Game control device, game system, computer program product, and game control method
By capturing real-world competition events and generating interactive game images, this technology solves the problem that gamers cannot make real-time predictions in existing technologies, achieving a close integration of the game with real-world competitions and enhancing the gaming experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- BANDAI CO LTD
- Filing Date
- 2026-02-05
- Publication Date
- 2026-06-05
AI Technical Summary
In existing technologies, gamers cannot make real-time predictions and receive corresponding game feedback in real-world sports competitions, resulting in an unsatisfactory gaming experience.
By acquiring events in the real space, the game controller generates game images corresponding to the actual characters, and records the predicted content input by the players within a specific period, assigning corresponding game elements, such as scores, to achieve interaction with real-world competitions.
It enables gamers to make real-time predictions and receive game feedback in real-world competitions, enhancing the game's interactivity and fun.
Smart Images

Figure CN122141250A_ABST
Abstract
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 Document 1
[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 presentation of a game image based on the series of events; a registration unit that registers inputs related to a specific event included in the series of events; and a control unit that controls the instruction unit and the registration unit, wherein the control unit controls the inputs that can be registered by the registration unit in (i) a first period, (ii) a second period, and (iii) a third period to be different from each other, wherein the first period is the period before acquiring a predetermined event in the series of events, the predetermined event being an event acquired before the specific event, the second period is the period from acquiring the predetermined event until acquiring the specific event, and the third period is the period after acquiring the specific event.
[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 user terminal that displays game images and accepts input from the game player regarding specific events.
[0009] In a fourth aspect of the present invention, a game control method is provided. The game control method comprises 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; registering input related to a specific event included in the series of events; and ensuring that the content of the inputs registered in the input registration stages during (i) a first period, (ii) a second period, and (iii) a third period are different from each other, wherein the first period is the period before acquiring a predetermined event in the series of events, the predetermined event being an event acquired before the specific event; the second period is the period from acquiring the predetermined event until acquiring the specific event; and the third period is the period after acquiring the specific event.
[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 1 An 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 illustrates an example of a screen 500 displayed on a user terminal 20 when a player 30 makes a first prediction.
[0016] Figure 6 This shows an example of a data structure for role registration information stored in storage unit 190.
[0017] Figure 7 This illustrates an example of a screen 700 displayed on a user terminal 20 during a match.
[0018] Figure 8 An example of second fractional information stored in storage unit 190 is shown.
[0019] Figure 9 An example of the first fractional information stored in the storage unit 190 is shown.
[0020] Figure 10An example flowchart is shown relating to the processing involved in the second prediction performed by the game control device 10.
[0021] Figure 11 An example flowchart is shown relating to the processing involved in the first prediction performed by the game control device 10.
[0022] Figure 12 Examples of computer 5000 that enable all or part of the various embodiments of the present invention to be implemented are shown. Detailed Implementation
[0023] 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.
[0024] 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 and multiple user terminals 20.
[0025] The game controller 10 and the user terminal 20 can communicate with each other via a network 90. The network 90 can be a data transmission path. The network 90 can be a wired communication transmission path, a wireless communication transmission path, or a combination thereof. The network 90 can include the Internet, dedicated line networks, wireless communication networks, telephone line networks, various cable networks, and combinations thereof. The network 90 can also include peer-to-peer (P2P) networks such as self-organizing networks.
[0026] 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.
[0027] 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.
[0028] 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.
[0029] 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.
[0030] The game control device 10 also uses a user interface image displayed on the user terminal 20 for game 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 a second prediction of events that will occur during the game.
[0031] Before making a prediction, player 30 purchases cards corresponding to the players 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 first and second predictions based on the players corresponding to the cards purchased by player 30.
[0032] 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.
[0033] 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.
[0034] 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.
[0035] 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.
[0036] 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 operations 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, and an image generation unit 160. The control unit 140 controls the acquisition unit 110, the instruction unit 120, the registration unit 130, the assignment unit 150, and the image generation unit 160.
[0037] 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.
[0038] 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 a batter entering the batter's box, a batter hitting a home run, and a 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 the series of events from an external server that provides such events. The acquisition unit 110 can also acquire information representing the series of events by determining the events from images obtained by capturing images of the actual space.
[0039] 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.
[0040] 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. Specifically, registration unit 130 registers inputs related to a specific event, based on instructions from 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.
