[0023]In this case, when the malicious first game player repeatedly performs the malicious plays (i.e., consecutive BB / HBP actions), the warning “If you perform a malicious play next time, you will lose the game” is displayed on the first display unit of the first terminal device used by the first game player in the warning display function. Therefore, it is possible to make the first game player recognize that he / she performs the malicious plays. Furthermore, the first disciplinary action (i.e., the action for producing a result that the first game player's team loses the game) is executed for the first game player in the first disciplinary action execution function when the first game character newly performs a malicious play in accordance with a further intentional operation of the first game player even though the warning is displayed on the first display unit. Accordingly, it is possible to resolve a conventional condition in which the second player is unreasonably forced to select a command for giving in to the first game player due to the malicious plays, by giving a penalty to the first game player having repeatedly performs the malicious plays. Furthermore, the second game player's team will win the game when the first disciplinary action for the first game player is the action for producing a result that the first game player's team loses the game. Therefore, it is possible to produce a condition advantageous for the second game player who suffers from the malicious plays of the first game player. In other words, the second game player is capable of obtaining compensation because of the malicious plays. Additionally, the malicious first game player recognizes a penalty to be given for the malicious plays. Therefore, it is possible to inhibit (counteract) a further malicious play. It is thereby possible to realize healthier network match-up game. Consequently, it is possible to realize a match-up game with higher amusement compared to the conventional match-up game.
[0041]According to the game realized by the game program, the first
control unit in the third consecutive action determination function determines whether or not the first game character performs the predetermined actions at the predetermined frequency in accordance with the operation of the first operation unit after the second disciplinary action is executed for the first game player in the second disciplinary action execution function. When it is determined that the first character performs the predetermined actions at the predetermined frequency in the third consecutive action determination function, the consecutive action execution frequency indicating frequency of execution of consecutive actions is counted in the third consecutive action execution
frequency count function. When the first
control unit in the third consecutive action determination function determines that the first game character had not perform the predetermined actions at the predetermined frequency, the consecutive action execution frequency counted by the third consecutive action execution
frequency count function is reduced by a predetermined value in the consecutive action execution
frequency reduction execution function. In this case, when the second disciplinary action (i.e., the action for suspending an account) is executed in the second disciplinary action execution function and then the suspended game player is allowed to participate in the network game again after his / her suspended account becomes available, the consecutive action execution frequency (i.e., frequency of execution of previous the malicious plays) counted by the third consecutive action execution
frequency count function is configured to be reduced by a predetermined value (e.g., one) in the consecutive action execution frequency execution function whether or not it is determined in the third consecutive action determination function that the malicious first game player does not perform the malicious plays (i.e., the pitcher character performs the BB / HBP actions ten times) until the end of the baseball match because the first game player repents his / her deed. In this case, if the malicious first game player repents his / her deed and does not perform the malicious plays (i.e., the pitcher character performs the BB / HBP actions ten times) until the end of the baseball match, it is possible to motivate the first game player to change from a malicious player into a good player by reducing frequency of execution of the previous malicious plays.
[0042]A sixth aspect of the present invention relates to the game program according to the fifth aspect. In the game program, the consecutive action execution
frequency reduction execution function is configured to reduce the consecutive action execution frequency for making the rate of reducing the consecutive action execution frequency by the predetermined frequency smaller than the rate of increasing the consecutive action execution frequency by the predetermined frequency when the consecutive actions are executed. For example, when malicious plays are performed, frequency of execution of the malicious plays is increased by three times. On the other hand, when malicious plays are not performed, frequency of execution of the malicious plays is reduced by once. Accordingly, it is possible to give certain difficulty to a malicious game player for changing into a good game player.
[0048]According to the game realized by the game program, the consecutive action execution flag indicating execution of consecutive actions is turned off in the consecutive action execution flag-off function when the first
control unit determines that the consecutive action execution frequency reaches a predetermined frequency in the consecutive action execution
frequency reduction execution function. In this case, the consecutive action execution flag indicating execution of consecutive actions is set to an off-state (i.e., the malicious play execution flag is set to “0”) when the consecutive action execution frequency reaches a predetermined frequency (e.g., zero). Therefore, it is possible to reset a state of a malicious first player to the initial state.