Game space reproduction device and game system
Patent Information
- Application Number
- JP2023101030
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-06-20
- Publication Date
- 2025-01-08
AI Technical Summary
【0021】 本発明によると、仮想空間内で仮想の遊技機を遊技するサービスにおいて、より質の高いサービスを実現可能な遊技空間再現装置を提供できる。また、そのような遊技空間再現装置を備えた遊技システムを提供できる。
Smart Images

Figure 2025001437000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a technique for constructing a virtual space on the Internet. [Background technology]
[0002] In recent years, entertainment that involves constructing a virtual space on the Internet using electronic data, referred to as the "metaverse" or "3D Internet," and engaging in activities within the virtual space, has become popular. In such entertainment, an avatar that represents the user enters the virtual space, and the user is provided with various services that take advantage of the unique characteristics of the virtual space through the avatar. Technologies related to the metaverse are disclosed in Patent Document 1 and Patent Document 2.
[0003] On the other hand, game parlors in which gaming machines such as pachinko machines and slot machines are installed have been widely known for some time. As a device used in such game parlors, for example, there is a game parlor system disclosed in Patent Document 3. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2005-50081 A [Patent Document 2] JP 2005-234633 A [Patent Document 3] JP 2023-049510 A Summary of the Invention [Problem to be solved by the invention]
[0005] The inventors have devised a service that allows users to play on a virtual gaming machine in a virtual space through an avatar, from anywhere without having to go to a game arcade. In other words, the service provides users with an experience of playing in an immersive virtual space, as if they were actually playing at a game arcade.
[0006] However, when a virtual gaming machine was actually constructed in a virtual space, and a number of users were asked to play on the virtual gaming machine, a questionnaire was conducted, and only a few people answered that they felt as if they were actually playing at an amusement arcade. In other words, there was a demand for a service that provides a more realistic feeling in a service of playing a virtual gaming machine in a virtual space.
[0007] It was also found that there are cases where users want to play games without actually going to an arcade, and cases where users want to go to an arcade and play in person. In other words, it was found that users have conflicting desires depending on their mood on that day or at that time. For this reason, there is room for further improvement in terms of providing a service that satisfies people who go to an arcade to play actual gaming machines or play virtual gaming machines depending on their mood at the time.
[0008] Therefore, an object of the present invention is to provide a game space reproduction device capable of realizing higher quality service in a service of playing a virtual game machine in a virtual space, and to provide a game system equipped with such a game space reproduction device. [Means for solving the problem]
[0009] One aspect of the present invention for solving the above-mentioned problems is a game space reproduction device having a virtual space creation unit that creates a three-dimensional virtual space, a motion information acquisition unit that acquires motion information of a player, and a reflection unit that reflects the motion information acquired by the motion information acquisition unit and game medium information acquired by the player in reality or in the virtual space into the virtual space, wherein the virtual space represents virtual game media corresponding to the game media acquired by the player and a virtual measurement device, the virtual measurement device has a virtual game medium introduction unit, and by inserting the virtual game medium into the virtual game medium introduction unit within the virtual space, the number of virtual game media acquired by the player is displayed.
[0010] According to this aspect, by inserting a virtual game medium into the virtual game medium insertion section in the virtual space, the number of virtual game media acquired by the player is displayed, so that the player can feel as if he or she is actually playing at the game arcade, even though he or she is not actually playing at the game arcade. That is, in the virtual space, the number of virtual game media acquired by the player can be acquired without being measured by a measuring device, etc. Therefore, in reality, there is no need to take the trouble of measuring the number of acquired virtual game media by a measuring device, etc. However, by measuring the number of virtual game media in the virtual space by a measuring device and displaying the number of virtual game media to the player, the player feels as if he or she is actually playing at an amusement park.
[0011] In the above-mentioned aspect, in the operation in which the number of virtual game media is displayed, it is preferable that a state in which a different number of virtual game media are inserted into the virtual game media introduction section is represented depending on the number of game media acquired by the player, and that the time from start to completion of the operation changes depending on the number of game media acquired by the player.
[0012] This configuration makes it possible to more reliably give the player the sensation of playing in a real gaming arcade.
[0013] In the above-mentioned aspect, it is preferable that a virtual gaming machine is represented in the virtual space, the virtual gaming machine is modeled after a pinball gaming machine, the virtual gaming medium is modeled after a gaming ball, and the movement of the virtual gaming medium within the virtual gaming machine changes according to the player's action information.
[0014] According to this configuration, it is possible to give the player the sensation of playing a game using a pinball game machine in an actual game arcade.
[0015] Another aspect of the present invention is a gaming system that includes the above-mentioned gaming space reproduction device, a point management server owned by a point management company, and a point exchange process in which the value of gaming media acquired by a player is exchanged for points based on the gaming medium information, and a gaming medium lending process in which gaming media is lended in exchange for points, wherein the point exchange process is possible in reality and the point exchange process is possible in the virtual space, and the gaming medium lending process is possible in reality and the gaming medium lending process is possible in the virtual space.
[0016] According to this aspect, it is possible to play in a virtual space based on gaming media acquired in a real amusement arcade, and it is possible to play in a real amusement arcade based on virtual gaming media acquired in a virtual space. This provides high convenience for players. Furthermore, point exchange processing is possible both in the real world and in the virtual space, which also provides high convenience for players.
[0017] It is preferable that the above-mentioned aspect is such that a first avatar corresponding to a player and a second avatar corresponding to an employee belonging to a virtual reality service management company that manages the virtual space are represented within the virtual space, and one of the conditions is that the first avatar and the second avatar are represented in close proximity to each other, enabling chat-style communication between the player and the employee.
[0018] According to this aspect, the player can ask various questions to the staff as if he / she were in a real amusement arcade. Moreover, the player can receive answers from a human being, unlike when receiving answers from an artificial intelligence or the like. As a result, it is possible to more reliably give the player the feeling that he / she is actually in the amusement arcade.
[0019] It is preferable that the above aspect allows a prize exchange process in which points are consumed to obtain prizes, and that prize exchange process in the real world and prize exchange process in the virtual space are both possible.
[0020] According to this aspect, prizes can be exchanged in both the real world and the virtual world, which is highly convenient for players. Effect of the Invention
[0021] According to the present invention, it is possible to provide a game space reproduction device capable of realizing higher quality service in a service of playing a virtual game machine in a virtual space, and also to provide a game system equipped with such a game space reproduction device. [Brief description of the drawings]
[0022] [Figure 1] 1 is a block diagram showing a gaming system according to an embodiment of the present invention; [Diagram 2] 2A is a block diagram showing the amusement center of FIG. 1, and FIG. 2B is a block diagram showing the virtual reality service management company of FIG. [Diagram 3] 1; (b) is a block diagram showing the point management company of FIG. 1; (c) is a block diagram showing the money management company of FIG. 1; and (d) is a block diagram showing the affiliated company of FIG. 1. [Figure 4] 13 is a flowchart showing a flow when at least one of a first lending process and a first point exchange process is executed in the gaming system of FIG. [Diagram 5]This is an explanatory diagram showing the flow of prize exchange at a physical store in the gaming system of Figure 1, illustrating the flow of prize exchange in which a membership card is used at an affiliated company's physical store, and points are consumed to obtain a prize. [Figure 6] An explanatory diagram showing a player receiving virtual reality services using a user device. [Figure 7] FIG. 2 is an explanatory diagram showing an example of a screen displayed on a user device in the virtual reality service provided by the gaming system of FIG. 1, showing the screen displayed from a third-person perspective. [Figure 8] 8 is an explanatory diagram showing an example of a screen displayed on a user device in the virtual reality service provided by the gaming system of FIG. 1, showing a screen different from that of FIG. 7 being displayed from a third-person perspective. [Figure 9] 1. FIG. 2 is an explanatory diagram showing the flow of executing at least one of a second lending process and a second point exchange process in the virtual reality service provided by the gaming system of FIG. [Figure 10] This is an explanatory diagram showing an example of a screen displayed on a user device in the virtual reality service provided by the gaming system of Figure 1, and shows a screen different from Figures 7 and 8 being displayed from a first-person perspective. [Figure 11] An explanatory diagram showing the flow of prize exchange in the virtual reality service provided by the gaming system of Figure 1. [Figure 12] 1. FIG. 4 is an explanatory diagram showing the flow of money when a player uses points to rent game media in the gaming system of FIG. [Figure 13] 2 is an explanatory diagram showing the flow of money when a player uses points to exchange for a prize in the gaming system of FIG. 1. [Figure 14] 13 is an explanatory diagram showing the flow of money when a player exchanges points for a prize in the gaming system of FIG. 1, and shows a different flow from that shown in FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0023] The gaming system 1 according to the embodiment of the present invention will be described in detail below, but the present invention is not limited to these examples.
[0024] 1, the gaming system 1 of this embodiment is constructed through cooperation between one or more gaming arcades 2, one or more virtual reality service management companies 3, a media management company 4, a points management company 5, a money management company 6, and one or more affiliated companies 7. The gaming system 1 also includes a membership card 8 (player portable medium) that is assigned to a player.
