Game system, operation method of game system, and recording medium
By calculating the difference between the usage and the assigned amount in the game system as the revenue and expenditure indicators, dynamically updating the manager's points is solved, and the existing system cannot maintain the balance of profit and loss is achieved, and more flexible and efficient point management is achieved.
Patent Information
- Application Number
- CN202080044694.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2019-06-28
- Filing Date
- 2020-06-02
- Publication Date
- 2025-07-01
- Estimated Expiration
- 2040-06-02
AI Technical Summary
When the manager's revenue is reduced, the existing game system still needs to reduce the points each time it plays, resulting in the inability to maintain the manager's profit and loss balance.
A game system is adopted, and the difference between the usage amount and the assigned amount is calculated by the index specification unit as the income and expenditure indicator, and the settlement processing unit updates the manager's points based on the income and expenditure indicator.
It realizes dynamic adjustment of manager points based on game results, helping managers maintain profit and loss balance, reducing the frequency of points updates, and reducing processing load.
Smart Images

Figure CN114390940B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a game. Background Art
[0002] Various techniques for operating facilities such as amusement facilities provided with game devices have been proposed in the past. For example, Patent Document 1 discloses a technique for distributing profits between an operator who manages a facility (hereinafter referred to as a "manager") and an operator who provides game devices to this manager (hereinafter referred to as a "provider"). Specifically, each time a user plays a game, a value of points equivalent to the amount that the manager has previously paid to the provider is subtracted by a predetermined value. In a situation where the value of the points is lower than the predetermined value, the operation of the game device is restricted.
[0003] Prior Art Documents
[0004] Patent Documents
[0005] Patent Document 1: Japanese Patent No. 5820777. Summary of the Invention
[0006] Problems to be Solved by the Invention
[0007] However, in the past, for example, amusement media such as tokens have been commonly used in games where a user plays and a reward according to the result of the play is given to the user. Even in games of the above type, there is a structure in which the manager's points are subtracted each time the amusement value used by the user (that is, each time the game is played). However, for example, in a lottery game, when many rewards have been given to the user, although the manager's profit decreases, the points are uniformly subtracted each time the game played by the user is played, and as a result, there is a possibility that the balance of the manager's profit and loss cannot be maintained.
[0008] Means for Solving the Problems
[0009] In order to solve the above problems, a game system according to an aspect of the present invention is a game system that provides a game in which an amusement medium is used for play by one or more users and a reward according to the result of the play is given to the one or more users, and includes: an index specifying unit that specifies a revenue and expenditure index according to a difference between a usage amount and a giving amount, where the usage amount corresponds to the number of the amusement media used by the one or more users in a unit period, and the giving amount corresponds to the number of the rewards given to the one or more users in the unit period; and a settlement processing unit that updates the points owned by the manager of the game in order to provide the game according to the revenue and expenditure index.
[0010] A method for operating a game system according to an aspect of the present invention is a method for operating a game system that provides a game using amusement media for play by one or more users and awards a reward according to the result of the play to the one or more users, and includes the following steps: specifying a revenue and expenditure index according to the difference between the usage amount and the award amount, where the usage amount corresponds to the number of the amusement media used by the one or more users within a unit period, and the award amount corresponds to the number of the rewards awarded to the one or more users within the unit period; and updating the points owned by the administrator of the game for providing the game according to the revenue and expenditure index.
[0011] A program according to an aspect of the present invention causes a computer to function as the following components in order to provide a game that uses amusement media for play by one or more users and awards a reward according to the result of the play to the one or more users: an index specifying unit that specifies a revenue and expenditure index according to the difference between the usage amount and the award amount, where the usage amount corresponds to the number of the amusement media used by the one or more users within a unit period, and the award amount corresponds to the number of the rewards awarded to the one or more users within the unit period; and a settlement processing unit that updates the points owned by the administrator of the game for providing the game according to the revenue and expenditure index. Description of the Drawings
[0012] Figure 1 is a block diagram illustrating the schematic structure of the game system of the first embodiment;
[0013] Figure 2 is a block diagram illustrating the structure of the game system;
[0014] Figure 3 is a schematic diagram of the trial data;
[0015] Figure 4 is an explanatory diagram of the trial data in the case where the revenue and expenditure index is negative;
[0016] Figure 5 is an explanatory diagram of the trial data in the case where the revenue and expenditure index is negative;
[0017] Figure 6 is a block diagram illustrating the functional structure of the game device;
[0018] Figure 7 is a flowchart illustrating the specific steps of the trial calculation process;
[0019] Figure 8 is a flowchart illustrating the specific steps of the setting process;
[0020] Figure 9 is a block diagram schematically showing the structure of a game system according to the second embodiment;
[0021] Figure 10 is a block diagram showing the structure of the management device;
[0022] Figure 11 is a block diagram showing the functional structure of the management device; and
[0023] Figure 12 is a flowchart showing the specific steps of the calculation process in the second embodiment. Detailed Embodiment
[0024] The embodiments of the present invention will be described with reference to the drawings. The embodiments described below include various technically preferable limitations. The scope of the present invention is not limited to the embodiments illustrated below.
[0025] [First Embodiment]
[0026] Figure 1 is a structural diagram of a game system 100A according to the first embodiment. The game system 100A of the first embodiment is provided in, for example, an amusement facility. The amusement facility is an entertainment facility such as a game center or a casino, or a commercial facility such as a shopping mall. The game system 100A is a computer system that provides games to users (players) U in the amusement facility.
[0027] The game system 100A is provided by a provider Ha to a manager Hb of the amusement facility. The provider Ha is an operator who lends or sells the game system 100A to the manager. For example, a manufacturer who manufactures the game system 100A or an operator who rents the game system 100A purchased from this manufacturer is an example of the provider Ha. The manager Hb is an operator who operates the amusement facility.
[0028] When operating the game system 100A provided by the provider Ha, the manager Hb obtains a management card M from the provider Ha. Specifically, the manager Hb purchases the management card M in exchange for payment of a reserved amount of money. The management card M is a portable recording medium that stores the owned points P. The owned points P are the value that the manager Hb has in order to operate the game device 10. The manager Hb can also increase the owned points P stored in the obtained management card M by paying money to the provider Ha.
[0029] As Figure 1Exemplarily, the game system 100A of the first embodiment includes a game device 10 and a writing device 20. The game device 10 is a computer system used by the user U to play games. The game device 10 used in an entertainment venue is also referred to as a game console. The writing device 20 is connected to the game device 10, for example, by wire or wirelessly. The writing device 20 is a reader / writer that performs reading and writing of data on the management card M. Specifically, the writing device 20 includes a loading / unloading mechanism for loading / unloading the management card M, and an update circuit for updating the data stored in the management card M. The loading / unloading mechanism is, for example, a mechanism for inserting or holding the management card M. The writing device 20 of the first embodiment updates the owned points P stored in the management card M. Furthermore, the writing device 20 can be installed on the game device 10. In the structure where the writing device 20 is installed on the game device 10, a single game device 10 corresponds to the game system 100A.
