Game device, computer program product, and game system

By introducing evaluation and accumulation units into the game device, user evaluations are sent to the server in batches, which solves the problem of increasing the server scale in the existing system, reduces costs and maintains the fun of communication elements.

CN119565125APending Publication Date: 2025-03-07BANDAI CO LTD
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Patent Information

Application Number
CN202411491788.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2023-11-17
Filing Date
2024-10-24
Publication Date
2025-03-07

AI Technical Summary

Technical Problem

When existing systems display multiple avatar images and accept votes, frequent API calls lead to increased server size, which in turn increases costs.

Method used

By introducing storage units, evaluation units, accumulation units and transmission units into the game device, user evaluations are accumulated and sent to the server in batches, reducing the frequency of API calls of the server.

Benefits of technology

It effectively reduces the scale demand of servers, reduces the operating costs of the system, and ensures the fun of communication elements.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides a game device, a computer program product and a game system. And the interestingness of the communication elements is ensured. A game device is provided with: a storage means for storing character group information; an evaluation unit that accepts an evaluation made by a user on each character of the character group in which the information is stored in the storage unit; an accumulation unit that accumulates the evaluation accepted by the evaluation unit for the character group; and a first transmission unit that transmits the evaluations accumulated in the accumulation unit in batches to a server.
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Description

Technical Field

[0001] The present invention relates to a game device, a program and a game system, and more particularly to an electronic game accompanied by character display. Background Art

[0002] There is a system that provides a voting function for other users with respect to an avatar image corresponding to a user who has entered a competition (Patent Document 1).

[0003] Prior art literature

[0004] Patent Literature

[0005] Patent Document 1: Japanese Patent No. 6290505 Summary of the invention

[0006] Problem that the invention aims to solve

[0007] A system such as Patent Document 1 is implemented by means of a server that can be connected via a network so that voting by many users can be achieved. The larger the number of users expected to participate in the voting is, the larger the scale of such a server is set. In particular, in a method such as the system of Patent Document 1 in which a plurality of avatar images are presented at a glance and voting is accepted for each avatar image at any time and information on the number of votes managed for the avatar image is updated each time a vote is cast, API calls to the server set up for voting frequently occur, and therefore it is necessary to introduce a server of such a scale that allows such API calls into the system.

[0008] However, a large-scale server has a problem in that the cost of introducing the server increases accordingly.

[0009] An object of the present invention is to provide a game device, a program, and a game system that ensure the fun of communication elements.

[0010] Solutions for solving problems

[0011] A gaming device according to one embodiment of the present invention comprises: a storage unit that stores information about a character group; an evaluation unit that receives evaluations by users related to each character in the character group whose information is stored in the storage unit; an accumulation unit that accumulates the evaluations received by the evaluation unit for the character group; and a first sending unit that sends the evaluations accumulated in the accumulation unit to a server in batches.

[0012] Effects of the Invention

[0013] According to the present invention, it is possible to provide a game device, a program, and a game system that ensure the fun of a communication element. BRIEF DESCRIPTION OF THE DRAWINGS

[0014] Figure 1 It is a diagram illustrating the configuration of a game system according to the embodiment and modified examples of the present invention.

[0015] Figure 2 It is a diagram illustrating the hardware configuration of the game device 100 according to the embodiment and the modified example of the present invention.

[0016] Figure 3 It is a diagram illustrating a hardware configuration of a server 200 according to the embodiment and modified examples of the present invention.

[0017] Figure 4 It is a diagram for explaining an interactive game involved in the embodiment and modification examples of the present invention.

[0018] Figure 5 It is another diagram for explaining the interactive game involved in the embodiment and modification examples of the present invention.

[0019] Figure 6 This is a diagram illustrating the data structure of various information used in the game system according to the embodiment and modified examples of the present invention.

[0020] Figure 7 The following are diagrams illustrating evaluation menu screens displayed when the evaluation function according to the embodiment and the modified example of the present invention is used.

[0021] Figure 8 The diagrams exemplify evaluation screens and list display screens displayed when the evaluation function according to the embodiment and the modified example of the present invention is used.

[0022] Fig. 9 This is a flowchart illustrating an evaluation function process executed in the game device 100 according to the embodiment and the modification of the present invention. DETAILED DESCRIPTION

[0023] [Example]

[0024] The following embodiments are described in detail with reference to the accompanying drawings. In addition, the following embodiments do not limit the invention involved in the claims. In addition, the combination of features described in the embodiments may not all be necessary for the invention. Two or more of the multiple features described in the embodiments may also be combined arbitrarily. In addition, the same reference number is marked on the same or similar structure, and repeated descriptions are omitted.

[0025] In one embodiment described below, the present invention is applied to a game device that can execute a game for developing a character corresponding to a user (hereinafter referred to as a development game) as an example of a game device. However, the present invention can be applied to any device that has a communication function and can receive evaluations related to a character and send the evaluations to a server.

[0026] The structure of the game system

[0027] Figure 1 1 is a diagram showing the structure of a game system according to an embodiment of the present invention. As shown in the figure, in the game system, a game device 100 is configured to be able to communicate wirelessly with other game devices 100 and a server 200. Details will be described later, and the game device 100 is configured to be able to communicate by two communication methods, and in the case of communicating with other game devices 100 and communicating with a server 200, information is sent and received by different communication methods. As shown in the figure, the communication between the game device 100 and the server 200 is carried out via an access point (AP) 300 and a network 400, which is different from the communication directly carried out between the game devices 100. In the present embodiment, in order to realize the interaction between users present in various regions, it is described by assuming that the network 400 is a wide area communication network (WAN) such as the Internet, but it can also be set to a LAN in other ways.

[0028] In this embodiment, the game device 100 is configured in the form of a portable toy, and operates using power supplied from a battery (not shown). Therefore, the transmission and reception of information between the game device 100 and the server 200 via the AP 300 is performed by wireless communication. The game device 100 is configured to have a terminal (not shown) that can be connected to a power source, and the battery can be charged by electrically connecting a commercial power source or the like to the terminal via a feeder cable.

[0029] 〈Hardware structure of gaming device〉

[0030] Next, use Figure 2 The hardware structure of the game device 100 will be described. Figure 2 2 is a block diagram illustrating the hardware configuration of the game device 100 .

[0031] The control unit 101 is a processor such as a CPU, and performs various controls including the operation control of each hardware provided in the game device 100. Specifically, the control unit 101 performs corresponding control by reading a required program stored in, for example, the storage device 102, expanding and executing the program in the memory 103. In addition, the control unit 101 is configured to have a built-in clock and can obtain the current time.

[0032] The storage device 102 is a device capable of storing information permanently, such as a non-volatile memory. In addition to storing programs related to the actions of the game device 100 and the programs of the development game executed in the game device 100, the storage device 102 also stores information on parameters required to implement various controls. In addition, the storage device 102 also functions as a database of various data related to the development game (character DB 121 and props (item) DB 122). In addition, the memory 103 is a storage device for temporarily storing data, such as a volatile memory. The memory 103 can be used not only as an expansion area for each program, but also as a storage area for temporarily storing data output during the actions of various hardware and various controls.

[0033] The character DB 121 is a database that manages information (character information) related to characters that can be developed in the development game as records. In the development game executed in the game device 100 of this embodiment, the user can develop a character that grows through multiple growth stages. The character is configured so that its appearance changes each time the growth stage changes. The character DB 121 manages various information as records for each appearance that the character can adopt in each growth stage. For example, Figure 6 As shown in (a), the character information involved in a record is constituted to include graphic information 602, growth stage 603, and growth target information 604 in association with the character ID 601. The character ID 601 is used to uniquely identify the character (the appearance), the graphic information 602 is used to draw the appearance of the character, the growth stage 603 indicates the growth stage of the character to achieve the appearance, and the growth target information 604 indicates the appearance that the character can grow from the appearance. The growth target information 604 can store the information of the corresponding character ID 601.

[0034] In addition, the item DB 122 is a database that manages information related to items that can be worn on the character in the development game (item information) as records. In the development game executed in the game device 100 of this embodiment, the character being developed can wear items. The props can be, for example, props that can be obtained in the development game, or props that can be obtained by purchasing a specified product in the form of DLC or the like. As described above, the appearance of the character changes at each growth stage, and as the growth stage progresses, the number of wearable props increases. For example, Figure 6As shown in (b), the prop information involved in a record of the prop DB 122 is constructed to include graphic information 612, a wearing part 613, a wearable stage 614 and a prop attribute 615 in association with a prop ID 611, wherein the prop ID 611 is used to uniquely identify the prop, the graphic information 612 is used to draw the appearance of the prop, the wearing part 613 indicates the part of the character that can wear the prop, the wearable stage 614 indicates the growth stage that can wear the prop, and the prop attribute 615 indicates the attribute assigned to the prop.

