Game control devices, game systems, computer program products, and game control methods

By acquiring actual match events to generate game images and predict rewards, the problem of game players being unable to participate in real-world matches in real time is solved, improving the synchronicity and interactivity of the game experience.

CN122124469APending Publication Date: 2026-06-02BANDAI CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
BANDAI CO LTD
Filing Date
2026-02-05
Publication Date
2026-06-02

AI Technical Summary

Technical Problem

In existing technologies, game players cannot effectively make real-time predictions and obtain corresponding rewards in real-world sports competitions, and the game system lacks synchronization with real-world competitions.

Method used

By capturing real-world match events, the game generates game images and allows players to make predictive inputs. Players then use control components to synchronize the game system with the real-world match, and are awarded score rewards based on their predictions.

Benefits of technology

It enables game players to participate in real-time predictions of real-world matches and receive score rewards based on the prediction results, enhancing the synchronicity and interactivity of the game experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

A game control device, a game system, a computer program product, and a game control method are provided. The game control device includes: an acquisition unit that acquires a series of events in a real space; an instruction unit that instructs the display of a game image based on the series of events acquired by the acquisition unit; a registration unit that registers inputs related to the series of events acquired by the acquisition unit; and a control unit that controls the acquisition unit, the instruction unit, and the registration unit, wherein the control unit performs control to enable the acquisition of a specific series of events from a plurality of series of events in the real space. The game control method includes the following stages: acquiring a series of events in a real space; instructing the display of a game image based on the acquired series of events; registering inputs related to the acquired series of events; and performing control to enable the acquisition of a specific series of events from a plurality of series of events in the real space.
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Description

Technical Field

[0001] This invention relates to game control devices, game systems, programs, and game control methods. Background Technology

[0002] Patent document 1 describes the following technology: The game player inputs the prediction of the type and trajectory of the next pitch that the pitcher will throw in a real baseball game into a judgment device. The judgment device compares the player's prediction with the result of the prediction of the type and trajectory of the next pitch by the prediction device to determine whether the prediction is correct.

[0003] Existing technical documents

[0004] Patent documents

[0005] Patent Document 1: Japanese Patent Application Publication No. 2001-137556 Summary of the Invention

[0006] In a first aspect of the present invention, a game control device is provided. The game control device includes: an acquisition unit that acquires a series of events in a real space; an instruction unit that instructs the display of a game image based on the series of events acquired by the acquisition unit; a registration unit that registers inputs related to the series of events acquired by the acquisition unit; and a control unit that controls the acquisition unit, the instruction unit, and the registration unit, wherein the control unit performs control to enable the acquisition of a specific series of events from a plurality of series of events in the real space.

[0007] In a second aspect of the invention, a program is provided. When executed by a computer, the program enables the computer to function as the aforementioned game control device.

[0008] In a third aspect of the present invention, a game system is provided. The game system includes: the game control device described above; and a terminal operated by a game player that displays game images.

[0009] In a fourth aspect of the present invention, a game control method is provided. The game control method includes the following stages: acquiring a series of events in a real space; instructing the presentation of a game image based on the series of events acquired by the acquisition unit; registering inputs related to the series of events acquired by the acquisition unit; and performing control to enable the acquisition of a specific series of events from a plurality of series of events in the real space.

[0010] Furthermore, the above summary of the invention does not list all the features of the invention. Additionally, sub-combinations of these feature groups can also constitute further inventions. Attached Figure Description

[0011] Figure 1An example of the overall structure of the game system 5 in the first embodiment is shown.

[0012] Figure 2 This is a block diagram showing the functional structure of the game control device 10.

[0013] Figure 3 This provides a summary of the processes related to game control methods performed in Game System 5.

[0014] Figure 4 This shows an example of a data structure for storing game player information in storage unit 190.

[0015] Figure 5 This provides a summary of the processes related to game control methods performed in Game System 5.

[0016] Figure 6 This illustrates an example of a screen 500 displayed on a user terminal 20 when a player 30 selects a match to watch.

[0017] Figure 7 This shows an example of the data structure for the login information stored in the storage unit 190.

[0018] Figure 8 This illustrates an example of a screen 500 displayed on a user terminal 20 when a player 30 makes a first prediction.

[0019] Figure 9 It is a diagram used to illustrate the information contained in the image 521 of the card.

[0020] Figure 10 This shows an example of a data structure for role registration information stored in storage unit 190.

[0021] Figure 11 This illustrates an example of a screen 700 displayed on a user terminal 20 during a match.

[0022] Figure 12 This illustrates an example of a data structure for registration information related to the second prediction stored in storage unit 190.

[0023] Figure 13 An example of second fractional information stored in storage unit 190 is shown.

[0024] Figure 14 This illustrates an example of a screen 800 displayed on a user terminal 20 during a match.

[0025] Figure 15 This illustrates an example of a screen 900 displayed on a user terminal 20 during a match.

[0026] Figure 16 This illustrates an example of a data structure for registration information related to the third prediction stored in storage unit 190.

[0027] Figure 17 This illustrates an example of a screen 1000 displayed on a user terminal 20 during a match.

[0028] Figure 18 An example of the first fractional information stored in the storage unit 190 is shown.

[0029] Figure 19 This illustrates an example of a screen 1100 displayed on user terminal 20 after the match has ended.

[0030] Figure 20 An example flowchart is shown relating to the processing involved in the second prediction performed by the game control device 10.

[0031] Figure 21 An example flowchart is shown relating to the processing involved in the third prediction performed by the game control device 10.

[0032] Figure 22 An example flowchart is shown relating to the processing involved in the first prediction performed by the game control device 10.

[0033] Figure 23 Examples of computer 5000 that enable all or part of the various embodiments of the present invention to be implemented are shown. Detailed Implementation

[0034] The present invention will now be described through embodiments thereof; however, these embodiments do not limit the invention as defined in the claims. Furthermore, the combinations of features described in the embodiments are not necessarily all necessary for the solution of the invention.

[0035] Figure 1 An example of the overall structure of the game system 5 in the first embodiment is shown. The game system 5 includes a game control device 10, a game service providing device 12, and multiple user terminals 20.

[0036] The game controller 10 and the user terminal 20 can communicate with each other via network 90. ​​The game controller 10, the game service provider 12, and the user terminal 20 can also communicate with each other via network 90. ​​Network 90 can be a data transmission path. Network 90 can be a wired communication transmission path, a wireless communication transmission path, or a combination thereof. Network 90 can include the Internet, dedicated line networks, wireless communication networks, telephone line networks, various cable networks, and combinations thereof. Network 90 can also include peer-to-peer (P2P) networks such as ad hoc networks.

[0037] Communication methods in a wireless communication network can be either mobile communication or wireless data communication. Examples of mobile communication methods include 3G, LTE, 4G, and 5G. Examples of wireless data communication methods include wireless PAN, wireless LAN, wireless MAN, and wireless WAN. Communication methods in a wireless communication network can also be various short-range wireless communication methods.

[0038] User terminal 20 is an electronic device used by game player 30 as a player in the game. User terminal 20 may be, for example, a smartphone, mobile phone, PDA (registered trademark), tablet computer, personal computer, wearable computer, etc. User terminal 20 displays game images provided by game control device 10 and accepts operations from game player 30.

[0039] The game control device 10 controls the game running on the user terminal 20. The user terminal 20 and the game control device 10 cooperate to execute the game based on the actions of the player 30. The user terminal 20 receives the actions of the player 30 and sends information related to the player 30's actions and / or information related to the game state calculated by the user terminal 20 based on the player 30's actions to the game control device 10. Based on the information received from each user terminal 20, the game control device 10 calculates the game state in each user terminal 20 and sends the calculated information to each user terminal 20. Based on the information received from the game control device 10, the user terminal 20 displays the information to be presented to the player 30 on the screen.

[0040] In this embodiment, during the game running on the user terminal 20, the player 30 observes the status of an ongoing sporting event and makes predictions related to the game. In this embodiment, a baseball game is used as a primary example to illustrate the control performed on the game control device 10 and the user terminal 20. The game control device 10 sends information to the user terminal 20 for displaying a game image based on real-time images obtained by capturing the actual ongoing game, and causes the user terminal 20 to display the game image. In the game image, the players actually playing in the game and the background are transformed into deformed objects. The objects in the game image corresponding to the players perform actions corresponding to the actions of the players actually playing in the game. Therefore, the player 30 can enjoy the actual ongoing game in roughly real-time.

[0041] The game service providing device 12 sends information related to sports or other competitions to the game control device 10. Specifically, the game service providing device 12 sends information representing events that occur during sports or other competitions to the game control device 10. For example, in a baseball game, the game service providing device 12 sends information representing the pitcher's pitch and the batter's batting. The game service providing device 12 can also send the aforementioned game images to the user terminal 20 via the game control device 10 or directly to the user terminal 20. The game service providing device 12 is an example of a game service provider.

[0042] The game control device 10 also uses a user interface image displayed on the user terminal 20 for the player 30 to make predictions related to the game. The predictions related to the game include a first prediction related to the players participating in the game, and second and third predictions predicting events that will occur during the game. The first, second, and third predictions are all different predictions.

[0043] Before making a prediction, player 30 purchases cards that correspond to players and / or teams, and registers the card information of the purchased cards to game control device 10 via user terminal 20. The cards can be physical cards or virtual cards distributed via network 90. ​​Player 30 can make a first and second prediction for players corresponding to cards purchased by player 30. Player 30 can also make a third prediction for teams corresponding to cards purchased by player 30.

[0044] The first prediction is made before the game begins. Player 30 predicts which players will perform well in the first prediction and registers the predicted players on the game control device 10. If a player predicted by player 30 performs well in the first prediction, the game control device 10 awards points to player 30. For example, if a player predicted by player 30 hits a home run in the first prediction, the game control device 10 awards points to player 30.

[0045] The second prediction can be made during the game. For example, in the second prediction, player 30 predicts the actual game result of a player and records the predicted result to game control device 10. For example, player 30 predicts the result of a specific batter's specific batting position. If the game result predicted by player 30 matches the actual game result, game control device 10 assigns a score to player 30.

[0046] The third prediction can be made during the game. For example, in the third prediction, player 30 predicts the actual game result of the team and records the predicted game result to the game control device 10. For example, player 30 predicts the attacking team's attack results from the start to the end of a specific inning. As attack results, home runs, runs scored, etc., can be displayed. If the game result predicted by player 30 matches the actual game result, the game control device 10 assigns a score to player 30.

