Game mat, information processing device, and information processing method

By integrating a mobile terminal antenna and an IC card antenna onto the gaming mat, the problem of the inability to customize game modes in existing technologies is solved, and information management associated with the mat ID is realized, improving the flexibility of gaming experience and information management.

CN114728198BActive Publication Date: 2025-10-28SONY GROUP CORP
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Patent Information

Application Number
CN202080079055.X
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2019-11-22
Filing Date
2020-11-09
Publication Date
2025-10-28
Estimated Expiration
2040-11-09

AI Technical Summary

Technical Problem

Existing technologies cannot customize game modes such as characters, scenes, and storylines in real-world spaces, nor can they link game information to user accounts for management.

Method used

By integrating a mobile terminal antenna, an IC card antenna, and an internal IC chip onto the game mat, game information can be managed in association with the mat's ID, including the mobile terminal's reader/writer output and data exchange for server communication.

Benefits of technology

It enables game information management independent of user accounts, supports customized game modes, and enhances the flexibility of game experience and information management.

✦ Generated by Eureka AI based on patent content.

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Abstract

This technology relates to a game mat, an information processing device, and an information processing method, which can manage information about games played using cards in association with a mat ID, which serves as storage space for the cards. According to one aspect of this technology, the game mat is a mat comprising: a mobile terminal antenna that receives radio waves output by a reader / writer of a mobile terminal communicating with a server managing games using IC cards; an IC card antenna that communicates with an IC card, the IC card including an IC chip for IC card use in which data is read / written contactlessly according to commands sent from the reader / writer; a memory that stores a mat ID as identification information for the mat; and an internal IC chip that receives commands sent from the reader / writer and stores game-related information sent from the server in association with the mat ID in the memory. This technology is applicable to game mats for card games using NFC-enabled smartphones and IC cards.
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Description

Technical Field

[0001] This technology specifically relates to a game mat, an information processing device, and an information processing method, which are capable of managing information about games played using cards in association with the mat ID of the mat, which serves as the storage space for cards. Background Technology

[0002] In online games using smartphones, rewards are given, game difficulty is set, and play history is saved in a way that is linked to user accounts. By managing information such as reward amounts, game difficulty levels, and play history in conjunction with user account information, the server can customize and provide game modes for each user.

[0003] Patent document 1 describes a trading card game using contactless IC tags. Users can play the trading card game by placing cards on a card reader plate equipped with a reader.

[0004] Citation List

[0005] Patent documents

[0006] Patent Document 1: Japanese Patent Application Publication No. 2005-276086 Summary of the Invention

[0007] The problem to be solved by the present invention

[0008] The technology described in Patent Document 1 can provide users with the experience of playing games using cards in a real space, but it cannot customize game modes such as characters, scenes, and storylines like online games using smartphones.

[0009] This technology arose in view of this situation, and its purpose is to manage information about games played using cards in association with the pad ID of the pad, which serves as the storage space for the cards.

[0010] Solution to the problem

[0011] A gaming mat according to a first aspect of the present technology includes: a mobile terminal antenna that receives radio waves output by a reader / writer of a mobile terminal communicating with a server managing a game using IC cards; an IC card antenna that communicates with an IC card, the IC card including an IC chip for IC card use in which data is read / written contactlessly according to commands sent from the reader / writer; a memory that stores a mat ID as identification information of the mat; and an internal IC chip that receives commands sent from the reader / writer and stores game-related information sent from the server in association with the mat ID in the memory.

[0012] The information processing apparatus according to a second aspect of the present technology includes: a communication unit and a control unit, the communication unit sending information about a game using IC cards to a mobile terminal equipped with a reader / writer placed on a gaming mat, the gaming mat including a mobile terminal antenna receiving radio waves output by the reader / writer of the mobile terminal communicating with a server managing games using the IC cards, an IC card antenna communicating with the IC card, the IC card including an IC card IC chip in which data is read / written contactlessly according to commands sent from the reader / writer, a memory storing a mat ID as identification information of the mat, and an internal IC chip; and the control unit storing information about the game in association with the mat ID in the internal IC chip of the gaming mat.

[0013] In this technology, information about the game generated by the server is stored in association with the pad ID. Attached Figure Description

[0014] Figure 1 This is a diagram illustrating an example of the configuration of a game system according to an embodiment of the present technology.

[0015] Figure 2 This is a diagram showing examples of modules that are equipped on various tools.

[0016] Figure 3 This is a diagram illustrating an example of how various tools are arranged in a card game.

[0017] Figure 4 This is an illustration showing an example of how to play a card game.

[0018] Figure 5 This is an illustration showing an example of how card games involve battles.

[0019] Figure 6 This is an illustration showing an example of how card games involve battles.

[0020] Figure 7 This is a diagram illustrating an example of a data structure representing game management information.

[0021] Figure 8 This is a diagram illustrating another example of a data structure representing game management information.

[0022] Figure 9 This is a diagram illustrating another example of a data structure representing game management information.

[0023] Figure 10 This is a diagram illustrating an example of storage space for game management information.

[0024] Figure 11 This is a diagram illustrating an example of the electrical configuration of a game pad.

[0025] Figure 12 This is a diagram illustrating an example of the configuration of a control circuit.

[0026] Figure 13 It is a sequence diagram representing the basic processing flow.

[0027] Figure 14 This is a diagram illustrating an example of subscription management.

[0028] Figure 15 It is a diagram illustrating a series of processes for allocating points.

[0029] Figure 16 It is a diagram illustrating a series of processes for allocating points.

[0030] Figure 17 It is a diagram illustrating a series of processes for allocating points.

[0031] Figure 18 It is a diagram illustrating a series of processes for allocating points.

[0032] Figure 19 This is a diagram illustrating an example of attribute comparison.

[0033] Figure 20 This is an illustration showing an example of a battle arena.

[0034] Figure 21 A diagram showing an example of a winner's registration.

[0035] Figure 22 This is an illustration showing an example of a battle arena.

[0036] Figure 23 This is a flowchart illustrating the subscription purchase process.

[0037] Figure 24 This is a flowchart illustrating the subscription application process.

[0038] Figure 25 This is a flowchart illustrating the subscription confirmation process.

[0039] Figure 26 This is a diagram illustrating an example of subscription license verification and validation.

[0040] Figure 27 This is a flowchart illustrating the subscription update process.

[0041] Figure 28 This is a flowchart illustrating the start of the scene processing.

[0042] Figure 29 This is a flowchart illustrating the start of the scene processing.

[0043] Figure 30 This is a flowchart illustrating the registration process for participants in the scenario.

[0044] Figure 31 This is a flowchart illustrating the registration process for participants in the scenario.

[0045] Figure 32 This is a flowchart illustrating the integral allocation process.

[0046] Figure 33 This is a flowchart illustrating the integral allocation process.

[0047] Figure 34 Is following Figure 32 and 33 The flowchart for the points allocation process will then be explained.

[0048] Figure 35 This is a flowchart illustrating the start of the scene processing.

[0049] Figure 36 This is a flowchart illustrating the start of the scene processing.

[0050] Figure 37 This is a flowchart illustrating the registration process for participants in the scenario.

[0051] Figure 38 This is a flowchart illustrating the registration process for participants in the scenario.

[0052] Figure 39 This is a flowchart illustrating the registration process for participants in the scenario.

[0053] Figure 40 This is a flowchart illustrating the registration process for participants in the scenario.

[0054] Figure 41 This is a flowchart illustrating the start of the scene processing.

[0055] Figure 42 This is a flowchart illustrating the start of the scene processing.

[0056] Figure 43 This is a flowchart illustrating the input processing for the winner.

[0057] Figure 44 This is a flowchart illustrating the input processing for the winner.

[0058] Figure 45 This is a flowchart illustrating the winner confirmation process.

[0059] Figure 46 This is a flowchart illustrating the winner confirmation process.

[0060] Figure 47 This is a block diagram illustrating an example of the components of a smartphone.

[0061] Figure 48 This is a block diagram illustrating an example of the hardware configuration of a game management server. Detailed Implementation

[0062] The method for implementing this technology will be explained below. It will be described in the following order.

[0063] 1. Game System

[0064] 2. Composition of the game mat

[0065] 3. Basic processing steps for using a game mat

[0066] 4. Application Examples

[0067] 5. The process of card games

[0068] 6. Composition of each device

[0069] 7. Other

[0070] <<Game System>>

[0071] <System Composition>

[0072] Figure 1 This is a diagram illustrating an example of the configuration of a game system according to an embodiment of the present technology.

[0073] exist Figure 1 The game played in the game system is a so-called card game in which multiple users take turns playing cards in a fixed place.

[0074] Card games, for example, are played by multiple users with a game mat 1, a smartphone 2, and cards 3 prepared. Figure 1 In the example, users UI and U2 prepare game mat 1, smartphone 2, and cards 3 respectively.

[0075] Game Mat 1 is a mat used as a playing area for card games using Cards 3. For example, Game Mat 1 comprises a thin, flexible material. Users can roll up Game Mat 1, carry it to the desired location, and unfold Game Mat 1.

[0076] Smartphone 2 is a mobile terminal in which a game application is installed, specifically an application for playing card games. Smartphone 2 executes the game application and performs various processes according to the user's commands. Instead of smartphone 2, other devices such as tablets and PCs can be used.

[0077] Card 3 is a set of cards designed for card games. The surface of Card 3 features illustrations of characters, descriptions of their abilities, and more. Figure 1 In the example, card 3 is shown as one card for each user, but appropriately, card games are played using multiple cards.

[0078] As indicated by the bidirectional arrows, user U1's smartphone 2 and user U2's smartphone 2 communicate with each other via near-field wireless communication such as Bluetooth (trademark) or wireless LAN, or via a network 11 such as the Internet.

[0079] exist Figure 1 In the game system, a game management server 12 is provided as an information processing device for managing the card game. The game management server 12 executes server applications and communicates with the smartphone 2 via the network 11 to manage the progress of the card game.

[0080] Figure 2 This is a diagram showing examples of modules that are equipped on various tools.

[0081] like Figure 2 As shown, the smartphone 2 is equipped with an NFC reader / writer 21, which is a reader / writer for NFC communication according to a predetermined standard.

[0082] On the other hand, as shown by balloon #1, the game mat 1 is equipped with an NFC IC that has NFC communication (Near Field Communication) functionality with a predetermined standard. Furthermore, as shown by balloon #2, the card 3 is equipped with an NFC IC that has NFC communication functionality with the same standard as the game mat 1.

[0083] For example, an IC chip compatible with FeliCa's (registered trademark) standard can be used as the NFC IC for the game pad 1 and card 3.

[0084] The NFC IC, located in the game pad 1 and the card 3, is an IC chip that communicates with an external reader / writer, including an NFC reader / writer 21, and reads and writes data according to commands sent by the reader / writer. Hereinafter, the NFC IC will also be appropriately referred to as an IC chip.

[0085] IC chips have non-volatile memory. The non-volatile memory stores various information such as IC chip identification information and encryption keys used for data encryption / decryption.

[0086] The identification information stored in the non-volatile memory of the IC chip located in the game pad 1 serves as the pad ID for identifying the game pad 1. On the other hand, the identification information stored in the non-volatile memory of the IC chip located in the card 3 serves as the card ID for identifying the card 3.

[0087] Figure 3 This is a diagram illustrating an example of how various tools are arranged in a card game.