[0035] The GPU 104 is a drawing device that performs various drawing processes related to the generation of display screens involved in the game device 100. The GPU 104 includes a GPU memory (not shown), expands various graphics data read from the storage device 102, and performs predetermined operations to generate various images (screens) related to the development game. The screens and images generated by the GPU 104 are presented to the user by being displayed on, for example, a display 110 provided in the game device 100. The display 110 is a device for displaying information provided in the game device 100, such as a liquid crystal display.

[0036] The operation I / F 105 is a user interface for receiving operation inputs provided by the game device 100. When the operation I / F 105 detects that an operation input has been made, it outputs a control signal corresponding to the operation input to the control unit 101. In one embodiment, the operation I / F 105 includes, for example, operation members such as buttons provided on the housing of the game device 100, various sensors, and the like. In addition, in an embodiment in which the display 110 is configured to be able to detect touch inputs, the operation I / F 105 includes a touch input detection sensor provided on the display 110.

[0037] The communication I / F 106 is a communication interface between the game device 100 and the external device. As described above, the game device 100 of the present embodiment communicates wireless information with other devices through two communication methods. One communication method is a self-organizing mode communication (hereinafter referred to as self-organizing communication) in which information is directly sent and received between devices in the form that one of the game device 100 and other game devices 100 becomes the host and the other is connected to it, without the condition that the game device 100 is connected to the AP 300. Another communication method is an infrastructure mode communication (hereinafter referred to as infrastructure communication) in which each game device 100 is connected to the corresponding AP 300 so as to send and receive information between the game device 100 and the server 200 via the AP 300 and the network 400. In addition, in the present embodiment, the two communication methods that the communication I / F 106 can utilize are set as self-organizing communication and infrastructure communication for explanation, but the implementation of the present invention is not limited to this, and other types of communication can also be included, which is self-evident.

[0038] 〈Server Hardware Structure〉

[0039] Figure 3 2 is a block diagram showing the hardware configuration of the server 200 according to the present embodiment. In the following description, a hardware configuration that realizes the same functions as the game device 100 is prefixed with "server" to strictly distinguish it from the configuration of the game device 100.

[0040] The server control unit 201 is a processor such as a CPU, and performs control related to the operation of each hardware of the server 200, user management related to the development game, and the realization of various functions including interactive functions. Specifically, the server control unit 201 reads a required program stored in, for example, the server storage device 202, expands the program in the server memory 203, and executes it to perform corresponding control.

[0041] The server storage device 202 is a device that can store information permanently, such as a non-volatile memory, a HDD, etc. In addition to storing an operating system for operating the server 200 and programs related to matching, the server storage device 202 also stores information on parameters required to implement various controls and various required data. In addition, the server storage device 202 also functions as a database of various data related to users using the game device 100. In addition, the server memory 203 is a storage device for temporarily storing data, such as a volatile memory. The server memory 203 can be used not only as a deployment area for each program, but also as a storage area for temporarily storing data output during the operation of various hardware and various controls.

[0042] In the server 200 of the present embodiment, the server storage device 202 also functions as a user DB 211 that manages information (user information) related to each user using the game device 100, and an evaluation DB 212 that manages information (evaluation information) of evaluations of each user by other users. Details of the information managed in these databases will be described later in association with the description of functions using each information.

[0043] The server communication I / F 204 is a communication interface between the server 200 and an external device. Information communication between the server communication I / F 204 and the external device can be performed via a wide area communication network (WAN) such as the Internet, or via a LAN, etc. The information communication performed by the server communication I / F 204 can be performed in any of wired and wireless ways.

[0044] Game Overview

[0045] Below, an overview of the game that provides a game playing experience in the game device 100 of the present embodiment is described. In the present embodiment, it is assumed that the game is a development game that provides character development elements, user-character interaction elements, and interaction elements between characters as interest elements. However, development games are only one way of playing games in which characters appear, and the implementation of the present invention is not limited to this. As long as it is a game in which a character appears whose action is controlled according to the operation input performed by the user, the present invention can be applied. Here, action control is not limited to control by directly operating the character by the user, but also includes the following control: according to the result obtained by evaluating the operation input performed by the user, the parameters and environment are changed, so as to indirectly change the actions and movements of the character.

[0046] In the development game, the user can develop the character by inputting operations related to the care of the character. For example, the development game starts from the stage of hatching eggs, and the growth stage is advanced by sequentially inputting operations related to the necessary care, so that the appearance is different to show the growth of the character.

[0047] The character is configured to be able to wear props, and the user can decorate the character's appearance by making the character wear props obtained in the development game. The parts that can wear props increase as the growth stage progresses, and before reaching the specified growth stage, the parts that can wear props are limited to a part. For the wearable parts, for example, the character's head, face, torso, legs, and hands are provided, and it can be configured to be able to wear hat props, glasses props, clothing props, shoes props, accessories (personal items), etc.

[0048] The operation input related to the character is not limited to the operation input related to the selection of props to be cared for and worn, etc., which directly controls the character. For example, it may also include operation input that indirectly affects the character, such as the decision on the props to be arranged in the character's living space, the selection of gifts to be given, etc.

[0049] In addition, in the development game of this embodiment, in order to make the user recognize the character as a living being, the character, behavior, etc. are configured to change not only according to the growth stage and the transition of the state, but also according to the time period. For example, the control is: from 7:00 a.m. (getting up time) to 7:14 a.m., the character performs the behavior of getting up including yawning in the living room, and from 7:15 a.m. to 7:29 a.m., the character performs the behavior of preparing for the morning including brushing teeth in the bathroom. In addition, for example, the control is: from 15:00 to 15:29 a.m., the character performs the behavior of being hungry and urging to eat snacks in the living room. In addition, the control is: from 30 minutes before the pre-set bedtime (for example, 21:00) to bedtime, the character performs the behavior of sleepiness including yawning in the living room, and from bedtime to 6:59 a.m. the next day, moves to the bedroom to prepare for bed and performs the behavior of going to bed.

[0050] Such a behavior of the character corresponding to the time period also has the effect of adjusting the life rhythm of users such as children, or providing knowledge of raising creatures. In addition, the character in the sleeping state is controlled to not accept the operation input related to the character accepted in a state other than the sleeping state. That is, the character in the sleeping state is controlled so that even if the operation input related to the character is performed, various controls related to the character will not be performed according to the operation input. In this way, users can be prevented from playing the development game excessively.

[0051] 〈Communication Elements〉

[0052] The development game is configured to enable characters developed by other users to appear by communicating with an external device, thereby providing interest elements related to the interaction between characters in the game. Therefore, in the game device 100, information related to the characters being developed by other users is obtained via the communication I / F 106. As described above, the communication I / F 106 can communicate information through two communication methods and can obtain information related to the characters through each communication method. In more detail, the communication I / F 106 obtains information related to the characters being developed in other game devices 100 from other game devices 100 through self-organizing communication. In addition, the communication I / F 106 obtains information related to the characters being developed in any game device 100 that has been connected to the server 200 through infrastructure communication from the server 200.

[0053] In the following, the character being developed in the game device 100 is referred to as a "local character", the character being developed in other game devices 100 whose information is obtained from other game devices 100 in self-organizing communication is referred to as a "friend character", and the character being developed in any game device 100 that is connected to the server 200 and whose information is obtained from the server 200 in infrastructure communication is referred to as an "other user character" to make a strict distinction. That is, the local character is a character whose actions are controlled according to the operation input of the user of the game device 100 in the development game executed by the game device 100. In addition, the friend character is a character whose actions are controlled according to the operation input of the user of the game device 100 in the development game executed by other game devices 100 connected by self-organizing communication. In addition, the other user character is a character whose actions are controlled according to the operation input of the user of the game device 100 in the development game executed by any game device 100 that is connected to the server 200 in communication.

[0054] In the game system of the present embodiment, for each user using the game device 100, information related to the character being developed by the user (development status) is included in the user information and managed in the server 200, so that an interest element for the characters to interact with each other can be provided without directly connecting the game devices 100 to each other. That is, by managing the information related to the character being developed by each user in the server 200, it is possible to send information related to other user characters to the game device 100 when the game device 100 is connected to the server 200 through infrastructure communication. As described above, the user information is managed in the user DB 211 of the server 200, and one record of the user DB 211 maintains various information related to one user.

[0055] For example, Figure 6 As shown in (c) of FIG. 2 , the user information involved in one record of the user DB 211 is configured to include, in association with a user ID 621 for uniquely identifying a user, a user nickname 622 set by the user for himself in the game, a language setting 623 set in the game device 100 used by the user, and mirror information 624 related to the character being developed by the user in the game device 100. Here, the user ID 621 can utilize unique information such as the individual identification number and MAC address of the game device 100 used by the user.