[0047] In this embodiment, the game running on user terminal 20 can be executed on application software installed on user terminal 20. The game running on user terminal 20 can also be installed on a web browser that operates on user terminal 20.

[0048] Figure 2 This is a block diagram showing the functional structure of the game control device 10. The game control device 10 includes a processing unit 100, a storage unit 190, and a communication unit 192.

[0049] The game control device 10 is implemented using a computer. The processing unit 100 is implemented using an arithmetic processing unit including a processor. The processing unit 100 performs various calculations performed in the game control device 10 and is responsible for controlling the storage unit 190 and the communication unit 192. The processing unit 100 includes an acquisition unit 110, an instruction unit 120, a registration unit 130, a control unit 140, an assignment unit 150, an image generation unit 160, and a game element acquisition unit 170. The control unit 140 controls the acquisition unit 110, the instruction unit 120, the registration unit 130, the assignment unit 150, the image generation unit 160, and the game element acquisition unit 170.

[0050] The communication unit 192 is primarily responsible for communication with the user terminal 20 via the network 90. ​​The storage unit 190 is implemented using both volatile and non-volatile storage media. The storage unit 190 stores programs that enable the computer to function as a game controller 10, and also stores data required for the operations of the processing unit 100.

[0051] The acquisition unit 110 acquires a series of events in the actual space. This series of events is, for example, a series of events related to the actions of actual characters in the actual space. For instance, a series of events in a baseball game includes a series of events related to the actions of the players who are actual characters. Specifically, a series of events in a baseball game includes events such as the batter entering the batter's box, the batter hitting a home run, and the pitcher striking out. A series of events in a baseball game also includes events such as the start of the game, the end of the game, the start of an inning, and the end of an inning. The acquisition unit 110 can acquire information representing a series of events from the game service providing device 12 that provides a series of events in the actual space. The acquisition unit 110 can acquire information representing a series of events by determining the events from images obtained by photographing the actual space.

[0052] The instruction unit 120 instructs the presentation of game images based on a series of events. For example, the instruction unit 120 instructs the user terminal 20 to display game images based on a series of events.

[0053] Registration unit 130 registers inputs related to a series of events. For example, registration unit 130 registers inputs related to a specific event included in the series of events. Registration unit 130 registers inputs from the game player. Specifically, registration unit 130 registers inputs related to a specific event, based on instructions from the game player 30. Control unit 140 can control the process to allow input registration during the acquisition of a series of events. Control unit 140 can also control the process to allow inputs related to a series of events to be registered during the acquisition of a series of events but before acquiring a specific event included in the series of events.

[0054] Registration unit 130 also registers game media that correspond to actual characters in the real space. The game media may contain character information that corresponds to the actual characters in the real space. For example, if the actual character is a baseball player, registration unit 130 registers the physical card or card information of the virtual game media corresponding to the player.

[0055] The control unit 140 performs control to acquire a specific series of events from a plurality of series of events in the actual space. For example, the control unit 140 can be controlled to acquire a series of events that occurred only on the day a series of events occurred in the actual space.

[0056] The control unit 140 can be controlled to acquire a series of events occurring in the actual space. The control unit 140 can also be controlled to make the time when the game image is presented is the same as or approximately the time when the series of events occur.

[0057] The control unit 140 can be controlled to acquire only the series of events selected by the game service providing device 12 from a plurality of series of events. The control unit 140 can be controlled to instruct the display of only the game image based on the series of events selected by the game service providing device 12 from a plurality of series of events.

[0058] The control unit 140 can be controlled to register only inputs related to a series of events selected by the game service providing device 12 from a plurality of series of events. Specifically, the control unit 140 may set a focus level for each series of events in the real space, and control the game service providing device 12 to select a series of events based on the set focus level.

[0059] Alternatively, the control unit 140 can acquire the login information of game player 30, and control the game service provider 12 to select a series of events based on the acquired login information. The control unit 140 can also control the game service provider 12 to select a series of events occurring during a period with a high number of logins from among multiple series of events.

[0060] The image generation unit 160 generates a game image based on a series of events. The control unit 140 can control the image generation unit 160 to not display the series of events acquired by the acquisition unit 110 itself. The control unit 140 can also control the image generation unit 160 to generate a game image based on a series of events selected by the game service providing device 12. The control unit 140 can also control the image generation unit 160 to display the game image generated by the image generation unit 160 based on the series of events selected by the game service providing device 12 in real time relative to the acquisition unit 110's acquisition of the series of events, or to display the game image generated by the image generation unit 160 based on the series of events selected by the game service providing device 12 after a predetermined delay relative to the acquisition unit 110's acquisition of the series of events.

[0061] Alternatively, the game service providing device 12 may select a subset of matches from multiple matches, and the control unit 140 may instruct the image generation unit 160 to generate game images of the matches selected by the game service providing device 12. Alternatively, the game service providing device 12 may select a series of events from the events that would occur in the selected matches to be reflected in the game image, and instruct the image generation unit 160 to generate game images based on the selected events. The game image may include a virtual character that corresponds to a real character in real space. The control unit 140 may control the virtual character in the game image to perform actions corresponding to the actions of the real character represented by the series of events.

[0062] The game graphics can include virtual characters that correspond to real-world characters in the actual space. The control unit 140 controls the acquisition unit 110 to acquire information representing the behavior of the real-world characters in the actual space as a series of events.

[0063] The control unit 140 controls the virtual character in the game image to perform actions corresponding to the actions of the actual character represented by a series of events acquired by the acquisition unit 110. The control unit 140 also controls the acquisition time of the series of events acquired by the acquisition unit 110 to be unrestricted.

[0064] The game element acquisition unit 170 acquires game elements that can be obtained from any of multiple acquisition paths. Specifically, the game element acquisition unit 170 acquires vouchers used for inputs related to specific events contained within a series of events.

[0065] The scores and / or tickets described in this embodiment are one example of game elements. Various methods other than scores and / or tickets can be used as game elements.

[0066] A series of events and a specific event can be events that occur during a sporting event. For example, in the case of a baseball game, a "specific event" could be an event indicating the position of a batter. For instance, an event indicating a home run or a strikeout could be examples of a "specific event."

[0067] Figure 3 This document provides a summary of the processing flow related to the game control method executed in game system 5. In S300, player 30 inputs card information—specifically, card information corresponding to a player's card purchased by player 30—to user terminal 20. For example, user terminal 20 inputs card information generated based on barcode or QR code information printed on the physical card purchased by player 30. Alternatively, player 30 can input card information to user terminal 20 by inputting a string corresponding to the card information printed on the physical card. Card information is used to identify the card; that is, it is used to identify the player corresponding to the card.

[0068] Similarly, in S300, player 30 inputs card information—specifically, the card purchased by player 30 that corresponds to a team—into user terminal 20. A team is an example of a first participant and a second participant. As described above, for example, player 30 can input card information into user terminal 20 by reading barcode or QR code information printed on the physical card, and / or by inputting a string corresponding to the card information printed on the physical card into user terminal 20. Card information is used to identify the card. That is, card information is used to identify the team corresponding to the card.

[0069] In S302, the user terminal 20 sends the card information input to the user terminal 20 in S300 to the game control device 10. In S310, the storage unit 190 of the game control device 10 establishes a correspondence between the card information received from the user terminal 20 and the identification information of the game player 30 and stores it. Thus, the game player 30 can make predictions related to the players and / or teams corresponding to the cards purchased by the game player 30.

[0070] In S300, S302, and S310, a method for registering card information using a physical card was described. However, card information can also be registered to the game control device 10 using a virtual card purchased by the game player 30 through the network 90. ​​For example, if the game player 30 purchases a virtual card through an online store selling virtual cards, the card information of the purchased virtual card can be automatically registered to the game control device 10 through the online store's server. Alternatively, the game control device 10 can display a registration screen for registering card information on the user terminal 20, and the user terminal 20 can register the card information of the virtual card purchased by the game player 30 to the game control device 10 through this registration screen.

[0071] Figure 4 This diagram illustrates an example of the data structure for game player information stored in storage unit 190. The game player information includes game player ID, owned cards, score, tickets, and level as data items.

[0072] "Game Player ID" is identification information used to identify game player 30. "Card Ownership Information" contains information about one or more physical or virtual cards purchased and registered by game player 30. "Score" indicates the score assigned to game player 30. "Ticket" is information used when game player 30 makes a second prediction. "Ticket" is an example of a first-type game element, and "Score" is an example of a second-type game element. "Rank" indicates the level of game player 30. Control unit 140 can determine the rank based on game player 30's participation performance in the game. For example, control unit 140 can assign a higher rank to game player 30 who participates more frequently in the game.

[0073] Tickets can be obtained through any of several acquisition paths. Gamer 30 can purchase tickets by accessing the game control device 10. Thus, gamer 30 can obtain tickets by purchasing them from an online store. Alternatively, gamer 30 can obtain tickets by registering for cards distributed through events. Gamer 30 can obtain tickets by logging into the game. Gamer 30 can obtain tickets by watching advertisements. It is possible to obtain tickets for a fee through the store acquisition path, and to obtain them free of charge through the event acquisition path, the game login path, and the advertisement viewing path.

[0074] A cap can be set on the number of tickets each player can obtain (30). The control unit 140 can limit the number of tickets each player can obtain (30), ensuring that the number of tickets each player can obtain (30) does not exceed the cap.

[0075] Control unit 140 may not limit the number of times coupons can be obtained through other acquisition paths via the store. Control unit 140 may limit the number of times coupons can be obtained through acquisition paths via events, logging into the game, and watching advertisements to a predetermined number within a predetermined period. For example, control unit 140 may limit the number of times coupons can be obtained through acquisition paths via events, logging into the game, and watching advertisements to once per day or less.

[0076] exist Figure 4 In the example shown, player 30, identified by player ID "G0001", is in a state where they have purchased cards identified by "P001", "P002", "P003", and "T001" respectively, and have been assigned 2000 points. The card information in this embodiment is an example of information representing the game medium.

[0077] Figure 5 This provides a summary of the processes related to game control methods performed in Game System 5. Figure 5 The process shown was performed Figure 3 The process shown is executed after player 30 selects the match they want to watch.

[0078] In S312, when game player 30 selects a match to watch using user terminal 20, match selection information is sent from user terminal 20. The match selection information includes match identification information.

[0079] In S320, based on the match identification information received from user terminal 20, game control device 10 sends registered card information corresponding to the identification information of game player 30 to user terminal 20. In S322, game player 30 predicts which player will play a role among the players identified based on the registered card information and inputs the predicted player into user terminal 20. In S324, user terminal 20 sends first prediction information containing card information corresponding to the player predicted by game player 30 to game control device 10.