[0041] Registration unit 130 also registers game media that correspond to actual characters in the real space. For example, if the actual character is a baseball player, registration unit 130 registers card information for the physical card or virtual game medium corresponding to the player.
[0042] The control unit 140 controls the data so that the inputs registered by the registration unit in (i) the first period, (ii) the second period, and (iii) the third period are all different. The first period is the period before acquiring a predetermined event from a series of events; the predetermined event is an event acquired before a specific event. The second period is the period from acquiring the predetermined event to acquiring the specific event. The third period is the period after acquiring the specific event. Specifically, the control unit 140 controls the data so that a first input can be registered as input in the first period, a second input can be registered as input in the second period, and a third input can be registered as input in the third period. The first, second, and third inputs are all different.
[0043] The control unit 140 can control the system so that the second and third inputs cannot be registered during the first period. The control unit 140 can also control the system so that the first and third inputs cannot be registered during the second period. The control unit 140 can further control the system so that the first and second inputs cannot be registered during the third period.
[0044] The control unit 140 controls the data so that the times during which inputs to be registered to the registration unit 130 are processed are different in the first, second, and third periods. The control unit 140 can limit the second period to a predetermined portion of the time from the acquisition of a pre-defined event to the acquisition of a specific event.
[0045] For example, the control unit 140 may limit the time during which it can accept the first input to a predetermined time preceding the time when a series of events is scheduled to occur. Specifically, the time during which the first input can be accepted may be from a first time predetermined before the scheduled start time of the match until a second time predetermined before the scheduled start time of the match. The control unit 140 may limit the time during which it can accept the third input to a predetermined time preceding the time when the acquisition of the series of events ends. Specifically, the time during which the third input can be accepted may be the period from the time when the event indicating that the match has ended is received until a third time predetermined after that time.
[0046] The control unit 140 may define the second period as a predetermined portion of the period from the acquisition of a pre-defined event preceding the specific event to the acquisition of the specific event. For example, the control unit 140 may define the second period as at least the period from the acquisition of a pre-defined event preceding the specific event until a predetermined time has elapsed.
[0047] 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 where the series of events and the specific event are events that occur during a baseball game, and where the "specific event" refers to the result of the batter's position, the "pre-defined event preceding the specific event" could be the event of the batter entering the batter's position. In this case, the control unit 140 can set the second period to be the period from the acquisition of the event that the batter entered the batter's position until one minute has elapsed.
[0048] The inputs that can be registered in the first period and the second period can be inputs based on the actions of player 30. The inputs that can be registered in the third period can be inputs that are not based on the actions of player 30.
[0049] The control unit 140 can control the game to progress without requiring the player 30 to interact with the characters within the game image. The game image may include virtual characters corresponding to real characters in the actual space. The game image may also include virtual characters corresponding to real characters involved in a series of events. The control unit 140 can control the behavior of the virtual characters in the game image based on a series of events. The control unit 140 controls the virtual characters in the game image to perform actions corresponding to the actions of the real characters represented by a series of events. The image generation unit 160 generates the game image. The control unit 140 controls the image generation unit 160 to generate the game image based on a series of events selected by the game service provider. The game image includes virtual characters corresponding to real characters in the actual space. The control unit 140 controls the virtual characters in the game image to perform actions corresponding to the actions of the real characters represented by a series of events.
[0050] The control unit 140 controls the registration of virtual game media corresponding to actual characters involved in a series of events, serving as input for registration during the first period. The control unit 140 also controls the registration of virtual game media based on the condition that media information corresponding to actual game media in the real space is registered. For example, the control unit 140 controls the registration of virtual game media corresponding to actual characters involved in a specific event, based on the condition that media information corresponding to actual game media in the real space is registered.
[0051] The control unit 140 controls the registration of both a first type of game medium and a second type of game medium, creating virtual game mediums that correspond to actual characters involved in specific events in real space. The control unit 140 can control the registration of more second-type game mediums than the first type. For example, the first type of game medium might correspond to a pitcher, and the second type might correspond to a batter.
[0052] The control unit 140 performs control so that during the second period, it can register the input representing the content of a specific event predicted by the game player 30, i.e., the prediction content.
[0053] The assignment section 150 assigns game elements. The score described in this embodiment is one example of a game element. Various methods other than scores can be used as game elements.