[0025] 2(a), the game center 2 is a facility in which game machines 15 are installed that allow games to be played using game media such as game balls and medals. The game center 2 of this embodiment has the game machines 15, a game media lending machine 16, a measuring device 17, and a point exchange machine 18 (point exchange means, game media lending means). The game center 2 of this embodiment also has a hall computer 19 (first terminal) and a prize exchange office 20.
[0026] Specifically, the gaming machine 15 is a pachinko machine (a pinball gaming machine) or a slot machine (a reel gaming machine). The gaming medium lending machine 16 is a device that lends gaming media to players playing on the gaming machines 15. These gaming machines 15 and gaming media lending machines 16 are arranged in the gaming arcade 2 while being installed on a gaming machine island (not shown). The measurement device 17 is a measurement means for measuring the number of game media that a player has acquired (owned by a player) through a game using the gaming machine 15.
[0027] In this embodiment, the point exchange machine 18 has a function as a card reader / writer, and is a device capable of reading and writing information to the membership card 8. The point exchange machine 18 is capable of transmitting information to external devices outside the gaming arcade 2 (such as a media management server 36 and a point management server 39, which will be described later) directly or via devices in the gaming arcade 2, such as a hall computer 19.
[0028] Although not specifically shown, the point exchange machine 18 has a display unit such as a liquid crystal screen, an operation unit that accepts input from the user, and a card insertion unit into which the member card 8 is inserted. That is, when the player inserts the member card 8 and performs a predetermined operation, the display unit displays the number of balls and / or medals and the number of points owned by the player. Then, by performing a predetermined operation in this state, a point exchange (point exchange process, first point exchange process) is executed in which game balls or medals are exchanged for points. Also, by performing a predetermined operation in this state, a medium lending (game medium lending process, first lending process) is executed in which game balls or medals are lended in exchange for points.
[0029] The hall computer 19 is a computer used to comprehensively manage the various devices belonging to the gaming center 2.
[0030] The prize exchange center 20 comprises a management computer 21 (second terminal) and information acquisition means 22 (game equipment, exchange center side information acquisition means).
[0031] The management computer 21 is a computer that manages information on game media and information on prizes. The information acquisition means 22 is a device capable of reading information from the member card 8 (or reading and writing information to the member card 8), and in this embodiment, a card reader / writer is adopted.
[0032] The virtual reality service management company 3 is a management company (operating company) that provides virtual reality to players, and as shown in Figure 2(b), it has a virtual reality providing server 27 (game space reproduction device, virtual space creation unit, reflection unit) and a virtual reality service management server 28 (game space reproduction device, reflection unit, third terminal). Here, in this embodiment, "virtual reality" includes a three-dimensional virtual space and various virtual reality media, such as avatars, that appear in the virtual space. In this embodiment, an "avatar" is a representation of a person (a player, an employee of the virtual reality service management company 3) as his / her alter ego in a virtual space. That is, an "avatar" may be, for example, a human, an animal, a plant, a machine such as a robot, an implement such as a tool, a personification of any object including these, or an animated character. "Virtual reality medium" refers to electronic data that can be acquired, owned, used, managed, etc. within a virtual space, and displays of buildings, animals, plants, and equipment (objects) that are displayed within a virtual space, and which avatars can enter and exit, touch (operate), etc. within the virtual space.
[0033] The virtual reality providing server 27 is a server that cooperates with a user device 50 (a game space reproduction device, a reflection unit, which will be described in detail later, see FIG. 6) and the like to provide a virtual reality to a player. That is, the virtual reality providing server 27 is composed of one or more computers, and has a control unit, a memory unit, and a communication unit. The control unit is composed of a dedicated microprocessor, CPU, GPU, etc. The memory unit stores various information (data) and programs necessary for various processes related to the provision of virtual reality. The communication unit is composed of an interface that communicates with an external device wirelessly or wiredly and transmits and receives information, and may include, for example, a wireless communication module compatible with a mobile communication standard, a wireless LAN communication module, or a wired LAN communication module. In other words, the virtual reality providing server 27 functions as a virtual space creating unit that creates three-dimensional virtual spaces (such as a first virtual space 66 and a second virtual space 70 described below).
[0034] The virtual reality providing server 27 is capable of sending and receiving information to and from the user device 50 (user side terminal device 50c) and the virtual reality service management server 28. In addition, the virtual reality providing server 27 executes an application that provides virtual reality by having the control unit read and execute a program stored in the storage unit. At this time, the virtual reality providing server 27 and the user device 50 work together to reflect a process (response) in response to a player's input (request) in the virtual reality (described in detail later).
[0035] The virtual reality service management server 28 is a server that mainly manages the changes in information (data) based on the behavior of players (avatars) within the virtual space, and is capable of sending and receiving information regarding the changes in gaming media and points acquired and consumed by players within the virtual space.
[0036] As shown in FIG. 3(a), the media management company 4 is a management company that manages the gaming media owned by each player, and is equipped with a media management server 36 (game space reproduction device, reflection unit, fourth terminal). The medium management server 36 is a server that mainly manages the transition in the number of game media owned by each player, and is capable of transmitting and receiving information regarding the transition in the number of game media owned by each player.
[0037] As shown in FIG. 3(b), the point management company 5 is a management company that mainly manages points, and is equipped with a point management server 39 (fifth terminal). The point management server 39 is a server that mainly manages the distribution status of prizes and points, and is capable of transmitting and receiving information regarding the distribution of points and prizes.
[0038] Money management company 6 is a management company that manages the receipt and expenditure of money associated with fluctuations in points in gaming system 1. As shown in Fig. 1, money management company 6 is a money collection company that pays money to affiliated company 7 according to the consumption of points associated with the exchange of points for prizes, and collects money from point management company 5 according to the consumption of the points. The money management company 6 includes a money management server 42, as shown in FIG. 3(c). The money management server 42 is a server that manages the status of money circulation at least between the point management company 5 and the affiliated company 7, and is capable of sending and receiving information related to money.
[0039] 1, the affiliated company 7 is a company that is affiliated with the point management company 5 and allows points to be exchanged for prizes, and is, for example, a retail store such as a department store, a bookstore, or a convenience store, or an operating company thereof. Alternatively, the affiliated company 7 may be a mail-order company. In this embodiment, the affiliate company 7 is a company that has a sales store (physical store) that sells products and operates a face-to-face sales business in which sales staff at the sales store sell products directly to consumers.In the face-to-face sales business, products are provided to players as prizes at the sales store.
[0040] As shown in FIG. 3(d), the partner company 7 includes a partner-side management server 45 (partner-side device) and information acquisition means 46 (partner-side device, partner-side information acquisition means).
[0041] The partner management server 45 is a server that manages the products handled by the partner company 7, and is capable of transmitting and receiving information regarding points used when providing the products. The information acquisition means 46 is a device substantially similar to the information acquisition means 22 (exchange center side information acquisition means) of the prize exchange center 20 described above, and detailed description thereof will be omitted. In addition, the information acquisition means 46 of the affiliated company 7 is capable of transmitting the acquired information to external devices outside the affiliated company 7 (such as the media management server 36 and point management server 39 described below) directly or via equipment of the affiliated company 7 such as a POS register or affiliated management server 45. In other words, the information acquiring means 22 and the information acquiring means 46 are predetermined locations in the real world, and more specifically, they can be said to be prize exchange devices that are arranged in locations in the real world where prize exchange takes place.
[0042] The member card 8 is a card capable of storing information, and specifically, is a magnetic card, a contact or non-contact IC card, a combined magnetic and IC card, etc. Although not particularly limited, in this embodiment, a magnetic card is used as the member card 8.
[0043] The member card 8 of this embodiment stores medium possession information (gaming medium information) which is information about gaming media acquired by the player, and point information which is information about points owned by the player. The medium possession information includes information indicating the number of game media owned by the player to whom the membership card 8 is assigned. In other words, it includes information indicating the number of balls and medals. Note that "owning" here includes the state of borrowing and temporarily owning. The point information includes information indicating the number (amount) of points owned by the player to whom the membership card 8 is assigned.
[0044] In addition, in this embodiment, a player can insert a membership card 8 into the gaming medium lending machine 16 and perform a specified operation to play on the gaming machine 15 using gaming media owned by the player (playing with saved balls becomes possible).
[0045] The above-mentioned game arcade 2 and each company (media management company 4, point management company 5, money management company 6, affiliated company 7) belong to an independent network that can communicate with each other. That is, the hall computer 19 and each server (virtual reality service management server 28, media management server 36, points management server 39, money management server 42, affiliated management server 45) each have a CPU (central processing unit), a ROM which is the main memory, a RAM for temporarily storing various data, a communication I / F, a storage device such as an SSD (solid state drive), etc. They also have display devices such as a display and a monitor, and input devices such as a keyboard and a mouse. Note that a dedicated microprocessor or GPU may be used instead of the CPU. The hall computer 19 and each server are connected so as to be able to communicate with each other. The hall computer 19 and each server also have a database and can store predetermined information. Therefore, the hall computer 19 and each server can display information stored in itself or in other devices with which they can communicate with on their own display devices.
