WO2013122053A1 - Game system - Google Patents

Game system Download PDF

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Publication number
WO2013122053A1
WO2013122053A1 PCT/JP2013/053273 JP2013053273W WO2013122053A1 WO 2013122053 A1 WO2013122053 A1 WO 2013122053A1 JP 2013053273 W JP2013053273 W JP 2013053273W WO 2013122053 A1 WO2013122053 A1 WO 2013122053A1
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WO
WIPO (PCT)
Prior art keywords
game
play
data
player
fellow
Prior art date
Application number
PCT/JP2013/053273
Other languages
French (fr)
Japanese (ja)
Inventor
芝宮 正和
山本 賢一
Original Assignee
株式会社コナミデジタルエンタテインメント
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.)
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Publication of WO2013122053A1 publication Critical patent/WO2013122053A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • 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
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3272Games involving multiple players
    • G07F17/3276Games involving multiple players wherein the players compete, e.g. tournament
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • 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
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • 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
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/556Player lists, e.g. online players, buddy list, black list

Definitions

  • the present invention relates to a game system and a game system capable of providing a service for introducing other players from a server device to a user's personal terminal device via a network.
  • a game system that matches players with each other via a network and executes a game using communication is well known (see, for example, cited references 1 and 2).
  • these game systems as matching conditions, users with similar game skills are matched with reference to play data.
  • a community space mainly for exchanges between players via a network is provided from the server device to the personal terminal device of the player.
  • an object of the present invention is to provide a game system that can introduce players with many common items.
  • the game system of the present invention includes a game terminal that executes a game, a personal terminal of a player, and a server that provides a predetermined service to the game terminal and the personal terminal via a network,
  • the server can provide a service for registering another player for the player as a friend having a predetermined connection and providing a place for the players to exchange information via a network as a kind of the predetermined service.
  • the server is provided with data holding means for holding the play history of the game and the operation history operated by the player in the predetermined service as play data. Referring to the play data, a friend candidate who becomes the friend candidate for the player is selected.
  • fellow candidate classifying means further for, to solve the above problems by a fellow candidate presenting means for presenting the determined the fellow candidate at the fellow candidate classifying means to the player, is provided.
  • the friend candidates to be presented to the player are discriminated with reference to the play data in which the player's play history and operation history are recorded. Since the player's play data is referred to, the game tendency and preference of the player are reflected in the identification of the fellow candidates. Therefore, since it has a common term with a fellow candidate, it becomes easy to communicate and the isolation of a player can be prevented.
  • the fellow candidate presenting means may cause the player to present at least a part of the play data of the fellow candidate. According to this, a common item with a fellow candidate can be shown and a sense of affinity with a fellow candidate can be obtained. Therefore, it becomes easy to communicate with fellow candidates.
  • the friend candidate discriminating means is accumulated every time a player plays a game or uses a service providing a place for exchanging information among the play data.
  • the fellow candidates may be determined with reference to data. According to this, since the game tendency of the player is determined when the player continues to play the game, it is possible to present fellow candidates that are closer to his / her preference and lifestyle.
  • the play data records a play time at which the player played the game
  • the fellow candidate discriminating means discriminates the fellow candidates with reference to the play time of the play data. May be. According to this, since the player who is playing at a time close to the play time at which the player plays the game is specified as a fellow candidate, it is possible to promote communication with the players having overlapping play time zones. When play time zones overlap, there is a high possibility that the life cycle is similar, and there are many common topics. Therefore, communication between players can be activated.
  • the game has a plurality of play modes
  • the play data is recorded with a play mode that the player plays
  • the friend candidate determination unit is configured to play the play data.
  • the server device can further provide a service for allowing the player to play a terminal game on the personal terminal device as a kind of the predetermined service, and the play data
  • the terminal play time at which the player played the terminal game may be recorded, and the friend candidate determination unit may determine the friend candidate with reference to the terminal play time of the play data.
  • the play data records an access time during which the player is accessing a place where information is exchanged via the network. You may discriminate
  • privilege granting means for granting a privilege to a player who has been registered on condition that the friend candidate presented by the friend candidate presenting means is registered as a friend.
  • a privilege since a privilege is given when a friend candidate is registered as a friend, it becomes a motivation to communicate with the friend candidate.
  • this leads to communication with fellow candidates and excitement because there are many common topics, so that the community space can be activated.
  • the fellow candidates to be presented to the player are determined with reference to the play data in which the player's play history is recorded. Since the player's play data is referred to, the game tendency and preference of the player are reflected in the identification of the fellow candidates. Therefore, since it has a common term with a fellow candidate, it becomes easy to communicate and the isolation of a player can be prevented.
  • FIG. 1 is a diagram showing an overall configuration of a game system according to one embodiment of the present invention.
  • the game system 1 includes a game machine 2 as a plurality of game terminals and a center server 3 as a server.
  • Each game machine 2 is installed in a facility such as a store 4 and is configured as a commercial (business) game machine that allows a user to play a game within a range corresponding to the play fee in exchange for payment of the play fee. Yes.
  • An appropriate number of game machines 2 are installed in each store 4.
  • the game machine 2 is drawn without distinction, but the content of the game executed on the game machine 2 may be appropriately selected.
  • the game may be different between the game machines 2.
  • the game machine 2 may be configured as a dedicated machine having a physical configuration (for example, an operation unit) suitable for a specific game, or a general-purpose device capable of playing various games by rewriting software. It may be configured as a machine.
  • the center server 3 is configured as a single logical server device by combining a plurality of server units 3A, 3B. However, the center server 3 may be configured by a single server unit. Alternatively, the center server 3 may be logically configured using cloud computing.
  • the game machine 2 and the center server 3 are connected via a network 5 so that they can communicate with each other.
  • the network 5 accommodates a WAN (wide area network) 5A, a LAN (local area network) 5B constructed for each store 4 and accommodates these game machines 2, and server units 3A, 3B... Of the center server 3.
  • LAN 5C for connecting these server units 3A, 3B.
  • the WAN 5A the Internet that implements network communication using the TCP / IP protocol is used.
  • the LANs 5B and 5C are also constructed by an intranet using the TCP / IP protocol.
  • the LANs 5B and 5C are connected to the WAN 5A via the router 6.
  • a local server may be installed between the game machine 2 and the router 6 of the store 4, and the game machine 2 may be connected to the center server 3 via the local server.
  • the server units 3A, 3B... Of the center server 3 may be connected to each other by the WAN 5A instead of or in addition to the LAN 5C.
  • a management PC (abbreviation of personal computer, the same shall apply hereinafter) 7 may also be connected to the LAN 5B of the store 4.
  • the management PC 7 is provided for the purpose of an operator (sometimes called an operator) of the store 4 managing the game machine 2 or transmitting and receiving various information by accessing the center server 3.
  • the user terminal 8 can access the center server 3 via the network 5.
  • the user terminal 8 may be appropriately used as long as it is a computer device that functions as a personal terminal capable of network connection, such as a PC 8a or a mobile phone (including a smartphone) 8b.
  • the user is a person who can be a player of the game machine 2.
  • the user When the user operates the game machine 2, the user may be particularly referred to as a player.
  • an operator that operates the center server 3 and provides various services directed to the game machine 2 or the user terminal 8 may be referred to as a service operator.
  • the operator is a business operator who operates the game machine 2 in the store 4 and is conceptually classified as a service business operator.
  • the game machine 2 and the center server 3 are given unique IP addresses for identifying them on the network 5.
  • a communication partner is specified using the IP address.
  • the WAN 5A is a public network such as the Internet
  • a unique fixed address on the WAN 5A is set in each router 6.
  • a private address for uniquely identifying the game machine 2 on the network 5 is set as an IP address in combination with the fixed address.
  • a virtual private network VPN is constructed between the game machine 2 and the center server 3, and the game machine 2 is uniquely specified on the VPN using a private address.
  • the user terminal 8 is also given a unique IP address for uniquely identifying the user terminal 8 on the network 5.
  • the IP address may be a so-called dynamic address that changes every time it is connected to the network 5, or may be a fixed address that does not change.
  • address information information for identifying the game machine 2, the center server 3, the management PC 7, and the user terminal 8 on the network 5 is referred to as address information.
  • a communication partner is specified based on the address information unless otherwise specified.
  • a unique store ID is set for each store 4 for each store 4, and a unique chassis ID is set for the game machine 2.
  • the center server 3 can uniquely identify the store 4 and the game machine 2 to which the communication partner game machine 2 belongs by receiving the store ID and the chassis ID from the communication partner game machine 2.
  • the center server 3 provides various services via the network 5 to the game machine 2, the user (player), and the operator.
  • the center server 3 provides various game machine services to the game machine 2 or its players.
  • a service for the game machine for example, a service for receiving player identification information from the game machine 2 and authenticating the player, and receiving and storing the play data of the player from the game machine 2 or providing the game machine 2;
  • the center server 3 also provides various Web services to the user terminal 8 as a personal terminal device accessed via the network 5.
  • Examples of the Web service include a service for playing a predetermined game in response to an access from the user terminal 8, and a game information service for providing a user with various information related to a game to be executed on the game machine 2 or the user terminal 8.
  • a game to be executed on the game machine 2 may be referred to as an arcade game
  • a game to be executed on the user terminal 8 may be referred to as a mobile game to distinguish between the two games.
  • the center server 3 is also provided with a billing service function for charging the user as a fee for providing a paid service and collecting the fee from the user.
  • a virtual currency account for each user is provided on the center server 3.
  • a settlement means such as cash or a credit card
  • an amount of virtual currency corresponding to the charge fee is charged to the user's account.
  • an amount of virtual currency corresponding to the usage fee is consumed from the user's account.
  • various hardware and software are prepared as components necessary for allowing the user to use various services. At least some of those components are transferred or loaned from the service provider to the operator.
  • the game machine 2 is transferred from a service provider to an operator for a fee.
  • so-called content such as a game program or data to be executed on the game machine 2 is lent (provided) to the operator from the service provider.
  • the operator collects a play fee as a consideration when the user plays the arcade game.
  • the service provider pays the play fee paid by the user, in other words, the fee according to the monetary value consumed when the user plays the arcade game, as the consideration for lending the content.
  • the game system 1 employs a mechanism in which the play fee consumed by the player in the game machine 2 is used as revenue, and the revenue is distributed between the operator of the store 4 where the game machine 2 is installed and the service provider. ing.
  • the game machine 2 is provided with a function for providing the center server 3 with timely information necessary for specifying the actual consumption of the play fee for each content.
  • the center server 3 identifies the consumption amount of the play fee for each store 4 based on the information provided from the game machine 2, and the service provider informs the operator of a predetermined rate for the obtained consumption amount.
  • a function for calculating the usage fee to be charged is implemented. By providing such a function, the play fee collected from the player can be distributed between the service provider and the operator.
  • the center server 3 is provided with a control unit 20 and a storage device 21.
  • the control unit 20 includes a microprocessor, a ROM in which a program such as an operating system to be executed by the microprocessor is recorded, and an internal storage device (not shown) such as a RAM that provides a work area for the microprocessor.
  • a computer unit provided. Although an input device such as a keyboard and an output device such as a monitor are connected to the control unit 20, they are not shown.
  • the storage device 21 stores a server program to be executed by the control unit 20 and various data to be referred to by the program. Data recorded in the storage device 21 will be described later.
  • a game machine service management unit 22 and a web service management unit 23 are provided in the control unit 20, a game machine service management unit 22 and a web service management unit 23 are provided.
  • Each of the units 22 and 23 is a logical device realized by a combination of computer hardware of the control unit 20 and predetermined software.
  • the game machine service management unit 22 executes processing related to the game machine service described above
  • the Web service management unit 23 executes processing related to the Web service described above.
  • the game machine 2 is provided with a control unit 10 and a storage device 11.
  • the control unit 10 is configured as a computer unit that combines a microprocessor and peripheral devices such as an internal storage device necessary for the operation of the microprocessor.
  • the storage device 11 is a storage device capable of storing data, such as a hard disk storage device.
  • the storage device 11 stores a game machine program to be executed by the control unit 10 and various data to be referred to by the program.
  • at least a part of the play data 43 associated with the player is provided from the center server 3 to the game machine 2 and recorded in the storage device 11.
  • the play data 43 will be described later.
  • control unit 10 is provided with various input / output devices such as an input operation device, a display device, a sound reproduction device, a card reader, and a coin authentication device, as in known game machines, but these are not shown. did.
  • the card reader is provided for reading information on the card 9 possessed by the player and outputting a signal corresponding to the information to the control unit 10.
  • the card 9 is provided with a non-volatile storage medium (not shown) such as an IC chip or a magnetic stripe, and the medium has a unique ID for each card 9 (hereinafter sometimes referred to as a card ID). It is recorded.
  • the card ID is used to call the play data 43 stored on the center server 3.
  • the center server 3 identifies a user (player) using a unique user ID for each user, and the play data 43 is also recorded in a one-to-one correspondence with the user ID.