[0054] The assigning unit 150 assigns game elements based on the acquisition of a specific event within a series of events. The control unit 140 can control the assignment of game elements during the acquisition of the series of events and at least one period after the acquisition of the series of events. The control unit 140 can control the registration of game elements assigned based on the content and predicted content of the specific event as input for registration in a third period. Thus, the control unit 140 can control the assignment of game elements after the acquisition of a specific event. The control unit 140 can control the assignment of game elements on the condition that a specific event related to the actual character corresponding to the game medium registered in the registration unit 130 is acquired.
[0055] The input related to a specific event represents the content of the specific event predicted by the player 30, i.e., the predicted content. The control unit 140 controls the game to assign game elements based on the condition that the content of the specific event matches the predicted content represented by the input. The control unit 140 can also control the game to assign game elements based on the condition that the content of the specific event is approximately similar to the predicted content represented by the input.
[0056] The content of a specific event may include a first content and a second content. The control unit 140 controls the event so that, when the content of the specific event matches or is similar to the predicted content represented by the input, the second content of the specific event can impart a higher value to the game elements compared to the first content. For example, the first content could be a hit (single, double, triple, etc.), and the second content could be a home run.
[0057] The inputs related to a specific event registered in the registration unit 130 can represent the category of the specific event predicted by the player 30, i.e., the prediction category. The first content and the second content can represent the category of the specific event. That is, the control unit 140 can control the process such that game elements can be assigned based on the condition that the category of the specific event matches the prediction category represented by the input. The control unit 140 can also control the process such that game elements can be assigned based on the condition that the category of the specific event is approximately similar to the prediction category represented by the input.
[0058] The control unit 140 can be controlled to assign game elements corresponding to the category of specific events involved in the actual character. The control unit 140 can also be controlled to assign game elements corresponding to the frequency information of specific events in each category. The frequency information is based on the number of times a specific event of each category can be expected to occur within a series of events.
[0059] The specific events may include events of the first category and events of the second category that occur less frequently than events of the first category. The control unit 140 controls the process so that, if an event of the second category is obtained, game elements with higher game value can be assigned compared to obtaining an event of the first category. For example, an event of the first category may be a hit (single, double, triple, etc.), and an event of the second category may be a home run. In addition, categories of specific events may include walks, strikeouts, etc.
[0060] The control unit 140 can be controlled to acquire a specific event, provided that an event representing a pre-defined action performed by an actual character involved in a series of events in the actual space is acquired.
[0061] The image generation unit 160 generates game images. The control unit 140 controls the image generation unit 160 to generate game images based on a series of events selected by the game service provider. The game service provider may be, for example, the operator of the game control device 10. Alternatively, the game service provider 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 for the matches selected by the game service provider. Alternatively, the game service provider may select a series of events that will occur in the selected matches and want to be reflected in the game images, and the image generation unit 160 may generate images based on the selected events.
[0062] The control unit 140 can control the registration of virtual game media corresponding to actual characters involved in specific events in real space, based on the consumption of game elements granted by the granting unit 150. The control unit 140 can also control the granting of game elements corresponding to the level information of the registered virtual game media. The level information may, for example, be defined based on the skill level possessed by the actual character corresponding to the virtual game media in competition. The control unit 140 can also control the granting of game elements corresponding to the game's progress.
[0063] This can be because a specific event is an event within a series of events based on pre-defined actions of an actual character. The control unit 140 controls this process to assign game elements corresponding to the actual character's performance. For example, if the control unit 140 receives an event where a batter with a historically low home run percentage hits a home run, it can assign a more valuable game element. The performance of the actual character's actions can, for example, correspond to the actual character's skills. The performance of the actual character's actions can be reflected in the level information of the game medium corresponding to the actual character.
[0064] The control unit 140 can be controlled to assign game elements corresponding to the status of a series of events. The control unit 140 can also be controlled to notify the results of a series of events after they have been acquired.
[0065] 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.
[0066] 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. Therefore, the game player 30 can make predictions related to players whose cards correspond to those purchased by the same game player 30.
[0067] 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.
[0068] In S320, based on a request 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.
[0069] 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.
[0070] 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 an external server providing the event information, 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.
[0071] In S342, the game player 30 inputs predictions related to a specific event into the user terminal 20. For example, when making predictions related to a batter, the game player 30 predicts whether the batter will hit a single, double, triple, or home run, and whether they will walk. In S344, the user terminal 20 sends second prediction information to the game control device 10, containing information representing the predictions input to the user terminal 20. 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 game player 30's identification information and stores it in the storage unit 190.