[0046] Here, in the gaming system 1 of this embodiment, in the actual gaming facility 2, it is possible to lend gaming media to a player by consuming the player's points (first lending process), and to exchange points (first point exchange process) in which points are awarded in exchange for the player's gaming media. Furthermore, in the gaming system 1 of this embodiment, a prize exchange is possible in which a player consumes points to obtain prizes at a real store of the real affiliated company 7 or at a prize exchange office 20 in the real gaming facility 2 .
[0047] Furthermore, the gaming system 1 of this embodiment provides a virtual reality service to the player. In the virtual reality service provided by the gaming system 1, the player can play games on a virtual gaming machine 78 (described in detail later, see FIG. 8) installed in a virtual space. Furthermore, in the virtual reality service provided by the gaming system 1, a gaming medium is lent to a player in a virtual space by consuming the player's points (gaming medium lending process, second lending process). In addition, in the virtual reality service, a point exchange is executed in the virtual space by granting points in exchange for the player's gaming medium (point exchange process, second point exchange process). In addition, in the virtual reality service, a prize exchange is possible in which a player consumes points in the virtual space to obtain prizes.
[0048] The following will describe in detail the flow of lending game media, point exchange, and prize exchange in the game system 1 of this embodiment. Also, the virtual reality service provided by the game system 1 will be described in detail. In the following description, unless otherwise specified, the game medium will be described as a game ball.
[0049] First, we will explain the case where a player uses the membership card 8 to borrow gaming media in exchange for points (first rental process), and the case where a player uses the membership card 8 to obtain points in exchange for gaming balls (reserved balls) that he or she owns (first point exchange process). In these cases, the player inserts the membership card 8 into the card slot of the point exchange machine 18. In other words, the first loan process and the first point exchange process are executed using the membership card 8 and the point exchange machine 18, and the membership card 8 and the point exchange machine 18 constitute a part of the point exchange unit that exchanges the value of the gaming media into points in the gaming system 1.
[0050] When the member card 8 is inserted, as shown in Fig. 4, the point exchange machine 18 reads the medium possession information and point information from the member card 8 (STEP 1). Then, an information confirmation operation is performed to confirm whether the information stored in the member card 8 is the latest information (STEP 2).
[0051] In the information confirmation operation, the point exchange device 18 inquires of the media management server 36 and the point management server 39 about the player's media possession information and point information. In detail, the point exchange machine 18 transmits information including information indicating the player who owns the read balls, information indicating the number of game balls owned, and information indicating the time when the reading was performed to the medium management server 36. Also, it transmits information including information indicating the player who owns the read points, information indicating the number of points owned, and information indicating the time when the reading was performed to the point management server 39. Note that the "information indicating a player who owns balls" and "information indicating a player who owns points" referred to here is identification information assigned to the membership card 8 (player who uses the system), and is a unique number such as an ID, a unique symbol, or a code. Hereinafter, this will also be referred to simply as "information indicating a player." In addition, in this embodiment, a player ID, which is a unique number, is used as the "information indicating a player."
[0052] The media management server 36 performs a comparison operation to compare the received media possession information with the media possession information stored in its own database, and performs a determination operation to determine whether the media possession information stored in the membership card 8 is correct information that reflects the latest information. If the information is the latest information (correct information), it sends a signal to that effect to the point exchange device 18. On the other hand, if the information is not the latest information, it sends a signal to that effect and the latest media possession information to the point exchange device 18. Similarly, the point management server 39 performs a comparison operation to compare the received point information with the point information stored in its own database. Then, based on the result of the comparison operation, it performs a determination operation to determine whether the point information stored in the member card 8 is correct information that reflects the latest information. If the information is the latest information, it sends a signal to that effect to the point exchange device 18. On the other hand, if the information is not the latest information, it sends a signal to that effect and the latest point information to the point exchange device 18.
[0053] Here, when operating the gaming system 1, after the medium possession information and point information are written to the member card 8, the player may execute the second loan process or the second point exchange process in the virtual space. In such a case, the medium possession information and point information stored in the member card 8 may not be correct (not the latest) reflecting the current number of saved balls and points of the player. For this reason, in this embodiment, in the first loan process and the first point exchange process, an information confirmation operation is performed before exchanging saved balls for points or exchanging points for saved balls.
[0054] If, as a result of the information confirmation operation, the media possession information and point information stored in the member card 8 are the latest (Yes in STEP 3), the number of balls and points owned by the player are displayed on the display of the point exchange machine 18 based on the information stored in the member card 8. Then, when the player performs a predetermined operation, a lending operation in which game balls are lent in exchange for points, or a point exchange operation in which points are given in exchange for saved balls, is executed (STEP 4).
[0055] On the other hand, if the medium possession information and / or point information stored in the member card 8 is not the latest (No in STEP 3), the medium possession information and / or point information stored in the member card 8 is updated to the latest information received (STEP 7). In addition, the number of balls and points owned by the player are displayed on the display of the point exchange machine 18 based on the latest information including the received information. Then, when the player performs a predetermined operation, a lending operation in which game balls are lent in exchange for points, or a point exchange operation in which points are given in exchange for saved balls, is executed (STEP 4).
[0056] Once the lending operation and / or point exchange operation has been completed, the point exchange machine 18 updates the media possession information and point information stored in the membership card 8 to the latest information that reflects the results of the lending operation and / or point exchange operation (STEP 5). Also, around the same time, the point exchange device 18 transmits the latest media possession information reflecting the results of the lending operation and / or point exchange operation to the media management server 36, and transmits the latest point information reflecting the results of the same operation to the point management server 39 (STEP 6).
[0057] That is, the point exchange machine 18 transmits information including information indicating the player, information indicating the time when the action was performed, information indicating the number of game balls held after the exchange, and information indicating the number of game balls held that has increased or decreased (consumed) due to the exchange to the media management server 36. Before or after that, the point exchange machine 18 transmits information including information indicating the player, information indicating the time when the action was performed, information indicating the number of points after the exchange, and information indicating the number of points that has increased or decreased (consumed) due to the exchange to the point management server 39. Then, the media management server 36 updates the media holding information in its own database based on the received information, and the point management server 39 updates the point information in its own database based on the received information.
[0058] Next, the flow of the prize exchange (hereinafter also referred to as the first prize exchange process) in which the member card 8 is used at a brick-and-mortar store of the affiliated company 7 and a prize is obtained by consuming points will be described.
[0059] The player goes to a brick-and-mortar store of the affiliated company 7, selects a desired prize from among the products handled by the affiliated company 7, and tells the store clerk that he or she would like to obtain the prize with points. Then, as shown in Fig. 5, the player or the store clerk holds the player's membership card 8 over the information acquisition means 46, inserts it, or performs other operations, thereby executing a reading operation to read the information stored in the membership card 8 (STEP 21). In other words, this reading operation is an operation in which the information acquisition means 46 reads the information stored in the membership card 8.
[0060] Then, the affiliated management server 45 of the affiliated company 7 inquires of the point management server 39 of the point management company 5 about the point information of the player (STEP 22). That is, the affiliated management server 45 transmits to the point management server 39 information indicating the player who owns the read points and a signal requesting transmission of the point information.
[0061] When the point management server 39 receives the signal requesting the transmission of the point information, it transmits the point information to the affiliated management server 45 (STEP 23). That is, it transmits the point information of the player identified based on the information indicating the player to the affiliated management server 45.
[0062] Next, a prize is provided to the player in exchange for the points owned by the player (STEP 24). In detail, a store clerk performs an input operation on a device of the affiliated company 7 such as a cash register, which is performed when a prize is provided using points.
[0063] The affiliated management server 45 then transmits the point information after the prize has been provided to the point management server 39 (STEP 25). That is, it transmits information indicating the player who owns the points, information indicating the number of points owned, information indicating the number of points consumed in the prize exchange (hereinafter also referred to as consumed point information), and information including the time of the prize exchange. The point management server 39 also updates the point information in its own database based on the received point information after the prize has been provided (STEP 26). In this embodiment, the affiliated management server 45 executes a process of updating the point information in its own database before and after the operation of transmitting the point information after the gift is given to the point management server 39. That is, the affiliated management server 45 stores the point information.
[0064] The first prize exchange process described above may be an operation involving updating of information stored in the membership card 8, like the first loan process and the first point exchange process described above. That is, the point information stored in the membership card 8 may be read in a reading operation, and instead of STEP 22, STEP 23, etc., an information confirmation operation may be executed to confirm whether the point information is the latest information. Furthermore, if the information stored in the membership card 8 is not the latest information as a result of the information confirmation operation, the information stored in the membership card 8 may be updated prior to the provision of the prize. Furthermore, the information stored in the membership card 8 may be updated to the latest information after the provision of the prize.
[0065] In the gaming system 1 of this embodiment, a prize exchange is possible in which a member card 8 is used at the prize exchange office 20 to consume points and obtain prizes. This prize exchange is substantially the same as the first prize exchange process described above, although it differs in that the management computer 21 and hall computer 19 function instead of the affiliated management server 45, and so a detailed description will be omitted. In other words, the gaming system 1 of this embodiment is capable of executing a prize exchange process (third prize exchange process) using the amusement facility equipment of the amusement facility 2.