  • the card ID is associated with the user ID one-to-one or many-to-one.
  • the center server 3 can determine the correspondence between the card ID and the user ID and specify the user ID of the player. That is, in this embodiment, both the card ID and the user ID function as user identification information.
  • the card ID may be recorded on the card 9 in the form of a barcode or the like. Alternatively, instead of the card 9, the card ID may be recorded on a storage medium such as an IC chip mounted on a mobile phone or the like.
  • a game service processing unit 12 is provided in the control unit 10.
  • the game service processing unit 12 is a logical device realized by a combination of computer hardware of the control unit 10 and predetermined software.
  • the game service processing unit 12 executes various processes related to the play of the arcade game, such as management of the start, progress, and end of the arcade game in the game machine 2 and collection of a play fee.
  • a part of the game machine service is realized by the cooperation of the game service processing unit 12 and the game machine service management unit 22 of the center server 3.
  • the user terminal 8 is also provided with a control unit 30 as a computer unit and a storage device 31.
  • the control unit 30 is provided with a Web service processing unit 32 as a logical device realized by a combination of computer hardware and predetermined software.
  • the web service processing unit 32 executes processes necessary for causing the user to use the web service in cooperation with the web service management unit 23 of the center server 3.
  • the web service processing unit 32 cooperates with the web service management unit 23 of the center server 3 to execute processing necessary for causing the user to play the mobile game.
  • the Web service processing unit 32 operates the user terminal 8 as a terminal device for using the community service.
  • the storage device 31 is a storage device capable of storing data such as a nonvolatile semiconductor storage device.
  • the storage device 31 stores a mobile game program to be executed by the control unit 30 and various data to be referred to by the program.
  • a mobile game program to be executed by the control unit 30 and various data to be referred to by the program.
  • the play data 43 associated with the player is provided from the center server 3 to the user terminal 8 and recorded in the storage device 31.
  • the community service in the game system 1 will be described with reference to FIG.
  • the community service is provided by the Web service management unit 23 of the center server 3.
  • a virtual community space is formed through the network 5 for the game machine 2 or the user terminal 8 such as the PC 8a or the mobile phone 8b, and the exchange of users who access the virtual community space is mainly aimed at. .
  • the user can register other users as associates (companion users) using the community service, and can communicate with the associates via the user terminal 8 such as message exchange.
  • comments may be transmitted / received also from the game machine 2.
  • the Web service management unit 23 extracts fellow candidates suitable for the user A from other users and introduces them to the user A. Specifically, the Web service management unit 23 refers to the play data 43 of the user A, and extracts a user B who has similar hobbies and preferences as the user A compared to the play data 43 of other users. To do. In order to discriminate users with similar hobbies and preferences, from the data recorded in the play data 43, the time when the game machine 2 was played, the play mode, the time when the mobile game was played on the user terminal 8, The access time to the community space, etc.
  • User A presented as a candidate for user B can register user B as a friend and can communicate with user B. Since user B has similar hobbies and preferences, more topics can be shared, and communication can be facilitated.
  • the ID management data 40 is data describing the correspondence between various IDs used in the game system 1. For example, the correspondence relationship between the card ID and the user ID described above is recorded in the ID management data 40.
  • the arcade game data 41 is data that is appropriately referred to by the control unit 20 of the center server 3 in relation to an arcade game to be executed on the game machine 2.
  • the mobile game data 42 is data that the control unit 20 of the center server 3 appropriately refers to in relation to the mobile game to be executed on the user terminal 8.
  • a plurality of types of arcade game data 41 and mobile game data 42 are prepared according to the type of game, but FIG. 2 shows only data corresponding to a set of arcade games and mobile games for which a cooperative relationship is set. ing. Note that the arcade game and the mobile game for which a cooperative relationship should be set are configured based on a common motif.
  • a mobile game when a mobile game is configured with mahjong as a motif, an arcade game that should be linked with the mobile game is also configured with mahjong as a motif.
  • the motif is not limited to mahjong, and various other motifs such as card games, shogi, quiz games, etc. can be used.
  • the play data 43 is created for each user ID, and a set of them is a group of play data 43.
  • the card ID that the player has recognized by the game machine 2 is provided to the center server 3 and corresponds to the user ID associated with the card ID.
  • At least a part of the play data 43 is provided from the center server 3 to the game machine 2 and stored in the storage device 11 of the game machine 2.
  • An example of the play data 43 is shown in FIG.
  • arcade data, mobile data, and community data are recorded in association with user IDs.
  • the arcade data includes information associated with the play of the arcade game, such as the results recorded in the arcade game, the time of play, the play mode played, and the acquired items.
  • the mobile data includes information associated with the play of the mobile game such as the results recorded by the user in the mobile game, the time of play, the play mode played, and the acquired item. Such information may be recorded in the arcade data. Moreover, the access time etc. which accessed community space are recorded on the data for communities. The community data may be recorded in the community data 44.
  • the arcade data corresponds to the play history, and the mobile data and community data correspond to the operation history.
  • the community data 44 shown in FIG. 2 is data in which various types of information to be referred to when the user uses the community service, and is created for each community ID.
  • a set of these data is a group of community data 44.
  • An example of the community data 44 is shown in FIG.
  • comment data in which a comment sent by a user to or received from a friend is recorded, and the registered community ID (friend ID) of the friend is the user community ID.
  • the procedure for registering a friend is similar to that of a general community service, and the center server 3 is accessed from the user terminal 8 to send an invitation as a friend to another user, and the consent of the transmission partner is obtained.
  • a process of recording the other party's community ID in each user's fellow ID may be performed, and detailed description thereof will be omitted.
  • the setting of the friendship relationship is not limited to online processing via the network 5, but may be applied offline and the operator of the center server 3 may describe the application content in the community data 44 at an appropriate time.
  • Each data described above is merely an example of data recorded in the storage devices 11, 21, and 31.
  • various kinds of data necessary for processing such as game execution and collection of play fees are recorded in the storage devices 11, 21, and 31.
  • FIG. 6 is a flowchart showing basic processing when the user plays the game by operating the game machine 2 or the user terminal 8 or uses the community service.
  • the control unit 10 of the game machine 2 first requests the card 9 from the user and reads the card ID of the card with a card reader.
  • the control unit 20 notifies the center server 3 of the read card ID and makes a login request (step S101).
  • the control unit 20 of the center server 3 refers to the ID management data 40 to identify the user ID corresponding to the card ID (step S201).
  • the control unit 20 extracts the play data 43 matched with the user ID (step S201).
  • the control unit 20 provides the extracted play data 43 to the game machine 2 (step S203).
  • the control unit 10 of the game machine 2 acquires the play data 43 provided from the center server 3 (step S102) and executes the game (step S103).
  • the game executed on the game machine 2 is mahjong
  • the user selects a preset play mode such as a Dongfeng battle, a half-village battle, or a three hemp game and plays the game.
  • the control unit 10 notifies the center server 3 of the user's game play result (step S104).
  • the control unit 20 of the center server 3 receives the notification of the play result from the game machine 2 (step S204), and updates the play data 43 (step S205). Various data such as a play mode played by the user this time, play time, play time, and results are recorded.
  • the control unit 20 of the center server 3 notifies the update completion of the play data 43 to the control unit 10 of the game machine 2, and the control unit 10 displays to the user that the update of the play data 43 has been completed (step S105). .
  • the control unit 30 of the user terminal 8 makes a login request to the control unit 20 of the center server 3 (step S301).
  • the control unit 30 of the user terminal 8 requests the user to input a user ID, and notifies the center server 3 when the user ID is input.
  • the control unit 20 of the center server 3 identifies the notified user ID (step S201), extracts community data 44 associated with the user ID (step S202), and uses the community data 44 as the user terminal 8. (Step S203).
  • the control unit 30 of the user terminal 8 acquires community data 44 (step S302).
  • the control unit 30 provides a community space to the user based on the community data 44.
  • the user deepens exchanges with registered friends and communicates with other users.
  • the control unit 30 requests the center server 3 to update the community data 44 (step S303).
  • the control unit 20 of the center server 3 updates the community data 44 (step S206), and notifies the user terminal 8 of the completion of the update.
  • the operation from the user terminal 8 that uses the community service has been described.
  • the operation from the user terminal 8 that uses the mobile game also includes a combination of the above-described steps S301, S102 to S105, S204, and S205. It is the same.
  • the user ID is input by the user in the login request from the user terminal 8 instead of the game machine 2 (step S301), and the corresponding play data 43 is extracted based on the user ID notified to the center server 3. Then, the play data 43 is provided to the user terminal 8 (step S203).
  • the control unit 30 of the user terminal 8 that has acquired the play data 43 executes the mobile game (step S103), notifies the play result to the center server 3 after the game ends (step S104), and acquires the play result.
  • the control unit 20 of 3 updates the play data 43 (step S205), notifies the user terminal 8, and the control unit 30 of the user terminal 8 displays to the user that the update of the play data 43 is completed. (Step S105).
  • the friend candidate presentation process is a process for introducing a user whose hobbies and preferences are similar to a user who has not yet been registered or who wants to meet a new friend.
  • the control unit 30 of the user terminal 8 requests the center server 3 to show fellow candidates (step S311). In this case, it may be set to automatically request a user who has logged in to the community space, or may be requested when the user performs an operation for requesting presentation of a fellow candidate.
  • the control unit 20 of the center server 3 extracts the play data 43 of the requesting user (step S211).
  • the extracted play data 43 is determined in accordance with the tendency of the user who wants to select as a friend candidate. For example, when a user whose play time is close when playing the same game A on the game machine 2 is presented as a fellow candidate, the play time of the arcade game data recorded in the play data 43 is extracted. The play time is recorded every time the user plays the game A. However, the play time may be divided for each time zone by determining a time zone in which the play frequency is high. Note that the data to be extracted may be determined randomly or according to the user's wishes.
  • the control unit 20 searches for data close to the user's play time with respect to the play time data of the other user's play data 43 (step S212). And the control unit 20 specifies the user with data close
  • a fellow candidate may be specified at random, or a plurality of users may be specified as a fellow candidate. You may set according to a user's hope.
  • since the play time of the play data 43 to be referenced is recorded every time the user plays the game, a plurality of data is accumulated if the user continues to play the game.
  • the time at which the user is always playing is specified, and the fellow candidates who are playing in the same time zone are also specified. Therefore, if the player continues to play the game, the game tendency of the player is determined, so that it is possible to present fellow candidates closer to his / her preference and lifestyle.
  • the control unit 30 of the user terminal 8 acquires the user information of the identified fellow candidate (step S312).
  • user information As user information, the handle name in the community space of a fellow candidate, the profile etc. which the fellow candidate has permitted to release are acquired.
  • the control unit 20 displays the acquired user information of the fellow candidates and presents it to the user (step S313). If the friend candidate is presented and the user shows interest, the friend can be registered or a comment can be sent to the friend candidate. Thereby, the user can get an opportunity to communicate with fellow candidates who have similar hobbies and preferences, and can register as a fellow if the topic and the topic bounce. Accordingly, it is possible to prevent the user from being isolated in the community space and enjoy the community service sufficiently.
  • a friend candidate registration process is a process when the user who received the fellow candidate presentation in the fellow candidate presentation process registers the fellow candidate as a fellow.
  • the control unit 30 of the user terminal 8 makes a friend candidate registration request to the center server 3 based on an operation of a user who wishes to register the friend candidate as a friend (step S321).
  • the control unit 20 of the center server 3 requests the friend candidate's approval for friend registration (step S221).
  • control unit 20 When there is approval of the user of the fellow candidate (step S222), the control unit 20 records each other's community ID in the fellow ID of the community data 44 of the user and the fellow candidate user (step S224). Approval from the fellow candidate user is accepted for a certain period of time, and when timed out, the control unit 20 discards the fellow candidate registration request (step S223).
  • the control unit 20 gives a privilege to a user who has registered a friend candidate as a friend (step S225).
  • a privilege to a user who has registered a friend candidate as a friend.
  • items that can be used in the game or community space, items that can be used in the game space, and the like that are advantageous for the progress of the game are given.
  • the control unit 20 notifies the user terminal 8 that the friend registration has been accepted and that the privilege has been granted (step S226).
  • the control unit 30 of the user terminal 8 displays the registration result on the user terminal 8 (S322).
  • the processing of steps S211 to S213 executed by the center server 3 functions as fellow candidate determination means, in particular, the processing of step S213 functions as fellow candidate presentation means, and the processing of step S225 functions as privilege granting means.
  • the storage device 21 that stores the play data 43 functions as a data holding unit.
  • the search is performed by the play time of the arcade data of the play data 43 as the process of step S212 executed by the control unit 20 of the center server 3.
  • the present invention is not limited to this.
  • a play mode of a game executed on the game machine 2 may be extracted and searched.
