediately recovered to the maximum value by the player using the acquired recovery medicine.
  • the player can continuously execute the battle race function and the search function, so that the game can be advanced in a shorter time than other players that do not use the recovery drug. become.
  • the lottery execution means 525 executes a lottery function that makes it possible to obtain a racehorse card by lottery.
  • the lottery function is preferably executed through an effect of taking (drawing) one racehorse card from the lottery box.
  • the racehorse cards that appear by lottery are basically random, but the probability that racehorse cards with outstanding abilities and popular racehorse cards (so-called rare cards) will appear in the lottery is set very low. Yes.
  • the lottery function includes “lottery by lottery point” in which a racehorse card is drawn in exchange for a predetermined amount of lottery points, and “lottery by coins” in which a lottery is advantageously performed by the player by charging the player. .
  • players can register their friends.
  • the maximum value of the number of friends that can be registered may be determined in advance.
  • a network service that enables exchanges on the network, such as exchange of greeting messages, gifts of items on the game or exchange of items, and sending greeting messages to other players, is provided between fellow players.
  • Players can obtain a certain amount of lottery points by sending a greeting message to fellow players, and perform “lottery by lottery points” as a free lottery to draw a racehorse card in exchange for a predetermined amount of lottery points Can do.
  • FIG. 12 is a display example of a web page that is displayed when the menu m4 (see FIG. 8) on the web page displayed on the communication terminal 10 is selected and prompts the player to perform a lottery with a lottery point.
  • the lottery points possessed by the player (owned lottery points) and the lottery points necessary for one lottery are displayed.
  • a lottery process is executed by selecting and operating a menu labeled “Lottery”.
  • a lottery process can take various methods. For example, a method of selecting one racehorse card at random from each of a plurality of racehorse cards to be drawn can be adopted. In this method, the probability (appearance probability) that each racehorse card is selected is substantially the same.
  • the CPU 21 of the game server 20 determines a racehorse card by performing a lottery process from a plurality of racehorse cards provided in advance for the lottery based on the lottery points, and displays the racehorse card in the display area 102. HTML data for display is transmitted to the communication terminal 10.
  • the CPU 21 accesses the player database 31 and decreases the lottery points of the target player ID by a predetermined amount. Further, when the racehorse card is drawn by lottery, the CPU 21 adds the racehorse (game character) data drawn by lottery from the data of the target player ID, so that the value of the number of racehorses is only 1. increase.
  • the start registration execution means 526 executes a function of registering in advance (that is, start registration) a racehorse to start a regular race from among the racehorses held by the player automatically or in response to a selection operation by the player. To do. For example, in the web page in which the menu m5 is displayed in response to the selection operation in FIG. 8, a menu as to whether to automatically select a racehorse to run in a regular race or to perform a selection operation by one player at a time. Is displayed.
  • the regular race execution means 527 executes a regular race function for automatically performing regular races between racers using racehorses (without triggering the player's operation).
  • the scheduled date and time of the regular race may be set arbitrarily. For example, for at least some of the regular races, the date and time when the race will be held in the real world and the name of the race should be matched with the real world race. Is preferred.
  • a regular race on the game may be executed at the same race name and the same race start time as the race of the central horse race held on Saturday and Sunday.
  • the racehorse of each player in the regular race is arbitrarily selected from the racehorses registered for start by the player, or selected from the racehorses registered for start by the player.
  • any method can be adopted as long as the ability value of the game character affects the arrival order of the race, as in the battle race described above.
  • the main functions (search function, training function, competitive race function, lottery function, start registration function, and regular race execution function) of the game progress means 52 have been described above. Whether the game progress means 52 can further execute a function (search function, training function, competitive race function, and lottery function) according to the menu selected by the player based on each point or the number of racehorses held by the player. If the function corresponding to the selected menu cannot be executed, a page including text for notifying the player that the function cannot be executed is displayed on the communication terminal 10. For example, when an attempt is made to execute a search function for an area that requires “5” action points for one search process, the search function cannot be executed when the action point of the player is “3”. “There are not enough points. Your action points will recover by 1 every 3 minutes.
  • the CPU 21 of the game server 20 accesses the user database 31 to perform comparison processing between the action point data of the player and the action point (predetermined value) required for the area to be searched, and execute the search function. Judgment is made.
  • the action point, the starting point, the training point, the lottery point, and the number of race horses displayed in the player data display area of FIG. 8 are the search function, the training function, the competitive race function, and the lottery.
  • the function can vary depending on the execution of each function.
  • FIG. 13 shows a list of action points, start points, training points, lottery points, and factors for increasing and decreasing the number of racehorses in this game. Note that the amount of points consumed by the execution of the above functions may be set separately or may be different.
  • the game advancing means 52 is a factor that is not caused by the execution of the search function, the training function, the competitive race function, and the lottery function among the increase factor and the decrease factor shown in FIG. 13 (elapsed time, use of recovery medicine, Regarding the transmission of greeting messages to friends), update processing of each point is performed.
  • the game progress means 52 for example, when increasing an action point with the passage of time, a timer built in the CPU 21 is operated, and when a predetermined time (for example, 3 minutes) elapses, the user database 31 is accessed and the action point is increased. Increment the value of point.
  • the selection means 53 selects one or a plurality of racehorses (for example, one racehorse) from a plurality of racehorses (targets) participating in the race as a result of a real-world horse race (event). Or 1 to 3 racehorses), before the start of the real-world horse race, one or more of the race horses participating in the horse race according to the operation input of the player.
  • a function for selecting a plurality of racehorses is provided.
  • selecting one or a plurality of racehorses from among a plurality of racehorses participating in a horse race corresponds to accepting a player's prediction about the result of the race.
  • the selection means 53 has a function of accepting a prediction of a real-world horse racing race in response to a player's operation input.
  • There are multiple methods for accepting predictions for real-world horse racing races such as the so-called single win type that predicts the first place, and the double win type that selects the racehorse that falls within the first place. Also good.
  • a real-world horse racing race is the “Japan Cup” and the player predicts the horse racing race in a win-win style.
  • the function of the selection means 53 is realized as follows, for example.
  • the CPU 21 of the game server 20 recognizes that the menu m6 has been selected and operated by the player on the top page of FIG. 8, the CPU 21 displays a web page that prompts the player to input the predicted first place in a real-world horse racing race (Japan Cup). HTML data is transmitted to the communication terminal 10.
  • An example of this web page is shown in FIG.
  • the web page P8 in FIG. 14 accepts an input operation of an image area 201 including an image showing an outline of a real-world horse racing race (Japan Cup), an image area 202 including text for guiding the player, and a player who is predicted to arrive.
  • the image area 204 includes an image area 203, an image area 204 for displaying a running horse, and an image area 205 for displaying a privilege according to the degree of match of the player's expectation.
  • the percentage value (35%, etc.) described corresponding to the racehorses “SGA”, “NMC”, “TKM” indicates the corresponding racehorse among the players already input at the present time. It is the ratio of the players who predicted the first place, and the higher the popularity, the larger the value.
  • the player can refer to the percentage value in the image area 204 when inputting the expected first place.
  • the CPU 21 refers to the race database 33 for displaying the running horse in the image area 204.
  • FIG. 15 shows a configuration example of the predicted input database 34.
  • a race ID is assigned to each horse race in the real world.
  • Each race ID includes race data in which frame number, racehorse, arrival order, and arrival difference data are associated with each other. As a matter of course, the data on the arrival order and the arrival difference are not recorded before the start of the target horse race.
  • the race data is written by the information acquisition means 60 described later.
  • a pull-down menu m20 and a menu m21 are displayed.
  • a list of all racehorses to be entered is displayed, and one of the racehorses can be selected.
  • the menu m21 is selected and operated by the player in a state in which any racehorse is selected in the pull-down menu m20, as shown in P9 of FIG.
  • the player's prediction of first racehorse is accepted.
  • the display of the web page on the communication terminal 10 is switched, for example, as shown in FIG.
  • a racehorse that is predicted to be the first by the player is displayed.
  • the percentage data of the image area 204 is sequentially updated.
  • FIG. 17 shows a configuration example of the predicted input database 34.
  • a race ID is assigned to each horse race in the real world.
  • the CPU 21 accepts the selection of the predicted first place by the player, the CPU 21 records the predicted input data in which the player ID of the player is associated with the racehorse predicted to be the first place in the predicted input database 34.
  • the race ID of a real world Japan Cup horse race is “001”
  • the player ID: 00001 and the predicted racehorse: KNM constitute one predictive input data.