[0080] In S326, the registration unit 130 of the game control device 10 registers the first prediction information. Specifically, the registration unit 130 establishes a correspondence between the first prediction information received from the user terminal 20 and the identification information of the game player 30, and stores it in the storage unit 190. S320, S322, S324, and S326 can be executed during a first period before acquiring a series of events that occur in the game. The first prediction information is an example of the first input. The first prediction information can be registered without the condition that the game player 30 views the game image. When the game starts and the acquisition of a series of events that occur in the game begins, the first prediction information can no longer be registered.

[0081] Upon receiving match identification information, the control unit 140 of the game control device 10 can determine whether the number of matches in which a specific player 30 has viewed the game image within a predetermined period is below a predetermined number. If the number of matches in which a specific player 30 has viewed the game image within a predetermined period reaches a predetermined number, the control unit 140 will notify the player 30 via the user terminal 20 that the registration of the first prediction cannot be performed.

[0082] In S330, the game control device 10 begins acquiring event information occurring during the game and distributing game images. The acquisition unit 110 of the game control device 10 acquires event information from the game service provider 12, generates a game image based on the acquired event information, and distributes the game image to the user terminal 20. In S340, the user terminal 20 begins displaying the game image distributed from the game control device 10.

[0083] In S342, the player 30 inputs predictions related to specific events into the user terminal 20. For example, when making predictions related to the batter, the player 30 predicts whether the batter will hit a single, double, triple, or home run, and whether they will walk. When making predictions related to the pitcher, the player 30 predicts whether the pitcher will strike out or get the batter out within a predetermined number of pitches. In S344, the user terminal 20 sends second prediction information containing information indicating the predictions input into the user terminal 20 to the game control device 10. In S346, the registration unit 130 of the game control device 10 registers the second prediction information. Specifically, the registration unit 130 establishes a correspondence between the second prediction information received from the user terminal 20 and the player 30's identification information and stores it in the storage unit 190. Thus, the second prediction information can be registered while the player 30 is viewing the game image. In other words, the second prediction information can be registered conditional on the player 30 viewing the game image.

[0084] S342, S344, and S346 are executed during a second period. This second period, for example, is the period from the acquisition of an event indicating that a player whose card information has been registered by player 30 has entered the batter's position until the acquisition of a specific event. The second prediction information is an example of a second input. This second input is acquired in the game control device 10 during the acquisition of a series of events.

[0085] In S348, when the acquisition unit 110 acquires a specific event, the assignment unit 150 assigns a score to the player 30 based on the second prediction information. Specifically, if the content of the specific event acquired by the acquisition unit 110 matches the predicted content represented by the information contained in the second prediction information, the assignment unit 150 assigns a score to the player 30. The assignment unit 150 can determine the score assigned to the player 30 based on the content of the specific event. For example, the assignment unit 150 can assign a higher score to the player 30 if the specific event is classified as a home run compared to if the specific event is classified as a hit. S348 is executed in a third period after the specific event is acquired.

[0086] In S350, player 30 inputs predictions related to an inning into user terminal 20. For example, player 30 predicts whether a particular team will hit two or more home runs, or whether a particular team will score. In S352, user terminal 20 sends third prediction information to game control device 10, containing information indicating the predictions input to user terminal 20. In S354, registration unit 130 of game control device 10 registers the third prediction information. Specifically, registration unit 130 establishes a correspondence between the third prediction information received from user terminal 20 and player 30's identification information and stores it in storage unit 190. S350 and S354 are performed until the start of the inning to be predicted.

[0087] In S356, when the acquisition unit 110 finishes acquiring in-game-related events, the assignment unit 150 assigns points to the player 30 based on the acquired in-game-related events and the third prediction information. Specifically, the assignment unit 150 assigns points to the player 30 when the events acquired by the acquisition unit 110 include events that match the prediction content indicated by the information contained in the third prediction information. For example, if the third prediction information indicates that a batter from a specific team will hit two or more home runs in an in-game, and the events acquired in an in-game include events indicating that a batter from a specific team will hit two or more home runs, then the player 30 is assigned points. S348 is executed after the in-game-related events are acquired.

[0088] When the game ends, in S362, the acquisition of event information by the acquisition unit 110 concludes, and the distribution of game images also ends. In S364, the scoring unit 150 assigns points to player 30 based on the first prediction information. Specifically, the scoring unit 150 determines the points to be assigned to player 30 based on the first prediction information registered in S326 and the content of a series of events, and assigns the determined points to player 30. For example, if a player corresponding to the card information included in the first prediction information is involved in a pre-defined event, the scoring unit 150 assigns points. Specifically, if a player corresponding to the card information included in the first prediction information hits a home run, the scoring unit 150 assigns points to player 30 corresponding to the home run event. Thus, the scoring unit 150 assigns points according to the progress of the game.

[0089] The 30 points already awarded to the player can be used when purchasing cards. The 30 points already awarded to the player can also be used to increase the score obtained in the second prediction.

[0090] Figure 6This illustration shows an example of a screen 400 displayed on user terminal 20 when game player 30 selects a match to watch. Screen 400 includes match selection buttons 401, 402, 403, 404, 405, and 406. Each match selection button corresponds to a single match. These buttons are used by game player 30 to select which match to watch. When game player 30 selects a match selection button, [the screen displays the match selection button]. Figure 5 The associated match selection information is sent to the game control device 10. This allows the user terminal 20 to display game images based on the match selected by the player 30.

[0091] In this way, the control unit 140 of the game control device 10 is used by the game player 30 to select any one of the multiple matches from which the game image should be displayed on the user terminal 20. The match is displayed on the user terminal 20 only on the day the match is held. Therefore, the acquisition unit 110 acquires a series of events related to the match only on the day the match is held.

[0092] The matches that can be selected via the match selection button are a subset of matches from those held worldwide, chosen by the game service provider 12. For example, the game control device 10 sets the level of interest for each match based on the login history of all players 30 on the game control device 10, and notifies the game service provider 12 of the set level of interest. Thus, the game service provider 12 can select matches with high interest. In this way, a specific match from among multiple matches in the real world can be obtained.

[0093] In this way, the game control device 10 only acquires a series of events from the games selected by the game service provider 12 among multiple games. Consequently, the game control device 10 only displays the game image of the series of events from the games selected by the game service provider 12 among the multiple games on the user terminal 20, thereby accepting input from the game player 30 only for the series of events from the games selected by the game service provider 12.

[0094] Alternatively, the control unit 140 of the game control device 10 may display game images of only a predetermined number of matches from multiple matches in the actual space to the user terminal 20 within a predetermined period. For example, the control unit 140 may display game images of only matches based on two or fewer matches per day to the user terminal 20.

[0095] Figure 7This diagram illustrates an example of the data structure for login information stored in storage unit 190. The login information includes player ID, match ID, login time, and logout time as data items. This login information is an example of information indicating that player 30 accesses the game service providing device 12.

[0096] "Game Player ID" is identification information used to identify game player 30. "Match ID" is identification information used to identify the match. "Login Time" is the time when game player 30 logs into the game service provider device 12. For example, the login time is the time when game player 30 logs into the game service provider device 12 in order to receive the distribution of game images using user terminal 20, and the logout time is the time when game player 30 logs out of the game service provider device 12.

[0097] The control unit 140 retrieves login information from the storage unit 190 and sets the time periods during which the number of logins exceeds a predetermined number as an indicator of attention. The control unit 140 notifies the game service providing device 12 of the determined time periods. Thus, the game service providing device 12 can select games from multiple games that take place during the time periods with the most logins. In this way, the control unit 140 can set attention levels corresponding to the login information for multiple games in the actual space, allowing the game service providing device 12 to select games based on the set attention levels.

[0098] Figure 8 This illustration shows an example of a screen 500 displayed on a user terminal 20 when a player 30 makes a first prediction. Screen 500 includes a player registration area 510 and a player selection area 520.

[0099] The player selection area 520 is a list of the 30 cards that the player has purchased. Figure 8 In the example, the player selection area 520 displays image images of cards corresponding to six players. The image images displayed in the player selection area 520 are based on card information stored as card ownership information included in the player information. The player registration area 510 contains multiple card configuration areas 511-522 for registering players predicted by player 30.

[0100] Player 30 selects the image of a player's card that is predicted to play a role from the card image images displayed in the player selection area 520, and registers the predicted player by moving the selected image image to the player registration area 510 on the user terminal 20. For example, if player 30 predicts that a player corresponding to the card image 521 will play a role, player 30 configures image 521 by dragging and dropping it into any of the card configuration areas 511-522. Then, user terminal 20 sends first prediction information, including card information of the configured image 521, to game control device 10. Thus, the input for the first prediction is made by registering the game medium. Specifically, the input for the first prediction is made by player 30 selecting a game medium corresponding to a player predicted to produce a predetermined result.

[0101] In the game control device 10, the registration unit 130 registers card information of the cards with images arranged in the card arrangement areas 511-522 as the first input. The card arrangement areas 511-522 are examples of spaces within a pre-defined layout where cards should be arranged. Thus, the control unit 140... Figure 8 The screen 500 shown is displayed on the user terminal 20, where the game player 30 can register a first input for the first prediction by arranging the images of multiple cards within a predefined layout. Thus, by registering the card information of physical cards in the game player information, the game player 30 can register virtual cards in the first prediction.

[0102] The first prediction can be made based on the consumption of points. When making the first prediction, the allocation unit 150 can reduce the 30 points already allocated to the player. Alternatively, the allocation unit 150 can reduce the 30 points already allocated to the player based on the number of registered players.

[0103] Figure 9 This is a diagram used to illustrate the information contained in the image 521 of the card. Image 521 includes the player's image 570 and score information 580. Image 570 and score information 580 are examples of character information.

[0104] The score information 580 is visually verifiable information. The score information 580 includes first information 581 and second information 582. First information 581 represents the conditions for assigning the score, and second information 582 is information related to the score corresponding to the assigned conditions. First information 581 and second information 582 are displayed adjacent to each other.

[0105] The assignment condition in the first information 581 represents a condition related to the action of the player as the actual character. The second information 582 represents the score assigned to player 30 when the assignment condition has been met. For example, "home run" and "150pt" in the score information 580 mean that player 30 is assigned 150 points as a condition for obtaining the specific event that the player corresponding to the card hits a home run.

[0106] exist Figure 9 The text describes the character information contained in the image 521 displayed on the user terminal 20, but it could also include virtual cards purchased by the game player 30 or physical cards with a physical form. Figure 9 The information shown is the same as the character information.