[0056] In addition, the information related to the character being developed in each game device 100 managed in the user DB 211 indicates the state of the character being developed in the game device 100 at the time when the information is received. Strictly speaking, the time when the information is used in the server 200, etc. may be different from the character being developed in the game device 100. Therefore, in this embodiment, the information related to the character managed in the user DB 211 is expressed as a "mirror" in the sense of the appearance of the character being developed at a certain point in time, and is managed as mirror information 624.

[0057] In this embodiment, the mirror information 624 is configured to include, for the character being developed, a character ID 631 indicating the appearance of the character, wear information 632 indicating the wearing status of the props worn by the character, gender information 633 indicating the gender of the character, parameters 634 of the character that change according to the development status, and introduction information 635 indicating the introduction of the character specially set by the user. In the example, the introduction information 635 includes a character nickname 641 set for the character being developed, a greeting 642 displayed when the character is displayed on the game device 100 used by other users, and a virtual residence setting 643 indicating the residence (region) of the character in the game.

[0058] The information included in the introduction information 635 can be set by combining predetermined sentences (fixed words, fixed sentences) instead of being set by the user himself, from the viewpoint of ensuring the security of communication between users, maintaining public order and morality, or reducing the amount of information to be managed in the server 200. In addition, in the present embodiment, it is assumed that three types of information can be set as the introduction information 635 for explanation, but the implementation of the present invention is not limited to this, and the introduction information 635 can be configured to include at least any one of these information, and can also be configured to include other information in addition to / instead of this.

[0059] That is, in the game system of this embodiment, the user using each game device 100 corresponds to the character being developed, and this correspondence can be grasped through user information. That is, in the user information, the user identified by the user ID 621 and a character (mirror) represented by the mirror information 624 are managed as a state in which a correspondence is established.

[0060] In order to obtain information related to the character being developed by each user through infrastructure communication and reflect it in the user information, each game device 100 is configured to connect to the server 200 through infrastructure communication and upload information related to the local character being developed, for example, when a predetermined time condition is met, such as when a predetermined time is reached or when a predetermined time period is reached. Here, the predetermined time condition can be set to be met regularly, such as once a day. The uploaded information related to the local character is used to update the mirror information 624 in the user information managed for the user. Therefore, the game device 100 is configured to regularly upload the user ID, language setting and mirror information related to the local character in the information contained in the user information to the server 200. The information uploaded to the server 200 is, for example, maintained in the storage device 102 of the game device 100, and is updated in sequence according to the progress of the development game executed in the game device 100 (development status of the local character).

[0061] In addition, when uploading information related to the local character, each game device 100 obtains information related to other user characters from the server 200 to be used in the interactive game described later. When receiving information related to the local character from each game device 100, the server 200 randomly selects a specified number (for example, 10 records) of user information of users other than the user of the game device 100 managed in the user DB 211. Then, the server 200 sends the selected specified number of user information as information related to other user characters to the game device 100.

[0062] When a predetermined number of information related to other user characters is received through infrastructure communication, the control unit 101 registers the information in the other user list as information of the first character group involved in the present invention. Here, the other user list is a list for managing information for displaying other user characters in an interactive game, and is stored in the storage device 102, for example.

[0063] On the other hand, in the game device 100, the information about the friend character is obtained from the other game device 100 under the condition that the user has input an operation for communicating with the other game device 100. In addition, at this time, the game device 100 also sends the information about the local character to the other game device 100 as the communication partner.

[0064] In the game system of this embodiment, the information related to other user characters and the information related to the friend character are set to be Figure 6The same data structure as the user information shown in (c) of FIG. However, infrastructure communication is not a method in which face-to-face users simultaneously set their respective game devices 100 to a state in which they can communicate to directly send and receive information, as in ad hoc communication. It can be assumed that the user of the game device 100 sending the information is not an acquaintance or a friend. Therefore, it is also possible to configure the information related to other user roles so that part of the information related to the identification of the user in the user information, such as the user nickname 622, is not included.

[0065] When receiving information about a friend character through ad hoc communication, the control unit 101 registers the information together with the reception date and time in the friend list. Here, the friend list is a list for managing information for displaying friend characters in an interactive game, and is stored in the storage device 102, for example.

[0066] In addition, the list update conditions of the friend list and other user lists are different. In the present embodiment, the friend list is configured to manage information related to the friend roles of up to eight users who have communicated through ad hoc communication. When information related to the friend role is received through ad hoc communication, the control unit 101 determines whether the information related to the same friend role has been registered in the friend list. For example, the judgment can be made by confirming whether the information with the same user ID is registered in the friend list based on the user ID contained in the received information. In the case where the information related to the same friend role has been registered, the control unit 101 updates the information related to the same friend role registered in the friend list to the newly received information. Thus, the information of the role (friend role) being cultivated by the user who has previously conducted ad hoc communication can be updated to the latest state. In addition, in the case where the information related to the same friend role is not registered, the control unit 101 registers the newly received information in the friend list. At this time, in the case where the information related to the upper limit of eight friend roles has been registered in the friend list, the control unit 101 registers it to the friend list by replacing the information that was first registered in the friend list with the newly received information.

[0067] On the other hand, the other user list is configured to manage a predetermined number of information related to other user characters received from the server 200. When a predetermined number of information related to other user characters is received through infrastructure communication, the control unit 101 registers the information to the other user list by replacing all the information currently registered in the other user list with the information. That is, in the game device 100 of this embodiment, the information in the other user list is completely updated every time infrastructure communication is performed. This is because, unlike friend characters, other user characters are not characters associated with acquaintances / friends, etc., and therefore do not need to be maintained for a long time, and can provide users with an interest element of playing games with many users by frequently updating.

[0068] Furthermore, it is assumed that in the initial state of the game device 100 such as at the time of factory shipment, a list of other users in which information of a default character (a character not developed by any user but a pre-set NPC (Non-Player Character)) is registered is stored in the storage device 102 so that interest elements of the interactive game can be provided to all users. Therefore, whenever information such as the AP 300 is registered in the game device 100 and infrastructure communication is performed thereafter to obtain information related to other user characters, the registration content of the list of other users is updated using the information.

[0069] Interactive Games

[0070] The development game of the present embodiment can also continue to develop a character, but for example is configured to include the element that can develop a new generation of characters born by marrying other characters. Through this element, the user can be kept from being bored and maintain high interest in the development game.

[0071] The game device 100 of this embodiment can execute the following communication game: in the case of self-organized communication, the friend character being developed in the game device 100 as the communication partner is displayed and the interaction with the local character is shown. Therefore, the communication game can also be used to make the local character marry the friend character and open up the development elements of a new generation of characters. On the other hand, regarding the interest elements involved in such communication games, the owner of the other game device 100 as the communication partner needs to be around. In addition, if the characters that become marriage objects are limited to characters developed by acquaintances and friends around, the types of characters that can be born may be limited.

[0072] Therefore, in the game device 100 of the present embodiment, in order to provide interactive elements that include interacting with various characters including marrying other characters, an execution function of an interactive game is provided. The interactive game is configured to enable characters (friend characters, other user characters) whose information is registered in a pre-maintained friend list and other user lists to appear, so that the interactive game can be played even in an offline state. In addition, in order to provide the fun brought by displaying characters with various personalities (characters decorated with various props) and the fun related to the above-mentioned marriage, the friend characters and other user characters displayed in the interactive game are limited to characters that have reached a specified growth stage. Similarly, the interactive game is configured as a game that can be played on the condition that the local character has reached the specified growth stage.

[0073] Interactive games use Figure 4 As shown in the figure, in this embodiment, the interactive area is composed of five areas, and is configured to display different areas in sequence by performing operation input related to area movement (area 401→area 402→area 403→area 404→area 405→area 401→...). In the specified area, the characters selected from the friend characters whose information is registered in the friend list and the other user characters whose information is registered in the other user lists are separately arranged in each area. The selected character is configured to be arranged in a certain area and can interact with the local character in the area.

[0074] When the interactive game starts, for example, after the entire area is displayed, a performance of the local character moving to the interactive area is displayed. An entrance door to the interactive area is provided in one area 401 among the five areas, and when the interactive game starts, the area 401 is controlled to be displayed. Figure 5 As shown, the player character 501 is first displayed in area 401 together with the friend character and other user characters arranged in the area. When the user wants to move the player character 501 to another area, the user can move the player character 501 to the next area in the display order (the next area after area 401 is area 402) and display it by inputting an operation related to area movement.

[0075] In the interactive area, the actions of the friend characters and other user characters configured are not controlled based on the operation input of the user using the game device 100. In the interactive game of this embodiment, the actions performed by the friend characters and other user characters configured in the interactive area include actions accompanied by greeting performances for the local characters. In order to convey to the user the fun of interacting with users from various countries, the display of the greeting performance is different based on the information of the language settings corresponding to the friend characters and other user characters. For example, for other user characters associated with the English language setting, a greeting performance including a dialog box display of "Hi!" is displayed, and for other user characters associated with the French language setting, a greeting performance including a dialog box display of "Salut!" is displayed.