[0088] like Figure 3 As shown, multiple partitions, including partition A0 and partitions A1-1 to A1-4, are formed on the game pad 1. Each partition is formed, for example, by printing rectangular partitions on the surface of the game pad 1.

[0089] Partition A0 is for placing the smartphone 2. Partitions A1-1 to A1-4 are for placing the cards 3.

[0090] As described below, the smartphone antenna is located on the back of partition A0. The smartphone antenna is used to receive radio waves output from the NFC reader / writer 21 equipped on the smartphone 2 and to communicate with the NFC reader / writer 21.

[0091] In addition, IC card antennas are arranged on the back of each of partitions A1-1 to A1-4. The IC card antenna is used for communication with the IC card.

[0092] Thus, the game pad 1 is a device having one antenna as an antenna for the smartphone 2 and multiple antennas as antennas for the cards 3.

[0093] As shown by the white arrow, the card game is played with smartphone 2 placed in partition A0 and card 3 placed in each of partitions A1-1 to A1-4. Sometimes, the card game is played by keeping smartphone 2 or card 3 on top of each partition instead of placing smartphone 2 or card 3 directly on top of it.

[0094] exist Figure 3In the example, cards 3-1 to 3-4 are placed in partitions A1-1 to A1-4 respectively. At least one card 3 is placed in any one of partitions A1-1 to A1-4.

[0095] With the tools placed in their respective compartments, commands sent from the NFC reader / writer 21 are received by the smartphone antenna of the game pad 1 and executed within the internal IC chip, which is designated as the destination.

[0096] The response to the command is sent from the smartphone antenna of the game pad 1 to the NFC reader / writer 21. The response from the internal IC chip of the game pad 1 includes, for example, the pad ID.

[0097] Furthermore, commands sent from the NFC reader / writer 21 are received by the smartphone antenna of the game pad 1, and if the card 3 (the IC chip of the card 3) is designated as the destination, the command is sent from the IC card antenna to the card 3 designated as the destination. Upon receiving the command, the card 3 executes the command, and a response to the command is sent to the game pad 1.

[0098] The response sent from card 3 is received by the IC card antenna of game pad 1 and transmitted from the smartphone antenna to NFC reader / writer 21. The response from card 3 may include, for example, the card ID.

[0099] Therefore, the game pad 1 not only has the function of communicating with the NFC reader / writer 21 via NFC and executing commands from the NFC reader / writer 21 itself, but also has the function of relaying NFC communication between the NFC reader / writer 21 and the card 3.

[0100] Based on the mat ID contained in the response from card 3, the game application of smartphone 2 identifies the game mat 1 itself. Furthermore, based on the card ID contained in the response from card 3, the game application of smartphone 2 identifies card 3 placed on the game mat 1.

[0101] In the game application, according to game pad 1 and cards 3 placed on game pad 1, for example... Figure 4 The card game is shown.

[0102] exist Figure 4 In the example, response cards 3-1 to 3-4 are placed on game pad 1, and the characters are displayed on the screen of smartphone 2. By having the characters displayed when card 3 is placed on game pad 1 battle each other, a card game can be played between multiple users.

[0103] As will be described in detail later, Figure 1In the game system, all information about the card game is managed in association with the pad ID.

[0104] <Battle Mode>

[0105] Figure 5 and 6 This is an illustration showing an example of how card games involve battles.

[0106] exist Figure 5 The battle method shown in A uses each player's own mat (the method of using their own mat).

[0107] The self-play mode involves multiple users each preparing their own game mat 1 and smartphone 2. The smartphone 2 is placed on each user's game mat 1. In this scenario, each user brings their own game mat 1 and smartphone 2 to the designated area to play card games.

[0108] exist Figure 5 The battle method shown in B uses a mat in the center of the player's head (the central mat method).

[0109] The battle in the central mat mode is conducted using a game mat 1 and a smartphone 2. For example, using a user who acts as the leader, game mat 1 and smartphone 2.

[0110] exist Figure 6 The battle method shown in A uses a mat at a distance.

[0111] Battles using remotely located mats are conducted with multiple users each having their own game mat 1 and smartphone 2 set up at a distance. The smartphone 2 is placed on each user's game mat 1. The smartphones 2 communicate via network 11.

[0112] exist Figure 6 The battle mode shown in B uses a mixed mat.

[0113] Battles using the hybrid mat are conducted by multiple users operating smartphones 2, which are placed on a game mat 1. Information common to all users is displayed on the screen of the smartphone 2 placed on the game mat 1, while the screens for each user are displayed on the screen of their respective smartphone 2.

[0114] Therefore, users can play card games in various battle modes.

[0115] <Game Management Information>

[0116] Figure 7This is a diagram illustrating an example of a data structure representing game management information.

[0117] Game management information is used to manage various information about the card game in association with the pad ID.

[0118] like Figure 7 As shown, the mat ID is associated with the game name ID. The game name ID is the ID of the card game's name. Figure 1 The game system includes a variety of card games.

[0119] When using Gamepad 1 for card games, the Gamepad ID used for the card games is associated with the game name ID of the card games.

[0120] The player ID of the owner of Gamepad 1 is associated with the Gamepad ID, and the result history is associated with the Gamepad ID. The results of card games played using Gamepad 1 are stored as the result history and associated with the Gamepad ID of Gamepad 1.

[0121] Furthermore, the Scene ID is associated with the Mat ID. The Scene ID is the ID of the scene during the card game. Multiple scenes, such as levels, are set up in the card game. The Scene ID of the card game played using Game Mat 1 is associated with the Mat ID of Game Mat 1.

[0122] The scene ID is associated with the ID of smartphone 2 and the card ID of card 3 used in the card game. Additionally, the progress history and player IDs, which serve as participant IDs, are associated with the scene ID. Each participant's player ID is associated with their individual match history.

[0123] Based on the game information with such a data structure, specify the type of card game played using game pad 1, the owner of game pad 1, the scenario of the card game played using game pad 1, the participants, etc.

[0124] Figure 8 This is a diagram illustrating another example of a data structure representing game management information.

[0125] exist Figure 8 In the example, multiple mat IDs are associated with a single scene ID.

[0126] The mat ID is associated with the smartphone ID and the participant's player ID. Additionally, the card ID is associated with the mat ID.

[0127] For example, each user is provided with a game pad 1 and a smartphone 2, and through... Figure 5In the case of playing a card game using the self-made pad method in A, the ID of the smart phone 2 used in the card game and the player ID of the participating user are associated with the pad ID of each game pad 1.

[0128] Figure 9 This is a diagram illustrating another example of a data structure representing game management information.

[0129] exist Figure 9 In the example, a mat ID is associated with a scene ID.

[0130] The mat ID is associated with the smartphone ID and the participant's player ID. Additionally, the card ID is associated with the mat ID.

[0131] For example, when multiple users pass Figure 5 In the case of a card game using a central pad in B, the player ID of the participating user is associated with the pad ID of the game pad 1.

[0132] Figure 10 This is a diagram illustrating an example of storage space for game management information.

[0133] like Figure 10 As shown, game management information with the data structure described above is managed in any one of the game management server 12, game pad 1, smartphone 2, and card 3.

[0134] In game pad 1, game management information is stored in the IC chip of game pad 1. Writing game management information to the IC chip of game pad 1 is performed according to commands sent from the NFC reader / writer 21 of smartphone 2. The information to be stored in the IC chip as game management information is appropriately generated by game management server 12.

[0135] In the smartphone 2, game management information is stored in the smartphone's built-in memory or in external memory attached to the smartphone 2.

[0136] In card 3, game management information is stored in the IC chip of card 3. The writing of game management information into the IC chip of card 3 is also performed according to commands sent from the NFC reader / writer 21 of smartphone 2.

[0137] All the information that constitutes game management information can be stored in a distributed manner across multiple devices, rather than in one place.

[0138] <<Game Mat Composition>>

[0139] Figure 11 This is a diagram illustrating an example of the electrical configuration of game pad 1.

[0140] like Figure 11 As shown, the game pad 1 includes IC card antennas 71-1 to 71-4, which are connected to a substrate 61 on which a control circuit 51 and a smartphone antenna 52 are formed.

[0141] The substrate 61 is positioned corresponding to partition A0. Components such as the thin sheets on which IC card antennas 71-1 to 71-4 are arranged are positioned corresponding to partitions A1-1 to A1-4.

[0142] Figure 12 This is a diagram showing an example of the configuration of the control circuit 51.

[0143] like Figure 12 As shown, the smartphone antenna 52 and the IC card antennas 71-1 and 71-2 are connected to the control circuit 51.

[0144] exist Figure 12 In the example, only IC card antennas 71-1 and 71-2 are shown as antennas for card 3; however, IC card antennas 71-3 and 71-4 are similarly connected to control circuit 51. Five or more antennas can be configured as IC card antennas.

[0145] exist Figure 12 In this example, card 3 is held above IC card antenna 71-1. Card 3 can be held above IC card antenna 71-2, or both cards 3 can be held above each of IC card antenna 71-1 and IC card antenna 71-2 respectively.

[0146] The control circuit 51 includes a rectifier circuit 81, a reset IC 82, a power supply IC 83, an NFC IC 84, a microcontroller unit (MCU) 85, a switch control circuit 86, and switches 87-1 and 87-2. The smartphone antenna 52 is connected to the rectifier circuit 81 and the NFC IC 84. Furthermore, the smartphone antenna 52 is connected to the IC card antenna 71-1 via switch 87-1 and to the IC card antenna 71-2 via switch 87-2.

[0147] In response to the smartphone antenna 52 receiving radio waves output from the NFC reader / writer 21 equipped on the smartphone 2, the rectifier circuit 81 generates a direct current voltage (VDC). The VDC generated by the rectifier circuit 81 is provided to the reset IC 82 and the power supply IC 83.

[0148] Reset IC 82 monitors VDC. When VDC reaches the predetermined reset release voltage, reset IC 82 starts power supply IC 83.

[0149] The power IC 83 provides VDD, generated based on VDC, to the NFC IC 84 and to the MCU 85.

[0150] NFC IC 84 is an IC chip disposed within the game pad 1. While VDD is supplied to NFC IC 84 from power IC 83, power and command signals, for example corresponding to a 13.56MHz carrier wave, are supplied to NFC IC 84 from smartphone antenna 52. NFC IC 84 is activated in response to the supply of VDD and performs operations corresponding to the commands supplied from smartphone antenna 52.

[0151] For example, a write command is sent from the NFC reader / writer 21 of the smartphone 2 as a command to enable or disable the IC card antenna. When the write command is received by the smartphone antenna 52, the NFC IC 84 writes the write command into its internal memory and provides the write command to the MCU 85 via the I2C bus. The NFC IC 84 functions as the internal IC chip of the game pad 1, controlling the operation of the MCU 85 based on the write command.

[0152] Note that activating the IC card antenna means that the switch between the smartphone antenna 52 and the IC card antenna is turned on, thus short-circuiting (electrically connected) the smartphone antenna 52 and the IC card antenna. When the IC card antenna is activated, signals sent from the NFC reader / writer 21 of the smartphone 2 and received by the smartphone antenna 52 are provided to the IC card antenna. Conversely, signals sent from the card 3 and received by the IC card antenna are provided to the smartphone antenna 52.

[0153] Furthermore, disabling the IC card antenna means that the switch between the smartphone antenna 52 and the IC card antenna is disconnected, thereby putting the smartphone antenna 52 and the IC card antenna in an open circuit state (electrically disconnected state).