[0030] Figure 2 It is a block diagram illustrating the specific structure of the game system 100A. As Figure 2 Exemplarily, the game device 10 includes a control device 11, a storage device 12, a communication device 13, a display device 14, and an operation device 15. Furthermore, the game device 10 can be implemented not only by a single device but also by a collection of a plurality of devices separately configured from each other.
[0031] The control device 11 is, for example, one or more processors that control each component of the game device 10. Specifically, the control device 11 is constituted by one or more types of processors such as a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), a DSP (Digital Signal Processor), an FPGA (Field Programmable Gate Array), or an ASIC (Application Specific Integrated Circuit). The communication device 13 communicates with the writing device 20. The control device 11 can update (change) the owned points P stored in the management card M by communicating with the writing device 20 through the communication device 13.
[0032] The storage device 12 is one or more memories that store the programs executed by the control device 11 and various data used by the control device 11. An existing recording medium such as a semiconductor recording medium and a magnetic recording medium, or a combination of multiple recording media is used as the storage device 12.
[0033] The display device 14 displays an image based on the control performed by the control device 11. A display panel such as a liquid crystal display panel or an organic EL (ElectroLuminescence) display panel is used as the display device 14. The operation device 15 is an input device that receives instructions from the user U. For example, a plurality of operation elements operated by the user U, or a touch panel integrally formed with the display device 14 and detecting contact made by the user U is used as the operation device 15.
[0034] The user U plays the game performed by the game device 10 by using the amusement media owned by himself / herself. The amusement media is a tangible or intangible value media used in the game. Tangible amusement media are, for example, tokens (metal coins), coins (currency), or tickets. Intangible amusement media are, for example, electronic metal coins, credit values, or other numerical data. The quantity of intangible amusement media is stored as electronic data in a recording medium such as an IC card held by the user U, or a server capable of communicating with the game device 10. The use of the amusement media can also be described as the insertion or consumption (or bet) of the amusement media.
[0035] The user U participates in various activities within the game by using a predetermined quantity of amusement media, for example. As activities participated in by the user U, there are, for example, a lottery activity in which any one of a plurality of elements is randomly selected, an exploration activity in which the user U's character explores an exploration site such as a cave or a building, or a battle activity in which the user U's character battles against other characters.
[0036] Also, the user U obtains a reward according to the result of playing the game. Specifically, the user U is given amusement media in a quantity corresponding to the result of the play as a reward. For example, when the predetermined conditions are satisfied in the above-described various activities, the user U is given amusement media in a quantity corresponding to the quantity used by the user U as a reward. Furthermore, whether the amusement media used in the game and the amusement media given to the user U as a reward are of the same type or different types is acceptable. For example, according to the result of playing using tangible amusement media such as tokens, intangible amusement media such as electronic metal coins or credit values are given to the user U.
[0037] A user U of the visiting amusement facility obtains an amusement medium by paying a currency such as cash or electronic money to a manager Hb, and uses this amusement medium in a game conducted by a game device 10. On the other hand, as described above, the manager Hb obtains a management card M from the provider Ha by paying currency to the provider Ha, and uses this management card M to provide a game to the user U. As understood from the above description, between the provider Ha and this manager Hb, the profit that the manager Hb has received from the user U is substantially distributed. By the operation exemplified above, the provider Ha can provide an inexpensive game system 100A to the manager Hb.
[0038] In order to implement the operation exemplified above, in the first embodiment, the number of amusement media used in the game device 10 and the number of amusement media given as a reward in this game device 10 are used to update the owned points P stored in the management card M of the manager Hb.
[0039] As Figure 2 exemplified, the storage device 12 of the first embodiment stores history data L and trial calculation data T. The history data L is log data indicating the history of use and giving of amusement media in the game device 10. Specifically, each time of use, the number of amusement media used by an arbitrary user U is registered in the history data L, and each time of giving, the number of amusement media given as a reward to an arbitrary user U is registered in the history data L.
[0040] Figure 3 is a schematic diagram of the trial calculation data T. The trial calculation data T is a data table used for updating the owned points P stored in the management card M. The trial calculation data T is updated at any time in parallel with the operation of the game device 10. As Figure 3 exemplified, the trial calculation data T is an arrangement of a plurality of unit data D. Each of the plurality of unit data D corresponds to one unit period Q (Q1, Q2,...). The unit period Q is a period of a predetermined length (for example, thirty minutes). During the period when the game device 10 operates, one unit data D is added to the trial calculation data T every unit period Q. The unit data D that has been reflected in the owned points P can be deleted from the trial calculation data T. Also, the trial calculation data T can be erased every predetermined cycle.
[0041] The unit data D corresponding to each unit period Q includes the usage amount X and the granted amount Y. The usage amount X is a value corresponding to the number of amusement media that have been used for playing the game during the unit period Q. Specifically, the usage amount X in the first implementation form is the total value of the number of amusement media used by one or more users U who have played the game during the unit period Q. The granted amount Y is a value corresponding to the number of amusement media that have been granted as a reward during the unit period Q. Specifically, the granted amount Y in the first implementation form is the total value of the number of amusement media granted to one or more users U who have played the game as a reward during the unit period Q. Generally speaking, the owned points P are updated at any time so that the more the usage amount X of the amusement media (i.e., the greater the profit of the manager Hb), the more the owned points P decrease.
[0042] In Figure 3 it, the total usage amount ∑x of the unit data D corresponding to each unit period Q is the total value of the usage amount X in one or more unit periods Q before this unit period Q. That is, the total usage amount ∑x in any one unit period Q is the total value of the usage amount X in this unit period Q and the total usage amount ∑x in the immediately preceding unit period Q. Also, the total granted amount ∑y of the unit data D corresponding to each unit period Q is the total value of the granted amount Y in one or more unit periods Q before this unit period Q. That is, the total granted amount ∑y in any one unit period Q is the total value of the granted amount Y in this unit period Q and the total granted amount ∑y in the immediately preceding unit period Q. Furthermore, it is also possible to omit the total usage amount ∑x and the total granted amount ∑y from the trial data T.
[0043] The income and expenditure index Z of the unit data D corresponding to each unit period Q is based on the values of the usage amount X and the granted amount Y in this unit period Q. The income and expenditure index Z in the first implementation form is the difference between the usage amount X and the granted amount Y (Z = X - Y). Therefore, the larger the usage amount X is compared to the granted amount Y (i.e., the greater the profit of the manager Hb), the larger the value of the income and expenditure index Z becomes. On the other hand, when the granted amount Y exceeds the usage amount X (Y > X), the income and expenditure index Z becomes negative. The income and expenditure index Z is equivalent to the so-called house gain.
[0044] The total index ∑z corresponding to each unit period Q is the total value of the income and expenditure index Z in one or more unit periods Q before this unit period Q. That is, the total index ∑z in any one unit period Q is the total value of the income and expenditure index Z in this unit period Q and the total index ∑z in the immediately preceding unit period Q. Furthermore, it is also possible to omit the total index ∑z from the trial data T.
