Game system, game device, and program
By using short-range wireless communication between the darts game device and the player's terminal, and management of the server device, the problem of high connection costs for darts game devices in large venues is solved, thereby reducing the cost of game events.
Patent Information
- Application Number
- CN202480014162.2
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2023-02-21
- Filing Date
- 2024-02-21
- Publication Date
- 2025-11-18
AI Technical Summary
Setting up multiple dart game devices in a large venue incurs high costs in terms of manpower, time, and money for communication network connections and wiring, leading to increased costs for the game events.
In the game system design, the dart game device connects to the player's terminal via short-range wireless communication, records the battle results and provides battle information. The player's terminal obtains and sends the battle result information to the server device, which manages and stores this information, thus avoiding direct communication between the game device and the server.
It reduces the cost of game events by reducing the need for direct communication with servers through local gameplay and score recording on the gaming device.
Smart Images

Figure CN120981271A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to game systems, game devices, and programs. Background Technology
[0002] Traditionally, large venues such as exhibition halls have set up dozens to hundreds of dart game machines. Multiple players who come to the facility take turns playing against each other at these dart game machines to determine the winners of dart game events.
[0003] For example, Patent Document 1 discloses a game system comprising a server device and a game device. The server device is used to manage game events, and the game device is used for multiple players participating in the game events to compete against each other and is connected to the server device via a communication network.
[0004] Existing technical documents
[0005] Patent documents
[0006] Patent Document 1: Japanese Patent Application Publication No. 2015-36008 Summary of the Invention
[0007] The problem the invention aims to solve
[0008] Connecting the dart game devices to the communication network requires configuring each device in the venue and connecting the communication equipment to each device via wired or wireless means, including wiring. However, performing these tasks for the numerous dart game devices set up in the venue results in extremely high labor, time, and financial costs.
[0009] Therefore, one aspect of the present invention is proposed in view of the above-mentioned problems, and one of its objectives is to provide a game system that can reduce the cost of game events.
[0010] means for solving problems
[0011] One aspect of the present invention provides a game system comprising: a game device for playing a darts game; a player terminal for use by a player; and a server device capable of accessing a storage unit that stores darts game association information related to darts games played by multiple players. The game device includes: a battle execution unit for conducting darts games and recording the scores of each player; and a battle score information providing unit for providing battle score information to the player terminal, indicating the scores of each player in the battle. The player terminal includes: a battle score information acquisition unit for acquiring the battle score information provided by the game device; a player information acquisition unit for acquiring player information, indicating which player each player in the battle is; and a battle result information sending unit for sending battle result information to the server device, indicating the battle result including the battle score information and the player information. The server device includes: a battle result information receiving unit for receiving the battle result information from the player terminal; and a management unit for recording the received battle result information in the darts game association information stored in the storage unit.
[0012] According to the above structure, the game device initiates darts matches and records the scores of each player. It provides match result information (representing the scores of each player) to the player's terminal. The player's terminal receives the match result information from the game device and identifies each player in the match (player information). It then sends match result information (containing the match result and player information) to the server device. The server device receives the match result information from the player's terminal and records it in the match information stored in its storage unit. Therefore, the game device can conduct darts matches and record the match results in the match information managed by the server device without needing to communicate with the server device. Thus, since no communication function between the game device and the server device is required to operate darts tournaments, the cost of such tournaments can be reduced.
[0013] According to one aspect of the present invention, a game system is provided that can reduce the cost of game events. Attached Figure Description
[0014] Figure 1 This is a schematic diagram showing the structure of game system 1.
[0015] Figure 2 This is a schematic front view showing an example of the appearance of the dart game device 10.
[0016] Figure 3 This is a block diagram illustrating an example of the hardware structure of the dart game device 10.
[0017] Figure 4 This is a functional block diagram illustrating one example of the functional components of the dart game device 10.
[0018] Figure 5 This is a schematic diagram illustrating an example of the hardware structure of a computer 200.
[0019] Figure 6 This is a functional block diagram representing an example of the functional units possessed by the player terminal 20.
[0020] Figure 7 This is a functional block diagram illustrating an example of the functional units possessed by the server device 30.
[0021] Figure 8 This is a diagram illustrating an example of the data structure for player information DB31a.
[0022] Figure 9 This is a diagram illustrating an example of the data structure of DB31b, representing competitive information.
[0023] Figure 10 This is a diagram illustrating an example of the data structure of the DB31c battle information.
[0024] Figure 11 This is a diagram illustrating an example of the sequence of actions involved in the processing performed by Game System 1 at the start of a match.
[0025] Figure 12 This is an image of screen G21, which is an example of a screen containing information related to the battle.
[0026] Figure 13 This is an example of a screen that includes a QR code.
[0027] Figure 14 This is a diagram illustrating an example of the sequence of actions involved in the processing performed by Game System 1 during and at the end of a battle.
[0028] Figure 15 This is an example of a screen that includes a QR code.
[0029] Figure 16 This is an example of a screen displaying various information about the players and their results.
[0030] Figure 17 This is a schematic diagram showing the structure of Game System 2.
[0031] Figure 18 This is a block diagram illustrating an example of the hardware structure of the dart game device 40. Detailed Implementation
[0032] [First Implementation Method]
[0033] (1) System Overview
[0034] Figure 1 This is a schematic diagram representing the structure of game system 1. For example... Figure 1 As shown, the game system 1 includes, for example, multiple dart game devices 10, player terminals 20 for each player, and a server device 30. The location where the multiple dart game devices 10 are set up is not particularly limited; it can be a large-scale exhibition venue or a tournament venue, or a dart bar, game center, or other similar establishment. In this embodiment, as an example, the case where multiple dart game devices 10 are set up at a tournament venue where multiple players participate in a dart game is played will be described. Multiple players compete against each other at any one of the dart game devices 10. The player terminals 20 used by each player can be configured to communicate with the server device 30 via a communication network N, such as the Internet. On the other hand, communication between the dart game devices 10 and the server device 30 via the communication network N can be at least partially restricted. The dart game devices 10 may not specifically have the function of communicating with the server device 30 via the communication network N.
[0035] (2) Structure of the dart game device 10
[0036] (2-1) Hardware Structure
[0037] Reference Figure 2 and Figure 3 The structure of the dart game device 10 of this embodiment will be described. Figure 2 This is a schematic front view showing an example of the appearance of the dart game device 10. Figure 3 This is a block diagram illustrating an example of the hardware structure of the dart game device 10.