[0072] S342, S344, and S346 are executed in the second period. The second period, for example, is the period from the event indicating that a player whose card information has been registered by player 30 has entered the batter's position to the period prior to the acquisition of the specific event. The second prediction information is an example of the second input.
[0073] 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.
[0074] When the game ends, in S352, the acquisition of event information by the acquisition unit 110 concludes, and the distribution of game images also ends. In S354, 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.
[0075] The 30 points already awarded to the player can be used when purchasing cards. As described later, the 30 points already awarded to the player can be used to increase the score obtained in the second prediction.
[0076] Figure 4 This diagram illustrates an example of the data structure for player information stored in storage unit 190. The player information includes player ID, owned cards, and scores as data items.
[0077] "Game Player ID" is the 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. "Scores" represents the points assigned to Game Player 30. 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", and "P003" respectively, and have been assigned 2000 points. The card information in this embodiment is an example of information representing the game medium.
[0078] Figure 5 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.
[0079] The player selection area 520 is a list of the 30 cards that the player has purchased. Figure 5 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.
[0080] The 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 the player 30 predicts that a player corresponding to the card in image image 521 will play a role, the player 30 configures image image 521 by dragging and dropping it into any of the card configuration areas 511-522. The user terminal 20 then sends first prediction information, including card information of the configured image image 521, to the game control device 10.
[0081] 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.
[0082] Figure 6 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 and prediction card information as data items.
[0083] "Game Player ID" is identification information used to identify game player 30. "Predicted Card Information" contains card information corresponding to one or more cards created for each of the one or more players predicted by game player 30 to be effective. Registration unit 130 generates information stored as predicted card information based on the first prediction information and stores this information in storage unit 190. Figure 6The example illustrates how player 30, identified by player ID "G0001", predicts that players whose cards correspond to those identified by "P001" and "P002" will play a role. This prediction card information is an example of media information that corresponds to the actual characters predicted to be involved in specific events within the game medium.
[0084] Figure 7 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 second prediction information input area 730. The image included in screen 700 is an example of a game image.
[0085] 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.
[0086] 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.
[0087] The second prediction information input area 730 includes player position indicator buttons 731 and 732, category indicator buttons 741-744, multiplier display object 750, multiplier adjustment buttons 751 and 752, registration button 761, and no registration button 762. Here, we will illustrate this with an example where the player 30 predicts the player's position as the content of a specific event to be predicted.
[0088] When a player predicted by the game player 30 to play a role based on the prediction card information of the character registration information and a series of events obtained by the acquisition unit 110 has entered the current batter position or is about to enter the next batter position, the image generation unit 160 generates image information of the second prediction information input area 730 as part of the game image.
[0089] 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.
[0090] Category indicator button 741 indicates that the batter's position predicted by player 30 means a single. Category indicator button 742 indicates that the batter's position predicted by player 30 means a double. Category indicator button 743 indicates that the batter's position predicted by player 30 means a triple. Category indicator button 744 indicates that the batter's position predicted by player 30 means a home run. Category indicator buttons 741-744 each contain information indicating the baseline score assigned to player 30 if the prediction is correct. Player 30 indicates the batter's position prediction by selecting any one of category indicator buttons 741-744.
[0091] 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.
[0092] The amount by which player 30's score is reduced varies depending on the multiplier adjusted via multiplier adjustment buttons 751 and 752. For example, the higher the multiplier, the greater the score reduction. For instance, in the case of a multiplier of 2x, the score reduction is set to twice the base reduction. For example, with a base reduction of 5 and a multiplier of 2x, 10 points are consumed to predict the batter's position. In the case of a second prediction, the allocation unit 150 reduces the score already allocated to player 30 based on the score reduction determined by the base reduction and the multiplier. Thus, based on the consumption of points, it is possible to register predictions for specific events.
[0093] 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, which includes the information entered in the second 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.
[0094] and Figure 7 Relatedly, as an example of the content of a specific event that becomes the subject of prediction in the second prediction, the content of the batter's position has been explained. However, the content of a specific event that becomes the subject of prediction is not limited to the content of the batter's position. The content of a specific event that becomes the subject of prediction can be the score result in a 1st inning. The content of a specific event that becomes the subject of prediction can be the pitching result of a pitcher in a batter's position.
[0095] Figure 8 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.