[0066] Next, the virtual reality services provided by the gaming system 1 will be described.
[0067] A player receives virtual reality services using a user device 50, as shown in FIG. The user device 50 of this embodiment includes a virtual space display device 50a (first device), an operation device 50b (second device, motion information acquisition unit), and a user side terminal device 50c (third device).
[0068] The virtual space display device 50a is a display device capable of making a virtual space created by CG (computer graphics) look like a real space (actual space) to a player who wears the device. The virtual space display device 50a may be configured to include a strap, a frame, and two displays attached to the frame, and may be worn on a person's head. For example, a head-mounted display (HMD), a VR headset, a VR goggles, etc. may be adopted as the virtual space display device 50a. That is, the virtual space display device 50a may detect movement, inclination, etc., by various sensors provided therein, and may make it possible for the wearer to look as if he or she is moving in the virtual space (on the virtual space) or to change the direction in which the object in the virtual space is viewed. The virtual space display device 50a may also have a speaker and a microphone, and may enable input and output of voice (sound).
[0069] The operation device 50b is a device that accepts input operations performed by a user, i.e., a player. In other words, the operation device 50b has at least one of various sensors that detect position, inclination (posture), and movement, and an input button, and is a device that is held in a person's hand or worn on a part of the body. For example, a VR controller can be used as the operation device 50b. The VR controller may be a gamepad-like hand controller shaped to be easily held by a person, or a remote control-type controller shaped to imitate a remote control for a home appliance. In addition, the VR controller may be an object worn by a person, for example, a glove-type controller worn by a person on the hand.
[0070] As described above, the user terminal device 50c is a device capable of transmitting and receiving information to and from the virtual reality providing server 27 via a network, and executes information processing for providing the virtual reality service. That is, an application program (hereinafter also simply referred to as an app) installed in the user terminal device 50c operates to execute processing for showing a virtual space to a player (user), and the gaming system 1 of this embodiment includes an app that operates on the user terminal device 50c. As the user side terminal device 50c, a stationary device such as a stationary personal computer or a stationary game machine can be suitably adopted, but a portable device such as a smartphone or a tablet computer can also be adopted.
[0071] In the user device 50 of this embodiment, short-distance wireless communication is possible between each of the virtual space display device 50a and the operation device 50b and the user side terminal device 50c. When a virtual reality service is provided, the above-mentioned virtual reality providing server 27 executes a virtual space process to generate virtual space data by computer graphics for showing a virtual space to a player (user). This virtual space data is data that can make the virtual space created by computer graphics look like a real space by being displayed on the virtual space display device 50a. The virtual space data generated by the virtual reality providing server 27 is then transmitted to the user side terminal device 50c. At this time, short-distance wireless communication is performed between the virtual space display device 50a and the user side terminal device 50c, allowing the player to visually recognize the virtual space via the virtual space display device 50a.
[0072] Also, at this time, when the operation device 50b accepts the input operation performed by the player, the operation device 50b generates a signal based on the accepted input operation and transmits it to the user side terminal device 50c. In other words, it transmits information (input operation information) indicating the content of the input operation to the user side terminal device 50c. This input operation information is also motion information that is information regarding the player's motion (input). Then, based on the signal (input operation information) transmitted from the operation device 50b, the user side terminal device 50c executes a process of changing the display content of the virtual space display device 50a (reflecting the input operation in the display content) in cooperation with the virtual reality provision server 27 as necessary. At this time, the user side terminal device 50c transmits a signal (input operation information) generated based on the input operation to the virtual reality provision server 27 as necessary.
[0073] Here, in this embodiment, the user device 50 is composed of three devices, and the virtual space display device 50a functions as a user-side display unit that shows the virtual space to the player. The operation device 50b functions as a user-side operation input unit (motion information acquisition unit) that accepts the operation (input operation) of the player (user) that is reflected in the virtual space. Furthermore, the user-side terminal device 50c functions as a user-side control unit that executes a process to show the virtual space to the player (user), and also functions as a user-side communication unit that transmits and receives signals between the user device 50 and the virtual reality providing server 27. However, the user device 50 used with the gaming system 1 of this embodiment is not limited to this, and as a whole it is sufficient if it has a user-side display unit, a user-side operation input unit, a user-side control unit, and a user-side communication unit.
[0074] For example, a control device (computer) built into the virtual space display device 50a may function as a user-side control unit and a user-side communication unit. In other words, it is also possible to configure the virtual space display device 50a to function as a user-side display unit, a user-side control unit, and a user-side communication unit, without providing the user-side terminal device 50c. In addition, as described above, the virtual space display device 50a may detect movement, tilt, and the like, and may accept voice input, and may function as a part of the user-side operation input unit. That is, the virtual space display device 50a may function as a user-side operation input unit that accepts non-contact inputs such as gaze input, action input (gesture input), and voice input, and the operation device 50b may function as a user-side operation input unit that accepts contact inputs such as button operations. In this way, the input operation by the player that is accepted by the user-side operation input unit may be a non-contact input or a contact input.
[0075] In the virtual reality service of this embodiment, as shown in Figures 7 and 8, an avatar (first avatar, hereinafter also referred to as a user object 60) which is an object representing the player can be displayed (expressed) in a virtual space (on the virtual space). Then, it is possible for the player to enter a virtual playground 61 and play on a virtual game machine 78 arranged in the virtual playground 61 via the user object 60 associated with the player.
[0076] In detail, when a player receives a virtual reality service, the player logs in to the gaming system 1. That is, the player inputs login information using the user device 50. The input login information is then transmitted to the virtual reality providing server 27, and then transmitted from the virtual reality providing server 27 to the virtual reality service management server 28. In addition, the login information in this embodiment is information that includes a player ID, which is the above-mentioned "information indicating a player," and a password linked to the player ID.
[0077] When the player has completed logging in, an image of the first virtual space 66 (virtual space) is displayed on the user device 50 (virtual space display device 50a) as shown in Fig. 7. Note that "image" in this embodiment includes still images and moving images. In this embodiment, when an image of the first virtual space 66 is displayed on the user device 50, the player can switch between a third-person perspective and a first-person perspective by operating the player. The "third-person perspective" is a display format in which the viewpoint position and line of sight are set at a fixed position relative to a user object 60, which is an avatar of a specific player, and which displays a first virtual space 66 including the user object 60. The "first person viewpoint" is a display format in which the viewpoint position and line of sight are set to the eye position of the user object 60. In this embodiment, even when the image is displayed from a first-person perspective and the user object 60 is not visible in the image of the virtual space displayed to the player, it is considered that "the user object 60 is represented in the virtual space."
[0078] The first virtual space 66 is a virtual space simulating a city, in which one or more objects simulating buildings are arranged. At least one of the objects simulating buildings is a virtual playground 61, which is an object simulating a playground. Then, with the first virtual space 66 displayed, the player can enter the virtual play area 61 (cause the user object 60 to enter the virtual play area 61) by operating the user object 60.
[0079] Then, when an operation to enter the virtual playground 61 is performed in the first virtual space 66, an image of the second virtual space 70 (virtual space) is displayed on the user device 50 (virtual space display device 50a) as shown in FIG.
[0080] The second virtual space 70 is an image showing the inside of the virtual playground 61, and is a virtual space simulating the inside of the playground, in which objects simulating a plurality of structures are arranged. In this embodiment, the objects simulating a plurality of structures arranged in the second virtual space 70 include a virtual prize exchange station 73 which is an object simulating a prize exchange station, and a virtual game machine island 74 which is an object simulating a game machine island. Furthermore, in this embodiment, the objects simulating a virtual measurement device 75 which is an object simulating a measurement device, and a virtual point exchange machine 76 which is an object simulating a point exchange machine are also included. In addition, on the virtual gaming machine island 74, a plurality of virtual gaming machines 78, which are objects resembling gaming machines, are arranged.
[0081] Furthermore, in the second virtual space 70 of this embodiment, an avatar (a first avatar, hereinafter also referred to as an other user object 83) which is an object representing the other player is displayed. Here, the other player is a player different from the player associated with the user object 60. That is, in the second virtual space 70 of this embodiment, an other user object 83 associated with the other player is displayed. Also displayed in the second virtual space 70 is an avatar (a second avatar, hereinafter also referred to as an employee object 84) which is an object representing an employee of the virtual reality service management company 3. That is, an employee object 84 associated with a person belonging to the virtual reality service management company 3 (a person on the management side) is displayed.
[0082] In the virtual reality service of this embodiment, the virtual reality service management server 28 can transmit and receive signals to and from multiple user devices 50, and multiple players (users) can simultaneously receive the virtual reality service. In other words, multiple players (users) can share the same virtual space. Furthermore, in the virtual reality service of this embodiment, the virtual reality service is provided in a state in which employees of one or more virtual reality service management companies 3 and one or more players share the same virtual space. In other words, the virtual reality service of this embodiment is provided in a state in which employees of one or more virtual reality service management companies 3 and one or more players each have their own avatars placed in the same virtual space.