  • the information acquisition means 60 has a function of acquiring information about a real-world horse racing race (event).
  • the function of the information acquisition means 60 is implement
  • Various methods can be used for acquiring information.
  • a method of acquiring information on a real-world horse racing race by an operator's input to the input unit 26 can be used.
  • the operator stores the target race ID frame number and racehorse data in the race database 33 in advance in a state in which a predetermined input application program is operating on the game server 20 and before accepting the prediction by the player.
  • the arrival order and arrival difference data is input to the race database 33.
  • the input to the race database 33 may be other than the input by the operator.
  • the game server 20 may acquire information from, for example, the Internet from another server that stores information about a real-world horse racing race, and import the information into the race database 33.
  • the determination means 61 is a racehorse selected by the selection means 53 (that is, based on the arrival order and arrival difference data (event information) of the real-world horse racing race (Japan Cup) recorded in the race database 33 (that is, It has a function of determining the degree of coincidence between a racehorse predicted to be first selected by the player and one or more racehorses specified in the real-world horse race (Japan Cup).
  • the one or a plurality of racehorses identified in the horse race are, for example, the first, second, and third race horses in the race, and the privilege is given by the privilege giving means 62 described later. It may be determined appropriately according to the conditions.
  • the function of the determination means 61 is implement
  • the CPU 21 of the game server 20 accesses the race database 33 and the prediction input database 34, and for the horse racing race of the specific race ID (for example, the above Japan Cup), the predicted input data for each player, the arrival order of the horse racing race, Comparison with arrival difference data (event information) is performed to determine the degree of matching for each predicted input data (that is, for each player ID). For example, as shown in FIG. 14, even when a player's first-place prediction is accepted, it is not limited to the case where the prediction is correct (that is, when the degree of matching is 100%). Even if it is lower, a privilege according to the degree of matching may be provided.
  • FIG. 19 is an example of a web page displayed on the communication terminal 10 of the player when the player's prediction of first arrival is correct.
  • the web page illustrated in FIG. 19 includes an image area 206 that displays the result of the player's prediction (winning condition), and an image area 207 that displays the result of the real-world horse racing race (arrival order and arrival difference). And an image area 208 that displays guidance for the next real-world horse racing race.
  • the privilege granting unit 62 has a function of granting a privilege that can be used on the game to the player according to the degree of matching.
  • the content of the privilege is set in advance in conjunction with the content of the player's prediction (in FIG. 14, the first place prediction).
  • the racehorse selected by the player as a first-place prediction is not limited to the case where the first-place racehorse as a result of the real-world horse race is matched (the degree of match is 100%). Even if the degree of matching is lower, it is preferable that a privilege corresponding to the degree of matching is set in advance.
  • the function of the privilege provision means 62 is implement
  • the CPU 21 of the game server 20 determines a privilege to be given to the player based on the predicted content set in advance and the content of the privilege corresponding thereto. Thereafter, the CPU 21 may immediately access the player data of the corresponding player ID and update the data according to the privilege as a specific process for granting the privilege to the player.
  • the receiving method may be guided to the communication terminal 10 of the player and the data in the player data may be updated after waiting for a predetermined operation by the player. In the update of this data, for example, in the example of FIG. 14, when the first place of the player is predicted, the player data of the corresponding player ID is accessed and 2000 points are added to the current lottery point. I do.
  • the privilege granted by the privilege granting means 62 is not limited to the lottery points illustrated in FIG. 14, and any privilege may be used as long as it is available on the game. For example, giving the player at least one of an action point, a starting point, and a training point in an amount corresponding to the degree of the agreement of the prediction with respect to the player's prediction result, or giving an item such as a recovery medicine, etc. Any privilege that can be used on the game may be used. By giving the player the various points and items described above, the player can continuously execute the search function, the competitive race function, and the training function for a longer period of time, so that the game is efficiently advanced. Will be able to.
  • the action points decrease each time the search process is executed, so when the number of action points decreases, the search process cannot be executed and the time until the action points recover is waited for.
  • a privilege that can be used in the game
  • a race horse card having a high degree of rareness (not likely to appear) is given to the player, or the probability that a race horse card having a high degree of rareness will appear in the lottery is increased. It may be.
  • Such a rare card has a high value as a collection for the player.
  • a stronger (that is, a higher ability value) racehorse card is given as the degree of agreement with the player's prediction result is higher. Also good.
  • the privilege granted by the privilege granting means 62 is a privilege for advantageously progressing a certain period of time or a certain number of plays in the game.
  • the player is more resistant to the player's expectation result for the real-world horse racing race or to win the result of the real-world horse racing race in order to advance the game advantageously.
  • Motivation will work.
  • the probability that a racehorse card having a high degree of rarity (for example, extremely high ability) will appear in a lottery for a certain period or a certain number of times is increased, a certain period or a certain number of times. Only increasing each point obtained during the play, or reducing the lottery points consumed in the lottery for a certain period or a certain number of times, or reducing the action points consumed in the search.
  • FIG. 20 is a flowchart mainly showing processing executed by the game progress means 52 and the selection means 53.
  • FIG. 21 is a flowchart showing processing executed mainly by the information acquisition unit 60, the determination unit 61, and the privilege grant unit 62.
  • step S5 HTML data for displaying on the communication terminal 10 the top page including the menus m1 to m6 is transmitted to the communication terminal 10 by the game progress means 52. Then, when the selection means 53 recognizes that the player has selected and operated the menu m6 (the menu displayed as “Japan Cup prediction accepted!”) On the screen of the top page of FIG. 8 (step S5), the prediction input is performed. With reference to the database 34, it is determined whether or not the expected input data of the player ID corresponding to the player has been recorded (step S10). If already recorded, the predicted input data is read, HTML data for displaying a web page including the content of the player's prediction (expected content) is generated, and transmitted to the communication terminal 10 of the player ( Step S20). As a result, the communication terminal 10 displays the web page illustrated in FIG.
  • the selection means 53 generates HTML data for displaying the web page for the predicted input in order to prompt the player to input the prediction. It transmits to communication terminal 10 address (step S30). As a result, on the communication terminal 10, the web page illustrated as P8 in FIG. 14 is displayed.
  • the selection means 53 predicts input associated with the player ID based on the input. Data is created and recorded in the expected input database 34. Thereafter, HTML data for displaying the web page including the expected content of the player input in step S40 is generated and transmitted to the communication terminal 10 of the player (step S20). As a result, the communication terminal 10 displays the web page illustrated in FIG.
  • the flowchart of FIG. 21 shows the processing after the end of the real-world horse racing race.
  • the information acquisition unit 60 recognizes that there is an input about the result of the real-world horse racing race by the operator (for example, the arrival order and the arrival difference for each racehorse entered) for the input unit 26 of the game server 20.
  • race data event information
  • the determination unit 61 compares the race data recorded in the race database 33 with the predicted input data recorded in the predicted input database 34 for each player ID for the target race ID (step S110).
  • the racehorse selected by the selection means 53 (data on the expected first racehorse included in the predicted input data recorded in step S50 of FIG. 20) and the result of the real-world horse race are specified.
  • the degree of coincidence with one or a plurality of racehorses (eg, data on racehorses with 1 to 3 races) is determined.
  • the privilege granting unit 62 determines to grant a privilege set in advance to the player according to the degree of matching in the comparison in step S110 (step S120). For example, as described above, the privilege granting means 62 gives the greatest privilege when the racehorse predicted by the player and the first racehorse specified as a result of the real-world racehorse match. Decide to grant. The privilege granting means 62 determines that the degree of coincidence is lower when the racehorse predicted to be the first by the player is the second race in the real-world horse race as compared with the first racehorse. And decide to give fewer benefits.
  • the privilege granting means 62 generates HTML data for displaying the result (arrival order, arrival difference) of the real-world horse racing race based on the race data and the privilege receiving method determined to be granted for each player. Then, it transmits to the communication terminal 10 (step S130).
  • the method of receiving benefits can be set as desired. For example, when a menu that displays text such as “There is a gift from Japan Cup!” Is displayed on the web page, and the selection operation of the menu is recognized. (Step S140: YES), the privilege to be granted is reflected in the player data (Step S150). For example, if the privilege is a lottery point, a process of adding an amount of points corresponding to the privilege to the current lottery point is performed.
  • a function that a privilege is given to a player when a player's prediction for a result of a real-world horse racing race is made is incorporated in a digital card game in a horse racing format.