[0154] The MCU 85 controls the general purpose input / output (GPIO) according to the write commands supplied from the NFC IC 84. Figure 12 In this configuration, by using the GPIOs of the two systems, the MCU 85 enables the switch control circuit 86 to control switches 87-1 and 87-2 respectively. The MCU 85 is a controller that toggles the on / off states of switches 87-1 and 87-2 according to write commands, thereby controlling the activation or deactivation of the IC card antenna. The write commands used here are those for toggling the IC card antenna.

[0155] The switch control circuit 86, under the control of the MCU 85, switches 87-1 and 87-2 on / off respectively. The on / off time of the switches can also be set. For example, switch 87-1 can be set to be on for 1 second, and switch 87-2 can be set to be on for 5 seconds.

[0156] Switch 87-1 is located between the smartphone antenna 52 and the IC card antenna 71-1. Switch 87-2 is located between the smartphone antenna 52 and the IC card antenna 71-2.

[0157] In the following text, unless there is a need to distinguish between switches 87-1 and 87-2, the switch will be referred to collectively as switch 87. Other configurations that are provided in pairs will be described similarly.

[0158] <<Basic Process of Using a Play Mat>>

[0159] Here, the basic processing flow for using the game pad 1 with the above-described configuration will be explained.

[0160] Figure 13 This is a sequence diagram showing the processing flow between the game pad 1, the smartphone 2, and the cards 3.

[0161] For example, when smartphone 2 is placed on partition A0 of game pad 1, and the radio waves output from the NFC reader / writer 21 of smartphone 2 are received by smartphone antenna 52, reference begins. Figure 13 The process described above involves power generated in response to the smartphone antenna 52 receiving radio waves output from the NFC reader / writer 21, which is then supplied to each unit to activate the individual units of the game pad 1.

[0162] In step S1, the NFC reader / writer 21 of the smartphone 2 sends a polling command, which is a command used to perform a query.

[0163] In step S11, the smartphone antenna 52 of the game pad 1 receives a polling command sent from the NFC reader / writer 21 of the smartphone 2. The polling command received by the smartphone antenna 52 is provided to the NFC IC 84. The NFC IC 84 generates a response including identification information of the NFC IC 84, namely, the pad ID.

[0164] In step S12, the smartphone antenna 52 of the game pad 1 sends the response generated by the NFC IC 84 to the smartphone 2. In the smartphone 2, the pad ID is specified based on the response sent from the game pad 1.

[0165] In step S3, the NFC reader / writer 21 of the smartphone 2 sends a write command (IC card antenna switching command). Here, the case where IC card antenna 71-1 is enabled and IC card antenna 71-2 is disabled will be described. Card 3 is placed on partition A1-1 and held above IC card antenna 71-1.

[0166] In step S13, the smartphone antenna 52 of the game pad 1 receives a write command (IC card antenna switching command) sent from the NFC reader / writer 21 of the smartphone 2.

[0167] In step S14, the NFC IC 84 of the game pad 1 writes the write command (IC card antenna switching command) into the memory within the NFC IC 84 and provides the write command to the MCU 85.

[0168] In step S15, in response to the write command (IC card antenna switching command), the MCU 85 of the game pad 1 causes the switch control circuit 86 to control the switch 87. For example, upon receiving the write command as described above, the switch control circuit 86 turns on switch 87-1 and turns off switch 87-2.

[0169] In step S4, the NFC reader / writer 21 of the smartphone 2 sends a polling command, which is a command used to perform a query.

[0170] In step S16, the smartphone antenna 52 of the game pad 1 receives a polling command sent from the NFC reader / writer 21 of the smartphone. The polling command received by the smartphone antenna 52 is provided to the IC card antenna 71-1 via switch 87-1.

[0171] In step S17, the IC card antenna 71-1 of the game pad 1 sends a polling command to the card 3 held above the IC card antenna 71-1.

[0172] In step S21, card 3 receives a polling command sent from game pad 1. The IC chip of card 3 generates a response including the card ID.

[0173] In step S22, card 3 sends a response including the card ID to game pad 1.

[0174] In step S18, the IC card antenna 71-1 of the game pad 1 receives a response from the card 3. The response received by the IC card antenna 71-1 is provided to the smartphone antenna 52 via switch 87-1.

[0175] In step S19, the smartphone antenna 52 of the game pad 1 sends the response from the card 3 to the smartphone 2.

[0176] In step S5, the NFC reader / writer 21 of the smartphone 2 receives a response sent from the game pad 1 as a response to the polling command.

[0177] Since the smartphone 2 only has the IC card antenna 71-1 enabled, the smartphone can specify that the card 3 is kept above the partition A1-1 where the IC card antenna 71-1 is set, and the card ID of the card 3 kept above partition A1-1.

[0178] As described above, the game pad 1 can extend the antenna of the NFC reader / writer 21 equipped on the smartphone 2 to multiple antennas. Furthermore, the game pad 1 can perform operations related to toggling the activation or deactivation of multiple IC card antennas without receiving external power.

[0179] By using commands corresponding to the IC chip set in the card 3 or the NFC IC 84 which is an internal IC chip, the smartphone 2 can select whether to enable or disable the IC card antenna 71.

[0180] The smartphone 2 reads various information stored in the IC chip of the game pad 1 or the card 3 in a similar manner. Instead of polling commands, read commands are used appropriately to retrieve information. Furthermore, various information is written into the IC chip of the game pad 1 or the card 3 using write commands.

[0181] <<Application Examples>>

[0182] As mentioned above, in the game system, various information about the card game is managed in association with the pad ID.

[0183] This section will explain the functionality achieved by managing various information in association with the mat ID. For example, the following functionality will be implemented.

[0184] (1) Subscription function

[0185] (2) Points allocation function

[0186] (3) Attribute comparison function

[0187] (4) Tournament management function

[0188] Subscription Feature

[0189] Figure 14 This is a diagram illustrating an example of subscription management.

[0190] A subscription is a user's purchase of the right to enable optional features in a game, or information about the rights a user purchases. By purchasing a subscription, a user can, for example, benefit from playing the game.

[0191] For example, when a user visits the designated website during gameplay and interacts with the purchase screen to complete the purchase process, the subscription purchase is completed.

[0192] As in Figure 14 As shown on the left, various information, including the game name ID, is associated with the pad ID. Figure 14 The state shown on the left indicates that a subscription has not yet been purchased. Game management information, for example, is stored in the internal IC chip of the game pad 1.

[0193] exist Figure 14 In the example on the left, a smartphone 3 with the game application launched and a card 3 are placed on a game pad 1. In response to the placement of card 3, character C1 is displayed on the smartphone 2's screen. The user brings character C1 into the game and pits it against other users' characters.

[0194] When a user purchases a subscription in this state, as indicated by the arrow, character C1 is enhanced and changes to character C1'. In this example, the feature added through the user's purchased subscription is the enhancement of game pad 1's functionality. As game pad 1 is enhanced, the character displayed on the smartphone placed on game pad 1 is also enhanced.

[0195] As in Figure 14 As shown on the right, information about the user's purchased subscriptions is associated with the pad ID. Subscription information is added to the game management information when no subscription has been purchased.

[0196] Therefore, in the game system, the subscriptions purchased by users are not associated with users through user accounts, but with the game pad 1.

[0197] By associating information such as subscriptions with Gamepad 1, users can transfer Gamepad 1 in conjunction with their subscriptions if they resell it to a third party. If a subscription is associated with a user, Gamepad 1 cannot be transferred in conjunction with the subscription; the subscription, which is only activated when paired with the pad, remains with the user.

[0198] Furthermore, when multiple users play games using a game pad 1 associated with a subscription, not only the user who purchased the subscription, but all members can use the additional features brought by the subscription.

[0199] When a subscription is associated with Card 3, the additional features provided by the subscription can be used even if Card 3 is used in other game pads, although this can also be prevented.

[0200] <Points Allocation Function>

[0201] In a game system, points are awarded as rewards for achieving a specific goal during gameplay. When multiple users cooperate to achieve a goal, the game system includes a function to distribute these points as rewards among the users. For example, defeating an enemy in the game awards points corresponding to the enemy's strength.

[0202] Figures 15-18 It is a diagram illustrating a series of processes for allocating points.

[0203] Figure 15 This is a diagram illustrating the registration process for users who are participants.

[0204] exist Figure 15 In the example, user U1, acting as the leader, places smartphone 2 and cards 3 on his / her own game mat 1.

[0205] A scenario ID for a specific game scene is associated with the mat ID of the leader's game mat 1. For example, this can be associated with the scenario IDs of multiple scenes that users want to cooperate through. The leader's player ID is also associated with the mat ID. Game management information is stored, for example, in the internal IC chip of game mat 1.

[0206] In this state, for example, when the leader performs an action to start a game scene, as shown by arrow #1, the smartphone 2 sends a scene start request to the game management server 12.

[0207] The game management server 12 generates a write command (write command) instructing the leader to write the scene ID of the requested scene, and sends the command to the card 3 placed on the game mat 1. The command is sent to the card 3 via the smartphone 2 and the game mat 1.

[0208] That is, commands sent from the game management server 12 are received by the smartphone 2 and transmitted to the game pad 1 via the NFC reader / writer 21. Commands sent from the NFC reader / writer 21 are received by the smartphone antenna 52 of the game pad 1 and transmitted to the card 3 via the IC card antenna 71.

[0209] Card 3 executes this command to write the scene ID into the IC chip's memory.

[0210] The leader passes card 3, which contains the scene ID, to user U2 who wants to participate in the game, as shown by arrow #3. In this example, the leader and the user who wants to participate in the game are close to each other, and they both have game pad 1, etc.

[0211] User U2 places the card 3 received from the leader onto his / her own game mat 1 and performs an action to participate in the game. While User U2 is performing this action, User U2's smartphone 2 sends a scene participation request to the game management server 12, as shown by arrow #4.

[0212] The participation request sent from user U2's smartphone 2 includes, for example, the pad ID of user U2's game pad 1, read by smartphone 2 from game pad 1. Note that although in Figure 15 There is no connecting arrow, however, the participation request sent from user U2's smartphone 2 is sent to the game management server 12.

[0213] At this point, the mat ID of the newly participating user U2 is associated with the scene ID, as shown by solid line #5. Therefore, the mat ID of game mat 1 of user U1 (as the leader) and the mat ID of game mat 1 of user U2 (as the first participant) are associated with a scene ID.

[0214] As described above, register users to participate in the game (register users' game pad 1). Note that details of the user registration process will be explained in the flowchart later.

[0215] Repeat the above steps if multiple users are involved. User U2 passes card 3, which contains the scene ID, to other users who want to participate in the game.

[0216] like Figure 16 As indicated by the top of arrow #6, user U3 places the card 3 received from user U2 onto his / her own game pad 1 and performs actions to participate in the game. Similar processing to that performed on user U2's smartphone 2 occurs between user U3's smartphone 2 and the game management server 12, thus associating the newly participating user U3's pad ID with the scene ID.

[0217] Furthermore, as shown at the top of arrow #7 in the diagram, user U4 places the card 3 received from user U3 onto his / her own game pad 1 and performs actions to participate in the game. A process similar to that performed on user U2's smartphone 2 occurs between user U4's smartphone 2 and the game management server 12, thereby associating the newly participating user U4's pad ID with the scene ID.

[0218] After registering as a participant by associating the game pad ID of each user U1 to U4 with the scene ID as described above, these four users cooperate to play the game. Participant registration is performed as described above when multiple users are playing the game.