[0038] The dart game device 10 is configured with various structures inside and outside a roughly rectangular frame. The dart game device 10 includes, for example, a dartboard 101, a segment detection unit 102, a short-range wireless communication device 103, an operation device 104, a display device 105, a sound output device 106, a card slot 107, a card reader 108, a coin acceptor 109, an external storage device interface 110, and a control device 111.
[0039] A roughly circular target 101A is provided on the dartboard 101. Multiple sections are provided on the target 101A, with predetermined distances and directions from its center, which is located approximately at the center of the target 101A. These sections are defined, for example, by a frame erected on the target 101A. Each section of the target 101A has multiple receiving holes, serving as a throwing device, capable of holding darts. When a dart thrown by the player reaches any of the receiving holes, the dart can be held by inserting (piercing) a portion of it into that receiving hole. The section containing the receiving hole holding the dart is the section where the player hit the dart during the throw, and the player is awarded points corresponding to that section.
[0040] The section detection unit 102 is used to detect sections of the dartboard 101 that have been struck by a dart thrown by a player, and multiple sections are provided corresponding to each section of the dartboard 101. In this embodiment, when a dart thrown by a player strikes a specific section of the dartboard 101, that section of the dartboard 101 will move slightly backward due to the impact of the dart. The section detection unit 102 detects the displacement of that section of the dartboard 101 and sends a detection signal indicating that a dart has been struck to the control device 111. The section detection unit 102 can be configured, for example, as a diaphragm switch that is activated by externally applied pressure and consists of multiple electrical contacts and diaphragms stacked together.
[0041] The near-field wireless communication device 103 is a communication interface for communicating with the player terminal 20. Under the control of the control device 111, the near-field wireless communication device 103 communicates with the player terminal 20 and other devices located within a specified range of the dart game device 10. The communication method of the near-field wireless communication device 103 is not particularly limited; it can be either wired or wireless communication, such as Bluetooth (registered trademark) or Wi-Fi (registered trademark).
[0042] The operating device 104 is used for players to perform various operations, such as operation buttons provided on the control panel. In this embodiment, the operating device 104 is operated by the player, for example, when selecting various dart games (such as Zero One, Cricket, etc.).
[0043] Display device 105 is an example of an output device, which has the function of displaying various images related to the dart game based on display data supplied from control device 111. Specifically, display device 105 can be, for example, a liquid crystal display, an organic EL display, etc.
[0044] The sound output device 106 is another example of an output device, which has the function of outputting sounds related to the dart game (sound output) based on the sound signal supplied from the control device 111. Specifically, the sound output device 106 includes, for example, a speaker that can amplify the sound signal and output the sound through a digital amplifier or the like.
[0045] Card slot 107 is an insertion port for inserting player cards owned by the player. In this embodiment, the dart game device 10 is provided with four card slots 107 to allow up to four teams to play against each other (the maximum number of players is not limited). The player card is an example of a medium, and may be configured to record player identification information (ID), historical statistics from past matches, etc. The card read / write section 108 is configured to read and write, for example, the information recorded on the player cards inserted into the card slot 107.
[0046] The coin acceptor 109 includes a coin slot and a sensor that detects the coins inserted through the slot. In this embodiment, the game is made playable by having a player insert a predetermined number of coins through the coin slot. Furthermore, the dart game device 10 can be configured to enable the game to be played using methods such as electronic payment with prepaid means like electronic money.
[0047] The external storage device interface 110 is, for example, an interface capable of connecting an external storage device such as a flash memory (USB memory). The function of the dart game device 10 in this embodiment can be implemented, for example, by a setting file read from an external storage device connected to the external storage device interface 110.
[0048] The control device 111 has a processor 112, a memory 113 and a storage device 114, and comprehensively controls the various structures of the dart game device 10.
[0049] The processor 112 may be composed of a CPU (Central Processing Unit), which controls various processes of the dart game device 10 by executing programs stored in the memory 113. For example, the various functional units of the dart game device 10 are temporarily stored in the memory 113 and can be implemented mainly as programs that operate on the processor 112.
[0050] The memory 113 is, for example, a storage medium such as RAM (Random Access Memory) that functions as both a data storage area and a working area for the processor 112. The memory 113 temporarily stores data required for executing programs executed by the processor 112.
[0051] Storage device 114 is, for example, a non-volatile storage medium such as a hard disk drive (HDD). Storage device 114 stores the operating system and various programs. Furthermore, storage device 114 can also store various databases (DBs). Such programs and data are loaded into memory 113 as needed and then referenced by processor 112. Alternatively, the aforementioned programs can be stored on non-transitory recording media such as USB drives and CD-ROMs. Furthermore, the aforementioned programs can be supplied to storage device 114 via any transmission medium capable of transmitting the programs (communication networks, broadcast waves, etc.). Additionally, in one embodiment of the present invention, the aforementioned programs can be implemented by electronically transmitting data signals carried on a carrier wave.
[0052] (2-2) Functional Structure
[0053] Figure 4 This is a functional block diagram illustrating an example of the functional units of the dart game device 10. As functional units implemented by the processor 112 and memory 113 of the control device 111, the dart game device 10 includes, for example, a storage unit 11 and a control unit 12. The control unit 12 includes an output control unit 12a, a transceiver unit 12b, an operation receiving unit 12c, a battle execution unit 12d, and a player card reading unit 12e.
[0054] The storage unit 11 stores the data required for processing the dart game device 10. For example, the storage unit 11 stores match result information 11a representing the scores of each player in a dart game match. Match result information 11a may include, for example, statistics on wins and losses, scores (points), match time, and information on player rewards (prize information).
[0055] The output control unit 12a controls the outputs made by various output devices. For example, the output control unit 12a can control the display made by the display device 105. Specifically, the output control unit 12a can generate display data for a predetermined image displayed on the display device 105, and cause the display device 105 to display the predetermined image based on the display data. Additionally, the output control unit 12a can, for example, control the sound output made by the sound output device 106. Specifically, the output control unit 12a can generate predetermined sound data that causes the sound output device 106 to output sound, and cause the sound output device 106 to output predetermined sound based on the sound data.
[0056] As an example of a battle result information providing unit, the output control unit 12a can, for example, cause the display device 105 to display the following QR code, which contains battle result information indicating the scores of each player in the battle. Additionally, as an example of a player information providing unit, the output control unit 12a can, for example, cause the display device 105 to display the following QR code, which contains player information indicating which player is the opponent in the battle.