[0096] "Card Information" is the information used to identify the 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 the second prediction. "Score" indicates the score assigned to the player. Specifically, "Score" refers to the baseline score mentioned above.
[0097] exist Figure 8 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, if player 30 registers a prediction that the player identified by "P001" will hit a home run, and 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.
[0098] 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.
[0099] and Figure 8 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.
[0100] Figure 9 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.
[0101] "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.
[0102] exist Figure 9 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.
[0103] 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.
[0104] and Figure 9 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.
[0105] Figure 10 An example flowchart is shown relating to the processing involved in a second prediction performed by the game control device 10. The processing of this flowchart begins when there is an actual player who could potentially be the target of the second prediction. For example, the processing of this flowchart begins when an event is received that a player who could potentially be the target of the second prediction has entered a batter's position, or when an event is received that a player who could potentially be the target of the second prediction is about to enter the next batter's position.
[0106] In S1002, 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 7 The image displayed in the second 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.
[0107] In S1004, 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 acquisition of an event where 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 where 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.
[0108] If it is determined in S1004 that the predetermined period has not elapsed, in S1005, the game control device 10 determines whether the second prediction information has been acquired. If it is determined in S1005 that the second prediction information has not been acquired, the processing is transferred to S1004. If it is determined in S1005 that the second prediction information has been acquired, in S1006, the registration unit 130 registers the second prediction information.
[0109] Next, in S1020, the control unit 140 determines whether a specific event that becomes the object of the second prediction has been acquired. The determination in S1020 is repeated whenever a new event is acquired.
[0110] If a specific event is determined to have been obtained in S1020, then in S1022, 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.
[0111] Furthermore, in S1022, 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.
[0112] Next, in S1024, 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 S1022.
[0113] Figure 11 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.
[0114] In S1102, the control unit 140 obtains the first prediction information from the storage unit 190. In S1104, 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.
[0115] In S1106, 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 S1104. 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.
[0116] Next, in S1108, 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 S1106.
[0117] 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.
[0118] 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.
[0119] Figure 12Examples 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.
[0120] 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.
[0121] The CPU 5012 operates according to the program stored in the ROM 5026 and RAM 5014, thereby controlling each unit.
[0122] 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.
[0123] 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.
[0124] 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.
[0125] 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.
[0126] 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.
[0127] 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.
[0128] 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.
[0129] 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.
[0130] 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.
[0131] 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.
[0132] 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.
[0133] 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.
[0134] 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.
[0135] 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.
[0136] 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.
[0137] 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.
[0138] In addition, some or all of the above-described embodiments are also described as follows, but are not limited thereto.
[0139] [Postscript 1]
[0140] A game control device, comprising:
[0141] The acquisition department acquires a series of events in the actual space;
[0142] The instruction section provides instructions based on the presentation of game images related to the aforementioned series of events;
[0143] The registration department, which registers inputs related to specific events included in the aforementioned series of events; and
[0144] The control department controls the aforementioned instruction department and the aforementioned registration department.
[0145] The control unit controls the data so that the inputs that can be registered by the registration unit in (i) the first period, (ii) the second period, and (iii) the third period are different from each other. The first period is the period before the acquisition of a predetermined event in the series of events, and the predetermined event is the event acquired before the specific event. The second period is the period from the acquisition of the predetermined event until the acquisition of the specific event. The third period is the period after the acquisition of the specific event.
[0146] [Postscript 2]
[0147] According to the game control device described in Appendix 1, wherein...
[0148] The control unit performs control so that a first input can be registered as the input during the first period, a second input can be registered as the input during the second period, and a third input can be registered as the input during the third period.
[0149] [Postscript 3]
[0150] According to the game control device described in Appendix 2, wherein...
[0151] The aforementioned control unit performs control so that the aforementioned second input and the aforementioned third input cannot be registered during the aforementioned first period.
[0152] [Postscript 4]
[0153] According to the game control device described in Appendix 2 or 3, wherein...
[0154] The aforementioned control unit performs control so that the aforementioned first input and the aforementioned third input cannot be registered during the aforementioned second period.
[0155] [Postscript 5]
[0156] The game control device according to any one of Appendices 2 to 4, wherein...
[0157] The aforementioned control unit performs control so that the aforementioned first input and the aforementioned second input cannot be registered during the aforementioned third period.
[0158] [Postscript 6]
[0159] The game control device according to any one of Appendices 1 to 5, wherein...