[0219] When the game ends, such as Figure 17 As indicated by arrow #11, the leader's smartphone 2 aggregates the game results (competition results) of each user and sends them as a result history to the game management server 12. The aggregation of game results is, for example, based on game management information associated with scene IDs.

[0220] Game management server 12 sends the points corresponding to the game results to the leader, as shown by arrow #12. Information about the points obtained by the leader is associated with the mat ID of the leader's game mat 1.

[0221] When the leader performs an operation to allocate points according to the contribution level of each user, the leader's smartphone 2 sends a points allocation request to the game management server 12, as shown by arrow #13. The points allocation request includes information indicating the number of points to be allocated to each user.

[0222] like Figure 18 As indicated by arrow #14, the game management server 12 responds to the allocation request from the leader's smartphone 2, allocating points to each of the users U1 to U4. Point allocation is performed by associating the number of points set by the leader with the mat ID of each game mat 1.

[0223] As described above, in the game system, rewards can be given to users who play the game using the game pad 1 associated with the scene. That is, the game management server 12 can only give rewards to participants who use the game pad 1 associated with the scene.

[0224] In addition, the leader can decide the points to be awarded to the participants.

[0225] <Attribute Comparison Function>

[0226] Set attributes for the game pad 1 and the game scene used in the game. For example, determine the advantages / disadvantages of the game based on the combination of the attributes of the game pad 1 and the attributes of the scene.

[0227] Figure 19 This is a diagram illustrating an example of attribute comparison.

[0228] Figure 19 The state shown depicts users U1 and U2 each preparing game mat 1, and battling each other in a specific game scene. The mat IDs of user U1's game mat 1 and user U2's game mat 1 are associated with the scene ID.

[0229] Scene attributes are set for scene IDs, serving as information indicating the attributes of the scene. Figure 19 In the example, the scene attribute is the water attribute.

[0230] On the other hand, the pad ID is set as a pad attribute that indicates the properties of game pad 1. Figure 19 In the example, user U1's game mat 1 has the water attribute, while user U2's game mat 1 has the fire attribute.

[0231] When user U1 using game pad 1 with water attribute and user U2 using game pad 1 with fire attribute battle each other in a scene with water attribute, user U1 using game pad 1 with the same attribute as the scene is set to have an advantage over user U2.

[0232] Therefore, within the game system, game pad 1 can be identified for each game scenario, and the development of the battle can be set to be advantageous or disadvantageous. The difficulty level of the game can be set according to the combination of attributes.

[0233] <Tournament Management Functions>

[0234] In cases where the rankings of game participants are determined through tournaments, mat IDs are used to manage winners, etc.

[0235] Figure 20 This is an illustration showing an example of a battle arena.

[0236] exist Figure 20 In the example, in each of venues A, B, C, and D, four users compete against each other. For instance, in venue A, users U1A through U4A use a game pad 1 and a smartphone 2 to compete against each other.

[0237] In each venue, the scene ID is written into card 3, such as Figure 20 As shown by the dashed arrow, card 3, which contains the scene ID, is then used for participant registration. (See reference...) Figure 15 and 16 As mentioned above, participant registration in the case of using one's own mat is done by sequentially passing card 3, which contains the scene ID.

[0238] The writing of scene IDs and player IDs, for example, is carried out under the control of game management server 12, which is managed by the tournament organizer. The writing of other information in card 3 is similarly carried out under the control of game management server 12.

[0239] After participants register, games are played in various venues. Once a winner is determined, the winner's information is written into card 3, such as... Figure 21 As shown in the image.

[0240] In venue A, the player ID of the winner of venue A is written into card 3 used in venue A. Similarly, in venues B, C, and D, the player ID of the winner of each venue is written into card 3.

[0241] like Figure 22 As shown, the winning users from each venue gather in the final venue, which is, for example, the next venue, and battle each other using Card 3. Figure 22 The example assumes that the final will be contested by user U1A, the winner of venue A; user U2B, the winner of venue B; user U3C, the winner of venue C; and user U4D, the winner of venue D.

[0242] In this way, game management information can also be used to manage the operation of tournaments.

[0243] The game progresses via a game application using smartphones 2 located in various venues. Since communication with the game management server 12 is not required except when writing information to cards 3, it is not necessary to maintain a connection between the smartphones 2 and the game management server 12 at all times.

[0244] As mentioned above, various functions are implemented in the game system by using information associated with the pad ID.

[0245] <<The Process of Card Games>>

[0246] Here, the flowchart will be used to explain the details of the processing used to implement the various functions mentioned above.

[0247] Subscription Feature

[0248] Subscription purchase processing

[0249] Figure 23 This is a flowchart illustrating the subscription purchase process.

[0250] In response to user actions, communication occurs between the smartphone 2 and the game management server 12, which manages the subscription purchase site. Figure 23 The process shown is for a subscription purchase site. Figure 23 The processing shown is performed by the game management server 12.

[0251] In step S101, the user, as the purchaser of the subscription, operates the smartphone 2 to enter their user ID and password. The user ID and password are preset during user account registration, etc.

[0252] In step S111, the smartphone 2 receives the input of the user ID and password.

[0253] In step S112, the smartphone 2 sends the user ID and password to the subscription purchase site (game management server 12).

[0254] In step S121, the subscription purchase site receives the user ID and password sent from smartphone 2.

[0255] In step S122, the subscription purchase site verifies the key. Information about the user's account is pre-registered on the subscription purchase site.

[0256] In step S123, if the subscription purchase site determines that the password entered by the user is correct, the subscription purchase site sends a message indicating successful verification to the smartphone 2.

[0257] In step S113, the smartphone 2 receives information sent from the subscription purchase site.

[0258] In step S102, the user operates smartphone 2 to select a game name ID. The game name ID selected here is the identification information of the game that the user wants to subscribe to.

[0259] In step S114, the smartphone 2 receives the selection of the game name ID.

[0260] In step S115, smartphone 2 sends the game name ID to the subscription purchase site.

[0261] In step S124, the subscription purchase site receives the game name ID sent from smartphone 2.

[0262] In step S125, the subscription purchase site publishes the subscription ID. Here, the subscription purchase process is performed appropriately, and the subscription ID is published upon completion of the purchase process.

[0263] In step S126, the subscription purchase site sends the subscription ID to smartphone 2.

[0264] In step S116, smartphone 2 receives the subscription ID sent from the subscription purchase site.

[0265] • Subscription application processing

[0266] Figure 24 This is a flowchart illustrating the subscription application process.

[0267] The subscription processing involves writing the subscription information into game pad 1. Figure 24 The processing shown occurs between the game pad 1, the smartphone 2, and the subscription publishing server that manages the publishing of subscriptions. As part of the subscription publishing server's processing, Figure 24 The processing shown is performed by the game management server 12.

[0268] In step S161, the smartphone 2 captures the game pad 1 and sends a read command.

[0269] For example, when smartphone 2 is placed on game pad 1, and radio waves output from NFC reader / writer 21 are received by smartphone antenna 52 of game pad 1, game pad 1 is captured. In the following text, for example, it is assumed that smartphone 2 is placed on game pad 1.

[0270] In step S151, the game pad 1 receives a read command sent from the smartphone 2.

[0271] In step S152, in response to the read command, game pad 1 sends the pad ID and game name ID to smartphone 2. That is, the NFC IC 84 of game pad 1 executes the read command, and the pad ID and game name ID stored in the NFC IC 84 are sent to smartphone 2.

[0272] In step S162, the smartphone 2 receives the pad ID and game name ID sent from the game pad 1.

[0273] In step S163, smartphone 2 sends the mat ID and game name ID read from game mat 1, along with the subscription ID, to the subscription publishing server. The subscription ID sent to the subscription publishing server is obtained through... Figure 23 The processing is handled by the ID published by the subscription purchase site.

[0274] In step S171, the subscription publishing server receives the mat ID, game name ID, and subscription ID sent from smartphone 2.

[0275] In step S172, the subscription publishing server publishes (generates) a subscription license including the mat ID, game name ID, and subscription ID sent from smartphone 2.

[0276] In step S173, the subscription publishing server sends the subscription license to smartphone 2.

[0277] In step S164, smartphone 2 receives a subscription license sent from the subscription publishing server.

[0278] In step S165, smartphone 2 sends the subscription license along with a write command to game pad 1. The write command sent here is a command used to write data into game pad 1.

[0279] In step S153, the game pad 1 receives a write command (data write to the game pad 1) and a subscription license sent from the smartphone 2.

[0280] In step S154, the game pad 1 executes a write command to write the subscription license into the NFC IC 84.

[0281] In step S155, the game pad 1 sends the message indicating that writing has been completed to the smartphone 2.

[0282] In step S166, the smartphone 2 receives information sent from the game pad 1.

[0283] Subscription confirmation processing

[0284] Figure 25 This is a flowchart illustrating the subscription confirmation process.

[0285] Figure 25 The processing shown takes place between the game pad 1 and the smartphone 2.

[0286] In step S211, the smartphone 2 captures the game pad 1 and sends a read command.

[0287] In step S201, the game pad 1 receives a read command sent from the smartphone 2.

[0288] In step S202, in response to the read command, the game pad 1 sends the pad ID, game name ID, and subscription license to the smartphone 2.

[0289] In step S212, the smartphone 2 receives the pad ID, game name ID, and subscription license sent from the game pad 1.

[0290] In step S213, smartphone 2 performs a checksum verification of the subscription license sent from gamepad 1. Smartphone 2 has a verification key for verifying the checksum attached to the subscription license.

[0291] Figure 26 This is a diagram illustrating an example of subscription license verification and validation.

[0292] like Figure 26 As shown, in addition to the pad ID, game name ID, and subscription ID, the subscription license also includes information such as the number of updates, release date, and validity period. A checksum is attached to the subscription license.

[0293] like Figure 26 As shown, smartphone 2 calculates a checksum by applying a checksum verification key to the data constituting the subscription license. Smartphone 2 compares the calculated checksum with the checksum appended to the subscription license and checks if these values ​​match. If the checksum calculated using the checksum verification key matches the checksum appended to the subscription license, the subscription license is determined to be valid.

[0294] return Figure 25 As explained, if the subscription license is deemed valid, in step S214, the smartphone 2 responds according to the content of the subscription license.

[0295] For example, Smartphone 2 enables a subscription during gameplay, performing actions such as enhancing the character. Here, various processes are performed to reflect the content of the user's purchased subscription in the game.

[0296] • Subscription update processing

[0297] Figure 27 This is a flowchart illustrating the subscription update process.

[0298] Figure 27 The processing shown occurs between the game pad 1, the smartphone 2, and the subscription publishing server.

[0299] In step S261, the smartphone 2 sends a read command to the game pad 1.

[0300] In step S251, the game pad 1 receives a read command sent from the smartphone 2.

[0301] In step S252, in response to the read command, game pad 1 sends the pad ID, game name ID, and subscription license to smartphone 2.

[0302] In step S262, the smartphone 2 receives the pad ID, game name ID, and subscription license sent from the game pad 1.

[0303] In step S263, smartphone 2 sends the mat ID, game name ID, and subscription license to the subscription publishing server and requests an update to the subscription license.

[0304] In step S271, the subscription and publication server receives an update request sent from smartphone 2.

[0305] In step S272, in response to the request sent from smartphone 2, the subscription publishing server increments the number of updates included in the subscription license.