[0076] 〈Selection control of displayed character〉

[0077] The number of roles configured in the interactive area is predetermined. In this embodiment, one role is configured for the friend role and 10 roles are configured for the other user roles. Therefore, when executing the interactive game, the control unit 101 selects one piece of information from the information registered in the friend list by lottery, for example, and configures one friend role corresponding to the information in the specified area. In addition, when executing the interactive game, the control unit 101 selects all the information (10 records) registered in the other user list, and configures 10 other user roles corresponding to the information in the specified area.

[0078] Automatic Updates

[0079] In order to improve the fun of such an interactive game in which various characters can be interacted with, it is necessary to update the user information managed by the server 200 for each user, and provide the updated character-related information to each game device 100. Therefore, in the game system of this embodiment, the infrastructure communication between the game device 100 and the server 200 is configured to be executed without the user's operation input related to the communication start request. That is, the game device 100 has the following "automatic update" function: even if there is no operation input by the user, the infrastructure communication is performed with the server 200 to send and receive information when a specific time condition is met.

[0080] In the game device 100 of the present embodiment, the game device 100 configured to have an automatic update function communicates information with the server 200 at a frequency of once a day. In more detail, the game device 100 is configured to perform automatic updates under the condition that it is in a predetermined time period and the state of the local character is in a sleeping state. The predetermined time period for automatic updates (hereinafter referred to as the update time period) can be set to arrive in a cycle of one day, such as 21:00 to 6:59 am the next day. This is because it is not easy for the user to operate the game device 100 during this time period, and it is not easy for various information to change. As described above, when the local character is in a sleeping state, the game device 100 is controlled not to accept the operation input related to the local character. Therefore, by configuring to use this opportunity for automatic updates, it is possible to avoid the situation where the state and parameters of the local character are changed due to the user's operation input, resulting in the inability to manage the latest information in the server 200. In addition, it is possible to avoid the situation where the user's ongoing operation input is interrupted and the update operation cannot be properly performed when the game device 100 uses the information received from the server 200 to update the information and the main body is updated.

[0081] Here, the state in which the local character has gone to bed (bed state) refers to, for example, a state in which the current time has reached the bedtime set by the user and the setting of the bedtime state has been completed after the performance related to bedtime preparation and the performance related to bedtime. In other words, when the user can recognize that the local character has entered the bedtime state based on the image of the local character displayed on the display 110, and the game device 100 has become a state in which operation input related to the local character is not accepted, the local character is considered to be in the bedtime state and managed.

[0082] Therefore, even if the update time period has arrived and the state of the local character has not changed to the sleeping state, the control unit 101 does not execute the automatic update function, but waits until the condition for executing the automatic update function is met. In the example of this embodiment, the control unit 101 waits for the execution of the automatic update function until the state of the local character is completely changed to the sleeping state.

[0083] When the automatic update function is executed, the control unit 101 controls the game device 100 to be able to communicate with the server 200 via the communication I / F 106. Since the communication between the game device 100 and the server 200 is performed by infrastructure communication, this function is assumed to be based on the setting of information of the AP 300 to communicate.

[0084] In the automatic update function, the following information is sent and received.

[0085] The information related to the local character is transmitted from the game device 100 to the server 200. The information related to the local character is configured to include the user ID, language setting, and mirror information related to the local character maintained in the game device 100 as described above. The information related to the local character is mainly transmitted to update the mirror information of the local character.

[0086] Information about other user characters that are display candidates to be displayed in the interactive game is transmitted from the server 200 to the game device 100. Whenever information is transmitted and received with the game device 100, the server control unit 201 selects a predetermined number of mirror information to constitute the transmitted information. The information about other user characters is constituted to include the user ID of the user who has developed each other user character as described above, the language setting, and the mirror information about the other user character.

[0087] In addition, the update data of the firmware of the main body of the game device 100 is also sent from the server 200 to the game device 100. The function addition and fault correction of the game device 100 are partially performed by updating the main body firmware. In addition, the additional content data (new event data, new download content (DLC) data) of the game content (development game) executed in the game device 100 is sent from the server 200 to the game device 100 to change the data referenced in the process of executing the development game in the game device 100, so as to add functions. Here, the new DLC data can include data for sales and data for drawing of the newly added content. Therefore, these additional content data are also sent from the server 200 to the game device 100. In addition, various new information from the game system operation side, such as notification information that does not directly play a role in the processing of the development game, is also sent from the server 200 to the game device 100.

[0088] Therefore, according to the automatic update function, the game device 100 sends information related to the local character, receives main body update data of the game device 100, receives new information, receives additional content data, and receives information on characters corresponding to other game devices during the communication connection with the server 200.

[0089] In addition, it is not necessary to send and receive all of this information during a communication connection related to automatic updating. For example, when the appearance of the local character in the game device 100 has not changed, it is not necessary to update the mirror information of the local character, so it is not necessary to send information related to the local character. In addition, the main body update data, additional content data, and new information are also the same. In the case where there is no information that should be sent to the server 200 side (there is no information to be newly updated) or although there is information that should be sent to the server 200 side, the game device 100 has received it, it is not necessary to receive it. That is to say, in the automatic update function, it is only necessary to send and receive at least any one of the above-mentioned information. In this way, the data communication volume performed by the game device 100 can be reduced, thereby suppressing battery consumption.

[0090] Evaluation Function

[0091] In addition, in the game device 100 of the present embodiment, in order to provide an interest element related to communication between users, an evaluation function is provided in which the user using the game device 100 evaluates other users whose corresponding characters are displayed in the game device 100. The evaluation function is configured to be usable during the execution of an interactive game, for example, and to provide the function by switching from the interactive game in response to an operation related to the use request.

[0092] In the game device 100 of the present embodiment, for example, a user character with a fashionable appearance displayed in an interactive game can vote for other users corresponding to the character, that is, other users who have developed the character, by using the evaluation function. In order to facilitate the understanding of the invention, the following description assumes that the evaluation of other users that can be accepted in the evaluation function is limited to "good reviews", but it goes without saying that there may be evaluation items other than good reviews in the evaluation of other users.

[0093] In the following description, in order to clarify which user is which, a user who uses game device 100 to evaluate another user is referred to as an "evaluation user", and a user who is the subject of evaluation by the evaluation user is referred to as a "target user".

[0094] 〈Evaluation Object〉

[0095] In response to the operation related to the request for use of the evaluation function, the display on the display 110 changes to Figure 7The evaluation menu screen 700 for accepting selection of the evaluation object is shown. In the game device 100 of the present embodiment, the target users who are the evaluation objects in the evaluation function can be classified into two categories, and the evaluation user can evaluate the target users classified into the following two categories by selecting item 701 or item 702 in the evaluation menu screen 700.

[0096] (1) Users who have developed other user roles

[0097] The target user classified into one category as the evaluation object is a user who has developed other user roles configured in the interactive area in the interactive game, that is, a user corresponding to the other user role. In other words, the target user of this category is a user corresponding to a plurality of other user roles whose information is registered in the other user list of the storage device 102. Hereinafter, the target user of this category is referred to as a "first target user". The evaluation user can change the display of the display 110 to a screen for accepting evaluations of each first target user by selecting item 701 in the evaluation menu screen 700.

[0098] (2) Users who have given positive reviews to the reviewing user

[0099] The object user classified as another type as the evaluation object is a user who has voted favorably for the "evaluation user" using the evaluation function in other game devices 100. That is, in the evaluation function, even if the corresponding character does not appear in the interactive game, if it is a user (second object user) who has voted favorably for the evaluation user, the evaluation user can also make an evaluation. Hereinafter, the object user of this classification is referred to as a "second object user". The evaluation user can change the display of the display 110 to a screen for accepting evaluations of each second object user by selecting item 702 in the evaluation menu screen 700.

[0100] In order to accept the evaluation of the second target user, the information of the target user who voted for the favorable review in each game device 100 is transmitted to the server 200 and accumulated. Such information related to the favorable review is reflected in the evaluation information managed for each user in the evaluation DB 212. The evaluation DB 212 is a database that accumulates and manages the information of the favorable reviews voted by other users for one user in one record.

[0101] For example, Figure 6As shown in (d) of FIG. 1 , the evaluation information involved in one record of the evaluation DB 212 is configured to include the cumulative number of favorable evaluations 652 given to the user by other users and evaluation history information 653 indicating the history of favorable evaluations given to the user by other users, in association with a user ID 651 for uniquely identifying the user. In the present embodiment, the evaluation history information 653 includes, for each favorable evaluation voted for the user, an evaluation user ID 661 for uniquely identifying the user who voted for the favorable evaluation and time information 662 related to the time when the favorable evaluation was sent from the game device 100. In the following, the time information 662 is assumed to indicate the time when the information indicating that the evaluation user voted for the target user was sent from the game device 100 to the server 200 for explanation, but the time when the server 200 received the information may also be used.