[0057] The transceiver unit 12b transmits and receives various information between itself and the player terminal 20, which is within a predetermined range of the dart game device 10, via a near-field communication device 103. As an example of a battle result information provider, the transceiver unit 12b may, for example, send battle result information to the player terminal 20 via near-field communication. Furthermore, as an example of a competitor information provider, the transceiver unit 12b may, for example, send competitor information to the player terminal 20 via near-field communication.
[0058] The operation receiving unit 12c receives operations performed by the player via the operation device 104, etc. As operations related to the darts game, the operation receiving unit 12c handles, for example, inputting game information and displaying QR codes.
[0059] The battle execution unit 12d controls the dart game at the dart game device 10. The battle execution unit 12d detects the section of the dartboard 101 where a player's dart has struck, and records the statistical data generated based on this detection in the battle result information 11a stored in the storage unit 11. Furthermore, the battle execution unit 12d determines the winner of each match based on the statistical data, and records the information related to the win / loss in the battle result information 11a stored in the storage unit 11. Additionally, the battle execution unit 12d determines the match time and the reward information (prize information) received by the player, and records this information in the battle result information 11a stored in the storage unit 11.
[0060] The player card reading unit 12e controls the card reading unit 108 to read the player card inserted into the card slot 107 and obtain information such as the player ID and statistics recorded on the player card. As an example of a player information acquisition unit (player ID acquisition unit), the player card reading unit 12e can, for example, obtain the player ID as player information by reading the player card.
[0061] (3) Player terminal 20 and server device 30
[0062] (3-1) Hardware Structure
[0063] The hardware structure of the player terminal 20 and the server device 30 will be described. They can each be composed of one or more computers 200. Figure 5This is a schematic diagram illustrating an example of the hardware structure of a computer 200.
[0064] like Figure 5 As shown, the computer 200 includes a processor 201, a memory 202, a storage device 203, an operating device 204, a data I / F unit 205, a communication I / F unit 206, a display device 207, and a sound output device 208.
[0065] The processor 201 may be composed of a CPU (Central Processing Unit), which controls various processes in the computer 200 by executing programs stored in the memory 202. For example, the various functional units of the player terminal 20 and the various functional units of the server device 30 are temporarily stored in the memory 202 and can be implemented as programs that operate on the processor 201.
[0066] The memory 202 is, for example, a storage medium such as RAM (Random Access Memory) that functions as both a data storage area and a working area for the processor 201. The memory 202 temporarily stores data required for executing programs executed by the processor 201.
[0067] Storage device 203 is, for example, a non-volatile storage medium such as a hard disk drive (HDD). Storage device 203 stores the operating system and various programs. Furthermore, storage device 203 can also store various databases (DBs). Such programs and data are loaded into memory 202 as needed and then referenced by processor 201. Alternatively, the programs can be stored on non-temporary recording media such as USB drives and CD-ROMs. Furthermore, the programs can be supplied to storage device 203 via any transmission medium capable of transmitting the programs (communication networks, broadcast waves, etc.). Additionally, in one embodiment of the present invention, the programs can be implemented electronically as data signals carried on a carrier wave.
[0068] The operating device 204 is used by users (players, event operators, and other service providers) to perform various operations, and may consist of a keyboard, mouse, touchscreen, various sensors, wearable devices, etc. The operating device 204 may be connected to the computer 200 via an interface such as USB (Universal Serial Bus).
[0069] The data I / F unit 205 is a device for inputting data from outside the computer 200. As a specific example of the data I / F unit 205, there are drive devices and the like for reading data stored on various storage media. It is possible to place the data I / F unit 205 outside the computer 200. In this case, the data I / F unit 205 is connected to the computer 200, for example, via an interface such as USB.
[0070] The communication I / F unit 206 is a device for conducting data communication via a communication network N with an external device of the computer 200, either wired or wirelessly. It is possible to place the communication I / F unit 206 external to the computer 200. In this case, the communication I / F unit 206 is connected to the computer 200, for example, via an interface such as USB.
[0071] Display device 207 is an example of an output device and is used to display various information. Specific examples of display device 207 include liquid crystal displays, organic EL displays, and displays for wearable devices. Display device 207 can be located outside of computer 200. In this case, display device 207 is connected to computer 200, for example, via a display cable.
[0072] The sound output device 208 is another example of an output device, which has the function of outputting sounds related to the dart game (sound output) based on the sound signal supplied from the processor 201. Specifically, the sound output device 208 includes, for example, a speaker that can amplify the sound signal and output the sound through a digital amplifier or the like.
[0073] Furthermore, each of the player terminal 20 and the server device 30 may not have at least a portion of the constituent elements of the computer 200 described above, or may have constituent elements other than those constituent elements.
[0074] (3-2) Functional structure of player terminal 20
[0075] Figure 6 This is a functional block diagram illustrating an example of the functional units of the player terminal 20. As functional units implemented by the processor 201 and memory 202 of the computer 200, the player terminal 20 includes, for example, a storage unit 21 and a control unit 22. The control unit 22 includes an output control unit 22a, a transceiver unit 22b, an operation receiving unit 22c, and a QR code reader 22d.
[0076] Storage unit 21 stores data required for processing by player terminal 20. Storage unit 21 may, for example, store score information received from dart game device 10. Additionally, storage unit 21 may, for example, store player IDs.
[0077] The output control unit 22a controls the outputs made by various output devices. For example, the output control unit 22a can control the display made by the display device 207. Specifically, the output control unit 22a can generate display data for a predetermined image displayed on the display device 207, and cause the display device 207 to display the predetermined image based on the display data. Additionally, the output control unit 22a can, for example, control the sound output made by the sound output device 208. Specifically, the output control unit 22a can generate predetermined sound data that causes the sound output device 208 to output sound, and cause the sound output device 208 to output predetermined sound based on the sound data.
[0078] The transceiver unit 22b transmits and receives various information between itself and the dart game device 10, which is located within a predetermined range of the player terminal 20, via the communication I / F unit 206. Additionally, the transceiver unit 22b transmits and receives various information between itself and the server device 30 via the communication I / F unit 206. As an example of a battle result information acquisition unit, the transceiver unit 22b can acquire battle result information by receiving it from the dart game device 10 via short-range wireless communication. Similarly, as an example of a player information acquisition unit, the transceiver unit 22b can acquire player information by receiving it from the dart game device 10 via short-range wireless communication. Furthermore, as an example of a battle result information transmission unit, the transceiver unit 22b can send information indicating the battle result, i.e., battle result information, to the server device 30. The battle result information may include, for example, battle result information and player information. Furthermore, as an example of a player information transmission unit, the transceiver unit 22b can, for example, send player information to the server device 30 at a predetermined time. This predetermined time is not specifically limited; it can be before sending the match result information to the server device 30, for example, at the time when the match begins at the dart game device 10, or at any time when the match is in progress at the dart game device 10.