  • the privilege given here is a privilege that can be used in a virtual horse racing game simulating a horse racing race. Therefore, the prediction ability and judgment ability of the player that are exhibited when predicting a racehorse that is ranked higher in a real-world horse racing race are reflected in the benefits available in the game as a result. Therefore, it is possible to realize a game with unprecedented interest, in which the ability of the real world player and the content of the virtual game or the progress of the game are linked.
  • the selection means 53 selects each of the horse racing races. Before starting, a function of selecting one or a plurality of racehorses from a plurality of racehorses participating in each horse race is provided according to the operation input of the player. That is, the selection means 53 accepts the prediction for the result of the real-world horse racing race and generates the prediction input data.
  • the determination means 61 compares the predicted input data for each player for each horse racing race with the arrival order and arrival difference data (event information) of each horse racing race for each predicted input data (that is, for each player ID). Then, the degree of matching is determined.
  • Display means that is, a certain number of players (that is, some players) may be displayed on the communication terminal 10 of each player in the order in which one or more real-world horse racing races are predicted.
  • a text menu such as “announcement of predicted results of central horse racing in the first half of 2012!” Is displayed, and the menu is selected and operated. HTML data is generated so as to switch to a web page including the list of the predetermined number of players.
  • the race data and the predicted input data for each player in one or more real-world horse racing races are recorded in the race database 33 and the predicted input database 34, respectively, for each race ID.
  • ordering is performed in descending order of the degree of match.
  • Various methods can be used as the ordering method, for example, as follows. For example, if all horse racing races are so-called single wins where one race is expected, a score of 10 points will be given to the player when the first race horse is hit, and When the result is 2nd and 3rd, respectively, a score of 6 points and 2 points is given to the player. Then, after a plurality of real-world horse racing races are completed, the total score given to each player may be calculated to rank each player.
  • such a score is recorded in the prediction input database 34 for each race ID, and the CPU 21 performs a process of accumulating the score every time a predetermined number of real-world horse racing races are completed.
  • the CPU 21 transmits HTML data for web pages including display names on the game that specify a certain number (for example, 100 players) in descending order of scores to each communication terminal 10. As a result, the displayed player can obtain a sense of accomplishment, so that a stronger motivation works for hitting the result of a real-world event.
  • the content of the privilege includes, for example, an item such as an action point, a start point, or a training point in an amount corresponding to the player's score, or a number of items such as recovery drugs corresponding to the player's score. What is necessary is just the privilege which can be used on a game, such as granting.
  • the player with the long average time from the operation input for predicting the racehorse to the start of the real-world horse racing race is ranked higher. It is preferable to display as follows. This is because in a real-world horse race, as the race start time approaches, more accurate information about the race horses to be entered is obtained, which is advantageous when the result of the race is applied.
  • the racehorse that participates as the player obtains information about the status of a few days before the event, the status in the paddock on the day of the race, and the status on the racetrack immediately before the race, Since the state of a high racehorse is known, it is advantageous when hitting the result of a horse race. Therefore, when there are a plurality of players having the same score, the player who has a long average time from when the player inputs a predictive operation until the start of the race, that is, the player who obtains the score in an unfavorable situation Is preferably higher. Note that in order to calculate the average time from when the player inputs an operation for prediction until the start of the race, the CPU 21 includes the time when the player performs the operation input for prediction in the prediction input data. You may do it.
  • a racehorse (game)
  • a character is associated with a racehorse in a real-world horse race.
  • both racehorses may have the same name.
  • the user data of the user database 31 as a storage device stores a racehorse (game character) and its ability values (for example, speed and instantaneous power values in FIG. 6).
  • the updating means updates the ability value of the racehorse (game character) on the game corresponding to the racehorse in the real world in the race according to the result of the horse race in the real world.
  • a real-world racehorse for example, a horse with the same name
  • a hand-held racehorse game character
  • a feeling of strongly supporting the real-world racehorse associated with the hand-held racehorse (game character) on the player's game is generated in the player, so that the real world and the game (virtual world) Will be more connected.
  • the race of the racehorse (game character) that the player holds on the game by the race registration function, as described later, in the race on the game simulating a real-world horse race (event).
  • a race registration if the racehorse does not satisfy the participation conditions for a real-world horse race, a predetermined notification is given to the player prior to the horse race in the game.
  • the game horse race includes a regular race and a heavy race.
  • the regular race is the same as the regular race described in the first embodiment, and is performed, for example, four times a day every day.
  • the heavy prize race is performed once a week, for example, according to the schedule of the heavy prize race in the real world.
  • the real world races include, for example, the Emperor Award (G1), Aoba Award (G2), Tanabata Award (G3), etc.
  • G1 the same name as the real world heavy prize race is used.
  • the heavy race on the game is a battle with other players on the game, and is irrelevant to the result of the heavy race of the same name in the real world.
  • the start registration function is substantially the same as that described in the first embodiment.
  • a predetermined number of racehorses to start in the heavy prize race are also provided.
  • participation in the “Aoba Award” is registered as a real world heavy prize race.
  • FIG. 22 is a functional block diagram for explaining functions that play a major role in the game control apparatus of the present embodiment.
  • the storage means 310 is a racehorse (game character) that simulates a racehorse (target related to a realworld event) in a real-world horse race on a game, and character data (characters) including parameters of the racehorse on the game. Information) is stored in the player database 31 as a storage device. Character data is information that describes racehorse parameters such as age, gender, affiliation area, racehorse speed, instantaneous power, and other ability values (ability parameters) as racehorse parameters. including. The ability value of the racehorse is the same as that described in the first embodiment.
  • the player database 31 is substantially the same as that described in the first embodiment, and the character data is included in the player data of the player database 31, and the racehorse that the player holds on the game and the real-world horse racing races. A racehorse is associated. Both may be racehorses with the same name.
  • the association means 311 has a function of associating a player with a game character that the player holds on the game.
  • the function of the association means 311 is realized as follows, for example.
  • the CPU 21 of the game server 20 recognizes that a racehorse to be entered in the heavy race is selected on a race registration screen (described later) displayed on the communication terminal 10, the CPU 21 accesses the player database 31 to perform the character data. The writing that associates the player with the racehorse held by the player is performed.
  • the CPU 21 generates HTML data constituting the top page and transmits it to the player's communication terminal 10 before executing this function by the association means.
  • the top page is substantially the same as the screen shown in FIG. 8 of the first embodiment, and a start registration menu m5 arranged in the screen is displayed.
  • a start registration screen shown in FIG. 23 for performing start registration is displayed.
  • the start registration screen of FIG. 23 is a screen for performing start registration for a regular race. This start registration screen is displayed when the “start registration” menu is selected.
  • information about racehorses that run in regular races or competitive races is displayed for each racehorse. In FIG.
  • the start registration screen of FIG. 24 is a screen for performing start registration for the heavy race (in this example, the Aoba Award and the Emperor Award (Spring)).
  • the Aoba Prize has already been registered for running, and information on racehorses registered for running is displayed.
  • a menu for changing the registered racehorse menu “Make other horse”
  • a menu for canceling registration menu “Cancel registration”
  • the Emperor Award has not yet been registered for a start
  • a menu for selecting a racehorse to be registered for a start (a menu “select a horse to register”) is displayed.
  • the CPU 21 cancels the start registration and records it in the player database 31.
  • the start registration screen shown in FIG. 24 is displayed when the menu “make other horse” is selected on the start registration screen shown in FIG.
  • the screen of FIG. 24 displays information on racehorses that the player holds on the game.
  • the CPU 21 performs start registration by accessing the player database 31 and making associations as described above.
  • a confirmation screen for prompting the player to confirm, such as “Is this horse good?” May be displayed.
  • the determination means 312 uses the character data of the racehorse as to whether or not the racehorse on the game that the player holds in the game satisfies the conditions for participating in the race of the racehorse in the real-world horse race. It has a function to make a determination based on the Participation conditions include, for example, that the racehorse running in the race when the race is the Aoba Award is a 3-year-old horse.
  • the function of the determination means 312 is implement
  • the CPU 21 of the game server 20 accesses the race database 33 and the player database 31, and participates in the horse race (for example, Aoba Award) with the specific race ID described above, and the race in which the race registration for the horse race is registered.
  • the racehorse parameters included in the horse character data are compared to determine whether or not the racehorse satisfies the participation condition for the race. For example, if the racehorse on the game is 2 years old or younger or 4 years old or older, the CPU 21 determines that the participation condition for the Aoba Award is not satisfied, and if the racehorse is 3 years old, the Aoba Award is entered.