  • the play mode data may store a play mode that the user often plays, or may hold a plurality of play mode data that the user has played in the past. Similar to the processing in step S212 described above, the user's play mode is extracted, and the user who matches (or is close to) the user's play mode with respect to the other user's play mode is specified as a friend candidate.
  • the play mode is recorded as the mode in which the three hemp plays most, and there are three users who are fellow candidates. A user who plays hemp well is identified. By connecting users who have common points that they often play sanja, the number of common topics increases and communication can be facilitated.
  • the search may be performed by the play time of the mobile game in which the play data 43 is recorded.
  • the play data 43 may record a time (login time) for using the community service, or may record a time zone most used by the user.
  • users who tend to have similar time zones for accessing the community space are presented as fellow candidates. For example, people who often access during the daytime hours or people who often access during the nighttime hours are linked to facilitate communication.
  • users who have a plurality of games to be played may be linked. For example, when the user is playing the game A and the game B, the user who is playing the game A and the game B from other users may be specified as a friend candidate. Moreover, you may identify a fellow candidate with reference to the results information of the play data 43. Users with similar game skills may be linked together, or advanced users and beginners may be linked like a teacher-student relationship.
  • the search of the play data 43 may be performed using a plurality of data recorded in the play data 43. For example, both play mode and access time data may be searched. These combinations may be set as desired by the user. In this case, an average of a plurality of data may be taken, and the user closest to the user data may be specified as a fellow candidate.
  • the mahjong game has been described as an example of the game, but is not limited to the mahjong game. For example, various board games such as a shogi game and a go game, a quiz game, a music game, and an action game may be used.

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Abstract

A game system provided with a game device (2) for executing a game, a user terminal (8) for a player, and a center server (3) for providing the game device (2) and the user terminal (8) with a prescribed service via a network (5), wherein the center server (3) registers another player as a friend with which a prescribed relationship exists for a first player, is capable of providing a service for providing a venue where players can exchange information via the network (5) as one type of prescribed service, and is provided with a storage device (21) for storing, as play data (43), a game play history and an operation history of the operations of the player through the service for providing the venue for exchanging information. Furthermore, the game system refers to the play data, determines friend candidates which are candidates as friends for the player, and presents the friend candidates to the player.

Description

ゲームシステムGame system
 本発明は、ゲーム機、及びユーザの個人用端末装置に対してサーバ装置からネットワークを介して他のプレイヤを紹介するサービスを提供することが可能なゲームシステムに関する。 The present invention relates to a game system and a game system capable of providing a service for introducing other players from a server device to a user's personal terminal device via a network.
 ネットワークを介してプレイヤ同士をマッチングさせ、通信を利用したゲームを実行するゲームシステムが周知である(例えば引用文献1及び2参照)。これらのゲームシステムにおいては、マッチング条件として、プレイデータを参照してゲームスキルが同程度のユーザをマッチングさせている。一方で、サーバ装置からプレイヤの個人用端末装置を対象として、ネットワークを介したプレイヤ間の交流を主としたコミュニティ空間を提供している。 2. Description of the Related Art A game system that matches players with each other via a network and executes a game using communication is well known (see, for example, cited references 1 and 2). In these game systems, as matching conditions, users with similar game skills are matched with reference to play data. On the other hand, a community space mainly for exchanges between players via a network is provided from the server device to the personal terminal device of the player.
特開2003-225469号公報JP 2003-225469 A 特開2009-273492号公報JP 2009-273492 A
 このようなコミュニティ空間へ新規に登録するプレイヤにとって、コミュニティ空間での知り合いがいない場合、他のプレイヤとのつながりがないため、興趣をそぐおそれがある。 For a player who newly registers in such a community space, if there is no acquaintance in the community space, there is a possibility that it will be offended because there is no connection with other players.
 そこで、本発明は共通項の多いプレイヤを紹介することができるゲームシステムを提供することを目的とする。 Therefore, an object of the present invention is to provide a game system that can introduce players with many common items.
 本発明のゲームシステムは、ゲームを実行するゲーム端末と、プレイヤの個人用端末と、前記ゲーム端末及び前記個人用端末に対してネットワークを介して所定のサービスを提供するサーバと、を備え、前記サーバが、前記プレイヤに対する他のプレイヤを所定の結び付きが存在する仲間として登録させ、前記プレイヤ同士がネットワークを介して情報交換する場を提供するサービスを、前記所定のサービスの一種として提供可能であり、前記サーバには、前記ゲームのプレイ履歴、及び前記所定のサービスにてプレイヤが操作した操作履歴、をプレイデータとして保持するデータ保持手段が設けられているゲームシステムにおいて、前記サーバには、前記プレイデータを参照して、前記プレイヤに対する前記仲間の候補となる仲間候補を判別する仲間候補判別手段と、前記仲間候補判別手段にて判別された前記仲間候補を前記プレイヤに提示させる仲間候補提示手段と、が設けられていることにより上記課題を解決する。 The game system of the present invention includes a game terminal that executes a game, a personal terminal of a player, and a server that provides a predetermined service to the game terminal and the personal terminal via a network, The server can provide a service for registering another player for the player as a friend having a predetermined connection and providing a place for the players to exchange information via a network as a kind of the predetermined service. In the game system, the server is provided with data holding means for holding the play history of the game and the operation history operated by the player in the predetermined service as play data. Referring to the play data, a friend candidate who becomes the friend candidate for the player is selected. And fellow candidate classifying means further for, to solve the above problems by a fellow candidate presenting means for presenting the determined the fellow candidate at the fellow candidate classifying means to the player, is provided.
 本発明のゲームシステムによれば、プレイヤのプレイ履歴及び操作履歴が記録されたプレイデータを参照してプレイヤに提示する仲間候補を判別する。プレイヤのプレイデータを参照するので、仲間候補の特定には、プレイヤのゲーム傾向や嗜好が反映される。従って、仲間候補と共通項を有しているのでコミュニケーションが図りやすくなり、プレイヤの孤立を防ぐことができる。 According to the game system of the present invention, the friend candidates to be presented to the player are discriminated with reference to the play data in which the player's play history and operation history are recorded. Since the player's play data is referred to, the game tendency and preference of the player are reflected in the identification of the fellow candidates. Therefore, since it has a common term with a fellow candidate, it becomes easy to communicate and the isolation of a player can be prevented.
 本発明のゲームシステムの一態様において、前記仲間候補提示手段は、前記仲間候補が有する前記プレイデータの少なくとも一部を前記プレイヤに提示させてもよい。これによれば、仲間候補との共通項を提示することができ、仲間候補との親近感を得ることができる。従って、仲間候補とのコミュニケーションが取りやすくなる。 In one aspect of the game system of the present invention, the fellow candidate presenting means may cause the player to present at least a part of the play data of the fellow candidate. According to this, a common item with a fellow candidate can be shown and a sense of affinity with a fellow candidate can be obtained. Therefore, it becomes easy to communicate with fellow candidates.
 本発明のゲームシステムの一態様において、前記仲間候補判別手段は、前記プレイデータのうち、プレイヤがゲームをプレイする毎、又は前記情報交換する場を提供するサービスを利用する毎に、蓄積されるデータを参照して、前記仲間候補を判別してもよい。これによれば、プレイヤがゲームを継続してプレイしていると、プレイヤのゲーム傾向が定まっていくので、より自分の好みや生活習慣に近い仲間候補を提示することができる。 In one aspect of the game system of the present invention, the friend candidate discriminating means is accumulated every time a player plays a game or uses a service providing a place for exchanging information among the play data. The fellow candidates may be determined with reference to data. According to this, since the game tendency of the player is determined when the player continues to play the game, it is possible to present fellow candidates that are closer to his / her preference and lifestyle.
 本発明のゲームシステムの一態様において、前記プレイデータには、プレイヤがゲームをプレイしたプレイ時刻が記録され、前記仲間候補判別手段は、前記プレイデータのプレイ時刻を参照して前記仲間候補を判別してもよい。これによれば、プレイヤがゲームをプレイするプレイ時刻と近い時刻でプレイしているプレイヤが仲間候補として特定されるので、プレイ時間帯が重なるプレイヤとのコミュニケーションを促すことができる。プレイ時間帯が重なることにより、生活サイクルが似ている可能性が高く、共通する話題が多くなる。従って、プレイヤ同士のコミュニケーションを活性化させることができる。 In one aspect of the game system of the present invention, the play data records a play time at which the player played the game, and the fellow candidate discriminating means discriminates the fellow candidates with reference to the play time of the play data. May be. According to this, since the player who is playing at a time close to the play time at which the player plays the game is specified as a fellow candidate, it is possible to promote communication with the players having overlapping play time zones. When play time zones overlap, there is a high possibility that the life cycle is similar, and there are many common topics. Therefore, communication between players can be activated.
 本発明のゲームシステムの一態様において、前記ゲームが、複数のプレイモードを有し、前記プレイデータには、プレイヤがプレイするプレイモードが記録され、前記仲間候補判別手段は、前記プレイデータのプレイモードを参照して前記仲間候補を判別してもよい。これによれば、好んでプレイするプレイモードが共通する仲間候補がプレイヤに提示される。従って、ゲームの好みが似ているプレイヤが仲間候補として提示されるので、ゲームを媒介としてプレイヤ同士のコミュニケーションを促すことができる。 In one aspect of the game system of the present invention, the game has a plurality of play modes, the play data is recorded with a play mode that the player plays, and the friend candidate determination unit is configured to play the play data. You may discriminate | determine the said friend candidate with reference to a mode. According to this, a friend candidate having a common play mode to play is presented to the player. Therefore, since players with similar game preferences are presented as fellow candidates, communication between players can be promoted through the game.
 本発明のゲームシステムの一態様において、前記サーバ装置が、前記個人用端末装置上で前記プレイヤに端末用ゲームをプレイさせるサービスを前記所定のサービスの一種としてさらに提供可能であり、前記プレイデータには、前記プレイヤが前記端末用ゲームをプレイした端末用プレイ時刻が記録され、前記仲間候補判別手段は、前記プレイデータの端末用プレイ時刻を参照して前記仲間候補を判別してもよい。これによれば、プレイ時間帯が重なることにより、生活サイクルが似ている可能性が高く、共通する話題が多くなる。従って、プレイヤ同士のコミュニケーションを活性化させることができる。 In one aspect of the game system of the present invention, the server device can further provide a service for allowing the player to play a terminal game on the personal terminal device as a kind of the predetermined service, and the play data The terminal play time at which the player played the terminal game may be recorded, and the friend candidate determination unit may determine the friend candidate with reference to the terminal play time of the play data. According to this, since the play time zones overlap, there is a high possibility that the life cycle is similar, and common topics increase. Therefore, communication between players can be activated.
 本発明のゲームシステムの一態様において、前記プレイデータには、前記プレイヤが前記ネットワークを介して情報交換する場にアクセスしているアクセス時間が記録され、前記仲間候補判別手段は、前記プレイデータのアクセス時間を参照して前記仲間候補を判別してもよい。これによれば、情報交換する場にアクセスする時間帯が共通する仲間候補が提示されるので、生活スタイルが類似するプレイヤ同士を結び付けることができる。 In one aspect of the game system of the present invention, the play data records an access time during which the player is accessing a place where information is exchanged via the network. You may discriminate | determine the said friend candidate with reference to access time. According to this, since the fellow candidates who share the time zone for accessing the place to exchange information are presented, it is possible to connect players having similar lifestyles.
 本発明のゲームシステムの一態様において、前記仲間候補提示手段にて提示された仲間候補が仲間として登録されることを条件として登録したプレイヤに特典を付与する特典付与手段をさらに備えてもよい。これによれば、仲間候補を仲間として登録すると、特典が付与されるので、仲間候補とのコミュニケーションを図る動機付けとなる。また、これがきっかけとなって仲間候補とコミュニケーションをとり、共通する話題が多いことから盛り上がり、コミュニティ空間を活性化することができる。 In one aspect of the game system of the present invention, there may be further provided privilege granting means for granting a privilege to a player who has been registered on condition that the friend candidate presented by the friend candidate presenting means is registered as a friend. According to this, since a privilege is given when a friend candidate is registered as a friend, it becomes a motivation to communicate with the friend candidate. In addition, this leads to communication with fellow candidates and excitement because there are many common topics, so that the community space can be activated.
 以上、説明したように、本発明のゲームシステムにおいては、プレイヤのプレイ履歴が記録されたプレイデータを参照してプレイヤに提示する仲間候補を判別する。プレイヤのプレイデータを参照するので、仲間候補の特定には、プレイヤのゲーム傾向や嗜好が反映される。従って、仲間候補と共通項を有しているのでコミュニケーションが図りやすくなり、プレイヤの孤立を防ぐことができる。 As described above, in the game system of the present invention, the fellow candidates to be presented to the player are determined with reference to the play data in which the player's play history is recorded. Since the player's play data is referred to, the game tendency and preference of the player are reflected in the identification of the fellow candidates. Therefore, since it has a common term with a fellow candidate, it becomes easy to communicate and the isolation of a player can be prevented.