[0079] The operation receiving unit 22c receives operations performed by the player via the operation device 204, etc. As operations related to the darts game, the operation receiving unit 22c handles, for example, login-related operations, various information input operations, and QR code reading operations.
[0080] The QR code reading unit 22d obtains various information contained in the QR code displayed on the dart game device 10. For example, as a battle result information acquisition unit, the QR code reading unit 22d can obtain battle result information contained in the QR code displayed on the dart game device 10. Similarly, as a player information acquisition unit, the QR code reading unit 22d can obtain player information contained in the QR code displayed on the dart game device 10.
[0081] (3-3) Functional structure of server device 30
[0082] Figure 7 This is a functional block diagram illustrating an example of the functional units of the server device 30. As functional units implemented by the processor 201 and memory 202 of the computer 200, the server device 30 includes, for example, a storage unit 31 and a control unit 32. The control unit 32 includes a transceiver unit 32a, a database management unit 32b, a decision unit 32c, and a login processing unit 32d.
[0083] Storage unit 31 stores information related to the darts game, such as player information, competition information, and battle information; specifically, it stores various databases (DBs) as data required for processing by server device 30. For example, storage unit 31 stores player information DB31a, competition information DB31b, and battle information DB31c. These databases are managed by DB management unit 32b.
[0084] Figure 8 This is a diagram illustrating an example of the data structure of Player Information DB31a. Player Information DB31a is a database used to manage information related to players. Figure 8As shown, for example, player information DB31a records "Player ID," "Player Name," "Password," "Login Information," "Level," "Performance History," "Registered Shop," "Friend Information," "Activity Information," and "Ranking Information." "Player ID" is the identification information (ID) used to identify the player. "Player Name" is the player's name. "Password" is the password used by the player terminal 20 to log in to the server device 30, etc. "Login Information" is information related to login processing, such as a login ID issued by the server device 30 when the player terminal 20 is allowed to log in. "Level" is an indicator of the player's ability, which can be calculated in any way and based on historical records of past battle results (wins and losses in battles, statistics representing scores in battles (scores), etc.). "Performance History" is information representing the player's historical performance in past battles. "Registered Shop" is, for example, the ID (shop ID) used to identify shops associated with the player. The store ID can be a frequently used store selected by the player, or it can be the store ID automatically associated with the store that has the designated dart game device 10 when the player plays the game using that device. "Friend Information" can include player IDs associated with players who have registered as friends. Friend registration refers to registering other players who have a certain relationship with the player. Friends can be registered through matches or arbitrarily designated by the player regardless of whether there is a match. "Event Information" can include records related to various events. Events can be, for example, tournaments that offer specific benefits based on accumulated scores, the number of registered friends, etc. "Ranking Information" indicates the player's position in various rankings. The content of the ranking is not particularly limited, but it can include, for example, rankings based on statistics (scores) and rankings based on rewards (awards). Additionally, rankings can be rankings of players only associated with designated stores (in-store rankings).
[0085] Figure 9 This is a diagram illustrating an example of the data structure of the Competition Information DB31b database. The Competition Information DB31b is a database used to manage competition-related information. Figure 9As shown, for example, the competition information DB31b records "Competition ID," "Date and Time," "Venue Information," "Competition Format," and "Match Information." "Competition ID" is the identification information (ID) used to identify the competition. "Date and Time" indicates the date and time of the competition. "Venue Information" is information related to the venue where the competition is held (venue name, venue ID, etc.). "Competition Format" indicates the format of the competition (e.g., knockout tournament or round-robin, singles or doubles, competition level, etc.). "Match Information" is used to identify the match information associated with each competition within the match information contained in the match information DB31c.
[0086] Figure 10 This is a diagram illustrating an example of the data structure of the match information DB31c. The match information DB31c is a database used to manage match-related information for each match. For example... Figure 10 As shown, for example, the battle information DB31c records "Round," "Battle Number of Individual Battle Game," "Player," "Win / Loss," "Battle Results," and "Status." "Round" indicates the number of rounds in the battle within a knockout tournament format. "Battle Number of Individual Battle Game" indicates the order of the battles within the tournament. "Player" indicates the player's information (e.g., player ID) for each battle. "Battle Results" indicates the scores (win / loss and statistics, etc.) of each player in the battle. "Status" indicates the progress of the battle. Furthermore, Figure 10 The example data structure of the battle information DB31c shown is for the case where the competition is in the form of a knockout tournament. However, in the battle information DB31c, battle information can also be recorded in the corresponding data structure for other forms of competition, such as round-robin tournaments.
[0087] Return to Figure 7 The transceiver unit 32a transmits and receives various information with the player terminal 20 via the communication I / F unit 206. As an example of a battle result information receiving unit, the transceiver unit 32a receives battle result information from the player terminal 20. The battle result information may include, for example, battle score information and player information. Furthermore, as an example of a player information receiving unit, the transceiver unit 32a may receive player information from the player terminal 20 at a predetermined time. This predetermined time is not particularly limited; it can be before receiving battle score information from the player terminal 20, for example, at a time when the battle begins at the dart game device 10, or at any time when the battle is in progress at the dart game device 10.
[0088] The determination unit 32c performs various determination processes. For example, the determination unit 32c determines the matching ability of the combination of players shown as player information (including information contained in the battle result information) received from the player terminal 20 with the battle information DB31c stored in the storage unit 31. Specifically, the determination unit 32c determines whether the combination of players shown as player information received from the player terminal 20 matches the combination of players in any battle contained in the battle information DB31c. For example, if the combinations of these players match, the determination unit 32c determines that the combination of players shown as player information received from the player terminal 20 is correct (matching); if the combinations of these players do not match, the determination determines that the combination of players shown as player information received from the player terminal 20 is incorrect (no matching).
[0089] The login processing unit 32d performs login-related processing. For example, when receiving a login request from the player terminal 20, the login processing unit 32d performs the prescribed login processing. As part of the login processing, the login processing unit 32d compares the combination of player ID and password included in the login request with the information recorded in the player information DB31a. If the combination of player ID and password matches any of the information recorded in the player information DB31a, the login processing unit 32d allows login; otherwise, login is not allowed. If login is allowed, the login processing unit 32d issues a login ID and records it in the login information of the player information DB31a.