[0045] The consumption amount C corresponding to each unit period Q is the quantity to be subtracted from the owned points P stored in the management card M. The consumption amount C corresponding to each unit period Q is set according to the income and expenditure index Z corresponding to this unit period Q. Specifically, when the income and expenditure index Z in the unit period Q is a non-negative number (a positive number or zero), this income and expenditure index Z is set as the consumption amount C corresponding to this unit period Q (C = Z). That is, the difference between the usage amount X and the given amount Y (i.e., the profit amount of the manager Hb) is subtracted from the owned points P as the consumption amount C. On the other hand, when the income and expenditure index Z in the unit period Q is a negative number, the consumption amount C corresponding to this unit period Q is set to zero. The consumption amount C being zero means maintaining the owned points P stored in the management card M (i.e., not subtracting).
[0046] In Figure 3 the total consumption amount ∑c corresponding to each unit period Q is the total value of the consumption amounts C in one or more unit periods Q before this unit period Q. That is, the consumption amount C in any one unit period Q is the total value of the consumption amount C in this unit period Q and the total consumption amount ∑c of the immediately preceding unit period Q. The total consumption amount ∑c can also be paraphrased as the total of the values subtracted from the owned points P. Furthermore, the total consumption amount ∑c can be omitted from the trial data T.
[0047] In the following description, a unit period Q in which the income and expenditure index Z is a negative number is specifically referred to as the "designated period Q". For example, in a lottery game, a unit period Q in which many rewards have been given and the given amount Y exceeds the usage amount X is the designated period Q. As Figure 3 exemplified, in the designated period Q and one or more unit periods Q following this designated period Q, the consumption amount C is set to zero. Specifically, until the value (hereinafter referred to as the "cumulative value") A of the income and expenditure index Z accumulated in one or more unit periods Q following the designated period Q reaches the absolute value |Z| of the income and expenditure index Z in the designated period Q, the consumption amount C in each unit period Q after the designated period Q is set to zero. In the unit period Q in which the consumption amount C is zero, the owned points P are not subtracted. The designated period Q is an example of the "first unit period", and one or more unit periods Q following the designated period Q are examples of the "second unit period".
[0048] Figure 4 is an explanatory diagram of the trial data T when the income and expenditure index Z is a negative number. In Figure 4In this case, it is assumed that the income and expenditure index Z in the unit period Q4 is a negative number "-1000". That is, the unit period Q4 is the specified period Q. The consumption amount C of the owned points P in the specified period Q4 is set to zero. Also, when accumulating the income and expenditure index Z for each unit period Q (Q5, Q6,...) following the specified period Q4, the cumulative value A of the income and expenditure index Z in the unit period Q8 becomes "1100". That is, the cumulative value A of the income and expenditure index Z exceeds the absolute value |Z| "1000" of the income and expenditure index Z in the specified period Q4. Therefore, as Figure 4 exemplarily shown, the consumption amount C in each unit period Q from the specified period Q4 to the unit period Q7 is set to zero.
[0049] As Figure 4 exemplarily shown, the status data F is information (such as a flag) that specifies whether the consumption amount C of the owned points P should be set to zero. Specifically, the status data F is set to one in a state where the consumption amount C should be set to zero, and is set to zero in a state where the consumption amount C should be set to a positive number according to the income and expenditure index Z. The status data F is stored in the storage device 12.
[0050] When putting the above processing in other words, in each unit period Q until the total index ∑z in each unit period Q following the specified period Q exceeds the total index ∑z in the unit period Q immediately preceding the specified period Q, the consumption amount C is maintained at zero. For example, in Figure 5 it is assumed that the total index ∑z in the specified period Q4 is set to -300 because the income and expenditure index Z in the specified period Q4 is "-1000". Since the income and expenditure index Z is a positive number in each unit period Q (Q5, Q6,...) following the specified period Q4, the total index ∑z increases by each unit period Q (-300 → -200 → 300 → 600). Although the total index ∑z (=600) in the unit period Q7 is lower than the total index ∑z (=700) in the unit period Q3 immediately preceding the specified period Q4, the total index ∑z (=800) in the unit period Q8 immediately following exceeds the total index ∑z (=700) in the unit period Q3. Therefore, the consumption amount C in each unit period Q from the specified period Q4 to the unit period Q7 is set to zero.
[0051] Figure 6 is a block diagram exemplarily showing the functional structure of the game device 10 in the first embodiment. As Figure 6 exemplarily shown, the control device 11 of the first embodiment realizes a plurality of functions (game control unit 50, index specifying unit 51, and settlement processing unit 52) by executing a program stored in the storage device 12.
[0052] The game control unit 50 controls the game played by the user U. Specifically, for example, the game control unit 50 causes various activities in the game to proceed in accordance with an instruction from the user U to the operation device 15. Further, the game control unit 50 causes a game screen indicating the progress status of this game to be displayed on the display device 14.
[0053] The index specifying unit 51 calculates a revenue-expense index Z based on the difference between the usage amount X and the granted amount Y. The calculation of the revenue-expense index Z is performed per unit period Q. The index specifying unit 51 of the first embodiment calculates the revenue-expense index Z by subtracting the granted amount Y from the usage amount X.
[0054] The settlement processing unit 52 updates the owned points P in accordance with the revenue-expense index Z calculated by the index specifying unit 51. Specifically, in each of a plurality of unit periods Q, the settlement processing unit 52 updates the owned points P in accordance with the revenue-expense index Z of this unit period Q. The settlement processing unit 52 of the first embodiment controls the writing device 20 equipped with the management card M, and subtracts the consumption amount C in accordance with the revenue-expense index Z from the owned points P stored in this management card M. As described with reference to Figures 3 to 5 As described, in the case where the revenue-expense index Z is positive (that is, in the case where the usage amount X exceeds the granted amount Y), the index specifying unit 51 of the first embodiment subtracts the owned points P from the revenue-expense index Z, and in the case where the revenue-expense index Z is negative (that is, in the case where the usage amount X is lower than the granted amount Y), the owned points P are maintained.
[0055] Figure 7 It is a flowchart illustrating specific steps of the processing (hereinafter referred to as "trial calculation processing") performed by the control device 11 on the owned points P stored in the management card M. The trial calculation processing is performed per unit period Q during the operation of the game device 10. When starting the trial calculation processing for one unit period Q, the control device 11 adds the unit data D corresponding to this unit period Q to the trial calculation data T (Sa1). Each element in the unit data D at the time point when it has been added to the trial calculation data T is set to an initial value, and is updated by the respective processes exemplified below.
[0056] The control device 11 calculates the usage amount X and the granted amount Y in this unit period Q (Sa2). Specifically, the control device 11 extracts the history of the use of the amusement medium within the unit period Q from the history data L stored in the storage device 12, and calculates the usage amount X in this unit period Q by totaling the number of amusement media in accordance with this history. Further, the control device 11 extracts the history of the granting of the amusement medium within the unit period Q from the history data L, and calculates the granted amount Y in this unit period Q by totaling the number of amusement media in accordance with this history. Further, the control device 11 calculates the total usage amount ∑x and the total granted amount ∑y (Sa3).