本発明の一形態に係るゲームシステムの全体構成を示す図。The figure which shows the whole structure of the game system which concerns on one form of this invention. ゲームシステムの要部における機能ブロック図。The functional block diagram in the principal part of a game system. ゲームシステムにおけるコミュニティサービスについて説明する図。The figure explaining the community service in a game system. プレイデータの構成の一例を示す図。The figure which shows an example of a structure of play data. コミュニティデータの構成の一例を示す図。The figure which shows an example of a structure of community data. ユーザがゲーム機又はユーザ端末を操作してゲームをプレイしたり、コミュニティサービスを利用したりするときに各制御ユニットが実行する基本的な処理を示すフローチャート。The flowchart which shows the basic process which each control unit performs, when a user plays a game by operating a game machine or a user terminal, or utilizes a community service. ユーザ端末の制御ユニット及びセンターサーバの制御ユニットが協働して実行する仲間候補提示処理を示すフローチャート。The flowchart which shows the fellow candidate presentation process which the control unit of a user terminal and the control unit of a center server perform in cooperation. ユーザ端末の制御ユニット及びセンターサーバの制御ユニットが協働して実行する仲間候補登録処理を示すフローチャート。The flowchart which shows the fellow candidate registration process which the control unit of a user terminal and the control unit of a center server perform in cooperation.
 図1は、本発明の一形態に係るゲームシステムの全体構成を示す図である。ゲームシステム1は、複数のゲーム端末としてのゲーム機2とサーバとしてのセンターサーバ3とを含む。各ゲーム機2は、店舗4等の施設に設置され、プレイ料金の支払いと引き換えに、そのプレイ料金に対応した範囲でユーザにゲームをプレイさせる商業用(業務用)のゲーム機として構成されている。各店舗4には、適宜数のゲーム機2が設置される。図1では、ゲーム機2を区別せずに描いているが、ゲーム機2で実行されるゲームの内容は適宜に選択されてよい。ゲーム機2間でゲームが相違していてもよい。ゲーム機2は、特定のゲームに適合する物理的構成(例えば操作部等)を備えた専用機として構成されていてもよいし、ソフトウエアの書き換えにより種々のゲームをプレイさせることが可能な汎用機として構成されてもよい。センターサーバ3は、複数のサーバユニット3A、3B…が組み合わされることにより一台の論理的なサーバ装置として構成されている。ただし、単一のサーバユニットによりセンターサーバ3が構成されてもよい。あるいは、クラウドコンピューティングを利用して論理的にセンターサーバ3が構成されてもよい。 FIG. 1 is a diagram showing an overall configuration of a game system according to one embodiment of the present invention. The game system 1 includes a game machine 2 as a plurality of game terminals and a center server 3 as a server. Each game machine 2 is installed in a facility such as a store 4 and is configured as a commercial (business) game machine that allows a user to play a game within a range corresponding to the play fee in exchange for payment of the play fee. Yes. An appropriate number of game machines 2 are installed in each store 4. In FIG. 1, the game machine 2 is drawn without distinction, but the content of the game executed on the game machine 2 may be appropriately selected. The game may be different between the game machines 2. The game machine 2 may be configured as a dedicated machine having a physical configuration (for example, an operation unit) suitable for a specific game, or a general-purpose device capable of playing various games by rewriting software. It may be configured as a machine. The center server 3 is configured as a single logical server device by combining a plurality of server units 3A, 3B. However, the center server 3 may be configured by a single server unit. Alternatively, the center server 3 may be logically configured using cloud computing.
 ゲーム機2及びセンターサーバ3は、ネットワーク5を介して相互に通信可能に接続されている。ネットワーク5は、WAN(ワイドエリアネットワーク)5Aと、店舗4毎に構築されてそれらのゲーム機2を収容するLAN(ローカルエリアネットワーク)5Bと、センターサーバ3のサーバユニット3A、3B…を収容してそれらのサーバユニット3A、3B…を相互に接続するLAN5Cとを含んでいる。WAN5Aには、一例として、TCP/IPプロトコルを利用してネットワーク通信を実現するインターネットが用いられる。LAN5B、5CもTCP/IPプロトコルを利用するイントラネットによって構築される。LAN5B、5Cはルータ6を介してWAN5Aに接続される。なお、ゲーム機2と店舗4のルータ6との間にローカルサーバが設置され、そのローカルサーバを介してゲーム機2がセンターサーバ3と通信可能に接続されてもよい。センターサーバ3のサーバユニット3A、3B…はLAN5Cに代えて、又は加えてWAN5Aにより相互に接続される場合もある。 The game machine 2 and the center server 3 are connected via a network 5 so that they can communicate with each other. The network 5 accommodates a WAN (wide area network) 5A, a LAN (local area network) 5B constructed for each store 4 and accommodates these game machines 2, and server units 3A, 3B... Of the center server 3. LAN 5C for connecting these server units 3A, 3B. As an example of the WAN 5A, the Internet that implements network communication using the TCP / IP protocol is used. The LANs 5B and 5C are also constructed by an intranet using the TCP / IP protocol. The LANs 5B and 5C are connected to the WAN 5A via the router 6. In addition, a local server may be installed between the game machine 2 and the router 6 of the store 4, and the game machine 2 may be connected to the center server 3 via the local server. The server units 3A, 3B... Of the center server 3 may be connected to each other by the WAN 5A instead of or in addition to the LAN 5C.
 店舗4のLAN5Bには、管理用PC(パーソナルコンピュータの略であり、以下同様とする。)7も接続される場合がある。管理用PC7は、店舗4の運営者(オペレータと呼ぶことがある。)がゲーム機2を管理し、あるいはセンターサーバ3にアクセスして各種の情報を送受信する目的で設けられている。また、ゲームシステム1においては、ユーザ端末8からセンターサーバ3へのネットワーク5を介したアクセスが可能とされる。ユーザ端末8は、例えばPC8a、あるいは携帯電話(スマートフォンを含む。)8bのように、ネットワーク接続が可能な個人用端末として機能するコンピュータ装置であれば適宜にこれを利用してよい。なお、本明細書において、ユーザとは、ゲーム機2のプレイヤとなり得る者である。ユーザがゲーム機2を操作するときに、当該ユーザを特にプレイヤと称することがある。また、センターサーバ3を運営してゲーム機2、あるいはユーザ端末8に向けた各種のサービスを提供する事業者をサービス事業者と呼ぶことがある。オペレータは、店舗4にてゲーム機2を運営する事業者であって、サービス事業者と概念的には区分される。 A management PC (abbreviation of personal computer, the same shall apply hereinafter) 7 may also be connected to the LAN 5B of the store 4. The management PC 7 is provided for the purpose of an operator (sometimes called an operator) of the store 4 managing the game machine 2 or transmitting and receiving various information by accessing the center server 3. In the game system 1, the user terminal 8 can access the center server 3 via the network 5. The user terminal 8 may be appropriately used as long as it is a computer device that functions as a personal terminal capable of network connection, such as a PC 8a or a mobile phone (including a smartphone) 8b. In the present specification, the user is a person who can be a player of the game machine 2. When the user operates the game machine 2, the user may be particularly referred to as a player. In addition, an operator that operates the center server 3 and provides various services directed to the game machine 2 or the user terminal 8 may be referred to as a service operator. The operator is a business operator who operates the game machine 2 in the store 4 and is conceptually classified as a service business operator.
 ゲーム機2及びセンターサーバ3には、ネットワーク5上でそれらを識別するためのユニークなIPアドレスが付されている。ゲーム機2同士あるいはゲーム機2とセンターサーバ3との間の通信では、そのIPアドレスを利用して通信相手が特定される。WAN5Aがインターネットのように公開性のあるネットワークの場合には、各ルータ6にWAN5A上でユニークな固定アドレスが設定される。ゲーム機2には、その固定アドレスとの組み合わせによってネットワーク5上でゲーム機2を一意に識別するためのプライベートアドレスがIPアドレスとして設定される。この場合、ゲーム機2とセンターサーバ3との間には仮想プライベートネットワーク(VPN)が構築され、そのVPN上でゲーム機2がプライベートアドレスを用いて一意に特定される。管理PCについても同様である。ユーザ端末8にもネットワーク5上でユーザ端末8を一意に識別するためのユニークなIPアドレスが付与される。そのIPアドレスは、ネットワーク5へ接続される毎に変化するいわゆる動的アドレスでもよいし、不変の固定アドレスであってもよい。以下では、ゲーム機2、センターサーバ3、管理PC7及びユーザ端末8をネットワーク5上で識別するための情報をアドレス情報と呼ぶ。ネットワーク5を介した通信では、特に断りのない限り、そのアドレス情報に基づいて通信すべき相手が特定されることを前提とする。ゲームシステム1では、上述したアドレス情報とは別に、店舗4のそれぞれに対して店舗4毎にユニークな店舗IDが設定され、ゲーム機2にはユニークな筺体IDが設定される。センターサーバ3は、通信相手のゲーム機2から店舗ID及び筺体IDを受け取ることにより、その通信相手のゲーム機2が所属する店舗4及びゲーム機2を一意に特定することができる。 The game machine 2 and the center server 3 are given unique IP addresses for identifying them on the network 5. In communication between the game machines 2 or between the game machine 2 and the center server 3, a communication partner is specified using the IP address. When the WAN 5A is a public network such as the Internet, a unique fixed address on the WAN 5A is set in each router 6. In the game machine 2, a private address for uniquely identifying the game machine 2 on the network 5 is set as an IP address in combination with the fixed address. In this case, a virtual private network (VPN) is constructed between the game machine 2 and the center server 3, and the game machine 2 is uniquely specified on the VPN using a private address. The same applies to the management PC. The user terminal 8 is also given a unique IP address for uniquely identifying the user terminal 8 on the network 5. The IP address may be a so-called dynamic address that changes every time it is connected to the network 5, or may be a fixed address that does not change. Hereinafter, information for identifying the game machine 2, the center server 3, the management PC 7, and the user terminal 8 on the network 5 is referred to as address information. In communication via the network 5, it is assumed that a communication partner is specified based on the address information unless otherwise specified. In the game system 1, apart from the address information described above, a unique store ID is set for each store 4 for each store 4, and a unique chassis ID is set for the game machine 2. The center server 3 can uniquely identify the store 4 and the game machine 2 to which the communication partner game machine 2 belongs by receiving the store ID and the chassis ID from the communication partner game machine 2.
 センターサーバ3は、ゲーム機2、ユーザ(プレイヤ)及びオペレータに対し、ネットワーク5を介して各種のサービスを提供する。例えば、センターサーバ3は、ゲーム機2又はそのプレイヤに対して各種のゲーム機用サービスを提供する。ゲーム機用サービスとしては、例えば、ゲーム機2からプレイヤの識別情報を受け取ってそのプレイヤを認証し、そのプレイヤのプレイデータをゲーム機2から受け取って保存し、あるいはゲーム機2に提供するサービス、ネットワーク5を介してゲーム機2のプログラムあるいはデータを更新するサービス等がある。また、センターサーバ3は、ネットワーク5を介してアクセスする個人用端末装置としてのユーザ端末8に各種のWebサービスを提供する。Webサービスとしては、例えば、ユーザ端末8からのアクセスに対して所定のゲームをプレイさせるサービス、ゲーム機2又はユーザ端末8にて実行されるべきゲームに関する各種の情報をユーザに提供するゲーム情報サービス等がある。なお、以下では、ゲーム機2で実行されるべきゲームをアーケードゲームと呼び、ユーザ端末8上で実行されるべきゲームをモバイルゲームと呼ぶことにより、両ゲームを区別することがある。 The center server 3 provides various services via the network 5 to the game machine 2, the user (player), and the operator. For example, the center server 3 provides various game machine services to the game machine 2 or its players. As a service for the game machine, for example, a service for receiving player identification information from the game machine 2 and authenticating the player, and receiving and storing the play data of the player from the game machine 2 or providing the game machine 2; There is a service for updating a program or data of the game machine 2 via the network 5. The center server 3 also provides various Web services to the user terminal 8 as a personal terminal device accessed via the network 5. Examples of the Web service include a service for playing a predetermined game in response to an access from the user terminal 8, and a game information service for providing a user with various information related to a game to be executed on the game machine 2 or the user terminal 8. Etc. In the following description, a game to be executed on the game machine 2 may be referred to as an arcade game, and a game to be executed on the user terminal 8 may be referred to as a mobile game to distinguish between the two games.