[0160] The aforementioned control unit performs control so that the times during which inputs to be registered to the aforementioned registration unit can be accepted are different in the aforementioned first period, the aforementioned second period, and the aforementioned third period.
[0161] [Postscript 7]
[0162] According to the game control device described in Appendix 6, wherein...
[0163] The aforementioned control unit defines the second period as a pre-defined portion of the period from the acquisition of the aforementioned pre-defined event until the acquisition of the aforementioned specific event.
[0164] [Postscript 8]
[0165] The game control device according to any one of Appendices 1 to 7, wherein...
[0166] The inputs that can be registered during the first period mentioned above, and the inputs that can be registered during the second period mentioned above, are inputs based on the player's actions.
[0167] The inputs that can be registered during the third period mentioned above are inputs that are not based on the actions of the game player.
[0168] [Postscript 9]
[0169] The game control device according to any one of Appendices 1 to 8, wherein,
[0170] The aforementioned control unit performs control, enabling the game to progress without requiring the player to interact with the characters within the game image.
[0171] [Postscript 10]
[0172] The game control device according to any one of Appendices 1 to 9, wherein...
[0173] The game images mentioned above include virtual characters that correspond to the actual characters involved in the aforementioned series of events.
[0174] The aforementioned control unit controls the behavior of the aforementioned virtual character in the aforementioned game image based on the aforementioned series of events.
[0175] [Postscript 11]
[0176] The game control device according to any one of Appendices 1 to 10, wherein,
[0177] The aforementioned control unit performs control to enable the registration of virtual game media corresponding to the actual characters involved in the aforementioned series of events, as input that can be registered during the aforementioned first period.
[0178] [Postscript 12]
[0179] According to the game control device described in Appendix 11, wherein,
[0180] The aforementioned control unit performs control so that, on the condition that media information corresponding to the actual game medium established with the actual character in the aforementioned actual space is registered, the aforementioned virtual game medium can be registered.
[0181] [Postscript 13]
[0182] The game control device according to any one of Appendices 1 to 12, wherein,
[0183] The aforementioned control unit performs control so that during the aforementioned second period, it can register the input representing the content of the specific event predicted by the game player, i.e., the prediction content.
[0184] [Postscript 14]
[0185] According to the game control device described in Appendix 13, wherein...
[0186] It also has a "giving" section, which gives game elements as described above.
[0187] The aforementioned control unit performs control so that game elements assigned based on the content of the aforementioned specific event and the aforementioned predicted content can be registered as inputs that can be registered during the aforementioned third period.
[0188] [Postscript 15]
[0189] The game control device according to any one of Appendices 1 to 14, wherein,
[0190] It also includes an image generation unit, which generates the game image.
[0191] The aforementioned control unit performs control, causing the aforementioned image generation unit to generate game images based on a series of events selected by the game service provider.
[0192] [Postscript 16]
[0193] The game control device according to any one of Appendices 1 to 15, wherein,
[0194] The game images described above include virtual characters that correspond to the actual characters in the aforementioned real-world space.
[0195] The aforementioned control unit performs control so that the virtual character in the aforementioned game image performs actions corresponding to the actions of the aforementioned actual character represented by the aforementioned series of events.
[0196] [Postscript 17]
[0197] The game control device according to any one of Appendices 1 to 16, wherein,
[0198] The aforementioned series of events and the specific event mentioned above occurred during a sporting event.
[0199] [Postscript 18]
[0200] 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.
[0201] [Postscript 19]
[0202] A game system that includes:
[0203] The game control device according to any one of Appendices 1 to 17; and
[0204] The terminal displays the aforementioned game images and accepts input from game players regarding the specific events mentioned above.
[0205] [Postscript 20]
[0206] A game control method comprising the following stages:
[0207] To capture a series of events in the actual space;
[0208] Instructions for the presentation of game images based on the aforementioned series of events;
[0209] Register inputs related to specific events included in the aforementioned series of events; and
[0210] The contents of the inputs registered during the (i) first period, (ii) second period, and (iii) third period are different from each other, wherein the first period is the period before the acquisition of a predetermined event in the series of events, the predetermined event is the event acquired before the specific event, the second period is the period from the acquisition of the predetermined event until the acquisition of the specific event, and the third period is the period after the acquisition of the specific event.