[0306] In step S273, the subscription publishing server sends a new subscription license, in which the number of updates has been incremented, to smartphone 2.

[0307] In step S264, smartphone 2 receives a new subscription license sent from the subscription publishing server.

[0308] In step S265, the smartphone 2 sends the new subscription license along with the write command (data write to gamepad 1) to gamepad 1.

[0309] In step S253, the game pad 1 receives a write command (data write to the game pad 1) and a new subscription license sent from the smartphone 2.

[0310] In step S254, Gamepad 1 confirms that the number of updates recorded in the new subscription license is greater than the number before the update.

[0311] In step S255, the game pad 1 executes a write command to write the new subscription license into the NFC IC 84.

[0312] In step S256, the game pad 1 sends a message indicating that writing has been completed to the smartphone 2.

[0313] In step S266, the smartphone 2 receives information sent from the game pad 1.

[0314] The above process enables a subscription function based on game management information.

[0315] <Points Allocation Function>

[0316] Scene processing begins

[0317] Figure 28 and 29 This is a flowchart illustrating the start of the scene processing.

[0318] For reference Figure 15 As mentioned above, when multiple users participate in a game in a certain scenario and play the game therein, the scenario ID of that scenario is written into card 3.

[0319] In response to the actions of the player (user) acting as the leader, communication occurs between the leader's game pad 1, the leader's smartphone 2, the leader's cards 3, and the game management server 12, which acts as the player publishing server. Figure 28 and 29 The processing shown is for a game player publishing server. Figure 28 The processing shown is performed by the game management server 12.

[0320] In step S311, the player acting as the leader uses his / her own smartphone 2 to initiate the request for the start of the scene.

[0321] In step S321, the smartphone 2 receives the leader's operation.

[0322] In step S322, the smartphone 2 captures the game pad 1 and sends a read command.

[0323] In step S301, the game pad 1 receives a read command sent from the smartphone 2.

[0324] In step S302, in response to the read command, game pad 1 sends the pad ID and game name ID to smartphone 2.

[0325] In step S323, the smartphone 2 receives the mat ID and game name ID sent from the game mat 1.

[0326] In step S324, the smartphone 2 sends the mat ID and game name ID read from the game mat 1 to the game player publishing server, thereby requesting the start of the scene.

[0327] In step S341, the game player publishing server receives a scene start request sent from smartphone 2. The scene start request includes the mat ID and the game name ID.

[0328] In step S342, the game player publishing server specifies the scene the user wants to start based on the game name ID sent from the smartphone 2, and generates a scene ID.

[0329] In step S343, the game player publishing server associates the pad ID with the generated scene ID. For example, in the game management information managed by the game player publishing server, the pad ID is associated with the scene ID.

[0330] In step S344, the game player publishing server sends the scene ID associated with the mat ID to the smartphone 2.

[0331] In step S325, the smartphone 2 receives the scene ID sent from the game player publishing server.

[0332] In step S326, smartphone 2 displays a holding-over screen. The holding-over screen is used to guide the user to hold the card 3 over the game pad 1.

[0333] When card 3 is kept, Figure 29 In step S327, the smartphone 2 sends the scene ID along with a write command to the game pad 1. The write command sent here is for writing data to card 3.

[0334] In step S303, the game pad 1 receives a write command (data writing of card 3) and a scene ID sent from the smartphone 2.

[0335] In step S304, the game pad 1 sends the scene ID along with the write command (data write of card 3) to card 3.

[0336] In step S351, card 3 receives the write command and scene ID sent from game pad 1.

[0337] In step S352, card 3 executes a write command to write the scene ID into the IC chip.

[0338] In step S353, card 3 sends the instruction that writing has been completed to game pad 1.

[0339] In step S305, the game pad 1 receives information sent from the card 3.

[0340] In step S306, the game pad 1 sends information indicating that the scene ID has been written to the card 3 to the smartphone 2.

[0341] In step S328, the smartphone 2 receives information sent from the game pad 1.

[0342] In step S329, the smartphone 2 sends the scene ID along with the write command (data write to game pad 1) to the game pad 1.

[0343] In step S307, the game pad 1 receives a write command and scene ID sent from the smartphone 2.

[0344] In step S308, the game pad 1 executes a write command to write the scene ID into the NFC IC 84.

[0345] In step S309, the game pad 1 sends the message indicating that writing has been completed to the smartphone 2.

[0346] In step S330, the smartphone 2 receives information sent from the game pad 1.

[0347] In step S331, the smartphone 2 presents the scene ID to the leader.

[0348] In step S312, the leader confirms the scene ID displayed on the screen of the smartphone 2.

[0349] • Participant registration and processing

[0350] Figure 30 and 31 This is a flowchart illustrating the registration process for participants in the scenario.

[0351] For reference Figure 15 and 16 As stated, players who wish to participate in a particular scenario need to register as participants by holding a card 3 with the scenario ID written by the leader on top of their own game pad 1.

[0352] The response to the player's actions as a participant occurs between the participant's game mat 1, the participant's smartphone 2, the cards the participant receives from the leader 3, and the game management server 12, which acts as the player distribution server. Figure 30 and 31 The processing shown.

[0353] In step S431, the player who becomes a participant uses his / her own smartphone 2 to request participation in the scenario.

[0354] In step S441, the smartphone 2 receives the participant's operation.

[0355] In step S442, the smartphone 2 captures the game pad 1 and sends a read command.

[0356] In step S411, the game pad 1 receives a read command sent from the smartphone 2.

[0357] In step S412, in response to the read command, game pad 1 sends the pad ID and game name ID to smartphone 2.

[0358] In step S443, the smartphone 2 receives the mat ID and game name ID sent from the game mat 1.

[0359] In step S444, smartphone 2 displays a card-holding waiting screen. This screen guides the participant to hold the card 3 received from the leader above the game mat 1. The participant receives card 3 from the leader, in which the scene ID is written, and holds card 3 above their own game mat 1.

[0360] When card 3 is held, in step S445, smartphone 2 captures game pad 1 and sends a read command.

[0361] In step S413, the game pad 1 receives a read command sent from the smartphone 2.

[0362] In step S414, the game pad 1 captures card 3 and sends a read command.

[0363] In step S401, card 3 receives a read command sent from game pad 1.

[0364] In step S402, in response to the read command, card 3 sends the scene ID to game pad 1.

[0365] exist Figure 31 In step S416, the game pad 1 sends the scene ID sent from the card 3 to the smartphone 2.

[0366] In step S446, the smartphone 2 receives the scene ID sent from the game pad 1.

[0367] In step S447, the smartphone 2 will send the mat ID and game name ID read from the participant's game mat 1, along with the scene ID sent from the game mat 1, to the game player publishing server and request to participate in the scene.

[0368] In step S461, the game player publishing server receives a scene participation request sent from smartphone 2. The scene participation request includes the mat ID, game name ID, and scene ID.

[0369] In step S462, the game player publishes the server to associate the mat ID with the scene ID. Thus, the mat ID of participant's game mat 1 is associated with the scene ID.

[0370] In step S463, the game player publishing server sends a message indicating that the association between the scene ID and the mat ID has been completed to the smartphone 2.

[0371] In step S448, the smartphone 2 receives information sent from the game player publishing server.

[0372] In step S449, the smartphone 2 sends the scene ID along with the write command (data write to game pad 1) to the game pad 1.

[0373] In step S417, the game pad 1 receives a write command and scene ID sent from the smartphone 2.

[0374] In step S418, the game pad 1 executes a write command to write the scene ID into the NFC IC 84.

[0375] In step S419, the game pad 1 sends the message indicating that writing has been completed to the smartphone 2.

[0376] In step S450, the smartphone 2 receives information sent from the game pad 1.

[0377] In step S451, the smartphone displays to the player that participant registration has been completed.

[0378] In step S432, the player who registered as a participant confirms the information displayed on the screen of the smartphone 2.

[0379] • Integral distribution processing 1

[0380] Figure 32 and 33 This is a flowchart illustrating the integral allocation process.

[0381] For reference Figure 17 The points, which serve as rewards for the game, are aggregated and sent to the leader. Information such as the distribution rate among members is set by the leader.

[0382] In response to the leader's actions, communication occurs between the leader's game pad 1, the leader's smartphone 2, and the game management server 12, which acts as a player publishing server. Figure 32 and 33 The processing shown.

[0383] In step S511, the leader uses his / her own smartphone 2 to notify the end of the scenario.

[0384] In step S521, the smartphone 2 receives the user's operation.

[0385] In step S522, the smartphone 2 captures the game pad 1 and sends a read command.

[0386] In step S501, the game pad 1 receives a read command sent from the smartphone 2.

[0387] In step S502, in response to the read command, the game pad 1 sends the pad ID, game name ID, and scene ID to the smartphone 2.

[0388] In step S523, the smartphone 2 receives the mat ID, game name ID, and scene ID sent from the game mat 1.

[0389] In step S524, smartphone 2 sends a scene end notification to the game player publishing server. The scene end notification sent to the game player publishing server includes scene dependency information, as well as the pad ID, game name ID, and scene ID.

[0390] Context-dependent information is information that indicates the content of a scenario that the leader has completed. Context-dependent information may include, for example, information about the results of a competition gathered by the leader.

[0391] In step S551, the game player publishing server receives a scene end notification sent from smartphone 2.

[0392] In step S552, the game player publishing server calculates the score based on the information sent from smartphone 2 and the scene end notification.

[0393] In step S553, the game player publishing server sends the total points and the list of pad IDs to smartphone 2.

[0394] The total points are the sum of points awarded to the leader. The mat ID list is a list of mat IDs for each of the leaders and participants playing the same scenario, representing their respective game mats.

[0395] In step S525, smartphone 2 receives the total score and pad ID list sent from the game player publishing server.

[0396] In step S526, the smartphone 2 displays the total points and a list of mat IDs.

[0397] In step S527, the smartphone 2 guides the leader to confirm the total number of points and the list of mat IDs.

[0398] In step S512, the leader confirms the information displayed on the screen of the smartphone 2.

[0399] In step S513, the leader uses smartphone 2 to specify the points allocation rate or number of points. Here, the proportion or number of points to be allocated to the leader and participants respectively is specified by the leader.

[0400] In step S528, the smartphone 2 receives the leader's designation.

[0401] In step S529, smartphone 2 sends a list of game name ID, scene ID, mat ID, and points to the game player publishing server. The list of points, for example, records the points to be allocated to the leader and participants respectively.

[0402] In step S554, the game player publishing server receives a list of game name ID, scene ID, mat ID, and score sent from smartphone 2.

[0403] exist Figure 33 In step S555, the game player publishing server sends the points to smartphone 2 and requests the sum of the points.

[0404] In step S530, smartphone 2 receives a points addition request sent from the game player publishing server. The points addition request includes information indicating the number of points to be added.

[0405] In step S531, the smartphone 2 sends the write command (data write to game pad 1) along with the score to game pad 1.

[0406] In step S503, the game pad 1 receives a write command and a score from the smartphone 2.

[0407] In step S504, the game pad 1 executes a write command to add up the points. The points corresponding to the points sent along with the write command are added to the points stored in the NFC IC84 of the game pad 1.

[0408] In step S505, the game pad 1 sends the information indicating that the addition is complete, along with the total score, to the smartphone 2.

[0409] In step S532, the smartphone 2 receives information sent from the game pad 1.

[0410] In step S533, the smartphone 2 displays the sum of the points.