[0083] Here, in the virtual reality service of this embodiment, chat-style communication is possible between multiple players (users), or between one or more players and one or more employees (employees of virtual reality service management company 3). In this context, "chat-style communication" includes communication in which visually recognizable information such as text (including messages, emoticons, etc.), symbols, and images (including stamps) are displayed on each other's screens. It also includes communication in which voice is exchanged between the two parties (voice calls are exchanged), such as voice chat.
[0084] In detail, the player can start chat-style communication by placing the user object 60 in close proximity to another avatar (another user object 83, an employee object 84) and performing a predetermined operation. In other words, chat-style communication in the virtual reality service of this embodiment is executed under one of the conditions that a plurality of avatars corresponding to participants (players or employees) are in close proximity. As a result, players can chat with other players and ask employees questions about the game, giving them the feeling that they are playing in the real gaming arcade 2.
[0085] In the virtual reality service of this embodiment, it is possible to lend gaming media to each player in the second virtual space 70 by consuming the points owned by that player (second lending process). Also, in the second virtual space 70, it is possible to exchange points for each player in exchange for the player's gaming media (second point exchange process).
[0086] More specifically, while the second virtual space 70 is displayed, the player operates the user object 60 to bring the user object 60 close to the virtual point exchange 76. Then, while the user object 60 is close to the virtual point exchange 76, a predetermined operation is performed to lend game media (second lending process) or exchange points (second point exchange process).
[0087] 9, the gaming system 1 acquires login information prior to lending of gaming media or point exchange in the second virtual space 70 (STEP 31). That is, the gaming system 1 acquires the login information entered by the player when logging in to the gaming system 1 as described above, and transmits the acquired login information to the virtual reality service management server 28. Then, based on the acquired login information, virtual reality service management server 28 inquires of media management server 36 of media management company 4 and point management server 39 of point management company 5 about the player's media possession information and point information (STEP 32). That is, prior to lending gaming media or exchanging points in second virtual space 70, virtual reality service management server 28 transmits to media management server 36 a signal requesting transmission of information indicating the player and media possession information. Before, during, or at the same time, virtual reality service management server 28 transmits to point management server 39 a signal requesting transmission of information indicating the player and point information prior to lending gaming media or exchanging points in second virtual space 70.
[0088] When the media management server 36 receives the signal requesting transmission of the media possession information, it transmits the media possession information to the virtual reality service management server 28 (STEP 33). That is, it transmits the media possession information of the target player identified based on the player ID (information indicating the player) in the login information. Then, the virtual reality service management server 28 transmits the received media possession information to the virtual reality provision server 27 prior to lending game media or exchanging points in the second virtual space 70. Furthermore, when the point management server 39 receives a signal requesting the transmission of point information, it transmits the point information to the virtual reality service management server 28 (STEP 34). That is, it transmits the point information of the target player identified based on the player ID (information indicating the player) in the login information. Then, the virtual reality service management server 28 transmits the received point information to the virtual reality providing server 27 prior to lending of gaming media or point exchange in the second virtual space 70.
[0089] Then, an exchange screen (first exchange screen) used in executing the lending operation and the point exchange operation is displayed on the screen displayed to the player operating the user object 60 (STEP 35). That is, as described above, the exchange screen is displayed by performing a predetermined operation while bringing the user object 60 close to the virtual point exchange machine 76. This exchange screen may be, for example, a screen that displays information indicating the number of balls owned by the player or information indicating the number of points owned by the player in a predetermined range (on the screen) of the screen displaying the second virtual space 70 (and / or the virtual point exchange machine 76). That is, it may be a screen having an owned medium number display section that displays information indicating the number of balls owned, and an owned point display section that displays information indicating the number of points owned. In addition, it may have a loanable number display section that displays information indicating the number of game balls that can be loaned to the player in exchange for points (the number of game balls that the player can borrow). It may also have an available point display section that displays information indicating the number of points that can be granted to the player in exchange for the number of balls (the number of points that the player can acquire). It may also have a desired loan number display section that displays information indicating the desired number of loans (the number of game balls that the player wants to borrow) input by the player himself, and a desired number of points to be granted display section that displays information indicating the number of points that the player wants to grant (the number of points that the player wants to acquire). In addition, the exchange screen may be a dedicated screen that is displayed on condition that a predetermined operation is performed while the user object 60 is brought close to the virtual point exchange 76 as described above. In this case, it is sufficient that the screen displays each of the above-mentioned information.
[0090] In addition, the exchange screen for executing the lending operation and the exchange screen for executing the point exchange operation may be the same screen or different screens. As described above, the exchange screen may be a screen that displays the information required for the lending operation and the point exchange operation as a whole and accepts the required operations.
[0091] Then, with the exchange screen displayed, the player performs a predetermined operation to execute a lending operation or a point exchange operation in the virtual space (STEP 36). When the lending operation and / or point exchange operation is completed, the virtual reality providing server 27 transmits the latest media possession information reflecting the results of the lending operation and / or point exchange operation to the media management server 36 via the virtual reality service management server 28, and transmits the latest point information reflecting the results of the same operation to the point management server 39 (STEP 37).
[0092] That is, the virtual reality providing server 27 and the virtual reality service management server 28 transmit information including information indicating the player, information indicating the time when the action was performed, information indicating the number of game balls held after the exchange, and information indicating the number of game balls held that has increased or decreased (consumed) due to the exchange to the media management server 36. Before or after, the virtual reality providing server 27 and the virtual reality service management server 28 transmit information including information indicating the player, information indicating the time when the action was performed, information indicating the number of points after the exchange, and information indicating the number of points that has increased or decreased (consumed) due to the exchange to the point management server 39. Then, the media management server 36 updates the media holding information in its own database based on the received information (STEP 38). The point management server 39 updates the point information in its own database based on the received information (STEP 39).
[0093] In the virtual reality service of this embodiment, as shown in FIG. 8, in the second virtual space 70, a player can select a virtual gaming machine 78 that he or she wishes to play from a plurality of virtual gaming machines 78 arranged on a virtual gaming machine island 74, and play on the selected virtual gaming machine 78. At this time, the player can operate the user object 60 from a first-person perspective and move the user object 60 near the virtual gaming machine island 74, thereby obtaining a sensation as if he or she were walking near the actual gaming island and selecting a gaming machine. That is, the gaming system 1 switches the content displayed on the user device 50 so that the player can experience a change in the way the surroundings are seen accompanying the movement of the user object 60. In detail, the gaming system 1 switches the content displayed on the user device 50 so that the line of sight direction to the virtual gaming machine island 74 changes as the user object 60 moves. This makes it possible to provide the player with a sensation as if he or she were walking near the actual gaming island and selecting a gaming machine, as described above.
[0094] Here, the virtual gaming machine 78 of this embodiment is an object that imitates a pinball gaming machine in which games can be played using gaming balls (pachinko balls), and more specifically, is an object that imitates a so-called pachinko machine.
[0095] In this embodiment, the player can use the game medium he owns to play on the virtual game machine 78. That is, in the gaming system of this embodiment, the player can play on the real game machine 15 using the game medium he owns, and can also play on the virtual game machine 78 in the virtual space using the game medium he owns. In other words, the game medium owned by the player can be used to play on the real game machine 15, and can also be used to play on the virtual game machine 78 in the virtual space.
[0096] That is, when a player plays on the virtual gaming machine 78, a virtual gaming medium (hereinafter referred to as a virtual gaming medium) is shot into the virtual gaming machine 78 in response to the player's operation (pressing a button, moving a hand or arm, etc.). The virtual gaming medium in this embodiment is modeled after a gaming ball. In detail, an image showing the virtual gaming medium being shot into the virtual gaming machine 78 is displayed on the user device 50. Then, as in a game on a real pinball gaming machine, every time a virtual gaming medium is shot out, the gaming medium (gaming ball) owned by the player is consumed. Also, as in a game on a real pinball gaming machine, a gaming medium can be acquired in a game on the virtual gaming machine 78. In this embodiment, the speed at which the virtual game medium on the image is dispensed and the way in which the virtual game medium on the image moves within the virtual game machine 78 are changed according to the degree of the player's operation (the strength of the button press, the size of the movement of the hand or arm, etc.). That is, the display content of the image is changed according to the player's input operation (motion information).
[0097] In the gaming system 1 of this embodiment, when the player has acquired gaming media when the player finishes playing on the virtual gaming machine 78, a measurement recommendation action is executed to encourage the player to measure the gaming media acquired in playing on the virtual gaming machine 78 by the virtual measurement device 75. The measurement recommendation action is, for example, an action of displaying a message saying "Please measure the ball with the counter" in a predetermined range (on the screen) of the screen displaying the second virtual space 70. Alternatively, it may be an action of outputting the message "Please measure the ball with the counter" by voice. This measurement recommendation action is an action that prompts the player to perform an operation that causes the gaming system 1 to execute a measurement performance action (described in detail later).