 センターサーバ3には、ユーザに対して、有償サービスを提供する対価としての料金を課金してユーザからその料金を徴収する課金サービス機能も設けられている。課金サービスを実現するため、センターサーバ3上にはユーザ毎の仮想通貨の口座が設けられる。ユーザが現金やクレジットカード等の決済手段を利用してチャージ料金を支払うと、そのチャージ料金に相当する量の仮想通貨がそのユーザの口座にチャージされる。一方、ユーザが有償サービスを利用すると、そのユーザの口座から利用料金に相当する量の仮想通貨が消費される。 The center server 3 is also provided with a billing service function for charging the user as a fee for providing a paid service and collecting the fee from the user. In order to realize the charging service, a virtual currency account for each user is provided on the center server 3. When a user pays a charge fee using a settlement means such as cash or a credit card, an amount of virtual currency corresponding to the charge fee is charged to the user's account. On the other hand, when a user uses a paid service, an amount of virtual currency corresponding to the usage fee is consumed from the user's account.
 ゲームシステム1では、ユーザに対して各種のサービスを利用させるために必要な構成要素として、各種のハードウエア及びソフトウエアが用意されている。それらの構成要素の少なくとも一部は、サービス事業者からオペレータに譲渡又は貸与される。一例として、ゲーム機2は、サービス事業者からオペレータに対して有償で譲渡される。一方、ゲーム機2で実行されるべきゲーム用のプログラムあるいはデータといったいわゆるコンテンツは、サービス事業者からオペレータに貸与(提供)される。 In the game system 1, various hardware and software are prepared as components necessary for allowing the user to use various services. At least some of those components are transferred or loaned from the service provider to the operator. As an example, the game machine 2 is transferred from a service provider to an operator for a fee. On the other hand, so-called content such as a game program or data to be executed on the game machine 2 is lent (provided) to the operator from the service provider.
 オペレータは、ユーザがアーケードゲームをプレイする際に、その対価としてプレイ料金を徴収する。一方、サービス事業者は、コンテンツを貸与した対価として、ユーザが支払ったプレイ料金、言い換えれば、ユーザがアーケードゲームをプレイする際に消費した金銭的価値に応じた料金を、コンテンツの貸与の対価としてオペレータに課金する。つまり、ゲームシステム1では、ゲーム機2にてプレイヤが消費したプレイ料金を収益とし、その収益をゲーム機2が設置された店舗4のオペレータとサービス事業者との間で分配する仕組みが採用されている。そのような仕組みを実現するため、ゲーム機2には、コンテンツ毎のプレイ料金の消費実績を特定するために必要な情報をセンターサーバ3に適時に提供する機能が実装される。また、センターサーバ3には、ゲーム機2から提供された情報に基づいて、店舗4毎のプレイ料金の消費額を特定し、得られた消費額に対する所定率の料金をサービス事業者がオペレータに対して請求すべき利用料金として算出する機能が実装されている。そのような機能を設けることにより、プレイヤから徴収したプレイ料金をサービス事業者とオペレータとの間で分配することができる。 The operator collects a play fee as a consideration when the user plays the arcade game. On the other hand, the service provider pays the play fee paid by the user, in other words, the fee according to the monetary value consumed when the user plays the arcade game, as the consideration for lending the content. Charge the operator. In other words, the game system 1 employs a mechanism in which the play fee consumed by the player in the game machine 2 is used as revenue, and the revenue is distributed between the operator of the store 4 where the game machine 2 is installed and the service provider. ing. In order to realize such a mechanism, the game machine 2 is provided with a function for providing the center server 3 with timely information necessary for specifying the actual consumption of the play fee for each content. In addition, the center server 3 identifies the consumption amount of the play fee for each store 4 based on the information provided from the game machine 2, and the service provider informs the operator of a predetermined rate for the obtained consumption amount. A function for calculating the usage fee to be charged is implemented. By providing such a function, the play fee collected from the player can be distributed between the service provider and the operator.
 図2を参照して、ゲームシステム1のゲーム機2、センターサーバ3及びユーザ端末8に関する制御系の主要部の構成を説明する。センターサーバ3には、制御ユニット20と、記憶装置21とが設けられている。制御ユニット20は、マイクロプロセッサと、そのマイクロプロセッサにて実行されるべきオペレーティングシステム等のプログラムが記録されたROM、及びマイクロプロセッサに対する作業領域を提供するRAM等の内部記憶装置(不図示)とを備えたコンピュータユニットである。制御ユニット20には、キーボード等の入力装置と、モニタ等の出力装置とが接続されるが、それらの図示は省略した。記憶装置21は、制御ユニット20にて実行されるべきサーバプログラム及びそのプログラムが参照すべき各種のデータを記憶する。記憶装置21に記録されるデータについては後述する。 With reference to FIG. 2, the structure of the main part of the control system regarding the game machine 2, the center server 3, and the user terminal 8 of the game system 1 will be described. The center server 3 is provided with a control unit 20 and a storage device 21. The control unit 20 includes a microprocessor, a ROM in which a program such as an operating system to be executed by the microprocessor is recorded, and an internal storage device (not shown) such as a RAM that provides a work area for the microprocessor. A computer unit provided. Although an input device such as a keyboard and an output device such as a monitor are connected to the control unit 20, they are not shown. The storage device 21 stores a server program to be executed by the control unit 20 and various data to be referred to by the program. Data recorded in the storage device 21 will be described later.
 制御ユニット20の内部には、ゲーム機サービス管理部22及びWebサービス管理部23が設けられる。各部22、23は、いずれも制御ユニット20のコンピュータハードウエアと所定のソフトウエアとの組み合わせによって実現される論理的装置である。ゲーム機サービス管理部22は上述したゲーム機用サービスに関連する処理を実行し、Webサービス管理部23は上述したWebサービスに関連する処理を実行する。 In the control unit 20, a game machine service management unit 22 and a web service management unit 23 are provided. Each of the units 22 and 23 is a logical device realized by a combination of computer hardware of the control unit 20 and predetermined software. The game machine service management unit 22 executes processing related to the game machine service described above, and the Web service management unit 23 executes processing related to the Web service described above.
 次に、ゲーム機2には、制御ユニット10と、記憶装置11とが設けられている。制御ユニット10は、マイクロプロセッサと、そのマイクロプロセッサの動作に必要な内部記憶装置等の周辺装置とを組み合わせたコンピュータユニットとして構成されている。記憶装置11は、例えばハードディスク記憶装置等、記憶保持が可能な記憶装置である。記憶装置11は、制御ユニット10にて実行されるべきゲーム機用プログラム及びそのプログラムが参照すべき各種のデータを記憶する。一例として、アーケードゲームの実行時には、プレイヤに対応付けられたプレイデータ43の少なくとも一部がセンターサーバ3からゲーム機2に提供されて記憶装置11に記録される。プレイデータ43については後述する。 Next, the game machine 2 is provided with a control unit 10 and a storage device 11. The control unit 10 is configured as a computer unit that combines a microprocessor and peripheral devices such as an internal storage device necessary for the operation of the microprocessor. The storage device 11 is a storage device capable of storing data, such as a hard disk storage device. The storage device 11 stores a game machine program to be executed by the control unit 10 and various data to be referred to by the program. As an example, at the time of execution of the arcade game, at least a part of the play data 43 associated with the player is provided from the center server 3 to the game machine 2 and recorded in the storage device 11. The play data 43 will be described later.
 その他にも、制御ユニット10には、公知のゲーム機と同様に入力操作装置、表示装置、音声再生装置、カードリーダ、コイン認証装置といった各種の入出力装置が設けられるが、それらの図示は省略した。なお、カードリーダは、プレイヤが所持するカード9の情報を読み取ってその情報に対応した信号を制御ユニット10に出力するために設けられる。カード9には、ICチップ、磁気ストライプといった不揮発性記憶媒体(不図示)が設けられており、その媒体にはカード9毎にユニークなID(以下、カードIDと呼ぶことがある。)等が記録されている。カードIDは、センターサーバ3上に保存されたプレイデータ43を呼び出すために利用される。センターサーバ3は、ユーザ毎にユニークなユーザIDを利用してユーザ(プレイヤ)を識別し、プレイデータ43もそのユーザIDと1対1に対応付けられて記録されている。カードIDはユーザIDに対して1対1又は多対1で対応付けられている。センターサーバ3は、ID管理データ40を参照することにより、カードIDとユーザIDとの対応関係を判別してプレイヤのユーザIDを特定することができる。つまり、本形態においては、カードID及びユーザIDのいずれもがユーザの識別情報として機能する。なお、カードIDは、カード9にバーコード等の形態で記録されていてもよい。あるいは、カード9に代えて、携帯電話等に実装されたICチップ等の記憶媒体にカードIDが記録されてもよい。 In addition to the above, the control unit 10 is provided with various input / output devices such as an input operation device, a display device, a sound reproduction device, a card reader, and a coin authentication device, as in known game machines, but these are not shown. did. The card reader is provided for reading information on the card 9 possessed by the player and outputting a signal corresponding to the information to the control unit 10. The card 9 is provided with a non-volatile storage medium (not shown) such as an IC chip or a magnetic stripe, and the medium has a unique ID for each card 9 (hereinafter sometimes referred to as a card ID). It is recorded. The card ID is used to call the play data 43 stored on the center server 3. The center server 3 identifies a user (player) using a unique user ID for each user, and the play data 43 is also recorded in a one-to-one correspondence with the user ID. The card ID is associated with the user ID one-to-one or many-to-one. By referring to the ID management data 40, the center server 3 can determine the correspondence between the card ID and the user ID and specify the user ID of the player. That is, in this embodiment, both the card ID and the user ID function as user identification information. The card ID may be recorded on the card 9 in the form of a barcode or the like. Alternatively, instead of the card 9, the card ID may be recorded on a storage medium such as an IC chip mounted on a mobile phone or the like.
 制御ユニット10の内部には、ゲームサービス処理部12が設けられる。ゲームサービス処理部12は、制御ユニット10のコンピュータハードウエアと所定のソフトウエアとの組み合わせによって実現される論理的装置である。ゲームサービス処理部12は、ゲーム機2におけるアーケードゲームの開始、進行、及び終了の管理、並びにプレイ料金の徴収といったアーケードゲームのプレイに関連した各種の処理を実行する。ゲーム機サービスの一部は、ゲームサービス処理部12とセンターサーバ3のゲーム機サービス管理部22とが協働することにより実現される。 In the control unit 10, a game service processing unit 12 is provided. The game service processing unit 12 is a logical device realized by a combination of computer hardware of the control unit 10 and predetermined software. The game service processing unit 12 executes various processes related to the play of the arcade game, such as management of the start, progress, and end of the arcade game in the game machine 2 and collection of a play fee. A part of the game machine service is realized by the cooperation of the game service processing unit 12 and the game machine service management unit 22 of the center server 3.
 ユーザ端末8にもコンピュータユニットとしての制御ユニット30と、記憶装置31とが設けられている。制御ユニット30には、コンピュータハードウエアと所定のソフトウエアとの組み合わせによって実現される論理的装置として、Webサービス処理部32が設けられている。Webサービス処理部32は、センターサーバ3のWebサービス管理部23と協働してユーザにWebサービスを利用させるために必要な処理を実行する。例えば、Webサービス処理部32は、センターサーバ3のWebサービス管理部23と協働して、ユーザにモバイルゲームをプレイさせるために必要な処理を実行する。また、Webサービス処理部32は、コミュニティサービスを利用させるための端末装置としてユーザ端末8を動作させる。なお、コミュニティサービス機能は、SNS等の公知のコミュニティサービスを実現するためにセンターサーバ3及びユーザ端末8のそれぞれに実装されるソフトウエアを利用して実現すればよい。そのコミュニティサービスでは、所定の手順によりユーザ間に仲間の関係を設定することが可能である。「仲間」は、ユーザ間に所定の結び付きが存在することを示す概念として使用される用語である。 The user terminal 8 is also provided with a control unit 30 as a computer unit and a storage device 31. The control unit 30 is provided with a Web service processing unit 32 as a logical device realized by a combination of computer hardware and predetermined software. The web service processing unit 32 executes processes necessary for causing the user to use the web service in cooperation with the web service management unit 23 of the center server 3. For example, the web service processing unit 32 cooperates with the web service management unit 23 of the center server 3 to execute processing necessary for causing the user to play the mobile game. Further, the Web service processing unit 32 operates the user terminal 8 as a terminal device for using the community service. In addition, what is necessary is just to implement | achieve a community service function using the software mounted in each of the center server 3 and the user terminal 8 in order to implement | achieve well-known community services, such as SNS. In the community service, it is possible to set a friendship relationship between users by a predetermined procedure. “Buddy” is a term used as a concept indicating that a predetermined connection exists between users.
 記憶装置31は、例えば不揮発性の半導体記憶装置といった記憶保持が可能な記憶装置である。記憶装置31は、制御ユニット30にて実行されるべきモバイルゲーム用プログラム及びそのプログラムが参照すべき各種のデータを記憶する。一例として、モバイルゲームの実行時には、プレイヤに対応付けられたプレイデータ43の少なくとも一部がセンターサーバ3からユーザ端末8に提供されて記憶装置31に記録される。 The storage device 31 is a storage device capable of storing data such as a nonvolatile semiconductor storage device. The storage device 31 stores a mobile game program to be executed by the control unit 30 and various data to be referred to by the program. As an example, at the time of executing a mobile game, at least a part of the play data 43 associated with the player is provided from the center server 3 to the user terminal 8 and recorded in the storage device 31.