[0102] For example, in an interactive game executed on the same day, in order to provide the evaluation user with an interest element that allows him to repeatedly encounter the same other user character, the information related to the character corresponding to the first object user is basically registered in the other user list in the automatic update performed once a day, and is maintained until the next automatic update. On the other hand, with respect to the second object user, it also has the aspect of informing the evaluation user that the second object user has voted for a good vote. That is, the information evaluated by the evaluation user himself, for example, can also serve as a standard for whether the appearance of the current local character is evaluated as good by other users, and is information that is ideal for the evaluation user to obtain the latest information. Therefore, the information related to the character corresponding to the second object user is sent from the server 200 to the game device 100 at a different time from the information related to the character corresponding to the first object user.

[0103] The game device 100 of this embodiment, in response to the operation related to the request for using the evaluation function, requests the server 200 for the latest information related to the role corresponding to the second target user at this point in time. In response to the request, the server 200 refers to the evaluation information related to the user of the game device 100 that made the request, and refers to the evaluation user ID 661 related to the latest specified number (for example, 10) of favorable comments in the evaluation history information 653, and constitutes the information returned to the game device 100 (information related to the role corresponding to the second target user). In the returned information, the information related to one role may be a structure that includes the corresponding time information 662 in addition to the various information included in the information related to other user roles. The server control unit 201 refers to the evaluation user ID 661 of the specified number of information from the latest information of the time information 662 in the evaluation history information 653, and constitutes the returned information based on the user information and the time information 662 associated with the same user ID. When the constituted information is returned, the control unit 101 registers the information as the information related to the role corresponding to the second target user in the evaluation user list that is the information of the second role group involved in the present invention.

[0104] Here, the evaluation user list is a list for managing information for displaying the second target user and other user roles corresponding to the second target user for the evaluation function, and is stored in, for example, the storage device 102. The evaluation user list is used to inform the evaluation user of other users who voted for favorable comments, and does not have the aspect of providing the interest element of the interactive game to all users like the other user list, so it is not stored in the storage device 102 in the initial state of the game device 100. For example, when valid information is first obtained from the server 200 in accordance with the acceptance of an operation related to the use request of the evaluation function, the evaluation user list is stored in the storage device 102, and is updated every time the information is received thereafter.

[0105] An example of the flow of this information is as follows. When any evaluation user sends information that a first object user has voted favorably to the server 200, information indicating that the evaluation user has given a favorable review is accumulated in the evaluation information related to the first object user. In addition, similarly, when any evaluation user sends information that a second object user has voted favorably to the server 200, information indicating that the evaluation user has given a favorable review is accumulated in the evaluation information related to the second object user. In addition, regarding the information of the user who has voted favorably for an object user accumulated in the evaluation information related to the object user, when an operation related to a request for use of the evaluation function is performed in the game device 100 used by the object user, the information of the user is obtained from the server 200 and registered in the evaluation user list.

[0106] As such, in the game device 100 of the present embodiment, it is configured to be able to evaluate two types of target users through the evaluation function. In summary, in the game device 100, for users randomly selected by the server 200 and corresponding to each role encountered in the interactive game where the other user roles that appear change every day, it is possible to accept evaluation as the first target user. In addition, in the game device 100, for users who voted favorably for the evaluation user, it is possible to accept evaluation as the second target user. That is, the difference between the first target user and the second target user is that only the role corresponding to the former is controlled to appear in the interactive game. In addition, the difference between the first target user and the second target user is that the former is selected regardless of whether there is a vote for the evaluation user's favor, while the latter is selected on the condition that the evaluation user has voted favorably. In other words, for the first target user, there is an aspect that the evaluation user is provided with a communication element with the first user through a performance such as a chance encounter in the interactive game. On the other hand, for the second target user, there is the following aspect: for users who have already evaluated the evaluation user in a friendly manner, the evaluation user is provided with a communication element with the second target user.

[0107] 〈How to receive evaluation〉

[0108] When the evaluation user performs an operation of selecting item 701 or item 702 on the evaluation menu screen 700 , the evaluation of the target user can be received while confirming the role corresponding to each target user.

[0109] By selecting item 701, the display 110 of the game device 100 displays the following Figure 8 The evaluation screen shown in (a) of FIG. 1 displays each other user role whose information is registered in the other user list, and accepts evaluations of the first target user corresponding to the role. The evaluation screen is provided for each other user role, and the display order is determined so that the evaluation screen related to the other role can be switched by, for example, screen playback operation.

[0110] As shown in the figure, a display 801 showing the appearance of the character and a GUI 802 for accepting evaluations of the first target user corresponding to the character as the evaluation target in the evaluation screen are arranged in the evaluation screen. The GUI 802 is configured to store information indicating that a favorable vote has been made for the first target user as the evaluation target in the memory 103, for example, based on an operation related to confirmation after the selection state is changed. In addition, when a favorable vote has been made for the first target user as the evaluation target, the GUI 802 is controlled to be non-displayed in the evaluation screen in order to prevent the acceptance of double favorable votes and to inform the evaluation user that the evaluation has been completed.

[0111] In addition, as shown in the figure, the evaluation screen also includes the introduction information of the other user character. In the example, the introduction information includes the nickname 803 of the character, the greeting 804 of the character, and the information of the in-game area 805 where the character is active. The display of these information is based on the corresponding information (character nickname 641, greeting 642, virtual residence setting 643) in the information registered for the character in the other user list and in the introduction information 635.

[0112] On the other hand, the situation where the evaluation user wants to evaluate the second target user is also assumed to be that the evaluation user wants to confirm whether he or she has given a good review. Therefore, in the game device 100 of this embodiment, according to the operation of selecting the item 702, the display 110 of the game device 100 displays the following information: Figure 8 The list display screen of roles corresponding to the second target user whose information is registered in the evaluation user list shown in (b) of FIG. In the example of the figure, two roles among the ten roles whose information is registered in the evaluation user list are displayed on the list display screen.

[0113] In the at-a-glance display screen, the display area assigned to each character is narrower than the evaluation screen, so the information display related to each character is also simpler than the information display in the evaluation screen. In the illustration, a simple display 811 briefly showing the appearance of the character and the nickname 812 of the character are configured in the area related to each character. In addition, the display area assigned to a character is narrower than the evaluation screen, so the GUI for accepting the evaluation for each character is not configured in the at-a-glance display screen. Therefore, in the game device 100 of the present embodiment, the evaluation user can select the character who wants to confirm the detailed information in the at-a-glance display screen to change the display to the evaluation screen for accepting the evaluation of the second object user corresponding to the character.

[0114] like Figure 8As shown in (c), the evaluation screen related to the second target user includes, in addition to the display elements included in the evaluation screen related to the first target user, time information 821 related to the evaluation performed by the second target user. The evaluation user can understand when the evaluation performed by the second target user was performed by referring to the time information 821. Similar to the evaluation screen related to the first target user, the evaluation user can operate the GUI 802 in the evaluation screen related to the second target user to vote for the second target user.

[0115] 〈Sending of evaluation〉

[0116] If the point of view is to provide the latest evaluation information to the user who has been voted for a favorable comment, it is preferred that the information of the evaluation received by the first object user and the second object user is quickly sent to the server 200 and reflected in the corresponding evaluation information. On the other hand, in the method of sending the information to the server 200 whenever the evaluation is received in the game device 100, the call of the API set for sending the evaluation will occur frequently, so that the processing load of the server 200 increases. In addition, in the game device 100, it is also necessary to send and receive information whenever the evaluation is received, so that the communication processing will be frequently generated due to the high frequency of voting for favorable comments on the object user. In particular, in a device driven by a battery as the game device 100 of the present embodiment, the generation of high-frequency communication processing directly leads to an increase in power consumption, so there is a problem that the game cannot be played due to the shortened drivable time of the game device 100, and the development game cannot be played, and the provision of a better game experience cannot be ensured.

[0117] Therefore, the game device 100 of this embodiment is controlled to accumulate the evaluation information of the target user in the memory 103 during the period of using the evaluation function, and to send the accumulated evaluation information to the server 200 in batches when the use of the evaluation function ends. Figure 7 In the evaluation menu screen 700 shown in FIG. 1 , an operation of selecting item 703 is performed, and the end of the use of the evaluation function is accepted. Regarding the end of the use, the information of the evaluations accepted and accumulated for the first target user and the second target user until the operation is performed is read from the memory 103 and sent in batches to the server 200. By sending the information of the evaluations accepted by the evaluation user for at least one of the first target user and the second target user in batches to the server 200 in this way, it is possible to prevent the processing load of the server 200 from increasing, and the evaluation information can be transmitted to the server 200 through a single communication process and reflected in the evaluation information. In addition, item 703 is an item provided, for example, to end the evaluation function and return to the interactive game again.