[0411] In step S534, the smartphone 2 presents the summed scores to the leader.

[0412] In step S514, the leader confirms the summed integral displayed on the screen of the smartphone 2.

[0413] In this way, the points that serve as rewards for the game are stored in the NFC IC 84 of the game pad 1 and managed in association with the pad ID.

[0414] • Integral distribution processing 2

[0415] Figure 34 Is following Figure 32 and 33 The flowchart for the points allocation process will then be explained.

[0416] Except for the fact that the point allocation destination is not the leader's game mat 1 but the participants' game mat 1. Figure 34 The processing shown is basically the same as Figure 33 The processing in step S555 and thereafter is the same. Repeated explanations will be omitted as appropriate. Figure 34 The processing shown takes place between the participant's game pad 1, the participant's smartphone 2, and the game management server 12, which acts as a game player publishing server.

[0417] In step S631, the game player publishing server sends the points to smartphone 2 and requests the points to be added together.

[0418] In step S621, the smartphone 2 receives a points addition request sent from the game player publishing server.

[0419] In step S622, the smartphone 2 sends the write command (data write to game pad 1) along with the score to game pad 1.

[0420] In step S601, the game pad 1 receives a write command and score count sent from the smartphone 2.

[0421] In step S602, game pad 1 executes a write command to add up the scores.

[0422] In step S603, the game pad 1 sends the information indicating that the addition is complete, along with the total score, to the smartphone 2.

[0423] In step S623, the smartphone 2 receives information sent from the game pad 1.

[0424] In step S624, the smartphone 2 displays the sum of the points.

[0425] In step S625, the smartphone 2 presents the summed scores to the participants.

[0426] In step S611, the participant confirms the sum of the points displayed on the display of the smartphone 2.

[0427] The above processing enables the point allocation function based on game management information.

[0428] <Attribute Comparison Function>

[0429] Scene processing begins

[0430] Figure 35 and 36 This is a flowchart illustrating the start of the scene processing.

[0431] For reference Figure 19 As described above, when the game settings change according to the combination of the attributes of the game pad 1 and the scene attributes, the process is performed to associate the pad ID of the game pad 1 of each player in the battle with the scene ID.

[0432] In response to player actions, communication is established between the player's game pad 1, the player's smartphone 2, and the game management server 12, which acts as the game server. Figure 35 and 36 The processing shown. Processing as a game server. Figure 35 The processing shown is performed by the game management server 12.

[0433] In step S661, the player acting as the leader uses his / her own smartphone 2 to initiate the scene request.

[0434] In step S671, the smartphone 2 receives the player's input.

[0435] In step S672, the smartphone 2 captures the game pad 1 and sends a read command.

[0436] In step S651, the game pad 1 receives a read command sent from the smartphone 2.

[0437] In step S652, in response to the read command, game mat 1 sends the game name ID, mat ID, and mat attributes to smartphone 2. For example, information indicating that the mat attribute is water is read from the NFC IC 84 of game mat 1.

[0438] In step S673, the smartphone 2 receives the game name ID, mat ID, and mat attributes sent from the game mat 1.

[0439] In step S674, the smartphone 2 sends the mat ID and game name ID read from the game mat 1 to the game server and requests the start of the scene.

[0440] In step S691, the game server receives a scene start request sent from smartphone 2. The scene start request includes the mat ID and the game name ID.

[0441] In step S692, the game server generates a scene ID based on the game name ID and other information sent from the smartphone 2.

[0442] In step S693, the game server associates the mat ID with the generated scene ID.

[0443] In step S694, the game server sends the scene ID and scene attributes associated with the mat ID to smartphone 2. In this example, the scene attribute identified by the scene ID associated with the mat ID is the water attribute. The game server has information about the attributes of each scene.

[0444] In step S675, smartphone 2 receives the scene ID and scene attribute sent from the game server. In smartphone 2, the scene attribute of the game the player wants to start is specified as water.

[0445] In step S676, the smartphone 2 sends the scene ID along with the write command (data write of card 3) to the game pad 1.

[0446] In step S653, the game pad 1 receives a write command (data writing of card 3) and a scene ID sent from the smartphone 2.

[0447] exist Figure 36 In step S654, game pad 1 sends the scene ID along with the write command (data write of card 3) to card 3.

[0448] In step S701, card 3 receives the write command and scene ID sent from game pad 1.

[0449] In step S702, card 3 executes a write command to write the scene ID into the IC chip.

[0450] In step S703, card 3 sends the instruction that writing has been completed to game pad 1.

[0451] In step S655, the game pad 1 receives information sent from the card 3.

[0452] In step S656, the game pad 1 sends information indicating that the scene ID has been written to the card 3 to the smartphone 2.

[0453] In step S677, the smartphone 2 receives information sent from the game pad 1.

[0454] In step S678, the smartphone 2 sends the scene ID along with the write command (data write to game pad 1) to the game pad 1.

[0455] In step S657, the game pad 1 receives a write command and scene ID sent from the smartphone 2.

[0456] In step S658, the game pad 1 executes a write command to write the scene ID into the NFC IC 84.

[0457] In step S659, the game pad 1 sends a message indicating that writing has been completed to the smartphone 2.

[0458] In step S679, the smartphone 2 receives information sent from the game pad 1.

[0459] In step S680, the smartphone 2 presents the scene ID to the player.

[0460] In step S662, the player checks the scene ID displayed on the screen of the smartphone 2.

[0461] • Scene participant registration and processing 1

[0462] Figure 37 and 38 This is a flowchart illustrating the registration process for participants in the scenario.

[0463] Users who wish to participate in a particular game scenario need to register as participants by holding a card 3, which contains the scenario ID, above their own game mat 1. Here, we assume that player 1 is registering as a participant.

[0464] In response to the actions of player 1, who becomes a participant, communication occurs between player 1's game mat 1, player 1's smartphone 2, the card 3 with the scene ID written in, and the game management server 12, which acts as the game server. Figure 37 and 38 The processing shown.

[0465] In step S781, player 1 uses his / her own smartphone 2 to perform an operation to request participation in the scene.

[0466] In step S791, the smartphone 2 receives the operation from player 1.

[0467] In step S792, the smartphone 2 captures the game pad 1 and sends a read command.

[0468] In step S761, the game pad 1 receives a read command sent from the smartphone 2.

[0469] In step S762, the game pad 1 captures card 3 and sends a read command.

[0470] In step S751, card 3 receives a read command sent from game pad 1.

[0471] In step S752, in response to the read command, card 3 sends the scene ID to game pad 1.

[0472] In step S763, the game pad 1 receives the scene ID sent from the card 3.

[0473] In step S764, the game pad 1 sends the scene ID read from the card 3 to the smartphone 2.

[0474] In step S793, the smartphone 2 receives the scene ID sent from the game pad 1.

[0475] In step S794, the smartphone 2 captures the game pad 1 and sends a read command.

[0476] In step S765, the game pad 1 receives a read command sent from the smartphone 2.

[0477] In step S766, in response to the read command, game mat 1 sends the game name ID, mat ID, and mat attributes to smartphone 2. In this example, the mat attribute of player 1's game mat 1 is water.

[0478] In step S795, the smartphone 2 receives the game name ID, mat ID, and mat attributes sent from the game mat 1.

[0479] exist Figure 38 In step S796, the smartphone 2 sends the game name ID, scene ID, and mat ID read from the game mat 1 to the game server and requests to participate in the scene.

[0480] In step S821, the game server receives a scene participation request sent from smartphone 2. The scene participation request includes the mat ID, game name ID, and scene ID.

[0481] In step S822, the game server associates the mat ID with the scene ID.

[0482] In step S823, the game server sends the scene ID and scene attribute (water attribute) to the smartphone 2.

[0483] In step S797, the smartphone 2 receives the scene ID and scene attribute (water attribute) sent from the game server.

[0484] In step S798, the smartphone 2 sends the scene ID along with the write command (data write to game pad 1) to the game pad 1.

[0485] In step S767, the game pad 1 receives a write command and scene ID sent from the smartphone 2.

[0486] In step S768, the game pad 1 executes a write command to write the scene ID into the NFC IC 84.

[0487] In step S769, the game pad 1 sends the message indicating that writing has been completed to the smartphone 2.

[0488] In step S799, the smartphone 2 receives information sent from the game pad 1.

[0489] In step S800, the smartphone presents a scene ID to the player. The presentation of the scene ID is used to notify player 1 that participant registration has been completed.

[0490] In step S782, the player checks the scene ID displayed on the screen of the smartphone 2.

[0491] • Scene participant registration and processing 2

[0492] Figure 39 and 40 This is a flowchart illustrating the registration process for participants in the scenario.

[0493] Here, let's assume Player 2 registers as a participant. Player 2's game mat 1 has a fire attribute. Aside from the different players acting as participants, Figure 39 and 40 The processing shown is similar to the reference. Figure 37 and 38 The processing of the description.

[0494] That is, in step S866, in response to the read command sent from smartphone 2, game pad 1 sends the game name ID, pad ID, and pad attributes to smartphone 2. In this example, the pad attribute of player 2's game pad 1 is fire attribute.

[0495] pass Figure 37and 38 The processing involves registering participants. Player 1's game mat 1 has the same water attribute as the scene attribute. On the other hand, through... Figure 39 and 40 The game mat for player 2, who is registered as a participant, has a fire attribute, which is different from the scene attribute.

[0496] The game is played in a way that gives player 1 an advantage, through a combination of smart phone 2 that specifies a combination of mat and scene attributes.

[0497] <Tournament Management Functions>

[0498] Scene processing begins

[0499] Figure 41 and 42 This is a flowchart illustrating the start of the scene processing.

[0500] For reference Figure 20 Similar to the process of starting a match using a tournament format, and during point allocation, participants are registered using a card 3 in which a scene ID is written.

[0501] In response to the actions of a player who becomes the owner of a venue, communication takes place between the game mat 1, the smartphone 2, and the game management server 12, which acts as the tournament organizer server, all within the venue. Figure 41 and 42 The processing shown. The processing as a tournament organizer server. Figure 41 The processing shown is performed by the game management server 12.

[0502] In step S961, the owner uses his / her own smartphone 2 to initiate the request scenario.

[0503] In step S981, the smartphone 2 receives the owner's operation.

[0504] In step S982, the smartphone 2 captures the game pad 1 and sends a read command.

[0505] In step S951, the game pad 1 receives a read command sent from the smartphone 2.

[0506] In step S952, in response to the read command, game pad 1 sends the pad ID and game name ID to smartphone 2.

[0507] In step S983, the smartphone 2 receives the mat ID and game name ID sent from the game mat 1.

[0508] In step S984, smartphone 2 sends the mat ID and game name ID sent from game mat 1 to the tournament organizer server and requests the start of the scene.

[0509] In step S1001, the tournament organizer server receives a scenario start request sent from smartphone 2. The scenario start request includes the mat ID and the game name ID.

[0510] In step S1002, the tournament organizer server generates a scene ID based on the game name ID and other information sent from the smartphone 2.

[0511] In step S1003, the tournament organizer server sends the generated scene ID to smartphone 2.

[0512] In step S985, smartphone 2 receives the scene ID sent from the tournament organizer server.

[0513] In step S986, the smartphone 2 displays a card hold waiting screen. This card hold waiting screen is used to guide the owner to keep the card 3 on top of the game pad 1.

[0514] When card 3 is kept, Figure 42 In step S987, the smart phone 2 sends the scene ID along with the write command (data write of card 3) to the game pad 1.