  • the age of the racehorse is, for example, equal to one year on January 1 regardless of the day when the racehorse of the real-world horse racing race associated with the racehorse was actually born. Although it is set, it is not particularly limited to such a method.
  • the race execution means (execution means) 527 is one means included in the game progress means 52 of the first embodiment. Also in this embodiment, the game progress means 52 includes other means such as a game function display means and a search execution means, but the description and illustration are omitted here (the same applies to the third embodiment described later). .
  • the race execution means 527 executes a regular race function for automatically performing a regular race, and a heavy prize race function for performing a heavy prize race (simulated event) with the start registration of the player.
  • the regular race function can be executed in the same manner as the regular race function described in the first embodiment.
  • a heavy race on the game using racehorses that meet the requirements for participation in the heavy race is determined within a predetermined period (for example, the same as a real world heavy race). At the time, or within one day of the real world heavy award race).
  • the function of the race execution means 527 is realized as follows, for example.
  • the CPU 21 executes the regular race regardless of the operation input to the communication terminal 10 by the player when the predetermined date and time of the regular race is reached by the built-in timer.
  • any method can be adopted as long as the ability value of the racehorse (game character) affects the arrival order of the race, as in the competitive race described in the first embodiment.
  • the CPU 21 recognizes that there is a racehorse registration by the player at each time of the start time of the heavy prize race or the deadline for accepting the registration for entry into the heavy prize race, the racehorse is made to participate. Run a heavy race in state.
  • the racehorse of the other player is used to perform the heavy prize race. It may be done.
  • the game character giving means 314 has a function of giving a racehorse on the game to the player in response to an operation input from the player.
  • the operation input of the player is, for example, the operation input to the display screen of the communication terminal 10 for performing the search function and the lottery function described in the first embodiment. Realized.
  • the CPU 21 of the game server 20 recognizes that the execution of the search function is selected by the player, the CPU 21 executes the search function as described above, and when the CPU 21 recognizes that the execution of the lottery function is selected, as described above.
  • the lottery function is executed.
  • the CPU 21 assigns a racehorse on the game to the player at random for one or a plurality of searches or lotteries, accesses the player database 31, and is given in the player data. Record information about the racehorse.
  • the game character giving means 314 is related to the player in order to obtain a more advantageous game result in accordance with the operation input of the player.
  • a game character satisfying a predetermined participation condition among game characters held by other attached players may be lent to the player.
  • a player may borrow a racehorse from another player in order to participate in a heavy prize race.
  • the operation input here is, for example, an input operation to the communication terminal 10 for requesting a friend of the player to borrow a racehorse that the friend holds on the game.
  • Such an act of renting a racehorse of another player may be permitted only once (only in the heavy prize race), for example.
  • the game character giving means 314 performs a process of returning the racehorse borrowed by the player to the companion who owns it after the race.
  • the function of the game character provision means 314 is implement
  • the CPU 21 recognizes that the player has selected to rent a racehorse from a companion through the player's operation input on the start registration screen displayed on the communication terminal 10, first, the CPU 21 accesses the player database 31, Confirm that the players' friends are associated with the player. Next, when the CPU 21 can determine that the racehorse satisfies the participation condition of the heavy prize race through the access to the race database 33, the CPU 21 writes a write for lending the racehorse to the player in the player data. Do.
  • the player can obtain a chance to borrow such a racehorse and participate in a heavy race on the game.
  • the degree of relationship between the player and his companion is further increased by lending the racehorse. Note that the process of borrowing a racehorse from another player may be performed through an application procedure by the player and an approval procedure by another player.
  • the notification means 315 has a function of notifying the player before the prize race when the racehorse held by the player on the game does not satisfy the participation condition of the prize race on the game.
  • the notification means 315 may prompt the player to perform a predetermined operation input with such notification.
  • the predetermined operation input is, for example, selection of a search function or a lottery function.
  • the search function and the lottery function are the same as those described above.
  • the function of the notification means 315 is implement
  • the CPU 21 accesses the player database 31 and refers to the character data of the racehorse associated with the player and the racehorse associated with the heavy prize race.
  • HTML data is generated so that a top page including a text notifying that the racehorse does not meet the participation conditions, such as "None of your horses meet the Aoba Prize participation conditions.” This is transmitted to the communication terminal 10. Further, when prompting the player to input an operation with such notification, the CPU 21 generates HTML data so that a top page including a text prompting selection of a search function or a lottery function is formed, for example, and communication is performed. Transmit to the terminal 10.
  • Such text may be, for example, “Let's search for horses that can participate in the Aoba Award!”, “Let's aim for horses that can participate in the Aoba Award!
  • the notification means 315 may notify the player before the heavy race when the number of race horses that satisfy the participation condition of the heavy prize race is equal to or less than a predetermined number (for example, 1). .
  • a predetermined number for example, 1.
  • a racehorse having a high ability value is selected from a plurality of racehorses satisfying the participation condition. Since the degree of freedom of selection when examining racehorses that are likely to be active in the race is reduced (it is only necessary to enter one racehorse that satisfies the participation conditions as it is), the game characteristics become simple. Therefore, the interest for the player is reduced. Therefore, the notification means 315 may urge the player to select a search function, a lottery function, etc. (operation input) in accordance with the notification as described above so that the player can enjoy deeper game characteristics. .
  • Such a function of the notification means is realized as follows, for example.
  • the CPU 21 compares the data about the attributes included in the racehorse character data with the participation condition of the heavy race, and determines that the racehorse parameter satisfies the participation condition. If the number of racehorses that satisfy the participation condition is counted and, as a result, it is determined that the number of racehorses that satisfy the participation condition is less than or equal to the predetermined number, the text that informs that the number of racehorses is less than or equal to the predetermined number is the top. HTML data is generated and transmitted to the communication terminal 10 so as to be displayed on the page.
  • the CPU 21 prompts the user to select a search function or a lottery function (for example, “Let's search and find other horses!”, “ HTML data may be generated so as to be displayed on the top page and transmitted to the communication terminal 10 or the like.
  • a search function or a lottery function for example, “Let's search and find other horses!”, “ HTML data may be generated so as to be displayed on the top page and transmitted to the communication terminal 10 or the like.
  • this game control device for example, by notifying that the number of racehorses satisfying the participation condition is equal to or less than a predetermined value, the player can participate in the heavy prize race in a situation more favorable to him, for example, more ability Preparations such as obtaining a high racehorse can be made before the heavy prize race.
  • the notification means holds the conditions for participating in the heavy prize race.
  • the ability value of the racehorse to be satisfied is equal to or less than a predetermined value (for example, level 10 or less)
  • the player may be notified before the heavy prize race.
  • the notification unit 315 may select a training function or the like (operation input) for the player in accordance with the notification.
  • the training function is the same as described above.
  • Such a function of the notification means 315 is realized as follows, for example.
  • the CPU 21 accesses the player database 31 and refers to the character data of the racehorse, compares the data regarding the ability value included in the character data of the racehorse with the participation conditions of the heavy race, and determines the ability of the racehorse.
  • HTML data is generated so that a text notifying that the ability of the racehorse is equal to or less than the predetermined value is displayed on the top page, and transmitted to the communication terminal 10 of the player. To do.
  • the CPU 21 may generate HTML data and transmit it to the communication terminal 10 so that text prompting selection of the training function is displayed on the top page as described above. .
  • the player is notified that the ability value of the racehorse whose ability value is equal to or greater than a predetermined value is equal to or less than the predetermined value, and an opportunity to improve the ability value is given.
  • the player is motivated to improve the ability of the racehorse, can enjoy the diversity of the game, and more likely to obtain a good result in the heavy prize race on the game. And a game with a strong incentive.
  • the privilege granting means 316 has a function of granting a privilege that can be used on the game to the other player when borrowing a racehorse of another player and participating in the heavy prize race as described above.
  • the privilege may be, for example, a recovery drug, an action point, a start cost, or the like.
  • the function of the privilege provision means 316 is implement
  • the CPU 21 of the game server 20 recognizes that the player who borrows the racehorse has entered the racehorse of another player by operating input to the communication terminal 10, the CPU 21 accesses the player database 31 and is given to the player.
  • the HTML data is generated so that the other player who is the owner of the racehorse is associated with the privilege on the game, and the screen including the text notifying that the privilege is granted is configured in the communication terminal 10 of the other player.
  • the data is transmitted to the communication terminal 10 of another player, and recording is performed on the player data of this player.