[0211] Explanation of reference numerals in the attached figures
[0212] 10 Game control devices
[0213] 20 User Terminals
[0214] 30 players
[0215] 90 Network
[0216] 100 Processing Department
[0217] 190 Storage Department
[0218] 192 Ministry of Communications
[0219] 5000 computers
[0220] 5010 Host Controller
[0221] 5012 CPU
[0222] 5014 RAM
[0223] 5020 Input / Output Controller
[0224] 5022 Communication Interface
[0225] 5024 Flash Memory
[0226] 5026 ROM
[0227] 5040 Input / Output Chip
Claims
1. A game control device, comprising: The acquisition department acquires a series of events in the actual space; An indicator unit that directs the presentation of game images based on the aforementioned series of events; The registration department, which registers inputs related to specific events included in the series of events; and The control unit controls the instruction unit and the registration unit. in, The control unit performs control such that the contents of the inputs that can be registered by the registration unit in (i) a first period, (ii) a second period, and (iii) a third period are different from each other, wherein the first period is the period before the acquisition of a predetermined event in the series of events, the predetermined event being an event acquired before the specific event, the second period is the period from the acquisition of the predetermined event to the acquisition of the specific event, and the third period is the period after the acquisition of the specific event.
2. The game control device according to claim 1, wherein, The control unit performs control such that a first input can be registered as the input during the first period, a second input can be registered as the input during the second period, and a third input can be registered as the input during the third period.
3. The game control device according to claim 2, wherein, The control unit performs control so that the second input and the third input cannot be registered during the first period.
4. The game control device according to claim 2 or 3, wherein, The control unit performs control so that the first input and the third input cannot be registered during the second period.
5. The game control device according to claim 2 or 3, wherein, The control unit performs control so that the first input and the second input cannot be registered during the third period.
6. The game control device according to any one of claims 1 to 3, wherein, The control unit performs control so that the times for accepting inputs to be registered with the registration unit are different in the first period, the second period, and the third period.
7. The game control device according to claim 6, wherein, The control unit defines the second period as a pre-defined portion of the period from the acquisition of the pre-defined event until the acquisition of the specific event.
8. The game control device according to any one of claims 1 to 3, wherein, The inputs that can be registered during the first period and the inputs that can be registered during the second period are inputs based on the player's actions. The inputs that can be registered during the third period are inputs that are not based on the player's actions.
9. The game control device according to any one of claims 1 to 3, wherein, The control unit performs control, enabling the game to progress without requiring the player to interact with the characters within the game image.
10. The game control device according to any one of claims 1 to 3, wherein, The game graphics include virtual characters that correspond to the actual characters involved in the series of events. The control unit controls the behavior of the virtual character in the game image based on the series of events.
11. The game control device according to any one of claims 1 to 3, wherein, The control unit performs control to enable the registration of virtual game media corresponding to the actual characters involved in the series of events, as input that can be registered during the first period.
12. The game control device according to claim 11, wherein, The control unit performs control so that the virtual game medium can be registered, provided that the medium information corresponding to the actual game medium established with the actual character in the actual space is registered.
13. The game control device according to any one of claims 1 to 3, wherein, The control unit performs control so that during the second period, it can register the input representing the content of the specific event predicted by the game player, i.e., the prediction content.
14. The game control device according to claim 13, wherein, It also has an endowment section, which endows game elements. The control unit performs control so that game elements assigned based on the content of the specific event and the predicted content can be registered as inputs that can be registered during the third period.
15. The game control device according to any one of claims 1 to 3, wherein, It also includes an image generation unit, which generates the game image. The control unit controls the image generation unit to generate game images based on a series of events selected by the game service provider.
16. The game control device according to any one of claims 1 to 3, 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 virtual character in the game image performs actions corresponding to the actions of the actual character represented by the series of events.
17. The game control device according to any one of claims 1 to 3, wherein, The series of events and the specific event are 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 The user terminal displays the game image and accepts input from the game player regarding the specific event.
20. A game control method, comprising the following stages: To capture a series of events in the actual space; Indicates the presentation of game images based on the aforementioned series of events; Register inputs related to specific events included in the series of events; as well as The content of the inputs registered in the phase of registering the inputs during (i) a first period, (ii) a second period, and (iii) a third period are different from each other, wherein the first period is the period before the acquisition of a pre-defined event in the series of events, the pre-defined event being an event acquired before the specific event, the second period is the period from the acquisition of the pre-defined event until the acquisition of the specific event, and the third period is the period after the acquisition of the specific event.