[0090] (4) Actions
[0091] (4-1) At the start of the battle
[0092] Figure 11 This is a diagram illustrating an example of the sequence of actions involved in the processing performed by Game System 1 at the start of a match.
[0093] (S101)
[0094] In response to an operation performed by a player, player terminal 20 sends a login request to server device 30. During this operation, the player may enter, for example, a player ID and password. Player terminal 20 retrieves the entered player ID and password. Furthermore, player terminal 20 may retrieve player IDs and passwords pre-stored in its storage unit 21.
[0095] (S102)
[0096] When the server device 30 receives a login request from the player terminal 20, it performs a prescribed login process. This login process includes, for example, comparing the player ID and password combination included in the login request with information recorded in the player information DB31a. If the player ID and password combination matches any of the information recorded in the player information DB31a, the server device 30 allows login; otherwise, login is not allowed. If login is allowed, the server device 30 issues a login ID and records it in the login information in the player information DB31a.
[0097] (S103)
[0098] Server device 30 sends the login processing result of step S102 to player terminal 20. For example, if login is allowed, server device 30 notifies player terminal 20 that login is permitted along with the login ID. With login permitted, player terminal 20 can utilize various functions of the application, including the various processes described later. On the other hand, if login is not permitted, server device 30 notifies player terminal 20 that login is not permitted. With login not permitted, player terminal 20 can restrict the use of at least a portion of the various functions of the application.
[0099] (S104)
[0100] Player terminal 20 displays a screen containing information related to the battle (battle information screen) on display device 207, for example. Figure 12 This is a diagram showing screen G21 as an example of this screen. Screen G21 includes the player's own name 401, the name of the competition 402, the name of the opponent's player 403, the number 404 of the dart game device 10 used for the game, and a selection unit 405 for activating the QR reader. In addition, at least some of this information can be obtained from the server device 30.
[0101] Each player can refer to screen G21 to confirm that they have reserved the dart game device 10 for their match, and then move to that dart game device 10. Alternatively, players can move to the dart game device 10 after confirming pre-obtained information and the displays within the venue.
[0102] (S105)
[0103] On the other hand, the dart game device 10 accepts input of competition-related information (competition information) based on the player's actions during the match. Competition information can be input by selecting from options displayed on the dart game device 10. Information related to the selections can be stored in the storage unit 11 of the dart game device 10. The input competition information can be items recorded in the competition information DB31b, such as the competition format (e.g., elimination tournament or round-robin, singles or doubles, competition level, etc.). In addition, the input competition information can also include competition ID, date and time, venue information, etc.
[0104] (S106)
[0105] Next, when each player inserts their player card into the card slot 107 of the dart game device 10, the dart game device 10 obtains each player's ID by reading the inserted player card.
[0106] (S107)
[0107] Next, the dart game device 10 displays a screen containing a QR code on the display device 105, for example. Figure 13 This is a diagram of screen G11, which is an example of such a screen. Screen G11 includes a QR code 501 and an instruction 502 for reading the QR code. As an example, the QR code 501 is shown as a QR code (registered trademark). The dart game device 10 includes, for example, the competition information entered in step S105 in the QR code 501. In addition, the dart game device 10 includes, for example, information in the QR code 501 indicating which player is the opponent in the match (opponent information). For example, the opponent information includes the player IDs obtained from the player cards in step S106. In addition, the dart game device 10 may include, for example, an ID for identifying the dart game device 10 and / or an ID for identifying the location where the dart game device 10 is installed in the QR code 501.
[0108] (S108)
[0109] Next, for example, at least one player, acting as a competitor, operates their own player terminal 20, causing the player terminal 20 to read the QR code 501 displayed on the dart game device 10. Thus, the player terminal 20 obtains the information contained in the QR code 501 (competition information, competitor information, etc.).
[0110] (S109)
[0111] Next, in response to the player's selection to send, the player terminal 20 sends the information obtained by reading the QR code 501 (i.e., the read information, such as competition information and opponent information) along with the login ID received in step S103 to the server device 30. The server device 30 receives the login ID and read information sent from the player terminal 20.
[0112] (S110)
[0113] Server device 30 performs a matching determination process on the player information received from player terminal 20. Specifically, server device 30 determines whether the combination of players shown in the player information received from player terminal 20 matches the combination of players in any match included in match information DB31c (or may be limited to matches in a specific state such as "in match"). If the player combinations match, server device 30 determines that the combination of players shown in the player information received from player terminal 20 is correct (matching); if the player combinations do not match, server device 30 determines that the combination of players shown in the player information received from player terminal 20 is incorrect (no matching).
[0114] Furthermore, in step S110, the server device 30 can perform processing to define the target competition and the associated match information based on the competition information received from the player terminal 20. That is, the server device 30 can extract the match information associated with the determined competition from the match information DB31c, based on the competition information DB31b which matches the competition information received from the player terminal 20. Moreover, the server device 30 can determine whether the player combination shown in the player information received from the player terminal 20 matches the player combination in any match included in the extracted match information.
[0115] (S111)
[0116] Furthermore, the server device 30 determines the match between the player ID contained in the player information received from the player terminal 20 and the information regarding login processing. For example, the server device 30 refers to the player information DB31a to determine the player ID associated with the login ID received from the player terminal 20 in step S109. The server device 30 then compares the determined player ID with the player ID contained in the player information received from the player terminal 20 in step S109.
[0117] If these player IDs match, the server device 30 determines that the player ID received from the player terminal 20 matches the login processing information (has a matching property). Therefore, it can be inferred that the player card read by the dart game device 10 in step S106 is a real player card (a player card held by the player who was allowed to log in to the player terminal 20 in step S102).
[0118] On the other hand, if these player IDs are inconsistent, the server device 30 determines that the player ID received from the player terminal 20 does not match the login processing information (no match). Therefore, it can be inferred that the player card read by the dart game device 10 in step S106 is not a real player card (not a player card held by the player who was allowed to log in to the player terminal 20 in step S102).
[0119] (S112)
[0120] Next, the server device 30 updates the battle information DB31c. Specifically, in the battle information DB31c, the server device 30 updates the "status" associated with the battle determined by the competition information and opponent information received in step S109 to information indicating that a battle is in progress.