  • the player who lent the racehorse can recognize that he is being relied on by his companion, and can also receive a reward for renting the racehorse, so that companion The game community can be activated.
  • FIG. 25 is a flowchart mainly showing processing executed by the storage unit 310 and the association unit 311.
  • FIG. 26 is a flowchart mainly illustrating processing executed by the determination unit 312.
  • FIG. 27 is a flowchart mainly showing processing executed by the game character giving means 314, the notification means 315 and the privilege giving means 316.
  • step S200 when menu m5 is selected on communication terminal 10 by the player's selection operation (step S200), CPU 21 executes the start registration function, and if start registration has already been performed (YES in step S210). ), HTML data constituting the start registration screen of FIG. 23 is generated and transmitted to the communication terminal 10 (step S250). On the other hand, if start registration has not been performed yet (NO in step S210), HTML data for displaying a web page for accepting start registration is generated and transmitted to the communication terminal 10 (step S220). .
  • step S230 the CPU 21 records the content of the start registration in the database (step S240), and the HTML data for displaying the web page including the content of the start registration. Generate and transmit (step S250).
  • the flowchart of FIG. 26 shows a process when the racehorse possessed by the player on the game does not satisfy the conditions for participating in the heavy race on the game.
  • the determination means 312 determines whether or not the racehorse on the game held by the player can register to run in the heavy prize race on the game (steps S260, S270, and S280).
  • step S200 it is determined whether or not the racehorse satisfies the participation condition of the heavy prize race. If it is determined that the racehorse does not satisfy the condition (NO in step S260), the CPU 21 notifies that the participation condition is not satisfied. And the production
  • step S260 determines whether there is a predetermined number of racehorses that satisfy the participation condition.
  • step S270 determines whether there is a predetermined number of racehorses that satisfy the participation condition.
  • the CPU 21 generates HTML data for displaying a web page that prompts search, lottery, and training, and the communication terminal. 10 is transmitted (step S295).
  • step S270 If it is determined that there is a predetermined number (YES in step S270), it is determined whether or not the ability value of the racehorse satisfying the participation condition is greater than or equal to a predetermined value (step S280), and the ability value of each racehorse is determined. When it is determined that the value is less than the predetermined value (NO in step S280), the CPU 21 performs a process in step S295. If it is determined that the ability value of each racehorse is equal to or greater than a predetermined value (YES in step S270), start registration can be performed with the racehorse currently held. Note that the determinations performed in steps S260, S270, and S280 may be arbitrarily combined as long as they include at least the determination in step S260.
  • FIG. 27 shows a process of renting a racehorse owned by a friend when the player does not have a racehorse that can be registered for a race in the game.
  • the flow shown in FIG. 27 is performed when it is determined in the flow shown in FIG. 26 that there is no racehorse that can participate in the heavy prize race or that there are not enough racehorses (NO in steps S260, S270, and S280 in FIG. 26). .
  • the CPU 21 determines whether or not there is a friend of a player who has a racehorse that can participate in a heavy prize race on the game (S300).
  • the CPU 21 when it is determined that there is a corresponding friend, the CPU 21 generates HTML data for displaying a web page that prompts the friend to rent a racehorse and transmits it to the communication terminal 10 (step 310). ).
  • the CPU 21 gives a bonus on the game to the mate who lent the racehorse to this player. (S330).
  • the CPU 21 executes the heavy prize race function (S340). Thereby, the player can participate in the heavy race by borrowing a companion racehorse.
  • step S300 when it is determined that there is no companion having a racehorse that can participate in the heavy prize race (NO in step S300), or there is such a companion, the player does not select to borrow a racehorse from that companion. If this happens (NO in step S320), the player cannot participate in the heavy prize race, and the process ends.
  • this game control device when a player does not own a racehorse that can participate in a heavy prize race in a horse racing digital card game, the player cannot participate in the race.
  • the function to tell is built in. For this reason, when the racehorse possessed by the player does not satisfy the participation condition of the heavy race on the game, the player may be aware of the necessity of acquiring the racehorse satisfying the participation condition before the race. it can. Therefore, according to this apparatus, it is possible to make the player aware of the existence of the simulated event and to provide an opportunity to evoke a willingness to participate in the simulated event. In order to participate in the simulated event, it is necessary to obtain a game character that satisfies the conditions of the simulated event, so that the player can be highly interested in the entire game.
  • a third embodiment of the present invention when determining the promotion, maintenance, or demotion of a class (level) set in the game of the player, in addition to the result of the regular race (second simulated event), a heavy prize race on the game
  • the result of (first simulated event) is also taken into account.
  • the regular race and the heavy race on the game are the same as those described above.
  • the class is an index classified according to the player's performance in the game, and the player belongs to any class.
  • the achievement is an arrival order point (evaluation point), which will be described later, acquired by the player in the horse racing race (regular race, heavy prize race) on the game. Details of the arrival order point will be described later.
  • FIG. 28 is a functional block diagram for explaining functions that play a major role in the game control apparatus of the present embodiment.
  • the storage means 330 includes a racehorse (game character) that simulates a racehorse (target related to an event) in a real-world horse race on the game, and parameters of the racehorse on the game (for example, the above-described attributes and ability values). ) Including character data (character information) is stored in the player database 31 as a storage device.
  • the player database 31 is substantially the same as that described in the second embodiment, and stores the racehorse held by the player and the character data in association with each other.
  • storage means 330 is implement
  • the association unit 331 has a function of associating a player with a racehorse that the player holds on the game.
  • the function of the association unit 331 is, for example, one function when the storage unit 330 performs the update as described above.
  • the CPU 21 in the player data of the player database 31 is the player and the racehorse held by the player. Write to associate.
  • the heavy prize race execution means (first execution means) 332 determines a game heavy prize race within a predetermined period (for example, a real world heavy prize race and a real world heavy prize race (real world event)). At the same time or within one day from the real world heavy award race).
  • the function of the regular race execution means 333 is realized in the same way as the race execution means 527 of the second embodiment executes the regular race function, for example.
  • the regular race execution means (second execution means) 333 has a function of automatically executing a regular race.
  • the function of the heavy prize race execution means 332 is realized, for example, in the same manner as the race execution means 527 of the second embodiment executes the heavy prize race function.
  • the point awarding unit 334 has a function of giving arrival order points (evaluation points) to the player based on the results of the regular race and the heavy prize race.
  • the arrival order point is determined according to the arrival order specified as a result of each race.
  • an evaluation point is not limited to an arrival order point,
  • the point defined according to arrival difference may be sufficient.
  • the function of the point giving means is realized as follows, for example.
  • the CPU 21 of the game server 20 accesses the race database 33, reads out the results of the races executed by the race execution means 332 and 333, and based on the order of arrival included in the results, the order of arrival to be given to the player Determine points.
  • the arrival order points are determined with reference to a table prepared in advance by relating the arrival order and the number of points, for example, 20 points for the first racehorse, 15 points for the second racehorse, etc. However, it may be determined by other methods such as calculation using a predetermined calculation formula.
  • weighting may be used so that the number of points is determined differently between the regular race and the heavy prize race even in the same arrival order. For example, taking into account that the number of executions of the heavy race is less than that of the regular race, the weight is set so that the arrival order point of the heavy prize race is 20 times the value of the regular race arrival order point. .
  • the first-placement order point when the first-placement order point is 20 points in the regular race, it is 400 points in the heavy prize race.
  • the weighting setting is not essential, and the same arrival order point may be used for the same arrival order in the regular race and the heavy prize race.
  • the arrival order point may be, for example, no point, that is, 0 point when the arrival order falls below a predetermined order.
  • the arrival order points are determined for each race horse, and the arrival order points of all the race horses are totaled, and the arrival order in the entire race race race. Points are determined.
  • the CPU 21 accesses the player database and updates the arrival order point in the player data.
  • the game control apparatus of this embodiment may include a counting unit 335 having a function of counting the arrival order points given to the player by the point giving unit 334 for each player.
  • the function of the counting means 335 is realized as follows, for example.
  • the CPU 21 of the game server 20 accesses the player database, reads the recorded arrival order point, and adds the determined arrival order point to a new one.
  • the arrival order point the player data is rewritten.
  • new arrival order points are simply recorded.
  • the arrival order points may be accumulated for each race performed in a predetermined period (for example, one week) as displayed on a race result screen (see FIG. 30) described later, for example. In this case, the arrival order point is reset when the predetermined period elapses and is newly accumulated in the subsequent predetermined period.