[0107] Figure 10 This illustration shows an example of the data structure for character registration information stored in storage unit 190. The character registration information includes game player ID, prediction card information, and match ID as data items.

[0108] "Game Player ID" is the identification information used to identify Game Player 30. "Predicted Card Information" contains card information for at least one card corresponding to one or more players predicted by Game Player 30 to be effective. "Match ID" is the information used to identify the predicted match.

[0109] Registration unit 130 generates information as prediction card information based on the first prediction information and stores this information in storage unit 190. Figure 10 In the example, it is shown that player 30, identified by game player ID "G0001", predicts that a player will play a role in a match identified by match ID "20241115001" whose card corresponds to a card identified by "P001" and "P002" respectively. The predicted card information is an example of the medium information of the game medium that corresponds to the actual character predicted to be involved in a specific event.

[0110] Figure 11 This illustration shows an example of a screen 700 displayed on a user terminal 20 during a match. Screen 700 includes a match information area 710, a match image area 720, and a prediction information input area 730. The image included in screen 700 is an example of a game image.

[0111] The game information area 710 is the area that displays game status information indicating the game's progress. Game status information in a baseball game includes scoreboard information, current score, and tally information.

[0112] The game image provided by the game control device 10 is displayed in the game image area 720. The game image is generated under the control of the game control device 10 and distributed to the user terminal 20. For example, the image generation unit 160 generates a game image based on a series of events acquired by the acquisition unit 110. The game image includes an object 721 obtained by transforming a pitcher and an object 722 obtained by transforming a batter. When the acquisition unit 110 acquires an event that the pitcher has pitched, the image generation unit 160 generates a game image of object 721 pitching. When the acquisition unit 110 acquires an event that the batter has swung a bat, the image generation unit 160 generates a game image of object 722 batting. Thus, it is possible to provide game images of virtual characters performing actions corresponding to those of real characters.

[0113] In the game image area 720, instead of presenting the series of events acquired by the acquisition unit 110 itself, game images generated based on the acquisition of events are presented. During the game, the control unit 140 causes the acquisition unit 110 to acquire a series of events occurring in the game. This allows game images of the virtual character's movement to be presented to the player 30. The control unit 140 controls the presentation of the game images to be the same as or approximately the time of the series of events. For example, the control unit 140 may present game images generated by the image generation unit 160 based on the series of events selected by the game service providing device 12 in real time relative to the acquisition of the series of events by the acquisition unit 110, or present game images generated by the image generation unit 160 based on the series of events selected by the game service providing device 12 at a predetermined delay relative to the acquisition of the series of events by the acquisition unit 110. Furthermore, the control unit 140 may control the acquisition time of the series of events by the acquisition unit 110 without limiting it. For example, the control unit 140 can control the acquisition unit 110 to extend the acquisition time of a series of events related to the match when the match enters overtime, and continue to acquire events until the match ends.

[0114] The prediction information input area 730 includes a first game indicator button 781, a batter position indicator button 731, a batter position indicator button 732, a second game indicator button 782, category indicator buttons 741-744, a multiplier display object 750, multiplier adjustment buttons 751 and 752, a register button 761 and a non-register button 762, a prediction category selection menu 760, a first player frame 771, and a second player frame 772.

[0115] The input for the second prediction can include any type of input from the first and second categories. The prediction category selection menu 760 is a selection menu for choosing whether to make a prediction on the batter's side or on the pitcher's side. That is, the prediction category selection menu 760 is a selection menu for choosing whether to register the first type of input for predicting events primarily involving the batter, or to register the second type of input for predicting events primarily involving the pitcher. The selection of the first and second type of input via the prediction category selection menu 760 can only be made once per pre-defined period. For example, the selection of the first and second type of input via the prediction category selection menu 760 can only be made once per inning.

[0116] Players alternate between offensive and defensive tasks as the game progresses. For the first type of input, the control unit 140 displays a screen that allows registration only of inputs corresponding to the offensive task; for the second type of input, it displays a screen that allows registration only of inputs corresponding to the pitcher's task. Here, we will explain using the example of player 30 predicting the batter's side input.

[0117] The pitcher's image is displayed in the first player frame 771. The current batter's image is displayed in the second player frame 772. If the player 30 has selected to predict the batter's side and possesses a card corresponding to the batter standing in the current or next batter's position, they can set that card in the second player frame 772. That is, the card can be set in the second player frame 772 provided that it is registered in the player's information.

[0118] The first inning indicator button 781 is a button for receiving an instruction to display the meaning of an image related to the second prediction in the current inning. The second inning indicator button 782 is a button for receiving an instruction to display the meaning of an image related to the third prediction in the next inning. The second inning indicator button 782 is assigned to an object 783 for notifying the registration period for receiving the third prediction input.

[0119] The batter position indicator button 731 is used to indicate whether to predict the batter position of the player who has already entered the current batter position. The batter position indicator button 732 is used to indicate whether to predict the batter position of the player who will enter the next batter position. The player 30 selects either the batter position indicator button 731 or the batter position indicator button 732 to indicate whether to predict the batter position of the player who has already entered the current batter position or the batter position of the player who will enter the next batter position.

[0120] Category indicator button 741 indicates that the player 30's predicted batter position means a single. Category indicator button 742 indicates that the player 30's predicted batter position means a double. Category indicator button 743 indicates that the player 30's predicted batter position means a triple. Category indicator button 744 indicates that the player 30's predicted batter position means a home run. Thus, the player 30 can register a second prediction input by selecting from multiple options. Category indicator buttons 741-744 each contain information indicating the baseline score assigned to the player 30 if the prediction is correct. The player 30 indicates the predicted batter position by selecting any one of category indicator buttons 741-744.

[0121] When player 30 sets a card in the second player slot 772, the baseline score is determined by the first and second information 582 contained in the score information 580 set in the second player slot 772. If no card is set in the second player slot 772, the baseline score is the default score.

[0122] The multiplier display object 750 is an object used to display to player 30 the multiplier relative to the base score, assuming the player's position prediction is correct. The multiplier adjustment button 751 is a button used to receive instructions to decrease the multiplier. The multiplier adjustment button 752 is a button used to receive instructions to increase the multiplier.

[0123] A second prediction can be made conditionally based on the consumption of tickets. For example, a ticket can be consumed when making a second prediction related to a batter's position. The multiplier can be increased via the multiplier adjustment button 751, also conditional on the consumption of tickets. For example, a ticket can be consumed each time the multiplier value increases by 1. Thus, input for a second prediction can be made conditionally based on the consumption of the first type of game element during a series of events. The assigning unit 150 can assign a score to the player 30 corresponding to the amount of tickets consumed. Figure 11 In the example, as the second prediction, a "single" was predicted, and the "multiplier" was set to 2. Therefore, if the batter hits a single, the score is 150 points and 30 points are awarded to the player.

[0124] In this way, registration of predictions for specific events can be made on the condition of coupon consumption, and multiple coupons can be consumed for registration of predictions related to a specific event. However, the number of coupons that can be consumed for registration of predictions related to a specific event can be limited to a predetermined number. For example, the maximum number of coupons that can be consumed for registration of predictions related to a specific event can be 5.

[0125] Alternatively, a second prediction can be made conditionally based on the consumption of points. For example, when making a second prediction related to a batter's position, points can be consumed at the base reduction rate. The multiplier can be increased via the multiplier adjustment button 751, conditional on the consumption of points. The reduction in points for player 30 can vary depending on the multiplier adjusted via the multiplier adjustment buttons 751 and 752. For example, the larger the multiplier, the larger the reduction in points. For example, if the multiplier is twice the base reduction rate, the reduction in points can be set to twice the base reduction rate. For example, if the base reduction rate is 5 and the multiplier is 2, 10 points are consumed to predict the batter's position. When making a second prediction, the allocation unit 150 reduces the points already allocated to player 30 based on the reduction rate determined by the base reduction rate and the multiplier. Thus, predictions for specific events can be registered conditionally based on the consumption of points.

[0126] The register button 761 is a button used to accept an instruction to predict the batter's position. The deregister button 762 is a button used to accept an instruction not to predict the batter's position. When the register button 761 is activated, the user terminal 20 sends second prediction information, including the information entered in the prediction information input area 730, to the game control device 10. When the deregister button 762 is activated, the second prediction information is not sent to the game control device 10, and the prediction of the batter's position is canceled.

[0127] Figure 12 An example of a data structure for registration information related to the second prediction stored in storage unit 190 is shown. The registration information related to the second prediction includes game player ID, match ID, prediction target, prediction event, card ID, multiplier, time, and status.

[0128] "Game Player ID" is identification information used to identify game player 30. "Match ID" is identification information used to identify the match. "Prediction Target" is information used to identify the position of the batter that game player 30 is predicting. "Prediction Event" is information indicating the content of the event predicted by game player 30. "Card ID" is card information set in the second player frame 772. "Multiplier" is the multiplier adjusted using multiplier adjustment buttons 751 and 752. "Time" is the time at which the input related to the second prediction is registered. "Status" indicates whether the batter's position result has been determined.

[0129] Figure 13 This illustration shows an example of second score information stored in storage unit 190. The second score information is used to determine the score assigned to player 30 when the predicted content of player 30 in the second prediction matches the content of a specific event. The second score information includes card information, event category, and score as data items.

[0130] "Card Information" is information used to identify cards. Specifically, "Card Information" is information used to identify a player who is an example of an actual character corresponding to a card. "Event Category" indicates the category of a specific event that becomes the object of the second prediction. "Score" indicates the score assigned to player 30. Specifically, "Score" refers to the baseline score mentioned above. Here, the score corresponding to "0" in "Card Information" represents the default score assigned when no card is set in the second player box 772.

[0131] exist Figure 13 In the example, the player identified by "P001" and the specific event of "home run" correspond to 150 points. That is, in the second prediction, player 30 sets up a card in the second player frame 772 corresponding to the player identified by "P001" and records the prediction that the player identified by "P001" will hit a home run. If the player identified by "P001" does hit a home run, the scoring unit 150 assigns player 30 a score obtained by multiplying the base score of 150 points by a multiplier. Thus, the scoring unit 150 determines the score assigned to player 30 based on a score corresponding to the actual character and the category of the specific event.

[0132] The "score" value in the second score information can be set based on the frequency of events occurring. Alternatively, it can be based on the actual character's performance, abilities, and / or skills. For example, a higher value is assigned to an actual character with fewer home runs as the "score" value in the second score information corresponding to "home runs." The "score" value in the second score information can also be assigned to each game medium (e.g., cards). For instance, an actual character can be associated with multiple game mediums, and different scores can be assigned to the cards in each of these game mediums as the "score" value in the second score information.