[0098] The gaming system 1 of this embodiment is capable of a measurement presentation operation (see Figure 10) that displays on the user device 50 an image showing the player measuring the gaming medium that the player has acquired in the virtual space using a virtual measurement device 75. To explain in more detail, when the second virtual space 70 is displayed and the player has acquired gaming media by playing on the virtual gaming machine 78, the player operates the user object 60 and brings the user object 60 closer to the virtual measurement device 75. Then, with the user object 60 brought close to the virtual measurement device 75, a measurement performance action is executed by performing a predetermined operation.
[0099] Here, as described above, the virtual measurement device 75 is an object having a shape imitating a measurement device (jet counter, medal counter, etc.) of a gaming medium. In detail, the virtual measurement device 75 has a virtual temporary storage section 90 (virtual game medium introduction section) simulating a hopper unit, which is a temporary storage section that temporarily stores game media (held balls), as shown in Fig. 10. It also has a virtual measurement result display section 91 simulating a display for displaying measurement results. It also has a virtual introduction port section (not shown) simulating the introduction port portion of the game media provided at the bottom of the hopper unit.
[0100] In the measurement performance operation, as shown in Fig. 10, an image is displayed showing a state in which virtual game media are temporarily stored in a virtual temporary storage section 90 of the virtual measurement device 75. Then, an image is displayed showing that, as time passes, the virtual game media temporarily stored in the virtual temporary storage section 90 flows into a virtual inlet section (not shown), and the temporarily stored virtual game media decreases. At this time, the virtual measurement result display section 91 in the image displays the measured number of virtual game media. In detail, as the temporarily stored virtual game media decreases, the measured number displayed in the virtual measurement result display section 91 increases. Then, after that, an image is displayed showing a state where the measurement of the virtual game media is completed. That is, an image is displayed showing a state where no game media is displayed in the virtual temporary storage section 90 and the number of game media acquired by the player in the virtual space is displayed in the virtual measurement result display section 91.
[0101] In the measurement performance operation of this embodiment, when the display is executed in which the measured number increases as the temporarily stored virtual game media decreases, the measured number increases according to the number of virtual game media that have decreased after a predetermined time has elapsed since the virtual game media decreased. In this way, by displaying the decrease in the virtual game media and the increase in the measured number with a time lag, the player can experience the sensation as if he or she were actually looking at a measuring device that is measuring game media. As a result, the virtual game media decrease, and after a predetermined time has elapsed (for example, several seconds) after the state in which the virtual temporary storage unit 90 displays a state in which the game media are not displayed (not temporarily stored) in the virtual temporary storage unit 90, the increase in the measured number ends, and the number of game media acquired by the player in the virtual space is displayed.
[0102] In contrast to this, the number of virtual game media temporarily stored that is decreased may be the same as the number of measurements displayed on the virtual measurement result display unit 91. In other words, there may be no time lag between the decrease in the virtual game media and the increase in the measurement number, and these may be performed simultaneously.
[0103] In addition, in the measurement performance operation of this embodiment, the amount of virtual game media that is initially temporarily stored changes depending on the number of game media that the player has acquired (obtained) in the virtual space. In other words, the more game media that are acquired, the more game media that are temporarily stored in the image that shows the state in which the virtual game media are temporarily stored. The execution time of the measurement performance action (the time it takes for the temporarily stored virtual game media to decrease and disappear) changes depending on the number of game media that the player has acquired (obtained) in the virtual space. In other words, the more game media that are acquired, the longer the execution time of the measurement performance action. This also allows the player to experience the sensation of watching a measuring device actually measuring game media.
[0104] In the gaming system 1, when a specific player has acquired gaming media when the player has finished playing on the virtual gaming machine 78, the gaming system 1 is in a state of acquiring information indicating the number of gaming media acquired by the player. For this reason, it is possible to display the number of gaming media acquired by the player on the screen without measuring the gaming media acquired by the player with a measuring device or the like. However, the gaming system 1 of this embodiment deliberately executes a measuring performance operation, thereby allowing the player to experience the sensation of playing at an actual gaming facility and acquiring gaming media.
[0105] Furthermore, in the measurement performance operation of this embodiment, prior to displaying an image showing a state in which the virtual game medium is temporarily stored in the virtual temporary storage unit 90, an image may be displayed in which the virtual game medium is poured from a virtual ball box (virtual game medium storage box) into the virtual temporary storage unit 90. That is, an image may be displayed in which the virtual game medium flowing out of the virtual ball box flows into the inside of the virtual temporary storage unit 90 from the opening portion (virtual opening) of the virtual temporary storage unit 90. At this time, an image may be displayed in which the virtual game medium temporarily stored in the virtual temporary storage unit 90 increases as the virtual game medium is poured from the virtual ball box into the virtual temporary storage unit 90. Furthermore, instead of the virtual ball box, an image may be displayed in which the virtual game medium is poured into the virtual temporary storage unit 90 from a portion (aerial portion where no object is arranged) in the second virtual space 70 away from the virtual temporary storage unit 90 above.
[0106] In the measurement performance operation of this embodiment, a part of the virtual measurement device 75, for example the virtual measurement result display section 91, may be separately enlarged and displayed. Furthermore, in the measurement performance operation, an additional performance operation of displaying an additional performance section 93 in a predetermined range of the screen (on the screen) may be executed in parallel. The additional performance section 93 is an image that represents, for example, a wording such as "big ball explosion" that strongly suggests that a lot of game media has been acquired, a picture with such wording decorated, an eye-catching pattern or picture, etc. An image that has an effect of more strongly appealing to the visual sense that a lot of game media has been acquired is displayed. Also, the additional performance operation may be an operation of outputting a sound such as a fanfare from the user device 50 instead of or in parallel with the operation of displaying the additional performance section 93.
[0107] As described above, the gaming system 1 of this embodiment can obtain the number of gaming media owned by a given player by referring to the media ownership information, and manages the gaming media of the player by the media ownership information. This makes it possible to play in a virtual space based on the gaming media acquired by playing at the real gaming arcade 2. In other words, the gaming media acquired by playing at the real gaming arcade 2 can be digitized when used in the virtual space. Also, it is possible to play at the gaming arcade 2 based on the gaming media acquired by playing in the virtual reality service.
[0108] In addition, in the gaming system 1 of this embodiment, as described above, the virtual reality providing server 27 functions as a virtual space creating unit that creates three-dimensional virtual spaces (the first virtual space 66, the second virtual space 70, etc.) and the operation device 50b (user device 50) functions as an operation information acquiring unit (user-side operation input unit) that accepts (acquires) operation information (input operation information). Additionally, the virtual reality providing server 27 and the user device 50 are part of a reflection section, and function as an operation information reflection section that reflects operation information in the virtual space. Additionally, the virtual reality providing server 27, the virtual reality service management server 28, and the media management server 36 are part of a reflection section, and function as a media information reflection section that reflects information about the player's gaming media (media possession information, gaming media information) in the virtual space. That is, the gaming system 1 of the present embodiment includes a gaming space reproduction device having a virtual space creation unit, a motion information acquisition unit, and a reflection unit (motion information reflection unit, medium information reflection unit). The gaming space reproduction device is a device that reproduces the gaming machine and the space in which the gaming machine is installed as virtual reality.
[0109] Next, a flow of the prize exchange (hereinafter also referred to as the second prize exchange process) in which the player consumes points in the second virtual space 70 to obtain a prize will be described.
[0110] In the second prize exchange process, when the player performs a specified operation while bringing the user object 60 close to the virtual prize exchange office 73, a prize exchange screen is displayed on the user device 50, as shown in FIG. 11 (STEP 41). This prize exchange screen may be, for example, a screen that displays information indicating the number of points owned by the player in a predetermined range (on the screen) of the screen displaying the second virtual space 70 (and / or the virtual point exchange machine 76). In other words, it may be a screen having an owned points display section that displays information indicating the number of owned points. It may also be a screen having a prize information display section that displays information on one or more prizes that can be exchanged in exchange for points. The prize information display section may be a screen in which the displayed prizes are switched in response to the player's operation. In addition, this prize exchange screen may be a dedicated screen that is displayed on the condition that a predetermined operation is performed while the user object 60 is brought close to the virtual prize exchange place 73 as described above. In this case, it is sufficient that the screen displays each of the above-mentioned information.
[0111] Next, with the prize exchange screen displayed, the player performs an operation to select a prize and an operation to confirm the exchange. As a result, the gaming system 1 (virtual reality service management server 28) acquires prize exchange information, which is information related to the prize exchange (STEP 42). The "prize exchange information" includes information indicating the prize selected by the player and information indicating the number of points the player will possess after the prize exchange. It also includes information indicating the player who performed the prize exchange. The gaming system 1 then transmits the acquired prize exchange information to the virtual reality service management server 28.
[0112] The virtual reality service management server 28 transmits the latest point information reflecting the result of the prize exchange to the point management server 39 (STEP 43). Furthermore, the virtual reality service management server 28 transmits the prize exchange information to the affiliated management server 45 (STEP 44). In detail, the virtual reality service management server 28 transmits to the affiliated management server 45 information indicating the player who performed the prize exchange, information indicating the prize selected by the player in the prize exchange, and the latest point information reflecting the result of the prize exchange.