[0121] Furthermore, if a predetermined amount of time has elapsed since the execution of processes related to the start of a match, such as updating the match information DB31c, the server device 30 can send a predetermined alert to the player terminal 20 used by the player as the opponent, or any information processing device used by the event operator, etc. This allows the server device 30 to notify players and event operators when a match takes a long time, or when a match is not conducted for some reason, thus contributing to the smooth operation of the event.
[0122] (S113)
[0123] Server device 30 sends a specified notification to player terminal 20. This notification may include an instruction to start a match. Additionally, the notification may include information indicating the result of the matching determination process in step S110 (whether the player combination shown in the player information received from player terminal 20 is correct). Furthermore, the notification may include information indicating the result of the matching determination process in step S111 (whether the player ID received from player terminal 20 matches the information regarding the login process).
[0124] Furthermore, the server device 30 can send the aforementioned notification to player terminals 20 other than the player terminal 20 that sent the competition information and opponent information in step S109 (e.g., player terminal 20 used by a player who is an opponent). Additionally, the server device 30 can send the specified notification to player terminals 20 used by players who are opponents in a match with a predetermined relationship to the started match (e.g., the next match, a match within the same elimination round or league). For example, the server device 30 can send a notification to a player terminal 20 used by a player who is an opponent in the next match, containing information indicating that the previous match has started and specifying which dart game device 10 the match will take place on.
[0125] (S114)
[0126] Player terminal 20 displays the prescribed notification received from server device 30. Thus, the content of the notification displayed on player terminal 20 allows the player to understand the instructions to start the match, whether the player combination is correct, and whether the player ID based on the player card matches the login processing information. Through these steps, the processing performed at the start of the match concludes.
[0127] (4-2) Battle begins ~ Battle ends
[0128] Figure 14 This is a diagram illustrating an example of the sequence of actions involved in the processing performed by Game System 1 during and at the end of a battle.
[0129] (S201)
[0130] The dart game device 10 performs dart game processing. In this processing, the dart game device 10 detects the section of the dartboard 101 where a player's dart has struck, and records the statistical data generated based on this detection in the battle score information 11a stored in the storage unit 11. Furthermore, the dart game device 10 determines the winner of each match based on the statistical data, and records the information related to the win / loss in the battle score information 11a stored in the storage unit 11.
[0131] (S202)
[0132] When the dart game ends, that is, when the above-mentioned step S201 is completed, the dart game device 10 displays a screen containing a QR code on the display device 105, for example. Figure 15This is a diagram of screen G12, which is an example of such a screen. Screen G12 includes a QR code 601 and an instruction 602 related to reading the QR code. As an example, the QR code 601 is represented as a QR code. The dart game device 10 includes, for example, the battle result information generated in step S201 in the QR code 601. In addition, the dart game device 10 includes, for example, information in the QR code 601 indicating which player is the opponent in the battle (opponent information). For example, the opponent information includes the player IDs obtained from the player cards in step S106. In addition, the dart game device 10 may include, for example, an ID for identifying the dart game device 10 and / or an ID for identifying the location where the dart game device 10 is set up in the QR code 501.
[0133] (S203)
[0134] Next, for example, at least one player, acting as a competitor, operates their own player terminal 20, causing the player terminal 20 to read the QR code 601 displayed on the dart game device 10. Thus, the player terminal 20 obtains the battle score information and competitor information contained in the QR code 601. Furthermore, the player terminal 20 then displays, for example... Figure 16 The screen shown is G22. Screen G22 displays various information about the players and their results. Specifically, screen G22 includes player information 701, win / loss information 702, and statistics 703. Additionally, screen G22 includes a send selection unit 704.
[0135] (S204)
[0136] In response to the player selecting the send option 704 on screen G22, player terminal 20 sends information obtained through reading QR code 601, i.e., read information (battle results information and opponent information), to server device 30. Server device 30 receives the read information sent from player terminal 20.
[0137] (S205)
[0138] Next, the server device 30 updates the battle information DB31c. Specifically, in the battle information DB31c, the server device 30 updates the "battle result information" associated with the battle determined through the player information received in step S204 to the battle result information received in step S204. In addition, in the battle information DB31c, the server device 30 updates the "status" associated with the battle to information indicating that the battle has ended, etc.
[0139] Furthermore, depending on the player, the following situation may occur: In the period immediately preceding the event, a player intentionally lowers their skill level in the game, thereby reducing their rank managed by the server device 30. Then, during the event, they play with their true skill level, hoping to improve their unfair performance. Regarding this, the server device 30 can determine the player's unfair behavior based on the battle performance information received in step S204. That is, the server device 30 can determine whether the battle performance information exceeds a predetermined threshold. This predetermined threshold can be set, for example, based on the player's "rank" contained in the player information DB31a. The "rank" contained in the player information DB31a includes past battle performance. Therefore, if the player's battle performance information is determined to exceed the predetermined threshold set based on this "rank," because the discrepancy between past battle performance and the event's battle performance is too large, the server device 30 may presume that the player is engaging in unfair behavior. If the server device 30 determines that the battle results information is above the prescribed threshold, it may send a prescribed alarm or other notification to the player terminal 20 suspected of being used improperly, the player terminal 20 used by the opposing player, and the information processing device used by the prescribed event operator.
[0140] (S206)
[0141] Next, based on the battle information DB31c, the server device 30 determines the next scheduled battle and the opponent, and notifies the player terminal 20, which is the player who will be the opponent, of information related to the next scheduled battle (the opponent's information and the number of the dart game device 10 used for the battle, etc.). Through the above steps, the processing performed during and after the battle is completed.
[0142] (5) Additional Notes
[0143] In the above embodiment, at the start of the match, after displaying a QR code containing player information and competition information acquired by the dart game device 10, the player terminal 20 sends the information obtained by reading the QR code to the server device 30 (steps S105-S109). However, these processes may not be performed at the start of the match. That is, at the start of the match, the player can freely operate the dart game device 10 while playing, and then perform a reference process at the end of the match. Figure 14The steps described are: displaying the QR code by the dart game device 10, reading the QR code by the player terminal 20, and sending the read information to the server device 30 (steps S202-S203). In this case, inputting competition information to the dart game device 10 (step S105) and reading the player card (step S106) can be performed at the end of the match, and the QR code displayed in step S202 can contain this competition information and player information.