[0133] and Figure 13 The text describes a method for assigning a score to player 30 that corresponds to a combination of the actual character and the event category. However, it also suggests assigning a score to player 30 that corresponds to the event category, regardless of the actual character.

[0134] Figure 14 This illustrates an example of screen 800 displayed on user terminal 20 during a match. Screen 800 is displayed upon receiving an event that matches the content of a second prediction. Figure 14 In the middle, among the elements contained in the 800 images, those related to the same... Figure 11 The element labels corresponding to the elements included in the associated illustration 700 are the same as the reference numerals for the corresponding element labels in illustration 700.

[0135] After the game player 30 registers the input for the second prediction, if the acquisition unit 110 acquires a specific event that matches the content of the second prediction, the control unit 140 causes the notification object 820 to be displayed on the user terminal 20. The notification object 820 is an object indicating that the content of the specific event matches the content of the second prediction. The notification object 820 contains a message indicating that the content of the specific event matches the content of the second prediction and information indicating the score assigned to the game player 30.

[0136] If the acquisition unit 110 does not acquire a specific event that matches the content predicted by the second prediction, the control unit 140 may not display a notification message on the user terminal 20. Alternatively, if the acquisition unit 110 does not acquire a specific event that matches the content predicted by the second prediction, the control unit 140 may display a notification object indicating that the content of the specific event does not match the content predicted by the second prediction on the user terminal 20.

[0137] Thus, the control unit 140 instructs the user terminal 20 to present the matching or mismatch between the input related to the second prediction registered by the registration unit 130 and the specific event acquired by the acquisition unit 110. The control unit 140 can instruct the user terminal 20 to present the matching or mismatch during the match. The control unit 140 can cause the notification object 820 to be displayed multiple times. The control unit 140 can display the notification object 820 on the user terminal 20 in at least one of the following cases: (i) when an event indicating that the position of the batter as the object of the second prediction has been determined is acquired; (ii) when an event indicating that the attacking inning or inning containing the position of the batter as the object of the second prediction has ended is acquired; and (iii) when an event indicating that the match has ended is acquired.

[0138] If the notification object 820 is displayed but not acknowledged by the player 30, the control unit 140 can re-display the notification object 820. For example, if the player 30 does not interact with the notification object 820, the control unit 140 can determine that the notification object 820 has not been acknowledged by the player 30 and re-display the notification object 820 at any subsequent time. As an example, the control unit 140 can re-display the notification object 820 when the game image is presented to the player 30 in a non-real-time manner. In this way, the control unit 140 can re-present a matching or mismatch if the presented matching or mismatch is not acknowledged by the player 30.

[0139] Figure 15 This illustrates an example of screen 900 displayed on user terminal 20 during a match. Screen 900 is an example of the screen displayed on user terminal 20 during a third prediction. When in Figure 11 Screen 900 is displayed when the second game instruction button 782 is pressed in screen 700.

[0140] exist Figure 15 In the image, among the elements contained in 900, those related to the same... Figure 11 The element labels corresponding to the elements included in the associated illustration 700 are the same as the reference numerals for the corresponding elements in illustration 700. This is achieved through the player 30 in... Figure 11 In the scenario shown in screen 700, if the second game instruction button 782 is pressed and a prediction related to the 8th game is made, the following will be displayed. Figure 15 The image is 900.

[0141] The screen 900 includes a match information area 710, a match image area 720, and a prediction information input area 930. The prediction information input area 930 is the area that displays the image used to make inputs related to the third prediction.

[0142] The prediction information input area 930 includes a team card box 910, a team card information box 920, and a set number of times box 940.

[0143] In the team card frame 910, an image of the card corresponding to the team being predicted is displayed. If the player 30 possesses a card that corresponds to the team, they can set that card in the team card frame 910.

[0144] exist Figure 15 In the example, the third prediction is input by setting a card in the team card box 910. Specifically, the third prediction is input by setting a card that corresponds to the team, rather than a card that corresponds to the player. Other methods for inputting the third prediction include input by selecting multiple options, text information input, etc. The control unit 140 can limit the number of times the same card is selected during the acquisition of a series of events related to the match. The controller 140 can limit the number of times the same card is selected in a match to a predetermined number.

[0145] A team card is pre-assigned with corresponding cards. This team card information includes information indicating the conditions for assigning points and the score information indicating the score assigned if those conditions are met. Team card information corresponding to the cards set in team card frame 910 is displayed in team card information frame 920. Figure 15 In the example, it is shown that the team card frame 910 is set with a card corresponding to the condition of "hitting 2 or more home runs" as the condition and "200pt" as the score information.

[0146] The number of attempts (940) indicates the remaining number of attempts that can be made for a third prediction. The remaining number of attempts can be calculated based on a pre-defined maximum number of third predictions that can be made within a day and the number of third predictions made within a day. Alternatively, the remaining number of attempts can be calculated based on a pre-defined maximum number of third predictions that can be made in a single match and the number of third predictions made in that match.

[0147] In the prediction information input area 930, the register button 761 is a button for accepting an instruction to perform a third prediction. The non-register button 762 is a button for accepting an instruction not to perform a third prediction. When the register button 761 is activated, the user terminal 20 sends the third prediction information, which includes the information input in the prediction information input area 930, to the game control device 10.

[0148] When the unregister button 762 is pressed in the prediction information input area 930, the third prediction information is not sent to the game control device 10, and the third prediction is canceled. When the striker position indicator button 731 is pressed, the system returns to, for example... Figure 11 The screen is like the 700, used to predict the current position of the batter.

[0149] The system allows for the registration of third predictions based on the change of game innings. For example, if the game changes to the 7th game, the registration of third predictions related to events occurring in the 8th game can be made up to the start of the 8th game. Thus, the control unit 140 can register third predictions related to events occurring in the next game up to the start of the next game. In the registration of third predictions, the first acceptance period for accepting registrations of third predictions related to the first game out of multiple games can be different from the second acceptance period for accepting registrations of third predictions related to games other than the first game. For example, the first acceptance period can be longer than the second acceptance period. For example, the first acceptance period can be any time before the start of the match.

[0150] Figure 16 This illustration shows an example of a data structure for registration information related to the third prediction stored in storage unit 190. The registration information related to the third prediction includes the game player ID, match ID, prediction target, card ID, time, and status.

[0151] "Game Player ID" is the identification information used to identify Game Player 30. "Match ID" is the identification information used to identify the match. "Prediction Object" is information used to identify the game that Game Player 30 is predicting. "Card ID" is the card information set in the team card frame 910. "Time" is the time when the input related to the third prediction was registered. "Status" is information indicating whether the content related to the game has been determined.

[0152] If the acquisition unit 110 acquires an event indicating that the game has ended, the assignment unit 150 determines whether to assign points to player 30. Specifically, if the acquisition unit 110 acquires a game-related event that matches the content of the third prediction, the assignment unit 150 determines to assign points to player 30. Specifically, the assignment unit 150 acquires card information of the card ID by referring to the registration information related to the third prediction, and acquires team card information from the acquired card information. If the acquisition unit 110 acquires a game-related event that satisfies the assignment conditions contained in the acquired team card information, the assignment unit 150 determines to assign points to player 30. If the assignment unit 150 determines to assign points to player 30, it assigns points to player 30 based on the score information contained in the team card information.

[0153] Figure 17 This illustrates an example of screen 1000 displayed on user terminal 20 while a match is in progress. Screen 1000 is also displayed when an event indicating the end of a game is received. Figure 17 In the middle, among the elements contained in the 800 images, those related to the same... Figure 11 The element labels corresponding to the elements included in the associated illustration 700 are the same as the reference numerals for the corresponding element labels in illustration 700.

[0154] After player 30 registers input for a third prediction, if the acquisition unit 110 acquires game-related events containing content matching the third prediction, the control unit 140 displays a notification object 1020 on the user terminal 20. The notification object 1020 indicates that the game-related events acquired by the acquisition unit 110 contain content matching the third prediction. The notification object 1020 contains a message indicating that the game-related event content matches the third prediction, as well as information indicating the score assigned to player 30.

[0155] If the acquisition unit 110 does not acquire any events related to the station that match the content of the third prediction, the control unit 140 may not display a notification message on the user terminal 20. Alternatively, if the acquisition unit 110 acquires no events related to the station that match the content of the third prediction, the control unit 140 may display a notification object indicating that no events related to the station that match the content of the third prediction are acquired on the user terminal 20.

[0156] Thus, the control unit 140 instructs the user terminal 20 to present the matching or mismatch between the input related to the third prediction registered by the registration unit 130 and the event acquired by the acquisition unit 110. The control unit 140 can instruct the user terminal 20 to present the matching or mismatch during the progress of the game. The control unit 140 can display the notification object 1020 multiple times. The control unit 140 can display the notification object 1020 on the user terminal 20 in at least one of the following cases: (i) when an event indicating that the game to be predicted has ended is acquired, and (ii) when an event indicating that the game has ended is acquired.

[0157] Figure 18 An example of first score information stored in storage unit 190 is shown. The first score information is used to determine the score assigned to player 30 if the player predicted by player 30 in the first prediction performs an effective action. That is, the first score information is used to determine the score assigned to player 30 based on the specific event involved in the actual character predicted by player 30 in the first prediction. The first score information includes card information, event type, and score as data items.

[0158] "Card Information" is the information used to identify cards. Specifically, "Card Information" is the information used to identify a player who is an example of an actual character corresponding to a card. "Event Category" indicates the category of a specific event that becomes the object of a score assignment. "Score" indicates the score assigned to the player.

[0159] exist Figure 18 In the example, the player identified by "P001" and the specific event of "home run" correspond to 100 points. That is, if player 30 registers a player identified by "P001" in the first prediction, and that player hits a home run during the game, the scoring unit 150 assigns player 30 100 points. In this way, the scoring unit 150 determines the score assigned to player 30 based on a score corresponding to the actual character and the category of the specific event.

[0160] The value of the "score" in the first score information can be set based on the frequency of events occurring. The value of the "score" in the first score information can be set based on the frequency of events occurring for the actual character. The value of the "score" in the first score information can be specified based on the actual character's achievements, abilities, and / or skills. For example, for an actual character with few home runs, a higher value can be assigned as the "score" value in the first score information corresponding to "home runs". The value of the "score" in the first score information can be specified for each game medium (e.g., cards). For example, an actual character can be associated with multiple game mediums, and different scores can be assigned as the "score" value in the first score information for the card information of each game medium.