[0057] The control device 11 (index specifying unit 51) calculates the difference between the usage amount X and the given amount Y during the unit period Q as the income and expenditure index Z for this unit period Q (Sa4). Also, the control device 11 calculates the total index ∑z (Sa5).
[0058] The control device 11 (settlement processing unit 52) updates the owned points P according to the income and expenditure index Z specified by the index specifying unit 51 (Sa6, Sa7). Specifically, the control device 11 executes a process for setting the consumption amount C to be subtracted from the owned points P (hereinafter referred to as "setting process") (Sa6). Moreover, the control device 11 subtracts the consumption amount C set by the setting process Sa6 from the owned points P (Sa7). Specifically, the control device 11 sends an instruction for subtracting the consumption amount C to the writing device 20 from the communication device 13. The writing device 20 subtracts the consumption amount C from the owned points P according to the instruction from the control device 11.
[0059] The control device 11 determines whether the owned points P after subtracting the consumption amount C are zero or less (Sa8). When the owned points P are zero or less (Sa8: Yes), the control device 11 restricts the operation of the game device 10 (Sa9). For example, the control device 11 changes the game system 100A to a state in which the game played by the user U is prohibited. On the other hand, when the owned points P exceed zero (Sa8: No), the operation of the game device 10 is not restricted. As understood from the above description, the owned points P are the value required by the administrator Hb to provide games to the user U.
[0060] Furthermore, when the owned points P have been reduced to a value lower than a predetermined value, for example, the control device 11 may also display a message urging the administrator Hb to replenish the owned points P or a message warning that the operation of the game device 10 is restricted to the display device 14.
[0061] Also, it is also possible to allow the operation of the game device 10 until a predetermined period elapses after the owned points P have decreased below zero. For example, during a retention period from when the owned points P have decreased below zero until the number of plays made by the user U reaches a predetermined threshold, the restriction of the operation is retained. During the retention period, when the administrator Hb has exchanged the current management card M for a new management card M (that is, the management card M with remaining owned points P), or when the administrator Hb has replenished the owned points P to the current management card M by paying money to the provider Ha, the game device 10 can continue to operate.
[0062] Figure 8It is a flowchart showing the specific steps of the exemplary setting process Sa6. In the setting process Sa6, the aforementioned state data F stored in the storage device 12 is used. When the setting process Sa6 starts, the control device 11 determines whether the income and expenditure index Z calculated (Sa4) for the unit period Q is negative (Sb1). When the income and expenditure index Z is non - negative (Sb1: No), the control device 11 determines whether the state data F is one (Sb2). When the state data F is zero (Sb2: No), the control device 11 sets the income and expenditure index Z as the consumption amount C (Sb3). Thus, the consumption amount C corresponding to the income and expenditure index Z is subtracted from the owned points P stored in the management card M (Sa7).
[0063] On the other hand, when the income and expenditure index Z is negative (Sb1: Yes), the control device 11 sets the consumption amount C to zero (Sb4). Thus, the owned points P are not updated (Sa7). The control device 11 sets the state data F to one (Sb5). That is, it changes to a state where the consumption amount C should be set to zero (the state where the owned points P are maintained). The control device 11 sets the absolute value |Z| of the income and expenditure index Z calculated for the current unit period Q as the target value N (Sb6). The target value N means the excess amount of the assigned amount Y over the usage amount X (i.e., the loss amount of the manager Hb). Also, the control device 11 initializes the cumulative value A to zero (Sb7). The cumulative value A is a value obtained by accumulating the income and expenditure index Z in one or more unit periods Q following the specified period Q in which the income and expenditure index Z became negative.
[0064] As can be understood from the above description, in the unit period Q following the specified period Q in which the income and expenditure index Z has become negative, the state data F is set to one. When the income and expenditure index Z is non - negative (Sb1: No) and the state data F is one (Sb2: Yes), the control device 11 adds the income and expenditure index Z calculated for the current unit period Q to the cumulative value A (Sb8). The control device 11 determines whether the cumulative value A after the addition operation of the income and expenditure index Z exceeds the target value N (Sb9). That is, it determines whether the negative amount of the income and expenditure index Z in the most recent specified period Q has been filled by the income and expenditure index Z in one or more unit periods Q immediately following this specified period Q.
[0065] When the cumulative value A exceeds the target value N (Sb9: Yes), the control device 11 sets the consumption amount C as the difference between the cumulative value A and the target value N (C = A - N) (Sb10). That is, it sets the value of the cumulative value A of the income and expenditure index Z in one or more unit periods Q following the specified period Q, which offsets the negative income and expenditure index Z in this specified period Q, as the consumption amount C. For example Figure 4The consumption amount C of the unit period Q8 is set to the value obtained by subtracting the target value N (= |Z| = 1000) from the cumulative value A (= 1100) (= 100). When setting the consumption amount C by the above steps, the control device 11 sets the state data F to zero (Sb11). Thus, in each subsequent unit period Q (for example Figure 4 after the unit period Q8), the consumption amount C according to the income and expenditure index Z is subtracted from the points P owned.
[0066] On the other hand, when the cumulative value A is lower than the target value N (Sb9: No), the cumulative value A of the income and expenditure index Z in one or more unit periods Q following the specified period Q means that the income and expenditure index Z in this specified period Q has not been reached. Thus, when the cumulative value A is lower than the target value N (Sb9: No), the control device 11 sets the consumption amount C related to the current unit period Q to zero (Sb12). As understood from the above description, in the case where the income and expenditure index Z in the specified period Q is negative, the settlement processing unit 52 of the first embodiment maintains the points P owned until the cumulative value A of the income and expenditure index Z in one or more unit periods Q following the specified period Q reaches the absolute value |Z| of the income and expenditure index Z in the specified period Q.
[0067] When calculating the consumption amount C by the above processing, the control device 11 calculates the total consumption amount ∑c (Sb13). Specifically, the control device 11 adds the consumption amount C in the current unit period Q to the total consumption amount ∑c in the immediately preceding unit period Q. The specific steps of the setting process Sa6 are as above.
[0068] As described above, in the first embodiment, the points P owned are updated according to the income and expenditure index Z corresponding to the difference between the usage amount X of the amusement medium in the unit period Q and the giving amount Y of the amusement medium in the unit period Q. Thus, compared with the structure that updates the points P owned only according to the usage amount X of the amusement medium, there is an advantage that it is easier to maintain the profit and loss balance of the manager Hb. Also, compared with the structure that updates the points P owned every time an amusement medium is used or every time a reward is given, the update frequency of the points P owned is reduced. Thus, there is also an advantage of reducing the load of the process of updating the points P owned.
[0069] In the first embodiment, since the points P owned are stored in the management card M installed in the writing device 20, updating the points P owned does not require communication with other devices through a communication network, for example. Thus, for example, even in an environment where the communication network cannot be used, there is an advantage that the points P owned can be updated according to the situation of the game device 10.