[0144] In the above embodiment, the player ID is obtained by reading the player card by the dart game device 10 (S106). However, reading the player card by the dart game device 10 may not be performed. For example, the dart game device 10 may use a player terminal 20 storing the player ID as a medium and obtain the player ID by reading the player terminal 20. Alternatively, the dart game device 10 may not need to read the medium storing the player ID; for example, the player terminal 20 may obtain either the player ID entered by the player or the player ID pre-stored in the storage unit 21. The player terminal 20 may send the obtained player ID (opponent information) to the server device 30. Furthermore, even without obtaining the player ID, if the player enters information indicating that a certain opponent is a certain player (e.g., the player name), the player terminal 20 may obtain this information as opponent information and send it to the server device 30. In this case, the server device 30 can determine the player ID by appropriately comparing the player name and other opponent information entered by the player with the database.
[0145] In the above embodiments, by displaying a QR code on the dart game device 10 and having the player terminal 20 read the QR code, various information (battle results, competition information, and opponent information, etc.) is provided from the dart game device 10 to the player terminal 20 (S107, S108, S202, S203). However, the means by which the dart game device 10 provides various information to the player terminal 20 are not limited to this. For example, the dart game device 10 can send various information to the player terminal 20 via short-range wireless communication, and the player terminal 20 can receive various information via this short-range wireless communication. The type of short-range wireless communication is not particularly limited, but can be, for example, Wi-Fi, Bluetooth, etc.
[0146] In the above embodiment, the game system 1 was described using a darts game as an example. However, the game system 1 can also be applied to throwing games other than darts, and also to general arcade games other than throwing games. Therefore, the game system 1 can replace the darts game device 10 and have a game device for playing throwing games, a game device for playing arcade games, etc.
[0147] As described above, in this embodiment, the player terminal 20 obtains match results information by reading the QR code displayed on the darts game device 10, and sends this match results information along with the player information to the server device 30. Therefore, the darts game device 10 can continue playing even when offline and not communicating with the server device 30. Thus, the cost of the game can be reduced by decreasing the manpower, time, and expense costs associated with setting up communication functions on the darts game device 10. Furthermore, according to this embodiment, since the game can be played in the same way as with a typical online darts game device, the player will not be particularly aware that the darts game device is offline, and the player's gaming experience is not diminished.
[0148] [Variation Example]
[0149] Reference Figure 17 The modified game system 2 will be described below. Furthermore, regarding the modified game system 2, the description will primarily focus on the parts that differ from the game system 1 of the first embodiment, and the description of the parts that are the same as the game system 1 of the first embodiment will be appropriately omitted.
[0150] Figure 17 This is a schematic diagram illustrating the structure of game system 2, a variant example. (For example...) Figure 17 As shown, the game system 2 includes, for example, multiple dart game devices 10, player terminals 20 for each player, a server device 30, and multiple dart game devices 40. The location for each of the multiple dart game devices 10 and 40 is not particularly limited; for example, it can be a large-scale exhibition venue or a tournament venue, or a shop such as a dart bar or game center. In this variant example, we will describe the case where multiple dart game devices 10 are located in shop A, and multiple dart game devices 40 are located in shop B, a different shop from shop A.
[0151] The darts game device 10 installed in shop A is an offline device without the ability to communicate with the server device 30 via the communication network N. Conversely, the darts game device 40 installed in shop B is an online device with the ability to communicate with the server device 30 via the communication network N. Each player's terminal 20 is configured to communicate with the server device 30 via a communication network N such as the Internet. Players can play darts games either in shop A (offline) using the darts game device 10 or in shop B (online) using the darts game device 40.
[0152] Reference Figure 18The structure of the dart game device 40 will be described below. Furthermore, the following description of the dart game device 40 will primarily focus on the parts that differ from the dart game device 10, and will appropriately omit descriptions of the parts that are the same as the dart game device 10.
[0153] Figure 18 This is a block diagram illustrating an example of the hardware structure of a darts game device 40. Specific structures of the darts game device 40 could include, for example, DARTSLIVE (registered trademark), DARTSLIVE2, and DARTSLIVE3 manufactured by DARTSLIVE Co., Ltd., but are not limited to these. In addition to at least a portion of the structure of the darts game device 10, the darts game device 40 further includes a communication I / F unit 801. The communication I / F unit 801 is a device for data communication via a communication network N with an external device of the darts game device 40 via a wired or wireless connection. It is conceivable to place the communication I / F unit 801 external to the darts game device 40. In this case, the communication I / F unit 801 is connected to the darts game device 40, for example, via an interface such as USB. The darts game device 40 may have a reference... Figure 4 The description describes at least some of the functional units of the dart game device 10. Furthermore, the transceiver unit 12b of the dart game device 40 can send and receive arbitrary information with the server device 30 via the communication I / F unit 801 and the communication network N.
[0154] In the modified game system 2, when a player plays a darts game using the offline darts game device 10, the device displays a QR code for obtaining darts game-related information, such as player information, competition information, and battle information. The player terminal 20 then reads the QR code displayed on the offline device 10 to obtain the darts game-related information and sends it to the server device 30. The server device 30 then registers the darts game-related information obtained from the player terminal 20 as darts game-related information in various databases (player information DB31a, competition information DB31b, and battle information DB31c, etc.).
[0155] Furthermore, in the modified game system 2, when a player plays a darts game using the online darts game device 40, the online darts game device 40, after obtaining darts game-related information such as player information, competition information, and battle information, sends this darts game-related information to the server device 30. Then, the server device 30 registers the darts game-related information obtained from the online darts game device 40 into various databases (player information DB31a, competition information DB31b, and battle information DB31c, etc.).
[0156] Server device 30 integrates various dart game-related information collected from both the offline dart game device 10 and the online dart game device 40, and registers it in various databases (player information DB31a, competition information DB31b, and battle information DB31c, etc.). The dart game-related information integrated and stored in server device 30 can be accessed arbitrarily by dart game device 40 or player terminal 20.
[0157] In the modified game system 2, dart game-related information can be collected from offline dart game devices 10 using QR codes, and then integrated with the dart game-related information collected from online dart game devices 40. This reduces equipment investment for setting up communication functions with the server device 30, and allows for the acquisition of dart game-related information from both online and offline devices. Furthermore, it enhances the fun of the dart game and increases player participation in the game system 2 community.
[0158] In the modified game system 2, even when the player uses the offline dart game device 10, the dart game-related information is sent and recorded to the server device 30, thus enabling participation in various activities.
[0159] In the modified game system 2, dart game-related information is also provided from the offline dart game device 10 to the server device 30 via the player terminal 20. Therefore, even when a player plays the dart game via the offline dart game device 10, they can still connect with other players, shops, service providers, etc., and engage in two-way communication.