[0161] and Figure 18 The text describes a method for assigning a score to player 30 that corresponds to a combination of the actual character and the event category. However, it also suggests assigning a score to player 30 that corresponds to the event category, regardless of the actual character.

[0162] Figure 19 This illustrates an example of screen 1100 displayed on user terminal 20 when the match has ended. Screen 1100 is displayed after a first prediction has been made and an event indicating that the match has ended has been received. Figure 19 In the image, among the elements contained in 1100, those related to the same... Figure 11 The element labels corresponding to the elements included in the associated illustration 700 are the same as the reference numerals for the corresponding element labels in illustration 700.

[0163] If the game player 30 registers the input of the first prediction before the start of the game, the control unit 140 calculates the score assigned to the game player 30 based on the content of the first prediction and the game-related events acquired by the acquisition unit 110, and displays the notification object 1120 containing information representing the calculated score on the user terminal 20.

[0164] Thus, the control unit 140 instructs the user terminal 20 to present the inputs related to the first prediction registered by the registration unit 130 and the events related to the match acquired by the acquisition unit 110. The control unit 140 can instruct the user terminal 20 to perform this presentation after the match ends.

[0165] Figure 20 This diagram illustrates an example of a flowchart relating to the processing involved in a second prediction performed by the game control device 10. The processing in this flowchart begins when a screen for performing the second prediction is displayed. For example, when the game control device 10 is activated... Figure 11Start when the batter position indicator button 731 or batter position indicator button 732 is shown.

[0166] In S3000, the game control device 10 determines whether to accept the second prediction. For example, the control unit 140 refers to the registration information related to the second prediction to calculate the number of times the game player 30 has made the second prediction within a predetermined period. If the calculated number is less than the predetermined number, the second prediction is accepted; if the calculated number reaches the predetermined number, the second prediction is not accepted.

[0167] In this way, the control unit 140 can register inputs only for a predetermined number or less of specific events among a plurality of specific events contained in a series of events. Specifically, the control unit 140 can register inputs only for a predetermined number or less of specific events among a plurality of specific events within a predetermined period.

[0168] The control unit 140 can change the number of registrations for the second prediction if the duration of a series of events during the match is extended or shortened. For example, the control unit 140 can increase the number of registrations if the duration of a series of events is extended. Specifically, it can increase the number of registrations if the match goes into overtime. The control unit 140 can decrease the number of registrations if the duration of a series of events is shortened.

[0169] If the second prediction is deemed acceptable in S3000, the process proceeds to S3002. If the second prediction is deemed unacceptable in S3000, the process in this flowchart ends.

[0170] In S3002, the image used by the game control device 10 for the input of the second prediction is presented to the user terminal 20. Specifically, the image generation unit 160 generates an image for the input of the second prediction, and the communication unit 192 sends the image generated by the image generation unit 160 to the user terminal 20. For example, the image generation unit 160 generates an image for the input of the second prediction. Figure 11 The image displayed in the prediction information input area 730 is sent by the communication unit 192 to the user terminal 20 by the image generated by the image generation unit 160.

[0171] In S3004, the game control device 10 determines whether a predetermined period has elapsed. Specifically, the control unit 140 determines whether a predetermined prediction time has elapsed since acquiring a predetermined event preceding a specific event. The "predetermined event preceding a specific event" could be, for example, the event that a player who might be the second prediction target is about to enter the next batter's position. The "predetermined event preceding a specific event" could also be the event that a player who might be the second prediction target has already entered the batter's position. The predetermined time could be, for example, 1 minute.

[0172] If it is determined in S3004 that the pre-defined period has not elapsed, in S3005, the game control device 10 determines whether the second prediction information has been acquired. If it is determined in S3005 that the second prediction information has not been acquired, the process is transferred to S3004. If it is determined in S3005 that the second prediction information has been acquired, in S3006, the registration unit 130 registers the second prediction information. Specifically, the registration unit 130 registers records of registration information related to the second prediction generated based on the second prediction information. If the second prediction information is received multiple times within the pre-defined period, the registration unit 130 overwrites the already registered records of registration information related to the second prediction. Thus, the game player 30 can correct previously made second predictions.

[0173] In S3020, the control unit 140 determines whether a specific event that becomes the object of the second prediction has been acquired. The determination in S3020 is repeated whenever a new event is acquired.

[0174] If a specific event is determined to have been obtained in S3020, then in S3022, the assignment unit 150 calculates the score assigned to the player 30. Specifically, if the content of the specific event matches the predicted content, the assignment unit 150 refers to the second score information and calculates the score assigned to the player 30 based on the baseline score corresponding to the actual character and the category of the specific event, as well as the multiplier. If the content of the specific event does not match the predicted content, the assignment unit 150 calculates 0 points as the score assigned to the player 30.

[0175] Furthermore, in S3022, when the content of a specific event does not match the predicted content, but is similar to the predicted content, the assigning unit 150 can calculate a score greater than 0 as the score assigned to the game player 30. For example, if the predicted content for game player 30 is "triple" and the obtained content of the specific event is "double", the assigning unit 150 can calculate a score obtained by multiplying the score corresponding to "double" by a pre-defined coefficient less than 1 as the score assigned to game player 30.

[0176] The assigning unit 150 can assign a score to the player 30 based on the elapsed time from the registration unit 130 registering the input of the second prediction until the acquisition unit 110 acquires the specific event. For example, the assigning unit 150 can calculate the elapsed time as the time between the moment the specific event is acquired and the moment contained in the registration information related to the second prediction, and assign a score to the player 30 based on the calculated elapsed time. For example, the longer the elapsed time, the higher the value of the score assigned to the player 30 by the assigning unit 150. As an example, the assigning unit 150 can assign a first game element to the player 30 if the elapsed time is longer than a predetermined time, and assign a second game element with a lower value than the first game element if the elapsed time is shorter than the predetermined time.

[0177] When calculating scores, the assigning unit 150 can refer to the player information to obtain the player's level information and assign the player's score corresponding to the level indicated by the level information. For example, the higher the level, the more points the assigning unit 150 assigns to the player.

[0178] Thus, the assignment unit 150 assigns a first score based on the condition that the content of the specific event acquired by the acquisition unit 110 matches the predicted content represented by the input, and assigns a second score based on the condition that the content of the specific event acquired by the acquisition unit 110 is approximately similar to the predicted content represented by the input. The first score is a score with a higher value than the second score.

[0179] If the registration of the second prediction input by the registration unit 130 is performed after a specific event has occurred, the control unit 140 may cancel the registration. For example, the control unit 140 may delete the record of the registration information related to the second prediction. In this case, the control unit 140 may return the consumed points or tickets to the game player 30 on the condition that the registration is canceled.

[0180] Alternatively, if the registration of the second prediction input by the registration unit 130 is performed after the specific event is acquired, the control unit 140 may assign a second score to the player 30; if the registration of the second prediction input by the registration unit 130 is performed before the specific event is acquired, the control unit 140 may assign a first score to the player 30 that has a higher value than the second score.

[0181] Next, in S3024, the assignment unit 150 assigns a score to the player 30. Specifically, the assignment unit 150 adds the value of "score" in the player information to the score calculated in S3022.

[0182] exist Figure 20 The flowchart shown illustrates an example of registering second prediction information within a pre-defined period after a player who may be the subject of a second prediction enters the batter's position. However, it is possible to register second prediction information at any time after the start of the match and before the acquisition of a specific event.

[0183] As with Figure 20 As explained in connection with the above, a specific event is an event that occurs conditionally on a player's pre-defined action. The acquisition unit 110 acquires a specific event conditionally on the condition that it acquires an event representing a series of events in space in which the player has performed a pre-defined action. Furthermore, the awarding unit 150 awards points to the player 30 based on the specific event conditionally on the condition that the acquisition unit 110 acquires the specific event involving the player. Specifically, the awarding unit 150 awards points to the player 30 conditionally on the condition that the acquisition unit 110 acquires a specific event that satisfies the awarding conditions indicated on the card. The awarding unit 150 can acquire points related to the same event... Figure 11 The cards set in the second player frame 772, as described in the related description, are based on specific events involving the corresponding player, and the player 30 is assigned points based on those specific events. The timing of assigning points by the assigning unit 150 can be during the acquisition unit 110 acquiring a series of events related to the game, or it can be after the specific event has been acquired.

[0184] In the above-described embodiment, second prediction information can be registered after the first prediction information is registered. Alternatively, the control unit 140 can prevent the registration of second prediction information after the registration of the first prediction information. The control unit 140 can register the second prediction information only if the registration of the first prediction information does not exist.

[0185] Figure 21An example flowchart is shown relating to the processing involved in a third prediction performed by the game control device 10. The processing in this flowchart begins when a screen for performing a third prediction is displayed. For example, when the screen is operated... Figure 11 The second game begins when button 782 is pressed.

[0186] In S3100, the game control device 10 determines whether to accept a third prediction. For example, the control unit 140 refers to the registration information related to the third prediction to calculate the number of times the game player 30 has made a third prediction within a predetermined period. If the calculated number is less than the predetermined number, it determines that the third prediction is accepted; if the calculated number reaches the predetermined number, it determines that the third prediction is not accepted.

[0187] The control unit 140 can change the number of acceptances for the third prediction if the duration of a series of events during the match is extended or shortened. For example, the control unit 140 can increase the number of acceptances if the duration of a series of events is extended. Specifically, it can increase the number of acceptances if the match goes into overtime. The control unit 140 can decrease the number of acceptances if the duration of a series of events is shortened.

[0188] If the third prediction is deemed acceptable in S3100, the process proceeds to S3102. If the third prediction is deemed unacceptable in S3100, the process in this flowchart ends.

[0189] In S3102, the image used by the game control device 10 for the third prediction input is presented to the user terminal 20. Specifically, the image generation unit 160 generates the image for the third prediction input, and the communication unit 192 sends the image generated by the image generation unit 160 to the user terminal 20. For example, the image generation unit 160 generates an image that is used for the third prediction input input. Figure 15 The image displayed in the prediction information input area 930 is sent by the communication unit 192 to the user terminal 20 by the image generated by the image generation unit 160.

[0190] In S3104, the game control device 10 determines whether a predetermined period has elapsed. Specifically, if the control unit 140 receives an event indicating that a game to be predicted has started, it determines that a predetermined period has elapsed. If it determines that a predetermined period has elapsed, the process proceeds to S3120.