[0070] In the first embodiment, the revenue and expenditure index Z is calculated per unit period Q, and the owned points P are updated per unit period Q. Thus, the difference between the usage amount X and the given amount Y within the unit period Q can be reflected in the owned points P at any time per unit period Q. Also, since the owned points P are updated per unit period Q, there is an advantage that it is not necessary to store the usage amount X and the given amount Y that have been reflected in the owned points P in the storage device 12.
[0071] Furthermore, in the case where the given amount Y exceeds the usage amount X, there is also a structure in which the owned points P are increased according to the revenue and expenditure index Z. However, when an increase in the owned points P is permitted, there is a possibility of improper behavior such as the administrator Hb arbitrarily increasing the owned points P stored in the management card M. In the first embodiment, when the revenue and expenditure index Z is a non - negative number, the owned points P are subtracted according to the revenue and expenditure index Z, and when the revenue and expenditure index Z is a negative number, the owned points P are maintained by setting the consumption amount C to zero. That is, even when the given amount Y exceeds the usage amount X, the owned points P are not increased. Thus, the occurrence of the aforementioned improper behavior can be suppressed.
[0072] Also, when the revenue and expenditure index Z is a negative number, the owned points P are maintained until the cumulative value A of the revenue and expenditure index Z in one or more unit periods Q following the specified period Q reaches the absolute value ∣Z∣ of the revenue and expenditure index Z in the specified period Q. Although the given amount Y exceeds the usage amount X (i.e., the profit of the administrator Hb is small), a situation where the owned points P are excessively reduced can be prevented. That is, an increase in the owned points P is not permitted, and the owned points P can be appropriately updated according to the magnitudes of the usage amount X and the given amount Y.
[0073] [Second Embodiment]
[0074] The second embodiment of the present invention will be described. Furthermore, for elements having the same functions as those in the first embodiment in each of the following exemplified embodiments, the symbols used in the description of the first embodiment are borrowed, and each detailed description is appropriately omitted.
[0075] Figure 9 It is a block diagram illustrating the configuration of the game system 100B in the second embodiment. As Figure 9Illustratively, the game system 100B of the second embodiment includes a game device 10 and a management device 30. The game device 10 is provided by a provider Ha to a manager Hb of an amusement facility, and provides a game to the same user U as in the first embodiment. The management device 30 is a server device operated by the provider Ha or another operator. The game device 10 and the management device 30 can communicate with each other through a communication network 200 such as the Internet, for example. Specifically, the communication device 13 of the game device 10 communicates with the management device 30 through the communication network 200. In the second embodiment, the writing device 20 of the first embodiment is omitted.
[0076] Figure 10 It is a block diagram illustrating the specific structure of the management device 30. As Figure 10 Illustratively, the management device 30 includes a control device 31, a storage device 32, and a communication device 33. Furthermore, the management device 30 can be implemented not only by a single device but also by a collection of multiple devices separately configured from each other.
[0077] The control device 31 is, for example, one or more processors that control each component of the management device 30. Specifically, the control device 31 is constituted by one or more types of processors such as a CPU, a GPU, a DSP, an FPGA, or an ASIC. The communication device 33 communicates with the game device 10 through the communication network 200.
[0078] The storage device 32 is one or more memories that store programs executed by the control device 31 and various data used by the control device 31. Existing recording media such as semiconductor recording media and magnetic recording media, or a combination of multiple recording media, are used as the storage device 32.
[0079] The storage device 32 stores the owned points P, the history data L, and the trial calculation data T. The owned points P are the value that the manager Hb has for operating the game device 10, the same as in the first embodiment. For example, the manager Hb can obtain a predetermined amount of owned points P by paying a predetermined amount of currency such as cash or electronic money to the provider Ha.
[0080] Similar to the first embodiment, the historical data L is log data representing the usage and awarding history of amusement media in the game device 10. The historical data L is updated at any time in parallel with the operation of the game device 10. Specifically, the game device 10 sequentially sends the number of amusement media used by the user U and the number of amusement media awarded to the user U to the management device 30, and registers each quantity in the historical data L. Similar to the first embodiment, the trial calculation data T is a data table used for updating the owned points P. That is, the trial calculation data T is a data table that registers multiple values including the income and expenditure index Z, the consumption quantity C, and the total consumption quantity Σc per unit period Q.
[0081] Figure 11 It is a block diagram illustrating the functional structure of the management device 30 in the second embodiment. As Figure 11 illustrated, the control device 31 of the management device 30 implements multiple functions (the index designation unit 51 and the settlement processing unit 52) by executing the program stored in the storage device 32. The functions of the index designation unit 51 and the settlement processing unit 52 are the same as those in the first embodiment. That is, the index designation unit 51 calculates the income and expenditure index Z according to the difference between the usage quantity X and the awarding quantity Y. Also, the settlement processing unit 52 updates the owned points P according to the income and expenditure index Z calculated by the index designation unit 51. The settlement processing unit 52 of the second embodiment updates the owned points P stored in the storage device 32 according to the income and expenditure index Z. The index designation unit 51 and the settlement processing unit 52 are not provided in the game device 10.
[0082] The control device 31 of the management device 30 executes Figure 12 the trial calculation process. For example, the trial calculation process starts together with the startup of the management device 30. When the trial calculation process starts, the control device 31 waits until the unit period Q elapses (Sc1: No). When the unit period Q elapses (Sc1: Yes), the control device 31 adds the unit data D corresponding to this unit period Q to the trial calculation data T (Sa1). Moreover, the control device 31, similar to the first embodiment, calculates multiple values registered in the trial calculation data T (usage quantity X, awarding quantity Y, total usage quantity Σx, total awarding quantity Σy, income and expenditure index Z, total index Σz, consumption quantity C, and total consumption quantity Σc) (Sa2~Sa6).
[0083] When the above processing is executed, the control device 31 determines whether the predetermined period has passed (Sc2). The predetermined period is a period of predetermined length (for example, one month) including multiple unit periods Q. If the predetermined period has not passed (Sc2: No), the control device 31 transfers the processing to step Sc1, and performs calculations (Sc1, Sa1~Sa6) of multiple numerical values registered in the trial data T for the unit period Q immediately following the unit period Q that has completed the processing. On the other hand, if the predetermined period has passed (Sc2: Yes), the control device 31 subtracts the total consumption ∑c calculated for the last unit period Q of the predetermined period from the number of points P stored in the storage device 32 (Sc3). For example, when it is assumed that by Figure 3 In the case where the fifteen unit periods Q from the unit period Q1 to the unit period Q15 constitute the predetermined period, the control device 31 subtracts the total consumption Σc "2300" calculated for the unit period Q15 from the owned points P.
[0084] As described above, in the first embodiment, the calculation (Sa2) of the usage amount X and the grant amount Y and the updating (Sa7) of the owned points P are performed every unit period Q. On the other hand, in the second embodiment, the calculation (Sa2) of the usage amount X and the grant amount Y are performed every unit period Q, and the updating (Sc3) of the owned points P is performed every predetermined period, and the predetermined period includes a plurality of unit periods Q.