  • the game control apparatus may include a ranking unit 336.
  • the ranking means 336 has a function of generating a ranking (ranking the players) based on the accumulated arrival order points (aggregation results by the aggregation means 335).
  • the function of the ranking means 336 is realized as follows, for example. Whenever the arrival order point is updated in the player data, the CPU 21 selects the players who participated in the regular race, that is, all the players registered in this game at the time when the regular race was performed in the order of the arrival order points. Rearranged in descending order, based on this, HTML data constituting a ranking screen (see FIG. 29) described later is generated and transmitted to the communication terminal 10.
  • the ranking is generated for each class to which the player belongs, for example. The player can see his / her position in the entire player by looking at the ranking screen, and his / her interest in the game result increases.
  • FIG. 29 shows a part of a ranking screen example.
  • the ranking screen lists the top 50 players belonging to the level 5 class (corresponding to G2 on the game).
  • information about the 26th to 30th players is displayed. Has been.
  • the information of each player includes the overall ranking, the player name (handle name), the skill level, the belonging class, and the arrival order point, and is displayed together with the player image and the horse image.
  • the overall ranking is the ranking of all players that exceed the class.
  • the ranking screen is displayed when the menu “view ranking” is selected on the race result screen shown in FIG. 30 displayed on the communication terminal 10.
  • FIG. 30 is a part of a screen example of the race result.
  • the race result screen shows the results of the regular race and the heavy prize race, and displays the player's belonging class, arrival order points, and current ranking. Each class is divided into G1, G2, G3, and Open on the game in order from the top.
  • an image area indicating whether the player's class is predicted to be promoted, maintained, or demoted at the current time is displayed below the affiliation class.
  • an effect display in which the racehorse is running in one of three areas divided into “promotion zone”, “maintain”, and “demotion zone” is displayed. Can understand.
  • the arrival order point is a cumulative value of the arrival order points acquired in all the regular races and the participating heavy prize races that have been performed at the present time during a predetermined period (for example, one week).
  • the current ranking is displayed in the format of X / Y, where X is the ranking of the player and Y is the number of all participating players.
  • a menu “view ranking” is displayed below the current ranking. Below this menu, the results of the regular races that were held on that day when the display of this screen was selected are displayed. In this screen example, it is displayed that the third race of the day started at 15:00 is currently being performed, and the results of the race before the second time of the day are displayed.
  • each race consists of 8 types of races (1R to 8R).
  • R the names of racehorses that participated, arrival order, arrival order points are displayed. Yes.
  • This race result screen is displayed by selecting the aforementioned “regular race result” menu displayed on the top page.
  • the game control device of the present embodiment may include game character providing means and notification means similar to the game character providing means 357 and notification means 358 of a fifth embodiment to be described later.
  • the racehorse given to the player by the game character giving means of this embodiment is associated with a heavy race (first simulated event) on the game.
  • FIG. 31 is a flowchart mainly showing processing executed by the regular race executing means 333, the heavy prize race executing means 332, the point giving means 334, the counting means 335, and the ranking means 336.
  • step S400 when the CPU 21 executes a horse racing race (YES in step S400), if the race is a regular race (NO in step S410), the CPU 21 refers to the race database 33 and races the horse. An arrival order point is determined every time (step S430).
  • the race is a heavy prize race (YES in step S410)
  • the CPU 21 refers to the race database 33 and uses weighting (step S420) to determine an arrival order point for each racehorse (step S430). For example, as described above, when the weight is set so that the arrival order point of the heavy prize race is 20 times the arrival order point of the regular race, the first arrival order point is 20 points in the regular race. In this case, 400 points are awarded in the heavy prize race.
  • the counting unit 335 adds the arrival order point determined in step S430 to the current arrival order point (step S440).
  • the ranking unit 336 generates a ranking using the accumulated arrival order points, generates HTML data so that the ranking screen is displayed on the communication terminal 10, and transmits it to the communication terminal 10 (step S450).
  • CPU21 performs the process which writes an arrival order point in the game result database 32 (step S460).
  • the result of the prize race on the game simulating the prize race in the real world is added to the digital card game in the horse racing format.
  • a function is provided in which the arrival order points determined in this way are given to the player. Since the player can obtain the order of arrival points in consideration of not only the result of the regular race but also the result of the heavy race on the game, it can be expected that the player's willingness to participate in the heavy prize race on the game is increased. Further, since the heavy race on the game is executed in synchronization with the horse racing race in the real world, it can be expected that the player will find the game interesting through participation in the heavy race on the game.
  • the virtual owner of a specific racehorse becomes a virtual owner of the prize money on the game in conjunction with the main prize earned by the racehorse in the real world race (award price ranking) with other players. It offers game features such as competing between them and giving game items and points according to the prize money.
  • the player competes for the prize amount as if he is the owner (virtual owner) of the racehorse game running in the real world race, but expects the order of arrival in the real world race. Is irrelevant.
  • FIG. 32 is a functional block diagram for explaining functions that play a main role in the game control apparatus of the present embodiment.
  • the selection means 340 may select one or a plurality of racehorses (for example, one or one to three racehorses from among a plurality of racehorses (targets) participating in the race as a result of a real-world horse race (event).
  • a racehorse When a racehorse is identified, a plurality of racehorses that participate in the race in response to a player's operation input before the start of the real world race or before the result of the race is obtained.
  • the function of the selection means 340 is implement
  • the CPU 21 of the game server 20 receives the prediction about the arrival order of the player and records it in the prediction input database 34 in the same manner as the selection means 53 of the first embodiment.
  • the prediction about the arrival order is not limited to the first place racehorse, but may be about the second place and subsequent racehorses.
  • the selection unit 340 may accept predictions for a plurality of arrival orders instead of one arrival order for each race.
  • the selection means 340 may select a racehorse in accordance with an arbitrary operation input of the player without imposing a special condition on the player, or in response to an operation input of the player satisfying a predetermined condition.
  • the racehorse may be selected, or a combination thereof may be selected.
  • the predetermined condition is, for example, that the number of training points that the player has in the game, the amount of virtual currency possessed, and the like are not less than a predetermined value.
  • the racehorse selected by the player may be set to the highest value for the racehorse for which the most players have registered for start-up, that is, the most popular racehorse.
  • the information acquisition means 341 has a function of acquiring information (event information) about a real-world horse racing race (event).
  • the event information includes, for each racehorse identified from a plurality of racehorses that participated in the race as a result of a real-world race, a prize money for the race (second privilege that is a real-world privilege). Includes the contents of This prize is a prize that is earned when a racehorse enters, for example, from 1st to 5th in a horse race, and is different from the dividend prize for the owner of the winning racehorse betting ticket.
  • This prize is money that is mainly acquired by the owner (owner) of the racehorse, and is summarized for each racehorse, so that the player who has selected a racehorse has become the owner of the racehorse game. Such a sensation can be generated.
  • the function of the information acquisition unit 341 is realized as follows, for example. Various methods can be used as the information acquisition method. For example, the same method as the information acquisition described in the first embodiment can be used. In this embodiment, an operator or the like inputs the amount of the winnings obtained by each racehorse together with the arrival order and arrival difference data (event information) after the horse race of the target race ID is completed to the race database 33. To do.
  • the determining unit 342 determines the degree of coincidence between the one or more objects selected by the selecting unit 340 and the one or more objects specified in the real-world horse racing race (event).
  • a function to determine is provided.
  • the function of the determination unit 342 is realized in the same manner as the determination unit 61 of the first embodiment, for example.
  • the privilege granting unit 343 has a function of giving a prize on the game (first privilege) to the player in accordance with the degree of matching determined by the determination unit 342.
  • the privilege granting means 343 determines the prize money on the game according to the money amount or ranking, assuming that the player who is the virtual owner has obtained the prize money amount in the real-world horse racing race on the game.
  • the function of the privilege provision means 343 is implement
  • the CPU 21 of the game server 20 accesses the race database 33, reads the prize amount of each racehorse that has won the prize money in the target horse race, and determines the prize money on the game to be the same as the prize money, for example. .
  • the player database 31 is accessed, and writing for associating the player with the prize amount in the game is performed in the player data.
  • the prize money on the game is not limited to the same amount as the main prize money, and can be determined by various methods, for example, a fixed percentage of the main prize money amount.
  • the privilege granting means 343 distributes the prize money obtained by the racehorse evenly among the plurality of players, thereby obtaining the racehorse.
  • a prize amount on the game may be determined.