 図3を参照してゲームシステム1におけるコミュニティサービスについて説明する。コミュニティサービスは、センターサーバ3のWebサービス管理部23により提供される。コミュニティサービスでは、ゲーム機2や、あるいはPC8a又は携帯電話8b等のユーザ端末8を対象にネットワーク5を介して仮想的なコミュニティ空間を形成し、そこにアクセスするユーザの交流を主に図っている。ユーザは、そのコミュニティサービスを利用して他のユーザを仲間(仲間ユーザ)として登録し、その仲間とユーザ端末8を介してメッセージの交換といったコミュニケーションを図ることができる。なお、コミュニティサービスでは、ゲーム機2からもコメントの送受信が可能とされてもよい。 The community service in the game system 1 will be described with reference to FIG. The community service is provided by the Web service management unit 23 of the center server 3. In the community service, a virtual community space is formed through the network 5 for the game machine 2 or the user terminal 8 such as the PC 8a or the mobile phone 8b, and the exchange of users who access the virtual community space is mainly aimed at. . The user can register other users as associates (companion users) using the community service, and can communicate with the associates via the user terminal 8 such as message exchange. In the community service, comments may be transmitted / received also from the game machine 2.
 コミュニティ空間において、アカウントを新規に作成したユーザAは、仲間とすべきユーザの知り合いがいない場合、孤立し、コミュニティサービスの機能を十分に享受できない。このような場合に、Webサービス管理部23は、他のユーザの中からユーザAに適した仲間の候補を抽出し、ユーザAに紹介する。具体的には、Webサービス管理部23は、ユーザAのプレイデータ43を参照し、他のユーザのプレイデータ43と比較してユーザAと趣味や嗜好が似たユーザBを仲間の候補として抽出する。趣味や嗜好が似たユーザを判別するため、プレイデータ43に記録されたデータの中から、ゲーム機2でプレイした時刻や、プレイモード、また、ユーザ端末8でモバイルゲームをプレイした時刻や、コミュニティ空間へのアクセス時間等を取得し、他のユーザのプレイデータ43の対応するデータと照らし合わせ、近いデータを有するユーザを特定し、仲間の候補とする。ユーザBを仲間候補として提示されたユーザAは、ユーザBを仲間として登録することができ、ユーザBとコミュニケーションを図ることができる。ユーザBとは趣味や嗜好が似ていることから、共有できる話題が多くなり、コミュニケーションを円滑に図ることができる。 User A who created a new account in the community space is isolated and cannot fully enjoy the functions of the community service when there is no acquaintance of the user who should be a friend. In such a case, the Web service management unit 23 extracts fellow candidates suitable for the user A from other users and introduces them to the user A. Specifically, the Web service management unit 23 refers to the play data 43 of the user A, and extracts a user B who has similar hobbies and preferences as the user A compared to the play data 43 of other users. To do. In order to discriminate users with similar hobbies and preferences, from the data recorded in the play data 43, the time when the game machine 2 was played, the play mode, the time when the mobile game was played on the user terminal 8, The access time to the community space, etc. is acquired, compared with the corresponding data of the play data 43 of other users, the user having close data is specified, and it is set as a friend candidate. User A presented as a candidate for user B can register user B as a friend and can communicate with user B. Since user B has similar hobbies and preferences, more topics can be shared, and communication can be facilitated.
 次に、センターサーバ3の記憶装置21に記録されているデータの詳細を説明する。図2に示したように、センターサーバ3の記憶装置21には、ID管理データ40、アーケードゲーム用データ41、モバイルゲーム用データ42、プレイデータ43の群、及びコミュニティデータ44の群が記録されている。ID管理データ40は、ゲームシステム1で使用される各種のIDの対応関係を記述したデータである。例えば、上述したカードIDとユーザIDとの対応関係がID管理データ40に記録される。 Next, details of data recorded in the storage device 21 of the center server 3 will be described. As shown in FIG. 2, the ID management data 40, the arcade game data 41, the mobile game data 42, the group of play data 43, and the group of community data 44 are recorded in the storage device 21 of the center server 3. ing. The ID management data 40 is data describing the correspondence between various IDs used in the game system 1. For example, the correspondence relationship between the card ID and the user ID described above is recorded in the ID management data 40.
 アーケードゲーム用データ41は、ゲーム機2にて実行されるべきアーケードゲームに関連してセンターサーバ3の制御ユニット20が適宜に参照するデータである。また、モバイルゲーム用データ42は、ユーザ端末8にて実行されるべきモバイルゲームに関連してセンターサーバ3の制御ユニット20が適宜に参照するデータである。アーケードゲーム用データ41及びモバイルゲーム用データ42はゲームの種類に応じて複数種類用意されるが、図2では連携関係が設定された一組のアーケードゲームとモバイルゲームとに対応したデータのみを示している。なお、連携関係が設定されるべきアーケードゲームとモバイルゲームとは、共通のモチーフに基づいて構成される。例えば、麻雀をモチーフとしてモバイルゲームが構成される場合、そのモバイルゲームとは連携関係が設定されるべきアーケードゲームも麻雀をモチーフとして構成される。モチーフは麻雀に限らず、カードゲーム、将棋、クイズゲームその他各種のモチーフが採用可能である。 The arcade game data 41 is data that is appropriately referred to by the control unit 20 of the center server 3 in relation to an arcade game to be executed on the game machine 2. The mobile game data 42 is data that the control unit 20 of the center server 3 appropriately refers to in relation to the mobile game to be executed on the user terminal 8. A plurality of types of arcade game data 41 and mobile game data 42 are prepared according to the type of game, but FIG. 2 shows only data corresponding to a set of arcade games and mobile games for which a cooperative relationship is set. ing. Note that the arcade game and the mobile game for which a cooperative relationship should be set are configured based on a common motif. For example, when a mobile game is configured with mahjong as a motif, an arcade game that should be linked with the mobile game is also configured with mahjong as a motif. The motif is not limited to mahjong, and various other motifs such as card games, shogi, quiz games, etc. can be used.
 プレイデータ43は、ユーザID毎に作成され、それらの集合がプレイデータ43の群である。いずれかのゲーム機2でプレイヤがアーケードゲームをプレイする際には、そのプレイヤがゲーム機2に認識させたカードIDがセンターサーバ3に提供され、そのカードIDに関連付けられたユーザIDに対応するプレイデータ43の少なくとも一部がセンターサーバ3からゲーム機2に提供されて当該ゲーム機2の記憶装置11に記憶される。プレイデータ43の一例を図4に示す。図4のプレイデータ43には、アーケード用データ、モバイル用データ、及びコミュニティ用データがユーザIDと対応付けて記録されている。アーケード用データには、アーケードゲームで記録した成績、プレイした時刻、プレイしたプレイモード、獲得したアイテムといったアーケードゲームのプレイに関連付けられた情報が含まれる。一方、モバイル用データには、ユーザがモバイルゲームで記録した成績、プレイした時刻、プレイしたプレイモード、獲得したアイテムといったモバイルゲームのプレイに関連付けられた情報が含まれる。これらの情報は、アーケード用データに記録されてもよい。また、コミュニティ用データには、コミュニティ空間にアクセスしたアクセス時間等が記録される。なお、コミュニティ用データは、コミュニティデータ44に記録されてもよい。なお、アーケード用データがプレイ履歴に相当し、モバイル用データ及びコミュニティ用データが操作履歴に相当する。 The play data 43 is created for each user ID, and a set of them is a group of play data 43. When a player plays an arcade game on any of the game machines 2, the card ID that the player has recognized by the game machine 2 is provided to the center server 3 and corresponds to the user ID associated with the card ID. At least a part of the play data 43 is provided from the center server 3 to the game machine 2 and stored in the storage device 11 of the game machine 2. An example of the play data 43 is shown in FIG. In the play data 43 of FIG. 4, arcade data, mobile data, and community data are recorded in association with user IDs. The arcade data includes information associated with the play of the arcade game, such as the results recorded in the arcade game, the time of play, the play mode played, and the acquired items. On the other hand, the mobile data includes information associated with the play of the mobile game such as the results recorded by the user in the mobile game, the time of play, the play mode played, and the acquired item. Such information may be recorded in the arcade data. Moreover, the access time etc. which accessed community space are recorded on the data for communities. The community data may be recorded in the community data 44. The arcade data corresponds to the play history, and the mobile data and community data correspond to the operation history.
 図2に示したコミュニティデータ44は、ユーザがコミュニティサービスを利用する際に参照されるべき各種の情報を記録したデータであって、コミュニティID毎に作成される。それらのデータの集合がコミュニティデータ44の群である。コミュニティデータ44の一例を図5に示す。図5の例において、コミュニティデータ44には、ユーザが仲間に対して発信し、あるいは仲間から受信したコメントを記録したコメントデータ、登録した仲間のコミュニティID(仲間のID)が、ユーザのコミュニティIDと対応付けて記録される。なお、仲間を登録する手順は、一般的なコミュニティサービスのそれと同様に、ユーザ端末8からセンターサーバ3にアクセスして他のユーザに仲間としての招待を送信し、送信相手の了解が得られた場合に、それぞれのユーザの仲間のIDに相手のコミュニティIDを記録するといった処理を行えばよく、その詳細な説明は省略する。ただし、仲間の関係の設定は、ネットワーク5を介したオンライン処理に限らず、オフラインで申請され、センターサーバ3の運営者が適当な時期にコミュニティデータ44にその申請内容を記述してもよい。 The community data 44 shown in FIG. 2 is data in which various types of information to be referred to when the user uses the community service, and is created for each community ID. A set of these data is a group of community data 44. An example of the community data 44 is shown in FIG. In the example of FIG. 5, in the community data 44, comment data in which a comment sent by a user to or received from a friend is recorded, and the registered community ID (friend ID) of the friend is the user community ID. Are recorded in association with each other. In addition, the procedure for registering a friend is similar to that of a general community service, and the center server 3 is accessed from the user terminal 8 to send an invitation as a friend to another user, and the consent of the transmission partner is obtained. In this case, a process of recording the other party's community ID in each user's fellow ID may be performed, and detailed description thereof will be omitted. However, the setting of the friendship relationship is not limited to online processing via the network 5, but may be applied offline and the operator of the center server 3 may describe the application content in the community data 44 at an appropriate time.
 上述した各データは、記憶装置11、21、31に記録されるデータの一例にすぎない。記憶装置11、21、31には、図示のデータ以外にもゲームの実行やプレイ料金等の徴収といった処理に必要な各種のデータが記録されるが、それらの説明は省略する。 Each data described above is merely an example of data recorded in the storage devices 11, 21, and 31. In addition to the illustrated data, various kinds of data necessary for processing such as game execution and collection of play fees are recorded in the storage devices 11, 21, and 31.
 図6及び図7を参照して、センターサーバ3が提供する各種サービスに関連する処理を説明する。図6は、ユーザがゲーム機2又はユーザ端末8を操作してゲームをプレイしたり、コミュニティサービスを利用したりするときの基本的な処理を示すフローチャートである。ユーザ端末8では、コミュニティサービスの利用する際の処理を説明する。ゲーム機2の制御ユニット10は、まず、ユーザにカード9を要求し、カードのカードIDをカードリーダにより読み取る。制御ユニット20は、読み取ったカードIDをセンターサーバ3へ通知し、ログイン要求をする(ステップS101)。センターサーバ3の制御ユニット20は、通知されたカードIDに基づき、ID管理データ40を参照してカードIDに対応するユーザIDを識別する(ステップS201)。そして、制御ユニット20は、そのユーザIDに対応付けられたプレイデータ43を抽出する(ステップS201)。制御ユニット20は、抽出したプレイデータ43をゲーム機2に提供する(ステップS203)。 Processing related to various services provided by the center server 3 will be described with reference to FIGS. FIG. 6 is a flowchart showing basic processing when the user plays the game by operating the game machine 2 or the user terminal 8 or uses the community service. In the user terminal 8, a process when using the community service will be described. The control unit 10 of the game machine 2 first requests the card 9 from the user and reads the card ID of the card with a card reader. The control unit 20 notifies the center server 3 of the read card ID and makes a login request (step S101). Based on the notified card ID, the control unit 20 of the center server 3 refers to the ID management data 40 to identify the user ID corresponding to the card ID (step S201). And the control unit 20 extracts the play data 43 matched with the user ID (step S201). The control unit 20 provides the extracted play data 43 to the game machine 2 (step S203).