[0085] The second embodiment also achieves the same effect as the first embodiment. In the second embodiment, since the points P are stored in the storage device 32 of the management device 30 that can communicate with the game device 10 via the communication network 200, there is an advantage that the points P do not need to be stored in the management card M or the storage device 12 of the game device 10.
[0086] Furthermore, in the second embodiment, the owned points P are updated every predetermined period, and the predetermined period includes a plurality of unit periods Q. That is, the owned points P need not be updated every unit period Q. Therefore, the processing load for updating the owned points P is reduced.
[0087] Furthermore, in the structure in which the control device 11 calculates the total consumption amount ∑c for each predetermined period, the processing (Sc3) of subtracting the total consumption amount ∑c from the owned points P may be omitted. The total consumption amount ∑c is equivalent to the amount that should be paid from the manager Hb to the provider Ha within the predetermined period (the amount of money requested from the provider Ha to the manager Hb). Therefore, after the predetermined period has passed, the manager Hb may defer payment of the money corresponding to the total consumption amount ∑c to the provider Ha. Furthermore, when the manager Hb defers payment of money, the total consumption amount ∑c is equivalent to the owned points P.
[0088] [Modification Example]
[0089] Each of the aspects exemplified above can be deformed in various ways. The following will exemplify aspects of specific deformations that can be applied to each of the aforementioned aspects. Two or more aspects arbitrarily selected from the following examples can also be combined within a non - contradictory range.
[0090] (1) In each of the aforementioned aspects, although the total amount of amusement media used by the user U during the unit period Q is taken as the usage amount X, and the total amount of amusement media given to the user U during the unit period Q is taken as the given amount Y, the method of calculating the usage amount X and the given amount Y is not limited to the above examples. For example, the number of a part of the amusement media used by the user U (for example, the amusement media used in a specified activity in the game) can be taken as the usage amount X for calculation. As understood from the above examples, the usage amount X is generally expressed as a value corresponding to the number of amusement media used in the play of the game. Also, the number of a part of the amusement media given to the user U (for example, the amusement media given in a specified activity in the game) can be taken as the given amount Y for calculation. As understood from the above examples, the given amount Y is generally expressed as a value corresponding to the number of rewards given according to the play of the game.
[0091] (2) In each of the aforementioned aspects, although a structure that does not allow an increase in the owned points P is exemplified, an increase in the owned points P can also be allowed. For example, when the balance index Z is negative, the settlement processing unit 52 can add the value of the absolute value ∣Z∣ of this balance index Z to the owned points P.
[0092] (3) In each of the aforementioned aspects, although the difference between the usage amount X and the given amount Y is calculated as the balance index Z, the method of calculating the balance index Z is not limited to the above examples. For example, the balance index Z can be calculated by multiplying the difference between the usage amount X and the given amount Y by a predetermined coefficient. Also, for example, the ratio of the given amount Y to the usage amount X (Y / X) can be calculated as the balance index Z.
[0093] (4) In each of the aforementioned aspects, although the difference between the usage amount X and the given amount Y is calculated as the balance index Z, the method of specifying the balance index Z is not limited to the above examples. For example, the index specifying unit 51 can search for the balance index Z corresponding to the usage amount X and the given amount Y during the unit period Q from a table that correlates the usage amount X and the given amount Y with the balance index Z. As understood from the above description, the index specifying unit 51 is generally expressed as a component for specifying the balance index Z.
[0094] (5) In a situation where multiple gaming devices 10 are provided, the management card M may be shared among the multiple gaming devices 10. However, the management card M may also be dedicated to a specified gaming device 10. Also, for example, management cards M may be prepared for each type of gaming device 10, and in each type of gaming device 10, there may be a structure where there is a dedicated management card M corresponding to this type. Furthermore, the types of games may be distinguished, for example, by the type of game such as a music game, or even for the same type, the types of games may be distinguished by each title. Also, in a structure where multiple management cards M can be used in one gaming device 10, even when the owned points P of one management card M have become zero, the manager Hb can use the other management card M and continue to provide the game.
[0095] (6) Although the consumption amount C is set as the balance index Z (C = Z) when the balance index Z is a non - negative number, the relationship between the balance index Z and the consumption amount C is not limited to the above example. For example, the consumption amount C may be calculated by multiplying the balance index Z by a predetermined coefficient.
[0096] (7) In each of the above aspects, although a play medium is given to the user U as a reward, the type of reward given to the user U is not limited to a play medium. That is, the reward given to the user U does not have to be a medium used for the game.
[0097] (8) In the first embodiment where the owned points P are stored in the management card M, similar to the second embodiment, the owned points P may be updated for each predetermined period including multiple unit periods Q. Also, in the second embodiment where the owned points P are stored in the management device 30, similar to the first embodiment, the owned points P may be updated per unit period Q.
[0098] (9) In the second embodiment, although the balance index Z is calculated per unit period Q, the control device 31 may calculate the balance index Z for each unit period Q at the stage where a predetermined period has elapsed (Sc2: Yes). Similarly for the consumption amount C and the total consumption amount ∑c, the control device 31 may perform the calculation at the stage where a predetermined period has elapsed.
[0099] (10) In the first embodiment, although a structure of the gaming device 10 where a function for installing and updating the owned points P (the index specifying unit 51 and the settlement processing unit 52) is exemplified, a processing unit with the function of installing and updating the owned points P may also be added to the gaming device 10.
[0100] (11) In the first embodiment, the provider Ha may also retrieve the management card M whose owned points P have decreased below zero. Historical data L or trial calculation data T may be stored in the management card M retrieved by the provider Ha. The manager Hb may discard the management card M whose owned points P have decreased below zero.
[0101] (12) The functions of the game systems 100 (100A, 100B) according to the above-described various aspects are realized by the cooperative operation of the control device 11 or the control device 31 and the program. The program can be provided in a state stored in a computer-readable recording medium and installed on a computer. Although the recording medium is, for example, a non-transitory recording medium, a preferred example is an optical recording medium (optical disc) such as a CD-ROM, but it also includes any existing form of recording medium such as a semiconductor recording medium or a magnetic recording medium. Furthermore, the non-transitory recording medium includes any recording medium other than a transitory, propagating signal, and does not exclude a volatile recording medium. Also, in a configuration where the program is distributed through a communication network by a distribution device, the storage device that stores the program in this distribution device corresponds to the aforementioned non-transitory recording medium.
[0102] [Note]
[0103] From the above description, the preferred aspects of the present invention can be understood as follows, for example. Furthermore, for ease of understanding each aspect, although the reference symbols of the drawings are shown in parentheses for convenience below, it is not intended to limit the present invention to the illustrated aspects.