[0515] In step S953, the game pad 1 receives a write command (data writing of card 3) and a scene ID sent from the smartphone 2.

[0516] In step S954, the game pad 1 sends the scene ID along with the write command (data write of card 3) to card 3.

[0517] In step S1011, card 3 receives the write command and scene ID sent from game pad 1.

[0518] In step S1012, card 3 executes a write command to write the scene ID into the IC chip.

[0519] In step S1013, card 3 sends the information indicating that writing is complete to game pad 1.

[0520] In step S955, the game pad 1 receives information sent from the card 3.

[0521] In step S965, the game pad 1 sends information indicating that the scene ID has been written to the card 3 to the smartphone 2.

[0522] In step S988, the smartphone 2 receives information sent from the game pad 1.

[0523] In step S989, the smartphone 2 sends the scene ID along with the write command (data write to game pad 1) to the game pad 1.

[0524] In step S957, the game pad 1 receives a write command and scene ID sent from the smartphone 2.

[0525] In step S958, the game pad 1 executes a write command to write the scene ID into the NFC IC 84.

[0526] In step S959, the game pad 1 sends an instruction to the smartphone 2 to write the completed information.

[0527] In step S990, the smartphone 2 receives information sent from the game pad 1.

[0528] In step S991, the smartphone 2 presents the scene ID to the owner.

[0529] In step S962, the owner confirms the scene ID displayed on the screen of the smartphone 2.

[0530] Participant registration occurs when each participating user receives Card 3, which contains the scene ID, from the owner and holds Card 3 on top of their own game pad 1. After participant registration, a match begins.

[0531] • Winner Input Processing

[0532] Figure 43 and 44 This is a flowchart illustrating the input processing for the winner.

[0533] For reference Figure 21 As stated, when the outcome of the game is already determined, the winner writes information indicating the winner on card 3.

[0534] Responding to the actions of the winning player, the game involves switching between the winning player's game pad 1, smartphone 2, and cards 3. Figure 43 and 44 The processing shown.

[0535] In step S1131, the winner uses smartphone 2 to enter his / her player ID as the winner's information.

[0536] In step S1141, the smartphone 2 receives the winner's operation.

[0537] In step S1142, the smartphone 2 captures the game pad 1 and sends a read command.

[0538] In step S1111, the game pad 1 receives a read command sent from the smartphone 2.

[0539] In step S1112, in response to the read command, game pad 1 sends the pad ID, game name ID, and scene ID to smartphone 2.

[0540] In step S1143, the smartphone 2 receives the mat ID, game name ID, and scene ID sent from the game mat 1.

[0541] In step S1144, the smartphone 2 displays a card hold waiting screen. This card hold waiting screen is used to guide the winner to keep card 3 on top of the game pad 1.

[0542] When card 3 is held, in step S1145, smartphone 2 captures game pad 1 and sends a read command.

[0543] In step S1113, the game pad 1 receives a read command sent from the smartphone 2.

[0544] In step S1114, the game pad 1 captures card 3 and sends a read command.

[0545] In step S1101, card 3 receives a read command sent from game pad 1.

[0546] In step S1102, in response to the read command, card 3 sends the scene ID to game pad 1.

[0547] In step S1115, the game pad 1 receives the scene ID sent from the card 3.

[0548] In step S1116, the game pad 1 sends the scene ID read from the card 3 to the smartphone 2.

[0549] In step S1146, the smartphone 2 receives the scene ID sent from the game pad 1.

[0550] In step S1147, the smartphone 2 confirms whether the scene ID read from the game pad 1 (step S1143) is consistent with the scene ID read from the card 3.

[0551] If the two scene IDs are confirmed to be the same, Figure 44 In step S1148, the smartphone 2 sends the player ID entered by the winner along with the write command (data write of card 3) to the game pad 1.

[0552] In step S1117, the game pad 1 receives a write command (data write of card 3) and a player ID sent from the smartphone 2.

[0553] In step S1118, the game pad 1 sends the player ID along with the write command (data write of card 3) to card 3.

[0554] In step S1103, card 3 receives the write command and player ID sent from game pad 1.

[0555] In step S1104, card 3 executes a write command to write the player ID into the IC chip.

[0556] In step S1105, card 3 sends the information indicating that writing is complete to game pad 1.

[0557] In step S1119, the game pad 1 receives information sent from the card 3.

[0558] In step S1120, the game pad 1 sends information indicating that the player ID has been written into the card 3 to the smartphone 2.

[0559] In step S1149, the smartphone 2 receives information sent from the game pad 1.

[0560] In step S1150, the smartphone displays a message to the winner indicating that the writing is complete.

[0561] In step S1132, the winner confirms the information displayed on the screen of the smartphone 2.

[0562] Through the above process, the winners from each venue who hold Card 3 with their player ID written in it will continue to battle in the next venue.

[0563] • Winner confirmation process

[0564] Figure 45 and 46 This is a flowchart illustrating the winner confirmation process.

[0565] Before the start of a match in the next venue, such as the finals, it is confirmed whether the users gathered in that venue are the winners of the previous venue. The matches are then played between the users who have been confirmed as the winners of the previous venue.

[0566] In response to the actions of the players who gathered at the next venue as winners, the process took place between the game mat 1, smartphone 2, cards 3 prepared at the next venue, and the game management server 12, which acted as the tournament organizer server. Figure 45 and 46 The processing shown.

[0567] In step S1231, the players who are the winners gather use smartphone 2 to enter their player ID.

[0568] In step S1241, the smartphone 2 receives the player's input.

[0569] In step S1242, the smartphone 2 displays a card hold waiting screen. This card hold waiting screen is used to guide the player to hold the card 3 containing the player ID of the winner from the previous session above the game pad 1.

[0570] When card 3 is held, in step S1243, smartphone 2 captures game pad 1 and sends a read command.

[0571] In step S1211, the game pad 1 receives a read command sent from the smartphone 2.

[0572] In step S1212, the game pad 1 sends a read command to the card 3.

[0573] In step S1201, card 3 receives a read command sent from game pad 1.

[0574] In step S1202, in response to the read command, card 3 sends the scene ID and player ID to smartphone 2.

[0575] In step S1213, the game pad 1 receives the scene ID and player ID sent from the card 3.

[0576] In step S1214, the game pad 1 sends the scene ID and player ID read from the card 3 to the smartphone 2.

[0577] In step S1244, the smartphone 2 receives the scene ID and player ID sent from the game pad 1.

[0578] In step S1245, the smartphone 2 confirms whether the player ID entered by the players who are the winners matches the player ID read from the card 3.

[0579] If the two player IDs are confirmed to match, Figure 46 In step S1246, the smartphone 2 sends the scene ID and player ID, and requests to participate in the tournament from the tournament organizer server.

[0580] In step S1261, the tournament organizer server receives a tournament participation request sent from smartphone 2. The tournament participation request includes a scene ID and a player ID.

[0581] In step S1262, the tournament organizer server confirms the scene ID sent from smartphone 2.

[0582] In step S1263, the tournament organizer server accepts player participation.

[0583] In step S1264, the tournament organizer server will instruct the participants to send the completed information to smartphone 2.

[0584] In step S1247, the smartphone 2 receives information sent from the tournament organizer's server.

[0585] In step S1248, the smartphone 2 presents the player with an instruction to participate in accepting the completed message.

[0586] In step S1232, the player confirms the information displayed on the screen of the smart phone 2.

[0587] The above processing enables tournament management functionality based on game management information.

[0588] <<Composition of Each Device>>

[0589] <Intelligent Telephone Structure>

[0590] Figure 47 This is a block diagram illustrating an example of the configuration of a smart phone 2.

[0591] like Figure 47 As shown, in addition to the NFC reader / writer 21, the smartphone 2 also includes a control unit 201, a communication unit 202, a memory 203, an operation unit 204, a camera 205, and a display 206.

[0592] The control unit 201 includes a central processing unit (CPU), a read-only memory (ROM), and a random access memory (RAM). The control unit 201 controls the entire operation of the smartphone 2 by executing a predetermined program.

[0593] The application execution unit 201A is implemented in the control unit 201. Various programs, such as game applications for card games, are executed by the application execution unit 201A.

[0594] Communication unit 202 is a communication module for mobile communications such as Long Term Evolution (LTE). Communication unit 202 communicates with external devices.

[0595] The memory 203 includes flash memory. The memory 203 stores various information such as game management information and programs executed by the control unit 201.

[0596] The operation unit 204 includes various buttons and a touchscreen configured to overlap with the display 206. The operation unit 204 outputs signals to the control unit 201 instructing the user on what to do.

[0597] Camera 205 captures images (moving and still images) in response to user input.

[0598] Display 206 includes an organic EL display and an LCD. Various screens, such as card game screens, are displayed on display 206.

[0599] <Game Management Server Components>

[0600] Figure 48 This is a block diagram illustrating an example of the hardware configuration of the game management server 12.

[0601] CPU 301, ROM 302 and RAM 303 are interconnected via bus 304.

[0602] Furthermore, input / output interface 305 is connected to bus 304. Input unit 306, including a keyboard and mouse, and output unit 307, including a display and speakers, are connected to input / output interface 305. In addition, storage unit 308, including a hard disk and non-volatile memory, communication unit 309, including a network interface, and driver 310, which drives removable media 311, are connected to input / output interface 305.

[0603] Therefore, the game management server 12 is an information processing device that includes a computer.

[0604] In the computer that constitutes the game management server 12, the CPU 301 executes, for example, a program stored in the storage unit 308, thereby performing the series of processes described above.

[0605] In other words, in addition to managing the subscription purchase site, the program also functions as a subscription publishing server, a game player publishing server, a game server, and a tournament organizer server. The CPU 301 acts as a control unit, storing game-related information in association with the game pad's ID in the internal IC chip, etc.

[0606] All the functions can be distributed across multiple computers, rather than being handled by a single game management server 12. For example, servers such as a subscription purchase site management server, a subscription publishing server, a game player publishing server, a game server, and a tournament organizer server can be set up as separate servers for each other.

[0607] <<Other>>

[0608] Various game-related information associated with the pad ID can be stored in a memory located outside the IC chip, rather than in the memory inside the IC chip. That is, the memory storing various game-related information can be either the internal memory of the IC chip or an external memory located separately from the IC chip.

[0609] For reference Figures 7-9 The game management information includes various game-related information associated with the pad ID, such as the game name ID, the owner's player ID, result history, scene ID, the player IDs of the players participating in the game, the ID of the smartphone 2, and the card ID of the card 3 used in the game. Not all information, but at least any one of these can be managed in association with the pad ID.

[0610] Furthermore, by combining two or more pieces of information, subscription information, points information, mat attributes and scene attributes, as well as the winner's information (player ID) can be managed in association with the mat ID.

[0611] <program>

[0612] The above series of processes can be executed in hardware or software. When the series of processes are executed in software, the program constituting the software is installed from a program recording medium into a computer, general-purpose personal computer, or similar device integrated into dedicated hardware.

[0613] The program to be installed is recorded in Figure 48 The removable medium 311 shown is provided and includes optical discs (CD-ROM, DVD, etc.) and semiconductor memory. Furthermore, the program can be provided via wired or wireless transmission media such as a local area network, the Internet, or digital broadcasting. The program can be pre-installed in ROM 302 or storage unit 308.