 一方、ゲーム機2の制御ユニット10は、センターサーバ3から提供されたプレイデータ43を取得し(ステップS102)、ゲームを実行する(ステップS103)。ゲーム機2で実行されるゲームが麻雀である場合、ユーザは、東風戦、半荘戦、三麻等の予め設定されているプレイモードを選択しゲームをプレイする。ゲームが終了すると、制御ユニット10は、ユーザのゲームプレイ結果をセンターサーバ3に通知する(ステップS104)。 On the other hand, the control unit 10 of the game machine 2 acquires the play data 43 provided from the center server 3 (step S102) and executes the game (step S103). When the game executed on the game machine 2 is mahjong, the user selects a preset play mode such as a Dongfeng battle, a half-village battle, or a three hemp game and plays the game. When the game is over, the control unit 10 notifies the center server 3 of the user's game play result (step S104).
 センターサーバ3の制御ユニット20は、ゲーム機2からのプレイ結果の通知を受け(ステップS204)、プレイデータ43を更新する(ステップS205)。今回ユーザがプレイしたプレイモードや、プレイ時刻、プレイ時間、成績等の各種データが記録される。センターサーバ3の制御ユニット20は、プレイデータ43の更新完了をゲーム機2の制御ユニット10に通知し、制御ユニット10は、ユーザにプレイデータ43の更新が完了したことを表示する(ステップS105)。 The control unit 20 of the center server 3 receives the notification of the play result from the game machine 2 (step S204), and updates the play data 43 (step S205). Various data such as a play mode played by the user this time, play time, play time, and results are recorded. The control unit 20 of the center server 3 notifies the update completion of the play data 43 to the control unit 10 of the game machine 2, and the control unit 10 displays to the user that the update of the play data 43 has been completed (step S105). .
 ユーザ端末8からコミュニティサービスを利用する場合、まず、ユーザ端末8の制御ユニット30は、センターサーバ3の制御ユニット20に対してログイン要求をする(ステップS301)。ユーザ端末8の制御ユニット30は、ユーザに対し、ユーザIDの入力を要求し、ユーザIDが入力されると、センターサーバ3に通知する。一方、センターサーバ3の制御ユニット20では、通知されたユーザIDを識別し(ステップS201)、そのユーザIDと対応付けられたコミュニティデータ44を抽出し(ステップS202)、コミュニティデータ44をユーザ端末8に提供する(ステップS203)。 When using the community service from the user terminal 8, first, the control unit 30 of the user terminal 8 makes a login request to the control unit 20 of the center server 3 (step S301). The control unit 30 of the user terminal 8 requests the user to input a user ID, and notifies the center server 3 when the user ID is input. On the other hand, the control unit 20 of the center server 3 identifies the notified user ID (step S201), extracts community data 44 associated with the user ID (step S202), and uses the community data 44 as the user terminal 8. (Step S203).
 センターサーバ3からの提供を受けて、ユーザ端末8の制御ユニット30はコミュニティデータ44を取得する(ステップS302)。制御ユニット30は、コミュニティデータ44に基づき、ユーザにコミュニティ空間を提供する。ユーザは、コミュニティ空間において、登録した仲間との交流を深めたり、他のユーザとコミュニケーションを図ったりする。ユーザによる仲間の申請や、他のユーザへのコメントの送信等、コミュニティデータ44を更新する操作がある場合、制御ユニット30は、センターサーバ3へコミュニティデータ44の更新要求をする(ステップS303)。更新要求を受けて、センターサーバ3の制御ユニット20は、コミュニティデータ44の更新をし(ステップS206)、更新完了をユーザ端末8へ通知する。 In response to provision from the center server 3, the control unit 30 of the user terminal 8 acquires community data 44 (step S302). The control unit 30 provides a community space to the user based on the community data 44. In the community space, the user deepens exchanges with registered friends and communicates with other users. When there is an operation for updating the community data 44 such as application of a friend by a user or transmission of a comment to another user, the control unit 30 requests the center server 3 to update the community data 44 (step S303). Upon receiving the update request, the control unit 20 of the center server 3 updates the community data 44 (step S206), and notifies the user terminal 8 of the completion of the update.
 上述した処理では、コミュニティサービスを利用するユーザ端末8からの操作を説明したが、モバイルゲームを利用するユーザ端末8からの操作も上述のステップS301、S102~S105、S204、S205の処理の組合せと同様である。この場合、ゲーム機2に代えてユーザ端末8からのログイン要求には、ユーザによりユーザIDが入力され(ステップS301)、センターサーバ3に通知されたユーザIDに基づき、対応するプレイデータ43を抽出し(ステップS201、S202)、プレイデータ43をユーザ端末8に提供する(ステップS203)。プレイデータ43を取得したユーザ端末8の制御ユニット30は、モバイルゲームを実行し(ステップS103)、ゲーム終了後はプレイ結果をセンターサーバ3に通知し(ステップS104)、プレイ結果を取得したセンターサーバ3の制御ユニット20は、プレイデータ43を更新して(ステップS205)、ユーザ端末8に通知し、ユーザ端末8の制御ユニット30は、プレイデータ43の更新が完了したことをユーザに向けて表示する(ステップS105)。 In the above-described processing, the operation from the user terminal 8 that uses the community service has been described. However, the operation from the user terminal 8 that uses the mobile game also includes a combination of the above-described steps S301, S102 to S105, S204, and S205. It is the same. In this case, the user ID is input by the user in the login request from the user terminal 8 instead of the game machine 2 (step S301), and the corresponding play data 43 is extracted based on the user ID notified to the center server 3. Then, the play data 43 is provided to the user terminal 8 (step S203). The control unit 30 of the user terminal 8 that has acquired the play data 43 executes the mobile game (step S103), notifies the play result to the center server 3 after the game ends (step S104), and acquires the play result. The control unit 20 of 3 updates the play data 43 (step S205), notifies the user terminal 8, and the control unit 30 of the user terminal 8 displays to the user that the update of the play data 43 is completed. (Step S105).
 次に、図7を参照して、ユーザ端末8の制御ユニット30と、センターサーバ3の制御ユニット20とが協働して実行する仲間候補提示処理を説明する。仲間候補提示処理は、仲間がまだ登録されていないユーザや、新たな仲間と出会いたいユーザに対し、趣味や嗜好が似通ったユーザを紹介するための処理である。ユーザ端末8の制御ユニット30は、仲間候補の提示をセンターサーバ3に対して要求する(ステップS311)。この場合、コミュニティ空間にログインしたユーザに対して自動的に要求をするように設定してもよいし、ユーザが仲間候補の提示を希望する操作をした場合に要求するようにしてもよい。 Next, with reference to FIG. 7, a friend candidate presentation process executed in cooperation by the control unit 30 of the user terminal 8 and the control unit 20 of the center server 3 will be described. The friend candidate presentation process is a process for introducing a user whose hobbies and preferences are similar to a user who has not yet been registered or who wants to meet a new friend. The control unit 30 of the user terminal 8 requests the center server 3 to show fellow candidates (step S311). In this case, it may be set to automatically request a user who has logged in to the community space, or may be requested when the user performs an operation for requesting presentation of a fellow candidate.
 ユーザ端末8からの仲間候補の提示要求を受けて、センターサーバ3の制御ユニット20は、要求をしたユーザのプレイデータ43を抽出する(ステップS211)。抽出されるプレイデータ43は、仲間候補として選択したいユーザの傾向に即して決定される。例えば、ゲーム機2で同じゲームAをプレイしたときのプレイ時刻が近いユーザを仲間候補として提示する場合、プレイデータ43に記録されたアーケードゲーム用データのプレイ時刻を抽出する。プレイ時刻は、ユーザがゲームAをプレイする度に記録されるが、プレイする頻度が高い時間帯を判断して、時間帯毎に区分されていてもよい。なお、抽出するデータはランダムに決定してもよいし、ユーザの希望に応じて決定してもよい。 In response to the request for presentation of the fellow candidate from the user terminal 8, the control unit 20 of the center server 3 extracts the play data 43 of the requesting user (step S211). The extracted play data 43 is determined in accordance with the tendency of the user who wants to select as a friend candidate. For example, when a user whose play time is close when playing the same game A on the game machine 2 is presented as a fellow candidate, the play time of the arcade game data recorded in the play data 43 is extracted. The play time is recorded every time the user plays the game A. However, the play time may be divided for each time zone by determining a time zone in which the play frequency is high. Note that the data to be extracted may be determined randomly or according to the user's wishes.
 次に、制御ユニット20は、他のユーザのプレイデータ43のプレイ時刻のデータを対象として、ユーザのプレイ時刻と近いデータを検索する(ステップS212)。そして、制御ユニット20は、ユーザのプレイ時刻と近いデータを持つユーザを仲間候補として特定し、ユーザ端末8に通知する(ステップS213)。ユーザのプレイ時刻と一致するユーザが複数いる場合は、その中からランダムに仲間候補を特定してもよいし、複数ユーザを仲間候補として特定してもよい。ユーザの希望に応じて設定してもよい。このとき、参照するプレイデータ43のプレイ時刻はユーザがゲームをプレイする毎に記録されるので、ユーザが継続してゲームをプレイすれば複数のデータが蓄積される。この蓄積されたプレイ時刻のデータを参照することで、ユーザがいつもプレイしている時刻が特定され、同様に同じ時間帯にプレイしている仲間候補が特定される。従って、プレイヤがゲームを継続してプレイしていると、プレイヤのゲーム傾向が定まっていくので、より自分の好みや生活習慣に近い仲間候補を提示することができる。 Next, the control unit 20 searches for data close to the user's play time with respect to the play time data of the other user's play data 43 (step S212). And the control unit 20 specifies the user with data close | similar to a user's play time as a friend candidate, and notifies the user terminal 8 (step S213). When there are a plurality of users that match the user's play time, a fellow candidate may be specified at random, or a plurality of users may be specified as a fellow candidate. You may set according to a user's hope. At this time, since the play time of the play data 43 to be referenced is recorded every time the user plays the game, a plurality of data is accumulated if the user continues to play the game. By referring to the accumulated play time data, the time at which the user is always playing is specified, and the fellow candidates who are playing in the same time zone are also specified. Therefore, if the player continues to play the game, the game tendency of the player is determined, so that it is possible to present fellow candidates closer to his / her preference and lifestyle.
 センターサーバ3からの通知を受けて、ユーザ端末8の制御ユニット30は、特定された仲間候補のユーザ情報を取得する(ステップS312)。ユーザ情報として、仲間候補のコミュニティ空間上でのハンドルネームや、その仲間候補が公開を許可しているプロフィール等を取得する。制御ユニット20は、取得した仲間候補のユーザ情報を表示して、ユーザに提示する(ステップS313)。仲間候補の提示を受け、ユーザが興味を示せば、その仲間候補に対して仲間の登録をしたり、コメントを送付したりすることができる。これにより、ユーザは、趣味や嗜好の似た仲間候補とコミュニケーションをとる機会を得ることができ、その仲間候補と話題が弾めば仲間として登録することもできる。従って、コミュニティ空間におけるユーザの孤立を防ぎ、コミュニティサービスを十分に享受することができる。 In response to the notification from the center server 3, the control unit 30 of the user terminal 8 acquires the user information of the identified fellow candidate (step S312). As user information, the handle name in the community space of a fellow candidate, the profile etc. which the fellow candidate has permitted to release are acquired. The control unit 20 displays the acquired user information of the fellow candidates and presents it to the user (step S313). If the friend candidate is presented and the user shows interest, the friend can be registered or a comment can be sent to the friend candidate. Thereby, the user can get an opportunity to communicate with fellow candidates who have similar hobbies and preferences, and can register as a fellow if the topic and the topic bounce. Accordingly, it is possible to prevent the user from being isolated in the community space and enjoy the community service sufficiently.
 図8を参照して、センターサーバ3の制御ユニット20及びユーザ端末8の制御ユニット30が協働して実行する仲間候補登録処理を説明する。仲間候補登録処理は、仲間候補提示処理にて仲間候補の提示を受けたユーザが仲間候補を仲間として登録するときの処理である。ユーザ端末8の制御ユニット30は、仲間候補を仲間として登録しようと希望するユーザの操作に基づき、センターサーバ3に対して仲間候補の登録要求をする(ステップS321)。仲間候補登録要求を受けて、センターサーバ3の制御ユニット20は、仲間候補のユーザに対し、仲間登録の承認を要求する(ステップS221)。制御ユニット20は、その仲間候補のユーザの承認があった場合(ステップS222)、ユーザと仲間候補のユーザのコミュニティデータ44の仲間のIDに互いのコミュニティIDを記録させる(ステップS224)。仲間候補のユーザからの承認は一定期間受け付けられ、タイムアウトすると、制御ユニット20は、仲間候補登録要求を破棄する(ステップS223)。 Referring to FIG. 8, a friend candidate registration process executed in cooperation by the control unit 20 of the center server 3 and the control unit 30 of the user terminal 8 will be described. A fellow candidate registration process is a process when the user who received the fellow candidate presentation in the fellow candidate presentation process registers the fellow candidate as a fellow. The control unit 30 of the user terminal 8 makes a friend candidate registration request to the center server 3 based on an operation of a user who wishes to register the friend candidate as a friend (step S321). Upon receiving the friend candidate registration request, the control unit 20 of the center server 3 requests the friend candidate's approval for friend registration (step S221). When there is approval of the user of the fellow candidate (step S222), the control unit 20 records each other's community ID in the fellow ID of the community data 44 of the user and the fellow candidate user (step S224). Approval from the fellow candidate user is accepted for a certain period of time, and when timed out, the control unit 20 discards the fellow candidate registration request (step S223).