[0113] Then, the point management server 39 updates the point information in its own database based on the received information (STEP 45).
[0114] The affiliated company 7 also provides the player with a prize (STEP 46). In detail, the information received by the affiliated management server 45 is displayed on a display device such as a screen. An employee of the affiliated company 7 then sends the prize to the delivery destination based on the information indicating the player and the information regarding the delivery destination linked to the information. The information regarding the delivery destination is information that has been input in advance, such as the player's name and address, and the address of the convenience store. In this way, the prize that the player has acquired by spending points is delivered to the delivery destination. In this embodiment, the affiliated management server 45 executes a process of updating the point information in its own database based on the received information around the time of providing the prize. That is, the affiliated management server 45 stores the point information.
[0115] The operation of transmitting the latest point information reflecting the result of the prize exchange (STEP 43, STEP 44) may be an operation of transmitting information indicating the number of points used by the player in the prize exchange. In this case, the receiving server (point management server 39, affiliated management server 45) calculates the latest point information reflecting the result of the prize exchange based on the received information, and updates the point information in its own database.
[0116] Here, as described above, when the operation of lending game media in exchange for the player's points (first lending process, second lending process) is executed, the media management server 36 of the media management company 4 calculates the total value of the game media lent in exchange for the points (STEP 51), as shown in Fig. 12. That is, the total value of the game media lent in exchange for points in one or more game arcades 2 or one or more virtual reality services during a predetermined period (hereinafter also referred to as the accumulated point exchange lending amount) is calculated. Then, the medium management server 36 transmits information indicating the accumulated point exchange loan amount to the money management server 42 of the money management company 6 (STEP 52).
[0117] Money management server 42 displays the received information on the display device. That is, information showing the cumulative point redemption loan amount, in other words, information about the gaming media loaned in exchange for points, is displayed. This allows employees of money management company 6 to easily grasp information about the gaming media loaned in exchange for points (the number of gaming media, the value of the gaming media).
[0118] When money management server 42 receives the information indicating the accumulated point exchange / lending amount, it inquires about point information from point management server 39 of point management company 5 (STEP 53). That is, it transmits a signal to point management server 39 requesting transmission of point information. Then, point management server 39 transmits the point information to money management server 42 (STEP 54).
[0119] Next, the money management server 42 performs a verification operation to verify whether the information indicating the accumulated point exchange loan amount sent from the medium management server 36 is correct (STEP 55).
[0120] That is, in this confirmation operation, an operation is performed to identify the number of gaming media lent in exchange for points within a predetermined period at a predetermined game arcade 2 and / or virtual reality service based on the point information transmitted from the point management server 39. Then, the information indicating the number of gaming media identified in this operation is compared with the information transmitted from the media management server 36 indicating the cumulative point exchange lending amount. If the comparison operation shows a match and the information indicating the accumulated point exchange loan amount sent from the media management server 36 is confirmed to be correct, the money management company 6 charges the point management company 5 an amount equivalent to the loan fee for loaning the gaming media in the accumulated point exchange loan amount (STEP 56). Then, the point management company 5 pays the amount equivalent to the rental fee for the gaming media billed to the money management company 6 (STEP 57). After receiving payment from the point management company 5, the money management company 6 remits to the media management company 4 an amount equivalent to the rental fee for renting out the gaming media in the cumulative point redemption rental amount (STEP 58).
[0121] Here, in this embodiment, when the first rental process and the second rental process are executed, information indicating that these processes have been executed is sent from the equipment of the amusement facility 2 or the virtual reality service management server 28 to the media management server 36 of the media management company 4. That is, the media management server 36 stores in its database information indicating the management company (amusement facility 2, virtual reality service management company) that manages the place (amusement facility 2, virtual space) where the gaming medium is rented in exchange for points. In other words, information indicating which amusement facility 2 the gaming medium was rented at, or which virtual reality service provided by which virtual reality service management company 3 the gaming medium was rented at, is stored. Therefore, it is possible to calculate the total value of the gaming media rented in exchange for points for each management company. Therefore, the media management company 4 remits an amount equivalent to the rental fee to each amusement facility 2 and each virtual reality service management company 3.
[0122] In the above embodiment, an example has been described in which the confirmation operation (STEP 55) is performed in money management server 42, but the confirmation operation may be performed by another server, such as point management server 39, or another computer.
[0123] As each of the above-mentioned prize exchanges is carried out, the affiliated management server 45 of the affiliated company 7 calculates the total value of points consumed in a predetermined period (e.g., one month) (STEP 61), as shown in Fig. 13. In other words, the total value of points consumed is the total value of the number of points used in prize exchanges in one or more game arcades 2 and one or more virtual reality services within a predetermined period. In addition, when multiple virtual reality service management companies 3 each provide virtual reality services, the cumulative consumed points are the total number of points used for prize exchange within a specified period at each amusement arcade 2 and in the virtual reality services provided by each virtual reality service management company 3.
[0124] In this embodiment, the cumulative consumed points are calculated for each amusement arcade 2 and each virtual reality service management company 3. In other words, the point information in this embodiment includes information indicating which amusement arcade 2 the gaming media that the player exchanged for points were acquired at, or which virtual reality service management company 3 the gaming media were acquired from. Therefore, by referring to the point information when exchanging for a prize, it is possible to identify where the gaming media acquired were acquired and the points consumed in the exchange were exchanged for. Therefore, in calculating the cumulative consumed points as described above, for example, XX points are used in a month in exchange for gaming balls (gaming media) acquired at amusement arcade A, and YY points are used in a month in exchange for gaming media acquired in the virtual reality service provided by virtual reality service management company B, and so on, and the cumulative consumed points corresponding to each amusement arcade 2 and virtual reality service management company 3 can be added up.
[0125] Then, the affiliated management server 45 of the affiliated company 7 transmits point information including information indicating the accumulated consumed points (hereinafter also referred to as accumulated consumed point information) to the money management server 42 of the money management company 6 (STEP 62). Furthermore, the affiliated company 7 bills the money management company 6 for an amount equivalent to the accumulated consumed points (STEP 63).
[0126] After money management company 6 receives a bill for the amount of points from affiliated company 7, money management server 42 inquires of point management server 39 of point management company 5 about point information (STEP 64). That is, a signal is sent to point management server 39 requesting the transmission of point information. Point management server 39 then transmits the point information to money management server 42 (STEP 65). The point information transmitted at this time includes information capable of identifying the accumulated consumed points corresponding to each management company (each amusement arcade 2, each virtual reality service management company 3).
[0127] Next, money management server 42 executes a comparison operation to compare the accumulated points consumed information corresponding to the specified management company (amusement arcade 2, virtual reality service management company 3) sent from affiliated management server 45 with information indicating the accumulated points consumed corresponding to the management company identified based on the point information sent from point management server 39 (STEP 66). If the comparison operation shows a match between the information and the accumulated points consumed corresponding to the specified management company sent from affiliated management server 45, and it is confirmed that the information is correct, money management company 6 bills the management company that should be billed for the payment (STEP 67). That is, the payment is billed to the amusement arcade 2 and virtual reality service management company 3 that should be billed for the payment. Furthermore, the gaming arcade 2 and the virtual reality service management company 3, which have received a payment request from the money management company 6, remit the payment amount (STEP 68, STEP 69). Furthermore, the money management company 6, which has received the payment amount from the gaming arcade 2 and the virtual reality service management company 3, pays the amount equivalent to the points to the affiliated company 7 (STEP 6A).
[0128] In the above embodiment, the money management company 6 paid the amount equivalent to the points to the affiliated company 7 (STEP 6A) after receiving the payment amount from the amusement arcade 2 or the virtual reality service management company 3 (after STEP 68 and STEP 69), but the present invention is not limited to this. For example, as shown in Fig. 14, the game arcade 2 and the virtual reality service management company 3 may transfer money to the money management company 6 in advance (STEP 71, STEP 72). That is, before the point equivalent amount is claimed (STEP 75), the money to be used in paying the point equivalent amount (STEP 79) is transferred.
[0129] In this case, as in the above, the accumulated points consumed are calculated (STEP 73), the points information is transmitted (STEP 74), and the amount equivalent to the points is claimed (STEP 75). STEPs 73 to 75 are substantially the same as STEPs 61 to 63 described above, and therefore detailed explanations are omitted. Thereafter, the points information is queried (STEP 76), the points information is transmitted (STEP 77), and a comparison operation is performed (STEP 78). STEPs 76 to 78 are also substantially the same as STEPs 64 to 66 described above, and therefore detailed explanations are omitted.
[0130] If the comparison confirms that the information indicating the accumulated points consumed corresponding to the specified management company sent from affiliated management server 45 is correct, money management company 6 pays the amount of points to affiliated company 7 from the money deposited in advance (STEP 79). Money management company 6 then notifies game arcade 2 and virtual reality service management company 3 of the deposit (STEP 7A).