[0614] Note that the program executed by the computer can be a program that is processed sequentially in the order described in this specification, or a program that is processed in parallel or at necessary time intervals (such as when called).

[0615] In this specification, a system means a group of multiple components (devices, modules (parts), etc.), regardless of whether all components are housed in a single housing. Thus, multiple devices housed in separate housings and connected via a network, as well as a device in which multiple modules are housed in a single housing, are both systems.

[0616] The effects described in this instruction manual are merely examples and are not limited; other effects may exist.

[0617] The embodiments of this technology are not limited to the above embodiments, and various modifications can be made without departing from the essence of this technology.

[0618] For example, this technology can be configured as a cloud computing system in which one of the functions is shared and collaboratively processed by multiple devices via a network.

[0619] Furthermore, the steps described in the flowchart above can be performed by one device or by multiple devices sharing the execution.

[0620] Furthermore, in cases where a step includes multiple processes, the multiple processes contained in a step can be performed by one device or by multiple devices sharing the execution.

[0621] <Example of Combination>

[0622] This technology can also have the following configuration.

[0623] (1) A play mat, comprising:

[0624] A mobile terminal antenna that receives radio waves output by a reader / writer of a mobile terminal that communicates with a server that manages games using IC cards;

[0625] IC card antenna, the IC card antenna communicating with the IC card, the IC card including an IC chip for IC card, wherein data is read / written contactlessly according to commands sent from the reader / writer;

[0626] The memory stores a mat ID, which serves as identification information for the mat; and

[0627] An internal IC chip receives commands sent from the reader / writer and stores game-related information sent from the server in association with the pad ID in the memory.

[0628] (2) The play mat as described in (1), including

[0629] Multiple IC card antennas.

[0630] (3) The game mat as described in (2), wherein

[0631] On the surface of the gaming mat corresponding to the location of the mobile terminal antenna, a partition representing the placement space for the mobile terminal is formed.

[0632] At the positions of the surfaces corresponding to the respective positions of the plurality of IC card antennas, partitions representing the placement space of the IC cards are formed.

[0633] (4) The game mat according to any one of (1) to (3), wherein

[0634] The internal IC chip stores at least one of the following in association with the mat ID in the memory: the game ID, the owner's ID of the game mat, the game result, the scene ID of the game using the game mat, the player ID of the player participating in the game, the mobile terminal ID, and the ID of the IC card used in the game.

[0635] (5) The game mat as described in (4), wherein

[0636] The internal IC chip stores the IDs of multiple players participating in the game using the game mat in the memory, associating them with the mat ID.

[0637] (6) The game mat as described in (4), wherein

[0638] The internal IC chip stores the IDs of the various IC cards used in the game in the memory in association with the pad ID.

[0639] (7) The game mat according to any one of (1) to (6), wherein

[0640] The internal IC chip stores information about subscriptions for optional features used to enable the game in the memory in association with the pad ID.

[0641] (8) The play mat as described in any one of (1) to (6), wherein

[0642] The internal IC chip stores information about the points awarded as rewards for the game in the memory in association with the mat ID.

[0643] (9) The play mat according to any one of (1) to (6), wherein

[0644] The internal IC chip stores information about the attributes of the gaming mat in the memory in association with the mat ID.

[0645] (10) The play mat according to any one of (1) to (6), wherein

[0646] The internal IC chip stores the game winner's ID in the memory in association with the mat ID.

[0647] (11) An information processing method, wherein

[0648] The game uses a pad to receive commands sent from a reader / writer and stores game information sent from the server in memory, associated with the pad's ID.

[0649] The gaming mat includes

[0650] A mobile terminal antenna that receives radio waves output by the reader / writer of a mobile terminal that communicates with a server managing games using IC cards.

[0651] The internal IC chip that sets the pad ID as identification information.

[0652] An IC card antenna communicates with the IC card, the IC card including an IC chip for the IC card in which data is read / written contactlessly according to commands sent from the reader / writer.

[0653] A memory that stores the mat ID as identification information for the mat, and

[0654] Internal IC chip.

[0655] (12) An information processing apparatus, comprising:

[0656] A communication unit that sends information about a game using IC cards to a mobile terminal equipped with a reader / writer placed on a gaming mat, the gaming mat comprising...

[0657] The mobile terminal antenna receives radio waves output by the reader / writer of the mobile terminal, which communicates with a server managing games using the IC cards.

[0658] An IC card antenna communicates with the IC card, the IC card including an IC chip for the IC card in which data is read / written contactlessly according to commands sent from the reader / writer.

[0659] A memory that stores the mat ID as identification information for the mat, and

[0660] Internal IC chip; and

[0661] A control unit that stores information about the game in association with the mat ID in the memory of the gaming mat.

[0662] (13) The information processing apparatus according to (12), wherein

[0663] The control unit causes the memory to store, in association with the mat ID, at least one of the following: the game ID, the owner's ID of the game mat, the game result, the ID of the scene in the game played using the game mat, the ID of the player participating in the game, the ID of the mobile terminal, and the ID of the IC card used in the game.

[0664] (14) The information processing apparatus according to (12) or (13), wherein

[0665] The control unit causes the memory to store information about subscriptions for optional features used to enable the game, associated with the mat ID.

[0666] (15) The information processing apparatus according to (12) or (13), wherein

[0667] The control unit causes the memory to store information about points awarded as rewards for the game, associated with the mat ID.

[0668] (16) The information processing apparatus according to (12) or (13), wherein

[0669] The control unit causes the memory to store information about the attributes of the gaming mat in association with the mat ID.

[0670] (17) The information processing apparatus according to (12) or (13), wherein

[0671] The control unit causes the memory to store the ID of the game winner in association with the mat ID.

[0672] (18) An information processing method, wherein

[0673] The information processing device sends information about a game using IC cards to a mobile terminal equipped with a reader / writer placed on a game mat, the game mat comprising...

[0674] The mobile terminal antenna receives radio waves output by the reader / writer of the mobile terminal, which communicates with a server managing games using the IC cards.

[0675] An IC card antenna communicates with the IC card, the IC card including an IC chip for the IC card in which data is read / written contactlessly according to commands sent from the reader / writer.

[0676] A memory that stores the mat ID as identification information for the mat, and

[0677] Internal IC chip, and

[0678] Information about the game is stored in the memory of the game mat in association with the mat ID.

[0679] List of reference numerals

[0680] 1. Play mat

[0681] 2 Smart Telephones

[0682] 3 Cards

[0683] 12 Game Management Server

[0684] 21 NFC Reader / Writer

[0685] 51 Control Circuit

[0686] 52 Smart Telephone Antenna

[0687] 71-1, 71-2 IC Card Antenna

[0688] 84 NFC IC

Claims

1. A play mat, comprising: A mobile terminal antenna configured to receive radio waves output by a reader / writer of a mobile terminal communicating with a server that manages games using IC cards; IC card antenna, the IC card antenna being configured to communicate with the IC card, the IC card including an IC chip in which data is read / written contactlessly according to commands sent from the reader / writer; A memory configured to store a mat ID, which serves as identification information for a gaming mat; as well as Internal IC chip, the internal IC chip being configured as follows: Receive commands sent from the reader / writer, and Information about the game sent from the server is stored in the memory in association with the mat ID. The stored information includes the ID of the scene in the game played using the game mat.

2. The game mat according to claim 1 further includes... Multiple IC card antennas.

3. The game mat according to claim 2, wherein... On the surface of the gaming mat corresponding to the location of the mobile terminal antenna, a partition representing the placement space for the mobile terminal is formed, and At the positions of the surfaces corresponding to the respective positions of the plurality of IC card antennas, partitions representing the placement space of the IC cards are formed.

4. The play mat according to claim 1, wherein... The internal IC chip is also configured to store in the memory at least one of the following in association with the mat ID: the game ID, the owner's ID of the game mat, the game result, the ID of the player participating in the game, the ID of the mobile terminal, and the ID of the IC card used in the game.

5. The play mat according to claim 4, wherein... The internal IC chip stores the IDs of multiple players participating in the game using the game mat in the memory, associating them with the mat ID.

6. The play mat according to claim 4, wherein... The internal IC chip stores the IDs of the various IC cards used in the game in the memory in association with the pad ID.

7. The play mat according to claim 1, wherein... The internal IC chip stores information about subscriptions for optional features used to enable the game in the memory in association with the pad ID.

8. The play mat according to claim 1, wherein The internal IC chip stores information about the points awarded as rewards for the game in the memory in association with the mat ID.

9. The play mat according to claim 1, wherein... The internal IC chip stores information about the attributes of the gaming mat in the memory in association with the mat ID.

10. The play mat according to claim 1, wherein... The internal IC chip stores the game winner's ID in the memory in association with the mat ID.

11. An information processing method, wherein Game mats include A mobile terminal antenna configured to receive radio waves output by the reader / writer of a mobile terminal that communicates with a server managing games using IC cards. An IC card antenna configured to communicate with the IC card, the IC card including an IC chip in which data is read / written contactlessly according to commands sent from the reader / writer. A memory configured to store the pad ID, which serves as identification information for the gaming pad, and The internal IC chip is configured as Receive commands sent from the reader / writer, and Information about the game sent from the server is stored in the memory in association with the mat ID. The stored information includes the ID of the scene in the game played using the game mat.

12. An information processing apparatus, comprising: A communication unit configured to send information about a game using IC cards to a mobile terminal equipped with a reader / writer placed on a gaming mat, the gaming mat comprising... A mobile terminal antenna configured to receive radio waves output by the reader / writer of the mobile terminal, which communicates with a server managing games using the IC cards. An IC card antenna configured to communicate with the IC card, the IC card including an IC chip in which data is read / written contactlessly according to commands sent from the reader / writer. A memory that stores the pad ID, which serves as the identifier for the gaming pad, and Internal IC chip; and A control unit is configured such that information about the game is stored in the memory of the gaming mat in association with the mat ID, the stored information including the ID of a scene in the game played using the gaming mat. The communication unit and the control unit are each implemented via at least one processor.

13. The information processing apparatus according to claim 12, wherein The control unit causes the memory to store, in association with the mat ID, at least one of the following: the game ID, the owner's ID of the game mat, the game result, the ID of the player participating in the game, the ID of the mobile terminal, and the ID of the IC card used in the game.

14. The information processing apparatus according to claim 12, wherein The control unit causes the memory to store information about subscriptions for optional features used to enable the game, associated with the mat ID.

15. The information processing apparatus according to claim 12, wherein The control unit causes the memory to store information about points awarded as rewards for the game, associated with the mat ID.

16. The information processing apparatus according to claim 12, wherein The control unit causes the memory to store information about the attributes of the gaming mat in association with the mat ID.

17. The information processing apparatus according to claim 12, wherein The control unit causes the memory to store the ID of the game winner in association with the mat ID.

18. An information processing method executed by an information processing device, the method comprising: Sending information about a game using IC cards to a mobile terminal equipped with a reader / writer placed on a gaming mat, the gaming mat comprising... A mobile terminal antenna configured to receive radio waves output by the reader / writer of the mobile terminal, which communicates with a server managing games using the IC cards. An IC card antenna configured to communicate with the IC card, the IC card including an IC chip in which data is read / written contactlessly according to commands sent from the reader / writer. A memory configured to store the pad ID, which serves as identification information for the gaming pad, and Internal IC chip, and Information about the game is stored in the memory of the gaming mat in association with the mat ID. The stored information includes the ID of a scene in the game played using the gaming mat.

Citation Information

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