 制御ユニット20は、仲間候補を仲間登録したユーザに対して、特典を付与する(ステップS225)。特典としては、ゲームやコミュニティ空間で利用できるアイテムやポイント等、ゲーム進行に有利に作用するものが付与される。そして、制御ユニット20は、ユーザ端末8に対し、仲間登録が受け付けられたこと、及び特典が付与されたことを通知する(ステップS226)。登録結果の通知を受けて、ユーザ端末8の制御ユニット30は、ユーザ端末8上に登録結果の表示をする(S322)。これにより、仲間候補として提示を受けたユーザを仲間にすると、ユーザは特典が得られ、仲間登録への動機付けとなる。仲間候補に対するコミュニケーションを促し、コミュニティ空間の活性化を実現する。 The control unit 20 gives a privilege to a user who has registered a friend candidate as a friend (step S225). As benefits, items that can be used in the game or community space, items that can be used in the game space, and the like that are advantageous for the progress of the game are given. Then, the control unit 20 notifies the user terminal 8 that the friend registration has been accepted and that the privilege has been granted (step S226). Upon receiving the registration result notification, the control unit 30 of the user terminal 8 displays the registration result on the user terminal 8 (S322). Thereby, if the user who received presentation as a fellow candidate is made into a friend, a user will get a privilege and will become motivation to friend registration. Encourage communication with fellow candidates and realize community space activation.
 上述の処理において、センターサーバ3が実行するステップS211~S213の処理が仲間候補判別手段として、特にステップS213の処理が仲間候補提示手段として、ステップS225の処理が特典付与手段としてそれぞれ機能する。また、プレイデータ43を記憶する記憶装置21がデータ保持手段として機能する。 In the above-described processing, the processing of steps S211 to S213 executed by the center server 3 functions as fellow candidate determination means, in particular, the processing of step S213 functions as fellow candidate presentation means, and the processing of step S225 functions as privilege granting means. In addition, the storage device 21 that stores the play data 43 functions as a data holding unit.
 本発明は、上述した形態に限定されることなく、種々の形態にて実施することができる。例えば、本形態では、センターサーバ3の制御ユニット20が実行するステップS212の処理としてプレイデータ43のアーケード用データのプレイ時刻で検索したがこれに限られない。例えば、ゲーム機2で実行されるゲームのプレイモードを抽出して、検索してもよい。プレイモードのデータには、ユーザがよくプレイするプレイモードが記録されていてもよいし、ユーザが過去にプレイしたプレイモードのデータが複数保持されていてもよい。上述したステップS212での処理と同様に、ユーザのプレイモードを抽出し、他のユーザのプレイモードに対してユーザのプレイモードと一致する(あるいは、近い)ユーザを仲間候補として特定する。例えば、ゲーム機2で麻雀ゲームが提供される場合、ユーザが三麻を好んでプレイしていると、プレイモードには三麻が一番プレイするモードとして記録され、仲間候補となるユーザも三麻をよくプレイするユーザが特定される。三麻をよくプレイしているという共通点を有するユーザ同士が結び付くことによって、共通する話題が多くなってコミュニケーションを円滑に図ることができる。 The present invention can be implemented in various forms without being limited to the above-described forms. For example, in this embodiment, the search is performed by the play time of the arcade data of the play data 43 as the process of step S212 executed by the control unit 20 of the center server 3. However, the present invention is not limited to this. For example, a play mode of a game executed on the game machine 2 may be extracted and searched. The play mode data may store a play mode that the user often plays, or may hold a plurality of play mode data that the user has played in the past. Similar to the processing in step S212 described above, the user's play mode is extracted, and the user who matches (or is close to) the user's play mode with respect to the other user's play mode is specified as a friend candidate. For example, when a mahjong game is provided on the game machine 2, if the user is playing with the three hemp, the play mode is recorded as the mode in which the three hemp plays most, and there are three users who are fellow candidates. A user who plays hemp well is identified. By connecting users who have common points that they often play sanja, the number of common topics increases and communication can be facilitated.
 さらに、プレイデータ43の記録されたモバイルゲームのプレイ時刻で検索してもよい。この場合、アーケードゲームのプレイ時刻による検索と同様の処理をすればよい。あるいは、コミュニティ空間へのアクセス時間で検索してもよい。プレイデータ43には、コミュニティサービスを利用する時間(ログイン時間)を記録してもよいし、ユーザが最も利用する時間帯を記録していてもよい。この場合、コミュニティ空間へアクセスする時間帯が似た傾向を有するユーザが仲間候補として提示される。例えば、昼間の時間帯によくアクセスする人同士、あるいは、深夜の時間帯によくアクセスする人同士を結び付け、コミュニケーションが取りやすくなる。コミュニティ空間(情報交換する場)を提供するサービスを利用する毎に、アクセス時間のデータは蓄積される。ユーザが継続してこのサービス利用していると、よくアクセスする時間帯が特定される。従って、より自分の好みや生活習慣に近い仲間候補を提示することができる。 Further, the search may be performed by the play time of the mobile game in which the play data 43 is recorded. In this case, the same process as the search based on the play time of the arcade game may be performed. Or you may search by the access time to a community space. The play data 43 may record a time (login time) for using the community service, or may record a time zone most used by the user. In this case, users who tend to have similar time zones for accessing the community space are presented as fellow candidates. For example, people who often access during the daytime hours or people who often access during the nighttime hours are linked to facilitate communication. Each time a service that provides a community space (place for exchanging information) is used, access time data is accumulated. If the user continues to use this service, the time zone for frequent access is specified. Therefore, it is possible to present fellow candidates that are closer to their own preference and lifestyle.
 また、プレイデータ43には、複数のゲームのデータを記録されているので、プレイするゲームが複数重なっているユーザ同士を結び付けるようにしてもよい。例えば、ユーザがゲームA及びゲームBをプレイしている場合、他のユーザの中からゲームA及びゲームBをプレイしているユーザを仲間候補として特定すればよい。また、プレイデータ43の成績情報を参照して仲間候補を特定してもよい。同程度のゲームスキルを有するユーザ同士を結び付けてもよいし、師弟関係のように上級者と初心者を結び付けるようにしてもよい。 In addition, since data of a plurality of games are recorded in the play data 43, users who have a plurality of games to be played may be linked. For example, when the user is playing the game A and the game B, the user who is playing the game A and the game B from other users may be specified as a friend candidate. Moreover, you may identify a fellow candidate with reference to the results information of the play data 43. Users with similar game skills may be linked together, or advanced users and beginners may be linked like a teacher-student relationship.
 これらのプレイデータ43の検索には、プレイデータ43に記録された複数のデータを利用して検索してもよい。例えば、プレイモードとアクセス時間の両方のデータを検索してもよい。これらの組合せはユーザの希望により設定されてもよい。この場合、複数のデータの平均をとり、ユーザのデータと最も近いユーザを仲間候補として特定してもよい。なお、本形態において、ゲームの一例として麻雀ゲームで説明したが、麻雀ゲームに限られない。例えば、将棋ゲーム、囲碁ゲーム等の各種ボードゲームや、クイズゲーム、音楽ゲーム、アクションゲーム等であってもよい。 The search of the play data 43 may be performed using a plurality of data recorded in the play data 43. For example, both play mode and access time data may be searched. These combinations may be set as desired by the user. In this case, an average of a plurality of data may be taken, and the user closest to the user data may be specified as a fellow candidate. In this embodiment, the mahjong game has been described as an example of the game, but is not limited to the mahjong game. For example, various board games such as a shogi game and a go game, a quiz game, a music game, and an action game may be used.

Claims (8)

  1.  ゲームを実行するゲーム端末と、プレイヤの個人用端末と、前記ゲーム端末及び前記個人用端末に対してネットワークを介して所定のサービスを提供するサーバと、を備え、前記サーバが、前記プレイヤに対する他のプレイヤを所定の結び付きが存在する仲間として登録させ、前記プレイヤ同士がネットワークを介して情報交換する場を提供するサービスを、前記所定のサービスの一種として提供可能であり、前記サーバには、前記ゲームのプレイ履歴、及び前記所定のサービスにてプレイヤが操作した操作履歴、をプレイデータとして保持するデータ保持手段が設けられているゲームシステムにおいて、
     前記サーバには、
     前記プレイデータを参照して、前記プレイヤに対する前記仲間の候補となる仲間候補を判別する仲間候補判別手段と、
     前記仲間候補判別手段にて判別された前記仲間候補を前記プレイヤに提示させる仲間候補提示手段と、
    が設けられているゲームシステム。
    A game terminal that executes a game, a personal terminal of a player, and a server that provides a predetermined service to the game terminal and the personal terminal via a network. The player can be registered as a friend who has a predetermined connection, and a service for providing a place for the players to exchange information via a network can be provided as a kind of the predetermined service. In a game system provided with data holding means for holding game play history and operation history operated by the player in the predetermined service as play data,
    The server includes
    With reference to the play data, fellow candidate discriminating means for discriminating fellow candidates as the fellow candidates for the player;
    Fellow candidate presenting means for presenting the fellow candidates determined by the fellow candidate determining means to the player;
    Is a game system.
  2.  前記仲間候補提示手段は、前記仲間候補が有する前記プレイデータの少なくとも一部を前記プレイヤに提示させる請求項1のゲームシステム。 The game system according to claim 1, wherein the friend candidate presenting means causes the player to present at least a part of the play data of the friend candidate.
  3.  前記仲間候補判別手段は、前記プレイデータのうち、プレイヤがゲームをプレイする毎、又は前記情報交換する場を提供するサービスを利用する毎に、蓄積されるデータを参照して、前記仲間候補を判別する請求項1又は2のゲームシステム。 The fellow candidate discriminating means refers to the accumulated data each time the player plays a game or uses the service for providing the place for exchanging information, among the play data, and selects the fellow candidate. The game system according to claim 1 or 2 for discrimination.
  4.  前記プレイデータには、プレイヤがゲームをプレイしたプレイ時刻が記録され、
     前記仲間候補判別手段は、前記プレイデータのプレイ時刻を参照して前記仲間候補を判別する請求項3のゲームシステム。
    In the play data, the play time when the player played the game is recorded,
    The game system according to claim 3, wherein the fellow candidate discriminating unit discriminates the fellow candidate with reference to a play time of the play data.
  5.  前記ゲームが、複数のプレイモードを有し、
     前記プレイデータには、プレイヤがプレイするプレイモードが記録され、
     前記仲間候補判別手段は、前記プレイデータのプレイモードを参照して前記仲間候補を判別する請求項3のゲームシステム。
    The game has a plurality of play modes,
    In the play data, a play mode in which the player plays is recorded,
    The game system according to claim 3, wherein the fellow candidate discriminating unit discriminates the fellow candidate with reference to a play mode of the play data.
  6.  前記サーバが、前記個人用端末上で前記プレイヤに端末用ゲームをプレイさせるサービスを前記所定のサービスの一種としてさらに提供可能であり、
     前記プレイデータには、前記プレイヤが前記端末用ゲームをプレイした端末用プレイ時刻が記録され、
     前記仲間候補判別手段は、前記プレイデータの端末用プレイ時刻を参照して前記仲間候補を判別する請求項3のゲームシステム。
    The server can further provide a service that allows the player to play a terminal game on the personal terminal as a kind of the predetermined service,
    In the play data, a play time for a terminal at which the player plays the terminal game is recorded,
    The game system according to claim 3, wherein the fellow candidate discriminating unit discriminates the fellow candidate with reference to a terminal play time of the play data.
  7.  前記プレイデータには、前記プレイヤが前記ネットワークを介して情報交換する場にアクセスしているアクセス時間が記録され、
     前記仲間候補判別手段は、前記プレイデータのアクセス時間を参照して前記仲間候補を判別する請求項3のゲームシステム。
    In the play data, an access time during which the player accesses a place where information is exchanged via the network is recorded,
    The game system according to claim 3, wherein the fellow candidate discriminating unit discriminates the fellow candidate with reference to an access time of the play data.
  8.  前記仲間候補提示手段にて提示された仲間候補が仲間として登録されることを条件として登録したユーザに特典を付与する特典付与手段をさらに備えた請求項1~7のいずれか一項のゲームシステム。 The game system according to any one of claims 1 to 7, further comprising privilege granting means for granting a privilege to a user who has registered on the condition that the fellow candidate presented by the fellow candidate presenting means is registered as a fellow. .
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