[0191] If it is determined in S3104 that the pre-defined period has not elapsed, in S3105, the game control device 10 determines whether third prediction information has been acquired. If it is determined in S3105 that third prediction information has not been acquired, the process is transferred to S3104. If it is determined in S3105 that third prediction information has been acquired, in S3106, the registration unit 130 registers the third prediction information. Specifically, the registration unit 130 registers records of registration information related to the third prediction generated based on the third prediction information. If third prediction information related to the same game is received multiple times, the registration unit 130 overwrites the already registered records of registration information related to the third prediction. Thus, the game player 30 can correct previously made third predictions.

[0192] In S3120, the control unit 140 determines whether an event indicating the end of the game has been acquired. The determination in S3120 is repeated whenever a new event is acquired. Thus, registration related to the third prediction can be performed until an event occurring in the game is acquired.

[0193] If, in S3120, it is determined that an event indicating the end of the game has been obtained, in S3122, the assigning unit 150 calculates the score assigned to the player 30. Specifically, the assigning unit 150 calculates the score assigned to the player 30 based on the registration information related to the third prediction and the content of the event related to the game.

[0194] Next, in S3124, the assignment unit 150 assigns a score to the player 30. Specifically, the assignment unit 150 adds the value of "score" in the player information to the score calculated in S3122.

[0195] Figure 22 An example flowchart is shown relating to the processing involved in the first prediction performed by the game control device 10. The processing of this flowchart begins when a series of events has been completed. For example, the processing of this flowchart begins when the event that the match has ended is received.

[0196] In S3202, the control unit 140 obtains the first prediction information from the storage unit 190. In S3204, the control unit 140 extracts the events specified by the first score information from the events involving the actual role registered in the first prediction, based on the first prediction information, a series of events obtained by the acquisition unit 110, and the first score information.

[0197] In S3206, the assignment unit 150 calculates the score assigned to the game player 30 based on the first prediction information, the first score information, and the events extracted in S3204. If multiple actual characters are registered in the first prediction, the assignment unit 150 can calculate the sum of the scores calculated based on the events involved in each of the multiple actual characters as the score assigned to the game player 30.

[0198] Next, in S3208, the assignment unit 150 assigns a score to the player 30. Specifically, the assignment unit 150 adds the value of the "score" in the player information to the score calculated in S3206.

[0199] Based on the game system 5 described above, player 30 can observe events corresponding to those occurring in the real space, predict, for example, whether a real character they speculate on will take action, and specific events that will occur due to the actions of that real character, and enjoy the results of their predictions. Therefore, a game with high entertainment value can be provided to player 30.

[0200] The above primarily uses baseball as an example to illustrate the actions in Game System 5, but "games" are not limited to baseball. "Games" can encompass various sports (including esports), including baseball, and various games. For example, "games" can include competitions in board games such as chess, Othello, mahjong, Go, and Chinese chess.

[0201] Figure 23 Examples of computer 5000 capable of embodying all or part of various embodiments of the present invention are shown. Programs installed in computer 5000 can execute operations and / or processes and stages of processes involved in the embodiments that enable computer 5000 to function as the game system 5 or its components, user terminal 20 or its components, or game control device 10 or its components, as described in the embodiments. Such programs can be executed by CPU 5012 to cause computer 5000 to perform specific operations associated with several or all of the modules of the processing procedures and block diagrams described in this specification.

[0202] The computer 5000 according to this embodiment includes a CPU 5012 and a RAM 5014, which are interconnected via a host controller 5010. The computer 5000 also includes a ROM 5026, a flash memory 5024, a communication interface 5022, and an input / output chip 5040. The ROM 5026, flash memory 5024, communication interface 5022, and input / output chip 5040 are connected to the host controller 5010 via an input / output controller 5020.

[0203] The CPU 5012 operates according to the program stored in the ROM 5026 and RAM 5014, thereby controlling each unit.

[0204] Communication interface 5022 communicates with other electronic devices via a network. Flash memory 5024 stores programs and data used by CPU 5012 within computer 5000. ROM 5026 stores boot programs and / or programs dependent on the hardware of computer 5000, such as boot programs executed by computer 5000 upon activation. Input / output chip 5040 also connects various input / output units, such as keyboards, mice, and monitors, to input / output controller 5020 via serial ports, parallel ports, keyboard ports, mouse ports, monitor ports, USB ports, HDMI (registered trademark) ports, etc.

[0205] The program is provided via a computer-readable storage medium such as a CD-ROM, DVD-ROM, or memory card, or via a network. RAM 5014, ROM 5026, or flash memory 5024 are examples of computer-readable storage media. The program is installed in flash memory 5024, RAM 5014, or ROM 5026 and executed by CPU 5012. The information processing described within these programs is read by computer 5000 to achieve cooperation between the program and the aforementioned types of hardware resources. The apparatus or method can be configured to perform information manipulation or processing according to the use of computer 5000.

[0206] For example, when communication is required between computer 5000 and an external device, CPU 5012 executes a communication program loaded into RAM 5014, and performs command communication processing on communication interface 5022 based on the processing described in the communication program. Under the control of CPU 5012, communication interface 5022 reads transmission data stored in the transmission buffer processing area provided in a recording medium such as RAM 5014 and flash memory 5024, sends the read transmission data to the network, and writes received data from the network into the receive buffer processing area provided on the recording medium, etc.

[0207] Furthermore, CPU 5012 can read all or a required portion of a file or database stored in a recording medium such as flash memory 5024 into RAM 5014, and perform various types of processing on the data in RAM 5014. Then, CPU 5012 writes the processed data back to the recording medium.

[0208] Various types of information, such as programs, data, tables, and databases, can be stored in the recording medium and subjected to various information processing. The CPU 5012 can perform various types of processing on the data read from the RAM 5014, including operations specified by the program's instruction timing, information processing, conditional judgments, conditional branches, unconditional branches, information retrieval / replacement, etc., as described in this specification, and write the results back to the RAM 5014. Furthermore, the CPU 5012 can retrieve information from files, databases, etc., within the recording medium. For example, if multiple entries, each with an attribute value associated with a second attribute, are stored in the recording medium, the CPU 5012 can retrieve the entry from these multiple entries whose first attribute value matches the condition, and read the second attribute value stored in that entry, thereby obtaining the attribute value of the second attribute associated with the first attribute that satisfies a predefined condition.

[0209] The programs or software modules described above can be stored on or near computer-readable storage media on computer 5000. Recording media such as hard disks or RAM provided in server systems connected to a dedicated network or the Internet can be used as computer-readable storage media. Programs stored on computer-readable storage media can be provided to computer 5000 via a network.

[0210] Alternatively, when a program installed on computer 5000, enabling computer 5000 to function as game control device 10, is executed by the computer, it begins working in CPU 5012 or similar components to enable computer 5000 to function as various parts of game control device 10. The information processing described in these programs is read into computer 5000, thereby enabling computer 5000 to function as specific units that cooperate with the software and the various hardware resources described above—that is, the various parts of game control device 10. Furthermore, through these specific units, the computation or processing of information corresponding to the intended use of computer 5000 in this embodiment is implemented, thereby constructing a game control device 10 specific to the intended use.

[0211] When a program installed on computer 5000, which enables computer 5000 to function as user terminal 20, is executed by the computer, it begins to work in CPU 5012 and the like, enabling computer 5000 to function as various parts of user terminal 20. User terminal 20, for example, can perform at least some of the functions of various parts of game control device 10, and the program enables computer 5000 to function as various parts of user terminal 20 that implement at least some of these functions. The information processing described in these programs is read into computer 5000, thereby enabling computer 5000 to function as specific units that cooperate with the various hardware resources described above, i.e., various parts of user terminal 20. Furthermore, through these specific units, the calculation or processing of information corresponding to the purpose of using computer 5000 in this embodiment is implemented, thereby constructing a user terminal 20 specific to the purpose of use.

[0212] Various implementation methods are illustrated with reference to block diagrams, etc. In the block diagrams, each module may represent (1) a stage of a process in which an operation is performed or (2) a part of a device that performs the operation. Specific stages and parts may be implemented by dedicated circuits, programmable circuits provided with computer-readable instructions stored on a computer-readable storage medium, and / or processors provided with computer-readable instructions stored on a computer-readable storage medium. Dedicated circuits may include digital and / or analog hardware circuits, and may include integrated circuits (ICs) and / or discrete circuits. Programmable circuits may include reconfigurable hardware circuits, wherein the reconfigurable hardware circuits include logic AND, logic OR, logic XOR, logic NAND, logic NOR and other logic operations, flip-flops, registers, field-programmable gate arrays (FPGAs), programmable logic arrays (PLAs), and other memory elements.

[0213] Computer-readable storage media can include any tangible device capable of storing instructions executable by a suitable device, such that a computer-readable storage medium having instructions stored thereon constitutes at least a portion of an article comprising instructions executable for implementing units that perform operations specified by a process or block diagram. Examples of computer-readable storage media include electronic storage media, magnetic storage media, optical storage media, electromagnetic storage media, semiconductor storage media, etc. More specific examples of computer-readable storage media include floppy disks (registered trademark), magnetic disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), electrically erasable programmable read-only memory (EEPROM), static random access memory (SRAM), optical disc read-only memory (CD-ROM), digital versatile optical disc (DVD), Blu-ray disc (registered trademark), memory sticks, integrated circuit cards, etc.

[0214] Computer-readable instructions may include assembly instructions, instruction set architecture (ISA) instructions, machine instructions, machine-dependent instructions, microcode, firmware instructions, state setting data, and any source code or object code described by any combination of one or more programming languages, including object-oriented programming languages ​​such as Smalltalk (registered trademark), JAVA (registered trademark), C++, and conventional procedural programming languages ​​such as the "C" programming language or similar programming languages.

[0215] Computer-readable instructions can be provided locally or via a wide area network (WAN) such as a local area network (LAN) or the Internet to a processor or programmable circuit of a data processing device capable of executing programs, in order to implement units for performing operations specified by the described process or block diagram.

[0216] Here, "computer" can refer to a PC (personal computer), tablet computer, smartphone, workstation, server computer, or general-purpose computer, or it can be a computer system that connects multiple computers. Such a computer system with multiple connected computers is also called a distributed computing system, which is a broad definition of a computer. In a distributed computing system, each computer executes a part of a program, exchanging data between the computers as needed, thus enabling multiple computers to collectively execute the program.