[0118] In addition, since the evaluation function is repeatedly used and terminated, the communication process between the game device 100 and the server 200 is executed when each use ends, and as a result, the communication frequency between the game device 100 and the server 200 may increase. Therefore, after the batch transmission of the evaluation information is performed, the control is performed so that the batch transmission of the evaluation information is not executed until a predetermined time has passed.

[0119] In one embodiment, in order to perform batch transmission of evaluation information related to the use of the evaluation function at a frequency of, for example, once a day, it is possible to configure the evaluation information to be able to be transmitted in batches under the condition that more than 22 hours have passed since the most recent batch transmission. In such an embodiment, if the evaluation user mistakenly terminates the use of the communication function during the evaluation of the target user, the evaluation related to the target user for whom the evaluation user failed to vote may not be reflected in the evaluation information. Therefore, it is also possible to configure such that, when the operation of selecting item 703 is performed, for example, it is notified that the transmission of the evaluation to the target user is once a day, and it is confirmed whether the use of the evaluation function is really terminated.

[0120] 〈Other communication controls〉

[0121] Furthermore, in order to suppress the communication frequency between the game device 100 and the server 200, the following control is also performed.

[0122] First, when the information registered in the other user list is in the initial state (default role information), even if an evaluation is accepted, there is no evaluation information of the user whose information should be reflected in the evaluation. Therefore, the control unit 101 controls to accept the evaluation of the target user in the evaluation function on the condition that the other user role is updated by automatic update.

[0123] In addition, although it is described above that the evaluation user list is updated according to an operation related to a request for use of the evaluation function, since the use and termination of the evaluation function are repeated, the communication process between the game device 100 and the server 200 is performed at the start of each use, and as a result, the communication frequency between the game device 100 and the server 200 may increase. Therefore, control is performed so that after the evaluation user list is updated, the acquisition request for information related to the character corresponding to the second target user is not performed until a predetermined time has passed.

[0124] In one embodiment, in order to obtain evaluation information of evaluation users at a frequency of, for example, once a day, the evaluation information of evaluation users may be obtained only when 22 hours or more have passed since the last update of the evaluation user list.

[0125] 《Evaluation Function Processing》

[0126] Next, the evaluation function processing performed in the game device 100 of the present embodiment in relation to the evaluation function will be described using Fig. 9 The specific processing is described with reference to the flowchart. The processing corresponding to the flowchart can be realized by the control unit 101 reading the corresponding processing program stored in the storage device 102, expanding the processing program in the memory 103 and executing the program. In addition, it is assumed that this update processing is executed when an operation related to a request for use of the evaluation function is detected, for example.

[0127] In S901, the control unit 101 transmits a transmission request for information on the role corresponding to the second target user to the server 200 via the communication I / F 106. The control unit 101 waits until the corresponding information is acquired from the server 200 in response to the request, and when the information is acquired, the process shifts to S902.

[0128] In S902 , the control unit 101 updates the evaluation user list using the information received in S901 .

[0129] In S903, the control unit 101 causes the display 110 to display the evaluation menu screen 700 related to the evaluation function, and accepts a selection operation of an item for the evaluation user to perform an operation related to the evaluation. When a selection operation is performed on an item related to the evaluation of the first target user (item 701), the control unit 101 transfers the process to S904, when a selection operation is performed on an item related to the evaluation of the second target user (item 702), the control unit 101 transfers the process to S909, and when a selection operation is performed on an item related to ending the use of the evaluation function (item 703), the control unit 101 transfers the process to S916.

[0130] In S904 , the control unit 101 causes the display 110 to display an evaluation screen related to the first target user (the user to be evaluated) corresponding to one other user role whose information is registered in the other user list.

[0131] In S905, the control unit 101 determines whether an operation related to voting for the favorable comments of the user to be evaluated has been performed. The determination in this step is performed based on whether an operation for selecting GUI 802 has been performed on the evaluation screen displayed in S904. If the control unit 101 determines that an operation related to voting for the favorable comments of the user to be evaluated has been performed, the processing is transferred to S906. If the control unit 101 determines that the operation has not been performed, the processing is transferred to S907.

[0132] In S906, the control unit 101 stores (accumulates) information indicating that a vote has been cast for the favorable comments of the user to be evaluated in the memory 103. In addition, the control unit 101 changes the GUI 802 to a non-display state in the evaluation screen.

[0133] In S907, the control unit 101 determines whether a transition operation to the evaluation screen related to the next first target user has been performed. If the control unit 101 determines that a transition operation to the evaluation screen related to the next first target user has been performed, the control unit 101 returns the process to S904, and displays the evaluation screen related to the corresponding first target user on the display 110 for the other user roles in the next position in the display order. In addition, if the control unit 101 determines that a transition operation to the evaluation screen related to the next first target user has not been performed, the process is transferred to S908.

[0134] In S908, the control unit 101 determines whether an operation for returning to the evaluation menu screen 700 has been performed. If the control unit 101 determines that an operation for returning to the evaluation menu screen 700 has been performed, the process returns to S903, and if the control unit 101 determines that no such operation has been performed, the process returns to S904.

[0135] On the other hand, when a selection operation is performed on the item 702 in S903 , the control unit 101 causes the display 110 to display a list display screen on which information on roles registered in the evaluation user list is arranged in S909 .

[0136] In S910, the control unit 101 determines whether a selection operation has been performed on any character information in the list display screen. If the control unit 101 determines that a selection operation has been performed on any character information, the process moves to S911, and if the control unit 101 determines that no such operation has been performed, the process moves to S914.

[0137] In S911 , the control unit 101 causes the display 110 to display an evaluation screen related to the second target user (the user to be evaluated) corresponding to the role selected in S910 .

[0138] In S912, the control unit 101 determines whether an operation related to voting for the favorable comments of the user as the evaluation object has been performed. The determination in this step is performed based on whether an operation for selecting GUI 802 has been performed on the evaluation screen displayed in S911. If the control unit 101 determines that an operation related to voting for the favorable comments of the user as the evaluation object has been performed, the processing is transferred to S913. If it is determined that the operation has not been performed, the processing is transferred to S914.

[0139] In S913, the control unit 101 stores (accumulates) information indicating that a vote has been cast for the favorable comments of the user to be evaluated in the memory 103. In addition, the control unit 101 changes the GUI 802 to a non-display state in the evaluation screen.

[0140] In S914, the control unit 101 determines whether an operation for returning to the list display screen has been performed. If the control unit 101 determines that an operation for returning to the list display screen has been performed, the process returns to S909, and if the control unit 101 determines that no such operation has been performed, the process shifts to S915.

[0141] In S915, the control unit 101 determines whether an operation for returning to the evaluation menu screen 700 has been performed. If the control unit 101 determines that an operation for returning to the evaluation menu screen 700 has been performed, the process returns to S903, and if the control unit 101 determines that no such operation has been performed, the process returns to S912.

[0142] In addition, when the selection operation of the item 703 is performed in S903, the control unit 101 determines in S916 whether the evaluation information for one or more target users is accumulated in the memory 103. When the control unit 101 determines that the evaluation information for one or more target users is accumulated, the processing is transferred to S917. When it is determined that the evaluation information for one or more target users is not accumulated, the evaluation function processing is completed.

[0143] In S917, the control unit 101 sends the evaluation information accumulated in the memory 103 to the server 200 in batches via the communication I / F 106, and completes the evaluation function processing. The evaluation information sent in batches in this step can be set to include, for example, the user ID of the user (evaluation user) using the game device 100 and the user ID of each target user for whom the evaluated user has voted favorably.

[0144] As described above, according to the game device of this embodiment, it is possible to avoid an increase in the processing load of the server and an increase in the communication frequency between the game device and the server, while ensuring the interest of the communication element.

[0145] In addition, depending on the number of users who have voted favorably for the evaluation user, some or all of the characters displayed on the overview display screen may be common with the characters displayed on the overview display screen when the evaluation function was most recently used. However, in this case, even if the second target user has already voted favorably when the evaluation function was most recently used, since the evaluation user list is updated, it can be processed so that it can vote favorably again.

[0146] [Modification 1]

[0147] In the above-mentioned embodiment, it is described that the other user list is updated by the automatic update function so that the content thereof is different every day, but the implementation of the present invention is not limited thereto. For example, when the stability of communication between the AP 300 and the game device 100 is reduced or when a communication failure occurs in the server 200 or the network 400, the other user list may not be updated by the automatic update function.