  • This function of the privilege granting means 343 is obtained by, for example, calculating a value obtained by dividing the main prize amount by the number of all players who have selected the target racehorse after the CPU 21 reads the data about the main prize from the race database 33. This is realized by using the above prize amount. Accordingly, when a popular racehorse is selected (that is, when the number of selected players is large), the prize amount on the game that one player acquires is small.
  • the prediction of the first racehorse is stopped, and the second and third racehorses are predicted, so that when the prediction is hit, the prize money on the game that the player obtains is distributed in large numbers. Therefore, it is expected that a game characteristic such as a strategy for avoiding a decrease in the number of games will occur and the player's interest in real-world events will be further increased.
  • the prize money on the game may be exchanged with a point set by a game name such as a lottery point, and is managed in the player data in association with the player ID in the same manner as each point.
  • the prize money on the game that can be obtained by one player will be 1000 yen.
  • the prize amount is distributed by dividing the number (the number of players who have selected the racehorse) by a predetermined divisor (eg, 1000), and one player divides the game amount after the game (eg, 1000). (Million yen).
  • the privilege granting means 343 may determine the prize money on the game by another method different from this method.
  • the game control device may include a counting unit 344 when a plurality of horse races (events) are provided.
  • the counting means 344 has a function of counting the prize money (first privilege) on the game given based on a plurality of horse racing races for each player.
  • the function of the aggregation means 344 is realized as follows, for example.
  • the CPU 21 of the game server 20 accesses the player database 31 each time the race ends or at a predetermined timing (for example, after the end of the last race of the week), and the racehorse selected by the player in each race is acquired.
  • the data on the final prize money is read out, and the prize money amounts of all races for which racehorses have been selected in the past or races performed during a predetermined period (for example, the week) are added up.
  • the CPU 21 rewrites and updates the total amount of the prize money in the player data.
  • the player can compete with other players for the amount of the prize money on the game acquired as the owner of the racehorse selected by the player, and it can be expected that the fun of the game will increase.
  • the game control apparatus of this embodiment may be provided with the ranking means 345, when the totaling means 344 is provided.
  • the ranking means 345 has a function of ranking the players based on the counting results by the counting means 344.
  • the function of the ranking means 345 is realized as follows, for example.
  • the CPU 21 sorts the players who have selected the racehorse in the horse racing race in descending order according to the size of the prize amount, and configures the ranking screen based on this.
  • Data is generated and transmitted to the communication terminal 10. For example, the ranking may be generated for each class to which the player belongs.
  • FIG. 33 is a flowchart mainly illustrating processing executed by the determination unit 342, the privilege grant unit 343, the totaling unit 344, and the ranking unit 345.
  • the racehorse selection performed prior to the flowchart of FIG. 33 is performed in the same manner as the processing by the selection means 53 of the first embodiment shown in FIG.
  • the CPU 21 refers to the race database 33 to determine the main prize of the racehorse that is selected in advance by the player before the start of the race or before the race result is obtained. Is read (step S510). Next, when the number of players who have selected the same racehorse is greater than a predetermined ratio (YES in step S520), the CPU 21 divides the number of players by a preset divisor (eg, 1000) (step S530), and the divided players The amount obtained by dividing the amount of the main prize by the number is regarded as a prize on the game, and is recorded as the prize earned by the player in the player data.
  • a preset divisor eg, 1000
  • the counting unit reads out the sum of the winnings acquired in the game of the player for each race and adds them up (step S550). ), And recorded as the player's accumulated prize money in the player data.
  • the ranking means 345 reads the cumulative prizes of the player and other players recorded in the player data, and generates prize amount rankings arranged in descending order. Then, the ranking means 345 generates HTML data so that the ranking screen is displayed on the communication terminal 10 in accordance with the operation input of the player, transmits it to the communication terminal 10 (step S550), and the game result database 32. The prize amount ranking is rewritten at.
  • this game control device when a player's prediction for the result of a real-world horse racing race is found in a horse racing digital card game, a prize on the game according to the amount of the prize money is obtained.
  • a function is provided that gives money.
  • the first privilege is highly correlated with the prize money acquired by the owner of the racehorse in the real world. For this reason, for example, the player can have a feeling as if it is the owner of the racehorse game, and it can be expected that the interest in the real-world horse racing race is further increased.
  • FIG. 34 is a functional block diagram for explaining functions that play a main role in the game control apparatus of the present embodiment.
  • the first association means 350 has a function of associating a racehorse (target) participating in a real-world horse race (event) with a game character that simulates the racehorse on the game.
  • the function of the 1st matching means 350 is implement
  • the CPU 21 of the game server 20 accesses the race database 33, refers to the race data, reads data about the racehorses participating in the race, accesses the player database 31, refers to the player data, and the player Reads data about racehorses possessed in the game. Then, the two data are compared, association is performed for those that have been recognized as having a correspondence relationship, and the association data is written in the player data. Note that the correspondence between the two data can be recognized, for example, by determining whether the texts indicating the names are the same or whether the identification codes are the same.
  • the second association means 351 has a function of associating a player with a racehorse (game character) held by the player on the game.
  • the function of the 2nd matching means is implement
  • the information acquisition unit 352 has a function of acquiring event information including the content of the target specified as a result of the event after the real-world event ends.
  • the function of the information acquisition unit 352 is realized, for example, in the same manner as the information acquisition unit 60 of the first embodiment described above.
  • the determination means 353 determines the degree of coincidence between the real-world racehorse (target) associated with the racehorse (game character) held by the player in the game and the real-world racehorse identified as a result of the race. It has a function to do. For example, the determination unit 353 determines whether there is a racehorse in the real world that has been associated with them among the racehorses on the game that the player has actually participated in a horse race in the real world.
  • the function of the determination means 353 is implement
  • the CPU 21 of the game server 20 accesses the race database 33 and the player database 31 and determines the degree of coincidence of the horse race of a specific race ID as compared with the racehorse on the game possessed by the player.
  • the determination unit 353 may have a function of determining the degree of matching based on a target associated with the game character set by the setting unit.
  • the game control device has a group registration function (run registration function)
  • the group registration function will be described later.
  • This function of the determination means 353 is implement
  • the CPU 21 accesses the race database 33 and the player database 31, and within the range of the racehorses registered as a group in the player data, the corresponding real world racehorse is actually a real world racehorse race as described above. Determine whether or not you participated.
  • the determination means 353 determines how many of the 18 racehorses are the player's. Whether it is included in the 30 racehorses held is determined as the degree of matching.
  • the player has 60 players (game characters).
  • the determination means can determine, as the degree of coincidence, how many players among the 18 starters who participated in the real world game are included in the 60 players held by the player. it can.
  • the privilege granting unit 354 has a function of granting a privilege on the game according to the degree of coincidence determined by the determination unit 353.
  • the benefits are, for example, the above-mentioned arrival order points, training points, recovery drugs, and the like.
  • the privilege granting means 354 provides a predetermined table in association with the arrival order, such as 100 points when winning the race, 50 points when winning the race, etc. You may decide with reference.
  • the function of the privilege provision means 354 is implement
  • the arrival order point of the racehorse on the game is determined.
  • the arrival order point is determined by various methods, and can be determined in the same manner as described in the third embodiment, for example.
  • the CPU 21 accesses the player database 31 and records the determined arrival order points in the player data.
  • the privilege granting means 354 is a privilege that has a large merit or a presence that is scarcely present in order to advance the game more advantageously, as the racehorse that the player has participated in the real-world horse racing race is included in the racehorse possessed by the player. May be given.
  • Such benefits may be, for example, various points or cards that can be used on the game, or for temporary enhancement of racehorses on the game that match the racehorses that participated in the real-world horse racing race. It may be an item.
  • the game control apparatus of the fifth embodiment may include setting means 355.
  • the setting means 355 has a function of setting a racehorse (game character) that is a target of execution of a predetermined horse race (simulated event) on the game among the racehorses that the player holds in the game.
  • This function is the start registration function described in the first embodiment, and is also referred to as a group registration function. Note that the start registration function in this embodiment includes not only regular races but also heavy races.
  • the group registration is performed, at the start time of the horse race, the horse race is executed by the race horses registered in the group. The group registration can be rearranged before the start of the horse race.
  • a player (target) who participates in a game (simulated event) on the game Are players included in the starter or order formed by the player's selection as a match for the other players (game characters).