[0104] [Note 1]
[0105] A game system (100A, 100B) according to an aspect of the present invention (Note 1) is a game system (100A, 100B) that provides a game using amusement media for play by one or more users (U) and awards a reward according to the result of the play to the one or more users (U), and includes: an index specifying unit (51) that specifies a revenue and expenditure index (Z) according to the difference between a usage amount (X) and an award amount (Y), where the usage amount (X) corresponds to the number of the amusement media used by the one or more users (U) within a unit period (Q), and the award amount (Y) corresponds to the number of the rewards awarded to the one or more users (U) within the unit period (Q); and a settlement processing unit (52) that updates the points (P) owned by the administrator (Hb) of the game to provide the game according to the revenue and expenditure index (Z). In the above aspect, the points (P) required for the administrator (Hb) to provide the game are updated according to the revenue and expenditure index (Z) corresponding to the difference between the usage amount (X) of the amusement media within the unit period (Q) and the award amount (Y) of the rewards within the unit period (Q). Therefore, compared with a structure that updates the points (P) only according to the usage amount (X) of the amusement media, there is an advantage that it is easier to maintain the profit and loss balance of the administrator (Hb).
[0106] The content of the reward awarded to the user (U) is arbitrary. For example, an amusement media of the same type or a different type from the amusement media used by the user (U) for play is awarded to the user (U) as a reward. However, the reward is not limited to the amusement media that the user (U) can use for play.
[0107] The "unit period (Q)" is, for example, a period of a predetermined length. Furthermore, the specification of the revenue and expenditure index (Z) by the index specifying unit (51) and the update of the points (P) by the settlement processing unit (52) may be executed within one unit period (Q), or may be executed in each of a plurality of unit periods (Q). In a structure where the specification of the revenue and expenditure index (Z) and the update of the points (P) are executed per unit period (Q), the difference in the time length of each unit period (Q) is not considered.
[0108] The "usage amount (X)" is, for example, the number of the amusement media used within the unit period (Q). That is, the total number of the amusement media used by one or more users (U) for play of the game within the unit period (Q) is a typical example of the "usage amount (X)". However, a value calculated by a predetermined operation (for example, multiplication by a predetermined coefficient) on the number of the amusement media used within the unit period (Q) may be used as the "usage amount (X)".
[0109] Similarly, the "quantity bestowed (Y)" is, for example, the quantity of rewards that have been bestowed within a unit period (Q). That is, a typical example of the "quantity bestowed (Y)" is the total quantity of rewards that have been bestowed to one or more users (U) within the unit period (Q). However, it is also possible to use, as the "quantity bestowed (Y)", a value calculated by a predetermined operation (such as a multiplication operation by a predetermined coefficient) on the quantity of rewards that have been bestowed within the unit period (Q).
[0110] Although the "income and expenditure index (Z)" is typically the difference between the usage amount (X) and the quantity bestowed (Y), it is also possible to use, as the "income and expenditure index (Z)", a value specified by a predetermined operation (such as a multiplication operation by a predetermined coefficient) on this difference.
[0111] The specific method for updating the points (P) according to the income and expenditure index (Z) is arbitrary. For example, assume a structure in which, when the usage amount (X) is greater than the quantity bestowed (Y), the income and expenditure index (Z) is subtracted from the points (P), and when the quantity bestowed (Y) is greater than the usage amount (X), the income and expenditure index (Z) is added to the points (P). However, the process of "updating the points (P) according to the income and expenditure index (Z)" is not limited to addition or subtraction operations on the income and expenditure index (Z). Also, it is possible to allow only one of an increase or a decrease in the points (P).
[0112] The specific content of the process for specifying the income and expenditure index (Z) is arbitrary. Although a typical example of "specifying" is the process of calculating the income and expenditure index (Z) from the usage amount (X) and the quantity bestowed (Y), for example, the process of searching for the income and expenditure index (Z) from a table in which the usage amount (X) and the quantity bestowed (Y) correspond to the income and expenditure index (Z) is also included in the concept of "specifying".
[0113] [Appendix 2]
[0114] According to the game system (100A) of the specific example (Appendix 2) of Appendix 1, it further includes: a game device (10) that provides the game; and a writing device (20) that is connected to or installed in the game device (10); wherein the game device (10) includes the index specifying unit (51) and the settlement processing unit (52); and the settlement processing unit (52) updates the points (P) stored in the portable recording medium (M) installed in the writing device (20) according to the income and expenditure index (Z). In the above aspect, since the points (P) are stored in the recording medium (M), and this recording medium (M) is installed in the writing device (20) that is connected to or installed in the game device (10), there is an advantage that updating of the points (P) does not require communication with other devices through, for example, a communication network.
[0115] Although a typical example of the "portable recording medium (M)" is an IC card, the specific form of the recording medium (M) is arbitrary. Also, the recording medium (M) may be a medium that can repeatedly increase (add value) the points (P), or a medium that does not allow the increase of the points (P).
[0116] [Note 3]
[0117] According to the game system (100B) of the specific example (Note 3) of Note 1, it includes: a game device (10) that provides the game; and a management device (30) that can communicate with the game device (10) through a communication network (200); wherein the management device (30) includes the index specifying unit (51), the settlement processing unit (52), and a storage device (32) that stores the points (P); and the settlement processing unit (52) updates the points (P) stored in the storage device (32) according to the income and expenditure index (Z). In the above aspect, since the points (P) are stored in the storage device (32) of the management device (30) that can communicate with the game device (10) through the communication network (200), there is an advantage that it is not necessary to store the points (P) in the game device (10).
[0118] [Note 4]
[0119] In the specific example (Note 4) of any one of Note 1 to Note 3, the index specifying unit (51) specifies the income and expenditure index (Z) for each of a plurality of unit periods (Q) including the unit period (Q).
[0120] [Note 5]
[0121] In the specific example (Note 5) of Note 4, the settlement processing unit (52) updates the points (P) for each of the plurality of unit periods (Q) according to the income and expenditure index (Z) specified for the unit period (Q). In the above aspect, the income and expenditure index (Z) is specified per unit period (Q), and the points (P) are updated per unit period (Q). Therefore, the income and expenditure index (Z) according to the difference between the usage amount (X) and the given amount (Y) within the unit period (Q) can be reflected in the points (P) at any time per unit period (Q). Also, since the points (P) are updated per unit period (Q), there is an advantage that it is not necessary to retain the usage amount (X) and the given amount (Y) that have been reflected in the points (P).
[0122] [Note 6]
[0123] In the specific example of Note 4 (Note 6), the settlement processing unit (52) updates the points (P) every predetermined period, where the predetermined period includes the plurality of unit periods (Q). In the above aspect, the points (P) are updated every predetermined period including the plurality of unit periods (Q). That is, it is not necessary to update the points (P) every unit period (Q). Therefore, the load of the process of updating the points (P) is reduced.
[0124] [Note 7]
[0125] In the specific example of any one of Note 1 to Note 6 (Note 7), when the usage amount (X) exceeds the granted amount (Y), the settlement processing unit (52) reduces the points (P) according to the revenue and expenditure index (Z).
[0126] [Note 8]
[0127] In the specific example of Note 7 (Note 8), when the usage amount (X) is lower than the granted amount (Y), the settlement processing unit (52) increases the points (P) according to the revenue and expenditure index (Z).