[0148] In this case, for example, the first target user is the same as the previous day, so the fun of the interactive game and the fun of the communication with the first target user in the evaluation function may be reduced. For example, consider the following situation: after the other user list is updated by the automatic update function at 22:00 on November 17, the update of the other user list by the automatic update function fails during the evening of the next day, that is, the 18th to the morning of the 19th. In this case, the final update of the other user list is 22:00 on November 17, so at the time point in the morning of the 19th, the information of the other user characters configured in the interactive area in the interactive game executed on the 18th, that is, the information of the characters corresponding to the users who can be evaluated as the first target user in the evaluation function used on the 18th, is kept intact. That is, the interactive game on the 19th and the evaluation elements related to the first target user are the same as those on the 18th, which may give the user of the game device 100 the impression that it lacks fun.

[0149] In this variation, a manual update function for manually updating the information of the other user list according to the operation of the evaluation user is provided in the game device 100. However, the update of the information of the other user list by the manual update function may increase the communication frequency of the game device 100, and therefore it cannot be used without restriction. The manual update function of the other user list is configured to be usable under the condition that a predetermined time has passed since the most recent update of the other user list, similarly to the update of the evaluation user list, so that the manual update function is performed within the range required from the viewpoint of ensuring the fun of the interactive game.

[0150] In one embodiment, in order to present a situation where the other user characters arranged in the interactive area in the interactive game change every day, it is possible to configure the system so that the use request of the manual update function can be accepted under the condition that more than 22 hours have passed since the most recent update of the other user list. That is, regarding the waiting time for information update set from the perspective of limiting the communication frequency, the time elapsed from the most recent update is managed independently for the other user list and the evaluation user list. In the above example, on November 19, more than 22 hours have passed since 22:00 on November 17, so the manual update function can be used, and the user can update the content of the other user list by performing operations related to the use request and use the interactive game and evaluation function in a different form from that on November 18.

[0151] On the other hand, since automatic updating is performed without user participation, it is sometimes difficult for the user to determine whether the other user list should be manually updated. Therefore, in the game device 100 of this variation, the control unit 101 determines whether the other user list is in a state where the manual update function should be used to update the other user list. If it is determined that the other user list is in a state where the manual update function should be used to update the information, the necessity of manual updating is presented to the user by providing a notification for prompting the manual update function to update the information.

[0152] Here, whether the state in which the other user list information should be updated by the manual update function can be determined based on, for example, whether any of the following two conditions are met. When the information registered in the other user list is in the initial state (default role information), or when the other user list information is not updated when the time condition related to the automatic update function is recently met, the control unit 101 determines that the state in which the other user list information should be updated is in which the other user list information should be updated.

[0153] In this way, for the interactive game and the evaluation function especially related to the first target user, a better user experience can be ensured.

[0154] In addition, in a method where a manual update function is provided as in this variant, the user may also ignore the notification for prompting manual update, for example, the user may evaluate the first target user based on the other user list in a state where manual update is not performed and the second target user based on the evaluation user list, and send the evaluation information in batches to the server 200. At this time, if the user notices the notification after the batch transmission and uses the manual update function to update the information of the other user list, it is severe that the first target user based on the other user list after manual update cannot be evaluated because a batch transmission has been performed once on the same day. In more detail, the other user characters registered in the other user list through this manual update are controlled so that their existence can be temporarily confirmed in the interactive game, but the corresponding first target user cannot be evaluated in the evaluation function, which will result in missing the evaluation opportunity of the first target user when the subsequent automatic update function is normally executed. Based on this situation, it will limit the provision of a better interest experience to the user. Therefore, at least the control of the batch transmission of the evaluation of the first target user can also be controlled so that it can be performed without depending on the time elapsed from the most recent batch transmission when the other user list is updated.

[0155] [Modification 2]

[0156] In addition, in order to continuously provide interest elements related to communication between users, it is preferable to set a structure in which users continuously use the evaluation function. One form of such a structure can be realized by the following auxiliary elements of the development game: for example, a plurality of thresholds are set for the cumulative evaluation number 652 indicating the cumulative number of votes for the user's favorable comments, and each time each threshold is exceeded, an in-game element is given to the user.

[0157] [Variation 3]

[0158] In the above-mentioned embodiment and modification, the evaluation object is described as the user, so that, for example, when the character developed by the user is changed, the evaluation object is also inherited, but the implementation of the present invention is not limited to this. The evaluation object in the evaluation function can also be the character itself.

[0159] [Variation 4]

[0160] In the above-mentioned embodiment and modification, the game device 100 is described as a portable toy and is connected to the server 200 by wireless communication, but the implementation of the present invention is not limited to this. It goes without saying that the game device 100 does not need to be a portable toy, and the communication connection with the server 200 can also be performed in a wired manner.

[0161] [Summary of Embodiments]

[0162] The above-described embodiments disclose at least the following game devices, programs, and game systems.

[0163] (1) A gaming device comprising:

[0164] A storage unit storing information of a role group;

[0165] an evaluation unit that receives an evaluation by a user regarding each role of the role group whose information is stored in the storage unit;

[0166] an accumulation unit that accumulates the evaluations received by the evaluation unit for the role group; and

[0167] A first sending unit sends the evaluations accumulated in the accumulating unit to a server in batches.

[0168] (2) The gaming device according to (1), wherein:

[0169] The server maintains information of the role group,

[0170] The game device further includes an updating unit that acquires the information of the character group from the server and updates the information of the character group stored in the storage unit.

[0171] The evaluation unit receives evaluation of each role of the role group by the user on the condition that the evaluation is updated by the updating unit.

[0172] (3) The gaming device according to (2), wherein:

[0173] The gaming device further comprises:

[0174] An execution unit that executes a game in which a character corresponding to the user appears; and

[0175] a second sending unit, which sends information of a role corresponding to the user to the server,

[0176] The server accumulates information on roles corresponding to each user,

[0177] The updating unit acquires information of roles corresponding to a plurality of other users from the server as information of the role group, and updates the information of the role group stored in the storage unit.

[0178] (4) The gaming device according to (3), wherein:

[0179] The evaluation related to each role of the role group is an evaluation of other users corresponding to the role.

[0180] The information on the role group includes information for specifying other users corresponding to each role.

[0181] (5) The gaming device according to (4), wherein:

[0182] The role group includes a first role group and a second role group,

[0183] The evaluation unit receives evaluations of other users corresponding to a role of at least one of the first role group and the second role group.

[0184] (6) The gaming device according to (5), wherein:

[0185] The updating unit acquires the information of the first role group from the server independently of the operation of the user when a predetermined time condition is satisfied, and updates the information of the first role group in the information of the role group stored in the storage unit.

[0186] (7) The gaming device according to (6), wherein:

[0187] The gaming device further comprises:

[0188] a manual updating unit, which, according to the operation of the user, causes the updating unit to obtain the information of the first role group from the server and to update the information of the first role group in the information of the role group stored in the storage unit; and

[0189] A notification unit is configured to issue a notification for prompting the manual update unit to update the information, based on the fact that the information of the first role group stored in the storage unit is in an initial state or the update of the information of the first role group by the update unit based on the satisfaction of the time condition has not been performed.

[0190] (8) The gaming device according to (6) or (7), wherein:

[0191] The information of the first role group includes information of roles corresponding to a predetermined number of other users selected in the server.

[0192] (9) The gaming device according to any one of (6) to (8), wherein:

[0193] The updating unit acquires the information of the second role group from the server and updates the information of the second role group in the information of the role group stored in the storage unit in response to another user performing an operation related to a request for utilization of an evaluation function.

[0194] (10) A gaming device according to (9), wherein:

[0195] In response to the first sending unit sending the evaluations of other users in batches, the server accumulates the evaluation information associating information for identifying the other users with information for identifying the user who made the evaluations,

[0196] The information of the second role group includes information of roles corresponding to a predetermined number of other users who have evaluated the user.

[0197] (11) The gaming device according to (10), wherein:

[0198] The evaluation information further includes time information related to the time of batch transmission at which the evaluation was performed.

[0199] The updating unit acquires, as the second role group information, information of roles corresponding to a predetermined number of other users who have evaluated the user based on the most recent predetermined number of evaluation information associated with the user, from the server in response to performing an operation related to the utilization request.

[0200] (12) A gaming device according to (11), wherein:

[0201] The game device further includes a display control unit configured to cause a display unit to display an evaluation screen for accepting evaluations of other users.

[0202] The evaluation unit receives evaluations of other users corresponding to each character of the character group via the evaluation screen displayed on the display unit.

[0203] (13) A gaming device according to (12), wherein:

[0204] The evaluation screen includes a display of the appearance of a character corresponding to another user as an evaluation target, introduction information of the character, and a graphical user interface for accepting evaluation from the other user as an evaluation target.

[0205] (14) The gaming device according to (13), wherein:

[0206] The introduction information includes at least any one of information indicating a nickname of a character corresponding to the other user to be evaluated, information indicating a greeting of the character, and information indicating a region in the game where the character is active.

[0207] (15) A gaming device according to (13) or (14), wherein:

[0208] The display control unit controls the evaluation acceptance graphical user interface to be hidden in the evaluation screen related to the other user, upon acceptance of the evaluation of the other user being the evaluation target.