  • This function by the setting means 355 is implement
  • the CPU 21 of the game server 20 transmits HTML data for displaying the start registration screen to the communication terminal 10 of the player, and accesses the player database 31 when recognizing that the player has made a selection operation on the start registration screen. Then, a writing that associates the racehorse registered for each race is performed.
  • the start registration screen is, for example, the same screen as described in the second embodiment.
  • the player is given a privilege within the range of racehorses registered in the group, for example, by matching with a racehorse that has participated in a real-world horse racing race.
  • the player may have a virtual world and a real-world race. It feels like a link, and the player's interest in a real-world horse racing race can be further enhanced.
  • the game control device of the fifth embodiment may include a game character giving means 357.
  • the game character giving means 357 has a function of giving a racehorse (game character) on the game to the player in response to an operation input by the player.
  • This function of the game character providing unit 357 is realized in the same manner as the game character providing unit 314 of the second embodiment, for example.
  • the game control device of the fifth embodiment may include a notification unit 358.
  • the notifying means 358 is provided with a racehorse (game character) on the game associated with a racing horse (target) participating in a real-world horse racing race (event) by the game character giving means 357.
  • a function of notifying the player is provided.
  • various forms of notification can be employed, for example, a display informing that such a racehorse has been given to the display screen of the communication terminal 10 of the player may be used.
  • the game character giving means 357 may give the game character to the player only when the player does not have a racehorse on the game that matches the racehorse participating in the actual horse race.
  • the function of the notification means 358 is implement
  • the CPU 21 determines that when the racehorse on the game is given to the player.
  • HTML data is generated and transmitted to the communication terminal 10 so that an informing display (for example, a text “This is a horse participating in this week's heavy prize race!”) Is displayed on the display screen of the communication terminal 10.
  • an informing display for example, a text “This is a horse participating in this week's heavy prize race!”
  • FIG. 35 is a flowchart mainly illustrating processing executed by the information acquisition unit 352 and the determination unit 353.
  • FIG. 36 is a flowchart mainly showing processing executed by the game character provision unit 357 and the notification unit 358.
  • the process about group registration can be performed similarly to the process by the start registration of 2nd Embodiment.
  • step S600 when a real-world horse racing race is performed (YES in step S600), the information acquisition means 352 acquires data on the racehorses that participated in the race (step S610). If group registration has been performed (YES in step S620), the determination unit determines whether there is a racehorse that matches the racehorse that actually entered the horse race within the group registration range (step S630). When the group is not registered (NO in step S620), the determination unit 353 determines whether there is a racehorse that matches the racehorse that actually participated in the race in the range of all the horses of the player ( Step S640). If there is a matching racehorse as a result of such determination (step S650), the arrival order point is determined (step S660).
  • the game character giving means is a random timing in the case of a search, and each time an operation in the case of a lottery, The racehorse is given to the player (step S710).
  • the notification means 358 displays an HTML of a screen including a display that informs the communication terminal 10 of the player. Data is generated and transmitted to the communication terminal 10.
  • this game control device in the horse racing digital card game, when the racehorse on the game on hand matches the racehorse that entered the actual horse race, Are provided to the player. As a result, the player expects the race result to be a desired result by equating the racehorse he owns in the game with a racehorse participating in a real-world horse race, for example. Therefore, the player's interest in the real world horse racing can be further increased. Alternatively, if a racehorse participating in a real-world horse race is known in advance, the player collects a racehorse on the game that matches the racehorse in advance, thereby providing a privilege after the event ends. It can be acquired and the diversity of the game can be improved.
  • the selection means 53 may set a value for accepting a player's prediction about the result of a real-world horse racing race.
  • a voting ticket is given to a player on condition that at least one of the payment amount of the player in the game, the consumption amount of economic value, or the consumption amount of points available to the player in the game is a predetermined value.
  • the player's prediction may be received in exchange for the voting ticket.
  • an upper limit may or may not be provided for the number of voting tickets that can be issued to a single player for one real-world horse racing race. If multiple voting tickets are issued to a player and only some of them are used to accept real-world horse racing predictions, the remaining voting tickets can be pooled and used for the next horse racing race. You may comprise so that it can do.
  • the social game has been described as an example, but the form of the game is not limited to this. It may be an online game played using a home game machine having a communication function for obtaining event information from the outside via a communication network. In that case, what is necessary is just to set it as the structure in which a consumer game machine contains the hardware of the game server 20 and the database server 30 mentioned above substantially.
  • the game server 20 and the database server 30 on the network are configured to realize the functions of the selection unit 53, the information acquisition unit 60, the determination unit 61, and the privilege grant unit 62. It is not limited to the configuration. All these means may be realized by the communication terminal 10, or at least a part of the means may be realized by the communication terminal 10. Since the communication terminal 10 and the game server 20 can have substantially the same hardware configuration, each function can be realized by the communication terminal 10 as described in the above embodiment. For example, information about a real world race is received via the wireless communication interface unit 17 and stored in a RAM 13 in the communication terminal 10 or a mass storage device such as an HDD (Hard Disk Drive) (not shown).
  • HDD Hard Disk Drive
  • the functions of the selection unit and the determination unit may be realized by the CPU 11 with reference to information about the real world race stored in the storage device in the communication terminal 10.
  • the CPU 11 refers to that data, and the privilege granting means is connected to the communication terminal. 10 can also be realized. The same applies to other embodiments.
  • the selection means 53 is used when one or a plurality of racehorses are specified from a plurality of racehorses (targets) participating in the race as a result of a real-world horse race (event).
  • a function of selecting one or a plurality of racehorses from a plurality of racehorses participating in the race is provided according to a player's operation input before the start of the real world race.
  • the event is a horse race
  • the operation input of the player until the event result is obtained is not limited to before the event is started.
  • the real-world event is a quiz program
  • the quiz issue has been raised (that is, after the event has started)
  • the answer A player's operation input for selecting a target may be received.

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Abstract

La présente invention concerne un dispositif de commande de jeu reflétant dans le jeu les capacités d'un joueur dans le monde réel ; un procédé de commande de jeu ; un programme ; et un système de jeu. Dans le cas où un ou plusieurs sujets sont spécifiés parmi une pluralité de sujets associés à un événement du monde réel comme le résultat de l'événement, le procédé de commande de jeu sélectionne un ou plusieurs sujets parmi la pluralité de sujets selon une opération de joueur entrée avant de démarrer l'événement ou avant que le résultat de l'événement ne soit obtenu. Ensuite, une fois l'événement du monde réel terminé, des informations d'événement comprenant le contenu desdits un ou plusieurs sujets spécifiés parmi la pluralité de sujets sont obtenus comme résultat de l'événement. En fonction des informations d'événement obtenues, le degré de correspondance entre lesdits un ou plusieurs sujets sélectionnés et lesdits un ou plusieurs sujets spécifiés par l'événement du monde réel est déterminé. De plus, un privilège utilisable dans le jeu est accordé au joueur selon le degré de correspondance.
PCT/JP2012/005686 2011-12-28 2012-09-07 Dispositif de commande de jeu, procédé de commande de jeu, programme et système de jeu Ceased WO2013099055A1 (fr)

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JP6041353B2 (ja) * 2013-08-12 2016-12-07 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、ゲーム装置、及びプログラム
JP5876961B1 (ja) * 2015-07-30 2016-03-02 グリー株式会社 ゲーム制御方法、コンピュータ及び制御プログラム
JP6930945B2 (ja) * 2017-02-16 2021-09-01 グリー株式会社 プログラム、情報処理装置、及びゲームシステム
JP6442783B1 (ja) * 2017-07-07 2018-12-26 株式会社コナミアミューズメント ゲーム装置およびゲーム装置のプログラム
JP7076690B2 (ja) * 2017-09-22 2022-05-30 株式会社セガ プログラム及び情報処理装置
JP2018064946A (ja) * 2017-11-10 2018-04-26 株式会社 ディー・エヌ・エー 所定のサービスを提供するためのプログラム、システム、及び方法
JP7343125B2 (ja) * 2018-07-03 2023-09-12 グリー株式会社 プログラム、情報処理装置、及びゲームシステム
JP6842613B2 (ja) * 2018-09-21 2021-03-17 株式会社コナミデジタルエンタテインメント 情報処理装置、プログラム、情報処理システム
JP6883252B2 (ja) * 2019-09-24 2021-06-09 株式会社ミクシィ 情報処理装置及びプログラム
JP7332521B2 (ja) * 2020-03-30 2023-08-23 株式会社バンダイナムコエンターテインメント サーバシステム、ゲームシステム及びプログラム

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