[0160] Furthermore, the dart game device 10 of the first embodiment and / or the modified example can be a dart game device that, although it has the same communication function with the server device 30 as the dart game device 40 in the past, is set up in a shop or the like where the online contract with the service provider has ended.
[0161] The present invention is not limited to the above-described embodiments, and various modifications can be made within the scope of the claims. Embodiments obtained by appropriately combining the technical means disclosed in different embodiments are also included within the technical scope of the present invention.
[0162] Label Explanation
[0163] 1…Game system, 10…Dart game device, 11…Storage unit, 12…Control unit, 12a…Output control unit, 12b…Transmitter / receiver unit, 12c…Operation receiving unit, 12d…Battle execution unit, 12e…Player card reading unit, 101…Dartboard, 102…Segment detection unit, 103…Near-field wireless communication device, 104…Operating device, 105…Display device, 106…Sound output device, 107…Card slot, 108…Card reader, 109…Coin acceptor, 110…External storage device interface, 111…Control device, 112…Processor, 113…Memory, 114…Storage device, 2 0…Player terminal, 21…Storage unit, 22…Control unit, 22a…Output control unit, 22b…Transmitter / receiver unit, 22c…Operation acceptance unit, 22d…QR code reader unit, 30…Server device, 31…Storage unit, 32…Control unit, 32a…Transmitter / receiver unit, 32b…DB management unit, 32c…Decision unit, 32d…Login processing unit, 200…Computer, 201…Processor, 202…Memory, 203…Storage device, 204…Operating device, 205…Data I / F unit, 206…Communication I / F unit, 207…Display device, 208…Sound output device, 801…Communication I / F unit.
Claims
1. A game system, the game system comprising: Gaming device for playing darts; Player terminals, for players to use; as well as The server device has access to a storage unit that stores darts game-related information associated with darts games played by multiple players. in, The gaming device includes: The battle section is responsible for conducting dart game matches and recording the scores of each player; and The battle results information providing unit provides the player's terminal with battle results information representing the scores of each player in the battle. The player terminal has: The battle result information acquisition unit acquires the battle result information provided by the gaming device; The player information acquisition unit acquires player information, which indicates which player is each player in the battle; and The battle result information sending unit sends battle result information to the server device. The battle result information is information indicating the battle result, which includes the battle score information and the information of the competitors. The server device includes: The battle result information receiving unit receives the battle result information from the player's terminal; and The management department records the received battle result information in the dart game-related information stored in the storage department.
2. The game system according to claim 1, wherein, The player terminal also includes a player information sending unit, which sends the player information obtained by the player information acquisition unit to the server device before sending the battle results information to the server device. The server device also includes a player information receiving unit, which receives player information from the player terminal.
3. The game system according to claim 1 or 2, wherein, The game device's battle results information provider displays a QR code containing the battle results information. The player terminal's battle result information acquisition unit obtains the battle result information by reading the displayed QR code.
4. The game system according to claim 1 or 2, wherein, The battle result information providing unit of the gaming device sends the battle result information to the battle result information acquiring unit of the player terminal via near-field wireless communication. The player terminal's battle result information acquisition unit acquires the battle result information transmitted via near-field wireless communication from the game device's battle result information providing unit.
5. The game system according to claim 1 or 2, wherein, The gaming device also features: The second opponent information acquisition unit acquires the opponent information; and The opponent information providing unit provides the opponent information to the opponent information acquisition unit of the player terminal.
6. The game system according to claim 5, wherein, The game device's player information provider displays a QR code containing the player's information. The player terminal's opponent information acquisition unit obtains the opponent information by reading the displayed QR code.
7. The game system according to claim 5, wherein, The player information providing unit of the gaming device sends the player information to the player information acquiring unit of the player terminal via near-field wireless communication. The player terminal's competitor information acquisition unit acquires competitor information transmitted via near-field wireless communication from the competitor information providing unit of the game device.
8. The game system according to claim 2, wherein, The server device further includes a determination unit, which determines the matching degree between the player information contained in the battle result information received by the battle result information receiving unit or the player information shown by the player information received by the battle result information receiving unit and the dart game association information stored in the storage unit.
9. The game system according to claim 1 or 2, wherein, The player terminal's opponent information acquisition unit acquires the player ID used to identify the player as the opponent information.
10. The game system according to claim 9, wherein, The gaming device also includes a player ID acquisition unit, which acquires the player ID by reading a specified medium storing the player ID. The player information acquisition unit of the player terminal obtains the player ID obtained by the player ID acquisition unit of the game device as the player information.
11. The game system according to claim 9, wherein, The player terminal's opponent information acquisition unit acquires the player ID stored in the player terminal's storage unit as the opponent information.
12. The game system according to claim 9, wherein, The server device also includes: The login processing unit performs the login process for the player's terminal; and The determination unit determines the matching degree of the player ID received from the player terminal as the opponent information with the information related to the login process.
13. A gaming device for playing a darts game, wherein, The gaming device includes: The battle section is responsible for conducting dart game matches and recording the scores of each player; and The battle results information provider provides battle results information, representing the scores of each opponent in the battle, to the player's terminal. The player terminal has: The battle result information acquisition unit acquires the battle result information provided by the gaming device; The opponent information acquisition unit acquires opponent information, which indicates which player each opponent in the battle is; as well as The battle result information sending unit sends battle result information to the server device. This battle result information represents the battle result, including the battle score information and the player information. The server device has access to a storage unit that stores dart game association information related to dart games played by multiple players. The server device includes: The battle result information receiving unit receives the battle result information from the player's terminal; as well as The management department records the received battle result information in the dart game-related information stored in the storage department.
14. A program for enabling a gaming device to function as a battle execution unit and a battle result information provider, the gaming device being used to play a darts game. The aforementioned battle section conducts darts games and records the scores of each player. The battle results information providing unit provides battle results information, representing the scores of each opponent in the battle, to the player's terminal, wherein... The player terminal has: The battle result information acquisition unit acquires the battle result information provided by the gaming device; The opponent information acquisition unit acquires opponent information, which indicates which player each opponent in the battle is; as well as The battle result information sending unit sends battle result information to the server device. This battle result information represents the battle result, including the battle score information and the player information. The server device has access to a storage unit that stores dart game association information related to dart games played by multiple players. The server device includes: The battle result information receiving unit receives the battle result information from the player's terminal; as well as The management department records the received battle result information in the dart game-related information stored in the storage department.
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