[0209] (16) A gaming device according to any one of (13) to (15), wherein:

[0210] The display control unit causes the display unit to further display a list display screen of a plurality of characters in the second character group,

[0211] The display control unit causes the display unit to display the evaluation screen related to other users corresponding to the role, in response to selection of the role displayed on the list display screen.

[0212] (17) A gaming device according to (16), wherein:

[0213] The list display screen includes, for each character of the second character group, a simplified display of the appearance of the character and information indicating the nickname of the character.

[0214] (18) The gaming device according to (17), wherein:

[0215] The display control unit causes the evaluation screen displayed via the list display screen to further include the time information corresponding to the other user who is the evaluation target.

[0216] (19) A gaming device according to any one of (9) to (18), wherein:

[0217] The updating unit acquires the information of the role group from the server and updates the information of the role group stored in the storage unit on the condition that a predetermined time has passed since the information of the role group was last updated.

[0218] (20) A gaming device according to (19), wherein:

[0219] The updating unit manages the elapsed time from the most recent update for each of the information of the first character group and the information of the second character group.

[0220] (21) A gaming device according to any one of (9) to (20), wherein:

[0221] The first character group appears in the game, while the second character group does not appear in the game.

[0222] (22) A gaming device according to (3), wherein:

[0223] The evaluation related to each role of the role group is an evaluation for the role itself.

[0224] (23) A gaming device according to any one of (2) to (22), wherein:

[0225] The first transmission unit transmits the evaluations accumulated in the accumulation unit to the server in batches, on the condition that a predetermined time has passed since the most recent batch transmission.

[0226] (24) A gaming device according to (23), wherein:

[0227] The first transmission unit transmits the evaluations accumulated in the accumulation unit in batches regardless of the elapsed time from the most recent batch transmission, based on the information of the role group stored in the storage unit being updated by the updating unit.

[0228] (25) A program for causing a computer to function as each unit of the game device described in any one of (1) to (24).

[0229] (26) A game system comprising a game device and a server, wherein:

[0230] The gaming device comprises:

[0231] A storage unit storing information of a role group;

[0232] an evaluation unit that receives an evaluation by a user regarding each role of the role group whose information is stored in the storage unit;

[0233] an accumulation unit that accumulates the evaluations received by the evaluation unit for the role group; and

[0234] A first sending unit is configured to send the evaluations accumulated in the accumulating unit to the server in batches.

[0235] [Other embodiments]

[0236] The present invention is not limited to the above-described embodiments, and various modifications and changes can be made within the scope of the gist of the invention.

[0237] Description of Reference Numerals

[0238] 100: game device; 101: control unit; 102: storage device; 103: memory; 104: GPU; 105: operation I / F; 106: communication I / F; 110: display; 121: character DB; 122: item DB; 200: server; 201: server control unit; 202: server storage device; 203: server memory; 204: server communication I / F; 211: user DB; 212: evaluation DB; 300: AP; 400: network.

Claims

1. A gaming device comprising: A storage unit storing information of a role group; an evaluation unit that receives an evaluation by a user regarding each role of the role group whose information is stored in the storage unit; an accumulation unit that accumulates the evaluations received by the evaluation unit for the role group; as well as A first sending unit sends the evaluations accumulated in the accumulating unit to a server in batches.

2. The game device according to claim 1, wherein: The server maintains information of the role group, The game device further includes an updating unit that acquires the information of the character group from the server and updates the information of the character group stored in the storage unit. The evaluation unit receives evaluation of each role of the role group by the user on the condition that the evaluation is updated by the updating unit.

3. The game device according to claim 2, wherein: The game device further comprises: An execution unit that executes a game in which a character corresponding to the user appears; and a second sending unit, which sends information of a role corresponding to the user to the server, The server accumulates information on roles corresponding to each user, The updating unit acquires information of roles corresponding to a plurality of other users from the server as information of the role group, and updates the information of the role group stored in the storage unit.

4. The game device according to claim 3, wherein: The evaluation related to each role of the role group is an evaluation of other users corresponding to the role. The information on the role group includes information for specifying other users corresponding to each role.

5. The game device according to claim 4, wherein: The role group includes a first role group and a second role group, The evaluation unit receives evaluations of other users corresponding to a role of at least one of the first role group and the second role group.

6. The game device according to claim 5, wherein: The updating unit acquires the information of the first role group from the server independently of the operation of the user when a predetermined time condition is satisfied, and updates the information of the first role group in the information of the role group stored in the storage unit.

7. The game device according to claim 6, wherein: The game device further comprises: a manual updating unit, which, according to the operation of the user, causes the updating unit to obtain the information of the first role group from the server and to update the information of the first role group in the information of the role group stored in the storage unit; as well as A notification unit is configured to issue a notification for prompting the manual update unit to update the information, based on the fact that the information of the first role group stored in the storage unit is in an initial state or the update of the information of the first role group by the update unit based on the time condition being satisfied has not been performed.

8. The game device according to claim 6, wherein: The information of the first role group includes information of roles corresponding to a predetermined number of other users selected in the server.

9. The game device according to claim 6, wherein: The updating unit acquires the information of the second role group from the server and updates the information of the second role group in the information of the role group stored in the storage unit in response to another user performing an operation related to a request for utilization of an evaluation function.

10. The game device according to claim 9, wherein: In response to the first sending unit sending the evaluations of other users in batches, the server accumulates the evaluation information associating information for identifying the other users with information for identifying the user who made the evaluations, The information of the second role group includes information of roles corresponding to a predetermined number of other users who have evaluated the user.

11. The game device according to claim 10, wherein: The evaluation information further includes time information related to the time of batch transmission at which the evaluation was performed. The updating unit acquires, as the second role group information, information of roles corresponding to a predetermined number of other users who have evaluated the user based on the most recent predetermined number of evaluation information associated with the user, from the server in response to performing an operation related to the utilization request.

12. The game device according to claim 11, wherein: The game device further includes a display control unit configured to cause a display unit to display an evaluation screen for accepting evaluations of other users. The evaluation unit receives evaluations of other users corresponding to each character of the character group via the evaluation screen displayed on the display unit.

13. The game device according to claim 12, wherein: The evaluation screen includes a display of the appearance of a character corresponding to another user as an evaluation target, introduction information of the character, and a graphical user interface for accepting evaluation from the other user as an evaluation target.

14. The game device according to claim 13, wherein: The introduction information includes at least any one of information indicating a nickname of a character corresponding to the other user to be evaluated, information indicating a greeting of the character, and information indicating a region in the game where the character is active.

15. The game device according to claim 13, wherein: The display control unit controls the evaluation acceptance graphical user interface to be hidden in the evaluation screen related to the other user, upon acceptance of the evaluation of the other user being the evaluation target.

16. The game device according to claim 13, wherein: The display control unit causes the display unit to further display a list display screen of a plurality of characters in the second character group, The display control unit causes the display unit to display the evaluation screen related to other users corresponding to the role, in response to selection of the role displayed on the list display screen.

17. The game device according to claim 16, wherein: The list display screen includes, for each character of the second character group, a simplified display of the appearance of the character and information indicating a nickname of the character.

18. The game device according to claim 17, wherein: The display control unit causes the evaluation screen displayed via the list display screen to further include the time information corresponding to the other user who is the evaluation target.

19. The game device according to claim 9, wherein: The updating unit acquires the information of the role group from the server and updates the information of the role group stored in the storage unit on the condition that a predetermined time has passed since the information of the role group was last updated.

20. The game device according to claim 19, wherein: The updating unit manages the elapsed time from the most recent update for each of the information of the first character group and the information of the second character group.

21. The game device according to claim 9, wherein: The first character group appears in the game, while the second character group does not appear in the game.

22. The game device according to claim 3, wherein: The evaluation related to each role of the role group is an evaluation for the role itself.

23. The game device according to claim 2, wherein: The first transmission unit transmits the evaluations accumulated in the accumulation unit to the server in batches, on the condition that a predetermined time has passed since the most recent batch transmission.

24. The gaming device of claim 23, wherein: The first transmission unit transmits the evaluations accumulated in the accumulation unit in batches regardless of the elapsed time from the most recent batch transmission, based on the information of the role group stored in the storage unit being updated by the updating unit. 25 . A computer program product comprising a computer program for causing a computer to function as each unit of the game device according to claim 1 .

26. A game system, comprising a game device and a server, wherein: The gaming device comprises: A storage unit storing information of a role group; an evaluation unit that receives an evaluation by a user regarding each role of the role group whose information is stored in the storage unit; an accumulation unit that accumulates the evaluations received by the evaluation unit for the role group; as well as A first sending unit is configured to send the evaluations accumulated in the accumulating unit to the server in batches.

Citation Information

Patent Citations

  • Diameter gauge

    JP1987090505A