[0131] In the "Deposit Notification", information regarding the payment of the points equivalent amount to affiliated company 7 (STEP 79) is transmitted. In detail, money management server 42 transmits information including information indicating that the payment of the points equivalent amount has been completed, information indicating the date and time when the points equivalent amount was paid, and information indicating the amount paid, to the equipment in amusement arcade 2 (hall computer 19, etc.) and virtual reality service management server 28. The equipment in amusement arcade 2 and virtual reality service management server 28 then store the received information in their own databases.
[0132] Before paying the amount equivalent to the points (STEP 79), an amount check may be performed to confirm the amount prepaid by the management company (amusement arcade 2, virtual reality service management company 3). In this amount check, the prepaid amount may be displayed on a display device or the like of money management server 42. If the result of the amount check shows that the amount necessary to pay the amount equivalent to the points is insufficient, the payment of the amount equivalent to the points may be withheld or canceled, and a notification operation may be performed to notify the relevant management company of this fact.
[0133] In the above embodiment, the media management company 4 is a company separate from the amusement facility 2, but the amusement facility 2 may manage gaming media owned by players. In this case, the equipment of the amusement facility 2 (such as the hall computer 19) may function as the media management server 36. Also, although the virtual reality service management company 3 is a company separate from the amusement facility 2, the amusement facility 2 may provide a virtual reality service. In addition, the point management company 5 and the money management company 6 may be one management company rather than separate companies. In this case, one or more computers of the one management company may function as the point management server 39 and the money management server 42. In other words, two or more companies selected from each management company (amusement center 2, virtual reality service management company 3, media management company 4, point management company 5, money management company 6, affiliated company 7) in the above embodiment may be one company rather than separate companies.
[0134] In the above embodiment, the hall computer 19 and the management computer 21 are separate computers, but a single computer in the gaming facility 2 may function as both the hall computer 19 and the management computer 21 .
[0135] In the above embodiment, the money management company 6 pays the points equivalent to the affiliated company 7 after receiving the payment amount from the management company (amusement facility 2, virtual reality service management company 3), but the present invention is not limited to this. The money management company 6 may pay the points equivalent to the affiliated company 7 before receiving the payment amount from the amusement facility 2. In other words, the money management company 6 may temporarily pay the points equivalent amount in advance and bill the management company (amusement facility 2, virtual reality service management company 3) as an advance payment.
[0136] The point exchange machine 18 in the above embodiment may be installed in the game center 2, like a change machine, next to the game machine island (the end board of the game machine island) on which the game machines 15 are installed, or may be installed in the prize exchange office 20 or in its vicinity. In addition, in the above embodiment, the point exchange machine 18 is a separate device from the game medium lending machine 16, but the point exchange machine 18 and the game medium lending machine 16 may be formed as one unit. In other words, a game medium lending machine having the function of the point exchange machine 18 may be formed and installed in a position close to the game machine 15 on the game machine island. The same applies to objects imitating these in virtual space.
[0137] In the above embodiment, if the information stored in the member card 8 is not the latest (NO in STEP 3 of FIG. 4), the information stored in the member card 8 is updated to the latest information (STEP 7). After that, the number of balls and points owned by the player are displayed based on the latest information, and the lending operation and point exchange operation are performed. However, the present invention is not limited to this. For example, if the answer is No in STEP 3, the number of balls and points owned by the player may be displayed based on the latest information without updating the information stored in the member card 8 to the latest information, and the lending operation or point exchange operation may be made executable. Then, after the lending operation or point exchange operation is executed, the operations of STEP 5 and STEP 6 described above may be executed. In this case, after the number of balls and points owned by the player are displayed based on the latest information, if the player removes the member card 8 without executing the lending operation or point exchange operation, the operation of updating the information stored in the member card 8 to the latest information may be executed.
[0138] In the information confirmation operation of the above embodiment, the media management server 36 and the point management server 39 execute a determination operation to determine whether the media possession information and point information stored in the membership card 8 are up to date, but the present invention is not limited to this. The point exchange machine 18 may execute the determination operation. In this case, for example, the point exchange device 18 transmits a signal to the media management server 36 and the point management server 39 requesting the transmission of media possession information and point information. Then, the media management server 36 and the point management server 39 that have received the signal transmit the media possession information and point information stored in their own databases to the point exchange device 18. Then, the point exchange device 18 may execute a series of operations such as executing a discrimination operation.
[0139] In the above-mentioned point exchange process, points selected by the player from among a plurality of types of points may be awarded. For example, in the first point exchange process, the player operates the point exchange machine 18 and selects desired points from a list of a plurality of types of points displayed on the point exchange machine 18. Then, the game medium is exchanged for the selected points. Similarly, in the second point exchange process, points selected by the player from among a plurality of types of points may be awarded. In other words, a screen for selecting points may be provided on the screen.
[0140] Furthermore, in this case, the point exchange process may execute a point-to-point exchange process in which one point is exchanged for another point instead of game media. For example, one point selected from predetermined point B, predetermined point C, and predetermined point D may be exchanged for a predetermined point A.
[0141] In this case, the point information stored in the member card 8 includes information indicating the number (amount) of each of the multiple types of points owned. The gaming system 1 may be constructed by one or more point management companies 5 in cooperation with one or more gaming arcades 2 and one or more other companies (virtual reality service management company 3, medium management company 4, money management company 6, affiliated company 7). The point management company 5 may manage one or more types of points. That is, one point management company 5 of the gaming system 1 may manage one or more types of points, and the multiple point management companies 5 of the gaming system 1 may each manage different points. In this case, each of the multiple point management companies 5 may manage one type of point, or multiple types of points. In addition, there may be a mixture of point management companies 5 that manage one type of point and point management companies 5 that manage multiple types of points.
[0142] The virtual reality service may be provided at a booth installed in the city by the amusement facility 2 or the virtual reality service management company 3, in addition to the player's home. In this case, the user device 50 may be a device owned by the amusement facility 2 (amusement facility device) or a device owned by the virtual reality service management company 3 (virtual reality service management device). It is also conceivable to install a booth in the amusement facility 2 where the virtual reality service can be provided.
[0143] In the above embodiment, the point exchange machine 18 is configured to function both as a point exchange means (point exchange device) used for the actual point exchange process and as a game medium lending means (game medium lending device) used for the actual game medium lending process, but these may be separate devices. That is, the device functioning as the point exchange means and the device functioning as the game medium lending means may be integrated (one device) or may be separate (separate devices). It is sufficient that the devices are located at a specific real-world location, that is, a location where the real-world point exchange process and game medium lending process are performed. [Explanation of symbols]
[0144] 1 Gaming System 3. Virtual reality service management company 7. Partners 27 Virtual reality providing server (game space reproduction device, virtual space creation unit, reflection unit) 28 Virtual reality service management server (game space reproduction device, reflection unit) 36 Media management server (game space reproduction device, reflection unit) 39 Point Management Server 50 User device (game space reproduction device, reflection unit) 50b Operation device (operation information acquisition unit) 60 User Object (1st Avatar) 66 First Virtual Space (Virtual Space) 70 Second Virtual Space (Virtual Space) 75 Virtual Instrument 78 Virtual gaming machines 83 Other User Object (First Avatar) 84 Employee Object (2nd Avatar) 90 Virtual temporary storage section (virtual game medium introduction section)
Claims
1. a virtual space creation unit that creates a three-dimensional virtual space; A motion information acquisition unit that acquires motion information of a player; a reflection unit that reflects the motion information acquired by the motion information acquisition unit and the game medium information acquired by the player in the real or virtual space in the virtual space, In the virtual space, a virtual gaming medium corresponding to the gaming medium acquired by the player and a virtual measurement device are represented, The virtual measurement device has a virtual game medium introduction unit, A game space reproduction device in which the number of virtual game media acquired by a player is displayed by inserting the virtual game medium into the virtual game medium insertion section within the virtual space.
2. 2. The game space reproduction device of claim 1, wherein in the operation in which the number of virtual game media is displayed, a state in which a different number of virtual game media are inserted into the virtual game media introduction section is represented depending on the number of game media acquired by the player, and the time from start to completion of the operation changes depending on the number of game media acquired by the player.
3. A virtual gaming machine is represented in the virtual space, The virtual gaming machine is a simulation of a pinball gaming machine, The virtual game medium is a simulation of a game ball, 3. The game space reproduction device according to claim 1, wherein a movement of said virtual game medium in said virtual game machine changes in response to action information of a player.
4. The game space reproduction device according to claim 1 or 2, A point management server owned by a point management company; Based on the game medium information, a point exchange process is possible in which the value of the game medium acquired by the player is exchanged for points, and a game medium lending process is possible in which game media is lended in exchange for points; A gaming system in which the point exchange process in reality and the point exchange process in the virtual space are both possible, and the gaming medium lending process in reality and the gaming medium lending process in the virtual space are both possible.
5. a first avatar corresponding to a player and a second avatar corresponding to an employee of a virtual reality service management company that manages the virtual space are represented in the virtual space; 5. The gaming system of claim 4, wherein chat-style communication between the player and the employee is possible, with one of the conditions being that the first avatar and the second avatar are depicted as being in close proximity to each other.
6. It is possible to exchange points for prizes.
5. The gaming system according to claim 4, wherein prize exchange processing can be performed in both reality and the virtual space.
Citation Information
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