[0128] [Note 9]
[0129] In the specific example of Note 7 (Note 9), when the usage amount (X) is lower than the granted amount (Y), the settlement processing unit (52) maintains the points (P). In the above aspect, the points (P) are maintained when the usage amount (X) is lower than the granted amount (Y). That is, an increase in the points (P) is not allowed. Therefore, it is possible to prevent improper behavior of the manager (Hb) from increasing the points (P).
[0130] [Note 10]
[0131] In the specific example of Note 5 (Note 10), the plurality of unit periods include a first unit period (Q) and one or more second unit periods (Q) following the first unit period (Q); and when the usage amount (X) in the first unit period (Q) is lower than the granted amount (Y), the settlement processing unit (52) maintains the points (P) until the cumulative value (A) of the difference value between the usage amount (X) and the granted amount (Y) in the one or more second unit periods (Q) reaches the absolute value of the difference value between the usage amount (X) and the granted amount (Y) in the first unit period (Q). According to the above aspect, it is possible to appropriately update the points (P) according to the magnitudes of the usage amount (X) and the granted amount (Y) while prohibiting an increase in the points (P).
[0132] [Note 11]
[0133] A method for operating a game system (100A, 100B) according to an aspect of the present invention (Note 11) is a method for operating a game system (100A, 100B) that provides a game using amusement media for play by one or more users (U) and awards a reward according to the result of the play to the one or more users (U), and includes the following steps: specifying a revenue and expenditure index (Z) according to the difference between a usage amount (X) and an award amount (Y), where the usage amount (X) corresponds to the number of the amusement media used by the one or more users (U) within a unit period (Q), and the award amount (Y) corresponds to the number of the rewards awarded to the one or more users (U) within the unit period (Q); and updating the points (P) that the administrator (Hb) of the game has for providing the game according to the revenue and expenditure index (Z).
[0134] [Note 12]
[0135] A program according to an aspect of the present invention (Note 12) causes a computer to function as the following components in order to provide a game that uses amusement media for play by one or more users (U) and awards a reward according to the result of the play to the one or more users (U): an index specifying unit (51) that specifies a revenue and expenditure index (Z) according to the difference between a usage amount (X) and an award amount (Y), where the usage amount (X) corresponds to the number of the amusement media used by the one or more users (U) within a unit period (Q), and the award amount (Y) corresponds to the number of the rewards awarded to the one or more users (U) within the unit period (Q); and a settlement processing unit (52) that updates the points (P) that the administrator (Hb) of the game has for providing the game according to the revenue and expenditure index (Z).
[0136] Symbol description:
[0137] 100A, 100B: Game system
[0138] 200: Communication network
[0139] 10: Game device
[0140] 11: Control device
[0141] 12: Storage device
[0142] 13: Communication device
[0143] 14: Display device
[0144] 15: Operating device
[0145] 20: Writing device
[0146] 30: Management device
[0147] 31: Control device
[0148] 32: Storage device
[0149] 33: Communication device
[0150] 50: Game control section
[0151] 51: Index specifying section
[0152] 52: Settlement processing section
[0153] M: Management card
[0154] Ha: Provider
[0155] Hb: Manager
[0156] U: User.
Claims
1. A game system that provides a game for playing using amusement media by one or more users and awards a reward according to the result of the play to the one or more users, characterized in that, The game system includes: An index specifying unit that specifies a revenue and expenditure index based on the difference between the usage amount and the granted amount, where the usage amount corresponds to the number of the amusement media used by the one or more users within a unit period, and the granted amount corresponds to the number of the rewards granted to the one or more users within the unit period; And A settlement processing unit that updates the points owned by the manager of the game for providing the game according to the revenue and expenditure index, When the usage amount exceeds the granted amount, the settlement processing unit reduces the points according to the revenue and expenditure index, When the usage amount is lower than the granted amount, the settlement processing unit increases the points according to the revenue and expenditure index or maintains the points, When the usage amount is equal to the granted amount, the settlement processing unit maintains the points.
2. The game system according to claim 1, characterized in that, The game system further includes: A game device that provides the game; and A writing device that is connected to or installed in the game device; Where The game device includes the index specifying unit and the settlement processing unit; and The settlement processing unit updates the points stored in the portable recording medium installed in the writing device according to the revenue and expenditure index.
3. The game system according to claim 1, wherein The game system includes: A game device that provides the game; and A management device that can communicate with the game device through a communication network; Where The management device includes the index specifying unit, the settlement processing unit, and a storage device that stores the points; and The settlement processing unit updates the points stored in the storage device according to the revenue and expenditure index.
4. The game system according to any one of claims 1 to 3, characterized in that, The index specifying unit specifies the revenue and expenditure index for each of a plurality of unit periods including the unit period.
5. The game system according to claim 4, wherein The settlement processing unit updates the points for each of the plurality of unit periods according to the revenue and expenditure index specified for the unit period.
6. The game system according to claim 4, wherein The settlement processing unit updates the points every predetermined period, where the predetermined period includes the plurality of unit periods.
7. The game system according to claim 5, wherein The plurality of unit periods include a first unit period and one or more second unit periods following the first unit period; and When the usage amount in the first unit period is lower than the granted amount, the settlement processing unit maintains the points until the cumulative value of the difference values between the usage amount and the granted amount in the one or more second unit periods reaches the absolute value of the difference value between the usage amount and the granted amount in the first unit period.
8. A method for operating a game system, which is a method for operating a game system that provides a play using amusement media for play by more than one user and awards a reward according to the result of the play to the more than one user, characterized in that, The operation method of the game system includes the following steps: Specifying a revenue and expenditure index based on the difference between the usage amount and the granted amount, where the usage amount corresponds to the number of the amusement media used by the one or more users within a unit period, and the granted amount corresponds to the number of the rewards granted to the one or more users within the unit period; and Updating the points owned by the manager of the game for providing the game according to the revenue and expenditure index, When the usage amount exceeds the granted amount, reducing the points according to the revenue and expenditure index, When the usage amount is lower than the given amount, increase or maintain the points according to the income and expenditure index. When the usage amount is equal to the given amount, maintain the points.
9. A recording medium that records a program, characterized in that, To provide a game in which amusement media is used for play by more than one user and a reward according to the result of the play is given to the more than one user, the program causes a computer to function as the following components: An index specifying unit that specifies an income and expenditure index according to the difference between the usage amount and the given amount, where the usage amount corresponds to the number of the amusement media used by the more than one user within a unit period, and the given amount corresponds to the number of the rewards given to the more than one user within the unit period; And A settlement processing unit that updates the points owned by the administrator of the game to provide the game according to the income and expenditure index. When the usage amount exceeds the given amount, the settlement processing unit decreases the points according to the income and expenditure index. When the usage amount is lower than the given amount, the settlement processing unit increases or maintains the points according to the income and expenditure index. When the usage amount is equal to the given amount, the settlement processing unit maintains the points.
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