[0217] Examples of processors include computer processors, central processing units (CPUs), processing units, microprocessors, digital signal processors, controllers, and microcontrollers. A computer can have one or more processors. In a multiprocessor system with multiple processors, each processor executes a portion of the program, exchanging data between processors as needed, thus allowing multiple processors to execute the program collectively. For example, in multitasking, each processor in the multiprocessor system fragments the execution of a task by switching tasks in time slices. In this case, which part of the program each processor executes changes dynamically. Alternatively, the specific part of the program executed by each processor can be statically defined by considering multiprocessor programming.

[0218] The present invention has been described above using embodiments, but the technical scope of the present invention is not limited to the scope described in the above embodiments. Various modifications or improvements can be made to the above embodiments, as will be apparent to those skilled in the art. Such modifications or improvements can also be included within the technical scope of the present invention, as will be apparent from the claims.

[0219] It should be noted that the execution order of actions, processes, steps, and stages in the apparatus, system, program, and method shown in the claims, specification, and drawings can be implemented in any order, unless specifically stated as "before," "before," etc., and the output of a preceding process is not used in a subsequent process. The flow of actions in the claims, specification, and drawings is described using terms such as "firstly," "next," etc., for convenience, but this does not imply that they must be implemented in this order.

[0220] In addition, some or all of the above-described embodiments are also described as follows, but are not limited thereto.

[0221] [Postscript 1]

[0222] A game control device, comprising:

[0223] The acquisition department acquires a series of events in the actual space;

[0224] The instruction unit displays game images based on a series of events acquired by the aforementioned acquisition unit;

[0225] The registration department registers inputs related to a series of events acquired by the aforementioned acquisition department; and

[0226] The control unit controls the aforementioned acquisition unit, instruction unit, and registration unit.

[0227] The aforementioned control unit performs control to acquire a specific series of events from a series of events in the aforementioned actual space.

[0228] [Postscript 2]

[0229] According to the game control device described in Appendix 1, wherein...

[0230] The aforementioned control unit performs control so that the aforementioned series of events that occurred can be acquired only on the day that the series of events occurred in the aforementioned actual space.

[0231] [Postscript 3]

[0232] According to the game control device described in Appendix 1 or 2, wherein,

[0233] The aforementioned control unit performs control so that it can acquire the aforementioned series of events that are occurring in the aforementioned actual space during the period when a series of events are taking place.

[0234] [Postscript 4]

[0235] The game control device according to any one of Appendices 1 to 3, wherein...

[0236] The aforementioned control unit performs control so that the time when the aforementioned game image is presented is the same as or approximately the time when the aforementioned series of events occur.

[0237] [Postscript 5]

[0238] The game control device according to any one of Appendices 1 to 4, wherein...

[0239] The aforementioned control unit performs control so that it can acquire only the series of events selected by the game service provider from the aforementioned multiple series of events.

[0240] [Postscript 6]

[0241] The game control device according to any one of Appendices 1 to 5, wherein...

[0242] The aforementioned control unit performs control so that it can instruct the presentation of game images based only on a series of events selected by the game service provider from among the aforementioned multiple series of events.

[0243] [Postscript 7]

[0244] The game control device according to any one of Appendices 1 to 6, wherein,

[0245] The aforementioned control unit performs control so that only the aforementioned inputs related to the series of events selected by the game service provider from among the aforementioned multiple series of events are registered.

[0246] [Postscript 8]

[0247] According to the game control device described in Appendix 5, wherein...

[0248] The aforementioned control unit sets a level of attention for each of the multiple series of events in the aforementioned actual space, and the aforementioned control unit controls the game service provider to select a series of events according to the set level of attention.

[0249] [Postscript 9]

[0250] According to the game control device described in Appendix 5 or 8, wherein...

[0251] The aforementioned control unit is able to obtain login information of game players, and the aforementioned control unit performs control so that the aforementioned game service provider can select a series of events based on the obtained login information.

[0252] [Postscript 10]

[0253] According to the game control device described in Appendix 9, wherein...

[0254] The aforementioned control unit performs control so that the aforementioned game service provider can select a series of events that occur during a period with a high number of logins to the aforementioned game from among the aforementioned multiple series of events.

[0255] [Postscript 11]

[0256] The game control device according to any one of Appendices 1 to 10, wherein,

[0257] The aforementioned control unit performs control so that it does not indicate the presentation of the series of events acquired by the aforementioned acquisition unit.

[0258] [Postscript 12]

[0259] According to the game control device described in Appendix 5 or 8, wherein...

[0260] It also includes an image generation unit, which generates the game image.

[0261] The aforementioned control unit performs control so that the aforementioned image generation unit generates the aforementioned game image based on a series of events selected by the aforementioned game service provider.

[0262] [Postscript 13]

[0263] According to the game control device described in Appendix 12, wherein,

[0264] The control unit performs control to instruct the image generation unit to display the game image generated by the image generation unit based on the series of events selected by the game service provider in real time relative to the acquisition unit's acquisition of the series of events, or to instruct the image generation unit to display the game image generated by the image generation unit based on the series of events selected by the game service provider for a predetermined time relative to the acquisition unit's acquisition of the series of events.

[0265] [Postscript 14]

[0266] The game control device according to any one of Appendices 1 to 13, wherein,

[0267] The game images described above include virtual characters that correspond to the actual characters in the aforementioned real-world space.

[0268] The aforementioned control unit performs control, enabling the aforementioned acquisition unit to acquire information representing the behavior of the actual characters in the aforementioned actual space as the aforementioned series of events.

[0269] [Postscript 15]

[0270] According to the game control device described in Appendix 14, wherein...

[0271] The control unit controls the virtual character in the game image to perform actions corresponding to the actions of the actual character represented by the series of events acquired by the acquisition unit.

[0272] [Postscript 16]

[0273] The game control device according to any one of Appendices 1 to 15, wherein,

[0274] The aforementioned control unit performs control so that the acquisition time of the aforementioned series of events is not limited by the acquisition unit.

[0275] [Postscript 17]

[0276] The game control device according to any one of Appendices 1 to 16, wherein,

[0277] The aforementioned series of events occurred during a sporting event.

[0278] [Postscript 18]

[0279] A program for enabling the aforementioned computer to function as a game control device according to any one of Appendices 1 to 17 when executed by the computer.

[0280] [Postscript 19]

[0281] A game system that includes:

[0282] The game control device according to any one of Appendices 1 to 17; and

[0283] The terminal operated by the game player displays the aforementioned game images.

[0284] [Postscript 20]

[0285] A game control method comprising the following stages:

[0286] To capture a series of events in the actual space;

[0287] The instruction is to display game images based on the aforementioned series of events;

[0288] The inputs related to the registration and acquisition of the aforementioned series of events; and

[0289] Control is exercised to enable the acquisition of a specific series of events from a series of events in the aforementioned actual space.

[0290] Explanation of reference numerals in the attached figures

[0291] 10: Game control device; 20: User terminal; 30: Player; 90: Network; 100: Processing unit; 190: Storage unit; 192: Communication unit; 5000: Computer; 5010: Host controller; 5012: CPU; 5014: RAM; 5020: Input / output controller; 5022: Communication interface; 5024: Flash memory; 5026: ROM; 5040: Input / output chip.

Claims

1. A game control device, comprising: The acquisition department acquires a series of events in the actual space; The instruction unit displays game images based on a series of events acquired by the acquisition unit; The registration department registers inputs related to a series of events acquired by the acquisition department; and The control unit controls the acquisition unit, the instruction unit, and the registration unit. in, The control unit performs control to acquire a specific series of events from a plurality of series of events in the actual space.

2. The game control device according to claim 1, wherein, The control unit performs control so that the series of events that occurred can be acquired only on the day that the series of events occurred in the actual space.

3. The game control device according to claim 1 or 2, wherein, The control unit performs control so that it can acquire the series of events that are occurring in the actual space during the period when the series of events are taking place.

4. The game control device according to claim 1 or 2, wherein, The control unit controls the presentation of the game image to be at the same or approximately the same time as the series of events.

5. The game control device according to claim 1 or 2, wherein, The control unit performs control so that it can acquire only the series of events selected by the game service provider from the plurality of series of events.

6. The game control device according to claim 1 or 2, wherein, The control unit performs control so that it can instruct the presentation of game images based only on a series of events selected by the game service provider from the plurality of series of events.

7. The game control device according to claim 1 or 2, wherein, The control unit performs control so that only the inputs related to a series of events selected by the game service provider from the plurality of series of events are registered.

8. The game control device according to claim 5, wherein, The control unit sets a focus level for each of the multiple series of events in the actual space, and the control unit controls the game service provider to select a series of events according to the set focus level.

9. The game control device according to claim 5, wherein, The control unit can obtain login information of game players, and the control unit performs control so that the game service provider can select a series of events based on the obtained login information.

10. The game control device according to claim 9, wherein, The control unit performs control so that the game service provider can select a series of events from the plurality of series of events that occur during the time period with the highest number of logins to the game.

11. The game control device according to claim 1 or 2, wherein, The control unit performs control so that it does not indicate the presentation of the series of events acquired by the acquisition unit itself.

12. The game control device according to claim 5, wherein, It also includes an image generation unit, which generates the game image. The control unit controls the image generation unit to generate the game image based on a series of events selected by the game service provider.

13. The game control device according to claim 12, wherein, The control unit can control the display of game images generated by the image generation unit based on a series of events selected by the game service provider, in real time relative to the acquisition unit's acquisition of the series of events, or can instruct the display of game images generated by the image generation unit based on a series of events selected by the game service provider at a predetermined time relative to the acquisition unit's acquisition of the series of events.

14. The game control device according to claim 1 or 2, wherein, The game image includes virtual characters that correspond to the actual characters in the real space. The control unit performs control so that the acquisition unit can acquire information representing the behavior of the actual characters in the actual space as the series of events.

15. The game control device according to claim 14, wherein, The control unit performs control so that the virtual character in the game image performs actions corresponding to the actions of the actual character represented by the series of events acquired by the acquisition unit.

16. The game control device according to claim 1 or 2, wherein, The control unit performs control so that the acquisition time of the series of events is not limited by the acquisition unit.

17. The game control device according to claim 1 or 2, wherein, The series of events refers to events that occur during a sporting event.

18. A computer program product comprising a program for causing the computer to function as a game control device according to any one of claims 1 to 17 when executed by the computer.

19. A game system, comprising: The game control device according to any one of claims 1 to 17; and A terminal operated by a game player that displays the game image.

20. A game control method, comprising the following stages: To acquire a series of events in the actual space; The instruction is to display game images based on the acquired series of events; The inputs related to the series of events obtained are registered; as well as Control is exercised to enable the acquisition of a specific series of events from a plurality of series of events in the actual space.